WIP: Molten Mask (Close Up)
With the molten mask from shot030 as a base, i quickly prepared another mask which may be used for shot020 by tiling it as suggested by Evan.
Base mask from shot030
Needed a very specific look especially when it's an extreme close up shot, so some manual work in Photoshop was required.
Bunch of mplay test renders before i derived at the final look (see My Render image)
My render (Shot020)
It looked pretty awesome with depth of field, there's so much more i could do to this if i had more time...
Reference from WOW: Cataclysm Cinematic
WIP: Sparks Effect
One final touch to the sparks, giving them random scale.
The method i know was to add an attribute pscale (particle scale) in POP_Network.
I was introduced to another method by Steven which was using a "Point SOP" and adding scale to it.
05_sh020
http://www.vimeo.com/27840584
Finalized both hammer and sparks, left with molten surface
WIP: Smoke Effect
More test renders.
16_smoke_volume_hi_detail
http://www.vimeo.com/28541293
17_smoke_volume_hi_detail
http://www.vimeo.com/28541420
Nuke Lesson by Dan
Dan was showing us the general user interface of Nuke, some key points to take note when setting up a new composite and some techniques which may be helpful. I'll document them in point form but if anybody wish to learn about them, email me!
1) Bunch of hotkeys (RGB channels switch, Full Screen, etc)
2) Low-res pixel display
3) F/8 & Gamma Options
4) Linear and sRGB display mode
5) Comparison features
6) Setting up frame padding in order to render sequence
7) Explanation on arbitrary output value (AOV)
8) Shuffle Node (isolate individual deep rastor layers in .exr image format)
9) Merge Node (screen, multiply, over, etc)
10) Grade Node
11) Roto-Paint
12) Object ID Pass (using it to control specular/reflection/reflection so on on different objects)
It was extremely helpful!
end.















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