Difference between revisions of "Shot pipeline"
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* [[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. | ||
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| + | [[File:layers.png]] | ||
Revision as of 10:01, 24 August 2011
- 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.

