Categories
Collaborative

Week 8: Booking Props and Simulation Video.

We held a meeting at noon on February 27th, this meeting was mainly to discuss the content of the video as well as the props. We decided to rent props to improve our performance.

Meeting 9

Jiageng and Xiaoyan suggested buying the bed, IV stands, and curtains but this would potentially be a waste after teh shoot as we would need to throw them away. I wasn’t a fan of the idea, not only because it was expensive, but also because it would be a waste. I was able to find a company online, called Film Medical Services. They rent out medical props for a week and this was exactly what we were looking for.

This week, I also had to make the Simulation video for act 3, which would be projected on a circular screen. The idea I pitched was that the actor would be standing in the centre of the circle and different medical equipment like a vial, cannula and pills would attack the actor and whenever these models hit the actor on the video the virus-cells will reduce. ( Act 3 is the treatment )

Maya Simulation
Maya Simulation

Beuse I knew how to work with Maya, I started working on the simulation using Maya. I used nPartical, but I couldn’t achieve what I wanted. I even watched a few yYouTube videos, but I was still unable to do it and when it worked, Maya crashed, so I gave up. On Monday I asked Nick for help and he showed me how to work on it but it was still crashing. Then my team mate Saurabh suggested Houdini. I had never used it before, but he showed me how to use the particle.

Houdini Simulation

To create the simulation, first I created a sphere and connected it to popnet. Inside the popnet created a source input, in which I controlled the simulation and then added popforce and later added popdrag so the object doesn’t have a smooth flow which will make the simulation look fake. Then added a wire_pops_into_here then popobject contacted both of them to popsolver.

For the triangle virus cell, I needed to add an attribrvop and attribrandomize so that they don’t float in on angel. I create simulation 5 because the plan was to hit the actor with 5 different models so every time the model hit the actor the cell gets smaller.   

Houdini

While rendering in Houdini for the first time, I had some problems, for example, there was no texture for some cells and the cells were flickering. I didn’t know what was the problem but I spoke to IT and they helped me fix it. The problem was that in Houdini the render options for Declare Materials were on “save only referenced materials and shaders” but it should have been on “save all materials and shaders”

The final render took 1 whole day to complete, but it was worth it.

Render Video

We rehearsed at the final venue, and this time we rehearsed the entire process, as well as rehearsed in the venue with the lighting, the sound and the camera.

My job was to set up the lights and camera to make sure that everything goes smoothly on the day of the final shoot. The layout was made to make sure that the design of the VR matches the live-action set-up. 

In the beginning, I thought it was more like a short film so it would have multiple cuts and cameras with shots stitched together. Xiaoyan suggested a theatre-style approach, so we went with point-and-shot. For the lighting, she wanted the base lighting and two RGB lights so she can change the lights when the mood of the story changed.

Categories
Collaborative

Week 7: Texturing and Rehearsal.

We had our first offline rehearsal on February 23rd. This was attended by Minghong Zhang, Xiaoyan Dong, Jiageng Guo, and Zhongge Sui, as well as Wanwei Zhong and myself. The rehearsal was at college. We mainly rehearsed the first and second acts in order to mobilize the actors’ emotions and let them understand their roles.

In the beginning, we didn’t have a proper location to have a rehearsal or shoot the final video, so I thought of shooting it in college, but we weren’t sure what room we could use. I then spoke to Pav he said that we can have a rehearsal in M312 and we can shoot the final video in W108. We saw the place later and it was perfect. 

The team had asked me to shoot and edit the video, so I had to make sure that everything was working before the shoot. I had to make sure that the VR and the live-action were blended well and matched each other in the post. 

In the First brief, the plan was to project whatever is happening in the VR onto the background by using a projector, but it would be difficult to light up the stage for the live action. The next week in my Nuke class, Gonzalo showed us how to work with a green screen, which made me think about shooting the whole project in front of a green screen. I have previously also worked with chroma-keying. I pitched the idea to Xiaoyan and we decided to go ahead with it.

