Thread: Using the shake Multiplane node on Free Jimmy

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  1. #1 Using the shake Multiplane node on Free Jimmy 
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    At Storm Studio we finished our first CG feature in April. The main compositing job was done in abut a year involving artists from a number of countries who all came and worked at Storm Studio in Oslo. Much of the compositing job involved comping in matte paintings and color correcting elements. The renderman rendered footage was generally generated as one layer, so working on separate elements required what we called id-passes. These were renderers where every item in the frame had an identifying color. So to color correct a given character, we would key the id-pass for the id color of that character to get a mask for it.

    On Free Jimmy we used the new Multiplane node in shake quite much. Even though the node tended to be a bit difficult to work with at times and a bit buggy, it was used extensively throughout. One application of the node was to layer matte paintings in shots with moving cameras in order to generate paralax between layers of paintings. Much of the movie takes place on the moors with mountains as distant matte paintings. The 3D sets were quite small and relied heavily on matte extensions. One problem with this was to keep the placement of paintings consistent from shot to shot. One thing we did to keep track of this was to make a Multiplane node for specific sets. The node would be set up so that if we imagined the set being in the center of the Multiplane node, matte paintings were positioned in a circle around the center facing the set. Note that layers in the node may be rotated, so they need not be aligned in straight layers. Camera data was exported from Maya and imported into the Multiplane node for each shot. So sstarting a new shot would involve loading the pre-made Multiplane node for the set in question, loading in the camera data and hooking up the footage. In this way the backgrounds would be the same each time the camera pointed in a specific direction.

    Another use of the Multiplane node was to create rooms behind windows. We would get rendered footage from a city set where the windows would be empty. Rendered masks for the windows made it possible to make them transparent, revealing whatever was behind them. The problem was that there was nothing. Enter the Multiplane node. Rooms were constructed bye making layers to act as walls. These could be anything from drawn artwork to plain Color nodes. These were set up as layers in a Multiplane node. To guide in the placement of these, Locators were set up in Maya typically at the corners of windows and where we wanted the corners of the room to be. These were then imported into the Multiplane node and would outline the geometry we were trying to build. It was then a matter of scaling, rotating and aligning the wall layers to build rooms where the Locators were. Your can attach layers to locator points in order to simplify placement. The Maya camera was also imported into the node. The output of the Multiplane node would then be comped in behind the footage with the transparent windows.

    I also used the same method to comp in moving posters in the intro sequence (see attached images). The surface where the posters were going to be were green so that I could key it. Locators were again placed in Maya at the corners of the poster space. The posters were animated to move up or down before entering the Multiplane node. The attached images show the original footage, the node tree and the inside of the Multiplane node. The quicktime shows the finished shot.
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    Morten Moen
    Visual Effects Supervisor
    Storm Studio
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  2. #2 Thumbs up More comptrees and a breakdown 
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    I got some more stuff to share from the Free Jimmy project (hope that you don't mind Morten!).

    These two comptrees show how two unique shots, of course, are built. They were quite typical for the project though, and uses the methods Morten describes above.

    The first one is a regular matte painting extension shot. The magenta group on the right is for the sky with the clouds. The green group in the middle is for the mountain mattes, and the blue group is for fixes, grades and corrections on the background plate (i.e. the Renderman rendering). Afterwards there are some more color correct stuff, glows, lightwraps aso.

    The second one is more interesting, showing of how the large MultiPlane setups could look. The "flower" of nodes to the left are the ID passes Morten describes, the "flower" in the middle is the actual rendered background plates, and the "flower" to the right are rendered skydomes (i.e. sky color backgrounds used as base skies before adding clouds). The actuall MultiPlane node is the largest node you can find in the middle. It is scripted so that it selects the right footage for the actual shot we're doing from the set setup (with all the different source footage in the "flower of nodes" at the top) depending on the active camera. I.e. the camera in the MP node is driving the direction you're looking at in the scene and the active footage to load in place. This way the clouds, matte painting aso. stays in the right place and gets continuous throughout the shots (as Morten said above).

    I haven't got the footage here, and don't remember exactly what shots these comp trees above were for. I do have a comp breakdown though of a typical Free Jimmy shot I composited at Storm. So download the quicktime and have a look!

    Cheers!
    // David
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  3. #3  
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    Looks really good guys thanks for posting!
    This game's in the refrigerator: the door is closed, the lights are out, the eggs are cooling, the butter's getting hard, and the Jell-O's jigglin'! - CHADFX.COM
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  4. #4  
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    Ah, my favourite David!

