tag:blogger.com,1999:blog-75387544703585346672024-03-13T09:16:55.259-07:00IND302- Environmental LightingBrendan Lyallhttp://www.blogger.com/profile/15345806826640190387noreply@blogger.comBlogger10125tag:blogger.com,1999:blog-7538754470358534667.post-45766954425154083722013-12-09T08:54:00.003-08:002013-12-09T08:54:48.210-08:00Week 10 - (Shaders)<div class="MsoNormal">
The original learning contract was constructed around
experiments related to the quality of lighting an environment. It was built to
produce work that would look amazing in theory despite the original thesis
point was based on economy and average consumer products. I tried in the past
to achieve an economic rig by producing a quality rig and stripping down. It
might make more sense to do the opposite to see what I get. In order to
understand the economy side of environmental lighting I would try and produce a
rig that could compete with physical sun and sky.<o:p></o:p></div>
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<b>AIM</b><o:p></o:p></div>
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<br /></div>
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The aim for this week was to try and produce a light rig
that would be sufficient to rival the mental ray physical sun and sky. The
process would have been solely base on starting on getting an economic render
than bringing up the quality. I would also look into how shaders could impact
this. <o:p></o:p></div>
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<b>METHOD</b><o:p></o:p></div>
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<br /></div>
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Firstly I started off with a base render of nothing but physical
sun and sky and recorded a time of approximately 2 minutes. The renders were
all done on the same QANTM iMac hardware. <o:p></o:p></div>
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<br /></div>
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<a href="http://1.bp.blogspot.com/-4gZSFXebc2Y/UqX1SD_jI-I/AAAAAAAABDM/2BP9W5HBVcQ/s1600/1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://1.bp.blogspot.com/-4gZSFXebc2Y/UqX1SD_jI-I/AAAAAAAABDM/2BP9W5HBVcQ/s320/1.png" width="320" /></a></div>
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Fig. 1, Physical Sun and Sky render</div>
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<o:p></o:p><br />
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Here is how the following lighting rigs were then
constructed then timed:<o:p></o:p></div>
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<a href="http://2.bp.blogspot.com/-l83ud9viCaM/UqX1RzbbMHI/AAAAAAAABDI/s8q_e4JFzV0/s1600/L1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="http://2.bp.blogspot.com/-l83ud9viCaM/UqX1RzbbMHI/AAAAAAAABDI/s8q_e4JFzV0/s320/L1.png" width="320" /></a></div>
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Fig. 2, Week 8 result</div>
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<div class="MsoListParagraphCxSpFirst" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]-->-<span style="font-size: 7pt;"> - </span><!--[endif]-->Week 8 environment with all of its lights and
bounced lights came in at approximately 8 minutes<o:p></o:p></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]-->-<span style="font-size: 7pt;"> - </span>Bounced lights were stripped were replaced with
Final gather, this brought the render time to 11 minutes<o:p></o:p></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]-->-<span style="font-size: 7pt;"> - </span><!--[endif]-->Other unnecessary lights were stripped leaving
only major lights (ie fil lights). Roughly 6 minutes<o:p></o:p></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]-->-<span style="font-size: 7pt;"> - </span><!--[endif]-->3 point light system with target lights as fill
lights. Still roughly at 5 minutes.<o:p></o:p></div>
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<br /></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]-->-<span style="font-size: 7pt;">
</span><!--[endif]-->Having the directional light on its own with
final gather approximated the same time as physical sun and sky.<o:p></o:p></div>
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<br /></div>
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From here I also looked into shaders and the impact they
could give. I went through a handful of shaders, including ciesky, portal
light, photometric light etc. It was a bit hard to understand what I was doing
as I didn’t fully know the potential of these particular shaders. After a while
I was hit with an answer.<o:p></o:p></div>
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<b>RESULTS</b><o:p></o:p></div>
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<br /></div>
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The reason all of the light rigs were taking so long is
because I was using multiple Mayan lights which were apparently more expensive.
For every light that is created, light information is multiplied and therefore
having less is better. <o:p></o:p></div>
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<br /></div>
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Physical sun and sky uses only one directional light and
therefore already trumps Mayan light methods. <o:p></o:p></div>
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My experiment with shaders seemed a much more sensible route
to take. With my knowledge from previous weeks I was able to get some results
with shaders but still got the same render time. <o:p></o:p></div>
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<b>LEARNING TO FAIL</b><o:p></o:p></div>
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<br /></div>
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It hit me that if I was building a light rig that had a dependency
on shaders that I wouldn’t have much customisation over traits light shadow
colour. Therefore this method was no better than Physical sun and sky. Mental
ray had a system that had been developed and engineered for years. The sky node
and the sun node work too well together as well as other shaders in the mental
ray network. I wouldn’t that my efforts had been foolish but I grew an
understanding on physical sun and sky worked. <o:p></o:p></div>
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<br /></div>
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Overall I probably have not really travelled far but have
gone through a long journey to understand the value or Maya/Mental ray light
systems. <o:p></o:p></div>
<br />
<div class="MsoNormal">
<o:p></o:p></div>
Brendan Lyallhttp://www.blogger.com/profile/15345806826640190387noreply@blogger.com0tag:blogger.com,1999:blog-7538754470358534667.post-11667320720263996232013-11-27T21:43:00.002-08:002013-11-27T21:43:43.591-08:00Week 9 - (Creative Lighting)<div class="MsoNormal">
Unfortunately I was sick for an entire week and have been
set back with workload. Due to this, I also have missed out in getting feedback
that I may have needed earlier.<o:p></o:p></div>
<br />
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This week I splayed specifically for adding creative lights.
The last few weeks I had been building up a knowledge about getting more
control in Maya whilst also keeping with the quality/appearance of a day lit
scene. <o:p></o:p></div>
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<b>METHOD</b><o:p></o:p></div>
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<br /></div>
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<b>Aim</b><o:p></o:p></div>
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<br /></div>
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The main thing I wanted to concentrate on was to develop a
lighting system that was readable and enhance the scene. Naturally I wanted the
center court to be working as the focal point as that was the designated stage
for action. I also wanted there to be a sense of depth in the shot, so the
viewer wouldn’t feel closed in when viewing. <o:p></o:p></div>
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<br /></div>
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<a href="http://3.bp.blogspot.com/-G5VVPBb_sO4/UpbSmfLvGJI/AAAAAAAABCI/VGiN7bLrJIY/s1600/L1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="http://3.bp.blogspot.com/-G5VVPBb_sO4/UpbSmfLvGJI/AAAAAAAABCI/VGiN7bLrJIY/s320/L1.png" width="320" /></a></div>
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Fig.1, Base image lit</div>
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<b>Setup</b><o:p></o:p></div>
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<br /></div>
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In order to establish a base lit scene to work with I used
the previous lit scene and added to it. As a further update for the actual
environment I chose to have more assets in there to give a more motivation for
creative light.<o:p></o:p></div>
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<br /></div>
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<a href="http://4.bp.blogspot.com/-q6Grs4XINto/UpbSndchPwI/AAAAAAAABCg/hDQCDzhWJxg/s1600/Lights+base.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="273" src="http://4.bp.blogspot.com/-q6Grs4XINto/UpbSndchPwI/AAAAAAAABCg/hDQCDzhWJxg/s320/Lights+base.png" width="320" /></a></div>
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Fig.2, Older light rig</div>
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Creative lights added:<o:p></o:p></div>
