Tuesday, August 11, 2009
Thursday, July 30, 2009
Wednesday, July 29, 2009
Tuesday, July 28, 2009
shot 05
I got the background to match chris's closer and fixed another problem I was having with the top shelf. Part of it had to do with the way it was composited.
3 things I noticed that need fixing:
-The old dog that the robodog pulled out of his hat is still dirty. We think it might have to do with the way that we're using our occlusion map. This will be verified and/or fixed by tomorrow.
-The curtains in shot 3 have a slight rim that I don't have.
-The underside of my top shelf is too dark
frame 0

frame 55

for the video, I haven't started lighting the hand and dog on stage left.
whole 9 yards
3 things I noticed that need fixing:
-The old dog that the robodog pulled out of his hat is still dirty. We think it might have to do with the way that we're using our occlusion map. This will be verified and/or fixed by tomorrow.
-The curtains in shot 3 have a slight rim that I don't have.
-The underside of my top shelf is too dark
frame 0

frame 55

for the video, I haven't started lighting the hand and dog on stage left.
whole 9 yards
Shot 4
Caveats: No atmospherics between foreground and background. The blast of fire is not bright enough on robodog. The fire is still the same. The glow from the burning dog could be brighter on the stage as well. The glow on the marshmellows is too strong and abrupt. This could be handled by a quadratic light parented to the marshmellows. Also there is a noticible pop in the brightness over all which could be a result of a keyed light that was not addressed. Also the shelves do not have shadows on in all the frames.




Shot 04


Shot 04
Matte painting progress 2
Both stands are near or at completion. Ground shadows are very rough stand-ins until lighting is more solidified for this shot. Once the ground plane is done in CG, I'll be adding some more dusty grunge and color adjustment on the base of the stands to help integrate them with the scene.
With mocked-up depth-of-field and atmospheric light:
Without post-effects:
With mocked-up depth-of-field and atmospheric light:

Without post-effects:
Monday, July 27, 2009
shot 05
here are some images from shot 05. Sorry these weren't readily available during dailies.


the question is about what's going on with the cute dog that the robodog is holding in his hand. I'm not sure what's going on once I add occlusion. Any thoughts on what I can do to assuage this problem?
here's the first frame, hi res


the question is about what's going on with the cute dog that the robodog is holding in his hand. I'm not sure what's going on once I add occlusion. Any thoughts on what I can do to assuage this problem?
here's the first frame, hi res
Sunday, July 26, 2009
Matte painting progress
So far I've only worked on the right-most tent. It still needs to be populated with junk food and toys and other carnival-like things. I also need to "grunge" it up and add more bounced light. Right now I'm thinking the design of the left tent/stand is a bit too modern, and not as "vintage" as I would like. I'll work on it.
Friday, July 24, 2009
shot 6 redux
Originally, we had 24 frames allotted to a kid pointing her finger at the robodog before the last shot, but it wasn't reading so we decided to take it out. However, we never fully addressed how to combine 6.1 and 6.3, so here are two possibilities for that.
ps, don't mind any bad animation, I didn't spend any time on the transition shots, we're mainly concerned with finalizing the layout. Also, the bottom one is shorter by 14 frames.
What do you think?
ps, don't mind any bad animation, I didn't spend any time on the transition shots, we're mainly concerned with finalizing the layout. Also, the bottom one is shorter by 14 frames.
What do you think?
shot 5 poof & shot 4 flamethrower
For shot five I've got more definition in the poof. I like the character of the smoke, but I was also wondering if the smoke is still distracting at the end of the pick up.
For shot four I am still trying to get more distance on the flame. I am going to try to decrease the reaction speed and/or increase the ignition temp and/or increase the max temp. I might also try increasing time steps.
Thursday, July 23, 2009
shot 4 burning dog and flamethrower
Here's the first test with a high res fluid container. I'm going to mess with the opacity ramp to see if i can get better licks of flame. Also I was wondering if I could add another container just for the smoke at the top or should I do that with the ramps?
For the flamethrower, right now its is very short, I am going to try and make the flames shoot further by increasing the velocity on my particle emitter. Right now the flame thrower is a particle emitter that emits particle that emit fluid using a script that finds the voxel index using the particle world position, and changes the density, temp, and velocity of that voxel depending on the particle attributes. How is the speed of the flame coming out of the flamethrower. How is the shape of it?
For the flamethrower, right now its is very short, I am going to try and make the flames shoot further by increasing the velocity on my particle emitter. Right now the flame thrower is a particle emitter that emits particle that emit fluid using a script that finds the voxel index using the particle world position, and changes the density, temp, and velocity of that voxel depending on the particle attributes. How is the speed of the flame coming out of the flamethrower. How is the shape of it?
shot 4 burning dog & pilot light
The dog burning scale is much better. I also used a large container rather than parenting the container to the dog. I wish the flames had more defined licks and I don't know if it is too turbulent. Finally I don't know if the texture is moving too quickly or not enough.
The pilot light will be parented to the geometry. I was wondering if the color and shape of the flame is ok.
The pilot light will be parented to the geometry. I was wondering if the color and shape of the flame is ok.
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