tag:blogger.com,1999:blog-5706288394880312552024-03-13T10:22:40.345-07:00Exploring Animationcruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.comBlogger121125tag:blogger.com,1999:blog-570628839488031255.post-78207030886597698082014-01-13T04:56:00.003-08:002014-01-13T04:56:40.106-08:00Toon ShadersI'm gong to experiment a bit more with toon shading so here's a link for my reference:<br />
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<a href="http://www.youtube.com/watch?v=xZfoo6GEOCs">http://www.youtube.com/watch?v=xZfoo6GEOCs</a>cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com0tag:blogger.com,1999:blog-570628839488031255.post-12549492327786988072013-11-15T10:56:00.001-08:002013-11-15T10:56:35.968-08:00Maya Cross HatchingI've been pondering how to give a less 'CG' look to my film so here's a link for future reference.<br />
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The clip of the rotating shape is ace.<br />
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<a href="http://area.autodesk.com/blogs/duncan/crosshatch_shading">http://area.autodesk.com/blogs/duncan/crosshatch_shading</a>cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com1tag:blogger.com,1999:blog-570628839488031255.post-88454096272958972102013-10-02T03:55:00.001-07:002013-10-02T03:55:19.785-07:00Selection HighlightingA very dumb problem that was getting to me yesterday. Highlighting on selected objects didn't show up in the perspective view (though it worked on front / side / top etc.)<br />
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I knew that I must have accidentally checked / unchecked a box somewhere but couldn't find it. I'm even sure that I tried the "show" menu in the persp view but I can't have been looking very carefully because it turns out that - when I looked again this morning - there it was!<br />
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<span style="font-family: inherit;">So, to solve the problem: in whichever view you're having problems with go to the "show" menu and make sure that "selection highlighting" is checked. (In my case I had to uncheck and re-check it to get it to work.)</span><br />
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<span style="font-family: inherit;">Hope that helps anyone else who's temporarily lost in maya menus :)</span>cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com0tag:blogger.com,1999:blog-570628839488031255.post-20792399782815738082013-09-18T06:50:00.001-07:002013-09-18T06:53:53.397-07:00Worried pacing movie reference<iframe allowfullscreen="" frameborder="0" height="344" src="//www.youtube.com/embed/squsWmEkP5I" width="459"></iframe>
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This is great reference for the writer's worried pacing, it captures some aspects of the character really well: stuck in a bedsit, worried about what's going on opposite outside the window.</div>
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The source was Getty Images - <a href="http://www.gettyimages.co.uk/detail/video/worried-man-sitting-at-table-pacing-to-bed-stock-video-footage/mr_00056042">http://www.gettyimages.co.uk/detail/video/worried-man-sitting-at-table-pacing-to-bed-stock-video-footage/mr_00056042</a></div>
cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com0tag:blogger.com,1999:blog-570628839488031255.post-43701188295695864672013-08-23T04:22:00.001-07:002013-08-23T04:24:33.449-07:00mel scripts: select all anim curves & select all keys<span style="background-color: black; color: white; font-family: inherit;">These wee bits of mel have proved incredibly useful recently as I've been doing some shot layout:</span><br />
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<span style="font-family: inherit;"><span style="color: white;"><span style="background-color: black;">This selects all animCurve nodes</span></span></span><br />
<span style="font-family: inherit;"><span style="color: white;"><span style="background-color: black;">select -r `ls -typ animCurve`; </span></span><span style="color: white;"><span style="background-color: black;"><br /></span></span><span style="color: white;"><span style="background-color: black;"><br /></span></span></span><br />