<div class="MsoListParagraphCxSpFirst" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]-->-<span style="font-size: 7pt;"> - </span><!--[endif]-->Area lights to light up characters faces <o:p></o:p></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]-->-<span style="font-size: 7pt;"> - </span><!--[endif]-->Target light to brighten up the center of the
court<o:p></o:p></div>
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<!--[if !supportLists]-->-<span style="font-size: 7pt;"> - </span><!--[endif]-->Coloured lights for the subjects backdrop
(stylistic)<o:p></o:p></div>
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<!--[if !supportLists]-->-<span style="font-size: 7pt;"> - </span><!--[endif]-->Golden ambient light to warm up the shot<o:p></o:p></div>
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<!--[if !supportLists]-->-<span style="font-size: 7pt;"> - </span><!--[endif]-->Another area light for asset<o:p></o:p></div>
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<br /></div>
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<a href="http://1.bp.blogspot.com/-q_gNJZQ2N6g/UpbSpH_DyNI/AAAAAAAABCs/rA87ypSqIhY/s1600/weqwdd.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="169" src="http://1.bp.blogspot.com/-q_gNJZQ2N6g/UpbSpH_DyNI/AAAAAAAABCs/rA87ypSqIhY/s320/weqwdd.PNG" width="320" /></a></div>
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Fig.3, Light setup from afar</div>
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<br /></div>
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<a href="http://3.bp.blogspot.com/-kjylK385I9s/UpbSpTv2e4I/AAAAAAAABCo/33Sz4qfRkPE/s1600/1112.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="213" src="http://3.bp.blogspot.com/-kjylK385I9s/UpbSpTv2e4I/AAAAAAAABCo/33Sz4qfRkPE/s320/1112.PNG" width="320" /></a></div>
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Fig.4, Light setup close</div>
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<br /></div>
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As an addition to creative lighting I also began to remove various
lights to supplement for the expense in render time. All the bounced lights
were removed and replaced with Final Gather as it was easier to manage and less
time to render. <o:p></o:p></div>
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<br /></div>
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Lights removed or changed:<o:p></o:p></div>
<div class="MsoListParagraphCxSpFirst" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]-->-<span style="font-size: 7pt;"> - </span><!--[endif]-->Hot distant area lights removed<o:p></o:p></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]-->-<span style="font-size: 7pt;"> - </span><!--[endif]-->All bounced lights (lighting stalls, walls and
lamps)<o:p></o:p></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]-->-<span style="font-size: 7pt;"> - </span><!--[endif]-->Distant light increased greatly to light up hill
in the distance<o:p></o:p></div>
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<!--[if !supportLists]-->-<span style="font-size: 7pt;"> - </span><!--[endif]-->Sky area light replaced with ambient light and
light linked solely to it<o:p></o:p></div>
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<!--[if !supportLists]-->-<span style="font-size: 7pt;"> - </span><!--[endif]-->Directional light intensity reduced<o:p></o:p></div>
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[image]<o:p></o:p></div>
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<b>RESULTS</b><o:p></o:p></div>
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<a href="http://2.bp.blogspot.com/-4l8NlxPLxRc/UpbSmahKkgI/AAAAAAAABCM/jpzkUZsRksM/s1600/L3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="173" src="http://2.bp.blogspot.com/-4l8NlxPLxRc/UpbSmahKkgI/AAAAAAAABCM/jpzkUZsRksM/s320/L3.png" width="320" /></a></div>
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Fig.5, Final result</div>
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For what I had created I took reference from the
environmental lighting in ‘One Man Band’ as it had a similar hierarchy in accordance
to what I had.<o:p></o:p></div>
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<a href="http://2.bp.blogspot.com/-of-IjYT8pyE/UpbTQg5TAEI/AAAAAAAABC4/_kkWFl4UNhY/s1600/sret.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="168" src="http://2.bp.blogspot.com/-of-IjYT8pyE/UpbTQg5TAEI/AAAAAAAABC4/_kkWFl4UNhY/s320/sret.PNG" width="320" /></a></div>
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Fig.6, One Man Band (Andrews & Jimenez, 2005)</div>
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<b>AFTERMATH</b><o:p></o:p></div>
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<br /></div>
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<b>Light Linking</b><o:p></o:p></div>
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<br /></div>
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Another issue I discovered unexpectedly was the practicality
of link linking in a 3D animation. As far as setting it up in a scene it is an
effective and necessary tool that gives more control over what receives light. When
the light rig is exported and referenced into a different scene it seems to
lose the retained information and reset all of the specific light connections. The
reason to this seems obvious though. If you are importing a rig the information
would be retained ideally in connection with the name of the asset and possibly
the kind of object itself. When the lights enter a new shot they do not
recognise the objects they are meant to connect with and therefore do nothing
(aka reset).<o:p></o:p></div>
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<br /></div>
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I haven’t exactly solved this problem but have promising
strategies in dealing with it. <o:p></o:p></div>
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<br /></div>
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This include:</div>
<div class="MsoListParagraphCxSpFirst" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]-->-<span style="font-size: 7pt;">
</span><!--[endif]-->Mel scripting<o:p></o:p></div>
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<!--[if !supportLists]-->-<span style="font-size: 7pt;">
</span><!--[endif]-->Asset manager<o:p></o:p></div>
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<!--[if !supportLists]-->-<span style="font-size: 7pt;">
</span><!--[endif]-->Easy Light Link<o:p></o:p></div>
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This wasn’t so much something that I didn’t necessarily need
to figure out, but came out of my research. <o:p></o:p></div>
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<b>Final weeks</b></div>
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<br /></div>
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Recently I actually did get feedback (despite the major
delay) after finally showing the results of my progress. What entailed was a critical
kick back into reality of what was needed to be achieved. My thesis was not so
much aesthetic based but rather efficiency based relative with the best quality
possible. I haven’t really been focusing on the actual timing of my renders
which was the point of it all. <o:p></o:p></div>
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<br /></div>
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My new goal is now clearer. Focusing on trying to get an
equally appealing lighting system that is more efficient than using Physical
sun and sky. This won’t necessarily mean that I’ll be diverting from other
renderers but story telling light has to be axed. <o:p></o:p></div>
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<b>Learning Contract</b><o:p></o:p></div>
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<br /></div>
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Updating from new goal<o:p></o:p></div>
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Week 10 – Working out possible ways to lower render times
whilst keeping good quality in Maya. I also may show the advantages to having
more control over scene lighting rather than Physical sun and sky pre-sets.<o:p></o:p></div>
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<br /></div>
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Week 11 – Looking at the effect of different renderers
within Maya and how they may speed up render time. <o:p></o:p></div>
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<b>References</b></div>
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<b><br /></b></div>
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Andrews, M.(Director), & Jimenez, A.(Director).(2005).<i>One Man Band [Motion picture]</i>.CA, Pixar.</div>
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<br /></div>
Brendan Lyallhttp://www.blogger.com/profile/15345806826640190387noreply@blogger.com0tag:blogger.com,1999:blog-7538754470358534667.post-3149555836377346722013-11-20T00:09:00.002-08:002013-11-20T00:14:58.586-08:00Week 8 - (Lighting and Rendering)<div class="MsoNormal">
This would be the third week that I have been working
towards creating a believable daylight scene. As much as it is frustrating that
I have been on this for so long it is good that I have a much more thorough
understanding of lighting in Maya. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Anyway, advice I got last week was to look into 'Lighting
and Rendering' as well as HDRI lighting and colour management. I ended up actually
borrowing the book and was wondering why I didn't find it before. A lot of it
