Wednesday 5 September 2012

POST PRODUCTION

ANIMATION

  • Crash Animation
    • 2nd Pass Animation from Rich
    • Learnt how to clean up the graph editor
    • *Crash Playblasts*

BLENDSHAPES

  • Blendshaping the required Cars
    • Mclaren/Williams
    • Easier than developing a soft/rigid body solution
    • Sculpted using the soft modification tool
    • Using the In-between technique to blend the nose


CONTRIBUTION TO POST

  • Plan Post Production
  • Set up around 8 shots for rendering with the corresponding render passes and layers
  • Went straight into Compositing after samples of work were rendered
  • Composited 33 shots of 34

POST PRODUCTION SCHEDULE


ATTEMPTING TO SPEED UP BATCH RENDER TIMES

  • Rob Jones taught me and Richard how to set up a batch render out of maya using note pad scripts and command dos prompt
  • We also rendered out some of the scenes but we also batch rendered in maya on numerous computers to also speed it up as problems occurred.


SELECTING PASSES AND LAYERS

  • Building the beauty pass
  • Diffuse/Depth/Specular/Ambient/normalized2dmv/Ambient Occlusion/Shadow/Reflection
  • Using a motion vector pass as maya motion blur didn't come out to well.
  • Setting up a naming convention to make sure compositing is an easier process for myself


MULTI-PASS COMPOSITING IN NUKE

  • Developing a process of splitting up the passes
  • Shuffling out passes using the Shuffle copy node
  • Consulting Rob and deciding to use merge nodes to shuffle out the passes
  • Shuffling out the motion vector pass


USING 3D NUKE'S ENGINE TO APPLY SKY


Setting up a 3D scene and apply the sky to a sphere

Animating the sky using the render cam

Merging it through the scanline renderer with the environment







DEALING WITH SHADOWS

  • Developing a script tree in nuke to dealing with shadows
  • Using the multipy node to change the opacity of the beauty pass and alpha channel.
  • Merging the channels of the red from the beauty and alpha to target just the shadow of the render


COLOUR CORRECTION & GRADING

  • These are the main nodes use for manipulation
  • Main passes affected were diffuse/specular/reflection
  • Individually grading and correcting 33 shots.


VECTOR BLUR/DEFOCUS/LIGHTWRAP

  • Vector blur node was used to attached to the 2d motion vector pass to give the animation motion blur
  • Defocus was used and keyed in and out of shot. e.g when cars/characters come in and out of the shot.
  • Lightwrap - Easily the best node in nuke I've discovered. It blends objects in with the background.

 

 COPING WITH RENDERING MISTAKES AND SIMPLE TRACKING

  • What I learnt, If I doesn't work. Roto It!
  • Black hole mistakes and texturing mistakes, using the roto paint node to paint and erase objects and fix damaged footage
  • Tracking the Camera for Shot 3 and simply insert a water image and colour correct it to fit into the shot


APPLYING FINAL TOUCHES AND RENDERING

  • Framecycling before rendered to see problems after nuke produced checkboard images due to missing renders
  • Adding a final colour correction and grain
  • Rendering out as an image sequence in nuke instead of video sequence to save compression


A LOOK AT THE TREE


 


 


 


 


 

PROBLEMS THAT LIMITED COMPOSITING


  • The character often had different shaders on different shots which limited colour correction and grading 
  • Shadows are were often broken, e.g shot 32,33 and 27. They really lacked shadows and the correct shader which limited creativity
  • Simple mistakes like rendering out footage without framecycling final shots
  • Though these problems occured simply due to uneffiecent time.



 

WHAT I WOULD CHANGE
  • Looking into more nodes in nuke's database to aid colour corrections such as the hue nodes
  • Using the VFX elements made in pre-production
  • Looking into the 3D engine for multi-plane compositing to aid the crash
  • Problems occurred such as scaling stock footage, so the idea was ditched.


 

WHAT I ACHIEVED

  • A Good knowledge of Nuke and I am more comfortable in the program than others such as After Effects
  • A understanding of Multi-pass compositing
  • Tips and tricks to save damaged  renders
  • Discovering how important naming conventions of layers, cameras and shot numbers can be so important to the compositor