Categories
Nuke

Week 15: Nuke Development

This week we focused on CGI compositing, specifically the titular machine this project has been named after. The machine was already set up in its EXR to match the movements of the scene it was placed in perfectly so matching it was not our concern. Instead our concern was compositing via grading, color matching and lighting. The lesson went over using the multiple passes, tips and techniques on color grading and a focus on understanding that where you take your grades from is important. A single shot has multiple lighting conditions.

Lighting conditions

As an example in our project the front room is brighter than the back. So if you graded the machine based on the front room then the machine would look out of place as it doesn’t match the lighting conditions of its actual setting in the scene.

To encorporate my work into the scene provided with us I exported my own clean plate and in addition to my clean plate I exported my rotowork as its own layer. By layering these I was able to make it that the machine appeared behind the wall.

My rotowork

That being said it taught me something quite valuable that I was missing. Breaking up my work into small chunks. I had issues previously in my roto because of the fact that as I struggled to do it all in one scene and so the roto would take the uncleaned plate and that would mean to achieve the final look I had to shift elements around in 3D space when I shouldn’t have needed to. Instead I should focus on completing scenes step by step. I should have, after cleaning the plate, exported a version to then serve as the roto plate. In future I will do my best to keep things simple and layered.

In addition to what had already been done for the scene we were tasked to add to it. As I thought it would be useful to know what the machine does to create a story around it to influence the scene I had asked about it. There was no such purpose to it so rather than come up with one I decided to create a scene around keeping it vague. So far I have added a bloodstained graffiti begging no one to turn it off and created a poster in the scene. I still need to add more but I am thinking on what further additions I can make.

Poster in scene
The poster I made
Categories
Maya

Week 15: Maya Development

This marked the first week in our next 4 week development project: The Oddly Satisfying animation. While the title of the project seems to be quite vague it is based on a series of animations that can be found online that have become somewhat generified. An example of a compilation of such animations can be found here.

Oddly Satisfying

While they can vary wildly in tone from realistic to abstract in both content and color palate I have decided to go with a more abstract piece as to further differentiate this from the last project where I aimed to create a more realistic looking piece.

While I was stumped for a while on what to actually produce I eventually had an idea for a machine that I would deem oddly satisfying that I did a quick sketch of.

The basic idea would be that a ring flows down from the top, onto an arm which then has the ring slide, just perfectly shaped to fit, into the tube and from there the animation would loop infinitely. The abstract comes in as the machine doesn’t resemble anything all that realistic and its purpose is entirely left to interpretation and the oddly satisfying elements would come from its motion down the arm and the tube.

Initial Prototype

While I eventually figured out how to create an initial prototype I had to modify quite a bit as the perspective of the machine revealed more of it than I had originally planned and while I wanted there to be only one central piece that all arms connected to I, after animating it through a combination of edges converted to lines and line constraints, that the donut would have to phase through 3 other arms to slide down the first arm. This would be too egregious of a breach of realism and turn the animation off from being satisfying. Another issue I had was, to fill up space, it was recommended I added a plate that the tube could come from and make the scene more visually interesting

Loop not possible with unsymmetrical design

As I hadn’t made this first version in the center of the world or with any precision I was left with the choice to start again and be careful setting it up or attempt to make it symmetrical by hand. After trying by hand I realized it’d be useless to do so and instead recreated my progress in a new scene where I was careful to make everything symmetrical.

Another facet of this week’s class was MASH. A powerful motion graphics system in Maya. While I experimented with it I did not ultimately use it in this current version of my animation. This is something I want to change as I should try to learn as much of Maya as I can so this weekend I will watch MASH tutorials to get a wider grasp on what MASH can do so I can implement it.

I also made some slight modifications to the camera work of my Rube Goldberg machine and re-rendered it. As my instructor Nick pointed out that my cut goes against the main idea of Rube Goldberg machine animation where it is meant to be a single continuous shot to show off cause and effect.

Categories
Careers Research

VFX Careers: Runner

One role that interests me as a VFX student is the role of Runner. Having heard about it vaguely and in passing for a long time left me with a very confused understanding as to what a Runner is. When I asked people, some would jokingly say ‘They get coffee’ and leave it at that leaving me confused. Others would say that they have their hands in doing a little bit of everything inside of a studio and this would leave me no less confused as to ‘what’ a Runner’s role is and more importantly how this role functions as an entry role into the VFX industry.

