1.Grades & Books
Grading:
- 5% Attendance (20 points off for absence, 10 points off for late)
- 5% Participation
- 25% Homework
- 65% Projects
The assignments are as follows:
Sign up at snapgrades.net now.
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.
Bibliography:
- The Special Effects Handbook (for Maya 7 and 8): Alias
- Texturing : Concepts and Techniques: Dennis Summers
- Digital Texturing & Painting: Owen Demers
- Digital Lighting & Rendering: Jeremy Birn
- Advanced Maya Texturing and Lighting: Lee Lanier
- Learning Maya 7 Foundation: Alias
- Maya Professional Tips and Techniques: Lee Lanier
- Maya Visual Effects: The Innvoators Guide: Eric Keller
2. Lighting & Cameras
Lights:
Default Lights.
Maya creates and deletes a directional light for you.
Intensity: brightness of light
Can be negative to subtract light.
Directional
Icon: parallel arrows (scalable)
No decay
Point
Omni directional from a point
Light bulb / candle
Has decay
Expanding shadows
More subtle shading
Ambient
Ambient Shade =0 then
Non-directional light
Simulates diffuse scattered light
Lights the dark/shaded areas uniformly.
No decay
No spec
No bump (if no other lights in scene)
Ambient Shade > 0 then
Acts more like a directional light
Ambient Shade = 1 then fully directional.
Area
More realistic highlight sizes (straight long like neon lights)
Soft lighting distribution
Better shadows that vary from hard to soft
Can scale it non uniformly.
Bigger it is the more light that is emitted.
Depth map shadows do not reflect the size and orientation of the area light.
Spec on anisotropic is poorly defined.
Volume
Sphere’s cylinders, box or cone.
Can see a visual icon of where the light falls.
Color Range section lets you blend light colors.
Volume Light Direction is changeable.
3/4 Light setup (Key, Fill, Rim)
lighting_rig
Key
Fill
Rim
Bounce
Parented to geometry
Follow character around.
Light Linking
Selection indicates utilization
Cameras:
Aspect Ratios: Matching BG plates.
Load D1 image as image plane.
Set camera preset to 35mm TV Projection
Fit to Size image plane.
Display Options
View Film and Resolution Gates.
Overscan = 2.0
Creating a Camera turn table:
Several ways:
Automatically in Maya
Manually (better)
Better because you can then change the angle and rotation of the curve and the camera stays with it.
1.Set the number of frames you want the camera to animate around with to be your scene number of frames.
450 is a good speed.
2.Create Circle
Curve circle button
3. Create Camera with aim
4. Create a locator
5. Point constrain the aim to locator
Select locator first then aim
Animation->Contrain->point
6. Attach camera to motion path
Select circle first then the camera group
Animate->Motion Paths->attach to motion path
What is a good camera move:
Flatten tangents.
No jerks.
Smooth transitions. (fade in fade out)
Slow to show off textures and lighting.
Almost no animation.
3 Light setup (Key, Fill, Rim)
Google: Studio Lighting Techniques:
Homework
Websites to sign up at:
Interior Room Lighting.
Do chapter 1 exercise.
Render Logs
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.
Windows Tail Program
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.