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Advanced & Experimental Nuke Development

Nuke Development – Week 6

We have been exploring the process of green screen removal, which involves extracting the green background from a video and replacing it with other visuals.

One of the techniques we have covered is the use of the hue correct node, which enables us to remove the green color from our footage by creating a node graph. By selecting the green color in the graph and dragging it down, we were able to effectively remove the green screen from our footage and prepare it for the insertion of other visuals. While this technique may seem relatively straightforward, it can be a powerful tool for creating compelling visual effects.

We also explored the key luminance node, which can be used to selectively affect certain areas of an image or video. This technique involves creating an alpha image and selecting the specific areas that we want to modify.

During our lesson, we experimented with this technique by selecting only the sky in our footage and adjusting the levels at which it was selected. This enabled us to fine-tune the visual effect to create a more natural and realistic result. Overall, the key luminance node is a valuable tool that can be used to create a wide range of compelling visual effects.

Keyer luminace key

We explored how to adjust the lighting in specific areas of an image or footage. During our lesson, we used rotoscoping to isolate the particular area we wanted to modify, and then applied various nodes, including the shuffle, grade and keyer node, to enhance the lighting and make it appear brighter, we used this example of a snowy landscape to make the bottom half more light.

Lighting change

We then looked at creating rays of light coming out from behind objects such as trees. This enhances the lighting apparent behind an object. This was done by using a node called volume rays, along with the selection of just the tree using rotoscoping.

We also learned a basic technique for creating a blurred effect in a specific area of an image using rotoscoping. This technique involves using an image to create a rotoscope of a circular area, and then applying a blur node to that area. Finally, we merged the two to create the look of a blurred circle in the specific area of the image.

Work from home

For the garage project I felt like I needed to add another big asset to the scene.

I decided to add ladders to fit the theme of the project. This also fit in well with my other assets such as the tyre and the mechanical posters. I downloaded a 3D model of four ladders together. I then added the texturing in Maya adjusted the placement of the ladders.

I then rendered these out and added this file to my Nuke garage project script.

Ladders in Nuke

I then followed the same method I had used on my other assets and tracked these ladders through the camera tracker, and then synced this up to the scene. Again, I used the axis on the wall I wanted them to stay against and then created a card which I then linked to the original image of the 3D models. These then successfully tracked with the camera and moved with the footage.

Tracked ladders
Node map

I then had to do the homework we were given which was linked to the green screen methods we had been using. I first tried using the hue correction node and the keyer node to adjust the levels of permittance. However, this was picking up on too much green in the image.

Node map

I decided to use another method we were shown for this task.

For this I used the Keylight node in which you can select a colour using the eyedropper tool and adjust how much of the levels you want to be removed on the footage of this specific colour. I selected the green on the green screen and adjusted the numbers until it was at a level of green removal that looked professional.

Categories
Advanced & Experimental Maya Development

Maya Development – Week 6

This week I made more progress on my feel good ‘dopamine’ animation. I decided I needed to add more elements to my design, sticking with the initial concept of the animation. I started by adding more gears, animating them all in sync. I varied the sizes and shapes of the new gears so it looked more interesting.

I then decided to add materials to the pipes and the balls. I made the pipes glass and the balls a jade material but with a purple hue. I felt like this colour pallete went aesthetically well with the copper circle they would fall through.

I then decided to add three plates as walls and a floor. I thought this would give the animation a more contained and neat look, and also meant I could use the factory hdri as a slight, not overly visible, but subtle reflection so we could see more of it but not take away from the main component of the animation.

Updated model

I then thought about how I could fill the emty space, as this animation achieved what I wanted however it didn’t feel complete. I found this compilation of satifying 3D animation and thought what I could do next week to develop the design and background of this animation.

https://www.youtube.com/watch?v=-Y7x_jUttHk

I really like the ideas of having something on the walls or everyday objects around the model to make the peice more full and busy, making sure it isn’t overly busy and still simple.

Categories
Advanced & Experimental Nuke Development

Nuke Development – Week 5

This week we looked at how to create a realistic CG composition, and apply this knowledge to our garage project.

Simply merging the asset to the background isn’t enough for a realistic CG comp. We looked at colour correction, as a way for the assest to blend into the scene more seamlessly. Splitting the channels to do this enables us to merge each channel and see the progess of the asset in the desired position. Nodes such as the shuffle and grade nodes contribute to colour correction of an asset.

We then looked at inputting smoke into the second room. This contained the rotoscoping we did and also working with the camera tracking we had learnt in previous weeks.

Work from home

To progress on our garage project, we now had to apply our knowledge of realistic CG composition and add some more assets to our scene.

I decided I wanted to add a tyre to the scene, leaning against the wall, as this would fit the theme of the scene. I downloaded a 3D model of a tyre, loaded it on Maya and started editing it slightly.

Tyre model

I made it slightly thinner and added spotlights coming from the direction the light is coming from in the scene. Then I made sure it looked okay on the render screen and rendered it out to an exr file to input on to Nuke.

Tyre in render view

I then placed this on the scene in Nuke, in my desired area I wanted it to be in.

