Saturday, 28 February 2015

The 3D Pipeline Part 3: Lighting, Rendering and Compositing



By James Ball

In this Third and final instalment of the 3D Pipeline, the subject matters that I will be discussing are as follows . . . Lighting, Rendering and Compositing. Then to end it all off, I’ll show you an interesting short animation I found online recently called “A Tale of Momentum & Inertia”. But until then, as the Joker would say . . . “Here We Go!”

Lighting
Lighting techniques that work well for an interior environment usually make very little sense for an exterior shot. Similarly, "studio" lighting for product or character rendering requires a very different procedure from lighting for animation and film. In the end, every situation is different, but certain light types work well for certain scenes.

Here is a Quick summary of different lighting options offered in most 3D Programs:
-          Point/Omni Light: Light-bulbs, candles, Christmas tree lights.
-          Directional Light: The sun or moon.
-          Spot Light: Streetlights, desk lamps, overhead cone lighting.
-          Area Light: They are useful for simulating florescent light fixtures, back-lit panels, and other similar lighting features.
-          Volumetric Light: A volumetric light can be set in the shape of any geometric primitive (cube, sphere, cylinder, etc.), and its light will only illuminate surfaces within that volume.
-          Ambient Light: Ambient light is relatively similar to the light experienced at dusk, just after the sun has set.

Rendering
In the context of animations for feature films and video, the Individual frames are rendered much more slowly. Rendering in this way, enables you to use as much processing power in your machine or render farm to obtain a higher image quality per frame. Rendering times for individual frames may vary from a few seconds to several days for complex scenes. These frames are then displayed sequentially at high frame rates, typically 24, 25, or 30 frames per second, to achieve the illusion of movement.

Compositing
In these final stages of the 3D Pipeline, this is where your animation will get that added extra bit of oomph or (in a phethpian voith) that added bit of “Phparkle!” During this stage, you will take your final 3D animation render into a program like Aftereffects and add in your Michelle Bay Lens flares, Colour Corrections and any other effects and audio necessary to make you final scene and movie POP!


Image 1

To conclude this final 3 part instalment of the 3D Pipeline, I would to share with you this video that I recently found online called “A Tale of Momentum & Inertia”.



Until next time, this is James Ball Signing out.




References

Retrieved on 26/02/2015 -“A Tale of Momentum & Inertia” - From User HouseSpecial https://vimeo.com/105788896?from=facebook&fb_ref=embed

Retrieved on 28/02/2015 - Standard 3D Lighting Techniques - By Justin Slick - http://3d.about.com/od/Creating-3D-The-CG-Pipeline/a/3d-Lighting-Techniques-Standard-3d-Lighting_2.htm

Retrieved on 28/02/2015 - 3D rendering - http://en.wikipedia.org/wiki/3D_rendering
Retrieved on 28/02/2015 - The Importance of Compositing: A Layer by Layer Breakdown in After Effects - http://greyscalegorilla.com/blog/tutorials/the-importance-of-compositing-a-layer-by-layer-breakdown-in-after-effects/

Retrieved on 28/02/2015 – Image 1 - http://greyscalegorilla.com/blog/wp-content/uploads/2010/10/BeforeAfterComposite.jpg

Thursday, 26 February 2015

A Glossary of some select Animation terms.



By James Ball

In this week’s CIU Lecture our task for the week was given out and that task was create a glossary of 4 animation related terms of your choice. The terms I chose are Apollo, Key Framing, Rigging and Animatics. 



Image 1
Apollo: Or the Apollo Platform was developed by DreamWorks in collaboration with Intel over the past five years. Apollo contains an advanced suite of software tools that gave the artists at DreamWorks powerful, almost magical tools to create the recent “How to Train Your Dragon 2”.

The collections of components that make up The Apollo Platform are as follows:

PrEMO, is a tool that gives artists instant access to an unprecedented amount of parallel computer processing power, allowing them to edit characters in full resolution detail and in real time unlike that old system of get an idea put it into the spread sheet and wait around from 15 seconds to 20 minutes to see the render and change that was done to your work.

Torch, is an interactive lighting and asset management tool that let artists quickly bring focus to characters and scenes by adding, removing or re-positioning lights with the aid of a drawing tablet.

Key Frame: A key frame is the story telling drawing. They are drawing or drawings that show what is happening in a shot. If a sad man sees or hears something that makes him happy, we would just need 2 positions to tell the story.

 

Image 2
Rigging: The rigging process in an animation movie is the process of adding a skeleton to the model so that body parts of the animated character are attached to one another and allow the animator to manipulate them.

Animatic: An animatic is a movie with sound and is developed from the storyboard. The storyboard panel is exposed for the duration of the scene and sometimes, the characters are placed on a trajectory to indicate a motion. The camera moves are also animated. The animatic is use to determine the rhythm of a project and provides you with a good preview of what is happening before starting the production. Below is an Animatic recreation of the Angler Fish sequence from Finding Nemo recreated by user eMokid 64 on YouTube.



Until next time, as always . . .

This is James Ball signing out!




References


Retrieved 26-02-2015 - (The Secret Weapon DreamWorks Used to Make ‘How to Train Your Dragon 2′) By Ken Kaplan, Intel iQ Managing Editor - June 30, 2014 - http://iq.intel.com/the-secret-weapon-dreamworks-used-to-make-how-to-train-your-dragon-2/

Retrieved 26-02-2015 - News Fact Sheet - Intel Boosts DreamWorks Animation Applications – PDF – By Unknown user - http://download.intel.com/newsroom/archive/Apollo_factsheet.pdf

Retrieved 26-02-2015 - (Making of How to Train Your Dragon 2 - Part 2, the tools) by itsartmag - http://www.dailymotion.com/video/x21hsdx_making-of-how-to-train-your-dragon-2-part-2-the-tools_shortfilms#from=embediframe

Image 2: Drawn By James Ball AKA Me.

Retrieved 26-02-2015 – Glossary - https://www.toonboom.com/glossary

Retrieved 26-02-2015 – Find Nemo Animatic recreation - eMokid 64 - https://www.youtube.com/watch?v=wyFGwgo9_fQ