Categories
Final Major Project

FMP – Creating the Scene

While designing the space, I considered what would make a visually pleasing interior that would reinforce the plot of the project. A circular building with a curving path that doesn’t reveal what’s at the end (and creates an atmosphere of mystery). Furniture, especially ornamental pieces, moved away from the walls to create dramatic shadows. Ornate details on the walls and windows which fragment the light. Architectural details and various shapes in the room could help the eye bounce around the scene.

Throughout the project, I experimented with various design approaches and styles to guarantee that the final interior is aesthetically pleasing. I believe that a basic square room would diminish the artistic value of the project, and the audience would be less interested in it. Therefore, I wanted to ensure that the viewer’s eyes are drawn to numerous intriguing shapes within the simple structure, guiding their gaze around the space.

First iteration of the space.
Different structure concepts.

After much consideration, I ultimately decided to combine the second and third versions. The curved walls of building two were visually appealing to me, but it was too narrow to be practical. On the other hand, while asset three had some positive aspects, such as its spaciousness, it lacked the unique niches that I was hoping for. By merging the two versions, I was able to create a space that had both the aesthetic appeal and practical functionality that I was looking for.

Various shapes of the building

When creating 3D models, I used sculpting tools to achieve more unique and organic shapes. To further enhance the appearance of the assets, I dramatise the shapes to make them more visually appealing and interesting. I briefly considered scanning real-world objects and incorporating them into the scene but it would be too time-consuming.

For assembling the building model, I paid a lot of attention to real-world dimensions. This is especially important when designing interiors, as there are many objects in the space that viewers can use to understand the scale of the place. To model the shop, I took inspiration from old European tenement houses, with high curved ceilings measuring 3.6 meters. I used a human figure from Maya’s library, scaled down by a factor of ten, as my starting point. Since Maya’s real-world measurements work on a scale of 1/10 and treat centimetres as meters, this allowed me to accurately model the space. I placed the figure in multiple spots to check the dimensions of the imported furniture models and establish the scale of architectural details such as steps, stairs, and door frames.

Checking the scale with human figures.
Adjusting the height of the steps to the human scale (accordingly to the architecture measurements).

During the project, I encountered a challenge with this particular part where I spent too much time trying to perfect the model instead of moving on. I focused too much on coming up with the concept of the building, which led to a rushed process for the following steps. As a result, I wasted a lot of time and could have managed my time better.

Trying different versions of the building.

I also faced challenges with the topology of the building. I had to redo it several times to get it right. I followed various guides and attempted to retopologize the structure in Maya and also tried using the remesh tool in ZBrush. However, I found that for this specific project, retopologizing the structure in Maya, and at times completely rebuilding it from scratch, proved to be the most effective approach.

Retopologising:

  1. Retopologising tool in Maya.
  2. Export as obj from Maya, put in Zbrush and use ZRemesher in geometry (Target Polygons Count under 1).
  3. Live Mesh, target weld and hand draw, or pick vertices, use soft selection and adjust it.

After much consideration, I have ultimately decided on a design concept that I believe adequately meets my requirements. The design comprises of smooth curves that have been carefully crafted to guide the eye in a fluid motion. Additionally, circular and organic shapes have been incorporated to create an Art Nouveau style that is visually appealing and unique. I am confident that this design will fulfill the desired outcome and provide a positive and memorable experience for the end-users.

Final version of the building. The curves are prominent feature of the Art Nouveau style.
Inside screenshots.

Bibliography

Blender (2023) Retopology. Available at: https://docs.blender.org/manual/en/latest/modeling/meshes/retopology.html (Accessed: 20 October 2023).

Render GPU (2022) Awesome Blender Addons for Retopology. Available at: https://irendering.net/awesome-blender-addons-for-retopology/#:~:text=1.,Instant (Accessed: 20 October 2023).

Shutterstock (2021) 3D Modeling Part 1: The Basics of Building a Clean 3D Model. Available at: https://www.shutterstock.com/blog/building-clean-3d-models (Accessed: 20 October 2023).

Sketchfab (2016) How to retopologize 3D scans into low poly game assets. Available at: https://sketchfab.com/blogs/community/retopologise-3d-scans-low-poly-game-assets/ (Accessed: 20 October 2023).

Stylized Station (2021) The 3D Artist’s Guide to Modular Environments – Unreal Engine Environment Breakdown. Available at: https://www.youtube.com/watch?v=dJnAuVtwxPI&t=1295s (Accessed: 20 October 2023).