During the rehearsal, I quickly took a shot of the green screen and asked Zhang to make a short video from the VR to see if the green screen will work. I removed the background using Premiere Pro for the demo to show the team.

Demo

I started texturing all the moodle after I got confirmation from the team that the models are looking fine and they would not need any changes. I started texturing the bedroom first because it had a lot of elements.

For these models, I have applied base colours and presets from AIstand materials like chrome, velvet, glasses and hair physical shader. I changed a few settings like transparency, bump map, roughness and metalness. 

For the models which are shown above, I have added texture from the internet, and then textured in the hyper shade. The UVs were a little complicated, because I didn’t know how to work with them, so I learnt about them on YouTube and after watching a lot of videos, I was able to understand how to work with them. I was advised by the VR team not to give any texture to the inside of the photo frame and the mirror.

Texture

The most complex UV was for the pillow, because it had a lot of faces. I learned two ways to unwrap the UV. The first way is to go to the UV editor under toolkit – go to crate and click automatic, cylindrical or spherical. The second way is to use Camera Based. Both of these did not work perfectly, so I had to use sew and stitch.

Categories
Collaborative

Week 6: Making new Models and Fixing Modeling Problems in Unity.

The sixth meeting was held at 20:45 on the 15th of February. In this meeting, we specifically discussed the models needed for act III, the scenes and the interaction gameplay of act III.

We needed to add more models in the bedroom so that there would be more interaction with the live action. I was asked to model a coat rack and wind chimes. 

The coat rack was created by using simple shapes like cylinders, corn and torus. To makes the curves for the handles, I used the EP curve tool and extruded only one face of the cylinder.

For the glass wind chime I used simple shapes like cylinders, boxes and spheres. To make the glass spheres, I deleted a few faces from the bottom of the spheres and extruded them outwards. For the card, I used a box and for a few faces, I used circularize to make a hole.

Later that week we had a meeting which was held on February 20 at 4:00 p.m. We discussed some concepts for the fourth act and some issues with rehearsals and shooting locations. We also communicated about some issues with the previous models at this meeting.

Meeting 7

We had a few problems at hand, the first being the location to shoot the live-action. We discussed booking a theatre for that purpose, but this was out of our budget.

The next problem was that all the FBX files I sent to Jiageng didn’t have the desirable surface and the bed curtains were a box. That is the reason for my confused expression in the picture above.

I couldn’t figure out what the problem was, so I started looking for solutions on YouTube and Google. Later, I found out that if you smooth a surface by pressing 3 in Maya, that smoothness won’t be carried over to another software. You needed to give the surface mesh smooth and then export it to FBX.

Unity

We also saw a demo of the VR and saw the interaction and Jiageng shot a small video.

Demo
Categories
Collaborative

Week 5: Modelling the Cells and Medical Equipment.

The fourth meeting took place on February 9th at 7:30 pm. This meeting took place after the VR mid-crit, and they got some feedback from their mentors, in which they discussed some concepts and details related to the third act, and they also created more clear divisions between the virtual part of the video and the realistic performance.

Meeting 4
Act Brack Down

We also planned to make two videos which will come at the end of act III and between act IV and act V. Near the end of act III, there will be an interactive part from the VR, for the treatment part.

The plan for the end of act III was to keep the patient in the middle of a 360 screen and he will see the video, There will be three to four 3d models around him and when he reaches for these models, the video will change or there will be a reaction in the video.

The second video was for act IV which will be at the end of the VR world. This would be just played on a plain screen and there would not be any interactions but the actor would just sit on the bed and realise that he is going to leave the virtual world.

Act III

For act III, we had to model cells and for the video, we had to model cells and a few pieces of medical equipment for the actor to interact with so that the video can change.

To make the model of the vial, I took a cylinder changed the division and deleted the top face and then extended the edges to make the inside of the model. To get the shape of the vial, I used an edge loop and made the shape. For the cap of the vial, I used the cylinder and made the rubber seal with the centre face. Then I extruded the inverse of the edge. For the edges, I added an edge ring to make it smooth. For the liquid inside the vial, I used a cylinder and used sculpting tools like pull and shapen, soft edges.

