This week was mostly about corrections to previous renders, and getting into nuke and pr for compositing. I was impressed by the ethereal feel of the game Monument Valley, so I borrowed a bit of its story line, and the music is also a snippet of the interception.
Month: January 2023
week13:domino
In this lesson I first applied materials to the model. In order to achieve the color style of the game itself, I tested the following with lighting and divided the model into three parts: bright side, normal color and shadow. The materials were covered with fluorescent yellow, blue and purple respectively. The lighting was established with a vertical light and a mauve hdr.
Then I set up the camera, using camera and aim to move together to determine the visual center point.
Finally, the rendering was done, ready for going to nuke.

week13:3D matchmove






week12:domino
In this lesson we build our own scenes in class. I first finalized the Monument Valley style modeling and then used the bullets in vfx for physics collisions. On the side of the final rotating rod, since the rod itself is irregularly shaped, Nick taught me to use a rectangle to model it and then tie in the parent-child level relationship and bake it out together.
week12:3D matchmove
Homework:

At first, I kept failing and the cards did not follow the tracking movement more successfully. So I had to spend a whole day to fix it. After summing up, I think the main reason for my failure was the wrong use of the lensdistortion.
So here is my summary of the correct way to use it.
① This aberration is the lens aberration data given to the pre-shoot, we have to make full use of. In analysis at detect (preview can see the line preview) and then at keys1 solve.
②This is copied from ①, because I missed this step, resulting in tracking itself without aberration data.
③The important thing is to connect the source to the scanlinerender so that it can be corrected. (I previously connected to the bg card does not show)
Also, care must be taken to open it with nukeX, otherwise the lens will not work.
When tracking to pay attention to the timeline, whether the 249 frames chased out (once I only chased 100 frames led to the failure of the tracking later)


Class note:
In this lesson, we learned about project.
The first method uses card projection, so the text needs to be mirrored first. The second way is to use the card itself after roto, but there is a project camera is moving. framehold is set at 120 frames. roto out, turned into a mask, and then extracted. Another framehold was added to paste that image back in. Another framehold was added below to track the camera. The third one is similar to the second one, but the roto is projected. The fourth is equivalent to the replacement image is flattened, is a plane, and then draw and deform the object to be changed.
Then, learned how to create point clouds. Here is a screenshot of my class to make sure I can make point clouds afterwards.
week11:3D Matchmove
In this lesson we learned about track in a 3D scene. Unlike the 2Dtrack I learned last semester, 3D needs to allow the camera to calculate a specific 3D space, and more tracking points are needed. Therefore, it is divided into several steps.
1. Set the number of tracked points reasonably (such as 300 to 500) and let the camera calculate automatically. Solve it after the calculation.
2. Delete the point where the operation failed, which will interfere with the operation result. The red dots didn’t catch up. Make sure its error value is below a certain value (1 is best). Then update the solve.
3. Establish a flat surface. To ensure that the camera’s computation is a correct 3D space, we can select multiple points to tell the camera that it is a plane (choosing a floor is best, otherwise it will cause the space to be reversed).
4. Done. Create a scene+. The small arrow adds a series of associated nodes together.
5. Verify it and use a plane to determine the success of the trace.








class11:domino
In this lesson, we used two methods to get the ball to move.
The first method is the traditional k-animation, where the teacher taught us to use different curves to show different animation effects. For example, the curve tends to be straight when the ball is rolling on a flat surface, and only has a natural curve when it is rolling down. And when the ball has a bounce, the curve is shaped like a parabola.
The second way is to open maya’s bullet effect to let the software automatically settle the physics of it. We need to note that the first line is the active collision object, he collided with others or collision will be some movement, the second line is a passive collision object, he is fixed, the object will have a blocking effect on the movement of the object.

term1 showreel
final face
The final assignment for the semester was to render a video. I k the animation and render it, then put it into nuke for final color grading and compositing. In order to make the characters and the background less abrupt, I first paid attention to the lighting in maya, trying to match the light coming from the right side of the background, and the color was a little bit blue-green. After getting the rendered exr, in nuke coloring I also try to tend to high contrast, light and dark distinction and overall blue-green.