[vfx] departments
lookdev and texture
dmp integration / mattepaint
fx
pm
- 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
- 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
- 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)
- 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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