From looking at Screen Skills website to gain an initial understanding of the role it seems much of what I heard before is accurate to what a Runner does. Their main role is to essentially be a jack of all trades within the studio or department that they are employed under so what a runner does exactly is dependent on that studio or department. The role either lines you up to work in production management or in a VFX artists role. The major commonality from studio to studio with the Runner, as supported by another VFX job resource website ‘My First Job in Film’, is functioning as the in-between. You are responsible for looking after the office, keeping it organized and tidy as well as ‘running’ different materials and messages between departments. The latter role being your biggest function within the studio hence the title of ‘Runner’. Of course, this does also mean you grab plenty of coffee, tea and other things for the studio as your co-workers are occupied with other work.

Handing off documents to others

A blog post from Simon Deverux from Access VFX titled ‘Getting into VFX: Runners’ also outlines, in their own eyes, what a Runner and how it contributes to the a growing VFX’s artist’s career. It outlines that part of the Runner’s job is also to, through training shots and aiding other artists, learn the myriads of tools being used in the VFX trade. What those tools are is entirely dependent on the studio. A runner for a game studio may end up learning how to use Unity or an in-house engine. They will pick up further modelling and texture skills. A runner for a studio that focuses on body tracking software for character animation would likely pick up skills in using the technology, both in setting up and recording it then later in using that data and cleaning it up.

Something that I hadn’t considered about the role that is vital to learn, especially early on in your career, that the Runner is a great role for developing is organization, team-working and communication skill. With some much to do a Runner must learn to organize their time. By interacting with so many different people in the studio they will quickly learn how to communicate with different people. You must as a Runner work with many other people and in an industry reliant on team work developing that skill, which one will inevitably do, as a Runner is vital to future success in the VFX industry no matter which direction it leads you in, be it games, mixed media, television, film or commercials.

The role of a Runner is a lot clearer to me now thanks to the various resources I found online and while the jokes and jests about the role do reflect, to an extent, the reality of the role of a Runner this information has made the role much clearer to me. Not only the literal function of the role but how this role will contribute to my personal development as VFX artist and to my career in the industry.

Categories
Nuke

Week 14: Nuke Development

This week we focused on advanced components of EXR via their multiple passes that allow us extensive lighting controls in Nuke. Alongside that how using different methods we can grade those different layers safely without affecting other portions of the grade or compromising the alpha. For homework we had to use the different passes to grade a car into a scene and make it look realistic. This was my result.

Ungraded
Graded

This was not too difficult as it was only a still though I think there’s certain way it can improve. Namely I’m not sure if the lighting is correct on the top of the car. I think that maybe, depending on distance, the lamp on the bus stop directly behind that car should light up the roof of the car a little but I’m not too certain.

The hardest thing for me to do this week was re-arrange my scene from last week as essentially the way I had done it, thinking it would be simpler with the merge, resulted in a scene that would only be fixed if I implemented 3D geography and matched it to the bricks and such because the cards, being 2D, did not have enough geometry for it to function. Having to re-do, re-arrange and re-think how I did the scene was difficult as its painful to have completed something and then have to essentially restart.

Ungraded

Graded

As can be scene there are still some issues with the roto, namely as it gets closer the quality of the image becomes blurry because of where I took the projection. It can also clearly seen to be flat as well so this would require me to, at a later point in time, go back and make adjustments to the roto. This however need only come later as there are more pressing things that require my attention.

Categories
Maya

Week 14: Maya Development

This week was spent mostly correcting the issues present in the UVs from last week which was quickly solved thanks to Nick’s aid in fixing some outstanding issues with my model. Namely adding creases to keep the model in a more refined shape and inverting normals that had become flipped during modeling. Past that what was most engaging about the week was rendering. Toying with the different setting to make the most clear image I could alongside keeping render times down. As I had 672 frames I aimed to have each frame render in around 30 seconds as to keep the render time down to 5-6 hours as that would be able to render in our class time so I wouldn’t end up using the computer while another class needed it for their studies. Below is the final output.

Categories
Maya

Week 13: Maya development

This week was focused on finalizing, for the most part, the entire Rube Goldberg machine scene. It took a long time to bake my simulation as a series of errors kept occurring that eventually my classmates and I figured out a work-around. After successfully baking my animation it was time to move on to texturing.

UV for Marble Table

I got my textures from Quixel Megascans and I had to research again how to properly set up textures on Arnold using the hypershade tool. Mostly the issue was figuring out what to do with the Normal Maps I received on some textures. Though some UVs were/are difficult to handle and have resulted in some strange texture issues that I need help in figuring out.

