Integration project

For this brief I have been asked to do the following “You are required, seamlessly and photo realistically to integrate a CG object into 2 filmed outdoor shots, which you personally have built and acquired. You will be working and be assessed individually but operate a collaborative ‘buddy’ system. Shot 1 is a locked off shot, day for night Shot 2 is a moving camera, daytime”

Some advice from advice from Alex was the following:

Authour's own sketchbook scan
Authour’s own sketchbook scan

I like the idea of a kind of surreal piece, but the key is too keep it simple, clearly consider the integration and remember to prepare. Specially as I have not worked on modelling that much or Nuke.

Below I wanted to consider how the light could emit. My idea could be something which already emits light, like a light bulb. Or it could be something I design like a floating thimble that shines out light (bad example.) Below you can see I have created two mood boards. Both show how objects emit light.

The first shows glowing or illumination like an aura from the lights source. 

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The second shows how light can directly shine, almost like streaks that fall on an object. Screen Shot 2015-10-06 at 18.31.07

Both are potential ways of looking at this project. Hopefully these mood boards will help me when it comes to recreating a realistic, integrated, light source.


Coming up with the ideas! 

Idea 1 – Mushroom

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[above] Mushroom moodboard
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Mushroom light edited on photoshop
mushroom1
Mushroom lamp- 
Authour's own sketchbook scan
Authour’s own sketchbook scan

Potential settings

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Roots and tree. Quite delicate with the mushroom- perhaps the mushroom could be larger and light up the roots

Tudor Garden

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Hall Place as a setting. Round the shaped bushes or through the flower bed garden. There would be people here. It would also be a perfect habitat for the mushroom and make for better integration.


Idea 2 – Binocular

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Binoculars

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Binocular lamp I found after I came up with the idea- a good reference point for modelling

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Abandoned house at the station near where I live could act as a location acting like a mystery which is associated with binoculars. It could create a nice atmosphere. Below are some of my sketches for this concept.

Authour's own sketchbook scan
Authour’s own sketchbook scan

 

 

Chosen Idea – Giant Mushroom in tudor garden”

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The chosen idea that I went for was a giant mushroom which will appear in a Tudor garden at Hall Place.



 

 

Camera Workshop, using Canon 6OOD

In this short workshop I was able to start using a dslr camera. I was able to learn a bit more about the different elements such as iso, aperture etc and how they can impact a shot. This is something which is really important in order for me to make advantage of the cameras and setting up my shot! This lesson was very valuable for me as I have very little knowledge of working with cameras.

Below are some of the shots I took below. I tried to photograph blocks and sort of vanishing points as this was something I am going to shoot at my location. There were some shots which were blurry and too dingy in colour tone so I need to make sure my footage is in focus for my main shoot! I like my photographs above it shows considered cinematography something I want to carry through for my final shots.

_MG_8562 _MG_8564 _MG_8614 _MG_8617

 

Modelling in Maya

Before Modelling I did some sketches of mushroom, in my mind it was a chunky mushroom. So I got lots of reference imagery and reference books and worked from them. Below are some of my sketches from this little exploration. This was really fun as I was literally able to craft my own ideas.

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The several below are some of my final mushrooms I am trying to take on into development.

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(above Authour’s own sketchbook scan)

From this reference material I started modelling in Maya. Below is some of my experiments based on some of my sketches. I created quite a lot of models and may have spent a little too much at this stage but as I still quite new to Maya it was really good experience and allowed me to really develop my modelling skills.

Screen Shot 2015-10-18 at 22.24.50 Screen Shot 2015-10-20 at 22.34.19 Screen Shot 2015-10-20 at 22.35.02 Screen Shot 2015-10-20 at 22.40.13 Screen Shot 2015-10-20 at 22.41.03 Screen Shot 2015-10-20 at 22.41.10 Screen Shot 2015-10-20 at 22.41.27 Screen Shot 2015-10-20 at 22.41.45 Screen Shot 2015-10-20 at 22.42.43 Screen Shot 2015-10-20 at 22.43.34Screen Shot 2015-10-20 at 22.51.09Screen Shot 2015-10-21 at 02.12.10Screen Shot 2015-10-21 at 01.51.16

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Mushrooms spotted! I kept spotting mushrooms everywhere and felt it appropriate to put it here. This primary resources meant I could see in real life the look and texturing of a mushroom. Furthermore could see how they are actually integrated into the real world!

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Authors own

SONY DSC


 

 

Visiting the location. 

I am shooting at a Tudor Garden, I chose to visit the location in order to see all the potential locations I could shoot at. My location was at Hall Place a beautiful Tudor home and surrounding gardens.

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authors own

There was a lot of beautiful areas when we (me and my buddy) looked around the shoot. I tried to be creative in my cinematography looking at making my shot look even more beautiful.