<span style="font-family: inherit;"><span style="color: white;"><span style="background-color: black;">This selects all keys on all animCurve nodes</span></span></span><br />
<span style="font-family: inherit;"><span style="color: white;"><span style="background-color: black;">selectKey`ls -typ animCurve`;</span></span></span>cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com0tag:blogger.com,1999:blog-570628839488031255.post-34725943476732948132013-08-23T04:15:00.001-07:002013-08-23T04:15:40.193-07:00Maya convert instance to objectMy street environment was created with tons of instancing - including groups containing instances which were then instanced in turn. I'm not hugely familiar with instancing but it wound up creating problems in terms of flexibility of editing objects and general bugginess so I decided to convert the instances into objects in their own right.<br />
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This, it turns out, wasn't as easy as I might have thought.<br />
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I tried various methods including the menu item modify/convert/instance to object. My problem with using this is that you seem to need to do it in the 'correct order' otherwise instances of objects just disappear.<br />
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In the end the method I used is pretty labour intensive, but it works reliably without geometry going awol.<br />
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1) group all of the objects that you want to apply the instance-to-object conversion to - including all geometry that is (or in my case, might be ;) the originals of instanced geometry<br />
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2) using the outliner "expand all" in the group (shift and left click on the + sign next to the group)<br />
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3) select all items within the group<br />
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4) run this mel script duplicate -un<br />
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5) whilst the duplicated objects are still selected group and unparent them<br />
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6) delete the original group<br />
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7) repeat the above until all instances are objects (this is the labour intensive bit!)cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com0tag:blogger.com,1999:blog-570628839488031255.post-57798884271666610192013-07-04T09:46:00.001-07:002013-07-04T09:57:12.012-07:00Margarita - Blend ShapesBlendshapes for Margarita are coming together :)<br />
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Just have to tweak her smile a bit, and then polish all shapes so that they work together.</div>
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Here are a couple of expressions . . . </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxrDIidgB_RQP_rvM4huh-zKLABVisGDrXmsFw2lTCqwckdxYo-Of992rujfsVJV359_lTm87vqamRQoiz0mdnTurjAPwb00VordqF24lmc_uOlgEC82HFx-ewkU80msAklEc9Doae-64/s1280/faceSad.jpeg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxrDIidgB_RQP_rvM4huh-zKLABVisGDrXmsFw2lTCqwckdxYo-Of992rujfsVJV359_lTm87vqamRQoiz0mdnTurjAPwb00VordqF24lmc_uOlgEC82HFx-ewkU80msAklEc9Doae-64/s640/faceSad.jpeg" width="640" /></a></div>
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cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com0tag:blogger.com,1999:blog-570628839488031255.post-59677350247862265542013-07-01T03:44:00.003-07:002013-07-01T03:47:19.790-07:00Tech Tips - symmetrical modelling with reflection in mayaOK, I can't decide whether I'm pleased to have found this or gutted that I'd already done so much modelling <i>before</i> I found it.<br />
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But I've finally figured out how to keep a model symmetrical when I make adjustments to vertices on one side.<br />
