Categories
Advanced & Experimental Group

Week 2: Matchmove Practice & Group Project Tasks Organisation

In this first lecture with Dom, we learnt how to use 3D Equaliser to track a scene’s camera movement and lens distortion, and then export it to recreate the 3D space of this shot. We also organised the assets and tasks of each member of our group and started to think about the components our scene needed.

3D Equaliser Lecture

A camera track is used to recreate the camera movement and lens distortion of a scene shot. This is then used for adding CG elements to it that will follow the same movement of the scene. There are different types of camera track such as:

  • Facial tracking. To track facial movements and expressions.
  • Object tracking. To track movement of objects in the scene.
  • Rotomation. To match movement of objects and actors, and then adding CG to live action.

It is also important to track the lens distortion of a scene so when adding CG elements to it, they look like part of the shot as if they were filmed with the same camera lens.

Types of lens distortion (Foundry)

In order to track our scene, we will use 3D Equaliser which is the standard camera tracking software used within the industry. The 3D tracking process is made following these steps:

  1. Set up camera and lens.
  2. Track scene.
  3. Lens distortion.
  4. 3D orientation.
  5. Check scene.
  6. Export.

This programme feels a bit more accurate than Nuke regarding the camera tracking as it has less errors when tracking and we can also add the exact points we want to track in the scene. First, we would have to import our footage to the programme, and then play around changing lighting, gamma, and contrast, to increase tracking accuracy depending of the point we want to track. Normally, when there is more contrast and there is a clear pattern to track, the programme would have less problems to track. After we have tracked our points, we do click on ‘Calculate All From Scratch’ or press ‘Alt+C’ so the programme can calculate the tracking points in 3D space.

Once we have our tracking points, we will start with the clean up process. This means to get rid of trackers that do not work that good, or smoothing the tracking lines in the ‘Deviation Browser’, or double checking the there are no tracking points outside the shot.

Then we can proceed to set the lens distortion by adding the type of camera lens details (can be found online at https://vfxcamdb.com), so then the programme can calculate the trackers in 3D space again but using the distortion details.

Following on, we can switch our view to 3D space (F6) and convert the tracking points into 3D models or mesh. This 3D model can then be exported to Maya, Nuke, and other 3D programmes, ready to be used as reference for our 3D scene.

I exported mine to Maya and added simple shapes to recreate the scene in 3D space. This would be then used as a reference for 3D artists to set their models positions and perspectives in the scene.

3D scene modelled in Maya using the trackers reference exported from 3D Equaliser

Steampunk project – Organising tasks and assets list

This week we decided on the assets we needed for our scene and how many assets each look dev artist was going to take care of. Since I love sci-fi and everything related with cosmos and spaceships, I decided to model the spaceship that is going to be seen from the window of the scene. Also, taking advantaged that in my collaborative unit from the last term I got to test some hologram effects in Maya using MASH, I also decided to try model the planets hologram. And lastly, I will also be taking care of design a radio which I find really interesting as I love classic 1800s radio models which are perfect for the steampunk look we are pursuing.

I then put together a moodboard of each model to see how the style of each one would be:

References

Foundry. Camera Matching (online). Available at: https://learn.foundry.com/modo/14.1/content/help/pages/rendering/camera_matching.html [Accessed 23 April 2023]

Categories
Advanced & Experimental Group

Week 1: Organisation of Groups & Moodboard

This week we organised the groups for this sci-fi project and each group started to research inspirations to build up a moodboard.

In an Excel spreadsheet, we had to add our names in one of the group projects we were interested in: steampunk sci-fi, cyberpunk sci-fi, or low-fi sci-fi. Since there were a high demand in low-fi sci-fi and steampunk sci-fi, the cyberpunk group was removed. I added myself in the steampunk sci-fi group as a Look Dev Artist, since this is a style that has always interested me because of its highly detailed designs, that mix an old school aesthetic with a futuristic look. I am also very interested in expanding my modelling and texturing skills, focusing on environments, so this role would suit me best.

Excel spreadsheet

After the session, my group made a meeting to decide what look we will be focusing on and, based on this, we started to research inspiration and gather images to put a moodboard together on Padlet.