 

 

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authors own

We was able to borrow the black magic camera and practice using it whilst we checked the location out.

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I was hoping to film my shots today. However In the end I decided to spend some time looking for a good location as this is something I want to put on my show reel. Therefore I wanted to take my time to choose a specific section of the Tudor garden as there was a lot of it. After taking reference photographs, I began to sketch out several storyboards and consider how I wanted to shoot it. Cinematography is something I am really interested in therefore this stage is was really fun for me! We took some footage in order to get used to the black magic pocket cinema camera for our real thing.

IMG_1619 IMG_1620

(some of the footage I shot, as you can see alot of the footage is shaky, I need to find away to prevent this when I shoot my final footage this weekend)

Grading our footage! 

When we got back our footage was really dull and lifeless. In Nuke I used the Colour correct and grading node in order to get back some of the beautiful greenery!!

Screen Shot 2015-10-23 at 19.05.31

Screen Shot 2015-10-23 at 19.04.09

Above I used after effects to consider where I could position the mushroom. As we were not able to camera track on my version on my laptop I used after effects a substitute. These tests are vital to visualizing the images in my head.

Above are several Pre-vis I created. Either to see how the mushroom will animate and also to see what position the mushroom would sit in the moving scene.


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Using the Jib!

Today we was able to see a Jib being set up. The Jib tripod, allows for swift controlled movement which reduces shaky footage. It glides so the footage looks much more appealing in the end result. The Jib works with a weight on the extending end and the camera on the opposite. The weight end also has a handle which can be used to control what direction, or height you want the camera to be.

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Texturing.

After modeling the mushroom it was time to do some texturing!! However as I am new to using Maya and texturing in particular it was a little difficult to begin with:

Texturing my mushroom has left me with some problems, so I have been working to resolve this. Below are simpler versions of my final model. I was experimenting with UV Layout Hexus a software I had not used yet. I need to gather my textures and create a realistic looking mushroom so that it will integrate into my scene more naturally.

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I was able to sort out the textures in the end and subsequently took my time to texture some of my models and creates lots of tests. I was able to create

Texture tests

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The above are my favorite mushroom test I did. Therefore I chose to develop this mushroom. Below you can see the UV Layout for this scene, I was also able to use bump mapping for the first time another aspect which subtly made for a more realistic peace.

Screen Shot 2015-11-16 at 13.55.39Screen Shot 2015-11-16 at 13.55.57

Final Model

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Above you can see the final model. Overall I am happy with the results of my final model. I was able to build on my technical sensibilities of modeling and texturing and learning things. However there are somethings I would have experimented like the size of the stem, the textures and maybe experimenting with bump mapping more. Furthermore I feel I may have spent too long on this stage as well, but I feel it is an important element to creating a realistic integration. The base of the subsequent steps.

 


Final Filming session.

Camera used : Black magic pocket cinema camera

Location: Hall Place Tudor garden

I buddied up with Alice and we was able to get two shots each. We were lucky enough to have an overcast day with no reflections on the floor or harsh shadows.This would mean I could have a clear camera track and allow me to convert my day to night scene easier. I later come to realize however when editing my comp for camera track scene. The shadows were something to match and make for a better integration.  I watched several tutorials on Lynda about the black magic camera. What it did do was use a lot of battery up!! In order to get round this we made sure our shots were positioned correctly and shot slightly longer than the required 7 seconds to ensure I had back up footage.

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Final Shots

Below are my two final shots with my thumbnails I jotted before we filmed.

Shot 1- Still shot.

There was luckily  movement in the trees surrounding the shot so it doesn’t look just like a photograph.

3

Final two shots

Shot 2 the moving shot.

Walk forward, the shot was a little shaky However from testing, it actually makes it better as you can see the mushroom sticking and sitting in the environment.

Final two shots
Final two shots

Documenting the information below.

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When I got back I re -write the information into sort of visual maps to help guide myself in the position and recreating the geometry later.

10.0.33.19_SMTP_via_LDAP_11-13-2015_17-58-12 10.0.33.19_SMTP_via_LDAP_11-13-2015_17-58-39


I am a little behind in my working pace so I have decided to create a rough schedule so I can see how long I have. I want to get my work done a week before the deadline so I can render out everything and edit etc. In order to do this I need to hit the following targets.

planning


10.0.33.19_SMTP_via_LDAP_11-30-2015_16-41-46 (1)

Camera Track- Shot 1

One of the shots we were asked to carry out was a camera tracking, in a day time shot. I did quite a few tests before putting my mushroom in. Here is a quick box test to see if the box would stick and to work out the location of where I would like my mushroom to sit in the scene.

Analysing the shadows in this scene there is no harsh shadow, slightly dark in the base of hedges and slightly faded.

