Showing posts with label Maya 2008. Show all posts
Showing posts with label Maya 2008. Show all posts

Thursday, June 18, 2009

Lighting Blocking

Just a quick post to remind people I still exist;)

Thought I'd share a working method for lighting if it weren't already obvious to you (It probably is). Just like animation, blocking is an important stage. Roughing out light positions, intensities, etc. should be as fast and interactive as it can be. When dealing with say, and interior render with GI, bounces, and such, fast seems to be an oxymoron. It can be bearable, and even fun if you optimize your scene for it.

Just like blocking an animation, you don't need every feature turned on. While you can always tune your render settings, that's not what I'm talking about. I leave my FG and AA at medium. Say 75FG samples, 20 interpolation and global AA at 0 or 1 to start. Beyond that, the biggest slowdown in a render are the shaders. So use something very simple to block out lighting. a light grey mia or even a lambert. Such materials will render much faster.

My workflow is to create a lightingBlocking renderLayer with a material override to the mentioned grey material. Start blocking lights and render iteratively, or use IPR. Blocking lights without the interference of material color is useful in 2 ways. First in speed as mentioned, but also to judge values and lighting ratios more easily. Here's an example of a blocking render for a recent job. Some clients are receptive to seeing this stage, some are not. But if nothing else, it is helpful for you to make creative judgements.

This is closer to a final blocking. In earlier iterations the bed was too dark, as was the hall. So a window was added to the hall, and a lamp (omni light) was placed at the bedside to fill the bed a bit. Ulimately, one more light was placed in the hall, and minor tweaks to some settings were required once full color and materials were added.

Monday, September 22, 2008

Linear Workflow Addition 1

pixelvapour has pointed out an error with color swatch correction that I should expand on here. Thanks for kicking me in the pants to clarify this. He says that color swatches in maya are not corrected by the framebuffer setting in renderGlobals. He seems to be correct, and it may be a reason that larger studio workflows have mentioned using gamma nodes to correct just about everything in their scenes, and not the framebuffer setting. You might choose to do this, since it does avoid confusion. However, I'm still not a fan of having more nodes than I need. That said, I'll be working on some scripts that I hope to post here, that will assist in inserting/removing gamma nodes. Unfortunately, it seems a bug in MentalRay at the moment, that it does not respect nodeState "hasNoEffect". So simply turing off a gamma node doesn't work well... something I traditionally make use of in such scripts... but I digress.

Here's some test examples to illustrate the problem. First, the defualt texture map I'll be using. It is blackAndWhite for a reason... it's just easier to visually interpret gamma differences that way.

For these tests, I've simply created a Physical Sun/Sky system... which if you'll recall, automatically creates an exposureSimple gamma correction node on my camera. I have also set my framebuffer to 32-bit float. So we are in linear space and previews are being adjusted for monitor viewing. The scene has a texture-mapped plane with the iamge above, and a procedural checker sphere. The colors applied to the checker color swatches are pure red, and medium grey (128, 128, 128). Leaving the framebuffer gamma at a defualt of 1. We get this.

The gamma is out of whack, and may look familiar to users that aren't adjusting the framebuffer gamma. To fix this, I suggested using the framebuffer gamma setting. adjust this to .455 to avoid applying gamma twice. .455 negates the textures baked-in gamma, setting it to linear-space. The texture will now work correctly, as seen below.


Now the texture is correct, however the procedurally mapped sphere has not changed. the mid-grey parts of the checker are not appearing close to 128,128,128. So we do have a problem here. Framebuffer gamma is not adjusting our color swatches, so we must do it manually.


Above, we see the graph and attribs of the gamma node. Now the procedural is corrected for linear workflow, and the desired final result is this:

Finally! Correctness! The mid-grey renders properly.

We are clearly not working with an ideal toolset here. Maya needs some modifications to accomadate this workflow for its ussers. It would be nice to have gamma adjustments in the shader, instead of piping in a color and gamma node just to pick a color... alas. Thanks for the comments!

Sunday, December 2, 2007

motrMatteShadows Beta

So Jeff finished an internal tool for MR in Maya. It assists with using the Matte Shadow Production shader in Maya2008. To be specific, this tool automates the process outlined in Zap's Production Shader Examples. Read Zap's post to get familiar with the process. He basically outlines 2 modes of use. First, he renders the BG Plate in the shot, which we can describe as a LookDev mode. Next, some connection switching will allow for a final renderPass mode, where the BG plate is omitted. This is to generate output for later compositing.

The script below is a tool to generate and connect the required nodes automatically (setup), then easily switch between the lookDev and renderPass mode on the fly. It's not fancy, but it does the job. Also not a lot of error-checking. There is some, but if you delete the nodes it creates, the toggle will stop working. Hey, it's an early version;)

Remember, you will first need some things:
Maya2008, and you should unhide the production shaders via this cgtalk post. Otherwise, you may get missing node errors. Once you've got them unhidden, this script becomes useful. Use by placing the script into an active scripts directory on your system and typing in the command line, "motrMatteShadows 1;" 1 is for setup and lookDev mode. For the renderPass mode, type again, with a "2". I suggest creating 2 bu tons on your shelf for 1 and 2.

The first time you run it (in mode 1), it will create all the shading and camera nodes needed. Yes, it creates a new camera. Go ahead and graph it, and you will see the new connections. It also creates a matteShadow material. You should also graph that in Hypershade (and it's ShadingGroup).

While this early script creates a bunch of nodes for you, and toggles between 2 setups, it doesn't fill in all the blanks yet. We will try to work on that a bit more later. For now, you'll need to do the following steps yourself... Don't worry, they're easy:

1. After graphing the camera in Hypershade, you'll see 2 blank texture nodes. One pipes into mirrorball, and the other into cameramap. place the mirrorball image into the mirrorball texture, and your background plate into the cameramap texture. Since the same texture nodes are piped into your matteShadow material as well, this is all you really have to do.
2. You'll probably want to see the background plate in your viewport, so you'll have to make your own imagePlane for now. Use the same file you used for the cameramap texture. When rendering, you should set the alphaGain of the imagePlane to "0"

Set up your scene elements and do some test renders in mode 1. When you are happy with the overall look, set the script to mode 2 for rendering. You can toggle back and forth at any time to adjust with the bg plate in the render view.

There is a good deal to work on with this script yet. I'd like to start it with a UI, that asks right away for your mirrorball and bgPlate images. Also, it should have an option to auto-build your image plane. Perhaps in a bit. For now, I hope this is useful to someone, even in this rough state.

download
motrMatteShadows ver 0.3
(right click, save target as)