Categories
Advanced & Experimental Personal

Week 10: River Simulation Fix, Lighting, Camera Movement, & Render in Maya

In this week, I decided to fix the river simulation (as I was having issues with the water speed and density of the flow), to then illuminate the scene, and prepare the camera movement following my initial story board.

River simulation fix

Since my previous river simulation was way too heavy and it was giving me problems to see the actual speed of the water (I needed to render the whole simulation if I wanted to see the effect as the playblast was not showing the effect), I decided to find another way to simulate water that was not that heavy on the scene. So I found in YouTube this tutorial that uses a noise shader instead, and then I could just use the glass texture and coloured it to make it look ‘wet’.

Water simulation tutorial (SYIA Studios, 2020)
Water simulation play blast in Maya

I then also considered in polishing my river water simulation effect, as the waves were looking a bit too big for a river. They seemed to be more for a lake or a pool, but a river has smaller waves as it is more like a flow of water that follows a unique direction. Then, in the noise shader, I reduced the scale of the waves and added a bit more noise.

Lighting, camera movement, and render

For lighting conditions, I searched in Polyhaven for HDRIs that simulate the light we experience at sunset. It should be subtle, yellowish, and that projects soft and stretched shadows. I found an HDRI that was not giving me the exact light conditions I wanted so I also tweaked the amount of light the it was producing and make it slightly darker.

Once the lighting was done, I started to do the camera movement is my scene. I did not want to show only that outer side of the environment from afar, so I made camera to pass through the rainforest to show the trees, palm trees, and foliage, to then jump over the river, going around the scenario in circles, to finish climbing up the pyramid up un til ending in a long shot of the environment.

Camera set up

In the following render of the scene, it is visible the camera movement I set in the scene, however, I noticed that I had some texture problems with the trees leaves, so I will need to revisit the textures paths, relink them properly to avoid this issue, and render again the scene.

References

SYIA Studios (2020). Maya Easy Animated Water Shader (online). Available at: https://www.youtube.com/watch?v=eVjc3vvvJfo&list=PLAlv9GvsMvnMCUwPx_gcXaCj_yHYdIPqD&index=1&t=62s [Accessed 16 June 2023]

Categories
Advanced & Experimental Personal

Week 8: Palm Trees & Foliage Modelling in Maya

For this week, I modelled variations of palm trees and foliage to fill up the scene and make it look more like a rainforest.

Palm trees references & models

I needed a palm tree reference that was not too tall, with a thick trunk, and with some coconuts showing in between the leaves. I think this style will suit best my scene as the pyramid will need to stand out in the final long shot above the jungle, so it would be better to keep the palm trees at around the same high as the trees are. I found the below references with similar characteristics I had in mind:

The palm leaves were made using the same technique I used for the tree leaves previously. I created an alpha and a normal maps in Photoshop from a picture of a palm tree leaf I found online, and then linked them in Maya.

Foliage models

These are some references I took as inspiration to create the foliage to fill up the rainforest scene:

I also made the alpha and normal maps in Photoshop for the foliage leaves, to then link them to plane shapes in Maya.

Additions of new models to environment

Once I finished the models, I placed them in the main environment scene to see how would they look. I also used referencing in Maya, so when I add the textures to the original models, it would update in the main scene too so I do not need to place everything again.

I also had some problems trying to see the textures of the trees leaves in the main scene when I switched from my personal computer to the university computers. Researching in forums online, I found out that when .ass extensions files were exported, these needed to be exported without ‘Absolute texture paths’ option ticked, as it would always take as reference the same path assigned originally, so when changing computers, these will not show. I reexported these as mentioned before, and relinked the assets with a ‘relative path’ so it does not have a fixed route.

References

Castillo, J., Bustamante, L., Pichardo, F. (2022). Why is Ecuador the best tropical country for nature photography? (online). Available at: https://www.tropicalherping.com/articles/why_ecuador_for_photography.html [Accessed 3 June 2023]

Gerisima (2020). Coconut Palm trees on white sandy beach in Punta Cana, Dominican Republic. stock photo (online). Available at: https://www.istockphoto.com/photo/coconut-palm-trees-on-white-sandy-beach-in-punta-cana-dominican-republic-gm1270732523-373579722 [Accessed 3 June 2023]

Lubilub, 2009). Beautiful palm trees by River Dulce in Livingston, Guatemala. stock photo (online). Available at: https://www.istockphoto.com/photo/beautiful-palm-trees-by-river-dulce-in-livingston-guatemala-gm117952546-9032250 [Accessed 3 June 2023]

Nurjuwita, D. (2018). Where to travel in 2018: The best rainforest destinations (online). Available at: https://www.lifestyleasia.com/sg/travel/travel-2018-best-rainforest-destinations/ [Accessed 3 June 2023]

Categories
Advanced & Experimental Advanced Maya

Week 4: Rube Goldberg machine camera set and render in Maya

In this lecture, we focused on finishing our Rube Goldberg machine texturing, camera set up, and rendering the final outcome.