UV/Texture issue

Beyond that texturing wasn’t a huge issue, though I’m having issues with the metal textures as they all seem to show up pale white which resembles a totally untextured object yet I know they are linked up properly. This is something else I’d like to look into. Beyond that the scene is totally finished and ready to be rendered out once these issues have been addressed.

Categories
Nuke

Week 13: Nuke Development

This week for Nuke Development in class we went over more advanced Projection techniques to use in our 3D match move and had to apply them to our ongoing garage project. Getting my head wrapped around using 3D space in Nuke alongside the nodes and set ups to use these projection techniques was not easy, but after about an hour I was able to figure out, for the most part, how this set up functions and how to emulate it using all of the 3D nodes available.

Marker clean up

Starting with marker cleanup I had certainly improved in my organization of my timeline and using backdrops to keep track of what each set of nodes accomplishes making corrections a lot easier. While figuring it out the first time was difficult once I had understood it the rest was simple

Rotoscoping

Rotoscoping while arguably a much simpler looking set up was the most time consuming, especially when it came to the finer edges of things like the lamp. Using the 3D merge node I was able to combine them to create what should function as a seamless transition between the three versions of this roto which help to fill out gaps that occur in the roto as the wall gets closer. However as can be seen there are some visual issues with this that I need to address

The visual issues are far clearer here in the rendered out video and is something that I need to address. The patches as well don’t come up as rotoscoped visually with the grade but that is because they are a separate card from the roto which if layered on top would show the markers again. However this is a purely visual issue and functionally works as a fully roto’d and functional piece.

Categories
Advanced & Experimental Nuke

Week 12: Nuke Development

This week we spent going into further detail on both the 3D scene development and tracking that Nuke has but also our larger project for the semester. We would be tasked with tracking a scene and then placing in a machine and blending it with the environment. The first step of which is to track a scene and then remove the tracking pads that were placed into the scene. Our homework task for this week was simply to track the scene and place some 3D guides to the floors of each part of the shot and on each tracking node.

the hardest part was actually organizing the scene given so many axis nodes were needed to place down the cones. Thankfully I had been taught some better organization tactics since the last time and broke the single scene into multiple scene nodes. One for the foreground cones, one for the background and one for the planes. This let to a much more readable script.

Categories
Advanced & Experimental Maya

Week 12: Maya Development

This week was spent finalizing a design for my Rube Goldberg Machine pictured below.

The idea being that at the end the ball will knock into a lightswitch which I will manually keyframe and animate turning a light, thus completing the action of the machine. In order to take some inspiration for the design I watched several youtube animations of Rube Goldberg machines to see what kinds of things they used that I could incorporate like pipes, dominos, swinging objects.

Specifically one animation I took inspiration from was this one:

Namely the pipes with the holes in them so you could see the ball pass between them was something I wanted to recreate.

After designing it with floating objects I then did my best to ‘legitimize’ it by adding extensions and a wall for those extensions to be housed on so that the objects weren’t floating but instead attached to something.

For the inspiration for certain objects I had been thinking of going with a wood and marble modern aesthetic. Very light and simple to read and should make for an aesthetically pleasing appearance when it comes to texturing.

I would say the hardest thing this week was trying to manage Bullet. They physics simulation would often break my Rube Goldberg machine when I added a new physics object to the simulation, regardless of if that new object even interreacted with anything. As a result for testing there was a lot of painstaking time taken simply to re-set up the machine and run through it again and then adjusting it and running again and changing things to get a set up that worked consistently across the board.

Categories
Advanced & Experimental Maya

Week 11: Maya Development

This week we started up a new project, a Rube Goldberg machine, in an effort to familiarize ourselves with using Maya as a simulation tool and with physics in 3D development environment in general. To fully grasp how simulation affects our work and results we created a manual animation first of a ball falling down the stairs

As well I did some testing with Bullet within Maya.

Afterwards we constructed a simple 3D scene with objects that we designated as passive and active in bullet to function as physics objects. From that initial testing of the physics and changing object’s settings was done to better grasp how Bullet works. We were then tasked with planning out a Rube Goldberg machine which I have planned out here in my notebook.

The most complex shape of this system so far is a funnel which it’s inspiration can be seen behind it and I, quickly, modeled it. Seeing how quickly I could do it made me excited as to me it was a clear sign of my development as a modeler.


Though a lot of the shapes in this machine are quite simple this leaves room to focus on texturing the objects to bring together a clean and cohesive environment.

Overall the most difficult task for me this week was keeping up with the quick pace of learning in our class but I managed to do it.