Grading:
The assignments are as follows:
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Software Used: Maya 8.5, Mental Ray, Photoshop, After Effects
Maya Help: Search for “Limitations”
To note current maya bugs/issues and sometimes how to work around them.
Lights:
Maya creates and deletes a directional light for you.
Can be negative to subtract light.
Icon: parallel arrows (scalable)
No decay
Omni directional from a point
Light bulb / candle
Has decay
Expanding shadows
More subtle shading
Curve circle button
Select locator first then aim
Animation->Contrain->point
Select circle first then the camera group
Animate->Motion Paths->attach to motion path
http://www.symphonicenergy.com/d/node/997
See the above link description for a discussion about render logs and the tail program.
When hardware rendering on the command line be sure to set the project directory like so:
render -s 702 -proj "G:\DEVELOPMENT\Fluids" -log logs/702_6_20_07.log "G:\Development\Fluids\scene
s\FountainRender.20.mb"
702 is the starting frame number.
This is a link to the download page for the program tail. Tail was designed and is primarily used on linux systems to monitor the updates to a text file. Basically it continually reads the contents of the file, unlike most programs that make a local copy of a file in memory and then don't read or write to disk until commanded to do so.
This works great for RENDER LOG files!!! Most productions houses have a version or conglomeration of tail programs (combined with grep and sed) that will search for certain text strings like "ERROR" or "Warning" and then highlight them and send an email or beep or notify a database of some sort. These programs combined with scripting languages are the beginings of a render support department that monitors renders every night.
Use this program to in conjunction with the render command to generate a log file of your own like so:
render -r sw -s 389 -log logs/389_CloseUp_6_14.txt scenes/FountainRender.20.mb
Notice the "-log" flag and the specification of a log file that is in your "logs" directory.
Unless otherwise stated:
ClassName_Section_Semester_YEAR_StudentFirstName_StudentLastName_AssignmentName_Take.mov
for example:
CA3D310_01_SUMMER_07_Dan_Shumaker_Midterm_1.mov
Homework Assignments. These assignments are worth 25% of your grade.
Complete the Chapter 2 Tutorial on the Fire Pit, from the book "Advanced Maya Texturing and Lighting". Submit a 100 frame render in quicktime format. Try to get the fire pit rendered without any shadow artifacts and looking as nice as possible. Graded on quality of render and image beauty. Due: July 11, 2007 in Drop off drive.
Evaluate EIGHT of the following Gnomon DVDs. Write a 200 word review of the following Training DVDs. Render out two frames illustrating what you learned by using the technique that the disk went over. You can evaluate these in any order. No credit for images that are not your own. The library has all of these for you to check out and watch.
Submit two evaluation each week. Each evaluation needs to be printed out and should have your written words on the top and the two rendered images on the bottom of the page. Your evaluation must only be one page long. Single spaced 10 point font.
Answer some of these questions if you are not sure what to write about:
Due Dates:
Using paint effects animate and draw your signature. Complete your signature in less than 30 frames. Stylize and colorize it. You can use any texture or effect (glow) or shader you want.
Be sure to animate the writing of your signature by key framing the "Max Clip" parameter in the stroke node in maya.
To add style you can change and animate (key frame) the "Smoothing" parameter as well.
It is important that you render your signature with no background because you will be "digitally" signing each of your assignments from now on by compositing your signature in the bottom right hand corner just like an artist signs his paintings.
Follow the tutorial in Chapter 1 in the book "Advanced Maya Texturing and Lighting" by Lee Lanier.
Turn in a one frame render of the given room geometry in the file room.mb that has been placed in the studentpickup drive for this class.
Make the image and lighting as beautiful as you can. Turn in a 720x486 iff or jpg image. Be sure to use the proper naming format, which is: CA3D-310_section_SP07_FirstName_LastName_Interior.jpg
Submit a still image from a movie each week (totalling six) using the handbrake software (or any other screen capture) to your personal photo album on this site. In a comment below the picture say what you like about it and what is good about the texturing and lighting aspects of the image.
Here is a link to where you should post the photos
Due Dates:
Find three mel scripts on highend3d (or other websites) that have to do with Lighting, Rendering, or Texturing and install it on your computer and run it. Write a one page (400 word) report on how well it worked for you.
Answer these questions:
Submit your write-up as a reply to this forum topic. In order to do this you will need to
These are the projects that make up 65% of your grade.