I continued adding the last textures and finishing touches of the design, such as the finish lines numbers, and some more neon lights in the edges of the planks and of other components. I also modelled the light bulbs’ buttons to switch them on and textured them with glow.

Moreover, I decided to animate some arrow lights on the top of the initial ramp to add another point of interest in the animation:

Arrow lights animated on ramp

After I finished with the texturing, I continued to set the camera movement using ‘camera and aim’. This way, I only have to set the ‘translate’ of the camera since the ‘rotation’ is adjusted with the aim. I tried to follow both balls switching priority between one and the other depending on the point of the animation and which one was more important to follow each time. Therefore, I not only framed the scene from the front view but I also made the camera rotate 360 degrees around the machine, showing its back too.

Camera and aim set up with keyframes on ‘translate’

In the last bit of the scene when the second ball has to reach the finish line, I had to reduce the duration of this since it was way too slow. Therefore, I selected all the elements of the scene and in the ‘graph editor’ I scaled down the number of frames required for this last movement. I reduced from 800 to 700 frames. The following video shows a preview of the camera movement I set:

Camera movement preview

When I had my animation fully set, I proceeded to set the render. Thought of adding a chrome textured background with the lighting of the skydome I had previously, however, it turned out to be problematic as there were too many reflections so the render would take too much time to finish. Maya also started to crash every time I tried to preview the render. Therefore, I decided to get rid of this chrome background and leave it with the original workshop background. I just lowered the light a bit so the glows added were more pronounced.

I was playing around with ‘Camera (AA)’, ‘Diffuse’, ‘Specular’, and ‘Transmission’ to get the best result without having to render for too long.

After two days rendering, this is the final result:

Final render

I really enjoyed this project and I feel enthusiastic about 3D modelling and animation. I also feel like I could improve the render, amending some details like adding a dark and reflective background to darken the scene and to make the neon lights more visible. However, due to limited time I was not able to do this (but I definitely will if I find some spare time before the end of term 2).

Categories
Maya VFX Fundamentals

Week 10: Face Animation Render in Maya and compositing in After Effects

In this class, we set up the lightning and colour corrected our model to get it ready to render and compositing later on After Effects.

To create the illumination of my scene, I wanted to recreate the real lighting of the scene I took as reference. I added 3 spotlights to my scene: one is in front of the model to illuminate the face, and the other two are behind as backlights.

Since the lip sync looked a bit odd without a tongue, I modelled one, added a standard surface material with some shiny highlights (to give a wet look) and animated it in the parts with ‘L’, ‘D’, ‘S’, and ‘T’ sounds.

Using the ‘Hypershade’ editor, I added two colour correct nodes: one linked to the base colour and coat of the skin material, and the second linked to the specular colour of the skin material. I added a soft yellowish base colour to the skin as is shown in the reference clip but then added a blue/purple highlight with the specular colour to make it a bit more interesting. I also added a subsurface scattering to make the skin a bit more translucent, so it looks more realistic. 

After I was happy with my lighting, I set my project render details to half resolution to have a relatively quick render to review the final look. Thankfully, I did not have to change anything as I like how it ended so I set my project at HD 1920×1080 resolution and render the final lip sync animation as an alpha.

Final render

The final render turned out to be good and it is ready for compositing with a background and some nice VFX. So I imported it to After Effects and searched for a proper background for the scene. I found this already blurred background with a futuristic look so I added it to the comp and colour corrected it to make it darker, more saturated and showing more blue hues (I added colour balance and brightness and contrast effects).

Then I also colour corrected the face as it seemed a little flat so using the ‘Levels’ effect increased the contrast and added a bit of more shadows and saturation.

Finally, I also scaled up the face and I scaled down the background towards to end to make the scene more dynamic and simulate the camera movement.

Final Comp

I think that the final scene turned out good, as I like the contrast between the blue/purple background, and the yellowish skin colour of the face with the subtle blue/purple highlights on the head and forehead. Overall, I think the scene looks realistic and the lip sync and head movements looks pretty natural.

References

topntp26, freepik. Blurred abstract background interior view looking out toward to empty office lobby and entrance doors and glass curtain wall with frame. [Online] Available at: Available at: https://www.freepik.com/free-photo/blurred-abstract-background-interior-view-looking-out-toward-empty-office-lobby-entrance-doors-glass-curtain-wall-with-frame_1254627.htm#query=building%20indoor&position=36&from_view=search&track=sph [Accessed 12 December 2022]