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Maya Term II

Week 8: Oddly Satisfying.

Today, I had to complete the texturing of the whole Satisfying animation. I wanted to go with something with a marble and earthy texture. I used Unsplash for the texture, I tried Poly Haven but they didn’t offer many options. I used Adobe Colour to get complementary colours so that the environment looks satisfying. 

I went with the Pink marble for the slide and gave it shine. For the ground, I gave a cream and white marble, which is a complementary colour for pink. For the wheels, I went with steel and brown marble. I don’t know why the render colours look flat, it might be because it’s raw.

Animation

I still didn’t like the texture, so I thought I’ll change it. I went with white marble and changed the wheel which was steel blue and white. While I was changing the texture of the wheel, I realized that the UV is still not right and I needed to fix that again. I added a blue background to fill it up with empty space.

Nick told me that the background looks too plain and I need to add something. He suggested that I could add water, so I started to work on that. To create the water simulation, I used the Ocean shader and then gave it Ocean texture in the Standard Surface to make the water look more realistic. The problem faced with water was that it is hard to loop the simulation, so I had to try different things to get it to work. I was also told that the side texture of the slide would be better if I changed it. The whole animation was also missing imperfections, so I added a bump map.  

Bump Map

Another problem I faced was the water simulation was that it wouldn’t render with Arnold and I had to render it with Maya Viewpoint 2.0 and later comp them in another software.

Water loop (playblast)
Categories
Maya Term II

Week 7: Oddly Satisfying.

I started the day by tidying up the animation, I felt that the wheels were too close to each other, so I moved them apart to give space for the animation to look more satisfying. 

Next was to make the environment, I started off with the slide on which the wheel will move. To create this, I selected the inner faces of the wheel and the same EP curve which was set to a path for the wheel, and then extrude on it. 

I was unhappy with the slide I made, so I started working on it again. This time I used a Pipe and then extruded on the EP curve. To make the slide stand, I extruded the Pipe in the centre.

I didn’t know, what to do with the environment, so I just added walls and thought to texture it and I made a small path for the wheels to roll.

Environment

Next, I start working on the UV and I didn’t know that it would take me the whole day to work on only the slide. I had to do this again for the other side as well.

After I got done with the side I started working on the wheels, which was way easier than the slide any day, but the problem was that I had to unripe the UV for 6 wheels and it took some time.

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Maya Term II

Week 6: Oddly Satisfying.

This week I was planning to texture the steps and the environment. To do this I had to learn how to use Substance Painter and export want work to substance. When I was doing this Nick told me that the animation that I was working on was simple and easy to do, so I started looking for more ideas to build something new.

https://www.pinterest.co.uk/pin/610378555784945568/
Video Reference

To create the animation, first I need to plan what will I use mash or keyframe animation, after looking at what I wanted to do I went with keyframe animation. To start off I needed to make the wheel, I used a Pipe and then added an edge ring to make it smooth. Later duplicated it and deleted half of both the wheels and filled the hole with Face Fill. Then I created the path by EP curve, so one half of the wheel will be moving on it. To move the wheel I used the Attach to Motion Path.

Next was to make it roll to the other side so that the other half of the wheel goes up to do this, I had to copy and paste the EP curve and the half of the wheel. Then I had to give it Attach to Motion Path but reverse it and I could do this in Graph Editor.

Animation

For the other half of the wheel, I just keyed in a way that it looks like the wheel is rolling in and rolling out of the frame, and the loop was ready. now I need to figure out how to fill the gaps to make it look like it is a continuous chain of wheels. To achieve this I grouped the first loop and then pasted it. Then I changed the keys so it looks like the wheel are rolling in one after the other. After looking at it for a while I felt that I needed to add one loop to make it look like a chain of wheels.

Animation
Graph Editor.
Categories
Nuke Term II

Week 8: Motion Vector and Clean up.

