[vfx] work notes 11

redshift
if motion vector is enabled
it automatically doesn't render with motion blur baked
motion blur can still be on


redshift
can only take 4 domes


redshift
exposure 0 to 1
is 1 stop


renderman
lower texture quality, for motion blur to pick up better samples


frame buffer > motion vector, is its own drop down box


comp
flare : is artifacts
glare : bright light source cause spreading of light, washed out look


nuke cam
increase the sky dome size
if the nuke shot cam is going out of it and rendering black


roto plate
blue screen plate
frame range could be different


underwater creatures don't have sheen
they are very diffuse


comping a fake sun, the core needs to be very hot, like a dynamic HDRI
the core can't be soft


supervisor's render priority
broken renders p1
shot model updates p2
higher samples p3


creative approval first 
tech check second
final last


how to review hair
the hair shouldn't flop together as one piece
it should have some individual pieces


object crashes on the ground
check where the dust emits from
check how high the dust emits


always compare to other departments qc renders


maya pipeline
remove guides for the hair
if the hair is simulated to the wrong model


take the asset out of the RDISP group with attribute overrides
for it to be unaffected by the overrides


half motion blur
is 0.5 shutter efficiency
this multiplies 0.5 to all the attributes


shutter efficiency 0.5 : 
if there is a 0.5 speed retime plate


animation alembic geo samples higher
motion blur transformation steps samples higher
for smoother, rounder motion blur


to optimize
lower max trace step
for less render time


if cg is distorted a lot to match the plate's lens distortion
cg needs much bigger over scan


wings flipping fast
need to create mesh override for wings, transform material sample, more motion blur samples


before maya light transfer to houdini
use namespace editor > delete namespace > merge to root
then transfer

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