Tuesday, July 28, 2009
Re: Yoli's Project Update 2
Thanks again for your post yesterday.
As you can tell, I am finding it very challenging to progress the look of my piece - hopefully this will make it all the more rewarding to get it right.
I'd like achieve the sense of contrast you've demonstrated in both your painted examples and plan to use a less distracting texture for the skin, experiment with bumps and SSS but first I'm stripping everything back to the colour scheme - as I really want to get this looking good.
Below are some (very rough) painted examples, which I wondered whether you could give me your opinion on.
The one I like is the mixture of aquamarine blue with pink. But I'm concerned that this goes against what you've advised in terms of warm over cool (though I have desaturated the background in the example below, in an attempt to pick out the blue).
I like that it still has a kind of putrid retro quality that I could soften with bumps and lighting (as in my new reference).
As you can see I have been quite keen to use coloured skin but perhaps this is time to let it go (as per your blue mood example).
Let me know what you think.
I really appreciate your taking the time to advise on this, as I realise it is taking me some to time to get going.
Thanks
Yoli
Monday, July 27, 2009
RE: Holly--Pin up project
Hi Holly,
Thanks for the update Holly. It looks like you have been very busy! I am glad you like some of my ideas from the last post. Apologies for the delay. I understand it is still work in progress, so sorry in advance if I comment on anything you already know about.
In my opinion she now looks too central, there is a fine line when it comes to composition. Also I feel a bit uncomfortable with her facing camera and I think you have lost some of your voyeuristic qualities because of it. Her crossed legs do not look believable to me, so you might want to look at what you can do. I have tried sitting in this pose in the mirror, in order to get into that position I was not able to sit balanced on the chair, I had to role onto one bum cheek (sorry for this detail) Consequently your model looks a bit stiff and Barbie doll posed, when your reference has an impromptu natural feel. Try to think about ways you can get that feeling back.
For the skin tones, investigate further Subsurface scattering settings. You want the depth and the colours to be right, for realistic looking, or waxy looking skin. I have written some notes on your images, they are quite compressed, so painting over them has been a bit tricky. I am assuming that her right arm has a different shader on it, as it is much darker than the rest of the skin, but it needs to look the same. As you said on your modelling post, it would be interesting to try to incorporate an incidence multiplier on top of your SSS to darken down the edges, although this will probably need some experimentation. By lighting the skin quite front on, and using less fill light you may be able to get the same effect.
http://graphics.ucsd.edu/~henrik/papers/face_cloning/
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html
You mentioned putting a grain on the skin, but its going to be better for you to add a small bump or displacement to the skin, rather than doing it as a post process. It will break up the specular on the skin surface, so that it looks like the fine texture you are hoping for.
Currently the eyes are looking a bit empty, (this could be because the image is quite compressed) look at some reference to see how to put realistic specs in the eyes. On your fill lights you can turn off the specular, or you can light link the eyes with their own specular lights. The eyes are really important in getting a believable character so work to get them right. It’s also worth putting a tiny bit of SSS on them too.
Warm shadow means a warm fill light (when I speak of warm, I mean a warm colour like a red orange, although it only needs to be subtle to have an effect on your render), as that is normally what you see in the shadows. Generally fill light is a blue colour, because the sky is blue, that is the colour that gets reflected/bounced around, but you might get the look you are after with a slightly red fill light. You could render a shadow pass if you want, I am not sure what you mean when you say RGB shadow pass. Overall you want less fill light, and a hotter, warmer key light. I can’t really see your notes on the screen grab of your shot, as it is too compressed. I find it is easier to see what the lights are doing if you scale them up to match the size of your scene. Watch that your extra, more focussed spotlights, are not affecting other areas, light link it to that section of model if you have to.
Good work and look forward to seeing more.
Tessa
PS I like the mouth open (I know you are thinking of closing it), and I have attached some salutes I think are more feminine and your could use for reference. I especially like the amount the hand is bent backwards.
RE:RE:Yoli's Project Update
Hi Yoli,
There is little you can do in lighting until you are at a point where you are happy with your characters shading. Look into using sub-surface scattering (SSS) for the characters skin. Skin is translucent, (ever tried putting a torch against your cheek or hands?), and some light is absorbed, scattered and re-emitted. http://en.wikipedia.org/wiki/Subsurface_scattering This will give you that believable skin glow look you are after, especially on those thin areas like the ears. Then use rim light to make him stand out, and match your reference better. For a more tactile look, use bump maps or displacement shaders to catch the light.