The class was started by Gonzalo explaining the importance of regrain in your plate and how to work with them. We saw 3 different alternatives. The first one was to use the minus the original plate and the denoise. The second way is to use a regrain node. The third way was to use a new gizmo and this was now the standard in the industry, it’s called DasGrain.

Patching was the next thing we learnt. We had learnt how to fix the patch and cover them up, but it was on a balanced light this class was about how to cover them up with uneven lighting. We saw different ways to tackle it. High and low-frequency, image frequency separation help to preserve details and later reuse the details during cleaning. To get the low frequency we use blur and to get the high frequency we use from, then use plus to marge them. 

The next method was similar, but this time we used the divide and multiply, we use only one roto paint and we can use the blur to control the light.

The final method was to track the point you want to patch, then use blur for the premult and the patch and then divide them, and then multiply with the patch. Later grain the back and over it with the plate. This way the patch will move with the track and the light will move with it.

The curve tool helps to match fluctuating colours or remove a fluctuation, what I mean by fluctuation is any kind of light. How this tool works is, first to select the region to match, this could be the whole frame or a part by rotoing it. Then hit the ‘GO” button to analyse the range. Next copy the Maximum and Minimum Luminescence Pixel Value and paste it into the Grade lift and gain. Then added Grade to the plate which has to match the light.

The next way we saw how to clean up the patch was easier and quicker. First roto around the marker, then transform and move the plate a little bit so you can hide the marker. Tack the point and past the value to the roto. Oremult and merge over the original plate.

Roto and Transform.

The next method is the same as the before one, but in this, we use roto paint to do the patchwork and roto around the marker we need an alpha to cut out the region with which we cloned. 

InPaint is the best way to work on patch removal. First roto the area you want to patch and track it. Matte to InPanit and make sure it is on Matte Aplha then adjust the setting. Added the grain to the patch, copy the alpha of the patch to the alpha of the regrain and premult.

Before going to the motion vector, we saw the Expression node and how to use it and learnt more about UV. 

The Smart Vector node calculates all the pixels which have moved and produces a video which later can be tracked in Vector Distort. The Vector Distort has different output options the default is Wasrped Src, this potion is too heavy and might slow the project. Next, the St-Map option is lighter than Wasrped Src.

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Collaborative Showreel

Collaborative Showreel

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Nuke Term II

Week 7: Different technics to remove the green screen.

Last week saw how to despill images, and this week’s class started by showing us how to protect areas where you needed to keep the green, for example, if the actor is holding a green bag or the acter eyes are green. To protect this we can use marge operations in this way.

Minus: by minus Original from the despill plate you get the luminosity lost by removing green.

Multiply: the background over those luminosity values.

Plus: it is over original to add a background in the transparencies.

We can also, use the saturate node to desaturate and this help to remove unwanted colours.

Add Mix was a new node we used in this class, Add Mix works like a marge but with Add Mix, we can control the alpha from both channels by utilising the graph.  

Add Mix

Additive Key is not a node but it is an image-blending technique used to recover fine detail in difficult areas such as hair, soft transparencies and motion blur, edge treatment and despill can create very good results to better integrate your plate to the background Additive Key manipulates lightness values in the fine details and adds it to the background under the foreground plate. To create this you need to take an average of the plate by using a constant and then minus it with the plate. Use the Saturation to despill then use Grade to adjust the alpha, and then Merge to the background.

Additive Key work flow.

Sometimes when working with greenscreen we might get lucky by getting a clean plate, which means a plate only with the background. This helps a lot when you get this because we don’t have to do IBK and just use divide and multiply to remove the greenscreen.

In the next, we saw how it affects only the ages of the hair to get more of the dilates. By using the colour Lookup node we can control the RGBA to only affects the particular area. Then mask we can mask it with a roto. Mask to the grade and adjust the transparency.

we also saw how to make take alpha from an image without using any key, but this way take an average of the greenscreen and then the difference it with the plate.

Edge Smearing Gizmo, help to restore the edge of the image. This gizmo works better than Edge Extend and is softer. Next, we saw how to make our own Gizmo and I felt this was very helpful for making our work easier.

