View Full Version : LBL08_ProductShot_GREG
flyingfish
December 8th, 2010, 12:07 PM
Hi everyone,
I have 2 and a half more days before this project is due and I'm posting to get a little feed back before then. I'm still tweaking it, timing and such, but I want to consider comments from you guys too.
I'm using Maya and Nuke. Since ultimately I want to be a compositor I decided to do this project in Nuke as much as possible so the whole 3D scene is setup in Nuke.
Looking forward to your CCs and taking a more active role in this forum... I've been lurking way too long and have much thanks to give for how much this community has helped.
Greg.
BTW please check end of thread for updates.
mbenard
December 8th, 2010, 12:22 PM
OMG!
Really nice work Greg. It blows me away that you're doing that with Nuke's 3D. I love it!
Might want to take another look at your focus rack effect once the product comes into frame. I'd like to see a version that focus pulled a little slower/smoother, it feels a tad jarring at the moment.
A+!
Mark
flyingfish
December 8th, 2010, 01:25 PM
Thanks Mark :)
Yeah, I tried that searching for focus effect that seems popular these days but it came off really lame and maybe not appropriate for a product shot anyway.
I'm also compressing the scene in the z axis so the camera has half as much distance to cover but in the same time so it will slow down.
I'm finding that having the 3D scene in Nuke helps with tuning the motion blur and depth of field quickly while keeping quick render times.
JTranetzki
December 8th, 2010, 01:54 PM
Very nice! You've inspired me Greg.
I was going to mention something along the lines of slowing the dolly through the field. It's such a great work with the composition and should be shown off more.
redruM13
December 8th, 2010, 03:20 PM
Well done Greg!!!
I love Nukes 3d System and you have done some awesome work with it!
The shot looks great i would like to take a look at your node tree sometime this week.
my only suggestion other than whats been said is to increase your sample and diameter under the multisample tab of your ScanlineRender. this will decrease the 'staircase' on your product box.
also a neat trick is to change your pivot point of your camera from the default possition at the 'lens' to the mid base of the camera, as in where a real tripod would be attached. its subtle but it makes your camera move a little more realistic. try it out.
great work Greg i cant wait to see more of your work!
flyingfish
December 8th, 2010, 08:39 PM
Thanks guys.
I'm trying that pivot offset idea and setting the sampling.
Hopefully I'll get a new render up later tonight.
flyingfish
December 8th, 2010, 10:51 PM
Here's an update.
Will have to turn on antialiasing to high for the box as upping the samples alone is not working.
Working on some water drops and some volumetric lighting in the field. Would love to have some motion in the oat stocks too but not sure I can make that happen for Friday. I have a scanline render node on each stock so I should be able to aply some warping after some of them to simulate some movement.
boomji
December 9th, 2010, 02:10 AM
Very neat work flyingfish.
Could you post some screen grabs within Nuke ?
Bits n bobs:
1.The Lighting on the final product (Soap & pack) seam to be inferior to the lighting setup for the establishing shot(which is good).
2.Throw in some light on your cyc/glade area since the lighting on the pack/soap seem unmotivated.
3.If there is any detail(texture,displace etc) on those assets (pods) then perhaps you can reduce the bloom,DOF etc to let it show.
4.Want to tickle the camera with a hint of a Len-flare ;)
5.If you were asked to rustle up a pod or two how would you do that in Nuke
b
flyingfish
December 9th, 2010, 12:22 PM
Very neat work flyingfish.
Could you post some screen grabs within Nuke ?
Bits n bobs:
1.The Lighting on the final product (Soap & pack) seam to be inferior to the lighting setup for the establishing shot(which is good).
2.Throw in some light on your cyc/glade area since the lighting on the pack/soap seem unmotivated.
3.If there is any detail(texture,displace etc) on those assets (pods) then perhaps you can reduce the bloom,DOF etc to let it show.
4.Want to tickle the camera with a hint of a Len-flare ;)
5.If you were asked to rustle up a pod or two how would you do that in Nuke
b
Thanks boomji, those are excellent suggestions and I've implemented a few of them! So totally true about the lighting on the final shot. I put in some light bleeding in from the top left which is a subtle thing but I think helps tonnes... I'm not sure what other tricks I could use for enhancing the lighting on the end shot.
I tickled the camera... hopefully to good effect.
Not sure what you are asking in point 5. I modeled my oat pods in Maya and rendered a still, then imported an obj in Nuke and projected the rendering on it. The oat field is done that way too.
My biggest challenge now is to get some organic swaying type of motion in the field. I could animate a tilt in the geometry but they would still look relatively ridged. I have each oat stock with its own scanline render node so I could warp a few of them after the render node. However the camera motion by that point is baked in so what do I do? Stabilize first using reconcile to 3d then warp and then reverse stabilize? Will that even work on such a camera move? Any tips or tricks I could use here would be great! Anyone?
BTW an update is attached here.
boomji
December 10th, 2010, 06:48 AM
ok think like this...
i have to KICK the f0cking soap bar into the viewers eye without moving it and without occluding the pack(branding).What can aye do with all the tools aye hav (rim light,bounce cards,glints(when required) etc) ;)
Did the camera ease in on last frame ?
Sometimes edit/online might want handles.perhaps you can settle in earlier or extend the shot.
My biggest challenge now is to get some organic swaying type of motion in the field
yes it would be a good exercise to go through (you're learning anyways).
Camera motion is exported to Nuke or generated inside Nuke so you could animate an oat stock.Bake the projection in (render out UV in render node malarkey)
Can you eventually(after projection) get some stocks as a texture on a 3dcard with bi-cubic distortion and warp it some.
On the smoke this is known as a re-entry node.
wont harm running the untextured,unlit maya scene of one set of stocks through a sim(play blast) to get a rough sense of the physics of it.
regardless all the best with your assignment. :fingerscr
b
flyingfish
December 10th, 2010, 10:01 AM
ok think like this...
regardless all the best with your assignment. :fingerscr
b
Thanks a lot boomji, you've been really helpful. :)
It's screening day and I'm happy with what I have to present. I've cut it to the audio of an actual Aveeno ad and have extended the end by a full 2 seconds so the product lingers for a bit, and have my key frames go past the end a bit if I needed to render out handles. I'll upload an update later today.
flyingfish
December 12th, 2010, 02:37 PM
Here is my final that I presented on screening day.
I'm still working on animating some grid warps on some of the oats to create some organic movement. My initial tests seem promising. I had heard that moving grid warps were hard and needed a stabilized plate first, but I'm not finiding it too bad in my case.
I realise now I should have started this thread in the WIP section. I'll be sure to do so next time.
I know my classmates had some awesome things to show on Friday from both my class and the one ahead of me that are working on their insect project. Looking forward to seeing them post some of their work soon too.
kpjoshiin
December 12th, 2010, 04:33 PM
It looks awesome Greg. Really smart work in the given time....Inspiring!!
821nkline
December 12th, 2010, 05:34 PM
Really nice work, Greg -- way to master Nuke :)