VFX work notes on QC / pipeline / trace objects / HDRI
Upstream needs to make QC daily for downstream, FX needs to make FX QC daily for lighting
- for naming transfer purpose
- for version check purpose
- for animation check purpose
- for split up to small group check purpose
Pipeline Design
- need tool to check all the versions of upstream asset packages
- need tool to duplicate shot modules for mass production
- render jobs need placeholders, so production can know how much farm share is needed every night
- render comments are for production to assign different priority every night
Overall
- when in doubt, always consult
- check self first, then notify upstream
- after update, always restart
- any problem, report back
- man power problem, report back
- schedule problem, report back
- pipeline problem, report back
- research and development is key to moving forward
Supervisor
- check shots zoomed in
- check shots slowed down
- check shots with brightness up
- check shots with surrounding shots
- supervisor job is to understand upstream director
- supervisor job is to find solution for downstream lead, and make the plan clear for everyone
- if something doesn't work by the book, go around it
Optimize trace objects
- texture
- displacement
- subdiv
- fur
- groom
- polymesh
- LOD
- micro polygon length
When a shot is received
- look at surrounding shots
- look if others have done it before
- check linux job category
- check if all the assets are latest
Lighting
- the distance and size of the light in the Katana scene, needs to reflect the real world
- dark side needs to have detail
- don't adjust spec, it will effect lookdev
- render everything together first to know the correct look, then split into render layers
- always do three frame first to check long FFR render
- group shots according to camera angle, not characters
- lighting problem, use lighting to solve, don't use comp tricks
- always confirm key shots first, then mass produce with juniors
- assign repetitive shots to junior, key shots to senior
Comp
- smoke is comped in the end of the tree, on top of the character
- flare and gloom, need to be added on top of CG character
- check AOV, which layer the noise is coming from
- render pixel aspect ratio match nuke pixel aspect ratio
HDRI
Grey balance
- raw converter node (neutralize)
- ACES grey balance (neutralize)
- grade (match HDRI Macbeth to IREF/plate macbeth
- macbeth - match most black, most white, match middle grey (use multiply) and CC match color (use saturation)
Extract HDRI lights texture for Katana
- spherical transform node
- input : latlong
- output : cube
- super white roll off 20
HDRI cleaning
- no people
- no lights
- desaturate blue screen
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