URCHN Arkipelago Difference between revisions of "Lighting and rendering workflow"

Difference between revisions of "Lighting and rendering workflow"

From URCHN Arkipelago
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For a bit of background as to why we went this way, please see [[Link title]]
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== Shot files ==
 
== Shot files ==
 
Within each act, there are 3 files per shot:
 
Within each act, there are 3 files per shot:

Revision as of 09:20, 24 August 2011

For a bit of background as to why we went this way, please see Link title

Shot files

Within each act, there are 3 files per shot:

1- ansnn.blend (where n is the act number, and nn is the shot number. This is the anim file, starts in layout, then goes to animation.

2- ansnnlight.blend : this is the lighting/rendering/compositing file.

3- optional: ansnncomp.blend : a second comp file.

Building the files

Anim files

Anim files are built during layout, preferably using refdesk, linking in library items as groups. The files need to conform to the layout specification in Helga. Local 'per shot' models are allowed, but if they span more than one shot they need to be linked.

Lighting files

These are built as follows :

1- create a new file with the name ansnnlight.blend and save it in the act directory.

2- set the start and end frame to the same as the anim file

3- set the resolution and frame rate to 2048x858 -24fps.

4- delete any default cube/camera/light/etc in the file

5- File->Link: browse to the anim file, select 'objects', select all the objects and link them in. Make sure you uncheck 'Active Layer'

6- Set the active camera to the same one from the anim file. Note this may have happened automatically in 5.

Comp files

1- create a new file with the name ansnncomp.blend and save it in the act directory.

2- set the start and end frame same as the anim/comp files.

3- set the resolution and frame rate to 2048x858 -24fps.

4- switch to compositing. Brows to the (TBD) render folder for the shot, and link in the image sequences that you are going to comp.

Lighting file rules

1- you may change the layers of objects to organize them/ create rendelayers. 2- you may add lights (natch) 3- you may change world/scene/rendersettings. 4- you have freedom with compositing. 5- you may make any non animated objects local (be careful!) 6- you may not make animated objects local. This will often just break the animation. 7- you may make the camera local (read camera notes if you do), even if it's animated. 8- you can change the geometry of non animated objects, so long as you do not interfere with the animation itself. 9- you can create local geometry for the shot. 10- slight camera modifications are ok- larger ones need to be discussed with the director. Please document any camera modifications on Helga, to avoid unpleasant surprises. 11- lights may be animated. 12- you may animate objects as needed. If the anim involves more than a few keyframes, consider creating a new anim task for the file, to be done in the anim file and linked to the lighting file.

General Lighting Workflow

1- create the lighting file.

2- adjust world settings/renderlayers

3- add lights

4- begin compositing for final render

5- iterate the previous steps 2-4.