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Turns out that the move tool had a reflection setting all along! See the pic below for where to find it.<br />
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I'm looking forward to some happy modelling and much less "mirror geometry" from now on!<br />
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<br />cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com0tag:blogger.com,1999:blog-570628839488031255.post-9016539210581338622013-04-16T07:11:00.005-07:002013-04-16T07:13:00.326-07:00Maya - easily align vertices<span style="background-color: black;"><span style="color: white;"><span style="font-family: verdana, arial, sans-serif; font-size: 11px;">1. Select your vertices</span><br style="font-family: verdana, arial, sans-serif; font-size: 11px;" /><br style="font-family: verdana, arial, sans-serif; font-size: 11px;" /><span style="font-family: verdana, arial, sans-serif; font-size: 11px;">2. Select the move tool</span><br style="font-family: verdana, arial, sans-serif; font-size: 11px;" /><br style="font-family: verdana, arial, sans-serif; font-size: 11px;" /><span style="font-family: verdana, arial, sans-serif; font-size: 11px;">3. Open the tool settings (click the SHOW OR HIDE TOOL SETTINGS button above the channel box)</span><br style="font-family: verdana, arial, sans-serif; font-size: 11px;" /><br style="font-family: verdana, arial, sans-serif; font-size: 11px;" /><span style="font-family: verdana, arial, sans-serif; font-size: 11px;">4. Set it to WORLD SPACE and turn off RETAIN COMPONENT SPACING.</span><br style="font-family: verdana, arial, sans-serif; font-size: 11px;" /><br style="font-family: verdana, arial, sans-serif; font-size: 11px;" /><span style="font-family: verdana, arial, sans-serif; font-size: 11px;">5. Hold X to snap to grid, then grab one of the move handles and move it.</span><br style="font-family: verdana, arial, sans-serif; font-size: 11px;" /><br style="font-family: verdana, arial, sans-serif; font-size: 11px;" /><span style="font-family: verdana, arial, sans-serif; font-size: 11px;">Voila.</span></span></span><br />
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<span style="background-color: black; font-family: verdana, arial, sans-serif; font-size: 11px;"><span style="color: white;">Thanks faultymoose</span></span><span style="background-color: black; color: white; font-family: verdana, arial, sans-serif; font-size: 11px;"> </span><a href="http://forums.cgsociety.org/archive/index.php/t-425652.html">http://forums.cgsociety.org/archive/index.php/t-425652.html</a>cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com0tag:blogger.com,1999:blog-570628839488031255.post-86170259155512059942013-04-16T06:51:00.000-07:002013-04-16T06:51:32.278-07:00Maya - snap pivot to edge / vertex / grid<span style="background-color: black; color: white; font-family: verdana, arial; font-size: 12px;">Select your object then hit the insert key. This lets you move the pivot around. Now the trick to get it aligned to an edge is to hold the C key then move you mouse cursor over to the edge you want to snap to. Click the middle mouse button and move the mouse slightly while holding the middle mouse button. The pivot will jump to the edge. While you have the middle mouse button held you can slide the pivot along the edge. You can also do this with the V key for snapping to vertexs and the X key to snap to grid.</span><br />
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<span style="font-family: verdana, arial; font-size: 12px;">Thanks pyromania: </span></span></span><a href="http://www.polycount.com/forum/showthread.php?t=37371">http://www.polycount.com/forum/showthread.php?t=37371</a>cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com0tag:blogger.com,1999:blog-570628839488031255.post-87299895798325177092013-04-02T10:07:00.001-07:002013-04-02T10:07:20.645-07:00Margarita's Room: modellingBeginning to populate Margarita's room with books and furniture<br />