Topology Guides (2023) Archive. Available at: https://topologyguides.com/ (Accessed: 20 October 2023).

Categories
Final Major Project

FMP – Storytelling

Storytelling in the FMP

To created a project that leaves an impact on the viewer, I knew I had to embed a more structured story rather than just loose concepts. I did not aim to make a detailed animation but more of a short video that would bring out emotions out of the audience. I would compare this idea to the opening credits of a show. To achieve it, I started with the narrative structure of a basic story, shaping it into a 3 act structure:

  • Beginning: Introduction of the scene, shots of the interior.
  • Middle: Simulation of bursting bubble, change in the scenery.
  • End: Reveal of the dream-like circumstances.

It is important to differentiate between plot and theme in story telling. The plot describes what is the story about, whereas the theme describes context of the story (time frame, aesthetic, etc). It is also useful to differentiate between text and sub-text. The text is the narrative or the actions that take place in the story, and the sub-text is how the audience identifies with the story (no need to be shown in the actions of the story but what it is interpreted from what is shown).

I tried to include the following in order to be engaging and interesting:

  • Suspension of disbelieve. Audience is willing to accept anything that is happening in the story (e.g. talking fish).
  • Inciting incident. This is an incident that confronts the protagonist with a major dramatic question that makes the story to move forward (plot points).

Plot development

After developing a few mood boards, I decided to work on the plot of the animation, hoping it would help me create more well-thought-out concepts.

The scene opens with a charming cottage core witch shop, surrounded by trees and a street. As the door opens and the bell rings, viewers see a cat’s tail moving, introducing them to the inside of the building. Following it, the audience sees different objects moving in close-up shots, providing a better understanding of the place’s interior. After that, the lighting drastically changes, signalling the change of the atmosphere. The cat meows and its eyes start glowing, adding a touch of mystery to the scene. More special effects are showcased inside the shop, with multiple deformations, and growing shadows, creating a visually appealing effect. The final shot is of the transformed outside, with the shop standing in the middle of the ocean.

During the development of the plot, I considered the special effects that I would like to include in the animation. After gathering inspiration from the moodboards, I decided that I liked the idea of bird cages featuring abstract particles or string simulations. To reflect the ‘lack of control’ aspect of the dream world, I thought about adding strings or cobwebs around the space, similar to puppet shows or spider threads. I believe that appearing and disappearing objects would add to the mysterious atmosphere of the space, while firefly and cat animations would introduce an aspect of vitality. I also want to include particles floating around as it always adds a nice visual effect, especially in stylised animations. To differentiate the lighting in the scene, I am planning to add multiple reflecting and translucent materials.

I will need to ensure that the composition and lighting balance out the busy environment, but I hope that this vision will help to create cinematic shots. I would also like to add symbols of the dream world around the interior to deepen the scene’s context.

Reference work

While searching for inspiration, I sifted through stylized animations and dynamic VFX trailers. Throughout the process, I focused on identifying cool colour palettes, convincing storytelling, and engaging close-ups of details that helped create an atmosphere. Below are the works that resonated with me the most.

Under This Luminous Sky | Animated Short Film (2022) by emilyamiao. I find the concept art and animations by emilyamiao to be visually stunning and emotionally engaging. I particularly love the mood and colour palette achieved in this artwork.
MADRE Annecy Festival 2023 (2023) by GOBELINS Paris. The use of lighting in MADRE to transform the scene is the exact effect I aim to achieve in my project.
The Wheel of Time – Title Sequence (2022) by Just The Titles. I like the different special effects showcased in the Wheel of Time opening credits and would like to recreate some of them. The flow of the animations is very pleasant as well.
https://www.youtube.com/watch?v=YDjVH8cxrCQ
Arcane Intro | League of Legends Series (2021) by DIM Entertainment. Arcane is a great example of 3D and 2D stylization in animation. Additionally, the lighting in most of the scenes is a great source for replication and study.
Heavenly Vessel (2023) by THE LINE. Each shot in Heavenly Vessel is a work of art, providing amazing compositions and lighting ideas.

Bibliography

DIM Entertainment (2021) Arcane Intro | League of Legends Series. Available at: https://www.youtube.com/watch?v=YDjVH8cxrCQ (Accessed: 05 August 2023).

Emilyamiao (2022) Under This Luminous Sky | Animated Short Film 2022. Available at: https://www.youtube.com/watch?v=QgyJ0Uj2Xg0 (Accessed: 05 August 2023).

