Friday, July 22, 2011

Day 30

Mr Michael! I have a question for you at the end of this post!

This is another new batch render test 08 which was completed a couple of hours after the previous batch render 07.

Thus no changes were made to the camera movements yet based on Mr Michael's advice.

Project Hellfire: Shot 02 Batch Render Test 08
Artist: Bryan Isaac Emmanuel
Link: http://www.youtube.com/watch?v=HsKpm6odXlQ


I'll let Evan take a look at this sequence and get some advice about adding human imperfection to the camera motions.

Today's production plan also consists of testing out a secondary smoke simulation for my explosion.

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Camera Shake Solutions

Animation of camera shakes and focus

Evan reviewed my overall animation and thinks it's alright, despite of a few slight hiccups in the first apache animation as it takes off after firing the missiles.

When I brought up Mr Michael's advice to him about camera shakes and focus randomness, Evan's solution was to add a node above the camera obj and add some motion effects noise in it.

One advantage: Animating camera shakes in the scene would give it a more realistic feel than post-production since it's in 3D space.

Post-production camera tweak

Steven came over to the office to review our work in the evening.

He felt the overall animation was alright for now. Any touch ups or slight tweaks can be added towards the end just before batch rendering.

For the textures, the terrain still looks kinda plastic and he approved of me editing and painting textures for the terrain.

As for the pyro simulation I couldn't come up with satisfying results for the secondary smoke blast emitting from the explosion. Steven suggested I use particles to emit and drive the pyro simulation.

Lastly, I brought up the issue of realistic camera movements and Steven suggested rendering the frames slightly larger in resolution than what I have now. (HD720)

With that I can apply camera shakes in post-production.

One advantage: It will save me batch rendering time.

Regarding depth of field, Steven suggested rendering out a depth pass in houdini.

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Hmm Mr Michael, both ideas have advantages and disadvantages.

What's your opinion?

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