The steampunk style is a fictional aesthetic that mixes elements from the Victorian era and from the 1800s Europe’s industrial revolution. Since this project us supposed to be in a futuristic environment (the interior of a spaceship), this style will be also mixed with some sci-fi elements like holograms, or steampunk spaceships.

Categories
Advanced & Experimental Advanced Nuke

Week 10: Term 3 Group Project Brief, & Homework Q&A

In this lecture, we were introduced to term 3 group project and reviewed the devil comp homework.

Term 3 group project brief

The deadline of the term 3 group project would be on the 29th June 2023 (8 weeks duration) and we will have this group project and a personal project too.

We will have to create a futuristic spaceship room based on any of these 3 themes: steam punk, cyber punk, or low-fi sci-fi. This project will simulate the work pipeline of a professional VFX studio.

We will have the live footage of a corridor/room and we will have to comp it with CG elements to make it futuristic. We will have to choose our group and each team member will have to pick a roll. We will need to organise the project with our team members, taking care of:

  • Research of ideas, and moodboard build up.
  • Planning of assets that are going to be needed.
  • Planning each team member’s task weekly.

Every week, this project will be reviewed and notes will be shared that will need to be followed for the next review. We will work with F-track programme to be able to see notes, calendar, objectives, etc. Every time we present assets, we will need to present them in detail, showing the topology, texturing, and lighting. Also, Dom Maidlow (CG Generalist) will be teaching us how to track plates and how to import into Nuke.

The final outcome required would be a 10 secs animation, and it will have to follow the requirements stated in the brief provided.

Devil comp homework

In this comp, we were asked to add texture and elements to a live footage of a devil man. I researched some skin texture that shows like scarring or open wounds and I found a dragon-like texture that if graded and colour corrected could look like what I had in mind. I also wanted to add like a wound with surgical stitches to the closed eye, and like satanic tattoo in his forehead. Also, I added some fire in the horns, and for the environment, I found a video with smoke, fire, and sparks.

For the face texture, I ‘Roto paint’ part of the face to get rid of the hair on one of the sides. Then I also added a dragon-like texture to add a more interesting look. I also covered one of the eyes and added a stitches texture on top. Then I added a ‘Vector Distort’ so the alphas created with the textures are warped following the movement of the face.

For the forehead tattoo and the fire in the horns, I used 3D tracking of the man’s face and created 3 cards taking as reference points the middle of the forehead and to top tips of both horns. Then I projected the tattoo texture and the fire footage on those cards and colour corrected them. Since the video of the fire was flat and the head of the man was moving side to side, I had to adjust the rotation of the card adding some keyframes when the head rotated.

Lastly, I added some sparks footage on the foreground, and colour corrected the whole comp.

Final comp

References

Algol, M. W. F. This 666 Devil Satan Pentagram Black (online). Available at: https://www.nicepng.com/ourpic/u2q8t4q8e6o0e6q8_666-devil-satan-pentagram-black-freetoedit-michael-w/ [Accessed on 19 March 2023]

Ektoplazm. Over 50 Skin Textures Free Download (online). Available at: http://www.psd-dude.com/tutorials/resources/over-50-skin-textures-free-download.aspx [Accessed on 19 March 2023]

Ezstudio. Orange cloud smoke Fire sparks rising up Free Video (online). Available at: https://www.vecteezy.com/video/5160760-orange-cloud-smoke-fire-sparks-rising-up [Accessed on 19 March 2023]

Videezy. Fire Stock Video Footage (online). Available at: https://www.videezy.com/free-video/fire?page=5&from=mainsite&in_se=true [Accessed on 19 March 2023]

Categories
Advanced & Experimental Advanced Maya

Week 9 & 10: Loop Animation Comp in Nuke

In these two weeks, we could dedicate the lectures to polish and finish the loop animation and to ask all the questions we had about it.