GOBELINS Paris (2023) MADRE Annecy Festival 2023. Available at: https://www.youtube.com/watch?v=7O02w3_J9mQ (Accessed: 05 August 2023).

Just The Titles (2022) The Wheel of Time – Title Sequence. Available at: https://www.youtube.com/watch?v=bCY-i1feaEo (Accessed: 05 August 2023).

THE LINE (2023) Heavenly Vessel. Available at: https://www.youtube.com/watch?v=DWvSL813obk (Accessed: 05 August 2023).

Categories
Final Major Project

FMP – Developing the Concept

To achieve stylization in 3D, I’m focusing on textures and render exaggeration, with a particular emphasis on lighting. My primary goal is to create cinematic and dramatic lighting that will help me hone my skills as a Lighting Artist, and hopefully lead to job opportunities in this field. To save time on the modelling process, I plan to use kitbashing and modular environments from Sketchfab.

Moodboard for the project.

Developing the overall concept

Michel Foucault posits that dreams are the starting point of the imagination.

As part of developing the overall concept, I explored dream art which is based on materials from one’s dreams or materials that resemble dreams, but not necessarily directly based on them. Throughout the history of art, the theme of dreams has been very common, particularly the idea of dreams and their meaning in paintings. Paintings that depict dreams are mysterious and elusive, and they challenge, disturb, and fascinate us all at once.

Qualities of Dream Worlds:

  • Characters typically gain important knowledge while in the dream world.
  • Time may not run the same way in dream worlds as the real world, allowing months to pass in the dream realm while only moments have passed in reality (or no time at all).
  • In some stories, characters move in and out of the dream world. In these, the storyline moves forward as they alternate between overcoming obstacles there and in real life.

Dream art has been in existence since the 12th century when Charles Cooper Brown discovered a new approach to art. However, the concept of dreams as art, without a “real” frame story, developed later. During the Renaissance, artists often portrayed the subject of the Biblical dream – the divine vision communicated by God. Meanwhile, the Symbolists of the 19th century chose to express subjective psychological and spiritual states through dreams, and the Romantics expressed feelings verging on the mystical, often through visions and dreams. The Surrealists, on the other hand, used images and stories from their dreams to create wild, bizarre artworks that reflected their subconscious states, as a window into their deepest selves. I find the approaches of the Symbolists and Romantics most intriguing and would like to use them in the FMP.

Dream Art Artworks:

Albrecht Dürer, Dream Vision, 1525

Hieronymous Bosch, The Vision of Tundale, ca. 1520–30

James Whistler, Nocturne in Black and Gold, 1877

Jean Lecomte du Nouÿ, A Eunuch’s Dream, 1874

Johann Heinrich Füssli, The Nightmare, 1781

Salvador Dalí, Dream caused by the Flight of a Bee around a Pomegranate a Second before Waking up, 1944

James Whistler, Nocturne in Black and Gold, 1877

The painting “Nocturne in Black and Gold” inspired me with the feeling of wonder it evokes. The artist, Whistler, used colouristic effects to create a particular sensation and a sense of spatial ambiguity which is set against a structure of line and form. The Nocturnes series is a collection of paintings that depict varied night-time scenes. The focus was not on creating pictures but rather scenes or moments. Whistler believed that certain experiences are best expressed through nuance and implication. A Nocturne aims to depict a sense of void that arises only in the night-time and is particularly concerned with its representation of space.

I also strongly took from the Onirysm; a tendency in literature, fine arts and film to create reality in the image of a dream and to refer in the structure of the work to the rules governing dreams. Usually, the work is irrational, absurd, and contrary to the principles of probability. Cause-and-effect relationships and logical consequences of events are blurred. Like literary works, dreamlike film works (L. Buñuel, C. Saura, I. Bergman, K. Russell) are characterized by freedom of imagination, vision, disruption of the time-spatial and cause-and-effect order, discontinuity of the plot, and sophisticated symbolism; the mysteriousness of the dark atmosphere is often reinforced by the punch line.

When it comes to the symbolism in the scene, I plan to use floral and elemental objects together with painterly textures.