The cannula can be broken down into many parts. I started off with the body, then I extruded the cylinder and used the circularize to make perfect holes on the wings of the body, I used the same matter to make the Luer connector. The port cap was created by using the same tools. 

To make the needle grip, I combined multip cylinders to shape the body. For the needle grip itself, I used the cylinder and extruded and moved the edges and face to give it the shape.

Cannula

Then I added a needle and the needle cap and also added tubing by drawing a line on the EP curve tool and extruding on only one face of the cylinder to make the tube.

The next task was to start working on the cells. First came the DNA, creating this was fun and easy. I used a sphere and gave a nose in texture to give it an uneven look and gave it MASH. Then I gave more points and moved it x distance and gave it 360 x rotate, following which I flipped it to make the other side. To make the connector, I used a duplicate special.

For the RBC, I used a sphere and used soft selection and pulled-in inverts and used a sculpting tool to make imperfections. For the WBC sphere, I gave it noise in textures and put some smaller cells inside the cell.

For the green virus, I did the same thing as the WBC but the time I used sculpting tools to pull out to give spikes. For the blue virus, I used a box and gave it a noise texture and used sculpting tools to make spikes, for the Inside of the cell, I added a helix.

This was the 5th meeting but I was unable to attend. The meeting was with the actors, the people who attended were Minghong Zhang, Xiaoyan Dong, Jiageng Guo, Zhongge Sui and Wanwei Zhong. In this meeting, they introduced the basic concept of our project play and process to the actors, and briefly experienced our demo.

5th meeting
Categories
Collaborative

Week 4: Modelling the Bed Room

This week I focused on making the bedroom and all the elements required to make the interaction work.

I started making the mattress using a box and gave it an edged ring to make it more curved. To make the box spring I took a box and extruded the face, inverted and then pushed it down and then added an edged ring to make slats.

Next, I worked on making the headrest for this I took help from YouTub.

Headrest.

I started adding legs to the bed, and then I saw a few images of beds to get an idea of how to make the legs. I saw that they had curtains on them, which gave it a royal look which is what we were going for. For legs, I used a cylinder and then started playing around with an edged ring and extruding the object. I also created the post for the bed to add the curtains.

Reference

For the curtains, I used nCloth. I had never used it before so I took help from Youtube and the video helped me to complete it. I faced a lot of problems while making it, for example, I couldn’t see the wrinkle effect when I moved the anchor points, and later, when I played the emulation it didn’t work as I wanted it to. Because it was a box the other side of it would come to the opposite side and this would appear as black spots.

After playing around for a long time with the settings, I finally managed to make the curtains. I still couldn’t fix the black spots, so I went into edge mode and push all the overlapping edges to the other side. I also modelled a cord tieback to hold the curtains together then added a hook.

Pillow

To make the pillow, I used nCloth again. I used a cube and then flattened it out. Added nCloth to the object then made the gravity 0, then I chose a pressure of about 0.25 to get the pillow to puff up and appear more realistic.

Making the side table was fairly easy as compared to the other objects. I used basic shapes to make it like box and cylinder and then extruded and changed the sizes and edges, and did the same thing with the legs too.

Bedside stool

For the bedside stool, I used the same legs as the side table and gave it the same button style that I used for the headrest.

I used a torus and then extruded and inverted it to make a frame and for the mirror, I did the same, but for the shape of the mirror, I pressed “B” and moved the shapes.

For the lamp, I started off with the bases by using a cylinder for the body I used a cylinder again and sculpted by changing the size and adding the edged ring to give smooth curves.

Bedroom.

The third meeting of the group was held at 8pm on Monday, 6/2/2023. We discussed the composition and details of act II.

