Tuesday 31 May 2016

fixing renders in nuke

when compositing, there are times where you'll have problems in your renders like flickering issues . , re-rendering is time consuming and expensive. that's when you have to learn how to fix those problems in your post production which is nuke. (or any other software) some solutions like rotopainting/painting,  cornerpin might be really useful when you need it :D

Monday 30 May 2016

Alembic cache in maya

https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-332E42EB-148B-4AFC-8F8C-B912470609C6-htm.html

more information about alembic cache in maya.

used for exporting geos, rig, cameras and etc.

Heard of many comparision between using fbx or alembic cache.
this website explains more about the differences between alembic cache and fbx file format.

http://www.quadernii.com/2012/12/fbxcollada-vs-alembic-2/

more explanation

http://lesterbanks.com/2013/10/exporting-alembic-from-autodesk-maya/

Thursday 26 May 2016

maya notes.

learnt how to export shader network a few days ago. so as to import it to other files.
File > export selected network in hypershade.

renders in v-ray frame buffer, able to export exr. files.


Friday 20 May 2016

exporting ma. files to after effects for compositing (exporting camera data)

Great tutorial with explanation : http://blog.digitaltutors.com/importing-maya-camera-locators-effects-2d-3d-integration/

Exporting camera data in maya to after effects so as to add 2d objects in  to 3d space in after effects.

** for compositing rendered image and elements that you want to add inside after effects.

1. 2 types of file format that can support camera data.

Discreet RLA/RPF (RLA, RPF; 16 bpc; imports camera data)
Maya camera data (MA)

2. adding locators in your scene. (eg. for the floor, areas where you wanna add additional elements like text in AE)

3. renaming them to null objects. (eg. null_floor_01 , null_text_01)  
-as the amount of locators increased it would be confusing so best to stick with a consistent naming convention for null objects.

4. baking camera animation (edit > keys > bake simulation)

** (locators can be set according to orientation of object if needed.. for comping)

5. Cleaning up maya file by deleting all the other objects except for the nulls and camera, then save as another.

6. done! import to AE







Wednesday 18 May 2016

quads on sphere, modeling


removing triangles from sphere and replacing them with quads

solution 1:  animation -> sculpt deformer on cube.

solution 2: create sphere. delete triangles.  -> look at the number on edges, create plane with equivalent amount of edges. scale it in and put it at the top of sphere, where the hole is.
select vertices --> average vertices (average them out evenly)

Basic proper topology for modelling.
Learnt a lot from my colleague today, including shortcuts in maya, the different tools used for modeling and a super handy quad draw tool  >v<
I regret not practicing as much as I could when I was still in school... gotta buck up! I'm glad I had such helpful colleagues too!


MAYA notes


* TEXTURE  RESOLUTION in maya _ better to match this with your bitmap resolution (Displacement)

* DISPLACEMENT is affected by SCALE too.

* progressive rendering - able to set the max render time
eg. (if max render time value is set to 1, render will stop after 1 min. )

* Boolean doesn't work well with UV sets.

* Explore maya shortcuts. aids in being more efficient

* When batch rendering in vray, rmb to switch to animation in render settings.

Note to self


Ever since I started working in a company then I realised how important this production workflow is. Being in school, I've seen this a couple of times and had also been taught with regards to this but never once had I tried to follow this workflow properly. Many regrets that I've had ever since I started working (which isn't that long ago ;v;), so here's some notes to myself as well as any others who'll be looking at this blog.

Whenever we do 3D projects, Workflow will be roughly be the same as what we did in school for our final year project. Just one point to note is that 3D tests/ R&D are very important as they will tell you whether your project is feasible or not.

Tests doesn't have to be as complicated as your project but

- test the limits of the software = go high res instead of low res to see how much your computer/software will be able to take it.

- make sure that the test is complete!! try to simulate many aspects of the project in the test.

- don't see tools only for specific usage (eg. vray clipper for cross section only) NOPE!!try to use the tools to get the result that you want. (common mistakes made by students)

- don't spend too much time fixating on the rendering/ modelling if you're facing any problems. Try to give yourself a time limit. After 2-3 hours (set the time yourself >v< , be smart about it though), if you cant think of any solutions it'll probably be best to go ask some questions on the web. *People are normally really friendly, be detailed in how you ask your questions too. :D

- do try to visualize your end result while you do your tests. What are you trying to achieve.

-Start simple, change settings one at a time. when troubleshooting for maya

-

Monday 16 May 2016

Render for metallic material using vray maya.


Grant Warwick - Lesson 4a
*For this post all examples would be referenced to the green dirty, rusty metal shown in lesson 4a of grant warwick*

Amazing lesson that I've learnt from this guy. Taught me how to reconstruct a material starting from the larger details like diffuse and reflection falloff. although the reflection falloff is only in 3ds Max, but there're other ways to achieve it in Maya too.

FALLOFF in maya - http://forums.cgsociety.org/archive/index.php?t-9777.html
* similar to x-ray effect in maya. need to check it out too.

Falloff map for reflection is used to control how the specular/highlight appear in our eyes at different glancing angle. Basically, it's the falloff for the reflectivity on the material.
** need to study more about different glancing material at different angle.

For example metal which normally has different layers of specularity, layers of metal material (coat) will be added to each other using vray blend material of course, with difference specularity falloff (reflection falloff)


BLINN & PHONG - plastics or chrome?
WARD - metallic items?

Vray 3.3 has this new shader called GGX, which handles the specularity of the metal much more accurately.


Anyway, after getting down larger details like diffuse and reflection falloff, will then be able to proceed on to bump maps, then eg. rust and dust... Rust and base metal are totally different materials so when attempting to create rust effect, please blend them together using vrayblendmtl instead of trying to combine them together inside the base metal material.
simple mindmap to show workflow

using procedural textures like solid fractal and layered textures help to make the pattern more irregular and randomized.
EG. under solid fractal texture's colour 1&2. able to input more procedural texture too. texture in texture?