Not only is the animation great, he has used lighting really well to show off the mood of the song. At the beginning the song speaks of fear of being alone, and the lighting reflects that with a single blue spotlight, a simple but brilliant way of showing overwhelming sadness in a dramatic way. Then as the song moves into the chorus the lighting changes to liven the mood, even with the flashing lights, using a black background means that it is not distracting from the animation. It is no wonder this guy got a job at Pixar. Having a basic understanding of all different areas in computer animation and being able to use those skills to enhance your own projects really gets you noticed in the industry.
Back to your render. On the last image you said that the purple is working well with the orange. Personally I can’t see any orange or purple, and I don’t really see how it is working together at all. I can see mauve, a dirty yellow, a dark yellowy green and a dark red. Pastel colours have less contrast than vibrant ones, and look better surrounded by more pastel colours. Try using the colour picker and taking colours from one of your reference images to use when painting over your render, see the comparisons I have made.
Even though there are six different versions, they all look very similar to me, washed out and unfocused. Remember it is not just the colours you use but how you juxtaposition them that creates or removes contrast. Your images have the wrong kind of contrast, as you have not taken into consideration my comments on shot focus. It is worth spending time getting this right, as I have mentioned in the Deli project posts, your animation will work better if you have lighting and shading that complements it.
Hope this helps you get back on track. Let me know how you get on.
Sunday, July 26, 2009
RE: Nigel Gore Architectural take 2
NIGEL GORE - Architectural Visualisation
I have checked all of the geometry for 'leaks' and the light in the corners of the room are 'bounces' from the photons. Luckily, they are covered up pretty well by the occlusion pass.
The glass of the main windows have a slightly 'blue' tint to them - Therefore, once the door opens the 'warmer', contrasting sunlight comes into play.
The reflections in the glass and picture frames do not add much to a still image. However, I believe they will be very stimulating once the camera starts to move around the scene - If I ever get it rendered out! Ha ha...
The ceiling beams on the right appear much darker because of the angle of the light entering the room. Please see my reference photos.
NIGEL GORE - Architectural Visualisation
Thanks again for all of your input!
I like the feel that you created by amending the image that I posted.
This is the type of effect I'm hoping to achieve in my compositing stage.
What filters / effects have you used here?
Initially, I didn't want to bog you down with a full series of photographic examples that I had been using as reference. However, here are two from 2 similar houses by the same architect:
As you can see, the interior areas appear to be much darker than you would imagine, even though the windows are huge and it is broad daylight. I believe that interior lighting would have helped both of these photographs. Also, you can see a few reflections of the room in the glass - especially against the darker, outdoor furniture.
I'm aware that with more time I could further enhance the visual stimulation of the XSI scene. (adding more 'pizzazz' as you say). However, I have just 4 weeks to get everything rendered and composited. Therefore, I am feeling pretty stressed to say the least.
I am now at a critical stage of my pipeline, where I think I simply have to 'draw the line' and move on to getting my scene rendered out.
I added the interior lights in order to allow me to move on to rendering out the separate passes and then controlling their intensity in 'post'.
Yes, I've been trying to establish if rendering the reflections separately would save any time... The general consensus seems to be 'no' - it will only give me more control in post.
Also, I tried to reduce the reflection depth down to 1 but it meant that the glass panels by the pool were not rendering at all (they appeared solid black):
Do you know of any trickery that could overcome this problem?
Ha ha, yes, since my last post I have experimented with the 'glows' and come to the same conclusion - I have successfully set up a separate pass just containing small white disks. I am confident this will give me the control I need.
I intend to bake the textures early this week and get on with setting up the various render passes asap. I'll let you know how I get on.
Cheers,
Nigel
RE: Deli Animation
A quick way to get through your interior shots would be to render in layers. The lighting doesn’t have to be very exciting for the background so it will be quick, and it only needs character shadows when sunlit (in which case you render characters with primary visibility off and shadows on); otherwise you can just use occlusion. Then on a separate pass light the characters. I will often light the characters and set with a completely different bunch (or rig) of lights, so I can get the look I want in one without upsetting the other. I don’t use light linking, and I don’t fuss over things too much, I just get the layers out and the comp started. Being able to independently adjust the layers gives you bags of control such as trying out depth of field on the background or just darkening it to focus the shot.
Overall, great work. Shot lighting can be a struggle, it seems like a big mountain to climb when your at the bottom looking up, but schedule it right and I promise you will get there in the end. Let me know how you get on.
Tessa
Saturday, July 25, 2009
Holly -- Pin-up Project
Hi Tessa
Just wanted to say thank you for your previous reply to me, and sorry it's taken me so long to get another post to you, I have been keeping the things you advised in mind when designing and creating my piece, really like the idea of cut-off props, am still playing around with the composition of the props.
