Box
A set with four walls. A workstation for vfx.
Tag
The final scene in a film, immediately after the climax, that ties up all the action, offers a happy resolution, or puts some ironic touch to the conclusion of the work; the denouement.
Box
A set with four walls. A workstation for vfx.
Tag
The final scene in a film, immediately after the climax, that ties up all the action, offers a happy resolution, or puts some ironic touch to the conclusion of the work; the denouement.
Because the default one doesn't make any sense to me.
As every Wednesday, a couple more cinematic words for my film dictionary.
Reaction shot
A shot of a character, generally a close up reacting to someone or something seen in the preceding shot. The shot is generally a cutaway from the main action.
Smoke pot
A small container that produces smoke for mechanical effects. The container holds some chemical, such as naphthalene or bitumen, which is fired either by electricity or a burning fuse.
The very first trailer for Assassin's Creed is out. I've been working on this for the last 10 months or so. Double Negative is the main vendor.
It's Wed again. Let's write another couple of cinematic words.
Closed set
A set, either in the studio or on location, that is not open to any visitors, including studio executives, and is open only to the director, performers and crew. Sets are closed if a particularly intimate or controversial scene is being photographed, if the subject or treatment is to be kept secret, or if there are problems in the production itself that must be worked out.
Stunt
An individual who substitutes for an actor or actress to perform some difficult or dangerous action. This person must of course, have some resemblance to the original performer and be dressed in an identical manner. Shots of such action are taken so that the identity of the stunt person is hidden. Stunts are specially adept at taking falls, surviving crashes or playing piano. When a film requieres a group of such people performing a number of these action, a stunt coordinator is hired.
A couple of cinematic words every Wednesday. I won't be following any theme or order in particular, just for the fun of learning new film related stuff.
American Museum of the Moving Image
Founded in 1998, and located in Astoria, New York, the first museum in the United States devoted to the history of the production, distribution, and exhibition of film, television, and video art. The museum is concerned with all types of work employing the moving image - fictional, documentary, avant-garde, network television, commercials, etc. Abutting the old Astoria Studios, the museum features changing exhibition while also presenting permanent displays relating to all aspects of the industry.
Especially impressive is its collection of cameras, projectors, television sets, and equipment from the entire history of both cinema and television. The museum also presents screening of old and new films in two theatres, often featuring the director or someone involved with the production.
Website.
Dot
A small, circular gobo or scrim, from 10 to 20 cm of diameter, that blocks part of a luminaire's light from falling on specific area of the set or the lens of the camera. Also called target.
More next week :)
Just a few photos from the Akromatic's workshop, working on our spheres for VFX.
I built a platform to 3D scan fruits and food in general. This dragon fruit is my first test. More to come.
And this is the platform that I built to scan food, vegetables and other assets.
One of the first treatments that you will have to do to your VFX footage is removing lens distortion. This is crucial for some major tasks, like tracking, rotoscoping, image modelling, etc.
Copy lens information between different footage or between footage and 3D renders is also very common. Working with different software like 3D equalizar, Nuke, Flame, etc, having a common and standard way to copy lens information seems to be a good idea. Uv maps are probably the easiest way to do this, as they are plain 32 bit exr images.
I've been working on the reconstruction of this fancy environment in Hackney Wick, East London.
The idea behind this exercise was recreating the environment in terms of shape and volume, and then project HDRIs on the geometry. Doing this we can get more accurate lighting contribution, occlusion, reflections and color bleeding. Much better environment interaction between 3D assets. Which basically means better integrations for our VFX shots.
I tried to make it as simple as possible, spending just a couple of hours on location.
A couple of HDRI maps that I shot at Tate Modern last week.
You can download them for free in the akromatic website.
Concept for an installation. More to come.
Each camera works a little bit different regarding the use of the Promote Control System for automatic tasks. In this particular case I'm going to show you how to configure both, Canon EOS 5D Mark III and Promote Control for it's use on VFX look-dev and lighting image acquisition.
These were sent to me by my friend and ex-work mate Ramón López and programmed by Pilar Molina during the production of the shortfilm Shift.
One of the scripts adds Arnold subdivision to all the objects in the scene and the other one adds the same property but only to the selected objects. Finally there is another handy script that substitutes all your textures in the scene by the equivalent .tx textures.
Download them here or here.
Thanks Pilar and Ramón.
As you probably know Arnold manages subdivision individually per object. There is no way to subdivide multiple objects at once. Obviously if you have a lot of different objects in a scene going one by one adding Arnold's subdivision property doesn't sound like a good idea.
This the easiest way that I found to solve this problem and subdivide tons of objects at once.
I have no idea at all about scripting, if you have a better solution, please let me know :)
Model by SgtHK.
/* you have to select all the objects you want to subdivide, it doesn’t work with groups or locators.
once the shapes are selected just change aiSubdivType and aiSubdivIterations on the attribute spread sheet.
*/
pickWalk -d down;
string $shapesSelected[] = `ls -sl`;
Just a few more screenshots and renders of the last photogrammetry stuff that I've been doing. All of these are part of some training that I'll be teaching soon. Get in touch if you want to know more about it.
Clarisse is perfectly capable of rendering volumes while maintaining it's flexible rendering options like instances or scatterers. In this particular example I'm going to render a very simple smoke simulation.
Start by creating and IBL setup. Clarisse allows you to do it with just one click.
Using a couple of matte and chrome spheres will help to establish the desired lighting situation.
To import the volume simulation just go to import -> volume.
Clarisse will show you a basic representation of the volume in the viewport. Always real time.
To improve the visual representation of the volume in viewport just click on Progressive Rendering. Lighting will also affect the volume in the viweport.
Volumes are treated pretty much like geometry in Clarisse. You can render volumes with standard shaders if you wish.
The ideal situation of course it would be using volume shaders for volume simulations.
In the material editor I'm about to use an utility -> extract property node to read any embedded property in the simulation. In this case I'm reading the temperature.
Finally I drive the temperature color with a gradient map.
If you get a lof of noise in your renders, don't forget to increase the volume sampling of your lighting sources.
Final render.
I'm generating content for a photogrammetry course that I'll be teaching soon. These are just a few images of that content. More to come soon, I'll be doing a lot of examples and exercises using photogrammetry for visual effects projects.