    I had almost forgotten about our "flowers". A fun constrution, indeed! They did have a tendency to slow down the scripts, though as far as I can remember. I think Free Jimmy is opening in Sweden (where you are) over Christmas or something. It is opening in Finland the 18. of november. And it will be shown at the Cardiff Film Festival on the 11.

    --Morten
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    Morten Moen
    Visual Effects Supervisor
    Storm Studio
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  5. #5  
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    Nice stuff, men! =)
    Would it be shown in Russia?

    Besides, in the trailer there is a scene where clouds are running off (6th shot). Can you tell a little about pruduction of this?
    Thx.
    Don't trust me girls, im makin FX
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  6. #6  
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    I have heard rumours that it has been sold to Russia, but I can check that. The shot you mention is would be the timelapsed sunrise beautifully made by David. David, do you want to shed a little (sun)light on this?

    --Morten
    ------------------------
    Morten Moen
    Visual Effects Supervisor
    Storm Studio
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  7. #7  
    VFXTalkDotCom Guest
    hey would you guys mind doing a full feature/interview on vfxtalk about your work on free jimmy ? would be really cool...
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  8. #8 Smile The timelapse sunrise 
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    Hey!
    I would gladly join Morten in an interview about Free Jimmy. But Morten is the supervisor, so he's the one that gives permission

    Shortly about the timelapse sunrise shot:
    First, you can find a quick breakdown of it on my showreel that you can download here: http://www.pixelmania.se/showreel/Da...el-v3_h264.mov
    I had quite free hand on this one, wich was extremely fun and at the same time a pressure... I knew the timing (like "it should be 240 frames") and I also spoke to the director who wanted a timelapse sunrise. It was supposed to go from an early cloudy morning (sun under the horizon) till about noon with the sun high up on a clear sky.
    The most challenging thing was probably that there wasn't any background made at all. So I had no 3D render (as in all other shots) to start from. I just started with a radial gradient instead, i.e. the sun. I then built with matte paintings from that, layer over layer. We had a great library of matte paintings of different mountain background in different lighting conditions.

    My main approach in the beginning was to make everything procedural because I really didn't knew the timing. So everything was driven by the sun's high over the horizon. Glows, a lot of lightwraps, sunflares, grading, DOF, aso. After some tests I better knew the timing, for example how high I wanted the sun in the end. I then tweaked some parameters with keyframing (after about half the time working on the shot).
    I then decided that it was to static and started to rebuild everything as a MultiPlane comp! So I separated all the layers and put them in 3D space, then animated a cameradolly. I also added more mattepaintings and tweaked the grade a bit more. When this was done I had a nice animation with a camera pull backward and the sun rising nicely changing all the colors of the landscape. The thing left was the clouds... I had been thinking about these a lot and also tried some procedural approaches. Some were quite successfull, created by multiplying a pair of animated Perlin Noise nodes (my own plugin). They were not as flexibel as I wanted though, because I really needed to create a lot of clouds and then making them dissappear. Solution? I kicked of Maya and made a nice 3D fluid simulation with some test and tweakes. I rendered that out with the Maya Software renderer as a B&W layer and then did some heavy procedural grading to make them integrated and nice together with the sun. The rays from the Sun through the clouds are for example a Radial Blur as a start. The golden edge on the clouds is an Edge Detect aso.

    Please feel free to ask more specific questions if you have any.
    Cheers! // D
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  9. #9  
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    I have a screenshot of a part of the timelapse sunrise compositing tree. I can't upload it though, it's some wierd error on the page. I'll try again tomorrow, so come back then if you're interested.
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  10. #10  
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    I guess if someone would set up an interview, I could gather a core group with myself, David and perhaps Otto and Matt to answer a few questions.

    --Morten
    ------------------------
    Morten Moen
    Visual Effects Supervisor
    Storm Studio
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  11. #11  
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    So here you got a piece of the sunrise timpelapse compositing tree...
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  12. #12  
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    Oh, so that's how you did it...

    You should have it framed and hang it on the wall. Or even better, have it printed on cloth and have someone make you a jacket out of it! Knowing about your favourite winter hobby, what about a snowboard jacket with a shake node tree on it?

    --Morten
    ------------------------
    Morten Moen
    Visual Effects Supervisor
    Storm Studio
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  13. #13  
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    Nice work fellas!
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  14. #14  
    VFXTalkDotCom Guest
    this was awesome, i'm sorry we didnt get around to doing the interview - though its never too late for good stuff like this...

    any idea how the film did or where i can get a hold of it?
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  15. #15  
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    I know Storm is working on the international DVD release now, so hopefully we can buy copies soon. I want one!
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