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<br />cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com0tag:blogger.com,1999:blog-570628839488031255.post-33547194093806506342013-03-27T06:32:00.000-07:002013-03-27T07:14:13.288-07:00Mental Ray Contour ShaderI need to start rendering again and realised that I'd pretty much forgotton how to render contours so here are some notes to myself for the rest of the shots :)<br />
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1) In render settings enable contour rendering. For my specific purposes I've also gone for hide source (I don't want any other textures, lighting etc visible in my contour layer - I'll comp those together later), flood colour is white (it could be anything, I'm going to key it out in the comp), over sample value of 30 (I need it this high to get reasonable quality and the render times are fine), gaussian filter and filter support of 2.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglA9jPCqzkWBU6V54mEE1_-EpCvrCf6-LcNOCAp5POUlAq5z3akLHGrbNBJLp7bpd-IuOmqbyJz5P7GjWidtbB3vtXeaw9poiOqiNtFvSszou_N0vJp_kcIrEmqOWmMs45a0HuNa1l0YA/s1600/contour_renderSettings.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglA9jPCqzkWBU6V54mEE1_-EpCvrCf6-LcNOCAp5POUlAq5z3akLHGrbNBJLp7bpd-IuOmqbyJz5P7GjWidtbB3vtXeaw9poiOqiNtFvSszou_N0vJp_kcIrEmqOWmMs45a0HuNa1l0YA/s640/contour_renderSettings.jpg" width="372" /></a></div>
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2) Pipe in "contour_contrast_function_levels" to Contrast Shader and "contour_store_function" into Store shader. (See below for where to find these in the hypershader.)<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsD2J_DXPE3rGgHY3QVzYZ9cMxYzGaNtZQki2ZSgsOGAlj1X1g_9iHm802gZ5Rgb6FnQCJ4A95IJPQ04E-_Bvz4waF8GBMT32SpbhJFOtrcPGroj_OnrOM9ErFhMMpX0y_tKfjqlCpgmM/s1600/contour_hypershade.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="436" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsD2J_DXPE3rGgHY3QVzYZ9cMxYzGaNtZQki2ZSgsOGAlj1X1g_9iHm802gZ5Rgb6FnQCJ4A95IJPQ04E-_Bvz4waF8GBMT32SpbhJFOtrcPGroj_OnrOM9ErFhMMpX0y_tKfjqlCpgmM/s640/contour_hypershade.jpg" width="640" /></a></div>
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3) The settings I used for the contour_contrast utilitiy are below. To make sure I got the outlines I needed and to prevent broken lines, contours flickering on and off etc etc I went for diff mat which draws a countour line between different materials. This meant that I had to apply multiple materials to a single object, by applying individual shaders to the faces that I wanted to be outlined<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPKm1kqAvBphc53X-vK31zS0xp7KdGLpA_M_l0WI9QzGkuAYIceFsZgKahtGXNW5VcRO79VcHlwWWuEOBPM1fDj6044QUYuQXXGgwiMBmgMslMiwn_9aWl6ApvHmQSker4kao5vxiPlpo/s1600/contourContrast.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="588" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPKm1kqAvBphc53X-vK31zS0xp7KdGLpA_M_l0WI9QzGkuAYIceFsZgKahtGXNW5VcRO79VcHlwWWuEOBPM1fDj6044QUYuQXXGgwiMBmgMslMiwn_9aWl6ApvHmQSker4kao5vxiPlpo/s640/contourContrast.jpg" width="640" /></a></div>
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4) For contours which get narrower with distance from the camera plug the "contour_shader_depthfade" utility into the shading group for the material
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgr1aO8xhv4mN-FPelsKdDOppIscJ-_UlvcLIvQ1DKYY-_RMxvf2BunSYhq-1f_y7aBl6D7BlwQ8JruH_6JuO5L4meMNNVEg6aSn-yuo9TpRMvRr3t2gWpR_6UvDCidXNiXzqs5FBeKrG0/s1600/contour_shadingGroup.jpg" imageanchor="1" style="clear: left; display: inline !important; margin-bottom: 1em; margin-right: 1em; text-align: center;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgr1aO8xhv4mN-FPelsKdDOppIscJ-_UlvcLIvQ1DKYY-_RMxvf2BunSYhq-1f_y7aBl6D7BlwQ8JruH_6JuO5L4meMNNVEg6aSn-yuo9TpRMvRr3t2gWpR_6UvDCidXNiXzqs5FBeKrG0/s640/contour_shadingGroup.jpg" width="362" /></a></div>
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5) Starter settings for the depthfade utility are below. These need to be tweaked on a shot-by-shot basis depending on camera / lens etc.
