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Eddy's Work Thread

* * * * * 5 votes VFX Compositing Matte Painting Nuke Modeling 3D Maya Art Painting I Paint Sometimes

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#76
Eddy Idriss

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Personally I'd slightly rethink the composition a little, particularly the focal point - at the moment I feel like the sun is grabbing too much of the attention away from the shuttle, I think mainly because of the contrast between the sky and mountain.

 

 

As a quick hack for quickly finding the focal point for an image, blur the shit out of it and shrink it down to about 150px wide - you'll immediately be able to see what's drawing focus. In this case your sunset/rise is the focal point.

 

Yeah, just did as you said and your both right. Ill work on getting the focus to the shuttle. Appreciate it.



#77
Eddy Idriss

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Took a break on the Matte Painting and started the mini comp again. I have gone for a different grade this time. The jets might be a bit to bright at the beginning.

 

Password: mini

 


Edited by EIdriss, 20 November 2016 - 07:51 PM.

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#78
Eddy Idriss

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Here are the Lighting concepts that I totally didn't forget about until now  :ph34r:

 

SP6AL7v.jpg

 

R4mpXAz.jpg


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#79
thorna100

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Grade is a little ugly on that mini comp. Its a bit too dark and muddy and the strange green tint creeping in doesn't help. I would pull a little green out, especially in the highlights and bring the midtones up a touch to try and get rid of that muddyness a little. To each there own with grading and stuff though so take it only as a chance to have another look yourself and see if you agree with me. Feel free to disagree haha.


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#80
Eddy Idriss

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Grade is a little ugly on that mini comp. Its a bit too dark and muddy and the strange green tint creeping in doesn't help. I would pull a little green out, especially in the highlights and bring the midtones up a touch to try and get rid of that muddyness a little. To each there own with grading and stuff though so take it only as a chance to have another look yourself and see if you agree with me. Feel free to disagree haha.


Looking back at it now I can see what you mean. Was trying something different, but I agree. The grades a little bit harsh and unnatural. I'll try a bunch of different looks and get some test frames out.

#81
Eddy Idriss

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So I have been playing around in nuke this morning and made a little gizmo that uses noise to subtract from the edge of an alpha. It could have its use somewhere, I used something like this on a roto for a brick wall to variate the edge and remove the smoothness to the alpha. Because the edge of a brick is rough and just to make my life easier I decided I would put my theory to the test.

 

This is really rough and needs some refinement but it works as a simple introduction to creating gizmos.

 

jPRV189.png

 

The way this works is the inputs alpha is inverted and then eroded. I then Min it from the original alpha to get a mask, I then subtract some noise from the alpha, invert it then mask it back into the original. 

 

8DxcIxM.png

 

The diffuse size is the size in the erode node and the diffuse softness is the erode blur. The noise size is the XY in the noise and the Z is the Z. The Noise intensity is controlling the gain of the noise. Here is the result, not perfect because there are some darker parts in the inner perimeter of the alpha but the theory works:

 

bUfyPmb.png

 

Its a simple set up and requires no technical ability. Probably when I look into getting more in depth with gizmos and scripting I could create something less basic. Just thought I would share.



#82
Eddy Idriss

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Here is the reel for today's submission (WIP):

 


Edited by EIdriss, 24 November 2016 - 03:48 PM.

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#83
Christian Fryer

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I don't know if this is because it's a WIP. But the upload is kinda noisy. (to the point where a lot of the details are going wasted)



#84
Eddy Idriss

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I don't know if this is because it's a WIP. But the upload is kinda noisy. (to the point where a lot of the details are going wasted)

vimeos compression bro. It's the bane of us all.
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#85
thorna100

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Looks pretty clean to me!

 

Nice job on this stuff. Man that brown grade is ugly on the bat shots though! It works a bit better on the umping around shot but on Josh and Jack it looks terrible. Like a dodgy sepia preset!

 

Textures are nice on bat creature and its well lit and integrated. Mini comp is good apart from the possibly questionable grade again haha. Maybe my monitor is a lot more contrasy and colourful than the very flat uni ones so it looks better on the uni monitors possibly. Or maybe its just a matter of taste. Not sure ive ever seen any film go for a green sky though really.

 

Ivyman is great. Love that moving fog you added which looks fantastic. Maybe brighten that background light up a bit more to give a stronger sillouette! That could help it pop a little more. But it looks pretty good already!

 

Gizmo is also looking kinda cool. Can't think right now when i would use such a thing but I can imagine a time when it may be useful haha. Maybe for matte painting, is bthat why you have developed it?


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#86
Eddy Idriss

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Looks pretty clean to me!

