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
  1. raw converter node (neutralize)
  2. ACES grey balance (neutralize)
  3. grade (match HDRI Macbeth to IREF/plate macbeth
  4. macbeth - match most black, most white, match middle grey (use multiply) and CC match color (use saturation)
Extract HDRI lights texture for Katana
  1. spherical transform node
  2. input : latlong
  3. output : cube
  4. super white roll off 20
HDRI cleaning 
  1. no people
  2. no lights
  3. desaturate blue screen

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