Zandria Ross | Lighting Artist
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Resubmission

11/8/2018

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For resubmissions, I've decided to redo Project 1 aka Wilson. This is because it was admittedly my lowest grade but also I had several rendering and shader issues I wanted to fix. As I am writing this post, the frames are being rendered on Google Zync. Meanwhile, let me talk about what I changed.

Shader

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Original Shader
I had originally created something overly simple in Substance Painter. It was pretty much a white layer with 3 layers of a hand print. It wasn't my best work and I remember doing the texture last minute even with knowing what I was going to do. So, I went back into Substance and completely over haul the layer. I gave it a more leathery feel to it.
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Shader In Substance Painter
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Hand-painted Displacement Map
When using Substance Painter, I always start to like what I have in that view port. When I bring the textures, in to Arnold, that's where things get interesting. For example, I liked the specular difference between the blood and ball in substance, but in Arnold, that all went away. The one best addition I did do was add a displacement map to make fake stitching. Since Wilson isn't going to be that close up, I can easily get away with a ton of dots (I had to hand paint, click by click, all over the geometry). Anyway, I wanted the shader to be better than before and I definitely accomplished that. It's not ideal but I'm happy where its at now.
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Before Displacement
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After Displacement
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Shading Network

Animation

Previously, I had Wilson and the grey sphere just round around in frame. This time, the grey sphere stays in place while 5 Wilsons dropping from the sky and bouncing around. I wanted to Alembic cache the Wilsons, but every time that I attempted, I got a "rigidBody## is an unsupported type of kRigid error up to frame 120". When I import the animation back into Maya, each Wilson was off in space. I tried redo this several times on different computers, deleting history and freezing history, but no luck. I'll have to see how the animation turns out when it renders.
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Critique Time!

9/27/2018

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password: wilson


Notes from Class

  1. Volleyball​
    1. It's really small in frame. I can either add more volleyballs or scale up the current one.
  2. Shadow Projection
    1. The shadow color looks too grey. This could be because I was not using a shadow plate of sphere to compare shadows.
  3. Anti-aliasing
    1. I mentioned this in a previous post. The issue hasn't been resolved.
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Anti-Aliasing Issue

9/25/2018

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One issue I'm having that hasn't quit been figured out is with my anti-aliasing. No matter how high I increase the camera AA samples, the render looks the same. The only difference is in the render time.
​Samples: 5/5/2/2/2/2
Render Time: 9 seconds
​Samples: 10/5/2/2/2/2
Render Time: 49 seconds
Due to time constraints and seeing no visible change, I opted to keep the samples low.
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Power Work Session

9/22/2018

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Today, I had a pretty successful work session. Between this post and the last one, there will be a huge jump in progress. But really, I've been making really rough progress all week. Now, I have perfected them.
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Compositing is a key topic in this class. So, when compositing CG objects onto a live action plate, it is best to break apart the CG object into layers. These layers allow the compositor to make further, smaller adjustments to the rendered images and makes matching the plate that much easier.

The Layers

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Shadow
Inside: Ground, Sphere & Spot light
Shaders: AiShadowMatte on Ground
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Direct Diffuse
Inside: Sphere & Spot light
Shader: AiStandardSurface with specular weight set to 0.
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Direct Specular
Inside: Sphere & Spot Light
Shader: ​AiStandardSurface with diffuse weight set to 0.
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Indirect Lighting
Inside: Sphere, Ground, and HDR
​Shader: AiStandardSurface
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Bounce Shadow
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Inside: Sphere, Ground, Spot Light
​Shader: AiShadowMatte on Ground and Spot light's Specular visibility is set to 0.
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Shadow Prep
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Inside: Ground
​Shader: SurfaceShader
Note: Rendered from a camera in same position of spot light (Light Camera). Use image for Shadow Projection layer.
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Shadow Projection
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Inside: Ground, and Sphere
​Shader: SurfaceShader
Note: Used render from the Shadow Prep layer and projected image from the Light Camera. Inverted Image color.
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Beauty
​
Inside: Ground, HDR, Spot light and Sphere
Use: This layer was created to compare Arnold's AOV passes with the layer passes.
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Occlusion Sphere
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Inside: Ground, and Sphere
​Shader: 
AiAmbientOcclusion
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Occlusion Ground
​
Inside: Ground, and Sphere
​Shader: AiAmbientOcclusion
Use: This is the darkest part of the shadow that is directly under the object. This part of the shadow is not necessarily connected with the light.

