Friday, October 24, 2014

Post in Nuke.

Hey everyone! This is just a quick update to my scene for shading and lighting, after rendering in passes for each light (render layers) and adjusting in Nuke. Added some vignetting, and added some depth of field, as well as overall color grades per pass in each of the layers. Also, below that is a experimental comp to look like an instagram filter using grade nodes and ramps. Take a look!

Above is the final comp of my diffuse, texturing, reflection and refraction projects. The box uses projected textures, while the detail on the gear is created through a combination of shading networks and alphas in layered textures to get things like reflectivity to react with light differently depending  on whether light was hitting rust or paint. All objects use bump maps, and the bottle has bump on the bottle, akin to a manufacturers mark on a bottle. Maps were used to create the finger prints and dirt on the bottle, while index of refraction settings help differentiate between the glass, and the liquid within.

This month in VSD has been really great. The techniques we learned have already become extremely useful in a variety of situations. Just being able to comprehend why and what settings and optimizations should be made has made ridiculously long render times much less of a burden. Two of the most useful tools that assisted in this were the final gather maps and the photon maps. Being able to save these on freeze when you know they no longer need to be calculated really helps out a lot.  I really actually enjoyed (gasp!) doing the UV mapping in the way it was taught this month, as well as creating the texture efficiently in the 0 to one space. Another thing I really value learning this month is how to truly evaluate and make connection in the hypershade. While the OCD side of my brain wishes there was a way to clean up connections to make things more readable like NUKE, I can actually view a network now and figure out how a system is working.  Understanding how to use utility nodes correctly, along with mental ray nodes like portal lights are awesome tricks to have up my sleeve. 

Wednesday, October 22, 2014

Shading, Textures, and Lighting Progress.

A quick update from my shading and lighting work recently. Here are some renders of the scene which I have textured, created shaders for, and lit. I'm currently rendering out in passes to then do some corrections in post (Nuke). I've learned so much in terms of efficient work flow and shading networks recently, and will be implementing these into my future work!
Bottle before scene finishing.
The gear before post. Really loved working on this one. Efficient UV's and texture painting really made this one.

Soggy bottom and beat up box before scene finishing.        
I'll definitely be updating soon with the final shot cam renders with corrected colors, etc.