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLqWpsfO0k3KQWAy-Mn2B0MnCwmvi-VbNWavuGS5AkttolCAEq-V7rJ6GXhzf8OKyGvanluccM9Y2qxQdDm_oBweVWegI6hzUe5BqH_vi8sJYQmRnv2lZUssKKlmAGBZQNoL8XRmO5-qo/s1600/contour_depthFade.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="590" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLqWpsfO0k3KQWAy-Mn2B0MnCwmvi-VbNWavuGS5AkttolCAEq-V7rJ6GXhzf8OKyGvanluccM9Y2qxQdDm_oBweVWegI6hzUe5BqH_vi8sJYQmRnv2lZUssKKlmAGBZQNoL8XRmO5-qo/s640/contour_depthFade.jpg" width="640" /></a></div>
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I used tons of different resources to get this right but here's one that was pretty clear :)
<a href="http://wiki.bk.tudelft.nl/toi-pedia/Mental_Ray_Contour_Shader_tutorial">http://wiki.bk.tudelft.nl/toi-pedia/Mental_Ray_Contour_Shader_tutorial </a>cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com0tag:blogger.com,1999:blog-570628839488031255.post-46161453869445599412013-02-12T08:15:00.002-08:002013-02-12T08:19:14.037-08:00Paper TexturesSo, after a long break I'm back to working on my short film and I've started with some texturing of Margarita
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwqVbXNEXFnHKaO0c0ZZ8wtM_FvCTtUiq7yIgghGOexBOql-GlXB4g0f1Z3fHMQeyWxVjplsuwyb54kFazfF4V-aDNGoQJTBl6BPMMJQy-p3iR0bSjevEowqBf6_azuigMnee0ha6PQ8Q/s1600/margarita.jpeg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="385" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwqVbXNEXFnHKaO0c0ZZ8wtM_FvCTtUiq7yIgghGOexBOql-GlXB4g0f1Z3fHMQeyWxVjplsuwyb54kFazfF4V-aDNGoQJTBl6BPMMJQy-p3iR0bSjevEowqBf6_azuigMnee0ha6PQ8Q/s640/margarita.jpeg" width="640" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwqVbXNEXFnHKaO0c0ZZ8wtM_FvCTtUiq7yIgghGOexBOql-GlXB4g0f1Z3fHMQeyWxVjplsuwyb54kFazfF4V-aDNGoQJTBl6BPMMJQy-p3iR0bSjevEowqBf6_azuigMnee0ha6PQ8Q/s1600/margarita.jpeg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><br /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidoxiJURV4JpNrHMf5lXorhzyx_2qWOwu6OdlMM3hRDw9ZMRhLRqXHgQzHyRa4oDRJPwWJUDS_wzRCuoagjrkQKAvWvI7JzdLczZLt2Y4gpUXDECHmFGxKzAG3BFoVIWUNMtGoOmHaBnw/s1600/margarita2.jpeg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="386" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidoxiJURV4JpNrHMf5lXorhzyx_2qWOwu6OdlMM3hRDw9ZMRhLRqXHgQzHyRa4oDRJPwWJUDS_wzRCuoagjrkQKAvWvI7JzdLczZLt2Y4gpUXDECHmFGxKzAG3BFoVIWUNMtGoOmHaBnw/s640/margarita2.jpeg" width="640" /></a></div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwqVbXNEXFnHKaO0c0ZZ8wtM_FvCTtUiq7yIgghGOexBOql-GlXB4g0f1Z3fHMQeyWxVjplsuwyb54kFazfF4V-aDNGoQJTBl6BPMMJQy-p3iR0bSjevEowqBf6_azuigMnee0ha6PQ8Q/s1600/margarita.jpeg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><br /></a>cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com2tag:blogger.com,1999:blog-570628839488031255.post-5785112700506468062012-08-22T15:18:00.002-07:002012-08-22T15:18:36.992-07:00The Writer: TrailerHere's the trailer for the film in the form of the first shots . . . now just the rest to make :)<br />
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<iframe width="640" height="360" src="http://www.youtube.com/embed/a16jBB4e1JY?rel=0" frameborder="0" allowfullscreen></iframe>cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com0tag:blogger.com,1999:blog-570628839488031255.post-1552153123013628532012-08-22T10:47:00.001-07:002012-08-22T10:47:26.659-07:00Environment: final lookHere are some stills showing the textured environment with contour outlines comped on and integrated with background artwork from <a href="http://fleck-tesseract.tumblr.com/">David Fleck</a><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJ-hLu0h9FFE1ZF_PbkNfRV6iSkvfHeSxFa1QRKip9_ZuqiiGkhREfvm7UWTPPSFpc4AOiYEGpzkdHuPyCyptw31kYtu318RXI6ySjLggYoyibJRvY26tNeLvQLj6GOPchgS4-hQIuMCE/s1600/sh06_lambert_0328.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJ-hLu0h9FFE1ZF_PbkNfRV6iSkvfHeSxFa1QRKip9_ZuqiiGkhREfvm7UWTPPSFpc4AOiYEGpzkdHuPyCyptw31kYtu318RXI6ySjLggYoyibJRvY26tNeLvQLj6GOPchgS4-hQIuMCE/s640/sh06_lambert_0328.jpg" width="640" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglDr6n-01CWDWH_DJg-CBjoAZqCqv92tRvQDUIRkPZht_AL6mYHlyRcuSHF1gCrqu5LK7uEcmAf5BhSUPgYUJd7cJM1xKtCCd71LgDOpm_4CQO9g5-ubrYzEUv31ZySvpoJj4UKVX51Xg/s1600/sh06_lambert_0821.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglDr6n-01CWDWH_DJg-CBjoAZqCqv92tRvQDUIRkPZht_AL6mYHlyRcuSHF1gCrqu5LK7uEcmAf5BhSUPgYUJd7cJM1xKtCCd71LgDOpm_4CQO9g5-ubrYzEUv31ZySvpoJj4UKVX51Xg/s640/sh06_lambert_0821.jpg" width="640" /></a></div>
