Zandria Ross | Lighting Artist
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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
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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
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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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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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