Thursday, July 30, 2009

Wednesday, July 29, 2009

shot 05

Shots 1.0 and 1.1

No ambient occlusion.

Tuesday, July 28, 2009

Shot 2.0 Lighting

I lit the hand, baseball cap and the cute dog.


shot 06

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

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

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:

Monday, July 27, 2009

shots 2 and 3

here's shot 2 and 3 with post processing













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

Flamesss

These flames are all at full resolution and final quality settings. We don't have the lighting for this shot yet, so bear that in mind :)

Our video:


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

Contact Sheet

http://docs.google.com/View?id=dzcmvwb_393f4rh7ff8

A contact sheet of all our shots

poses

key


pose 01


pose 02


pose 03


pose 04

shot 3 lit

lighting and minor anim fixes

take it away


hires

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?

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?

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.

Wednesday, July 22, 2009

Lighting Pass from Adolph's Key

Adolph:
Me:

Marshmallow Burning, take 2

Here is an updated flames video for the marshmallow with a smoke trail added. I also put a background color that was similar to the cart color to see the contrast.

I've talked to Jon to to match the flames of the flamethrower so we are going to composite both of them together soon!

I reduced the heat/fuel to reduce the blocky look.



Hi-Res

Tuesday, July 21, 2009

Marshmallow burning.

Here is my first pass on the burning of the marshmallow. I tried matching the flames to the flamethrower's flames.

I am having a problem removing the "blocky" look of the flames even after playing around with the shading quality and would love any input!



Hi Res

marshmallow references







Monday, July 20, 2009

Happy friggin Birthday

new animatic

*edit* chris fixed my missing hands and cutedog on shot 1, so here's a new version with that scene fixed. (re)comment as needed.

animatic

thanks Disney!

Shot 03 Light pass

Newest lit shot

shot 04 flamethrower rough effects pass


Hi-res

Lighting Key Ideas

Here's two rough paintings I did to get value and color ideas.


Barrel and Marshmallow shading

































EDIT: (Hopefully) improved marshmallow. Less yellow, more white and orange, more burnt areas, more spec on the burnt areas.

Sunday, July 19, 2009

Baseball cap #1 shading

Bouncy Ponytail

The ponytail has a simple joint structure and dynamics so it can bounce when there is animation. It is flat shaded and has no lights.



Hi Res

The 100th post!!!

To commemorate our 100th blog post, here is a desktop background!














Download the Hires PNG version here!

Download the JPG version here! (For getting rid of the icon text background in Windows)

Friday, July 17, 2009

Casket Turntable



Hi res Casket


Video compression caused it to be slightly less saturated. Interior is not too fancy, since we only see it for about 10 frames.

Establishing




here are links to big files:
click me

Shot 05

Shot 05 lighting

Shot 01

Shot 01 lighting

Lighting

Here are some shots we have lit so far.

Shot 03

poof composite test

How much is that doggy in the window?

Without any "real" lighting, here is a snapshot of the dogs placed on the shelf in the background. The colors will be varied slightly between the dogs.

Thursday, July 16, 2009

Cloth test

I tried reducing the jiggle in the cloth dog....



=D

chasing tail

here's a new chasing tail. I was going to have him come up out of the ground, but I decided not to. ;)

Wednesday, July 15, 2009

booya

here's a scene with lighting, cloth, etc.

hires


here are some frames of what it's supposed to look like. All the other frames were rendered on the farm, and the shadow maps are going insane right now. We'll get to that tonight.
04.jpg
55.jpg

Shaded Cart Final

Click for HiRes cart turntable!!




I turned the saturation WAY down, and of course added tons more detail. I probably overdid it for an object that we'll see for about 2 seconds.
























Stage/Main shelf by Jon Camit












A little before/after for funsies :D

Update on cloth!

Here are 2 shots with the cute dog in action with a cloth simulation!

Shot 01



HiRes 01


Shot 05



HiRes 05

Currently, the nose and eyes have been component to component constrained to the head (minus the ears).

Monday, July 13, 2009

cloth test



Megha's Cloth test in scene with final cute dog.

Cart Shaders

Several surfaces are still very rough. The main shell has been most refined.
















robodog shading










robodog shading images.
A turntable will follow if time permits it.

time permits.