Category Archives: Studio I “Spidey Spiderton” WIP

Well actually my sound guy didn’t quite get all the details in the audio finished but it is still pretty finished.  Also the more I look at it the more I maybe wanna get one more interation of animation but shit i dunno.  Here it is. either way this is what will be shown at the VSFX Quarterlies Wednesday March 11, 2009 at the Arnold Hall Auditorium on Bull Street.  Just a little advertising there.

In the midst of attempting to find the plugins directory today with wordpress so I could install the flash video player/embedder and magically make my videos viewable in blog.  I realized that there is a WordPress.COM and a WordPress.ORG whereas the .COM is all in browser type of CMS stuff. the .ORG is an actual standalone that apparently you can use plugins with and have a whole slew of more control.  Thought that was cool and when my new website it posted in a week i’ll be running the standalone blog with my custom made Theme, blam bodda ding!!  anyways………………….

Either right click and save link as or just click the video to view—>finalthumbnail

laters possibly for the last time on this blog………….. loggggiiiinnnggg OFF!

I still have some personal issues with a few things and have gotten some good suggestions from others but I ask myself when is enough, enough?  So I’ve decided to see what everyone thinks who has followed this project and well, I guess i’ll leave it up to you guys to decide whether or not it is finished.  This feed has posts enabled so let me know what you think is and isn’t working with it so I can take some different angles into consideration.  Thanks look forward to seeing some comments.  Enjoy!  In the meantime I’ll be chipping away at the breakdown so all of those that don’t know how it was done can see what’s good behind the scenes I guess you could say…

Click the image to view Quicktime ———->

class17finalrenderscreenshot

until next time…….

Travis

WELLLLLLLLL, the time has come.  Finally I have put together a preComped render of the spider.  Got the animation from Mason last night around 5pm and started grinding out setting up all of the Renderman and Mental Ray render layers in the same file before saving two separate for the farm.  So I have finally ultimately optimized and fixed my pipeline.  I finished rendering all 12 layers or somewhere around there and comping about an hour ago.  So I would say the results came fast and I am happy with the result for the given amount of time I have put in since last night.  I am still working out a few issues with Renderman on the fur passes including reflection, mattes, etc.  So I will be working out those issues this week.  I AM SMILING THOUGH!!!  Which is a good sign with 3 weeks left for tweaking and fixing.  So here you go, ENJOY!  As always breakdown and info posts will come soon after the results postings.

————————-> Click thumbnail to view Quicktime (15.4mb) High Quality

class15renderprecompscreenshot

until next time…………….

Well I have finally gotten my plate all ready to roll and the track 95 percent of the way done.  Also I have shot the files over to Mason Gardner who will be animating the spider for me, I can’t wait to see it.  Heres this plate for now though, no color grading yet just straight off of the HVX200.  I WONT go into details, unfortunately who knows what kind of consequences I could face, but I will just say that it was a real pain in the a$$ to shoot this as a handheld tripod/homeade monopod shot instead of being able to have access to the actual equipment a director would use for this shot aka steadycam, crane, dolly, anything would have been useful.  So our ability to access all the great equipment really made this shot possible……………………  haha.  Anyways I still was able to make it look sweet and I’m happy with it, when the color grade is done it will look much sweeter.

Click the thumbnail to view video:

bgplatescreenshot

until next time……

Here is just a quick preview of the spider with the fur comped with shadows and all that good stuff.  It is a little bandy and theres some artifacts from the compression but I can’t give you all the detail views right away or it will spoil the final result!

Click on the image to view the video:

spiderpreviewthumb

I’ll be posting some stuff later on from my shoot I did last night for the background plate.  There were many things that were successful and a few things that weren’t, many due to time restrictions on the equipment checkout.  Tomorrow night I’ll take advantage of the overnight checkout so I have plenty of time to get what I want.  I think most successful in the shoot was the lighting setup, this was everything I had anticipated and more.  Soooo until then….

Well after the last couple of weeks of experimentation with my environment I have came to a harsh but timely realization that I picked a bad time (Studio 1) to learn a new program and try to incorporate it into my pipeline.  The biggest problem that I have found with Vue is that it primarily caters to WIDE lenses instead of MACRO.  And the whole goal with this project was to have the spider very close to the camera so we can see the gritty details I have so diligently spent my time on.  All of Vue’s algorithms for their materials I found actually reach a maximum resolution which is weird, and also they are based off of the resolution of the terrain they are applied to, which anything about 4096 creates almost billions of polygons and crashes.  And on top of that, the pixelation was still there.  Also upping these resolutions this high up’s then render times.  I also experimented with a manual setup of LOD for distance to camera and optimized it some.  Ultimately it was not feasible to render this without a farm, and I feel that what I still needed to learn for optimization would have taken me longer than I have.  Here is a render of a terrain I had custom built, this is pretty much the result of all the things I experimented with in the last view weeks (that I could actually get rendered) minus custom ecoSystems and what not.  Volumetrics are also another thing to stay away from, using sprites as an alternative for atmospheric affects.