<br />cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com0tag:blogger.com,1999:blog-570628839488031255.post-89114041585483282542012-08-10T02:05:00.000-07:002012-08-11T02:05:58.292-07:00LRC - some images from my comped shotsAn update on lighting, rendering and compositing . . . here are some stills from my comps:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6smfNSt_SdrMneK9krbw88AFHqGgOf0L0z068BjeOMkkm7Aw-vH8CBxyv0ksoXRJuluQPTkF88ZVA5ayH0eRykPxSoWip-Ob2vlgO_Yi_k-dwzxkcDFBBKUvREcBBKdUNgn_mLR2L-_U/s1600/sh02_0128.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6smfNSt_SdrMneK9krbw88AFHqGgOf0L0z068BjeOMkkm7Aw-vH8CBxyv0ksoXRJuluQPTkF88ZVA5ayH0eRykPxSoWip-Ob2vlgO_Yi_k-dwzxkcDFBBKUvREcBBKdUNgn_mLR2L-_U/s640/sh02_0128.jpg" width="640" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjv2XZKmYwLTrm-nDDF57Y3OuDkls526nxG9TygShYtEGCufIKzK-50E2_FGVAPLEXwcoPt69wTXwm6onZozPwa3vdaaQpOdd1xTRsvIlxO65nhxVjJKTzvqK4LFDLeCWo7HwPVlNm7EKk/s1600/sh03_0072.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjv2XZKmYwLTrm-nDDF57Y3OuDkls526nxG9TygShYtEGCufIKzK-50E2_FGVAPLEXwcoPt69wTXwm6onZozPwa3vdaaQpOdd1xTRsvIlxO65nhxVjJKTzvqK4LFDLeCWo7HwPVlNm7EKk/s640/sh03_0072.jpg" width="640" /></a></div>
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<br />cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com0tag:blogger.com,1999:blog-570628839488031255.post-157982099171018422012-08-04T10:55:00.000-07:002012-08-11T01:52:06.879-07:00Lighting: Lighting Sandbox, nighttime sceneSome early tests for the lighting in my night time shots . . .<br />
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<br /><iframe width="640" height="360" src="http://www.youtube.com/embed/3HU-fP-g0pg?rel=0" frameborder="0" allowfullscreen></iframe>
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. . . and here's what you tube had to say about my lighting skills!<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaeVi_BjnmSEGihI6tcYwKrmdMKEV2PoYYuzssg7afpijbPN9NTJzeyeJ20-wIuX8WwYNhoM7l1Li5m5A1Wh9rlH0UJlPMl-5Zvz80v3ll6tGCWTnd_X0L-BvjZg30_b976qFdbgZ6CC8/s1600/Screen+shot+2012-08-10+at+18.53.17.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="540" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaeVi_BjnmSEGihI6tcYwKrmdMKEV2PoYYuzssg7afpijbPN9NTJzeyeJ20-wIuX8WwYNhoM7l1Li5m5A1Wh9rlH0UJlPMl-5Zvz80v3ll6tGCWTnd_X0L-BvjZg30_b976qFdbgZ6CC8/s640/Screen+shot+2012-08-10+at+18.53.17.png" width="640" /></a></div>
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</div>cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com0tag:blogger.com,1999:blog-570628839488031255.post-7185874664828644672012-08-03T01:41:00.000-07:002012-08-10T10:53:05.355-07:00Photon ColourThis is not so much a tech tip as a tech question. I've found that with one point light and one area light in my scene if I set them both to emit photons I can't get them to emit photons of different colours.<br />
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They either default back to white, or back to the colour that I set for the first light.<br />
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In the attribute editor I'm able to edit the colour and it looks as though it's changed - but the next time I go into the AO for the relevant light the colour has defaulted back to one of the scenarios described above.<br />
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Either I'm missing something really obvious or it's a bug in maya so if anyone has any answers please let me know.cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com1tag:blogger.com,1999:blog-570628839488031255.post-40108142167898357742012-08-02T11:03:00.001-07:002012-08-02T11:04:02.352-07:00Tech Tips: frame offset with mental ray mv2DToxik pass<div class="date">