  1. Water frequently represents our emotions or our unconscious minds. In a dream it often has something important to communicate, just as it does in waking life. Dreams about deep water may represent the unknown or unconscious depths of the mind, while shallow water may indicate superficiality or a lack of depth in one’s thoughts or actions.
  2. Cats can represent femininity, intuition, and independence.
  3. The Odyssey locates a “land of dreams” past the streams of Oceanus, close to Asphodel Meadows, where the spirits of the dead reside. In another passage of the , truthful dreams are said to come through a gate made of horn, while deceitful dreams come through a gate made of ivory.
  4. Morpheus, the personification of Sleep and the god of Dreams. His name reflects his role in Greek mythology: the Greek μεταμόρφωσις (metamorphosis) translates as “transformation”. The cave where Morpheus slept was filled with poppy seeds.
Moodboard evoking dreamy atmosphere.
VFX Moodboard with ideas for coloured special effects.

Architectural Style

Art Nouveau is an international style of art, architecture, and applied art, especially the decorative arts. It was often inspired by natural forms such as the sinuous curves of plants and flowers. Other characteristics of Art Nouveau were a sense of dynamism and movement, often given by asymmetry or whiplash lines, and the use of modern materials, particularly iron, glass, ceramics and later concrete, to create unusual forms and larger open spaces.

When designing the interior, I took inspiration from the Art Nouveau. This complex international style in architecture and design is similar to symbolism in fine art, making it easier to incorporate hidden allegories throughout the scene. I aim to create a unified and cohesive space that utilized every surface by using harmonious design across several disciplines. By emphasizing the fluidity of the line, I hope to reinforce the idea of a dream-like environment with a mysterious atmosphere. The use of stained glass materials, which were prevalent during Art Nouveau, plays a large part in this project. I started by creating a combination of structure and ornamentation, incorporating geometric forms and asymmetrical compositions in the scene. Then, I focused on architectural details and textures to enhance the overall design.

Ornamental characteristic of Art Nouveau:

  • Undulating asymmetrical line, often taking the form of flower stalks and buds, vine tendrils, insect wings, and other delicate and sinuous natural objects.
  • Architecture showing synthesis of ornament and structure; a liberal combination of materials: ironwork, glass, ceramic, and brickwork.
  • Furniture design dominating, especially in the fabrication of carved wood with sharp, asymmetrical forms, often made by hand.
  • The designs’ sinuous curves frequently being installed as wall panelling and moulding, often utilizing the wood’s inherent grain.
Moodboard showcasing ornamental elements that could imitate Art Nouveau.
My aim is to try and replicate the detailed look of these artworks.
Stylised art Nouveau often incorporates play with light and shadow to create strong shapes and patterns.

Colour Palettes:

As I started working on my colour palettes, I delved into the process of creating a visual narrative. The mood I wanted to evoke was an essential part of this, and I brainstormed the tones that could help me achieve it. I wanted to showcase a transformation in the scene, so I decided on a contrast between warm orange tones and cool blue/violet hues that would highlight the progression. To take this a step further, I researched Ghibli colour palettes and drew inspiration from them to craft a stylised colour art that would stand out.

The colour palette in this Moodboard is my main inspiration.

Bibliography

Britannica (2023) Art Nouveau. Available at: https://www.britannica.com/art/Art-Nouveau (Accessed: 15 July 2023).

Encyklopedia PWN (2023) Oniryzm. Available at: https://encyklopedia.pwn.pl/haslo/oniryzm;3951139.html (Accessed: 11 July 2023).

Tate (2023) Art Nouveau. Available at: https://www.tate.org.uk/art/art-terms/a/art-nouveau (Accessed: 20 July 2023).

V&A (2023) Art Nouveau. Available at: https://www.vam.ac.uk/collections/art-nouveau (Accessed: 20 July 2023).

Wikipedia (2023) Art Nouveau. Available at: https://en.wikipedia.org/wiki/Art_Nouveau (Accessed: 11 July 2023).

Wikipedia (2023) Land of dreams. Available at: https://en.wikipedia.org/wiki/Land_of_dreams_(mythology) (Accessed: 03 July 2023).

Art References

Chen, A. (2023) Portfolio. Available at: https://www.artstation.com/aliyachen (Accessed: 03 July 2023).

Chen, F. (2021) Personal. Available at: https://www.artstation.com/artwork/DAYJNG (Accessed: 03 July 2023).

Ernault, G. (2023) Portfolio. Available at: https://www.artstation.com/exphrasis (Accessed: 03 July 2023).