covered stuff I had already knew (had previously researched) but still came in
handy to read. <o:p></o:p></div>
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<br /></div>
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<b>Method</b><o:p></o:p></div>
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<br /></div>
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For the actually experiment for this week I was going to
finally study photography and try to simulate a similar lighting setup as I
could. Though before I could do that I had to remove the exposure node that I
didn't want to be dependent on. From what I learnt, the way to effect exposure
without using the node is through colour management. <o:p></o:p></div>
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<br /></div>
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<a href="http://1.bp.blogspot.com/-zP4Tpt27vt4/UoxbOUKCY7I/AAAAAAAABBo/S5R8_VBuHng/s1600/WIN3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://1.bp.blogspot.com/-zP4Tpt27vt4/UoxbOUKCY7I/AAAAAAAABBo/S5R8_VBuHng/s320/WIN3.png" width="320" /></a></div>
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Fig 1. Base from week 7</div>
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<br />
<br />
<br />
<o:p></o:p><br />
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<br /></div>
<div class="MsoNormal">
Originally all I knew about colour management was at the top
of rendering settings. It also lies within each texture that is imported and through
the render screen (was hard to find). Through there the image profile is set to
linear sRGB and the Display is set to sRGB. This is meant to simulate the
correct lighting for most computer screens apparently. This was rendering as an
.EXR in order to adjust the gamma correctly (2.2).<o:p></o:p></div>
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<br /></div>
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<a href="http://3.bp.blogspot.com/-rNU2EZpDrpA/UoxbIRHp5nI/AAAAAAAABBI/rEUkNUkk6Ts/s1600/Colour+manager.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="181" src="http://3.bp.blogspot.com/-rNU2EZpDrpA/UoxbIRHp5nI/AAAAAAAABBI/rEUkNUkk6Ts/s320/Colour+manager.PNG" width="320" /></a></div>
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Fig 2. Exposure adjustment manually<o:p></o:p></div>
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<br /></div>
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In addition the light rig I set up other lights to
accommodate for bounced light. This was mainly target lights around the
center court as it was the location
where the eye would look. There were also area lights put in the back to give variation
to the grass (though the shadows do disappear a bit).<o:p></o:p></div>
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<br /></div>
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<a href="http://4.bp.blogspot.com/-RyVNWGp4Iks/UoxbIr4oY3I/AAAAAAAABBM/tQVp3X-ojFw/s1600/Light+1.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="152" src="http://4.bp.blogspot.com/-RyVNWGp4Iks/UoxbIr4oY3I/AAAAAAAABBM/tQVp3X-ojFw/s320/Light+1.PNG" width="320" /></a></div>
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Fig 3. Light Setup 1 </div>
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<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-KNhlh3FgN9Y/UoxbJcNuMlI/AAAAAAAABBY/fDvX0oViQDs/s1600/Light+2.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="244" src="http://1.bp.blogspot.com/-KNhlh3FgN9Y/UoxbJcNuMlI/AAAAAAAABBY/fDvX0oViQDs/s320/Light+2.PNG" width="320" /></a></div>
<div class="MsoNormal" style="text-align: center;">
Fig 4. Light Setup 2</div>
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<br /></div>
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<a href="http://1.bp.blogspot.com/-WPouzgA4Kxw/UoxbJOYQktI/AAAAAAAABBU/xhBtR1PP9lU/s1600/Final.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://1.bp.blogspot.com/-WPouzgA4Kxw/UoxbJOYQktI/AAAAAAAABBU/xhBtR1PP9lU/s320/Final.PNG" width="320" /></a></div>
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Fig 5. Final <o:p></o:p></div>
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<br /></div>
<div class="MsoNormal">
HDRI lighting was played with a little. The method which i
think was correct that I took was adding it as a skybox then Final gather it across the scene. The results
looked good but the dispersion of light got rid of my hard shadows (maybe it
might look good for distant stuff). It also seemed like a mental ray dependant
system (of what I discovered). Technically I still use mental ray, but I know I
can easier change to other renders with little tweaks rather than have build in
mental ray stuff to my rigging. <o:p></o:p></div>
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<br /></div>
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<a href="http://1.bp.blogspot.com/-xNm9qS0iSys/UoxtzhZKa5I/AAAAAAAABB4/Dj8EjXmBAaQ/s1600/HDRI.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="http://1.bp.blogspot.com/-xNm9qS0iSys/UoxtzhZKa5I/AAAAAAAABB4/Dj8EjXmBAaQ/s320/HDRI.PNG" width="320" /></a></div>
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Fig 6. HDRI (sadly not a good example)<o:p></o:p></div>
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<br /></div>
<div class="MsoNormal">
<b>Learning Contract</b><o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Thanks to illness and being stuck in IND my learning
contract has not only gotten behind but is in need of an update. <o:p></o:p></div>
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<br /></div>
<div class="MsoNormal">
Essentially I have covered enough in order to move onto creative lighting and other things I said I
would do. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
For week 9 I'd like to move onto creative lighting setups
and manipulating the scene that I am currently using. Playing with temperatures
of light will be introduced here as well as I have missed out on that week. <o:p></o:p></div>
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<br /></div>
<div class="MsoNormal">
For week 10 I'll be looking at the effects still of a couple
of renderings in order to both support my research to making efficient light
rigs and use of average consumer hardware.<o:p></o:p></div>
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<br /></div>
<br />
<div class="MsoNormal">
Week 11 might all
spill into week 12 but will stand as the amassing of all the work I have done
on my experiments. It will be fixated towards trying to create an emotional
experience for the viewer through lighting. This will also may be altered
through different angles of the scene to have a more depth look into the lit
environment. There is a chance this may not happen due to deviating from the
thesis but would be cool to end on. I may ask just to clarify. <o:p></o:p><br />
<br />
<b>References</b><br />
<br />
<div class="MsoNormal">
Birn, J.(2010). <i><span style="border: none windowtext 1.0pt; mso-border-alt: none windowtext 0cm; padding: 0cm;">[digital] Lighting and
Rendering</span></i><span style="border: none windowtext 1.0pt; mso-border-alt: none windowtext 0cm; padding: 0cm;">.</span><span style="background: white;">
(2rd edition).</span><a href="http://archive.org/search.php?query=publisher%3A%22Cincinnati%2C+OH+%3B+%5BGreat+Britain%5D+%3A+Premier+Press%22"><span style="background: white; color: windowtext; mso-bidi-font-family: Arial; text-decoration: none; text-underline: none;">Berkeley, CA:</span></a><span class="MsoHyperlink"><span style="background-color: white; background-position: initial initial; background-repeat: initial initial; color: windowtext; font-family: Calibri, sans-serif;">New</span></span><span class="MsoHyperlink"><span style="background: white; font-family: "Calibri","sans-serif"; mso-ascii-theme-font: minor-latin; mso-bidi-font-family: Arial; mso-hansi-theme-font: minor-latin;"> Riders</span></span><o:p></o:p></div>
</div>
Brendan Lyallhttp://www.blogger.com/profile/15345806826640190387noreply@blogger.com0tag:blogger.com,1999:blog-7538754470358534667.post-80287609706521391172013-11-06T08:22:00.000-08:002013-11-06T08:22:33.486-08:00Week 7 - (Light Rig Base Part 2)<!--[if gte mso 9]><xml>
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Last experiment was a bust<br />
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Not only did I panic and use a pre-set mode that worked but
I was unable to customise it to my likeliness. The key here is that it worked.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
This week my goal was again to achieve a default lighting
system for a 3D animation. This time I would be breaking the network of
physical sun and sky down (rather than wing it). I had a hunch that if I could
understand the parts of how the mode was built, I could customise it to my
likings. <span style="mso-spacerun: yes;"> </span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>Physical Sun and Sky (PSS)</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The ideal lighting situation I was aiming for was an average
sunny day in a park at about noon. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Rather that delve into the web and look into how (PSS) is built, I started by starting with a directional light a
moving on from there. The directional light seemed somewhat ordeal due to experiments<span style="mso-spacerun: yes;"> </span>I had done in week 4. Bah, Enough tangenting.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
In PSS the Directional light has suppressed custom shaders.