After I finally got to render all layers, I put them on together on Nuke. I order to do the shadows, I duplicated the main model and projected it on a card perpendicular to the first main model. Then, I colour corrected, desaturated, and blurred this projection to match the shadows from the background. Following on, I thought that the neon ring if the dome looked too flat, so I decided to add some fake neon effect by adding glow, filter erode, and edge blur to create this diffused yellow light, and then duplicated this to create the interior white light of the neon (just desaturated the colour so it looks white). Since this neon half ring is supposed to be reflected in the metallic edge of the model platform, I also added some fake reflections a radial node that has been rotoscoped and graded accordingly (also added some edge blur and blur to soften core and edges of reflection). Moreover, the space texture from the inside dome was not too visible, so I rotoscoped the area where this texture is supposed to appear and added the texture manually instead of exporting it again. I also graded it so it did not show too much detail (that was the previous problem I tried to correct in Maya but for some reason it did not render as it was supposed to). Lastly, I also considered that the background look too flat, so I added some more pronounced shadows on the sides by rotoscoping the sides I wanted the shadows and adding some edge blur, blur, and grade to get the shadows colour.

Final comp without SFX

Since this was supposed to be an oddly satisfying loop animation, I also decided to include a relaxing background music to improve to the experience. The final looping videos were edited in After Effects.

Final Video with SFX

I enjoyed this project so much and I think I got more confident in my modelling and texturing skills with it. I also learnt the different ways to render a comp to then comp it by layers in Nuke, and After Effects, meaning that I do not need to finish everything in Maya, and I can take advantage of different programmes that are specialised on different aspects, to achieve better results. I also got more confident with node editing in Nuke as it has always been a bit challenging and intimidating for me, so I feel like this project has helped me expand my creative, technical, and project management skills in many areas.

Categories
Advanced & Experimental Advanced Nuke

Week 9: Nuke Homework Q&A Session

We dedicated this lecture to asked all the questions we had about what we have seen in this term and our weekly homework and projects.

Hero shot green screen removal homework correction

In this comp I had an issue getting the finer details of the girls hair when removing the green screen and comping with the forest background. Also, the snowflakes I keyed to add in the foreground of the scene were barely visible. In order to take the hair details, I had to take a ‘IBK colour’ node and pick the darks and lights of G (green colour) so it selects as much detail of the hair as possible. I can also use ‘Filter erode’ to remove noise and then add ‘patch black’ (like at 20) to remove black part. Then, I can add a ‘IBK gizmo’ set to green, and then link ‘fg’ to green screen plate, and ‘bg’ to background plate (so it takes background features). Then, I can tick ‘use bkg luminance’ in the ‘IBK gizmo’ node, so it takes the background luminance, and tick ‘use bkg chroma’ so it takes background colour too. I can then ‘Merge (over)’ the ‘A’ link to the ‘IBK gizmo’, and ‘B’ link to background. This will take all the details of the hair from the green screen and add it to the luminance of the new background.

Regarding the snow problem, I was taking the luminance with ‘Keyer’ node from the original plate, and I had to connect it to the ‘Transform’ node instead so it takes the correct aspect ratio. Then, every time I ‘Premult’, I always need to use ‘Merge (over)’, so I changed to this node. I can also add more or less effect with ‘Multiply’ node.

Final green screen removal scene
Final green screen removal scene – alpha

Markers clean-up homework correction

I asked the professor for the distortion I was getting from the smart vector and he confirmed to me that the problem was that the node was affecting the whole image. So in order to correct it, I had to add a ‘Premult’ to the ‘Roto paint’ and add a ‘Framehold’ again (before the ‘ST map’), so the distort only affects the alpha created with the ‘Roto’. Also, I need to improve ‘Roto paint’ using the techniques to control light changes.

Final result

Garage comp homework correction

In this comp I had the issue with the shadow being cast on the wall hole. To remove the shadow from the wall hole, I need to take the previous roto made for that wall and ‘Merge (stencil)’ in the shadow part (between ‘Blur’ and ‘Grade’ nodes). Then, before this ‘Merge (stencil)’ node, we add an ‘Invert’ node so the roto alpha only takes the hole instead of the wall. To correct some bits that are outside this previous roto and that now are showing as this has been inverted, we make a quick ‘Roto’ that selects the area we want to keep (the hole in this case), we adjust the position of this ‘Roto’ in several frames, and then we ‘Merge (mask)’ to ‘Invert’ node (‘B’ connection). Lastly, we make the edge of the roto less crisp adding ‘Edge blur’ so it softens it.

I also fixed the back objects as they were looking too dark and the smoke effect was not affecting them so it did not look realistic. I then desaturated the colours adjusting their ‘Grade’ nodes and then added a ‘Merge (over)’ from the smoke card block to these objects.