In this meeting, Xiaoyan proposed a complete script for act II and marked the interactions that needed to be made in it. The contents of the interactions are

①There will be a sound when the wind chimes are touched

②Player can pick up the picture frame

③The player will touch the music box and the model of the little girl will pop up

④The player walks to the mirror and can see the little girl in the mirror saying hello to the player

Also in this meeting, we discussed some issues with the special effects video. In this meeting, The team asked me if I was able to shoot the video and I was happy to comply.

The blue texts had to be modeled and this was easier to understand than act I. So Saurabh and I decided to divide the models equally.


Polygon Pig (2018), Maya – Create Curtains with nCloth [Online Video]. Available https://www.youtube.com/watch?v=BtrP4lB_dqg&ab_channel=PolygonPig [ 8th February 2023].


Iris Ogli 3D Artist (2019), 3D Modeling Tutorial – Modeling Chesterfield Mattress in Autodesk Maya 2023 [Online Video]. Available https://www.youtube.com/watch?v=hV4E3NKHW2A&ab_channel=IrisOgli3DArtist [ 8th February 2023].

SharmaJi97 (2020). Lamp (online). Available at: https://sketchfab.com/3d-models/lamp-9687d800e7374d49ae6047a35f71d25f [Accessed 8th February 2023].

Categories
Careers Research

VFX Careers.

Compositor.

VFX compositors seamlessly integrate computer-generated (CG) assets, matte paintings, and live-action footage to make a single moving image, known as a shot. They take all the different  assets used such as CG images, live-action footage and matte paintings, and match each layer in light and shadow, colour and grading, perspective, and depth while ensuring each shot maintains continuity within its sequence.

Compositor’s job is to consider the visual aspects of a scene. Realistic lighting is a key one of these. They relight to improve the image’s look and make sure that the CG looks like it is on the plate. Compositor’s work is the last part of the pipeline.

The compositor works closely with the Roto artist. The mattes which roto artists produce serve as important layers for compositors to work with. Prep artists create clean plates for compositors. Roto artists and Prep artists work towards being Compositors.

When I joined UAL, I didn’t know much about the different job roles in the Visual effects industry. I use to think that visual effects was a role. After going to throw all the jobs and their discretion, I realised that I would like to become a Compositor. It is ready exciting to add  CG to live-action footage and make it look like it was all shot in real life. Ultimately I would like to open a window into another world throw my work.

Weta Digital (2019), Avengers: Infinity War VFX | Breakdown – Compositing | Weta DigitalYouTube[Online Video]. Available from: https://www.youtube.com/watch?v=l2w1EaIrRpQ&ab_channel=WetaDigital [ 25th February 2023].

Fireball VFX (2018), Who is the Compositor & Visual Effects Artist and How to Become One | VFX | LESSON 01 [Online Video]. Available from: https://www.youtube.com/watch?v=NH9jp7RXoX4&ab_channel=FireballVFX [ 25th February 2023].

Categories
Nuke Term II

Week 5: CG Machine.

This week we saw to add a CG object to a plate and how to colour-correct to match it to the plate. So we have to complete the garage for this month and we need to add artefacts on the walls and or the floor.

Gonzalo started off the class by going throw what we have done with the plate and how we have achieved it like, match move and clean up and roto. Then moved to a basic grade match, for example, we took 2 different colour plates and match the colour of one plate to another by adding the grade node under the plate which you want to change the colour for then selecting the white point from the main plate then selecting the gain from the plate you want the colour from while picking the colour you make sure you press the command and shift. Then we tied the same things with a different plate but this time we used the black point and the lift.

Basic Grade Match

There are different parts in the nodes and Gonzalo took us over all of them and their use. The first stop was the Master CG CC.

Node Map

So we started with the basic grade match with the help of grades before we start messing around with the Multipass, following the same process we did on top. While picking up the colours you should make sure that you pick not from the darkest or the brightest. We used these nodes to do the basing colouring.

Next was Multipass Comp, the 3d moulded was rendered in Arnold so it was Armold Multipass. The main thing about this is that, if you only needed to change something then only change it otherwise you should not teach it just because you have the option to. For this, we just changed only the specular direct and specular indirect, so that the machine refutation is lowed and as a glow to it. We use the Plus to merge to add them.

