Friday, June 24, 2011

Seq 3 Render

It has problems galore, but it's a start.

Password. If you worked on it, you should know it.

Thursday, June 23, 2011

Seq 3 off the farm

Put about 30% of the shots back up for fixes or flicker. I think they're all off now. We got 16 more nodes added to the farm. We also got some capital approved for a dedicated farm, so hopefully we can do that this summer.

On to the compositing.

Friday, June 17, 2011

Old man shot

Fixing a couple issues with flicker in eye. This is with nuke vector blur and zblur.

Wednesday, June 15, 2011

Inspirational lighting

Keep going guys! I can't wait to see the final.

Thursday, June 9, 2011

Render elements

Decided pretty early on not to do traditional passes and just try to get the shots close in lighting. This is due to the primarily GI based lighting. Would have to put stand in geo to get color bounce. Plus, the surfaces would still need to be displaced to get proper shadows... This isn't the right project for that workflow. There has been so much crap pushed down the line over the years that it would be nearly impossible to get consistent render layers. I'm going to work on implementing the multimatte functionality in vray for later sequences.

In any case, we're rendering zdepth and velocity to add both effects in nuke. All going into linear tiled exrs.

All Seq 03 on the farm!

I thought this day would come about 3 years ago. Then 2. Then 1. Then I quit thinking it would happen and just tried to work when I had time. But now...

Thanks to Yannick, Sequence 3 is lit.


Going on vacation with the fam for a week, but wanted to get this done before I left.

Wednesday, June 1, 2011


I'm to stupid to figure out how to get blogger to lay things out properly, so I'm making a new post because I'm also lazy.

Most of the shots play from a single location in this scene looking up and down the valley. What's a bit scary is the shots were composed in layout without knowing the full frame, so I don't know how much we can/should cheat the backgrounds. Hopefully, they'll just disappear behind the characters for the most part. That's also why the images a 'beat up' a bit with flat contrast and blur stuff. That's so I can preview how much detail will be toast, and not worth worrying about.

I was looking at the first post on this blog. 5 years and counting. Oops. That's what you get when you try to go to school and work on projects. Or teach.

Environment Scouting