In both Light Shader and Photon Emitter Physical Sun has been placed. By adding
custom shaders both the intensity and shadows features become locked and arent
able to be manipulated through the light anymore (my problem with the last
experiment). </div>
<div class="MsoNormal">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-uIDwlKbWPpU/UnpqiG1xmpI/AAAAAAAAA_w/OUoc-XCaqtY/s1600/Directional_light+shaders.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="97" src="http://1.bp.blogspot.com/-uIDwlKbWPpU/UnpqiG1xmpI/AAAAAAAAA_w/OUoc-XCaqtY/s320/Directional_light+shaders.png" width="320" /></a></div>
<div class="MsoNormal">
Within the Physical sun is the only place to manipulate the
shadows and that's just how soft they are. </div>
<div class="MsoNormal">
Physical Sun has further connections with physical sky, connecting
most features for them to work well together.</div>
<div class="MsoNormal">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-48NpTLEobxE/UnpqjUJCrRI/AAAAAAAABAI/BDEuMRM0zHg/s1600/Physical_sun.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="221" src="http://3.bp.blogspot.com/-48NpTLEobxE/UnpqjUJCrRI/AAAAAAAABAI/BDEuMRM0zHg/s320/Physical_sun.png" width="320" /></a></div>
<div class="MsoNormal">
The time of day gets controlled by having the directional
light (or its world attributes) connection through the sun slot. This allows
the environment to change from a midday setting to a golden evening. </div>
<div class="MsoNormal">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-xQWmJ60v7Kc/Unpqi5WQx_I/AAAAAAAABAA/wSibGsjUyUI/s1600/Physical_sky.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://4.bp.blogspot.com/-xQWmJ60v7Kc/Unpqi5WQx_I/AAAAAAAABAA/wSibGsjUyUI/s320/Physical_sky.png" width="302" /></a></div>
<div class="MsoNormal">
In order to see what is on screen effectively custom shaders
are connected to the camera. This being Physical Sky in the environment shader
to view the blue sky and Exposure in the Lens shader. </div>
<div class="MsoNormal">
Finally to help support the distribution of a one light
scene final gathering is turned on.</div>
<div class="MsoNormal">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-knEeumjnHy4/UnpqhibbwBI/AAAAAAAAA_o/_k38y8eovoI/s1600/Camera+shaders.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="82" src="http://2.bp.blogspot.com/-knEeumjnHy4/UnpqhibbwBI/AAAAAAAAA_o/_k38y8eovoI/s320/Camera+shaders.png" width="320" /></a></div>
<div class="MsoNormal">
Altogether this builds the product of PSS that is a usable
system that can make an environment look good as well as its time of day. For
me though it wasn't good enough. <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-PUn38W0AOW0/UnpqikcYpcI/AAAAAAAAA_4/SFAaP7km0mI/s1600/Graph.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="244" src="http://1.bp.blogspot.com/-PUn38W0AOW0/UnpqikcYpcI/AAAAAAAAA_4/SFAaP7km0mI/s320/Graph.png" width="320" /></a></div>
<div class="MsoNormal">
<span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span></div>
<div class="MsoNormal">
<b>What I did</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
After building this from scratch I started to rip out stuff
that I felt was hindering me. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
- First to go was the Physical Sky. Having that in the connected
to anything is what was responsible for the bluish tint I hated. Stripping it
out of the camera shaders did that. </div>
<div class="MsoNormal">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-zfUCIV0haT4/UnpqhXn5EEI/AAAAAAAAA_g/tVzk28xqUZk/s1600/camera+slot.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="99" src="http://2.bp.blogspot.com/-zfUCIV0haT4/UnpqhXn5EEI/AAAAAAAAA_g/tVzk28xqUZk/s320/camera+slot.png" width="320" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-EBLekdnReas/UnpqgfaMk0I/AAAAAAAAA_U/NdCv6k9DCaA/s1600/camera+hyper.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="167" src="http://2.bp.blogspot.com/-EBLekdnReas/UnpqgfaMk0I/AAAAAAAAA_U/NdCv6k9DCaA/s320/camera+hyper.png" width="320" /></a></div>
<div class="MsoNormal">
- There was also no need to have Sun Direction as I was
sticking with midday so that was stripped out. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
- I wanted to be able to manipulate shadow opacity and light
intensity so the Physical Sun was taken out<span style="mso-spacerun: yes;">
</span>(as well as Sky then). </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
- Turning off the final gathering brought back thick black
shadows. Adding 2 Fill lights for the side and front lit them up. Adding a
yellow ambient light goldened up the scene to simulate sun light affecting the environment.</div>
<div class="MsoNormal">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-zp-B1z60VWo/UnpqfcirZ3I/AAAAAAAAA_M/emXdLmVmOVI/s1600/Lights+base.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="273" src="http://1.bp.blogspot.com/-zp-B1z60VWo/UnpqfcirZ3I/AAAAAAAAA_M/emXdLmVmOVI/s320/Lights+base.png" width="320" /></a></div>
<div class="MsoNormal">
<span style="mso-spacerun: yes;"> </span>- Adding a light for
the distant background only added depth to the scene to simulate light hitting
distance.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
- A final light was added strictly for the skybox to the
light up a sky. Mainly because the Directional light could not work properly
within a dome. </div>
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<br /></div>
<div class="MsoNormal">
<b>Results</b></div>
<div style="text-align: center;">
Before</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-bQ3yeYzFfBY/Unpqu2hbraI/AAAAAAAABAc/H5_vegsJmY4/s1600/AD.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://4.bp.blogspot.com/-bQ3yeYzFfBY/Unpqu2hbraI/AAAAAAAABAc/H5_vegsJmY4/s320/AD.png" width="320" /> </a></div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div style="text-align: center;">
After</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-PPrkOTgyaTo/Unpqgbd8ScI/AAAAAAAAA_Y/eqAfhBgGIc0/s1600/Final.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://4.bp.blogspot.com/-PPrkOTgyaTo/Unpqgbd8ScI/AAAAAAAAA_Y/eqAfhBgGIc0/s320/Final.png" width="320" /></a></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>Final thoughts</b></div>
<br />
<div class="MsoNormal">
The results produced default lighting I was comfortable
with. From here there still needs to be creative lighting added in order to
really help this scene come alive. I just glad this is all starting to work
now.
</div>
Brendan Lyallhttp://www.blogger.com/profile/15345806826640190387noreply@blogger.com0tag:blogger.com,1999:blog-7538754470358534667.post-39235791894757092642013-10-27T00:55:00.000-07:002013-10-27T00:55:12.199-07:00Week 6 - (Light Rig Base)<div class="MsoNormal">
<span lang="EN">For this week my goal was to actually produce an initial
light rig. This rig would be able to simulate morning, midday, evening and
night. From what I had known about light already in Maya and in real life I had
originally seen this an average task for the time I had. The problem was that I
had just assumed certain things could be done when I hadn't fully experimented
with them at all. This being shadows. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN"><br /></span></div>
<div class="MsoNormal">
<span lang="EN">I started by drawing out some schematic light diagrams
for what I assumed may have been a good plan. It worked out in theory and was
able to translate as expected. It wasn't till I tried experimenting with Physical
sun and sky did things start to go sour.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN"><br /></span></div>
<div class="MsoNormal">
<span lang="EN"><b>PHYSICAL SUN AND SKY</b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN"><br /></span></div>
<div class="MsoNormal">
<span lang="EN">The main reason I used this is that it had already useful
attributes for environmental lighting. Through this I would adjust things
accordingly as well as tweaking colours and adding extra lights. This would
work fine in theory but when I tried it I hit a brick wall. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN"><br /></span></div>
<div class="MsoNormal">
<span lang="EN">I have NO idea how to manipulate shadows.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN"><br /></span></div>
<div class="MsoNormal">
<span lang="EN">Changing the time of day and the actual softness were the
only ways I figured out how you could manipulate shadows. This was bad very
bad. After days of attempts and playing with everything I still couldn't figure
this out. It was important that I did as I was getting light bluey shadows that
had physical sun and sky written all over it. Without the ability to control
shadows properly I couldn't continue. I stopped the experiment and went with
failure. <o:p></o:p></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-sivg5AgSK4c/UmzGpTnZfyI/AAAAAAAAA-s/n9DK7wWSmR8/s1600/Ftests.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://2.bp.blogspot.com/-sivg5AgSK4c/UmzGpTnZfyI/AAAAAAAAA-s/n9DK7wWSmR8/s320/Ftests.png" width="320" /></a></div>
<div class="MsoNormal" style="text-align: center;">
<span lang="EN">(sigh)</span></div>
<div class="MsoNormal">
<span lang="EN"><br /></span></div>
<div class="MsoNormal">
<span lang="EN"><b>WHAT I LEANT AND WHERE TO GO FROM HERE</b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN"><br /></span></div>
<div class="MsoNormal">
<span lang="EN">As far as my skill set is right now I feel that I unfortunately
have to call a bust on physical sun and sky. It’s probably better too as being
able to create my own light rig manually allows for more control and is still
usable if I chose to switch to different renderers. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN"><br /></span></div>
<div class="MsoNormal">
<span lang="EN">Directions I could take for future experiments may
involve working with lights individually. I may also be directed to see the
impact of how different shaders/mip nodes may influence. Could a shader have
fixed my shadow problem? <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN"><br /></span></div>
<br />
<div class="MsoNormal">
<span lang="EN">For next week I may have to alter the learning contract
to accommodate for the fact that I haven’t finished an actual rig. Combining
weeks together (like seasonal and create light weeks) may bring me back to
where I need. <o:p></o:p></span></div>
Brendan Lyallhttp://www.blogger.com/profile/15345806826640190387noreply@blogger.com0tag:blogger.com,1999:blog-7538754470358534667.post-86535898157110992002013-10-21T08:58:00.000-07:002013-10-21T08:58:21.478-07:00Week 5 - (Fundamentals) <!--[if gte mso 9]><xml>
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<br />
<div class="MsoNormal">
To recap on last week, I was testing out different light
sources of Maya and experimenting with their attributes. From it I was able to
get a basic understanding of how different lights work in Maya. </div>
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<br /></div>
<div class="MsoNormal">
This week’s focus was on the actual theory behind lighting
and light rigging itself. Rather than just focusing on CGI lighting I chose to
look into other forms of media. This included; film, photography and even old
paintings as lighting had been a thoroughly researched topic in these fields.