Gomez, G. (2023) Portfolio. Available at: https://www.artstation.com/beagle (Accessed: 03 July 2023).

kleinerHai (2019) Hierophant. Available at: https://www.artstation.com/artwork/3oOqVE (Accessed: 03 July 2023).

Romanovsky, D. (2023) Portfolio. Available at: https://www.artstation.com/formlanguage (Accessed: 03 July 2023).

Smith, T. (2018) Butterfly Field. Available at: https://www.artstation.com/artwork/L24JaR (Accessed: 03 July 2023).

Tobi 泳 (2022) 轩窗惊鸿. Available at: https://www.artstation.com/artwork/NGdDGq (Accessed: 03 July 2023).

Categories
Final Major Project

FMP – Project Presentation

My goal for the Final Major Project is to create a stylised interior of a witch shop. The main objective of this project is to further enhance my skills in lighting and rendering. In the previous term, I started to explore the role of the Lighting Artist and I would like to add to my portfolio another piece of work. Last time, my render from UE5 had technical issues so I am also hoping to resolve them and learn more about using Unreal Engine as rendering software.

As I am aiming for career in the animation industry, I plan to achieve a stylised look by creating hand painted textures and using the custom PostProcessVolume material. I would like to work with textures and backgrounds in the future, so I intend to use FMP as an opportunity to focus on them.

Work process:

  1. Creating concept art, storyboards, keyframes, and moodboards.
  2. Using Maya to model 3D assets.
  3. Outsourcing 3D assets on Sketchfab/UE Marketplace.
  4. Hand painting textures using Photoshop/Substance Painter.
  5. Lighting in Houdini/UE5.
  6. Creating special effects in Houdini/UE5.
  7. Rendering the project in Houdini/UE5.
  8. Creating a matte painting of the background using Photoshop.
  9. Compositing and colour correcting in Nuke.

Presentation:

Bibliography

80lv (2022) Creating a Cozy Ghibli-Inspired Scene in Unreal Engine 5. Available at: https://80.lv/articles/creating-a-cozy-ghibli-inspired-scene-in-unreal-engine-5/ (Accessed: 03 July 2023).

CG Spectrum (2023) How to became a 3D Lighting Artist. Available at: https://www.cgspectrum.com/blog/become-a-3d-lighting-artist (Accessed: 15 July 2023).

Stylized Station (2022) Creating a Ghibli-Inspired Environment in Unreal Engine. Available at: https://www.youtube.com/watch?v=adBbCdu7D_U (Accessed: 03 July 2023).

Zahariev, O. (2022) Kuker’s house in the style of Ghibli – Unreal Engine 5. Available at: https://www.youtube.com/watch?v=RzaaqOawqbA (Accessed: 03 July 2023).

Categories
Reels

Term 3 – Personal Project

Categories
Reels

Term 3 – Steampunk Project

Categories
Group

Steampunk Group Project – Critical Reflection

Working on a Steampunk group project allowed me to develop a variety of new skills in technical, artistic, and organizational areas. Roos and I maintained clear communication within the group and focused on creating a cohesive style. I gained valuable knowledge in setting up large scenes in Maya, managing files across multiple people, rendering files for compositing, and lighting the scenes. All of these skills will prove useful in my final project, where I plan to concentrate on lighting and compositing the scene. Despite the challenges and stress of the past two months, this project confirmed my strong interest in becoming a Lighting Artist.

I find the ability to give a 3D environment an artistic touch and completely transform it to be the most enjoyable aspect of the lighting process. In my next project, I plan to research more about stylised lighting as I think it is a considerably important part of the job. My aim with lighting has always been to enhance storytelling, keep the audience interested, and maintain the scene’s style. I believe I achieved this through the use of bounce lights, which was the most transformative part of the project. I feel that my Personal Project could benefit from this technique. I also enjoyed giving subtle animations to light props as it adds life to the scene.

I was pleasantly surprised at how easy it was to manage large files, particularly when it came to swapping out textures. I found myself using the Script Editor and adjusting general settings more frequently, and paying closer attention to naming conventions. However, without using Elements, I wouldn’t have been able to complete the project due to the immense size of the Maya files and my laptop’s limited capacity.

For me, the most difficult aspect was rendering. Although I learned a lot in this area, I realized that I could have been more organized by conducting more rendering tests and testing them myself in Nuke. I only conducted basic tests in Nuke to check if AOVs were working properly. In hindsight, I should have completed the Lamp test suggested by Gonzalo earlier. This would have helped me avoid the rush and mistakes that occurred in the last two weeks.