Compositing in Nuke

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Bring these layers together in nuke, and create a beautiful and readable tree. One side of my tree focuses on the sphere while the other side focuses on the shadow.
​This final composite looks pretty good other than the shadow. The Shadow feels a little out of place.
The goal of the assignment is to match both real and CG sphere. However, the lighting between my clean plate and sphere plate changed just enough to make things a little more challenging. If I were to brighten the key light, it would blow out the sphere and cause hot spot. I would attempt to change 
the diffuse color, but I know what the real sphere looks like and that's a light grey color. So when I took the picture, the sphere is actually being blown out by the sun. In the end, I favored making the CG sphere feel more integrated over completely matching the light. For the next class, I will see what suggestions I should try to get them to match better.

Problems to Solve

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Just to get a head a bit, I did some quick animation test where the two sphere roll through the scene. Further back in the frame, the shadow projection gets repeated creating random streaks on the sphere. One 
way around this would be to paint the image used for this projection. The other option is to not have the sphere come in from the back.
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Lining the Camera

9/18/2018

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There's no better feeling than aligning the camera with the cube plate. This is after a long battle with the CG camera focal length,  CG Cube scale, and slight tilt on the Z-axis.

Hidden Problems

The focal length of the cube plate is slightly different than what I used in my clean plate. The cube plate has a focal length of 24mm while the clean plate has a focal length of 20mm. Otherwise, the angle of camera is exactly the same. I think that in the future, I might have an issue with the scale of my objects.
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Background Plates Shoot

9/17/2018

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I had an interesting time taking my plates. I went out a mostly cloudy day knowing that the main goal of the shoot was to get hard shadows. I would have sunlight for about 30 seconds before a large cloud came over and blocked the sun for several minutes. Each time the sun was out, I'd scramble to get the right exposure settings on my camera and taking each photo. It was actually interesting seeing just how fast the sun was changing.
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Taken at 12:14 PM
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Taken at 12:39

The Plates

Camera Stats
Camera: Nikon D5300
​F-Stop: f/4.5

​​Shutter Speed: 1/4000 sec.
ISO: 500

HDR 

I used an auto-bracketing feature on my camera to get several images with taken with different shutter speeds. Since it was so bright outside, most of the picture became blown out. I could have adjusted my camera to a higher ISO. I did not because I had already finished taking the other photos, and I was afraid of loosing the quickly shifting sun again. I used Photoshop's 'Merge to HDR Pro' to combine all the images into one.
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Behind the Scenes Setup

And then I bumped the tripod... But here's more a scope of the location.
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The Start of Something New

9/11/2018

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A new school year, brings new projects. This is the start of my breakdown blog for Technical Direction/Compositing or Tech Comp for short.

The Assignment

For our first assignment, the goal is to composite a CG object into a photographed or filmed scene. For the background plate, strong and varied shadows are required and the CG object must take up at least 25% of the frame. The idea in this project is to learn how to composite CG shadows with shadows from the plate.

The Concept

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Cast Away is a movie that I have not seen but know much about. When coming up with a round object to use, what better character is there other than Wilson? As for a background plate, I am still scouting out possible locations.

The Model

This model was found on TurboSquid and was created by Rocket Sales Studio. The model was created in 3Ds Max back in 2013. Click here to visit the page for more information. I choose used the FBX. For a free model, this wasn't too terrible of a mesh to fix up. There are holes in the mesh that did not connect and the UVs are interesting...

The Refinements

The fixes were fairly easy to fix. I selected 3 nearby vertices and used the merge tool to bring them together. When projecting UVs, the model was created in a way that each strip's face could be easily selected.

The Next Steps

After the first class, I have much better idea of the goals of the project. For now, I will be focused on making a simple texture (probably made in Substance Painter) and finding a location to shoot my background plate.
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