Final garage comp
Categories
Advanced & Experimental Advanced Nuke

Week 8: Markers Clean-up Techniques & Homework in Nuke, & Final Garage Homework Review

In this lecture, we learnt how to remove markers from a character’s face in a live footage scene, and how to add texture and corrections that follow the movement of the character.

Degrain/Regrain techniques

Before starting with markers removal from a live footage shot, it is important to degrain our footage so Nuke can read and detect better the pixel information when adding different nodes for cleaning up or tracking techniques. If we use this, then we will need to regrain the plate once we have finish all our changes, so all added elements have the same grain texture and it looks like it has been filmed all in one shot with the same camera and light conditions.

  • Simple degrain. We can denoise plates with ‘Merge (minus)‘ followed by a ‘Merge (plus)‘.
  • ‘F_ReGRain’ node. This is an alternative to regrain node and it is only available in NukeX. It is more precise than a simple regrain, since it shows less of the patches added for clean up plates.
  • ‘DasGrain’ gizmo. This gizmo can be downloaded from Nukepedia where there is also a tutorial on how to use it. We will plug the ‘DasGrain‘ to the original plate and to the denoised plate. Then we plug a ‘Common key‘ gizmo to ‘comp‘ and ‘mark‘ links in ‘DasGrain’. In ‘DasGrain’ node settings, we can set ‘output‘ to desired one (it has different outputs for QC). In the ‘replace‘ tab, we can select the area we want to scan (usually the darkest area), then select ‘activate‘ and then ‘analyse‘. This gizmo is being newly used across VFX companies due to its efficiency and reliability.

Patch changing light techniques

When adding patched to clean up marker in our plate, we need to take care of light changes as the patch could be too obvious:

  • First, we can try to correct lighting manually by using a ‘Unpremult‘ node, then ‘Grade‘ by hand in the needed keyframes, and then ‘Premult‘ back. This technique is not recommended as it is time consuming.
  • Divide/multiply technique. ‘Blur‘ image (add a lot of blur), then clone the ‘Blur‘ node, and add ‘Merge (divide)‘ to merge both ‘Blur’ nodes. Lastly, ‘Merge (multiply)‘ with background.
  • Image Frequency Separation technique. We use ‘Slice Tool‘ gizmo to analyse a specific area of the plate (a face with markers for example), and all frames too (separated gizmo). Then we ‘Blur‘ to see low frequency of image and ‘Merge (from)‘ node to see high frequency. With this, when cloning area with ‘Roto paint‘ to clean markers, we are going to paint only low/high frequencies so the light is not affected (only gamma). This technique is used so light changes do not affect the patched area. With ‘Laplacian‘ node, we could get the same result too. We first need to link with ‘Merge (plus)‘ node to bring back the light and the colours from the original plate, then we ‘Rotopaint’ the part we want, followed by a ‘Blur‘ to add/remove the quantity of light required. Alternatively, we could also ‘Blur‘ and ‘Multiply (divide)‘ to see and correct different values, to then we ‘Merge (multiply)‘ to merge back (like mentioned before).
  • Interaction patch technique. Add patch with ‘Roto paint’ with ‘match move‘, then scan original plate with ‘Transform‘, ‘Copy (alpha -> alpha)‘, and ‘Premult‘. Then ‘Merge (multiply)‘ with plate, ‘Regrain‘, and ‘Merge (over)‘ with main plate.
  • Curve tool’ node. This is used to add/remove info to the plate (for example, to correct flickering of image). First we start by cropping the info we want by adding ‘Curve tool‘ node, selecting an area, setting ‘curve type‘ as ‘max luma pixel‘ and then click ‘go‘ so it starts to analyse the area. Then, in ‘max or min luma data‘ we click on the icon at the end and then right ‘click + copy + copy links‘. Then we go to ‘grade‘ and ‘paste + paste absolute’ on ‘lift‘ (shadows or min luma data) and ‘gain‘ (luminance or max luma data).
  • ‘Roto’ and ‘Transform’ technique. We start with ‘Transform‘ node, followed by a ‘Roto‘ of the part we want, and a ‘Track‘ of the roto. Then we ‘Blur‘ the roto as alpha, ‘Premult‘, and ‘Merge (over)‘ with main plate.
  • Clone patch technique. First we denoise the plate so we can ‘Track‘ the markers properly (1 track per marker). Then we copy translate x and centre x to ‘Rotopaint‘ node. We do the patch with clone tool and add ‘Roto‘ over cloned area. Finally, we ‘Filter erode‘, ‘Blur‘, ‘Regrain‘, and ‘Merge (over)‘ to main plate.
  • ‘Premult’ and ‘Unpremult’ for paint technique. First, ‘Denoise‘ plate and ‘Track‘ marker. Then copy ‘Roto‘ over marker. ‘Invert‘ roto/mask (like a hole), and ‘Merge (mask)‘ to ‘Shuffle‘. then ‘Blur‘ slightly and link as a mask to ‘Edge blur‘ node which previously was linked to ‘Merge (mask)’ node. Then we ‘Unpremult‘, ‘Copy (alpha -> alpha)‘ from ‘Blur‘ to ‘Premult‘. Lastly, we ‘Regrain‘ (linked to original plate), ‘Premult‘, and ‘Merge (over)‘ to main plate.
  • ‘In Paint’ technique. It is nearly the same as the previous technique but, instead of inverting the roto and blur it, this time we use ‘In paint‘ node, which can be tweaked to make the patch blend in.
  • ‘UV map’ technique. When using ‘Expression‘ node, R and G channels (X and Y coordinates) have identical values, and just B value is 1, which has no effect on what ST/UV images do. With ‘Expression‘ node, we can ‘Roto paint‘ specific details such as motion blur or warp of an image, and the we connect ‘ST map‘ node to plate. We could also use ‘Grid warp‘ node, but since this is a really heavy tool, it is recommended to avoid this if no needed.
  • Vectors technique. As usual, first we ‘Denoise‘ the plate, to then use a ‘Smart vector‘ node. This node could work fine with the default settings, however, it is better to increase ‘detail‘ to achieve a better result and to have less problems with image warp later on. Then we can export this with ‘Write‘ node since smart vectors are really heavy and could slow down the preview. Separately, we remove the markers with ‘Roto paint‘, ‘Filter erode‘, and ‘Blur‘, and we also add a ‘Frame hold‘ node in the reference frame where we are doing the cleaning up. Then we add a ‘Vector distort‘ node that will track the movement of the markers (set ‘output‘ to ‘warped src‘ in this case) following the smart vector map created previously, and then we add a ‘Copy (motion -> motion)‘. Apart, we add a ‘Vector to motion‘ node to add motion blur to the movement of the markers and the we link to to the ‘Copy’ node we added before. Then we add a ‘Vector blur‘ node (with the ‘output‘ as ‘result‘), we ‘Regrain‘, ‘Premult‘ and ‘Merge (over)‘ to main plate. We could also use an ‘ST map’ after the ‘Vector distort’ and in the last one, add ‘output’ as ‘ST map’ instead. This way is better than ‘warped src’, since ‘ST map’ is lighter. Smart vectors can also be used to add texture.

Homework – Face markers clean-up

This week’s homework was to remove the markers of a live footage shot of a girl moving her face. I first tried tracking the markers with a regular ‘Tracker’ node to then link it to the patches made on each marker. This technique is quite straight forward for time consuming since the ‘Tracker’ was also failing to track properly so I had to move the tracker point manually to the correct spot in most of the frames. Also, some of the patches are visible when the girl looks to the sides.

I also tried a different technique, using a ‘Smart vector’ node this time. This technique is really quick if it works fine, however, I am struggling with the distortion of the face when the girl moves her head.

I think I may be doing something wrong as it is distorting the whole image and not just the patches added. I will have to ask Gonzalo in the next class (final result added on Advanced Nuke – Week 9 post)

Final Garage Comp

Since this week I could not go to class in person as I was ill, I did not have the chance to ask for the questions I had regarding the shadows in my garage comp. Therefore, I emailed Gonzalo with a version of my comp attached and my question regarding the shadows being too harsh, and he sent me back a solution to this issue. It looks like I had to add another the ‘Shuffle’ + ‘Blur’ and mask link it to another ‘Grade’ node connected to the main plate, as shown below:

Garage Comp

However, I still got the issue of the shadow casting on the wall hole. I tried to add a ‘Merge (stencil)’ node using the previous wall roto I had, however, it was not working as it was cropping the whole wall and not just the hole. I will ask the professor next week about this (final result added on Advanced Nuke – Week 9 post).