Working with my group has been a pleasant experience. The team members were highly communicative, organized, and professional. I particularly appreciate the valuable assistance provided by Roos in terms of contacting group members, problem-solving, and working on the renders. Without our organization, we would have faced numerous issues. Moreover, receiving all the necessary assets before the second half of June has been especially helpful, enabling us to identify any major issues at an early stage.

In general, I am satisfied with the outcome, but I feel like we needed an extra week to make the render perfect. Therefore, I intend to redo the entire scene with modified AOVs and better render settings to make sure it looks excellent for my final showreel in December. I am pleased with what we accomplished, and I don’t want to undermine it with a hurried render and compositing.

Excel Spreadsheet
Render v01
Render v02
Render v03
Render v04
Render v05
Render v06
Render v07
Render v08
Categories
Personal

Personal Project – Critical Reflection

This term, I prioritized the group project over my Personal Project, resulting in a smaller scope for the latter. Despite this, I had the opportunity to experiment with Houdini and photobashing techniques, which I found to be very useful and plan to incorporate into my Final Major Project (FMP). I successfully achieved my main project goals, including creating a UE5 scene, adding weather effects, and lighting it. While I am satisfied with the overall lighting, I regret not including prop lights, bounce lights, and animations.

After learning about the general setting, I realized how simple it is to use Lumen and how setting up new scenes will be quicker and easier in the future. However, I need to improve my render settings since the final product lacks the effects that made the lighting look great in UE5.

As I was working on the scene, I also attempted to optimize it. However, I am aware that my efforts were insufficient, so that will be my primary goal when I work on the new project in UE5. Additionally, I would like to customize the weather settings more and experiment with water settings, which I was unable to do due to time constraints.

I believe I’ve established a strong foundation for my project, but there are still missing elements that I plan to address over the summer before adding it to my final showreel. Additionally, I would like to conduct further postproduction by testing the Nuke plug-in. To aid me in this process, I have included some tutorials that I will reference in the future.

Further research:

Boundless Entertainment (2021) Unreal Engine for Filmmakers – Cinematic Camera Settings & Setting up Virtual Camera. Available at: https://www.youtube.com/watch?v=gFO0qhdLKec (Accessed: 22 June 2023).

Karim abou shousha (2022) How To Create Light Props in Unreal Engine5. Available at: https://www.youtube.com/watch?v=VSe7QHU6QJk (Accessed: 26 June 2023).

pinkpocket (2021) Unreal Engine 5 Beginner Tutorial | Cinematic Renders in UE5. Available at: https://www.youtube.com/watch?v=GHFq4Dj7sVs (Accessed: 22 June 2023).

Quixel (2021) Lights & Shadows: Medieval Game Environment extended tutorial. Available at: https://www.youtube.com/watch?v=bkztcwD9UJE (Accessed: 26 June 2023).

Categories
Group

Week 11/12

Problem Solving:

In the last two weeks, I worked on troubleshooting the project and rerendering the scene to ensure the best possible composite. I addressed the issue of the flickering pipe texture near the clock by replacing it with a regular texture. Additionally, I adjusted the position of a few objects and lowered the exposure on the lamp bulbs. We also had to rotate the walls and adjust the position of the stairs to keep them visible in the render, as we were using them as textures in the master comp instead of turning off their primary visibility.

Final touches to the lighting. Animating Hologram Mesh Light, Area Lights outside and changing light colours to fit it more with the textures.
Adjusting the reflection in the window with the IOR for glass texture.

Furthermore, I kept getting a padding error with the radio textures. Even after changing it, the error message kept telling me to increase it more. This caused a lot of issues with the textures, so I decided to go back to the file that looked good in the render and didn’t cause any issues.

In order to solve the problem with the floating bookshelf (which was a mistake in the final render), we placed a platform underneath it and re-rendered it plus the floor separately. Our approach was for the comp to add the platform to the scene on top of the previous render since we didn’t have enough time to re-render the entire scene.

Render Settings:

I also made some changes to the render settings, including turning off the sss since there were no organic objects in the scene and increasing the diffuse to improve the denoise. However, when I put the AOVs together in Nuke, I noticed that the glass materials were missing their refractions and reflections. I spent most of my last days trying to figure out the refraction pass in Maya, which turned out to be the Transmission AOV. Additionally, I had to include the Emission AOV due to the Hologram’s nature, which contained extra glow information. However, including these two passes doubled our render time and caused issues with re-rendering.

