Category: 22/23 Advanced and Experimental
This is the last week of the group project. We still have a lot of problems to solve. The first is how to combine digital Earth and rendering. I tried to use tracker and 3D tracking. At the end, I chose to use the tracker to track the render, then export Stabilize and matchmove to connect with the footage. At the same time, I need to select the occluded part with roto. The part of combining digital Earth and rendering is more complicated. I had to be very patient and constantly fine-tune in order to make the digital Earth animation look more natural.
I still need to color the render. Because the original rendering only has green light, there is no obvious color contrast. So, I need to color the whole scene and each model through grade and crypto object. I set the whole main color to be green and blue. At the same time, I added a little purple color to the smoke on the aircraft in order to give the whole picture a little bit of contrast between different cold shades.


The rendering of the personal project is finally completed. In this project, I figured out non-realistic rendering and plant growth animation in order to prepare for my final major project. For the current visual effect, although I am quite satisfied with the part of texture, there are still many problems. First, I needed to figure out how to make a hand-painted background based on the lens, light and shadow. Then, the current rendering effect is fine, but I still feel that some elements are missing, especially light and shadow. Therefore, I need to improve the light and shadow in the rendering setting. At the same time, I need to find more reference of rattan to redesign the plants that grow on the bell tower.




For this week’s group project, my task was moving the TV off the wall, and placing two AI animations on the wall near the stair. The screenshots are the demonstration of my nuke’s nodes. First, in order to remove the TV, I used the previous clean up method. I removed the TV from the first frame, then used framehold and 3D tracking to remove the TV in each frame.

I made two AI animations, and placed them on the wall near the stair. First, I need to do 3Dtracking on the footage, and then I’m going to make a card at the specified location. After that, I used the cornerpin to place the animations on the wall, and connect them to the card.


For the texture of the plant, I used the same method for making the texture of the bell tower. In order to let the branches and leaves have texture and brushstrokes, I added two sharpen filters. In this way, the plants can have hand-painted with textures.




Although I got the hand-painted style in substance painter, I still had to deal with how to render non-realistic visuals in maya. So I used aitoon for non-photorealistic rendering. I connected the basecolor map to aitoon’s basecolor, and then connected the base tonemap and specular tonemap to ramp to make light and shade for the model. Since non-photorealistic rendering does not allow for significant 3D vision, I reduced the contrast of light and shade in the model. But the renderings aren’t quite as stunning as I’d hoped, so I’m still exploring how to draw the style in maya.



According to the new rendering, only a small portion of the TV on the footage is revealed. Therefore, I plan to make another AI animation, and put two screens on the wall. For the new AI animation, my idea is to use after effect to make the data of the earth and the world map.

This week I tried to make plant growth on the bell tower. First, I used curves to make the growth path of the branches on the bell tower. Then, copy the model of the branches and use mash to make leaves on these branches. At the same time, I will also put flowers on the branch, and then let the flowers grow with the growth of the branch.


Texture
In Substance Painter, I made the non-realistic material of the clock tower. Because I wanted to make hand-drawn style materials, I found some hand-drawn drawings of scene design on the Internet as a reference.

In order to make hand-painted style materials, I only made basecolor and normal map of the clock tower. On basecolor, I used noise in the black mask of the color layer and added blur slope, blue directional and Sharpen. This method can produce hand-painted brush strokes to achieve hand-painted visual effects. Luckily, I managed to get the hand-drawn effect I wanted.








The task of this week’s group project is to create a technical ui animation. According to the science and technology UI interface in Iron Man, my idea is to make a science and technology interface about human body scanning in after effect. In the interface, I designed several kinds of data statistics and changes, including wavy, circular and so on. This approach makes the interface look more technological. Then I rendered the geometry of two human bodies in maya as fodder for the body scan. Finally, I added a geometric border and turned up the tone and brightness of the whole picture to make it more like a tech screen.