vueEnvExp

Soooooooo.  I’m doing a live action composite of the spider now, AGAIN!  So Joe wanted to see a scary spider from the beginning, and what can I say, I did too.  The problem was coming up with a concept that would be aesthetically pleasing but also portray the fear and give the audience a good view of the entire occurance.  This has been long thinking and after some inspiring discussion I have come up with something.  I checked out the HVX and a lighting kit last night, unsuccesfully shooting some background tests, I am now back to research as to how I will acheive the lighting and camera that I want, ex. gels, dolly, crane, etc.  So between Wednesday ad the weekend I will be getting a hold of the camera again and hopefully have some footage of my background concept for you’re viewing pleasure.  When I get this footage shot and ready I will also include some color grading samples for final Look DEV..  This shot will also require tracking which will be simple but I will keep progress of that posted to.

Here’s a sample of the Fur development so far, I ended up rebuilding all of the descriptions and using multiple descriptions on each part to add more realism.  This render is kinda crappy WIP, but by tomorrow I will have a new one with nicer lighting and shadows and it will be comped over some skin surface FINALLY, so we can see what the spider really looks like for a change.  My goal is to have a turntable posted by class at 11a.m. tomorrow.  So HERE is the fur only..

…………. Ok well I guess wordpress doesn’t like Quicktime files, what a surprise.  So just click the link and it should get you over to my server to view it.

lata

Hello again.  Seems like I’ve been gone for a while but I’ve just been grindin’, grindin’, grindin’.  So all of the studio projects are rolling full fledge now and we are getting stuff done.  I’ve been very busy troubleshooting/developing my spider project and have some exciting renders and feedback to post about it later this evening.  Have decided to scrap the Maya Fur (aka Maya Tubes) because the LOD when you are close to the camera just SUCKS!!!  So by a recommendation of my buddy Adam Flynn I am going to render the Maya Fur with Renderman for Maya which seems to do the trick.  I’ll be posting before/after so we can all see the difference.  You are also able to render with DeepShadows which I will demonstrate later on.

Secondly, I am working hard on Jordan Rempel’s senior project with the submarine.  Am painting all the textures on that, just got it UVed last night and started painting this morning.  We will be seeing DRASTIC progress on that by Friday.  Check out his progress over on his blog for lighting/camera setup and so on.

until then………….

First off I just want to touch on the fact that I did get my previous problem worked out with transferring UV attributes from my textured model over to my identical model that is rigged and weighted.  Worth mentioning is the fact that my fix ended up being a work around because I just realized that it is a bug in Maya’s transfer attributes tool.  Although it says when using the “Component” method that as long as the topology is identical, it doesn’t have to be in the exact same position based on world space.  It may work in some cases, but based on my study, it definitely doesn’t work if the object is skinned/weighted and in a different position.  It causes the same artifacting that I pointed out in renders before.  So what I was able to do, was luckily find an older version of my skinned/weighted model that was no longer in the bind position, but in the same position as my uv/textured model and got the UV’s attribute transfer to work fine with World Space, Local Space, or Component space as long as the models were identically positioned in every way.  I was then able to use the bind pose model as reference to reposition my final spider back to bind pose, which come to find out, most of my rig controllers just needed their transforms set back to zero and it was in bind pose.  I have submitted a problem report to Autodesk about this transfer attribute issue, hopefully it will be addressed.

OK!  So I’m not sure how familiar you are with fur, but if you’re not then you will be after this little tutorial.  As I mentioned before, Maya has an issue with generating mapped attribute files automatically based on the scene file name.  This can cause quite an issue with file management after a while if you are trying to contain your project folder size for something like the renderfarm perhaps and everytime you resave a new file version, it kicks out 20 files at 10mb a piece.  So I’m going to guide you through the fix of this problem.

