URCHN Arkipelago Difference between revisions of "Shot pipeline"

Difference between revisions of "Shot pipeline"

From URCHN Arkipelago
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* Assets are created in the lib folder. These maybe materials, models, python scripts, etc. These should be organized into layers, and named (every datablock needs a name). Models may need multiple versions which can live in the same file, or in multiple files.
 
* Assets are created in the lib folder. These maybe materials, models, python scripts, etc. These should be organized into layers, and named (every datablock needs a name). Models may need multiple versions which can live in the same file, or in multiple files.
 
* [[Layout]] files link in assets, preferably using [[Reference_desk|reference desk]], and conform to the layer organisation guidelines.
 
* [[Layout]] files link in assets, preferably using [[Reference_desk|reference desk]], and conform to the layer organisation guidelines.
* [[Anim|Animation_notes]] can start after [[layout]] begins, so long as the animated assets, and non-animated parts of the scene that they interact with are finished. Not that animation uses the layout file.
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* [[Animation_notes|Anim]] can start after [[layout]] begins, so long as the animated assets, and non-animated parts of the scene that they interact with are finished. Not that animation uses the layout file.
 
* [[Lighting_and_rendering_workflow|Lighting]] can start after animation begins. Lighting files are seperate and link in the data from the anim files as objects.
 
* [[Lighting_and_rendering_workflow|Lighting]] can start after animation begins. Lighting files are seperate and link in the data from the anim files as objects.
 
* Optionally, we can render out multilayer EXRs and comp in a separate file. This can be done for complex comps where we do not want to pollute our 'artistic' comp with lighting hacks such as light and material overrrides.
 
* Optionally, we can render out multilayer EXRs and comp in a separate file. This can be done for complex comps where we do not want to pollute our 'artistic' comp with lighting hacks such as light and material overrrides.

Revision as of 09:58, 24 August 2011


Pipeline diagram.png

  • Assets are created in the lib folder. These maybe materials, models, python scripts, etc. These should be organized into layers, and named (every datablock needs a name). Models may need multiple versions which can live in the same file, or in multiple files.
  • Layout files link in assets, preferably using reference desk, and conform to the layer organisation guidelines.
  • Anim can start after layout begins, so long as the animated assets, and non-animated parts of the scene that they interact with are finished. Not that animation uses the layout file.
  • Lighting can start after animation begins. Lighting files are seperate and link in the data from the anim files as objects.
  • Optionally, we can render out multilayer EXRs and comp in a separate file. This can be done for complex comps where we do not want to pollute our 'artistic' comp with lighting hacks such as light and material overrrides.