[vfx] work notes 1

Comp

Use real glow node on key light where the sun hits

Don’t key flare, find organic way, use sun as a circle, shoulder as a matte

When shoulder blocks sun there is no flare
When shoulder moves, sun peaks out and creates flare in the camera

Far background always needs to be hazy, so comp needs to fix the far background elements to become hazy and atmospheric

Haze is a nuke node

Use lift to fix shot black level at the end of comp

Match
  • Defocus needs to match
  • Tone needs to match
  • Highlight exposure needs to match
  • All objects look need to match
  • Eye spec needs to match shot brightness
When rendering half size, in footage pool, resize back to original first, then link to postage stamp in tree

Frame range node first + RSMB node second, for it to not error

Add camera shake - use tracking, then create matchmove

Muzzle flash
  • Use plus to merge muzzle flash light with scene light
  • When muzzle goes off contrast is higher
  • Muzzle glow is over exposed no detail
  • CHR and BG dark area will be darker, bright area brighter
  • Muzzle will effect CHR and BG
  • When muzzle goes off CHR and BG shadow direction changes
Muzzle CHR and BG final cc exposure node
One node comp in the end of tree
  • Shadow gamma 0.9
  • Mid tones gain 3
  • Highlights gain 15
Muzzle flash use emission layer to comp

Nuke multiply node with keys
Can copy 0 and 1 animation keys to other places
Copy animation, paste absolute

Nuke knob
is writing attributes

rotopanint > life > all frames

plate > framehold > F_reGrain > analyze the reel (normally it's the person, next to the CG person)

render motion vector, check raw
shuffle copy > motion channel
vector blur > uv channels > motion

add RSMB for smoother roto of foreground character

Crypto matte - set picker - choose the object mask

OCIO color management

OCIO display
Input colorspace : ACEScg
Display device : ACES
View transform : sRGB

OCIO color space
In : sRGB
Out : ACEScg


Maya

Surface shader for reflection plane material

Per light aov / type in name in aov light group / beauty layer : all light groups - check box

Uncheck reference editor is the cleanest way for lighter maya file

Higher sample for noise
Or use denoise

Lighting use selected lights to see its effect

If blood needs spec, then higher spec samples

Final render job - Write a note feature - to tell render farm and others this is a job for final render

Choose Arnold set
right mouse, select set members
Open relationship editor

Arnold > open Arnold renderView
Bottom right is history

Import with no namespace
Choose merge into selected namespace and rename

General editors > namespace editors

Render setup window
Eye is view which render layer to view
Clap board is which layer to send batch render

Edit > keys > bake simulation
Choose : from channel box
Select whole channel box attributes

Arnold to turn off primary visibility
Have to use set
It is in extra attributes

Arnold set default:
Primary visibility is checked 
Matte is unchecked 

Debug way
Check reference, check the asset, check the source file

press insert to change pivot

before render, set project first, this is same as job in

redshift incandescence
is surface shader
is ambient color

There will be a dummy default blendshape
There needs to be a specific blendshape that fits the characters facials

blendshape is pre-deformed shapes, predetermined animation


Sim

sim cloth will be a seperate abc file

use low model to sim cloth, then wrap, for less intersection

can't always delete inside body, when fixing sim cloth intersection, the cloth will shrink inside

sim needs T pose at zero start point to be correct


Supervisor

Supervisor render priority adjustment for everyone to follow:

  • Per sequence
  • Per frame number
  • New ones higher
  • Final ones lower
  • Less frames higher
  • More frames lower

Supervisor review with pictures

Supervisor 2D paint over, retouch the movie still

Before changing, confirm with sup, ask direction, ask which template

review intersection problem
like model, sim, and hair intersection problem

blue background, cg character won't be red tone

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