Exterior Comping, Gnomon Underwater Scenes and Ed Whetstone

I have been putting together the lighting for the exterior scenes, with a little help from Gnomon Underwater Environments.

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Including:

  • Setting up “fake caustics” by attaching an image sequence to a directional light.
  • Creating ambient light by setting up a “dome” of directional lights with no shadowing, which gives a kind of hazy, desaturated effect.
  • [tutorial missing from DVD… no idea why] Setting up spotlight fog which moves by using the same image sequence I used for the caustics. I figured it out based on the provided final Quicktime. The most difficult part was figuring out how to attach a custom curve to control the falloff of the fog.

I have also been mainly watching Guerrilla Compositing Tactics in Maya and Nuke with Ed Whetstone, as well as his other tutorial, Creating Light Rigs in Maya, a truly fantistic initiation into 3-point CG lighting.  From Guerrilla Compositing Tactics I learned how the depth pass can be used for all kinds of things: creating depth-based fog and haze, which I already kind of knew about, but the true revelation was the idea of targeted colour correction, based on the depth pass.

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In my own render, I have decreased the colour temperature based on distance from the camera.

In the end I found that simply emulating the underwater environment, while convincing in its realism, was a bit too hazy and would impair the clarity of the storytelling.  Therefore I used a combination of underwater and 3-point lighting techniques.  The only thing missing is particles, which I will do in Nuke now that the Bokeh effect has been improved.

Test001Speaking of which, I recently bought NukeX 7, which has a fantastic upgrade to the ZBlur node: ZDefocus.  Instead of adjusting the image plane, it uses a “focal point” that I can drag, and it automatically recalculates.  It also vastly improves the quality of the blur: with ZBlur, the only options were “Gaussian” or “Disk” Filter – now, with ZDefocus I can create bokeh effects that are pentagonal or hexagonal or even heart-shaped.

In other news, Angus has approved the animation so far, so I shall be working on those renders today.

Fantastic.

Full steam ahead!

New Comp Test

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New Comp Test

The latest comp test of the nuclear interior. I’m really happy with this. Tried out a few new things today including Lens Blur and God-Rays (could there BE a cooler name for a node?). Digital Tutors’ Photorealistic Camera Lens Effects in NUKE course has been fantastic.

Also fantastic is the mia_bokeh node, which I used on top of some nParticles. It’s really versatile as you can add your own texture to it – taking inspiration from the Jellyfish Pictures reel I’ve connected a pentagon-shaped alpha to it. Although Nuke has its own particle system, the quality of the Bokeh effect within Maya/Mental Ray was way too good to pass up.

I hope to be able to post a moving version up tomorrow.