Nodes

After that came ID and adding Re-texter, first we select the area to which you want to add the texture then get the key light tool and invert. make a Shuffle node then give it to STMap secure and make sure that the channels are on RGB not all, for the texture add grade and do the grade match then added a copy node and then premult then before the texture plate is added to the Master CG CC add a Multiply so that you control the effect on the texture.

Node

Next was the shadow, which is an important part of the CG it gives a feeling that the object is not flowing or not there. So whenever you. added a shadow you needed to use multiply for the merger. We used the AO in the Shuffle and Shadow mask and the Shadow Matte added the shadows

Nodes

Relighting, we used the Normal pass and the Position pass passing it to the PP mask hub this helped to get the alpha for the object using screen merge giving a grade to light it up.

Motion blur, if you have the Motion vector in your render you can do the changes on that otherwise, put a remove node but the optraion is keep that passes to the motion blur 3d plugin the camera added the vector blur. Added Grain and the Chroma aberration and defocus to make sure that the CG match the plate exactly. Using the defocus node we did the defocusing and added the remove node and naked to keep for the grain, we used the Grain node and matched the RGB add the keymix.

For the homework, we had to add more artefacts on the wall and the around the plate.

Categories
Careers Research

VFX Careers.

Prep/Paint Artist.

Prep Artists, also known as Paint Artists, work with composers to help them integrate all elements of an image, including CG and live action, to create visual effects movies. They remove unwanted objects from plate such as cables, rigs, crew, mocap people and tracking markers. Artists use specialized VFX software to clean up records. There are many processes that are used to perform this cleanup. 

They remove unwanted dust and scratches from the frame. Artists eliminate dropped frames when a camera was unable to capture all the frames in a given time, resulting in small jerks in the action. Prepare the artists, clean up the backgrounds of the live images so that the composer can overlay the effects

In the workflow, after master edits, the plate is handed over to that prep artist, or the prep artists work with the compositors and hand over their plates to the artists to begin work. They also work with Roto artists who cut objects and help clean up plates. In small companies, the work of the prep artist and the roto artist are combined 

Prep/paint artists usually use Roto Paint to clean up, so they need to be good at drawing and know how to use a graphics tablet and pen to clean up. They must have a sharp eye patch so they can edit even the smallest details so that no one can figure out that they have been working on the scene. Painters should also be familiar with programs such as Maya, Photoshop, Houdini and Nuke.

In this video, he brakes down the role of a Prep Artist and what is the workflow like. (Sorry it is in Hindi, I couldn’t find a video in English)

While working as a prep artist, opens a lot of doors as the job is an entry-level job it is better to understand the compositing department’s work and climb up the ladder. It is very important to know what you want to be before joining any department. I would love to work as a prep artist, I like how we can make wires, rigs, crew, mocap people, and tracking markers go away and this always use to fascinates me. While applying to the college I made a video where I used rigs removal, I will add the video below. 

PixelSpark Studios (2018), What Is A Prep Artist in Visual Effects? – VFX QUICKIE [HINDI] YouTube[Online Video]. Available from: https://www.youtube.com/watch?v=DyTmHG43aVE&ab_channel=PixelSparkStudios [ 16th February 2023].

Categories
Maya Term II

Week 5: Oddly Satisfying

This week we are going to start a new project called oddly satisfying videos, Nick like to call it some new every week, but I will go with this. We have to complete this work in 4 weeks we can use any tools we want and we can make it however long we want but the only thing it should have is that it should loop and satisfy Nikc :D. The first thing Nick showed us was how to use Mash in Maya, and some of the tools on it were really cool. 

To create a mash first you need an object then go to menu setup and change to animation, in the toolbar there will be Mash. If you click on the tools setting you will find more options if you want the duplicate to be in what order. So creating Mash will help to design and the Mash editor will help to see what nodes have been added. 