Not to mention they were using actual light that gave natural results (rather
than just programed).</div>
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<br /></div>
<div class="MsoNormal">
The actual challenge is trying to create believable lighting
within the capabilities of Maya. It much simpler to have bad lighting in a
computer program than it is real life. Some things can easily just be seen as
‘out of place’, ‘too bright’ etc. A knowledge of how real lighting works can be
transferred to Maya and give believable results that are replicated in real
life. There are advantages and disadvantages through the program but for now my
focus is on observation. </div>
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<br /></div>
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<b>Factors of good lighting</b></div>
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<br /></div>
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<i>"Good lighting is important for quality video in three
different ways: exposure. Illusion of depth and mood/feeling", </i>(Jackman, 2010)<i><br /></i></div>
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<br /></div>
<div class="MsoNormal">
This was probably the more basic way of summing up
production lighting that I understood. The three factors it address’s (exposure,
illusion of depth and mood/feeling) are all needed when setting up shots.</div>
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<br /></div>
<div class="MsoNormal">
Exposure is the visibility of a shot. How lit the overall
areas of the shot are and what details and forms are shown. Having not enough
exposure on a shot causes dark hard to read visuals, whilst over exposure blows
out whiteness. </div>
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<br /></div>
<div class="MsoNormal">
Illusion of depth is simulating 3D space within an
environment. Even though a camera can capture real life, the actual viewing of
the material is only in a 2D surface. Having depth in a scene tricks the viewer
into thinking (or rather reinforcing) there is depth in the shot. </div>
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<br /></div>
<div class="MsoNormal">
Mood and feeling help give a soul/deeper meaning to the
shot. This could be highlighting something or telling us something about the
character/object. Having this brings a shot out of realism and more into
creative, artistic and semiotic communication. <span style="mso-spacerun: yes;"> </span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-IC_7F1VW_Zg/UmVOBXh0spI/AAAAAAAAA-E/uUtuTzBlYt0/s1600/american-beauty-dinner-table.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="146" src="http://2.bp.blogspot.com/-IC_7F1VW_Zg/UmVOBXh0spI/AAAAAAAAA-E/uUtuTzBlYt0/s320/american-beauty-dinner-table.jpg" width="320" /></a></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>Lighting in traditional work<span style="mso-spacerun: yes;"> </span></b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
To start initial research on light I looked into old
paintings that had a direct demonstration in the subject of light. It was an
interesting direction to take the research as light was being understood in art
before film and photography. The Painting that I ended up looking at was Claude
Monet's series of haystacks. From looking at the pictures there is a rapid
change in the tone and colour. The haystacks are basically the same but painted
at different times of day and weather. What can be learned from this is the
dramatic changes natural lighting can have on objects. How the different
lighting can give off alternate moods and behaviors. <span style="mso-spacerun: yes;"> </span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-9CJ3TzCmzYA/UmVOBp2u05I/AAAAAAAAA98/WG2f4a-Iq0I/s1600/claude_monet-268558_med.jpeg.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="190" src="http://2.bp.blogspot.com/-9CJ3TzCmzYA/UmVOBp2u05I/AAAAAAAAA98/WG2f4a-Iq0I/s320/claude_monet-268558_med.jpeg.jpg" width="320" /></a></div>
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<br /></div>
<br />
<br />
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>Lighting Rigs</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>High key lighting</b></div>
<div class="MsoNormal">
<a href="http://www.blogger.com/null" name="_GoBack"></a>High key lighting is a two light
set-up of both a key light and a fill light. They both are angled in the front
of the shot with the fill light having near the same intensity as the key. This
results in everything being evenly lit and at a higher intensity. With the extra
dimension of colour forms are separated and readable (unless if you are colour
blind). The advantage behind this system is that it is simple and it works. The
negative is that it creates a wash of light that makes shots look flat and is
bland. <span style="mso-spacerun: yes;"> </span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-0kzYVtj9RH0/UmVOCl4JJ5I/AAAAAAAAA-U/W7Wc9mL6bBs/s1600/high-key-lighting-diagram.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://1.bp.blogspot.com/-0kzYVtj9RH0/UmVOCl4JJ5I/AAAAAAAAA-U/W7Wc9mL6bBs/s320/high-key-lighting-diagram.jpg" width="320" /></a></div>
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<br /></div>
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<b>3 point light system</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Out of all the research I was able to do for this week the 3
point light system seemed to be the most commonly written about light rig.
Though you couldn't really blame it considering of how much of a effective staple
it is to lighting. It order to produce the 3 point light system you place a
light angled on one side of the camera focusing on the asset/area. This is the
dominate light source and is known as the key light. On the other side of the
camera is another light but with much less intensity. The light, known as the
fill light, exposes the areas which the key light would leave in darkness.
Having the light at less intensity creates light tone and contrast that helps
bring out details. Finally the is a light placed at the back of the asset/area.
With the light, or rim light, protruding off, the asset/area creates a
highlight that helps give a sense of depth within the shot. <span style="mso-spacerun: yes;"> </span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-y9fVZYO8_jM/UmVOBhoqDdI/AAAAAAAAA-Q/RDc1hXjJLIg/s1600/b3-three-point-lighting.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://3.bp.blogspot.com/-y9fVZYO8_jM/UmVOBhoqDdI/AAAAAAAAA-Q/RDc1hXjJLIg/s320/b3-three-point-lighting.jpg" width="247" /></a></div>
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<br /></div>
<div class="MsoNormal">
<b>Light bounce</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
This isn't so much of a rig as it is a technique. When we
have an existing 3 point light system an extra key and fill light can be added
to control bounced light on an object. The secondary lights will be in line
vertically with their duplicates and have greatly lowered intensity. This adds
brightness to the lower part of an object simulating light that has bounced
from the ground. A slight change but a definitely noticeable adjustment. </div>
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<br /></div>
<div class="MsoNormal">
<b>Building light plans</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
When it comes to lighting for environments it's a good idea
to produce a draw plan first of where the lights may go/where you need
lighting. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Unfortunately I couldn't exactly find any kind of formulaic
environment light rig. However with the varied location choices it would only
seem silly for there to be a one all rig for environments. I did however find a
process in developing them. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<u><span style="mso-spacerun: yes;"> </span>Primary light source</u>
- Add lights and attributes of those lights that would come naturally to the
shot being created. This would be though sunlight or artificial light, like
lamps. <span style="mso-spacerun: yes;"> </span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<u>Lights focused on active areas</u> - Giving extra or special
consideration for lighting where the actual action may take place. If the
camera is focusing on a character, they should have more lighting focus to
them. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<u>Lights to expose and give depth</u> - Creating a focal point to
expose<span style="mso-spacerun: yes;"> </span>then adjust the rest of the shot
according. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<u>Set lights properly</u> - Basically as it says. placing the
lights that have been planned.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<u>Watch shadows</u> - Have control over the shadows. Make sure no
odd shadows are intersecting weirdly with the action of the shot. A shadow is a
form.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<u>Accent lighting, interesting light structure</u> - Breaking up
spaces with lights and shadows to create more interesting visuals.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<u>Fill lights</u> - Filling up all the darkness that would be
otherwise caused by the original key lights. <span style="mso-spacerun: yes;"> </span></div>
<div class="MsoNormal">
Shadows giving sense of depth - Manipulating shadows whether
it be adjusting for more realism or creative lighting.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<u>Eliminate hot spots</u> - Areas that may have a fairly strong
lit area that are out of place in the shot. The previous steps reduce that
happening. However if there is movement in the scene the lights may need to be
adjusted accordingly.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
This is obviously more focused towards film production ,
however the techniques themselves transfer directly to CGI. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Other useful stuff I discovered whilst researching light</div>
<div class="MsoNormal">
Barn doors - controls aperture of light</div>
<div class="MsoNormal">
Mirror ball - shows overall lighting of scene</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Probably finishing this on a rough note but for some reason
I writing too much from what I have intended. There has just been so much
information to learn. I could probably adjust the scope of the research but I
still really want to focus on efficient environmental light rigging. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>References</b></div>
<div class="MsoNormal">
<span style="mso-bidi-font-family: Arial;">Jackman, J.(2010). <i style="mso-bidi-font-style: normal;"><span style="border: none windowtext 1.0pt; mso-border-alt: none windowtext 0cm; padding: 0cm;">Lighting for Digital Video and
Television</span></i><span style="border: none windowtext 1.0pt; mso-border-alt: none windowtext 0cm; padding: 0cm;">.</span></span><span style="background: white;">
(3rd edition).</span><a href="http://archive.org/search.php?query=publisher%3A%22Cincinnati%2C+OH+%3B+%5BGreat+Britain%5D+%3A+Premier+Press%22"><span style="background: white; mso-bidi-font-family: Arial;">Oxford, UK:</span><span style="background: white; color: windowtext; mso-bidi-font-family: Arial; text-decoration: none; text-underline: none;"> Focal Press</span></a><span style="mso-bidi-font-family: Arial; mso-fareast-language: EN-AU;"></span></div>
<div class="MsoNormal">
<span style="mso-bidi-font-family: Arial;">Parrish, David
A.(2002). <i style="mso-bidi-font-style: normal;"><span style="border: none windowtext 1.0pt; mso-border-alt: none windowtext 0cm; padding: 0cm;">Inspired 3D lighting and
compositing</span></i><span style="border: none windowtext 1.0pt; mso-border-alt: none windowtext 0cm; padding: 0cm;">.</span></span><span style="background: white;">
(1st edition).</span><a href="http://archive.org/search.php?query=publisher%3A%22Cincinnati%2C+OH+%3B+%5BGreat+Britain%5D+%3A+Premier+Press%22"><span style="background: white; mso-bidi-font-family: Arial;">Great Britain</span><span style="background: white; color: windowtext; mso-bidi-font-family: Arial; text-decoration: none; text-underline: none;"> : Premier Press</span></a></div>
<div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; mso-layout-grid-align: none; text-autospace: none;">
<span style="color: black; mso-bidi-font-family: Verdana;">Unknown. (2013). <i>Turner to Monet</i>. [Online]
Available</span></div>
<div class="MsoNormal">
<span style="color: blue; mso-bidi-font-family: Verdana;">http://nga.gov.au/exhibition/turnertomonet/Detail.cfm?IRN=29073
</span><span style="color: black; mso-bidi-font-family: Verdana;">[October 22nd
2013]</span><span style="color: #3e382a;"></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="mso-bidi-font-family: Arial; mso-fareast-language: EN-AU;">Images</span></b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; mso-layout-grid-align: none; text-autospace: none;">
<span style="color: black; mso-bidi-font-family: Verdana;">Ashton, K. (2011). <i>Studio Lighting Techniques</i>.