I've been having all sorts of problems whereby passes from any render layers which aren't my "main" layer (in this case AO and mattes) didn't line up with the passes from my main layer. They appeared to have a temporal offset of a fraction of a frame.</div>
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I've read a few forum threads and this is what I think was happening . . . </div>
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In order to calculate vector information the motion vector pass renders with a 1/2 frame shutter offset (I think it's 1/2 a frame but don't quote me on that - I'm going to read up on the maths behind this when I have more time). All the other passes in that layer are rendered with the same offset (in my case that was beauty, spec, reflection, shadow etc etc). However, any layers without an MV pass associated still render on whole frames (my AO and matte passes). Hence the offset in my comp!</div>
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The solution:</div>
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Number 1:<br />
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In render globals under the Quality Tab turn on Motion Blur
(temporarily). Go to the "Motion Offsets" tab. Check "Custom Motion
Offsets" ON. From there set the "Motion Back Offset" to 0.00. Finally,
just turn off Motion Blur. This disables the 1/2 frame offset on any layers with the mv2d render
pass.</div>
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Number 2:<br />
Under the Options Tab, expand the "Mental Ray Overrides" tab. Scroll
down to the "Performance" Tab. If you check "Force Motion Vector
Computation" ON, it forces that offset on all your render layers, even
if you don't have that mv2d pass associated with that render layer.</div>
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Thanks to the following for helping me figure this one out:</div>
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<a href="http://forums.cgsociety.org/archive/index.php/t-971568.html">http://forums.cgsociety.org/archive/index.php/t-971568.html</a> </div>
<div class="posttext">
<a href="http://aloedesign.com/2008/12/maya-2d-motion-vectors-tutorial/3/">http://aloedesign.com/2008/12/maya-2d-motion-vectors-tutorial/3/</a></div>cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com0tag:blogger.com,1999:blog-570628839488031255.post-26925821343526766682012-08-01T10:24:00.000-07:002012-08-10T10:24:51.571-07:00Comping: sample Nuke scriptNow that I've finally fixed my rendering problems and have some frames to play with I'm LOVING using Nuke.<br />
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With less than two weeks to learn Nuke from scratch and comp my shots I've (obviously) barely scratched the surface, but it's clearly a genius software (and whoever thought of the tab function deserves a knighthood, or at least a pint).<br />
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Really all I've had time for in Nuke is to realise how much functionality there is which I'm <i>not</i> going to get my head around in time for my masters hand-in ;) but below is a sample script from one of my shots which has the basics (grades, colour correction, depth, DoF, motion blur etc) plus a few dust particles, god rays and a contour line overlay for good measure.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjY99ComluWIeevcAhMP4tazzdXIoxdIL920ILFKfO6aGXgUgDiSjaKAAXPpPKptwC2VNhzwMQqqrMTrOp0BDCUdrt338F6Ep40gdnnZnMVRd6DiTByzSD96-A0oxRrVQWkcyGoo62oydY/s1600/nuke.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjY99ComluWIeevcAhMP4tazzdXIoxdIL920ILFKfO6aGXgUgDiSjaKAAXPpPKptwC2VNhzwMQqqrMTrOp0BDCUdrt338F6Ep40gdnnZnMVRd6DiTByzSD96-A0oxRrVQWkcyGoo62oydY/s640/nuke.jpg" width="640" /></a></div>
<br />cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com0tag:blogger.com,1999:blog-570628839488031255.post-66330810215247827812012-07-28T10:00:00.000-07:002012-08-10T10:00:55.016-07:00Ahhhh - don't combine referencing and rendering in maya . . .So having done lots of lighting tests, played with GI and Final Gather settings days to optimise render times etc etc I've now just spent the best part of two week not rendering a single frame!<br />