So in this guide I will provide you with many screenshots (fig. 1, fig. 2, etc.) from Maya2009 in order to help you understand what I am pointing out exactly.  Starting out in Fig.01 you can see that I have selected the right legs and the Fur description associated with it.  As you can see in the image, I have already mapped all of the color attributes from file manually.  Something to know about these attributes is that although they appear to file in maps just as you would in a regular shader attribute and it’s there.  Not in the case of fur.  If you have mapped in all of your color attributes, press render and you should most likely not see any results.  The reason why is because Fur requires these maps to be baked out to new files for referencing.  So now we will proceed to bake out these attribute maps so the fur description can reference them properly.  As you can see in Fig.02 I have demonstrated how to select your attribute and bake it out.  In Fig.03, if you expand the “Details” arrow and then the “Base Color” sub menu after that you can see visually now where this file has been mapped to which is most likely a file named “sceneFileName_polySurfaceFurIsAssignedTo_furDescriptionName_AttributeName” or in my case with the actual names in place “spiderSecondRound67_polySurfaceShape59_rightLegFurMediumHairs_BaseColor” and is located in the default fur directory under “fur/furAttrMap/filename.iff”.  This is where all of the problems begin.  The fact that it has referenced a scene file name will now force it to continue this naming convention, we need to create a detour but it needs to be one that the fur description can still understand.  Worth mentioning is that this method only works for the attributes that have a clickable map (checkered square) button next to the attribute, which just happens to be all of the “color” related maps in the fur description as seen in Fig.04.  So once you have baked all of the attributes to file, go to the furAttrMap directory to edit the filenames of these baked maps.  Oddly enough, like all things in Maya, you would think that we could just delete all object reference names blah blah, and just name the damn file what it is, “rightLegFurMediumHairs_BaseColor” but for some reason Maya wants these color maps to maintain the object reference name which would make it “polySurfaceShape59_rightLegFurMediumHairs_BaseColor”.  So rename all of your files with this convention, deleting the scene name reference and move them all to a new folder insode of this directory that is called “finalMaps” or whatever you want to name it.  Now go back to the same expanded menu from Fig.03 and click on the referenced file name in the table just as I have and make it blue so you know it is selected, then click on the mapItem button and navigate to your newly renamed file and click import.  Now as a test save your file, now save as and rename to a new version.  Voila!  If you navigate to your default fur directory “furAttrMap” and there are no new files, you’ve done it, if their are new files with the original naming format of  “sceneFileName_polySurfaceFurIsAssignedTo_furDescriptionName_AttributeName” than you need to go back and check your mapped file directory path and see if it has changed back to default automatically, these things are very finicky.  So that covers the “color” related maps.

Baldness, Length, Inclination, Roll, Polar, Direction, and all of these are another story.  None of these can be mapped in by the typical (checkered square) clickable map button.  To map these you have to select the fur description and object just as we demonstrated in Fig.01 from the beginning.  Now you go to the rendering dropdown menu so you can select fur options from the top menu bar and scroll down to the Paint Fur Attributes Tool and click the box to the right so it will bring up your tool options as demonstrated in Fig.05 and Fig.06.  Assuming that you have already custom painted these maps and they are ready for import you need to click on the “Fur Attribute” dropdown menu and select your attribute, “Baldness” for example.  Identify your map resolution and then click import on the right side as demonstrated in Fig.07.  Ok, now you have this file mapped in, so lets go customize it’s filename so it won’t auto-generate.  So as you may think, this file can actually be named what it is which is “rightLegFurMediumHairs_Baldness” so If you want to name all of your maps that aren’t color related without reference to object or scene name that is file.  So rename all of these maps, and then go back to your fur description, details tab demonstrated in Fig.03, and map item to your new baldness map that you have generated and placed in your “finalMaps” directory.  Just as before, save, and save as a new file to see if any new maps are generated in the default “furAttrMap” directory.  If there isn’t, you’ve done great, if there is then you need to check the path in the mapped item table.

So this is a LOT of confusing blah blah to take in, I understand, if you have any problems following, just shoot me an email.  If you continue to have problems with the maps re-generating.  One thing I would suggest is in all of those tables under the “Details” tab that displays the mapped files, instead of clicking the file path and clicking “map item” I would manually type in the file path and name into that table.  This worked for a few that were still giving me problems.   HAPPY FURRING and I hope someone got something beneficial out of this post!!

until next time. –Travis

Hey everyone.  Just a quick post letting the viewers know that I will be posting a detailed blog later tonight after my classes that describes all of the troubleshooting issues I’ve solved from the previous posts.  I also ran into other issues while developing the fur, and will be posting what I feel will be a very useful guide to custom fur attribute mapping relating to naming convention specifics that prevent Maya’s automatic re-generation of maps based on scene file name.  Until then….  will have some renders of video too.. wooHoo!

At this point, before I was able really to do anything I needed to get my rigged/weighted model that is in it’s bind pose, combined with another scene that has the model that maintains the UV and texture information.  Don’t ask me why I did it like this, it just kinda happened due to lack of experience when I very first started this project.

So what i’ve done is gone into my scene with the rigged model, I selected everything including the joints and all, then exported them as a .mb so I have only the rigged model, no shaders, uv’s, construction history or anything.  I have also gone into my textured scene and completely stripped it down to bare essentials also.

So using the attribute transfer tool I have transferred the UV’s from the textured model to the rigged one.  I found that it is a lot easier to transfer UV’s to another model than to transfer the rig/weights to the textured model.  These two models are identical in all means except for Vertex position and UV information.

This caused a few issues initially because of Construction History.  Once you transfer the UV’s, you would think you could just delete the source model and be fine right?  NO!  It is sourcing directly from that model as almost an instance.  So my quick solution for this is to put the source on another display layer and hide it.  This did work, and also I finally was able to “Remove History Before Deformers” on the destination model, and had to do Before Deformers because of the rig.  If you just “Delete All by Type: History” you will lose your bind SO BE CAREFUL!!

Ok So I got it all in the same scene and as you can see, they have identical UV’s.  Unfortunately I am getting very weird results demonstrated below.  My next step is to identify the problem and see how to fix it, my next post will be this.  In the meantime, here are some screenshots of what is going on.