[Online] Available</span></div>
<div class="MsoNormal">
<span style="color: blue; mso-bidi-font-family: Verdana;">http://www.cse.ohio-state.edu/~parent/classes/682/WI12/TechReports/lighting.pdf
</span><span style="color: black; mso-bidi-font-family: Verdana;">[October 27th
2011]</span></div>
<span style="font-family: "Calibri","sans-serif"; font-size: 11.0pt; mso-ascii-theme-font: minor-latin; mso-hansi-theme-font: minor-latin;">Ball, A. (Producer), & Mendes,
S. (Director).(1999). <em><span style="font-family: "Calibri","sans-serif"; mso-ascii-theme-font: minor-latin; mso-hansi-theme-font: minor-latin;">American
Beauty </span></em>[Motion picture]. American: Dreamworks.</span><br />
<div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; mso-layout-grid-align: none; text-autospace: none;">
<span style="color: black; mso-bidi-font-family: Verdana;">Feringa, B. (2013). <i>Bert Feringa Blog</i>. [Online]
Available</span></div>
<div class="MsoNormal">
<span style="color: blue; mso-bidi-font-family: Verdana;">http://feringa0.home.xs4all.nl/weblog/hay-3-claude-monet.html
</span><span style="color: black; mso-bidi-font-family: Verdana;">[March 29th 2013]</span><span style="color: #3e382a;"></span></div>
<div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; mso-layout-grid-align: none; text-autospace: none;">
<span style="color: black; mso-bidi-font-family: Verdana;">Unknown. (2012). <i>Light Your Video</i>. [Online]
Available</span></div>
<div class="MsoNormal">
<span style="color: blue; mso-bidi-font-family: Verdana;">http://www.howto.gov/social-media/video/light-your-video
</span><span style="color: black; mso-bidi-font-family: Verdana;">[May 4th 2012]</span><span style="color: #3e382a;"></span></div>
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<br /></div>
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<br /></div>
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Brendan Lyallhttp://www.blogger.com/profile/15345806826640190387noreply@blogger.com0tag:blogger.com,1999:blog-7538754470358534667.post-49808235101346802152013-10-15T09:05:00.000-07:002013-10-15T09:07:33.103-07:00Week 4 - (Maya Lights)<!--[if gte mso 9]><xml>
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lights and how they worked uniquely within the program. As A bonus I also
looked into some specialised lighting attributes. The outcome of the actual
goal was to hopefully help me get a better understanding of lights, and how I
could best use them to build an environmental light rig. </span><span style="font-family: "Times New Roman","serif"; font-size: 10.5pt; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;"></span></div>
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effects. From it I was able to drag out certain aspects of lighting attributes
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unique shadows from light mapping and optical effects (ie, lens flare). I also
learnt about IPR Rendering.<span style="mso-spacerun: yes;"> </span></span><span style="font-family: "Times New Roman","serif"; font-size: 10.5pt; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;"></span></div>
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<span style="color: #3e382a; font-family: "Trebuchet MS","sans-serif"; font-size: 10.5pt; line-height: 115%;">The main focus on producing accurate
results for the testing was to create a control scenario. My original intention
was to use both the Environmental Park and Refinery in order to use for the
testing. The problem with this was mainly the Ludacris nature of using an
entire environment to get the effects on one light. The space may have not
given an accurate result and could have been hard to read. This being said I
never actually allowed myself time to test this, but was already happy with the
testing area I created. Though in all future experiments the actual control
environments will be used. </span></div>
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<a href="http://1.bp.blogspot.com/-vHHxvG7wSCM/Ul1a9CJ6O3I/AAAAAAAAA70/CaTLIqmEcyc/s1600/Light_cube_default_test1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://1.bp.blogspot.com/-vHHxvG7wSCM/Ul1a9CJ6O3I/AAAAAAAAA70/CaTLIqmEcyc/s320/Light_cube_default_test1.png" width="320" /> </a></div>
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<span style="font-size: xx-small;">Default Lighting </span></div>
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<b style="mso-bidi-font-weight: normal;"><span style="color: #3e382a; font-family: "Trebuchet MS","sans-serif"; font-size: 10.5pt; line-height: 115%;">Part 1</span></b></div>
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<span style="color: #3e382a; font-family: "Trebuchet MS","sans-serif"; font-size: 10.5pt; line-height: 115%;">The Control environment I used to
host the lighting was a simple inversed cube. The lights used would always be
set up in the same position unless otherwise (ie, volume light). Each light
would emit against a corner area and show 3 examples with different
attributes.<span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><br style="mso-special-character: line-break;" />
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<b style="mso-bidi-font-weight: normal;"><span style="color: #3e382a; font-family: "Trebuchet MS","sans-serif"; font-size: 10.5pt; line-height: 115%;">RESULTS </span></b></div>
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<a href="http://4.bp.blogspot.com/-0ggAzSH00IU/Ul1a1GgjIGI/AAAAAAAAA64/H4DGAtl7ui4/s1600/LC1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="264" src="http://4.bp.blogspot.com/-0ggAzSH00IU/Ul1a1GgjIGI/AAAAAAAAA64/H4DGAtl7ui4/s320/LC1.png" width="320" /></a></div>
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<span style="color: #3e382a; font-family: "Trebuchet MS","sans-serif"; font-size: 10.5pt; line-height: 115%;">The following information is derived
from subjective observations and read information.</span></div>
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<a href="http://2.bp.blogspot.com/-IRUiwddVCRM/Ul1azDM08PI/AAAAAAAAA6k/-blG3cgorHA/s1600/Ambient.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="59" src="http://2.bp.blogspot.com/-IRUiwddVCRM/Ul1azDM08PI/AAAAAAAAA6k/-blG3cgorHA/s320/Ambient.png" width="320" /></a></div>
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<span style="color: #3e382a; font-family: "Trebuchet MS","sans-serif"; font-size: 10.5pt; line-height: 115%;">Ambient – This felt like an
extremely tinted light source that filled everything evenly. It had a sense
that it could control the overall visibility of an environment and possibly the
temperature as well. Ambient shade gave a strong sense of an AO like effect and
adding appealing contrast.<span style="mso-spacerun: yes;"> </span></span></div>
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<a href="http://4.bp.blogspot.com/-MrTNHCvxZzE/Ul1azbiBGJI/AAAAAAAAA6o/E8S24C7HzO4/s1600/Directional.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="59" src="http://4.bp.blogspot.com/-MrTNHCvxZzE/Ul1azbiBGJI/AAAAAAAAA6o/E8S24C7HzO4/s320/Directional.png" width="320" /></a></div>