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My scene has been behaving really strangely. Amongst other things lighting updates weren't rippling through from my referenced files,
materials were mysteriously falling off assets and after painstakingly
setting up render layers I was then getting locked out of them with error
messages about missing nodes. <br />
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However, I finally know what was causing the problem. Maya's not very robust when it comes to combining referencing and render layers. After much googling I came across this post - appropriately titled "why your render layers break" which was an absolute saviour<br />
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<a href="http://www.toadstorm.com/blog/?p=26">http://www.toadstorm.com/blog/?p=26</a><br />
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Because the problems I was encountering were so various I didn't realise at first that they had a common source. Great to know what the problem is now though.<br />
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Fortunately my project is simple enough that I can just import the environments and rigs into my anim scenes, redo the lighting in situ, and use this as my final render scene.<br />
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Gah, why is it that I hit my worst technical problem so close to the final deadline? :)cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com0tag:blogger.com,1999:blog-570628839488031255.post-9785602113549675622012-07-25T01:42:00.001-07:002012-07-25T01:42:28.080-07:00Lighting & Rendering: more lighting / rendering testsA few more images from my room environment. The lighting's OKish, however I'm struggling to keep render times manageable. The main culprit is the sampling value which needs to be a a minimum of 16 to avoid grainy shadows, at which point the render times leap up. (NB the images below have a lower filter setting as they're tests rather than final renders:<br />
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<br />cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com0tag:blogger.com,1999:blog-570628839488031255.post-50256070605420126342012-07-21T09:31:00.001-07:002012-07-21T09:31:33.912-07:00Lighting: sh02A bit of a random update - here's a picture of current progress:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhND6FIgiOfNi9vWcvxURqR3-eB30v8HpBXeAZFqk7w-8e-53eZ9iQrbv-bFxLnOGX15PBteHSgo6LNO2iT8Ldz16JRbVgz1iH68RdH1I2ReSg43UGJe2ZoLAJ4tRxlnXs9emP1O27PiLE/s1600/room.jpeg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhND6FIgiOfNi9vWcvxURqR3-eB30v8HpBXeAZFqk7w-8e-53eZ9iQrbv-bFxLnOGX15PBteHSgo6LNO2iT8Ldz16JRbVgz1iH68RdH1I2ReSg43UGJe2ZoLAJ4tRxlnXs9emP1O27PiLE/s640/room.jpeg" width="640" /></a></div>
<br />cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com0tag:blogger.com,1999:blog-570628839488031255.post-38413896127551747442012-07-17T03:57:00.002-07:002012-07-17T03:57:35.283-07:00Writer Textures: Wood Grainand here are the 3D textures inspired by the 2D research in my last post:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEik9BcK7oN-ncmu88ASSsFqTGWEh1_TpaZHWWdRe-idYxTFYShdTh2TIEgHcOSGvakb06svqsbJw1zGiUstqIYsWewivr9tpa6Sxz6va-ubXYC-G5wgg59nLyx9JCDrGmlMBv3FYhD1tTY/s1600/face.jpeg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEik9BcK7oN-ncmu88ASSsFqTGWEh1_TpaZHWWdRe-idYxTFYShdTh2TIEgHcOSGvakb06svqsbJw1zGiUstqIYsWewivr9tpa6Sxz6va-ubXYC-G5wgg59nLyx9JCDrGmlMBv3FYhD1tTY/s640/face.jpeg" width="640" /></a></div>
<br />cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com0tag:blogger.com,1999:blog-570628839488031255.post-84469928070854052802012-07-14T03:46:00.002-07:002012-07-14T04:41:38.620-07:00Writer Wood TexturesI've been playing around with some different wood grain and colour so that I've got a decent reference when I make the final tweaks to the existing wood grain texture that I'm using for the Writer character - here are the front runners so far:<br />
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<br />cruelyetihttp://www.blogger.com/profile/18123672464358570253noreply@blogger.com2