Right then I've finally gotten around to the lighting stage. I'm struggling abit with Subsurface scattering - I need to do some fine tuning on it, so it doesn't look quite like a barbie doll -
I'm not sure if I've got the hang of the lighting yet - I do I like the colours that are being produced, have tried adjusting the hues and saturation in photoshop and think this works well, I like the way the clothes are looking, just not the skin(I am considering doing a grain or noise pass when rendering, if there is such a thing, to help get the texture of the skin like Elvgren's).
At the moment I am using 3 spotlights, (really low, 3 and 4) and have put one infinite to light the model's side which is facing the wall. I put one spot light from above to highlight up the fingers of the saluting hand, as I think this is a nice delicate area (although I don;t think I've quite captured the right pose for the fingers yet)
I intend to use a matte painting for the sky background, so there won;t be any shadows falling on the backgrid that I've put in.
Also I've have decided to have an animated camera (time permitting), the pictures attached show what camera angles I am looking at, I would like to move the camera to close up on the face from the full-body shots and maybe pan around the face.
You mentioned in your previous reply to me that the shadows in Elvgren's paintings are quite warm - would you suggest the I do separate render passes for the RGB shadow passes, if this is possible?
Anyway hope that my images are clear and I look forward to any advice you can offer me
Thank you
Holly
Friday, July 24, 2009
RE: Nigel Gore Architectural
Hi Nigel, Sorry this post is a big higgledy-piggledy, I haven’t had my normal home computer to work on.
You have talked about contrast; think about using it to your advantage. The hottest points on your image are currently your spotlights.... do you want your eye to be drawn there? You have control over your audience, where do you want their eyes to be looking? What feelings do you want to invoke? Read the other posts on this blog to get some ideas, and also the notes on shadows (getting a blurred falloff in particular)
Here are a few more simple comp tricks you could try. You want the change in colour of your pieces of glass as they move over each other? Try rendering a matte (or use a simple roto) and using it in comp to colour correct them!
Tessa
ALL
Re: Yoli's Project Update
Apologies for the delayed response -I've been neck deep in animation and still have a way to go.
Having considered your comments (and those of other tutors) on bringing my 2D style into 3D with projected textures and toon shaders, I realised that, although I do like this effect(eg. your painted example), it was never my intention for this piece to have a 2D final look. I more wanted to mix up a 2D approach to design with 3D and I now realise how ambitious this is.
So I began to look at 2D style brought successfully into 3D (see mood board) - thanks for The Pearce Sisters reccommendation by the way.
I particularly loved the tactile look of Lost and Found and Stitch up Showdown so I experimented in comp with what I could achieve to this effect. I strengthened the key light slightly, saturated the foreground and desaturated the background (see below).
I really liked your suggestion to bring sharp lines into the composition (easily achieved with the chair), but in terms of colour and texture I was still unsure which way to go.
Wanting to achieve more of a sense of contrast, I experimented with some new colour schemes such as blue and yellow for the skin and hair. Making the foreground bolder in colour, I tested a distressed wallpaper background, including a plainer section, but found this to produce a yet softer effect.
Below are some of these tests and my thoughts, which are quite rough and I think represent a bit of a step back (before foreward hopefully) in the look development. Only the final example has any real contrast, thanks to the textures against white but I am wary of using a plain white background as I realise this has become something of a CG cliche.
Any suggestions please let me know
Thanks again for your time
All best,
Yoli
Wednesday, July 22, 2009
This is our update on lighting.
These are some tests we made. Let us know what you think and which one you prefer.
We had difficulty keeping all the shots consistent in lighting so we decided we needed a basic light rig. We did a simple light dome rig that we can use as a consistent base to light all our shots. then we can tweak each shot individually from there on. Please let us know what you think.
Below is a render composited with ambient occlusion. First of all we had a problem with our previous lighting setup, which was too dark. Half of our animation is happening at the back of the store, so we cant have it as dark as our previous version. so we bumped up the levels behind the shop as well.
After doing the above, we realised that the colors of the walls and floor were too saturated and it sort of clashed with our characters. and it did not really look 1930s anymore. It looked more modern than what we wanted. So we desaturated the walls and floor.
And after we bumped up the levels in photoshop and this is the result we got. please let us know if there is anything glaring to address.
We also tried to light the opening shot which is an outdoor shot. We brought it to photoshop and brought up the levels contrast and saturation. Please advise.
Below is one of the shots that we tried to light. We really like the levels and color but based on our premise, we might have difficulty keeping this look consistent throughout all of our shots. We handled this shot individually without including a basic light rig (that can be applied on other shots), so we dont have the luxury of time to replicate this look throughout all our 59 shots. Please advise. Thank you so much for your time Tessa.