Preparing the scene for the final render and managing my time
Since last week’s post I
have been making progress on the animation and prepared the scene for
rendering. I will however focus on the scene preparation in this text and on
the animation part in a future blog post.
My decision to take a
short break from refining the animation in order to prepare and organise the
scene for the final render was based on my personal preference and working
habits. Therefore, the reason was that it allowed me to better estimate the time
I have left to complete my project (or any other task) before the due date. Now,
there are exactly two weeks left during which I can further refine my animation
because I have already prepared the scene for the final rendering. This not
only gave me a great sense of progression, but it also allowed me to better plan
my next moves when it comes to the animation. I was also able to estimate the
time it will take to render the whole scene that now features ray-traced
shadows, a three-point lighting system and panels. As a matter of fact, I have
already rendered the whole animation before and it took somewhere between 7 to
10 minutes tops, whereas now it takes almost one minute for a single frame out
of 650 to be rendered. Consequently, I have safely assumed I will have to spare
a whole day for the final render to complete when the time comes.
Before getting started on
the scene preparation part, I’d like to address a camera issue I have found in
the meantime. In the last blog post ‘Setting up the camera’ I have linked the
camera path (which is a circle shape) to the main controller that’s part of the
rig. The issue with that being the controller moves up and down at the same
time with the character – in fact, the controller was used to move the model’s
body up and down when animating. As the controller moves up and down, the path
and consequently the camera follows thus negating the effect of the characters
weight displayed in the animation. Because the camera was synchronised with the
character’s up and down movement on the Z axis, the model looked as if it was
floating when the animation played. To solve the issue, I have created a ‘dummy’
helper object and placed it inside the model. I have constrained its position
to the to that of the character’s but only set it to inherit the movement on
the X and Y axis but not the Z. The camera path had been linked to the helper
afterwards. Now, the dummy travels at the same time with the character without
moving up and down and so does the camera.
Moving on to the scene
preparation, I must mention that I had absolutely no idea what I should even
start with. What I did first was to take another look at different 3D animation
demo reels I have found on the infamous media platforms. I have noticed that a
lot of them if not most present the animation on a rather simple, plain background
that’s usually grey.
So, I have tried at first
recreating the background by joining three plane shapes together in order to
build something like a corridor or a pass.
However, I quickly came
to realise it won’t look that good as I have also noticed that the background
is usually gradient and has no hard edges in those demo reels. I have then applied
the ‘Turbosmooth’ modifier on the panels to create the seemingly smooth,
gradient effect.
But that didn’t work out
that well either. Seeing nothing worked, I decided to do some more research when
I stumbled upon a video where a teapot model was beautifully rendered on a
gradient background like the one I decided to go for.
I have then created a new
plane shape and used it as a floor. I have extruded the edges (raised) to turn
the plane into a box. The hard edges were chamfered to create that smooth gradient
effect.
After I was done with the
panel, I have started setting up the three-point lighting system. Following the
video, I have created three ‘Target Light’ light sources and placed them
accordingly (in a triangle shape, with each of the lights representing a corner).
Each of the lights were set to cast ray traced shadows. The one on the right
was set to emit a cold temperature light (blue hue) and the one on the left to
emit a warm light (red hue). The light spot in the centre (at the top, also
called a rim light) is set to emit a normal, white colour temperature light.
After setting up the
lighting system, I have set up the render settings. The renderer I have used
and will use for the final render is the ‘NVIDIA Mental Ray’, as it seems to
net out the best results. It is also especially useful since the shadows are
ray-traced. Here is one of the initial renders:
Although I have not
decided on it yet, I have added a ‘Sky Light’ source to the scene as it seemed
to yield even better results:
Similarly to the camera setup, the light sources had been also linked to the dummy helper in order to move at the same time with the character. In the next blog post I
will get back on to the animation process.
References:
Preston, C. (2019). Lighting Render Setup in 3DS Max Tutorial.
[online] YouTube. Available at:
https://www.youtube.com/watch?v=0FDeexXhrN0&list=PLwnsfil42NA4ezewQGANv1lr_hk-SdMKL&index=18&t=938s
[Accessed 15 Apr. 2019].
Tiner, J. (2019). Studio Lighting in Vray - 3DS Max 2014.
[online] YouTube. Available at:
https://www.youtube.com/watch?v=Vp1qRZ-8wno&t=193s [Accessed 15 Apr. 2019].
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