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Nuke Term II

Week 6: Fundamentals of Greenscreen.

For the next few weeks, we will be taught about greenscreen and the best way to remove it by using a nuke. This week’s class is about the bases of greenscreen.

The class started off by explaining to us about RGB and HSV, we all knew what was RGB (red, green and yellow), but HSV was something we were not sure of. The HSV which stands for Hue Saturation Value the scale provides a numerical readout of your image that corresponds to the colour names contained therein. RGB can also tell us about the HSV, its broke into.

R = HUE: Hue means colour

G = Saturation: Saturation pertains to the amount of white light mixed with a hue.

B = Luminance: Luminance is a measure to describe the perceived brightness of a colour

By using the RGB and HSL the keyer node ( AKA Luminance key) crates alpha for an image or a video. The node also has different operations like a red key, green key and blue key. The keyer has a range which is a graph where you can control the range of the area getting affected. 

Next, we used a shuffle node to isolate colours, for example, we used only one colour like red in the input and for the output connected to all the other colours but not the alpha. Use merge to minus different colours from each other. Using the same technic we remove an area, by just adding an Add mate node and keeping the value at 1 and adding an invert node. Adding a roto can help to affect only one area. Doing this helps to change the colour of an area and it’s easier to roto.

Nuke has a lot of options when coming to keys like:

 IBK Colour and IBK Giamo: IBK stands for Image Based Keyer. It operates with a subtractive or different methodology. It is one of the best keyers in NUKE for getting detail out of fine hair and severely motion-blurred edges.

Chroma Keyer: tends to work better with more evenly lit screens that are more of a saturated colour. NUKE’s chroma keyer is that it takes full advantage of any GPU device you have in your system over the other software.

Key Light: It is a really great keyer overall and does colour spill.

Primatte: This is a 3D keyer. It uses a special algorithm that puts the colours into 3D colour space and creates a 3d geometric shape to select colours from that space.

Ultimatte: keys that are good to get detail and pull shadows and transparency from the same image.

Keys node

Despill is prose when you remove the green which has reflected on an object. When the object standing in front of the green scene the skin reflects the green colour. We can use IBK or the Keylight to despill. 

Despill.

For homework, we had to add an image by removing the green screen from the video.

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Collaborative

Critical Reflection.

At the beginning of the collaborative unit, I had some self-doubt because I was not sure if I would be able to deliver what the team required and unsure if I was able to deliver it in time to meet deadlines. I had this feeling because I was fairly new to 3D modelling. After this unit, I can confidently say that I do not have any self-doubts anymore and I can work comfortably with 3D modelling. 

Teamwork is a major part of the collaborative unit and we all came from different courses and fields of expertise as well as different cultural backgrounds, so we had to find a common ground to complete the project to the required standards. One of the ways we achieved this goal was by conducting regular meetings, so all of us could check in on each other and get updates on the progress. I felt that when one of us would miss these meetings now and again, it would be hard for the team to get that person up-to-date on the progress of the team, and also wasted a lot of time getting them up to speed. This helped me to understand the significance of attending every meeting.

Having a good workflow is an important tool for a team. This helps teammates to understand what they needed to work on and what the next task is. This also helps to divide work equally, so everyone can be a part of it. I feel that our team didn’t have a good workflow, because I was requested to model a specific object but in the final video, there was a different model which was downloaded from the internet and my model was never used. This was never discussed and the decision to use a different model was made unilaterally. I also saw that one teammate would do all the work and sometimes even end up doing the work which had been assigned to someone else and perhaps this ended up being an unfair division of work. 