Model transformed in Nuke

I then had to track it to move with the camera. This was the most difficult part of this task this week as all prior ways I have done this didn’t seem to be working. After adding the tyre to the axis point I created a card on, and reading it through that, it tracked, however the positioning wasn’t right. After playing around with the card, the rotation and size I managed to get it to look right. However, the the tyre needs more colour correction and a shadow to blend. I added a grade node and adjusted some colour gradients, as well as changing the input to RGB instead of linearr, but it needs more focus on colour correction and shadowing.

I then used the same approach and template to add two posters on the walls. I decided to add mechanical posters to suit the theme, however these need shadowing as well. I have slightly changed the gain on the grade node of the white poster, as it is slightly out of the light, however the black poster seems to have the appropriate colours and light gain for where it is placed.

White poster
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Collaborative

Week 5

This week we had much more development on the aesthetics of our project, and the storyline.

We decided we wanted to do the final scene; where we are in the departure lounge, and we make our way through to the final room and see signs of life (a deer) contrasted with the skeletons on the floor. I think using this scene we can incorperate interactivity with the memories in the rooms, this may be the most emotion scene in the story. Also, we can play with the propoganda aestheic within the departure lounge, and we can also witness some ghosts pass the player by.

In terms of how we are going to start the process of this, we created mood boards. I put inspiration from the game ‘Fallout 4’. They have the ‘happy family’ fake aesthetic we desire in the derparture lounge itself, a vintage outlook with a creepy undertone. The interior environments are also vintage but with a strage and forboding feeling, and the exterior environements are ruined and dead. This was through nuclear war in the game but similar to what climate disaster would be like in the killing of people and nature.

I then thought about the interactivity with objects triggering memories in the experience. The game ‘Until Dawn’ has players slowly walk through environments and inspect objects. Some trigger memories or things to come which come through in a different styled media of a blurred glowy filter.

UNTIL DAWN - All Totem Locations on Make a GIF

This would be a great way to interact with objects and bring the element of memories into the game through interactivity.

We also created a floor plan, journey for the player and storyline map, and a list of memories we could include.

Floorplan
Floorplan user journey and memories list

VFX will get started on the models next week and research which assets we need to purchase.

Categories
Advanced & Experimental Maya Development

Maya Development – Week 5

This week we started a new project of a ‘feel good’ animation. There are famous loop videos online of satisfying 3D animation, and our task is to design and animate our own.

To help create these sorts of animation, we were introduced to the MASH tool in maya. We tried it out with some cubes first, I input 10 features, meaning 10 cubes appeared next to my original cube I had placed.

MASH practice

You then can change the scale and rotation of X, Y and Z, and these can tthen be keyed, making animation of various objects much easier to make synched.

I then started thinking about my design for my feel good animation. I really liked the idea of working with gears for this project and making a satisfying mechanical device animation. I started researching inspiration for this idea. I really liked the idea of many gears working together to move something, but also liked the more complex ideas of things fitting into eachother and the balls wokring with the gears.

I started modelling some components I could use in my animation. I made a gear from a pipe polygon, however was soon to learn that there were gears by defult in the polygon primitives section. I also made a spring from a helix polygon, I adjusted it to be more tin like a spring and increased the coils on it.

First modelling ideas

I then worked on placing two gears next to eachother and fitting the teeth together, making sure when this was animated they placed correctly together.

Fitting gear teeth together

I then experimented more using MASH with the springs element. I increased the features to 5 springs and changed the pivot point the the end of the curve line of the springs. This way, the MASH animation of the springs stemmed from the bottom of the helix, and was more accurate to the movement of a spring. The animation was simply a scale up to reselmble the spring popping up and then a side to side wobble after this.

Springs

I then thought more about what I could add to the gear function. I thought about adding balls going in and out of the gear holes, and played around with this idea. I animated one and then decided to add another gear and add another two balls going in and out of all the gear holes and meeting in the middle. I made dure to edit the animation on the graph editor to make sure the tangents were curved so the animation was smooth. I did this by clicking the hill-like icon at the top bar of the editor on each tangent.

Work from home

I decided to download a HDRI to input into my scene for the lighting, so I could see how this would render out as I went along. I found a fitting background of a machinery interior, this however is too distracting to be in the background visibility when rendered.

HDRI

I then decided to add some details and textures to my gears. I extruded some edges and added edge loops, I also played with the radius of some of the gears.

Detail to gears

I had a turning point here at my design and decided to scrap the balls and the springs in my animation. I wanted to stick to the design being simple and satisying. I started researching more and found this animation that I could take from.

Design inspiration

I extruded part of my first gear and created a pipe with a hollow circle at the end. I then created a pipe below and above where the balls would fall from and into. I then did a simple animation of the balls falling through at the perfect moment where the circle is open.

Animation of circle turning

I then added materials such as metal and copper on the gears and the turning circle.

This was a good initial start and I like the idea more, but I will add more elements to this animation.

