Saturday, November 13, 2010

lighting tests, cntd.

[2012 UPDATE: The passwords for the following videos are "test"]

Shot001_LightTest_11.10.10 from Shreyasi Das on Vimeo.

Re-did some lighting tests, with the character textured correctly this time. It's not bad, but it still feels flat to me. Going to play around with the lights more before break starts and I don't have the privilege of rendering in the lab anymore.. Rim lights should help break out the flatness a little, and probably a little more contrast. Other than that, I don't want to get carried away with lighting and texturing. Animating the clocks from shot-to-shot is going to take some meticulous thought, and that's next on my list to tackle before I start animating next quarter.

I also plan on thumbnailing most of my shots over break.

Shot010_LightTest_11.10.10 from Shreyasi Das on Vimeo.

Also, working title has been changed to "Dissonance".


  1. I don't know what your plan is for the clocks shot to shot, but you can always make a master file where the clocks are all animated and on infinite cycles and just reference that in as your master scene file.

    If you end up wanting specific control over just a few clocks in each shot, you can just hide the referenced one and bring in a fresh one that you can animate to your heart's content. But that does mean every shot would start with the clocks at the same position unless you start using frame ranges that don't start at 1...

    You could just do a hard import and be able to slide around the cycle per shot, but then you can't easily make changes to the clock design or anything and have it flow into every shot.

    Better yet, you could use referencing with no animation on the referenced clocks and check out some scripts that export/import animation. Then you can just plug in that infinite cycle of animation for all the clocks and slide it around and adjust it per shot so they are different shot to shot. That's probably the better solution. Just remember that Maya is specific about selection order, so that could become really important when exporting/importing animation. But that's fairly easy because once you've hand selected all the clocks once, just go into the script editor and you can copy out the code that selects them in that exact order and save it to your shelf or something.

  2. yeah, I'm going to experiment with it.

    Right now, I'm doing it the first way, with the master set file referenced in. But that obviously means each shot starts at the 12 o clock position and also that I can't change the animation. How do you select which frames to have referenced in? Because then, my master file could just be the duration of my film and I could easily plug the file into each shot without making separate master files for each shot.

    And yeah, I plan on not having animation referenced in for the specific clocks I want animated.

    In the end, when everything is out of synch and doesn't need to follow a soundtrack, Mark suggested baking the animation and sliding everything around. I haven't tried baking animations yet, so it's up for experimentation.