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<span style="color: #3e382a; font-family: "Trebuchet MS","sans-serif"; font-size: 10.5pt; line-height: 115%;">Directional – Did not really have
that many adjustable attributes and might seem limited in terms of use by
itself. With the combination physical sun and sky the directional light
produces new attributes to help it become more controlled and varied. <span style="mso-spacerun: yes;"> </span></span></div>
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<a href="http://1.bp.blogspot.com/-25IaKZ8PAWE/Ul1a2dNRx3I/AAAAAAAAA7c/k7VhnhAuLoI/s1600/Point.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="59" src="http://1.bp.blogspot.com/-25IaKZ8PAWE/Ul1a2dNRx3I/AAAAAAAAA7c/k7VhnhAuLoI/s320/Point.png" width="320" /></a></div>
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<span style="color: #3e382a; font-family: "Trebuchet MS","sans-serif"; font-size: 10.5pt; line-height: 115%;">Point – Having a light source that
can produce light from within a center point can probably be used for
artificial light sources and for creative lighting. The distance for a point
light isn’t that limited. Having decay helps remove distant Omni lighting that
would give similar effect to an ambient light. <span style="mso-spacerun: yes;"> </span></span></div>
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<a href="http://1.bp.blogspot.com/-JIk3i0TzX3U/Ul1a3LhSvcI/AAAAAAAAA7o/_aysYftaBPU/s1600/Spot.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="59" src="http://1.bp.blogspot.com/-JIk3i0TzX3U/Ul1a3LhSvcI/AAAAAAAAA7o/_aysYftaBPU/s320/Spot.png" width="320" /></a></div>
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<span style="color: #3e382a; font-family: "Trebuchet MS","sans-serif"; font-size: 10.5pt; line-height: 115%;">Spot – Spot lights can help
highlight particular areas and bring out a focal point. The cone angle adjusts
the size of the circular light shape. Penumbra effects the edge softness of the
light shape. Drop off effects the decay of the light shape.<span style="mso-spacerun: yes;"> </span></span></div>
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<a href="http://2.bp.blogspot.com/-VJRint3OZRs/Ul1azF857zI/AAAAAAAAA6w/zA-A2hCAEgQ/s1600/Area.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="59" src="http://2.bp.blogspot.com/-VJRint3OZRs/Ul1azF857zI/AAAAAAAAA6w/zA-A2hCAEgQ/s320/Area.png" width="320" /></a></div>
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<span style="color: #3e382a; font-family: "Trebuchet MS","sans-serif"; font-size: 10.5pt; line-height: 115%;">Area – Projects a 2D light shape
depending on the size and shape of the light. Has a strong drop off that
requires a higher intensity for visibility. </span></div>
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<a href="http://1.bp.blogspot.com/-Gr6cizPnTWM/Ul1a22R79wI/AAAAAAAAA7k/hDbDBC-E0k4/s1600/Volume.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="59" src="http://1.bp.blogspot.com/-Gr6cizPnTWM/Ul1a22R79wI/AAAAAAAAA7k/hDbDBC-E0k4/s320/Volume.png" width="320" /></a></div>
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<span style="color: #3e382a; font-family: "Trebuchet MS","sans-serif"; font-size: 10.5pt; line-height: 115%;">Volume – Produces soft light
depending on the scale and shape. The penumbra can be directly manipulated via
liner and quadratic graphs. This allows the fall off and edge softness to be
more controllable.<span style="mso-spacerun: yes;"> </span></span></div>
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<b style="mso-bidi-font-weight: normal;"><span style="color: #3e382a; font-family: "Trebuchet MS","sans-serif"; font-size: 10.5pt; line-height: 115%;">Part 2</span></b></div>
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<span style="color: #3e382a; font-family: "Trebuchet MS","sans-serif"; font-size: 10.5pt; line-height: 115%;">This part of the experiment will
focus more on the extra effects that are produced within light attributes. As a
control for this the same cube will be used and a spot light will be
demonstrating the effects (unless otherwise). To also get a sense of a scene, primitives
have been placed. The actual details of the lights attributes (the controlled
ones) can be seen in Light Chart 2. </span></div>
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<b style="mso-bidi-font-weight: normal;"><span style="color: #3e382a; font-family: "Trebuchet MS","sans-serif"; font-size: 10.5pt; line-height: 115%;">RESULTS</span></b></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-oehsWT0ffVc/Ul1a1Kjhx6I/AAAAAAAAA68/LpbtYQRh0zY/s1600/LC2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://1.bp.blogspot.com/-oehsWT0ffVc/Ul1a1Kjhx6I/AAAAAAAAA68/LpbtYQRh0zY/s320/LC2.png" width="320" /></a></div>
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<span style="color: #3e382a; font-family: "Trebuchet MS","sans-serif"; font-size: 10.5pt; line-height: 115%;"><span style="mso-spacerun: yes;"> </span>The following information is derived from
subjective observations and read information. </span></div>
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<a href="http://3.bp.blogspot.com/-iG0SLQlBywo/Ul1a3iv7qvI/AAAAAAAAA7w/apKPWJ5NZuY/s1600/mrArea.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="59" src="http://3.bp.blogspot.com/-iG0SLQlBywo/Ul1a3iv7qvI/AAAAAAAAA7w/apKPWJ5NZuY/s320/mrArea.png" width="320" /></a></div>
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<span style="color: #3e382a; font-family: "Trebuchet MS","sans-serif"; font-size: 10.5pt; line-height: 115%;">Area Light – Produces appealing
lighting and shadows. Dependant on the amount of high and low samples. Shadow
mapping can also be altered with its sampling adjusted. More in depth research
probably needs to be applied here as technical understand of light and sampling
seems to be its focus. Also takes a bit of effort to render as increased
sampling increases render time.<span style="mso-spacerun: yes;"> </span></span></div>
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<a href="http://3.bp.blogspot.com/-7kbkU8FEcis/Ul1a1LdQFtI/AAAAAAAAA7E/-aeMH1eKjm0/s1600/Effects.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="59" src="http://3.bp.blogspot.com/-7kbkU8FEcis/Ul1a1LdQFtI/AAAAAAAAA7E/-aeMH1eKjm0/s320/Effects.png" width="320" /></a></div>
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<span style="color: #3e382a; font-family: "Trebuchet MS","sans-serif"; font-size: 10.5pt; line-height: 115%;">Light Effects – Used to create
different kinds of optical effects that are the subject of lens
reflection/refraction (i.e. lens flare). Is produced by having a point light on
camera and set to have ‘illuminates by default’ turned off. More of an effect
that can come into play with establishing time of day with environments.