Communication is the backbone of a team and it also helps the teammates to be on the same page. This was a major factor that was missing from our team. We had a language barrier with some members of the team and we would struggle to communicate our ideas with each other sometimes and perhaps this lead to misunderstandings. Now after looking at the outcome I felt that the VR team and the 3D modelling team didn’t have adequate communication with each other. For example. I had modelled the whole bedroom and given the texture and handed it over to the VR team and later, during the final submission realised that none of the texture which I had given was used. I was required to make a simulation of virus cells and even that was not used. This taught me two things, one is not to assume that your model will be used, and the next is to follow up with your teammates and ask what is happening with your model or if they need help with it. 

The collaborative unit taught me a lot of new things like working with new software, understanding how VR performs, and how to perform better in a team and all in all, it was a good experience.

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Collaborative

Week 10: Editing and Compositing.

We planned to edit the video over the weekend, but our VR had some problems, so we had to record the VR again and match it with the live action. I had 2 days to edit and composite the video. 

I had to wait till Xiaoyan gave me the video of the VR recording and she wanted to edit the audio and send it to me separately. I got all the videos and audio on Monday and then I started removing the green screen. 

To remove the green screen I used Nuke, first mature I used was the IBK node and I was not that happy with the result. The curtain stand was made out of chrome, so everything was refracted because of that and the stand reflected the green screen. While removing the green screen even the stand became transparent. 

The next thing I tried was to get a clean plate of the greenscreen without any props or actors and then I could use the Spill Replace and use Divide and Multiply. Later, I combined the audio with the video and I also did baes colour colouration.  

I felt that the audio had some noise and it didn’t sound clean, so I put the audio into Audition and did a quick cleanup.

First not clean and second clean.

I also had a problem matching the audio to the video. I shot the video at 29.97 fps and Xiaoyan sent the audio which was 24 fps. I didn’t know how to fix the problem I tried to change the fps when I was rendering the video from Nuke at 24 and still didn’t work. When I spoke to Gonzalo he asked me to get the audio working file and put it on the timeline and see if that works. When I asked Xiaoyan about the working file, unfortunately, she had already deleted it. The next thing Gonzalo advised was to make sure all the elements have the same fps, like the videos, audio and timeline, but even that didn’t help. 

Later that day I came home and tried to fix the problem, and I did exactly the opposite of what Gonzalo said, and I got lucky and it did work! I changed the fps of the timeline to 24 fps, the video to 29.97 fps and the audio to 29.97 fps.

This is what the final video looks like.

Categories
Collaborative

Week 9: Shooting.

To get the props to college, we had planned to go to the location by tube and then get a cab back with the props. When we reached Film Medical Services we saw this.

Film Medical Services.

The problem was that the props were way too big to get into a cab. A person from the store said that there is a company called Deadline which could pick it up and deliver it to us, so we booked them for the pick next morning and we planned to shoot at 6 pm.

We had one more problem, and that was the floor in the room was green and when removing the green screen even the floor would transparent. This would make the actor look like they are floating. We weren’t sure what to do with this. The next thing I did was speak to Christos and he arranged for something to cover the floor.

Floor covered.

We all had a role to play in the shooting and we had a worksheet so that everyone knows what their task is.

Work Sheet

I had to do a few things before the shoot: the first thing was to set up the camera. For the shoot we used Blackmagic 4K. I was new to the Blackmagic ecosystem, I had to watch YouTube videos on how to use it. I am familiar with Sony, Canon and Nikon but I am not familiar with Blackmagic so I took this chance to get to know it better.

My second task was to set up the lights. We used the lights that the room had to offer and kept the kelvin between 6000K to 7000K. I went with these lighting settings because the hospital generally has cooler lights, other than those lights, we used 2 Amaran P60c these were RGB lights and we could control the colours via a phone this helped us a lot and this was easier than using gel sheets.

For the audio, I chose a boom mic with a zoom h4 recorder. I played around with the settings to get cleaner audio. 

I had to do the post-production like compositing the green screen and editing the video, so I told Xiaoyan that we should only capture dislodges for the actors when shooting the video and later I would add the sound effect in the post, but she wanted to play the sound effect while the shoot which I felt was not a good idea.  

After the shoot happens.