Sunday 18 April 2010

Water shading test

A rendertest, as part of my research for Deep.
This is test to see how easy/hard it was to setup water with reasonable rendertimes.

They came in at around 1:10 a frame, at 1280*536, which I'm very satisfied with, as well as the look.
It's created in maya, and pretty much used standart maya ocean (with shader) and a wake attatched to the sphere.
Used a HDRI map for reflection (not visible as background), and got a z-depth pass as well.
They were all combined in after effects, together with background and a bit of color grading.



Tuesday 13 April 2010

Underwater study

I'm continueing test, trying and reseaching all the technical stuff, besides all the story work.
I need to figure out, how I'm actually going to render, and setup all this stuff, and especially water surfaces and underwater fog effect.

The latter is the focus of this little test.
Here it is, rendered out from native maya render (software) with rendertimes around 15 seconds on a fairly old 4gb ram computer.
This is straight out of maya, no touch up.

Obviously, all the fine tuning which will take it from workable to beautiful is left to come, but the generel idea seems to work fine.

Volume light (water) reseach from Christoffer Andersen on Vimeo.



More to come!

Friday 2 April 2010

Shot Overview

Not a big update here, just wanted to give an idea of the scope of the film.
Even though the animatic isn't quite finished yet, I've started to numerize each shot and trying to get a broad perspective of the whole thing.

I don't have a huge pipeline setup or anything, and quite frankly I think it'll confuse me more than anything, so instead I'll resort to simpler methods and did a shot chart in MS Excel.
So here it is, divided into animatic, 3dlayout, animation and final.
I can't wait to get a lot of purple X's.




















And for those of you, who don't wanna count, there are 61 shots so far... more to come!
Cheers