Complete Any TWO of the listed projects below. Click on the text of the project name below to see a more detailed description of each projects requirements.
Your Project's maya files need to be organized according to the rules listed below.
<!--[if !supportLists]-->· <!--[endif]-->Scene Optimization: Your scene should be fully optimized. Optimize it with ALL the flags checked.
<!--[if !supportLists]-->· <!--[endif]-->Naming Convention:
<!--[if !supportLists]-->o <!--[endif]-->All your geometry, lights, render layers, and materials must be named according to what it is or its purpose or some name that is different than the default name given it by Maya. If I see a “nurbsSphere1” I will know you didn’t name it correctly. It should be named something like “Ball” or “Rock”. You will get higher grades if you follow a naming convention throughout your scene. Look up this website to get more information on naming conventions: http://en.wikipedia.org/wiki/Identifier_naming_convention
<!--[if !supportLists]-->· <!--[endif]-->Object Grouping:
<!--[if !supportLists]-->o <!--[endif]-->Your geometry should be grouped so that the Top node indicates what is contained within it’s hierarchy. There should be no stray geometry and no old construction history nodes and no empty transforms. Display a cropped screen shot of your outliner Maya window to show how you have grouped your geometry.
<!--[if !supportLists]-->· <!--[endif]-->Breakdown of Render Layers:
<!--[if !supportLists]-->o <!--[endif]-->Any render layers that you used should be displayed individually in the final composit. This is also known as a breakdown. Your layers should be labeled with text and should just be visible for one frame each.
<!--[if !supportLists]-->· <!--[endif]-->Displacement: All your displacement is to be baked. Show the effect of your displacement by rendering a frame before and after the displacement is enabled.
<!--[if !supportLists]-->· <!--[endif]-->Textures: All your materials are to be baked, and BOT needs to be turned on for each texture. Show off your textures by rendering one frame of your scene without any textures and the same frame with textures. Nothing else should change besides the textures being present. Also display all your textures with your uv shells ontop of them by simply saving out versions of them in photoshop.
<!--[if !supportLists]-->· <!--[endif]-->Slate Render Statistics:
<!--[if !supportLists]-->o Fill the given slate after effects file with render stats information. List the render time that it takes to render one frame of each layer after you have made all the changes above. Using simple multiplication calculate and report the total time to render your scene with all layers and frames. For extra credit list the memory that each layer requires/uses. Also for extra credit write a script or find a script on the internet that analyzes your MayaRenderLog file and spits out totals in a concise table format.
<!--[if !supportLists]-->·You will be graded on how closely you follow the above instructions for each of your projects.
EXTRA CREDIT:
You can get up to 5% extra credit points for doing composite breakdowns (like you would for a demo reel) for each one of your projects. These breakdowns should be pretty fast and should just show the layers that you have rendered for your assignment.
DUE DATES:
Chose a Car from one that you find online or one that you get from the instructor and put it into a real life photo so that it looks like a real car. In order to make it look real you will need to:
Use must also use the following on your car somewhere:
You need to have a before and after example rendered images of when and where you use the above techniques. In other words, I should see at least eight frames of the following:
I must also see a wireframe snapshot frame of your layed out uvs, with the custom textures underneath them layed out flat from photoshop.
You are to design, capture, model, texture, paint, light and render a scene that is approximately four feet by four feet by four feet (four cubic feet) (+-3 feet). This scene can be anywhere you want but should exist in real life.
Take a picture of an area and mimic it in 3D. Build similar models and assign materials and build textures that are appropriate to those models. You should try to have a good selection of different elements. Wood, glass, metal, stone, rubber, and paper are examples but you can determine what is interesting to you (Rust, spray paint, jello, fruit, chalk, plants, etc.) The area does not have to be indoors, but should be accessible to you so you can spend the necessary time to digitally capture the texture images that you will need from the real life objects.
You should try your best to artistically incorporate all the Rendering and Lighting techniques and tools that we have gone over thus far, such as:
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Shaders:
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Reflections & Refraction. Displacement Maps Bump Maps Lights <!--[if !supportLists]-->· <!--[endif]-->Area <!--[if !supportLists]-->· <!--[endif]-->Point <!--[if !supportLists]-->· <!--[endif]-->Ambient <!--[if !supportLists]-->· <!--[endif]-->Spot <!--[if !supportLists]-->· <!--[endif]-->Directional <!--[if !supportLists]-->· <!--[endif]-->Lights with decay “regions” <!--[if !supportLists]-->· <!--[endif]-->Color Mapped Lights <!--[if !supportLists]-->· <!--[endif]-->Lights with modified penumbra and drop-off. <!--[if !supportLists]-->· <!--[endif]-->Linked Lights. <!--[if !supportLists]-->· <!--[endif]-->Volume Lights.