Categories
Advanced & Experimental Advanced Maya

Week 8: Lighting in Maya, & Rendering in UAL Render Farm

This week, I set the lighting of the model in Maya to prepare it to render in UAL Render Farm

I started to play with the lighting of the model in Maya and also added a background. I wanted a simple background as the model is crowded enough and I did not want it to take off the attention from the model. Therefore, I found a stone-like texture in black mostly. Then, following the colour palette from the model, I added a back blue and purple light to separate the background from the model and to highlight the texture of the background.

Since the space background in the interior of the dome looked a bit crowded, I did some colour correction in it so the stars looked dimmer and reduced the quantity of them.

Once I got the light set up, I started to test the render settings that would take the maximum detail but at the same time that will not take too long to render.

Also, since I wanted to import it into Nuke to add shadows and some extra illumination, I decided to export it in different layers, like the main solar system structure separated from the dome, dome neon half ring and background. In order to separate the dome neon ring from the dome for rendering, I added a plane in between so when rendering the alpha the rest of the dome would not show.

After everything was ready to render, I transferred the project folder to the university computer and set the UAL Render Farm (Deadline).

Main model render without dome and background

These layers are going to be put together in Nuke and I will add shadows and extra light reflections.

Categories
Advanced & Experimental Advanced Nuke

Week 7: Despill Corrections Tips, Creating Gizmos in Nuke, & Garage Homework WIP

In this lesson, we learnt to make despill corrections when removing green/blue screen, also we saw how to create our own personalised gizmos in Nuke, and lastly, we asked questions we had related to our garage homework WIP.

Despill correction tips

  1. When keying to remove green screen and then remove saturation, we can roto some parts of the shot and then link this roto to ‘invert’ node so the despill does not affect that specific part.
  2. We can also correct edges with ‘IBK Colour’ node set to ‘blue’ colour only, then we add a ‘Grade (alpha)’ so it only affects the alpha, then we correct the edge with ‘Filter Erode’ and ‘Blur’, and lastly, we ‘Merge (screen)’. We could also add an ‘Edge Blur’ to soften sharp edges and a ‘Clamp’ to make sure all merged alphas value is 0.
  3. With ‘Add mix’ node, we can merge alphas and can set how much alpha we want to see.
  4. Additive key: after a ‘Merge (minus)’ we desaturate and grade, and then we add a ‘Merge (plus)’ to ‘Constant’ node with the green colour as reference.
  5. Divide/Mult key: we rerplace spill with ‘Merge (divide)’ from both the chroma plate and the chroma reference plate, to then ‘Merge (multiply)’ with the background plate.
  6. When the green/blur screen have different luminance along the shot, we correct it taking a ‘Constant’ node with the darkest part colour of the green/blue screen connected to a ‘Merge (average)’ node so we create a ‘Constant’ with a colour with the same luminance. Then we ‘Merge (minus)’ with a ‘Keylight’ for despill.
  7. We could add a ‘Light wrap’ node to add a light glow around specific areas. We will ‘Merge (plus)’ to the background in this case.
  8. An inverted matte can be used to delete light from an outside edge. We just ‘Invert’ the matte, then ‘Roto’ the required parts, and ‘Merge (mask)’ to the matte. We could also add a ‘Grade’ node with a mask link to this ‘Merge (mask)’ node so we colour correct that specific edge.

How to create gizmos

First, we select the nodes we want in the gizmo and group them (ctrl + G). Then in the creed node options, we click the ‘edit’ button and drag and drop the features that we want (controllers). We can label these controllers by clicking on the little circle next to it. We then link each controller with the node controller (hold ctrl + drag and drop from main node to grouped node).

Green screen and despill homework

The homework for this week was to remove the green screen of a hero shot girl scene and add it to a snowing forest background, as well as add some of the background snow to the foreground.

First, I use a ‘Keylight’ node set to detect just the green colour and ‘Merge (minus)’ to the main plate to only see the greens of the shot. Then I aded a ‘Roto’ to the eyes of he girl and ‘Invert’ it linked as a mask to he saturation node to preserve the little amount of green of her eyes. Then I linked a ‘Merge (multiply)’ node from the background plate to the foreground plate to take some of the luminance of the background to the girl. This also was ‘Merge (plus)’ to the foreground to add that luminance to the scene.

