Category Archives: Uncategorized

Vray – Water

http://www.tutorialsgarden.com/articles/8-Vray-water-material/

Hi again. This days on TG you can find some basic material for Vray. This one is for water. If you want very realistic render you need to use V-ray Render plugin. On picture below I was use  water material.

Stylish Photo Design

1 Open Material Editor by pressing M on your keyboard.

2 Click on Get Material button, and chouse Vray material from Materail/Map Browser

Stylish Photo Design

Rename material to “Water”

4 Click on Diffuse color, and set to black.

Stylish Photo Design

5 For the Reflect color use this settings: Red 232, Blue 232, Green 232

Stylish Photo Design

6 In the Refraction menu change Refract color to pure white and change Max depth to 10. See picture below.

Stylish Photo Design

Scroll down and find Options menu. Just turn on “Reflect on back side”

Stylish Photo Design

That is all. Like I said this material is for V-ray. Just to know, results of this material while you render also depend from your Render and Lighting settings

Automatic Spider in Maya with Set Driven Keys

 

Click image to watch movie (DivX)

Create a spider with bones and ik on the feet
and go to – Animate – Set driven keys -option box.

 

Set the rootjoint (or group) to be driver in translate z and the ik handles
of the feet to be driven in translate y and z.

Now key a step when Rootjoint is at 0 (feets down) and three more keys as
rootjoint moves along z axis. (Feets down, up, down to complete a step.)

 
 
 
Now if you drag the rootjoint the legs should make a step.
(Or rather a jump since they all are keyed the same.)
 

In Graph editor edit keys for the ik handles if you need and turn on
View infinity and set pre infinity and post infinity to cycle with offset.

 

Now do the same with root joint as driver in translate x axis and the ik handles translate y and x to make a sidestep.
 

Now you can offset the legs so they match the spider walkcycle info atwww.hash.com/users/threechickens/Spider.htm
To make it easier to use the spider leg offset chart move the spider the same distance as the number of frames in the chart. I.e 0.12, 1.2, or 12 depending on your scale.
I made the mistake of making the step 0.15 and had to recalculate the offset to get it right.

 
One note. Its important that the step is exactly the same lenght as the distance the rootjoint moves.
 

Thats it! The good thing with this is its working in realtime in the viewport so you get instant feedback.
Ctrl click the y axis to constrain movement in only x and z axis and start crawling around. Good luck!

Nuke Tutorials

Source  : http://franzbrandstaetter.com/?page_id=75

 

Beginners Level : Basic Tutorial on how to create colored ramps and how to do sequential write out

Advanced Level: How does the Reconcile3D Node work

Advanced Reconcile3D: Stabilize Footage based on matchmoving data(source files included)

Nuke Customization: How to set up custom gizmos and default Knobs in Nuke

Stereo3D inside Nuke5: Create your own stereo 3D environment inside Nuke 5 (currently not available)

PYTHON Scripting Nuke5: Introduction to scripting in Nuke 5  (currently not available)

MPC – Sky

http://www.cgnews.com/2011/02/mpc-and-sky-creative-aim-for-the-skyline-for-sky/

MPC has joined forces with Sky Creative to create a stunning stereo campaign to promote their film channel. Directed by Esther Wallace and Nick Tarte and produced by Sharon Kersley, the spot travels through different genres, unveiling epic stereo landscapes.

‘It is about escapism (explain the directors).  This is our invitation to our audience to enter another world.  We wanted to create a 360 pan around massive, epic landscapes populated by movie iconography. The journey takes us through a range of emotions – in a similar way that a movie would do. It’s a peek into movie moments.’

MPC was involved from an early stage, developing the Directors' vision with mood frames to create the right feel for each of the scenes.  The five main genres were represented by different landscapes; desert for western, space for sci fi, city for romantic comedy, country for period drama and ice for family.  

To unveil each of the genres, a 360 degree camera move was chosen, passing through the different landscapes.  MPC was responsible for creating fully CG environments and rebuilding live action shots, all in stereo.

‘This was a job that required very specific timings and planning from 3D previz – explains 3D Supervisor Duncan McWilliam – If we could prove all the permutations worked in a previz accurate to real world scale scenarios then we knew the shoot would work…..give or take! We spent plenty of time here checking and double-checking, it felt like a NASA project. So when we turned up on set and it all worked and cut together just right the sense of satisfaction was great.’