Draft design
Categories
VFX Careers Research

For this task, I need to research 3 different job roles within the VFX industry and research what these consist of. I have chosen three jobs that are intrests of mine and ones that I may like to go into after my MA. We were given a VFX Careers roadmap to read through, and having prior intrest in these three job roles, this secured my vision of which ones I wanted to research more. It was also interesting reading through all the jobs that go into making VFX, and all the possibilities of job roles. It also included routes into the VFX industry, and how to develop yourself for applying to these jobs.

Job Role 1

https://www.screenskills.com/media/6696/vfx-cmyk-2021-master-inclusive-web-new-bfi-logo-sep22.pdf

Environmental artists, as stated above, create CGI places actors or game characters move in. Environmental art in games is something I am particulary interested in. I am really interested in fantasy and survival horror. environments, anything between an ethereal environment to an abandoned hospital, these aesthetics really interest me. With research I found an environment artist called Robert Hodri who is one of the best at this.

The work above, hyperealistic photorealism environmental design is what I aspire to, Robert being one of my biggest inspirations. I really like the tiny details in these environments, and how they immediately create a certain emotion, wether that be a forboding feeling, or a feeling of wonder, when the player enters. I found this article where Robert Hordi talks about being an environment artist in more detail, and this segment in particular was interesting. It was really fasinating to explore what a day to day life would be like working as an environment artist.

https://magazine.artstation.com/2017/03/game-environment-artist/

Categories
Advanced & Experimental Nuke Development

Nuke Development – Week 4

This week we looked at seperating and linking ‘passes’ within an image on Nuke. This means all the seperate nodes such as grading, diffusing, specular and refraction nodes. We can see what goes into making up the image. If we pull up the lens contact sheet node we can see all of the changes the image has gone through and how these come together.

Lens contact sheet

By changing the colour on the grade node to red, we can see what part the grading affects the image overall.

We then looked at a more complex and varied version of a lens contact sheet. This time, with an image of a car. We can see different effects Nuke can produce such as a UV screen and a wireframe image.

Lens contact sheet

We then took the 3D image of the car, and looked more into UVs on the 3D viewport. Through using the nodes shown below we were able to see the 3D model of the car in a UV lens, and through an inverted black and white lens.

Work from home

After some guidance from our teacher, I was finally able to complete the cloning and clean up on our garage project. I realised after advice that I was not using the 3D card node right. I needed to create cards from the tracking points, and attach these to the scene. I was then able to roto around these and sucessfully make them disapear and blend in with the background.

Roto
Clean up of markers
Node map

Then, again with guidance, I also resolved my roto of the wall problem. I used a correct template to follow the correct nodes, and again I was using the card incorrectly. I also needed to add back the lens distortion, perfect the tracking by adjusting the points at some frames, and then this roto tracked with the camera.

Roto of wall
Node map
Categories
Advanced & Experimental Maya Development

Maya Development – Week 4

This week I was absent due to attending a funeral with my family.

I was informed the class worked on rendering their Rube Goldberg machine which luckily I had already done so I didn’t miss out on new content.

Categories
Collaborative

Week 4

This week we had an online meeting with the course leader we will be working with, and lecturers that will be providing the script, these tutors are in contact with the studios we will be woking with.

The previous title ‘Before the Fall’ has now been changed to ‘The Depature Lounge’ we were informed. The story will be of a person in a suit with a gas mask on exploring a post apocalyptic London, with interactivity with the surroundings. The character will be making their way around the ruins of London, damaged through climate tragedy, and being followed by what we will discover to be a family member. The character will be aiming to euthenise themselves and their children to escape the harsh reality of the new world. They will find themselves in an abandoned departure lounge.

The story has devleoped and was explained to us that it is now more of a ghost story, with the theme being ghosts, bodies and mystery surrounding this.

For next week we are meant to choose which out of all the scenes described we would want to work towards completing, as this is a bigger project and we only have 6 weeks for this module, we are to develop one or two scenes as completed as they can be.

What interested me the most was creating the abandoned departure lounge. Being this is a huge moment of the game, this would be very fun for us to put our creative spin on the environment and gameplay.

This week I looked at some inspirations of which I can bring to the next meeting to discuss with my coursemates.

Another key word mentioned was ‘liminal space’. This is a certain aestetic that seems familiar, or can make some people feel uneasy. One of the lecturers mentioned the new world will have the theme of promising a new wonderful life but with an unsettling undertone. This fits well with liminal spaces as there in an ominous feeling to both of these ideas. I researched some liminal spaces for more aesthetic inspiration.

Categories
Collaborative

Week 3

This week our group had more communication on the project ahead, as we were confirmed the go ahead for our group to take part in this collaboration.

I decided this week I wanted to have the role of 3D modeller and environment design. 3D modelling is what I’m most comfortable and better at, however environment design is what I’d like to do in the future and have had little experience with, so will be a welcoming challenge.

I started to look at inspiration art as well to get an idea of what we want this dystopian world to be as a VR game of a dystopuian London. We were told creatures will be involved, the scene may be underwater and and the place has decome dystopian due to climate change so these were our prompts.

I really like the idea of contrast of nature, dirt and dystopian scenes with high end architechture and cities.