Tuesday, November 13, 2012

Final Render Settings

Here are the settings to use for final renders. DO NOT use these for testing lights. It's best if you half the resolution and take down shading rate to speed up lighting process until rendering final images.

In Render Settings:
  • Common
    • File name prefix: <RenderLayer>/<Scene>_<RenderLayer> (right-click)
    • Image Format: Tiff16
      Frame/Animation ext: name.#.ext
      Frame padding: 3
    • Resolution: HD 720
  • Quality
    • Shading rate: 1.0
    • Pixel Samples: 12.0 x 12.0 (to smooth out DoF and motion blur)
    • Filter: mitchell
    • Filter Size: 4.0 x 4.0
  • Features
    • Motion Blur: ON
    • Ray Tracing
      • Trace Bias: 0.01
      • Max Spec Depth: 2
Depth of Field Settings:
  • F Stop: 8 (maybe)
  • Focus Region Scale: 1.0
Settings in RenderMan Controls:
  • RenderRadiosityPass
    • Shading Rate: 2.0
  • SSRenderPass
    • Shading Rate: 1.0
    • Pixel Samples: 4.0, 4.0

Tuesday, November 6, 2012

LightRig for Opening Shots (shot1-13)

Hey Guys:
The light rig for opening shots are already exported into the address: assets/lights/09.0_lights/09.0_lights.proj
There are two files,  one for the environment, one for Gus. which are:
shot09_EnvLightRig.ma
shot09_GusLightRig.ma

So to use the Light Rig, just import those two files into your lighting shot.
and here is the light link information:

shot09_EnvLightRig.ma:
 1.RenderManEnvLight1             linked to all the objects   used for emit Diffuse
 2.RenderManEnvLight2             linked to all the objects   used for emit Spec
 3.skyLight              linked only to the sky plane   used for light up the sky image plane
 4.groudKeyBlueLight/groudKeyYellowLight        linked to the cliff   used for light up the snow cliff, both only emit diffuse, and only yellow one have shadow
 5.groundKeySpecLight   linked to the cliff   used for light up the spec component of the snow, only emit spec
 6.groundAdditionalKeyLight   linked to the cliff   used for add additional brightness to foreground in order to create sense to depth and layer for shot09(you may not need this light in your shot, if not, just hide it)


shot09_GusLightRig.ma:
 1.gusKeyLight             linked to gus/sled  
 2.gusKeySpecLight             linked to gus/sled   give the charactor a soft spec highlight instead of a round spec highlight (thats why i used area light instead of spot light)
 3.gusFillLight              linked to gus/sled   used for light up the sky image plane
 4.gusBackLight        linked to gus/sled  you may need to move this light for your own shot
 5.gusBackSpec   linked to gus/sled  give Gus a soft spec highlight on the back side of the helmet. you may not need this light in your shot.
 6.gusBounce   linked to gus/sled but UNLINKED from the eyes

I putted the rigs into shot03 for a test, and here is the rendered image:




























this is a rendered frame form shot9, which can be taken as the color reference.


You can see, it doesn't really match the shot but it still gives you a OK start for lighting.


Hope this helps! and just ask me if you have any question about the rig : )




 


Lighting Intro shots assignment

Lighters! Check out the project spreadsheet for your shot assignments:

https://docs.google.com/spreadsheet/ccc?key=0Akw17UNxZ6apdG5NUVFFNFNuUUVDX0ctWlFlMzg4dEE#gid=0

It would be helpful if you can update this throughout your process. Don't forget to send renders to Dave for feedback!

Wednesday, October 31, 2012

Monday, October 22, 2012

More Matte Paintings


These are still rough, especially the last one which is for the closing scene, but it should be enough to where people can start using them to light.  They are both in the lighting directory under matte paintings.

Friday, October 19, 2012

Shots to get ready to show Dave

Ready by 10/26
 
Shots Member Priority
4 RJ O
9 Siran O
15 RJ O
17 Siran X
24 Brian X
25a, 25b Kelly O
26 Brian O
30 Brian O
35a Kelly O
36 RJ O

O = must do
X = if time permits

 

Tuesday, October 16, 2012

Overcast Matte Paintings 1

Here are the first 2 matte paintings I've completed for the overcast scenes. Judging by the color temperature and value change between these two, it is possible that the lighter one may need a second version or an extension on the bottom for the shot where he jumps off the cliff that shows a progression into the darker purple.
 This painting is for the extreme wide shot where he's going down the vertical cliff, and any boulder/tree dodging shots that come after it.  There are background and foreground layers here so we can place the cliff between the two.
This painting is for the opening foggy shots.  I'm assuming the composition and tone values will be greatly affected by the fog that we put in from the effects team, so I kept the values more in a mid-grey range with the light portion where the flag will be.