Separately in another block of nodes, I used an ‘IBK Colour’ node to key the green screen of the foreground. Then I desaturated it, and added another ‘Grade’ with ‘Filter erode’ and ‘Blur’ and ‘Merge (Screen)’ to previous ‘Grade’ so I get more details and luminance from the girls hair. Then I ‘Copy’ this alpha to the main foreground alpha, to then ‘Add mix’ these alphas to the background plate.

In the background plate, I used a luminance ‘Keyer (alpha)’ node, to select only the colour of the snowflakes falling. then I ‘Copy’ this alpha to the background plate and also ‘Premult’ to create the alpha that will be added to the foreground with ‘Merge (over)’ node.

Finally, I colour corrected and graded the overall result and rendered the alpha and the final comp.

Final hero shot
Alpha version

I am not totally sure about the amount of hair detail that is visible in this version so will ask the professor on the next class (corrected version added to Advanced Nuke – Week 9 post).

Garage homework WIP

Lastly, I asked Gonzalo about my issue with the shadows not showing in my garage comp. He found out that the ‘Grade’ node that was after the ‘Shuffle’ node to create the shadows alpha, had ‘black clamp’ option ticked, so I had to deselect this and select ‘white clamp’ option instead so the blacks of the shadows started to show. However, despite the shadows were finally showing, I feel like they are too harsh and saturated and I could not figure out how to soften them. I tried to grade them and desaturate them but still looked to black and unnatural to me. Also, the hole in the wall is receiving the shadow from the chain hang on the wall and it looks like there is a plane receiving this shadow. This issue is due to the card added on that wall to receive the cast shadow so I tried adding a ‘Merge (stencil)’ from the roto I have from that wall but it did not work for some reason. I will have to ask Gonzalo in the next class.

Categories
Advanced & Experimental Advanced Maya

Week 7: Loop Animation MASH, Texturing, & Final Design in Maya

This week, I focused on finalising the model and adding textures. Additionally, I also added a last animation using MASH.

I decided to change the base of the model to a more straight surface with ‘windows’ on it and stars as decoration. I tried to add a tinted glass texture to the windows interior so mixed with the surface underneath would look like a translucent glass. Then I added the platform and the dome of the model, and also, I created a ‘mechanism’ based on a comet shape pushing a spinning plank that was holding the handle from rotating (using manual key framing). In addition, I also added some stars rotating around the model using a torus as a reference shape and then positioning and rotating the stars using MASH distribute tool.

Once I had the final model modelled, I started adding textures and lights. I added a space like background to thee interior of the dome and a yellow glow ring to the edge of the dome. Then, I added a brushed metal and gold texture to poles, gears and satellites rings. For the planet’s actual rings (not the satellites rings), I added a texture of a picture of the real rings of Saturn, so they can be differenciated. For the Sun, I added a bubble like texture that when changed to yellow-orangish colour, it looks like the Sun’s surface. I added this texture so the glow did not look that flat pale yellow colour. I also added a more saturated glow to the planets and satellites, and also added some neon yellows, purples, and blues to some edges to make it stand out from the dark background. The base is mostly purple, with wooden window frames, purple translucent glass for the windows, and golden stars for decoration. The handle and the spinning plank are textured in wood and brushed metal, and the comet has like ‘fire’ texture and glow (like I did with the Sun). The base has a wooden floor pattern with a golden edge and a golden trail where the comet rotating mechanism is supposed to be attached.

Categories
Advanced & Experimental Advanced Maya

Week 6: Satisfying Loop Animation Basic Model & Animation

This week, I tried to finish the base model adding all the details and animations required so it is ready to be textured.

This week I focused on adding all the details like the gears, planet’s rings and satellites, handle, base, and further decorative details like the star and the half ring around the Sun. I also animated with key framing the gears and the handle rotation. The handle would start rotating and the gears and planets attached to them would move at the same time.

The overall model follows a consistent aesthetic, however, I feel like I am going to change the base as I am not that convinced with the shape I gave it. Also, I am thinking in adding a dome that could have like a space texture as a background.