[vfx] departments

lookdev and texture
  • check assetdev in dmx, banners texture isomask is there

dmp integration / mattepaint
  • castle and mountain connection point, paint in some moss and dirt to make the connection line smoother
  • paint icicles and snow connection point
  • replace ground patchy geo with dark lines, with nice snow painting and painted footsteps
  • if there are hand drawn lines, like bricks and tiles on the ground, supervisor needs to review it's perspective, the perspective needs to match with the cg render wireframe

fx

  • spells need the spell itself and a shockwave pass
  • firework fx shouldn't be all see-through when fading, the smoke should be thick in some parts and block the back buildings here and there

lighting
  • gobo is directional light + cutout planes
  • larger light for more falloff
  • background need light decoration, candles, lamps, or off screen light to be more cinematic
  • putting texture in light might not create gobo, will need IES in the light map, or use actual geo gobo
  • always name the light : light_main / light_secondary / light_int / light_fx
  • always add LS to light

layout
  • this department exist because there is a so called publish pipeline
  • different versions of env, lookdev, cfx, and cam are published to lighting by layout dept

camera
  • if the camera is on the character, following the character forward, the character can ride a bike , can fly, can do anything, without moving forward, just need to move the background backward
  • establishing shot sets location (framing, Wes Anderson inviting) , tone (color, atmosphere, Stanley Kubrick creepy) , camera speed (feeling, Michael Bay fast)

pm

  • there is a calendar, so every meeting, asset, light, fx, or special meeting with specific purpose has a specific slot 
  • all meetings are pre-scheduled and pre-discussed, then put in the calendar
  • even a 5 min shift , needs to be updated in the calendar, because of zoom and remote work
  • lighting dailies (what to show in am) > am dailies (notes from vfx sup) > catch up dailies (the plan for tonight)

howto
  • average/multiply merge occlusion and wireframe for howto

text
  • speak thoughts, don't care, no right or wrong, it's all for my own sanity sake

shotgun
  • there is a ticket page in sg, can search all shot based tickets there
  • there is a blue add ticket button in sg, just need to cc show bug alias, vermbug

matchmove
  • matchmove character from anim or integ, is alembic cache, naming is anim/md/alembic_cache or integ/md/alembic_cache

comp
  • chromatic aberration on the plate, add it back into the cg

render farm
  • estimate memory needed default is 30g, if it exceeds that, it will fail and go into que for higher memory machines
  • fail and exclude, or requeue and exclude, means exclude that low memory machine

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