Light come from top right corner shining down.   

shadowtest

a
Mushroom with my ambient shadow, normal shadow and lighting from my directional light (sun)
Screen Shot 2015-11-20 at 13.59.13
I rendered out 6 passes for my mushroom and 2 for my shadow!

Passes I used:

Shadow passes:

MushShadow_A0  (Ambient occlusion so only this shadow is renderable)

MushShadow_Shadow ( Just shadow) Only the shadow <—-Edit further in Nuke

Mush_A0<—-Mushroom ambient occlusion -“Contact and deep shadows”

Mush_Beauty<——“All the passes layered together as they come out of 3D” “Final color computed by mental ray for Maya.”

Mush_Diffuse<———-“Diffuse shading of material.” “Diffuse shading of material.” Diffuse Material Color will render the diffuse color, but without shadows, and without shading.

Mush_DiffuseMaterialColor<———“Provides constant diffuse color or textured diffuse color, excluding light contribution. ”

Mush_Indirect<————[“This is bounce light generated in Mental Ray’s Final gather”] Indirect lighting from final gather, global illumination, and caustics.

Mush_Specular<————-“The areas where the light source hits a shiny surface. In this specific case, reflections have been incorporated into this pass as well” – Incase for my mushroom I want the highlights like on the flesh. If it dosen’t work I don’t need to use it.  Control highlights 

[This didn’t work in the end, so i disabled it]

 

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I accidentally rendered out plane so I had to re-render!
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You can see my two exr ready to be shuffled out in my node graph.
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Chosen location.
Screen Shot 2015-11-21 at 21.08.45
I used the specular pass but there was no highlights in my mushroom so I ended up not using this pass. Above you can see a simple merge without any blur or dissolve.
3
The first file which I created went really grainy! I tried to check all my settings but nothing worked, when I recreated with the same settings it was fine!
4
Using final gather meant all the lights would bounce back and light up my mushroom. I tried to put my scene floor in and use, use background to create realistic integration.

Comping my passes:

 

Progress:

Screen Shot 2015-11-27 at 01.22.57
Editing the colour 
mush
Matching the mushroom cap to the scene with pixel analyser/ grading 

Motion Blur

Doing this test comp above I realised that I would need a motion blur. This would make for more realistic integration. Furthermore I was given the motion blur task to carry out. From doing this research I can understand why motion blur is used and the importance of it in animation especially.

Below is what the 2D Normalised motion blur pass looks like, having this pass means I can add a vector pass, the vector pass will use the path of the mushroom to create a motion blur. However I’m not sure whether this had much of an affect on my final piece. But after doing the research project I understand why motion blur is needed specifically for integration.

Screen Shot 2015-11-29 at 00.22.38.png

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Adding motion blur meant the cg object was not so sharp. Having a sharp object makes the piece look unrealistic. 
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Isolating the mushroom so you can see the shadows only.

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The ambient occlusion was a valuable pass; it allowed me to edit the deep contact and shadow. 
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Using the OpenEXR to shuffle out all the passes, you can see how much easier it is to work from one read node. 

Pixel analyser is a really great tool for matching the colour tones of the darkest and lightest shadows. This was a really good tool that was a basis to correcting the colour to fit the original footage.

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Final [Still]
Shadows were a really important part of my footage. As I previously stated when I was filming I was hoping for an overcast day, but when it came down to editing shadows in nuke the shadows proved a valuable part. Using the existing shadows i could match and create a greater sense of integrity.

 

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Shot 2 Still, Day to night scene. lighting mushroom! 

Experimenting with Light

The light from my mushroom is an important part of my still shot. Therefore considering how it looks will not only make the piece look more appealing but ultimately help me to create a more realistic integration.

Below you can see two moodboards. As I have created quite an organic object of a mushroom I had to figure out how I would like it to light. As mushrooms don’t usually admit light I had the fun task to work out how it would light if it was real!

In my eyes I think the mushroom would be witchy and mystical like a fantasy. Therefore the glow would need to be soft and slightly haunting. Below are moodboards I created ( as well as the two at the beginning of this project above). The two below depict one with stars and universe. The glow of these are very beautiful and mystical I felt this is a really nice source of inspiration. Below that is a mood board in the sense it gives of a mood of witchiness and softness. I like the effect in the lightings therefore I put them together. Hopefully using these moodboards I can begin to experiment.

whimsicallight magic


Experiments

For the day to night scene we needed our object to light up! As there isn’t really mushroom glowing and floating it was down to me to decide how it was going to work (see above). I used these moodboards and some other references to begin to light the mushroom.

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Initial tests. The light was going through to the cap, I only wanted the gills! To over come this I used light linking> Object centric.

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a1
Putting the light into a similar scene to my shot.

a2 a3

a4
I really love the delicate, soft lightening it has created a very magical feeling which matches my mood boards I created.

a5 a6 a7 a8 a9

Things to note* Glow is warm yellow light on floor is white* Change this.