Unfortunately, we didn’t have enough time to render the whole scene again as it was taking around 2 to 4 days with the busy render farm. I suspect this was due to the rendering of numerous glasses and reflections/refractions of water interacting with them.

Transmission AOV
Emission AOV

Testing which AOVs are working and which aren’t:

Working AOVs: ID, N, P, Z, crypto_asset, diffuse_direct, diffuse_indirect, direct, indirect, emission, opacity, raycount, specular_direct, specular_indirect, transmission AO, beauty.

Not working AOVs: Pref, background, coat, highlight, rim_light, shadow, sheen, sss, volume.

  1. Arnold AOV Rebuild:
Beauty = diffuse_direct, diffuse_indirect, specular_direct, specular_indirect, coat, sheen, sss, transmission, emission

https://docs.arnoldrenderer.com/display/A5AFMUG/AOVs#AOVs-AOVs

For future large projects, I plan to start by going through the “Lamp Comp” process. This involves testing the breakdown of AOVs and connecting them in Nuke to determine which ones are necessary for my scene. Additionally, to simplify the compositing process, I need to learn how to adjust the alpha values of objects in Maya. Though I attempted to do this through the geometry settings of the textures, I had to cancel it as it altered the assets’ appearance in the final render.

During our final meeting with Dom, we requested general feedback on the project to identify areas for improvement and our strengths.

End-of-project feedback:

  • The project began with a strong design and aesthetic, which was later modified to have more stylized elements. 
  • In the future, it may be beneficial to brainstorm extensively before starting. 
  • The group worked well together and was able to complete tasks quickly (as well as deliver changes). 
  • The shot appears to be overloaded with too many items.
  • It was also intriguing to observe what was beyond the window.
  • As for the glass, it should be placed in an area where it won’t be stepped on, and if there are any objects placed on top of it, it should have numerous scratches in the sitting area.

Further research:

AUTODESK Arnold (2021) Does anyone know how to keep light but hide reflections from my HDRI? Available at: https://www.reddit.com/r/Maya/comments/lp4k44/does_anyone_know_how_to_keep_light_but_hide/ (Accessed: 6 June 2023).

AUTODESK Arnold (2023) Light Path Expression AOVs – Arnold User Guide. Available at: https://help.autodesk.com/view/ARNOL/ENU/?guid=arnold_user_guide_ac_output_aovs_ac_expression_aovs_html (Accessed: 19 June 2023).

AUTODESK Arnold (2020) Rebuilding beauty pass from AOV’s…using Nuke. Available at: https://forums.autodesk.com/t5/arnold-for-maya-forum/rebuilding-beauty-pass-from-aov-s-using-nuke/td-p/11050546 (Accessed: 21 June 2023).

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Week 10 – Animating the Spaceship

Last week, I spoke with Gonzalo about recreating a scene. I asked him which AOVs were necessary and he recommended the Depth pass, Position pass, Normal pass, and Cryptomatte. Additionally, he suggested adding wood planks to the stairs and reducing the reflection on the window and floor.

Doing the UV’s for the floor and walls:

As part of the process, I tried out different textures on the floor and walls and made test renders to see how they would look in the scene. After careful consideration, we ultimately chose lighter textures to enhance the brightness and illumination of the overall scene.

Testing various wall textures in the scene.

Animation:

I faced problems while animating the spaceship model because it was not designed for that purpose. The symmetrical setup and intricate antennas also added to the difficulty. However, Marianna provided valuable assistance in devising a straightforward method to animate it, despite the challenges.

We encountered some issues while trying to bake the joints and animation keyframes onto the mesh. Additionally, the hierarchy was causing problems with the constraints. Unfortunately, it was too late to remake the model, so we had to resort to a standard animation procedure using just keyframes. I animated the joints, wings, and spaceship by rotating them slightly and extending the frame length to 601 for a smoother look.

The biggest challenge was animating the speed of the spaceship, as it appeared to be stationary when rounding corners or accelerating at the end due to the curved window. After several attempts, we were able to make it work. The fish animation was adjusted by Roos.

Animating the Spaceship
Initial animation curve
Final animation curve

To add some finishing touches, I animated the area lights outside the room to rotate slightly and alter their colours. Additionally, I decreased the exposure of the bounce light and modified the colour and intensity of the hologram mesh lights to enhance the overall scene.

Wireframe view of the scene
Wireframe view of the scene