MPC & Sky Creative Look to the Skyline For Movie Channel skychannel countryside

A stereo camera on a circular dolly track was used to capture the live action footage on each of the locations.  One of the main challenges was keeping the images sharp while moving the camera at a high speed. To achieve this, the footage was slowed to half the speed and later interlaced to avoid strobing.

Sourcing paired lenses and calibration after every transit was essential as the alignment had to be so accurate. McWilliam comments ‘If there’s once really big thing I’ve learned from the stereo VFX supervision, it’s make sure you take a LIDAR scan of every location. The old ways of running around measuring the set no longer cut it and to track stereo back at the post house is bloody tricky without know dimensions of nearly everything.’

2D Supervisor Matthew Unwin explains; ‘Tracking all the scenes in stereo with a 20 second shot plus transition duration was proving challenging.  Creative briefs were constantly being updated so the team settled to develop the matte paintings and assets for the cg scenes. Now with real plates we were able to update our previs edit and solve the transitional issues.

The scale of each scene was the same physically but the creative scale needed to be different. The brief was to have an epic scale but in scenes such as space-scape the scenes looked flat in stereo. An impressive epic painting in the distance was all very well but in stereo it required foreground elements. We had spaceships but added swirling motion trails and then a foreground canyon edge with interactive dust to solve the problem.’

MPC & Sky Creative Look to the Skyline For Movie Channel skychannel city buildings

Stereographer Chris Vincze explains; ‘As the stereographer on the project my job was to create a 3D stereoscopic environment that matched the directors’ vision, giving the landscapes an epic quality that matched the movie references. The challenge was to strike a balance between having enough depth in the scene to make the 3D interesting, while keeping the scale feeling right. I wanted it to feel like looking out of a window at a real landscape. The challenge was to maintain consistency of depth throughout five different landscapes which were shot in different locations and make it feel like one changing landscape, so I worked extensively with the previs team to set an interaxial distance (the distance between the two cameras) that would work over all the landscapes.’



During the shoot, Chris Vincze worked with the camera rig tech to ensure the minimal amount of rig alignment errors and make sure that everything in the scene fit into the ‘depth budget’ defined by our stereo camera set-up, so everything would be comfortable to watch in the final film.

After the shoot, the plates had to be corrected to balance out any remaining camera rig alignment errors, and any differences between the two lenses. They also had to be colour corrected to account for the difference caused by the mirrored 3d rig.

This process was done in the Foundry’s Ocula plug-in.

Keeping the right scale meant that almost everything was set behind the screen, so to enhance the 3d effect MPC worked with the directors and cg teams to add in additional foreground elements.

For example the light trails on the spaceships, dust clouds, butterflies and pigeons were all added in to balance the ‘depth budget’ and make the scene more interesting in 3D. This was especially important in scenes such as the spacescape where the buildings in the city were huge and distant, so you wouldn’t see any parallax difference or real depth in reality.

MPC & Sky Creative Look to the Skyline For Movie Channel skychannel ship ice

THE LANDSCAPES
The country landscape
The country scene was the first to be shot at the gardens of Blenheim Palace in England. Real conifers and bushes were placed to enhance the real transition and cast practical shadows over the picnicing family in a period drama scene. The landscape and lake was to be replaced.
Having found a city location which was to precede the country scene, the challenge was to find a New York street with specific criteria. Most of the dramatic locations have high towering buildings either side, which meant most of the action would be in shadow and not open to the countryside.

A location was found with 1 storey buildings to one side. The shot would need to be flipped with all signage corrected. MPC setup a 3d previz of the shot using google maps for reference. Once signed off the tech rec was done with precise stills and measurements which was integrated into the evolving edit. The team headed to New York with the limitations of height due to mayors office restrictions. A specific tilt angle had been set and this was now slightly compromised. The choreography of the street we had about an hour to shoot with the correct light due to flaring and loss of long shadows for the noisier romantic feel of the genre.