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Creating geometry  

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Adding the geometry was something I struggled with when I was doing the research project. Using the measurements I took down at the shoot I was able to build the scene. The main thing my mushroom will be integrating with is the mushroom and the plane, I built some of the remaining hedges in case I did want to work with it.

 


Integrating the light mushroom into the scene.

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Turning the shot from day to night Test 1. 

I really enjoyed playing around with this. I wanted to experiment with some still shots before I worked straight onto the footage so that I have some preparation time and also so I can see quickly if something worked or not. I really like my night image, if you click into the image to enlarge it you can see the little glimpses of moonlight. I did quite a lot of roto the light in certain areas and the sky for instance.

original
Day
light
Night
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Node Graph

 

Different versions

daytonight2
Original test
daytonight3
More saturated
daytonight4
Slightly darker, greener
light
More green

Depending on how much my light, lights the scene will depend whether I lighten the scene up slightly.

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Rendering out passes for the comp test 1,

I decided I wanted to work with one frame to begin with and come back and render the whole sequence. Sean who came in to give us a talk and helped us, said he did this all the time with his studio. I think it is important to make sure the comp is working and integrating the passes before dedicating lots of time to rendering out something which could potentially not work!

lightshot
Glow only 
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Without linear colour corrected
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Soft enchanting light

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With shadow. The light is shadowing here, i don’t know how realistic this is as the light is actually shining onto the mushroom. I am not too sure how realistic this actually is though if the gills are lit underneath would there be a shadow above?

Screen Shot 2015-11-27 at 14.15.49

annotate

Okay so above is a test with a frame I did using one of my light set ups however I don’t think it is really that effective? The light is delicate and soft sure but it isn’t really making an impact with the scene? it seems to literally just be lighting a little bit of it… So I am going to try testing out my other tests.

Above is a short test I did with the light setup from above. I wanted to see whether in a film it was lighting up the geometry in the way I wanted.. However it does not really look like it is!! This short test has proven I need to figure out another way of presenting the light.

How do I want it to animate?

As there are not exactly floating mushrooms I had to consider how I wanted the mushroom to move in the scene. Although we are not getting solely marked on the animation, I still think it is really important to consider how it would move in the real world. If it looks really unnatural it will give away the show as it were! Realistic movements, realistic integration.

lantern

I like the way the lanterns rock gently back and forth as they float upwards maybe an element I could consider when animating my mushroom.

rose

Delicate like a petal? This was another idea I thought I could carry back to my mushroom. So it floated down gently carrying through the soft lighting.

The last idea for the movement is based on the helicopter seeds which I used to do all the time as a child. I used to love watching the way they would fall swirling delicately similarly to the petal but with a little more movement.

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Some doodles of how it could move based on the above ideas.

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Mushroom Light in Maya
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New Geometry 
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Alternative light 

 

Nuke Comping PROBLEMS

I had a lot of problems with compositing here and I realised there was quite a few problems.

  1. My mushroom was transparent
  2. My glow was leaking through the cap
  3. My light was having weird reflection in lambert?
  4. My Mushroom completely wiped away for several frames

So as you can see quite a few problems. I discovered I could increase the transparency with copying beauty. I wasn’t sure how to correct the cap so I have rendered some tests and will explore this problem. The reflections seemed to go away when I turned off receive shadows on lambert layer. And lastly it seemed my mushroom disappeared because it was going out shot.

Comp practice

Screen Shot 2015-12-02 at 05.28.13

 

How I got round the leaking cap- the light is leaking out of the cap, i decided the best way round this problem would be to render out the gill light as its own layer instead of just the glow. This would mean the light would appear as though it is coming solely from the gills and not the top.

MORE PROBLEMS.

So the cap didn’t help.

Screen Shot 2015-12-02 at 05.28.32
Mushroom was getting wiped at a certain position in the render. 

This lighting has really confused me. So what i did was:

 

Render light out as a spotlight on, primary visibility on mushroom, white lambert,

THEN

I created a gill glow, so only the source material (the cap in this instance) let off the light- the stem primal visibility,

THEN

I created a mushroom render layer wit AO, Beauty, Matte, 2D Normalised Motion blur, Diffuse, indirect

HOWEVER

This did not work!! The stem would not sit right or it would be transparent. The mushroom quality was really bad and In the end I don’t think i needed it!

After some help from some fellow peers,  I finally understood that I would need to render the stem separatly!

Screen Shot 2015-12-02 at 05.28.22
Light leaking to cap
Screen Shot 2015-12-02 at 05.28.13
Transparent mushroom 

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Organising the node!! Its quick to realise that keeping the node graph clean and organise allows for an easier flow to follow. It also helps to see where things are going. 

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My new layers are the following:

A stem with use background cap, use background geometry. :Then add passes.

&

Cap with a glow.

& Spotlight on the geometry using Lambert.

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