 

Nice job on this stuff. Man that brown grade is ugly on the bat shots though! It works a bit better on the umping around shot but on Josh and Jack it looks terrible. Like a dodgy sepia preset!

 

Textures are nice on bat creature and its well lit and integrated. Mini comp is good apart from the possibly questionable grade again haha. Maybe my monitor is a lot more contrasy and colourful than the very flat uni ones so it looks better on the uni monitors possibly. Or maybe its just a matter of taste. Not sure ive ever seen any film go for a green sky though really.

 

Ivyman is great. Love that moving fog you added which looks fantastic. Maybe brighten that background light up a bit more to give a stronger sillouette! That could help it pop a little more. But it looks pretty good already!

 

Gizmo is also looking kinda cool. Can't think right now when i would use such a thing but I can imagine a time when it may be useful haha. Maybe for matte painting, is bthat why you have developed it?

 

Haha, I get the grades are a bit too over done. I assure you I am changing them. Appreciate the feedback. The gizmo was for the roto of the brick in the UH creature shot. I am trying to think of small things I can gizmo for future use just in case I need to do something similar in the future. I'll take everything you said into consideration as well as look at the feedback I have been given today in class. 



#87
ChrisTurner

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Hey. For your roto gizmo, try using the noise to actually distort the shape of the roto (change the silhouette) rather than just multiplying the noise over the alpha. The way you're doing it at the moment works, but only for completely black/white values. As soon as you have floating point pixels the effect lessens like an opacity change, rather than lowering the strength of the noise/distortion. 

 

The left is your version, the right is using an iDistort with the noise plugged into the forward channel (and masked to only effect the edge of the alpha you're treating). 

 

D6uRVXX.png

 

To be fair though, a mix of the two together would probably give you a better result if you're using the roto for extracting/layering things, as you'd get a softer result. This way just gets rid of the harsh solid edge which you have on your one. 


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#88
Eddy Idriss

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Hey. For your roto gizmo, try using the noise to actually distort the shape of the roto (change the silhouette) rather than just multiplying the noise over the alpha. The way you're doing it at the moment works, but only for completely black/white values. As soon as you have floating point pixels the effect lessens like an opacity change, rather than lowering the strength of the noise/distortion. 

 

The left is your version, the right is using an iDistort with the noise plugged into the forward channel (and masked to only effect the edge of the alpha you're treating). 

 

To be fair though, a mix of the two together would probably give you a better result if you're using the roto for extracting/layering things, as you'd get a softer result. This way just gets rid of the harsh solid edge which you have on your one. 

Thanks so much, I was thinking of ways to fix that problem. I appreciate it Chris.


Edited by EIdriss, 24 November 2016 - 11:36 PM.


#89
liamdbarlow

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Looking great man!

 

On the ivyman you've got a bit of a crunchy alpha on the screen right door frame, it's only when it's lit up by the smoke so check the alpha you're using to stencil/mask your smoke/fog elements. Also check the camera you're using for the image in the bg behind the door frames, just after the smoke clears it jolts around a bit. 

 

I think as well that if the light source to the right was that bright, the ivyman would have a substantial rim light, so either tone the light down or add a rim light in there. One last thing would also be to bring the sky down a bit, it's looking a bit bright for how the inside is exposed.


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#90
Eddy Idriss

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Looking great man!

 

On the ivyman you've got a bit of a crunchy alpha on the screen right door frame, it's only when it's lit up by the smoke so check the alpha you're using to stencil/mask your smoke/fog elements. Also check the camera you're using for the image in the bg behind the door frames, just after the smoke clears it jolts around a bit. 

 

I think as well that if the light source to the right was that bright, the ivyman would have a substantial rim light, so either tone the light down or add a rim light in there. One last thing would also be to bring the sky down a bit, it's looking a bit bright for how the inside is exposed.

 

Thanks Liam. Appreciate it.

 

 

 so

 

I was looking at a few tutorials online and I came across an awesome video by Hugo Guerra on the Reconcile 3D node. I thought I could use it to create fog lights for the car. this is just a proof of concept for now.

 

Password: fog

 

 

So the way I got this working without the alembic cache was to use the deep comp as reference for the axis node:

 

JlDNZia.png

 

Here is the scene set up. I am using an expression in the XY from the reconcile node to drive the volume ray to create the volumetric fog light. all of this was done without the use of maya.

 

ilpyRrE.png

 

This is the result on the plate:

 

s7Q5VN0.png

 

I am going to do something with this to make the comp more interesting I guess. Aiming for maybe a night shot.


Edited by EIdriss, 25 November 2016 - 12:31 AM.

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