Extremely customisable to appropriate with the kind of camera that might be
used. For some reason it only works in Maya renderer and not Mental ray. </span></div>
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<a href="http://2.bp.blogspot.com/-VLuLarDvVM8/Ul1a1-8Ku4I/AAAAAAAAA7Q/WJNgzIrrcjA/s1600/Mapping.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="59" src="http://2.bp.blogspot.com/-VLuLarDvVM8/Ul1a1-8Ku4I/AAAAAAAAA7Q/WJNgzIrrcjA/s320/Mapping.png" width="320" /></a></div>
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<span style="color: #3e382a; font-family: "Trebuchet MS","sans-serif"; font-size: 10.5pt; line-height: 115%;">Light Mapping – Simply applying a
file onto the light map. Can create interesting shadow effects as well as
caustic effects.<span style="mso-spacerun: yes;"> </span><br style="mso-special-character: line-break;" />
<br style="mso-special-character: line-break;" />
</span></div>
<div class="MsoNormal">
<span style="color: #3e382a; font-family: "Trebuchet MS","sans-serif"; font-size: 10.5pt; line-height: 115%;">Overall the main things that were
leant was the breakdown of light attributes and how certain lights effect areas
differently. With the understanding of this information more effective and educated
decisions can be made in development of environmental lighting rigs. There have
been a few things during this experiment (i.e., area lights) that I have had
some uncertainty about. However I going strive to continue to pick up other
light features that I may not have figured out. </span></div>
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<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;"><span style="color: #3e382a; font-family: "Trebuchet MS","sans-serif"; font-size: 10.5pt; line-height: 115%;"><span style="color: black;">References</span> </span></b></div>
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<br /></div>
<div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; mso-layout-grid-align: none; text-autospace: none;">
<span style="color: black; font-family: "Verdana","sans-serif"; font-size: 10.0pt; mso-bidi-font-family: Verdana;">Hackett, D. (2012). <i>Area Lights 101</i>. [Online] Available</span></div>
<div class="MsoNormal">
<span style="color: blue; font-family: "Verdana","sans-serif"; font-size: 10.0pt; line-height: 115%; mso-bidi-font-family: Verdana;">http://elementalray.wordpress.com/2012/03/19/area-lights-101/
</span><span style="color: black; font-family: "Verdana","sans-serif"; font-size: 10.0pt; line-height: 115%; mso-bidi-font-family: Verdana;">[October 16th 2013]</span></div>
<div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; mso-layout-grid-align: none; text-autospace: none;">
<br /></div>
<div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; mso-layout-grid-align: none; text-autospace: none;">
<span style="color: black; font-family: "Verdana","sans-serif"; font-size: 10.0pt; mso-bidi-font-family: Verdana;">Naas, P. (2010). <i>Maya Light Types</i>. [Online] Available</span></div>
<div class="MsoNormal">
<span style="color: blue; font-family: "Verdana","sans-serif"; font-size: 10.0pt; line-height: 115%; mso-bidi-font-family: Verdana;">http://www.paulnaas.com/canada/mart421/handouts/lights.pdf
</span><span style="color: black; font-family: "Verdana","sans-serif"; font-size: 10.0pt; line-height: 115%; mso-bidi-font-family: Verdana;">[March 31st 2010]</span></div>
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<br /></div>
<div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; mso-layout-grid-align: none; text-autospace: none;">
<span style="color: black; font-family: "Verdana","sans-serif"; font-size: 10.0pt; mso-bidi-font-family: Verdana;">Splicer, M. (2012). <i>Lighting in Maya</i>. [Online] Available</span></div>
<div class="MsoNormal">
<span style="color: blue; font-family: "Verdana","sans-serif"; font-size: 10.0pt; line-height: 115%; mso-bidi-font-family: Verdana;">http://www.cse.ohio-state.edu/~parent/classes/682/WI12/TechReports/lighting.pdf
</span><span style="color: black; font-family: "Verdana","sans-serif"; font-size: 10.0pt; line-height: 115%; mso-bidi-font-family: Verdana;">[January 24th 2012]</span><span style="color: #3e382a; font-family: "Trebuchet MS","sans-serif"; font-size: 10.5pt; line-height: 115%;"></span></div>
<br />
<div class="MsoNormal">
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<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;"><span style="color: black; font-family: "Verdana","sans-serif"; font-size: 10.0pt; line-height: 115%; mso-bidi-font-family: Verdana;">Multimedia</span></b></div>
<i>Rendering 3: Light Effects </i><br />
[DVD]. (2004). Holywood,CA: Gnomon
Workshop.Brendan Lyallhttp://www.blogger.com/profile/15345806826640190387noreply@blogger.com0tag:blogger.com,1999:blog-7538754470358534667.post-23567095747932045352013-10-03T23:41:00.003-07:002013-10-03T23:42:42.473-07:00Week 3 - (Learning Contract)<div class="MsoNormal" style="text-align: center;">
<span lang="EN">For the new week my main focus has been towards the producing the learning
contract. I really didn’t feel there was anything wrong with my question, I’d
already picked something I was happy with. The learning contract itself was
basically a plan of what I was going to do for the rest of the tri in IND302.
So basically me coming up with all the tasks I actually wanted to try and accomplish
(that link back to my question).<o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: center;">
<span lang="EN"><br /></span>
<span lang="EN">Coming up with the tasks felt a bit last minute. For some reason (possibly
IEP related) I had left the learning contract right near the end of week 3. I
had a basic sense of what I wanted do and started to proceed from there. <o:p></o:p></span><br />
<span lang="EN"><br /></span></div>
<div class="MsoNormal" style="text-align: center;">
<span lang="EN">To prepare for the next few weeks I searched through the library in order
to see if there were any pre-existing books on Maya, lights and light rigs. Unfortunately
there wasn’t much but took out some of the existing ones there. After briefly researching
on lighting setups I compiled a 14 long list of possible tasks I wanted/ could
have achieved. From there I grouped some topics with others and assorted them
from initial fundamental tasks to complex light rigs. With so many tasks and so
little weeks I decided to scrap the interior lighting part of the project. It
really didn’t need it (also saved me time on constructing an interior environment).
With everything sorted I plugged it all into the contract and filled out the
rest.<o:p></o:p></span><br />
<span lang="EN"><br /></span></div>
<div class="MsoNormal" style="text-align: center;">
<span lang="EN">I can’t really think of what else to really say about this week since I didn’t/
couldn’t do much. Upon future weeks the content will just be full of research,
pictures of test and what I may have learned from all the experimenting. It’ll
be god to make a start next week. <o:p></o:p></span></div>
<br />
<div class="MsoNormal" style="text-align: center;">
<span lang="EN">Also putting these things on a blog. The last entry was done last week,
just had no idea where to put it. <o:p></o:p></span></div>
Brendan Lyallhttp://www.blogger.com/profile/15345806826640190387noreply@blogger.com0tag:blogger.com,1999:blog-7538754470358534667.post-53362670189647079242013-10-03T23:40:00.002-07:002013-10-03T23:40:16.662-07:00Week 2 - (Question)<div class="MsoNormal" style="text-align: center;">
<span lang="EN">Starting off a new tri is always been tough as the discipline I had, eroded
of the holidays. When coming into the IND302 the thing I first and foremost
knew what I wanted to accomplish was something in the field of 3D and light.
Lighting has been a topic that wasn't taught that much in depth at QANTM. Many
of my projects I felt were crippled in some way or another because I didn't
have strong, or should I say, much fundamental understanding about light. <o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: center;">
<span lang="EN"><br /></span></div>
<div class="MsoNormal" style="text-align: center;">
<span lang="EN">The great thing about learning skills in light is that you can use it to
basically do a lot to sell a scene. Projects are literally brought to life with
the right lighting setup. The negative to all this is the lack of organic
creativity within the scope of process. Basically you'd be spending a lot of
time toying with light attributes, nodes and rendering *sigh*. With the
knowledge of light I feel would be a very useful topic for me to understand,
not only as a broad technical skill but to bring back into IEP. <o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: center;">
<span lang="EN"><br /></span></div>
<div class="MsoNormal" style="text-align: center;">
<span lang="EN">As the first week progressed I constantly thought about how I could
actually utilise this in IEP and form a question around it. I decided that
since my main issue with IEP lighting was with the environment that I would
focus on both quality and efficiency. My original question was long the lines
of, "what are effective methods of producing lighting systems for
environments?” I queried this to my "</span>facilitator"
on how I could properly structure the question. The feedback I got was more
personalising the question to the conditions that I was putting myself under. I
was making light for animation and I was only able to do tests on the QANTM
PCs. The question then became what it is at now...<o:p></o:p></div>
<div class="MsoNormal" style="text-align: center;">
<br /></div>
<div class="MsoNormal" style="text-align: center;">
<span lang="EN">Thesis: <i>What are effective methods of
producing lighting systems for exterior (and interior) environments with the limitations
of average consumer hardware for a 3D animation?<o:p></o:p></i></span></div>
<div class="MsoNormal" style="text-align: center;">
<span lang="EN"><i><br /></i></span></div>
<br />
<div class="MsoNormal" style="text-align: center;">
<span lang="EN">I didn't really give myself time to figure out a proper methodology which
is what I'll be doing for week 3. I'll also be doing an experiment in there as
well (a simple one though) to catch up for the lost time. Also learnt my first
lesson on sticking with the thesis. I was gunner look into the Arnold renderer
but was told it was mainly for high end commercial use (which I already know).
It kind of defeats the purpose if I am not focusing what the public has access
to, though I could probably put it in one of my tests by wording one of my
weeks a certain way. <o:p></o:p></span></div>
Brendan Lyallhttp://www.blogger.com/profile/15345806826640190387noreply@blogger.com0tag:blogger.com,1999:blog-7538754470358534667.post-74611512509850953572013-10-03T23:39:00.001-07:002013-10-03T23:39:05.737-07:00Week 1 - (Welcome)Opening a new blog in regards to this IND302 class. This is only for the weekly milestone reportsBrendan Lyallhttp://www.blogger.com/profile/15345806826640190387noreply@blogger.com0