Crate Mas
Mash Option

In the Attribute editor, there are a lot of options to choose from, whenever clicked on any one of the options there will be a new node added to the Mash editor and in the attribute editor you will see a new attribute which can be changed in regards to the option you chose.

So the first object you make will be the father, so if you change the shape of the father, it will be effecting all the other objects, in the blow image you can the centre object is the father. To make the objects be a path or move around in a prequel path can be done easily in MASh just need to give the object the curve tool and drop the path in “input Cures”. Distribute is a default node this will help to males the bases change like the number of pinots, rotation, the distance between objects and more all of the attributes can be keyed in MASH.

For my satisfying video, I thought to combine these two videos. The plan is to make a ball go down the satire and where ever it hits the ground the sense will change. 

https://www.pinterest.co.uk/pin/610378555784945634/
https://www.pinterest.co.uk/pin/610378555784945629/

So first I got a box and then gave it belve and then moved the anchor point by pressing D then pressed X to anap to the corner then copied the box to make stairs. I moved the stairs down and gave it the keys then went to the graph editor and did some changes in there.

Later I made a sphere, and then gave it the movement of going up and down and keyed them. In the graph editor, I gave it a linear tangent to the ends and this is how it looks.

Graph Editor
Play Blast
Categories
Careers Research

VFX Careers.

Roto artist.

I will be discussing the role of a rotoscope artist. Roto artists manually draw around and cut out objects or people from the frames so that only the required parts of the image can be used. This creates roto mattes, similar to silhouettes, within the frame to allow for CG hold-outs. If the sequence involves camera movement, roto artists must work frame-by-frame to ensure the silhouettes continue to match the plate. The artists work on the areas of live-action frames where CG images or other live-action images will overlap or interact with the live image. This technique is known as rotoscoping.

Introduction to rotoscope in nuke.

The workflow of the Roto artist starts by getting the plate and then working on the rotoing and finalising the shot with the compositors if it gets a green light from the Compositing supervisor, it will then move to the Prep artist. The Prep artist will clean up the backgrounds and remove any unwanted dust and scratches from the frame. It is then moved on to the Compositor.

When I was researching rotoscoping and its process I came across the site “Into Film” which described more about the history and it was quite interesting. The whole reason it was built was to give film-like real movements to animation. So The technique was originally achieved by filming scenes in live action and then using a projector, hooked up to a car headlamp to amp up the brightness, and it showed each frame on a screen with tracing paper. Then they just played it back, frame by frame, so that an animator could trace the action in every frame, thus capturing the movement of the actors. It was a way to film real movements to create better animation. 

History of rotoscope.

A Roto artist will need to know how to use Silhouette and Nuke to create and track roto shapes for various elements within a shot. Creating roto mattes for compositors and foreground mattes for animators with a comprehensive understanding of how these mattes will be used is vital. Shape creation/editing; shape animation by hand and with trackers; and shape compositing and opacity settings, maintaining consistency of visuals and style throughout the production. Basic green and blue screen compositing are various things that a roto artist will need to be skilled in.

At the beginning of the course, when I was speaking to Gonzalo about compositing and how to get into the industry he told me that an entry-level job will be as a roto artist. At that time didn’t know much about rotoing. after I came to know about it. I thought rotoing was only done frame by frame and I felt like it was a tedious job. After now having completed my first term, I understand that there are better methods and more comfortable ways to do roto like using a 3D camera which I used recently in one of our projects and also using tracks. While researching the topic got to learn a lot more about it like its history.

ActionVFX (2022), Nuke Rotoscoping Tutorial – Introduction to Roto Node. YouTube[Online Video]. Available from https://www.youtube.com/watch?v=ELg9ncl-0Wo&ab_channel=ActionV [ 9th February 2023].

Vox (2019), The trick that made animation realistic. YouTube[Online Video]. Available from https://www.youtube.com/watch?v=IS1hCSsmH1E&ab_channel=Vox [ 9th February 2023].