The City

The cityscape was a real challenge due to the height regulation issue which we knew would come back to haunt us. The transition to countryscape looked like the street was below the level of the lake so we needed to provide a solution. In Nuke, all the buildings were projected around the street and the first two transitional shot structures. We were able to cheat the perspective and lower the buildings then create a European cafe lakeside scene with jetty. The lake was actually raised slightly to blend at the correct level. In mono this is all relatively straighforward but in stereo all had to be checked constantly. However, recreating the entire scene enabled the creatives to develop a city for signoff while we were setting up the transition. A real wall structure was replaced in cg and added foliage, shot in country lake location on bluescreen with the correct lighting helped soften the structure.


MPC & Sky Creative Look to the Skyline For Movie Channel skychannel desert horses

The Desert

The shoot team carried on to monument valley, where an intense wrangling of horses over a huge distance was shot.

The move of the camera on a dolly track had to be done twice. Once linear for the loop and in-between scenes and secondly for a slowdown transition where the same linear entrypoint would transition to a move which slowed to a stop with a ten second living hold.  This meant choreography of action was crucial. That said wrangling a group of horses with these instructions with riders was rather limited.  Interactive dust and horses travelling close to camera were added.

The depth budget was tricky in this case as the foreground riders were pushed in stereo but then the buttes (rear canyon formations), which were 1km away, were flat. Slight depth was forced but then we were travelling into space-scape where the depth wanted to be in the distance. The foregorund elements were added in space as previously mentioned but the transitions we realised in each case had to be constantly tweaked for depth consideration.


The Icescape 

The icescape and planetscape both were evolving creatively up to the end which was possible as they were completey cg scenes. The difficulty was solving the scale issues from the cg world to real world items which needed to feature. Over the transitions picnic people, fairies over cracking ice, a galleon ship , penguins to horses. These all had to work together both in the loop and in their individual genre holding scenes for 10 seconds.

‘ We were embarking on a project that we knew would be challenging both creatively and technically. So it was extremely important to us that we found a post house that was prepared to be collaborative from the word go.

MPC helped us obtain our goal – to create our magical movie world!

Their knowledge & experience in the commercial & film world was crucial to help us provide an ident that has high production values. Every member of the team’s skills were utilised. It was testing. It was a pleasure working with MPC!’

Esther Wallace and Nick Tarte – Designer/Director

CREDITS

Client: Sky Network Marketing / Sky Movies

Agency: Sky Creative

Agency Producer: Sharon Kersley

Executive Creative Director: Clare McDonald

Creative Directors: Esther Wallace, Nick Tarte and Craig Marsh

DOP: Magnus Auggustenn
Post: MPC

Post Producers: Justin Brukman, Gen McMahn, Michael Stanish, Vittorio Giannini

VFX Supervisors: Matthew Unwin and Duncan McWilliam

VFX Team: Chrys Aldred, James Bailey, Jason Brown, Remi Cauzid, Maurizio De Angelis, Lacopo diLuigi, Michael Diprose, Dominic Edwards, Adam Elkins, Darren Fereday, Ahmed Garraph, Andreas Graichen, Michael Gregory, Liam Griffin, Alex Harding, Joey Harris, Richard Hopkins, Nicholas Illingworth, Spiros Kalomiris, Carsten Keller, Adam Leary, Duncan McWilliam, Jorge Montiel Meurer, Prashant Nair, Maru Ocantos, Vicky Osborn, Mikael Pettersson, Christophe Plouvier, Fiona Russell, Jim Spratling, Janak Thacker, Charlotte Tyson, Matthew Unwin, Fabio Zaveti

RELATED LINKS

(www.moving-picture.com)

Maya 2012

Autodesk® Maya® 3D computer animation software delivers an end-to-end creative workflow with comprehensive tools for animation, 3D modeling, visual effects, 3D rendering, and compositing on a highly extensible production platform. Autodesk® Maya® 2012 software delivers new features and toolsets for previsualization and games prototyping, extended simulation capabilities, and improved pipeline integration. It delivers viewport and sequencer enhancements, node-based render passes, editable motion trails, and a new library of 80 Substance procedural textures.

Viewport 2.0 Enhancements

Node-Based Render Passes

Editable Motion Trails

Sequencer Enhancements

Substance Procedural Textures

Craft Animation Tools

Enhanced, Multi-Product Animation Workflows

New Simulation Options