Monday, 27 March 2017

Eco-render


After testing how long it would take to render out a shot without fog we realised it would take too long to render if we were to use it throughout the whole animation. As well as not having enough time the fog seems to be creating more noise and although there is a way to reduce this it would increase the render time even more. 

Tuesday, 21 March 2017

Life drawing


Using the technique of drawing in boxes was quite helpful as it made sure we could keep the full figure within the area. We then had to make the figure touch two sides of the box which I think helped to prevent from drawing too small. 
 

We then applied this drawing technique to a full page drawing as well as a new technique of using the edge of a piece of charcoal to capture the overall position of the figure. We then went in and added detail once we had rough markings outlining the figure. I found this really helpful as it allowed me to lightly sketch up the form and position before I began drawing. 




















We then applied both these techniques to portraits of each other later on. I don't think it worked as well as it did when drawing the figure, but I also think I need to work portraits more. 

Friday, 17 March 2017

There is a flaw within my floor

After noticing a problem with the floor, I attempted to create a curved plane to hide the wall. This still showed a clear line on the horizon which wouldn't disappear when batch rendering.




I then created a loft using the CV curve tool which created a gradient backdrop so the wall or floor is not at all visible. 

There is still a lot of noise in these renders which is hopefully the last problem I need to solve before I can begin animating. 

Render/light tests



After testing glass, metal and diffuse on spheres under a spotlight we realized we needed fog to show the cone of light (volumetric lighting). I tested some spotlights using fog but the render seemed to be taking a while. I had another attempt at creating fog with the robot character imported into the scene to see how long one frame would take. Using maya fluids to create a 3D container I filled it with a gradient and decreased it in density to show a subtle cone. 


I tried a second test using a cube and Rendermans Pixar volume and decreased density float to again show a subtle outline of light. This took about the same length of time however when a camera move intersected the Pixar volume, the fog was no longer visible which is shown in the second clip below. 


Camera move rendered with renderman moving through the fog using maya fluids.


Camera move rendered with renderman moving through the fog using Pixar volume.
This would prevent us from creating close up shots of the character. 

As well as this we noticed that the edge of the floor was visible in batch renders but not single frame renders. There was also a noise problem when rendering out a batch render which I need to try and fix before we reach the rendering stage of production for this project.