Summary
Re-shot our green screen, refined lighting transitions & big strides in compositing!
What we achieved this week:
Reshot green screen in green screen room (AJ, KK, ML)
Edited train animation (AJ, KK, ML)
Edited shot 3 camera move (AJ)
Added train texture to scene (AJ)
Modified guitar frets/model (KK)
Re-rendered FX to match lighting (GL)
Edited lighting and light transitions (ML, AJ, KK)
Goals for next week:
Troubleshoot render noise/transmission samples (ML, KK, AJ)
Work on train windows (AJ)
Continue refining texture & shader details (AJ, KK)
add specular roughness map + bump details to train and amp
Refine/add comp details (ML)
Separate lights onto their own AOV’s (AJ, KK, ML)
Add additional smoke elements (GL)
Updated Viz (04/27)
In this updated iteration of our rendered visualization, we increased depth of field in all shots, improved the warm-->cool light + lens flare transitions between shot 2 and 3, changed the shot 3 camera and train animation and added the new train model with the textures. Ken also completely re-lit shot 1 with a sunset reference and added confetti for bokeh--I think he did a beautiful job at it!
Re-doing Shot 3 Animation
Based on last week's feedback, I spent some time adjusting the camera and train timing so that the train doesn't fall behind too much.
V1: have camera follow train better
V2: made camera and train animation linear
V3: have train slow down at the end
Refining Lighting Transitions
A major critique that we received last week for lighting was to have the animated spotlight in shot 4 be lined up with how shot 3 ends. We decided we really liked the overexposed look for our transition so I focused on having the white light fill up most of the stage in the first few frames, then quickly pan down to reveal the concert setting.
Look dev Notes
After seeing the renders with updated train texture, we gathered some notes on how to improve.
turn up roughness on train metal + add a map for specular breakup/variation
much more detail to main foreground amp plastic material + buttons
train windows -- make shader consistent per shot + have an interior light glow
Re-shooting Green Screen
featured left to right: (creating stage lighting set-up, shooting plates, rim light reference)
This week we also re-shot our green screen (with a much cleaner and professional setup this time!) It was very fun being back in the studio and setting up the physical lights to match the rims hitting the sides and heads like our crowd reference. Felt like I was lighting a scene in maya but not!!
Each of us packed multiple different outfit variations so that we could mix and match to create the look of a varied crowd.
Mill Feedback Notes
SHOT 1
Reduce brightness and amount of bokeh confettI (=reduce intensity, quantity & speed)
shot 1 is too monochromatic
shot 1 should have cooler shadows
too much volume on top of everything
don’t make it too pinked the whole way through
SHOT 2
love the warm and cool color variations
SHOT 3
have more flare detail
add lens flare-y spikes, subtle & textured
SHOT 4
cram in more people
cheat the crowd bring them lower down
more silhouetted
shouldn’t see the backs of people
should just be heads
have more value differences in shot 04 background
extra:
love the acting
Courtney Cox made her debut at a concert and so should we :')
Once again, that's all for this week. Thank you for tuning in!!!
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