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Textures: <!--[if !supportLists]-->· <!--[endif]-->Layered Textures <!--[if !supportLists]-->· <!--[endif]-->Hand painted textures <!--[if !supportLists]-->· <!--[endif]-->Spec Maps <!--[if !supportLists]-->· <!--[endif]-->Translucence Maps <!--[if !supportLists]-->· <!--[endif]-->Transparency Maps Hard and soft shadows: DMAP <!--[if !supportLists]-->· <!--[endif]-->Shadows from glass objects <!--[if !supportLists]-->· <!--[endif]-->Ray traced shadows. <!--[if !supportLists]-->· <!--[endif]-->Mental ray traced shadows. <!--[if !supportLists]-->· <!--[endif]-->Accurate Self Shadows.
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The closer your renders look to the real life image the better your grade will be. Please composite 30 frames of the real 4x4x4 area before your rendered images.
Camera Suggestions:
<!--[if !supportLists]-->· <!--[endif]-->Animated: The camera should animate around the different objects to show off the different features/objects that you have in your scene.
<!--[if !supportLists]-->· <!--[endif]-->Smooth Transitions: If you render out different shots with different cameras and then composite them together with After Effects make sure the camera moves are smooth and not jerky.
<!--[if !supportLists]-->· <!--[endif]-->Depth of field focus differences are nice touches.
No time limit.
Go crazy and have fun with a car of your choosing. Go crazy in modifying your car's paint job and body. However you are graded on style and originality, so try to keep the car looking good as apposed to obnoxious and rediculous. Try to settle on a theme for your car. You could use these types of themes if you wish:
Or you can come up with your own theme. As fun as this will be, your car still needs to fit into an environment that is close to real. The environment needs to be:
Show off your new modified ride through a serious of slowly moving cameras that pan around your car showing off the intricate detail that you have created for it.
You need to use one of these advanced rendering techniques for one of the "shots" (ie. Camera moves) in your project:
These techniques take a long time and therefore I am not requiring that you have to render your whole project with them, just one of the shots.
LABELING: You must label the effects you are showing off. Therefore, put "GI + HDRI", or "Caustics & GI", or "Shadow Layer", or "Displacement" text with a compositing program in the corners of your renders.
BEFORE & AFTER: In order to get credit for this advanced rendering technique you need to show a frame of the scene with regular lights and a frame with the rendering technique.
LENGTH: at least 700 frames
Problems:
Not cranking GI high enough.
Long render times (20 min / frame)
Texture: Composting blend mode and too reflective in paint
Setting up the GI is difficult.
Selective dissappearing geometry in GI (could layering problem).
Shadows not turned on.
Difficult particle renders.
Flickering Photons.....
Glow being taken out by Ambient Occlusion.
Sizzle in spec and textures.
Shader difficulties.
Flickering Spec.
Long render times.
Final Gather : 17 min/frame on intel, 40 min/frame on G5.
Flickering Mysterious Photons
Particle Holdouts
Lack of shadows from Final Gather
hour per frame renders. 20 min/frame.
Layered Shader and Mental Ray (convert to texture).
Check Render Flags on Geometry.
Env ball casting shadows.
Reflections in mental ray.
controlling the lighting and shadows.
Final Gather washing out values. Not illuminating what was expected.
Area lights: Huge size required for consistancy.
Underwater – Deep Blue Sea
Make the under water environment as real and tropical as you can.
400 frame minimum.
Choose an outdoor area that you are going to try and mimic in 3d. It must cover at least 20feet by 20 feet by 20 feet.
Model, texture, and render it. Try to choose a texture and lighting rich environment. Here are some ideas:
400 frame minimum.
Perfect Storm do a shot like in the movie perfect storm.
400 frame Minimum
Please vote on each of the four polls that are newly created.
I will gather the totals by next class and announce when we will meet. If I don't get any votes then I will decide myself.
Please vote now!!!