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Title: Allan McKay – Live Action Series – Term 1

Info:

FX Term 1 – Century City Building Destruction

Before we dive into sequences of shots – where our focus will be in working on many FX for many shots and learning through the unique challenges that arise. Our goal of the first term is to jump in the deep end on a solo shot or a ‘one off’. This will give us the chance to focus all of our attention and energy on the process and walking through a real film studio pipeline.

Initially walking through the pre-production phase we’re able to learn many critical lessons on how to approach a visual effects shot ‘the right way’. Planning and discussing what’s involved and communicating our plan before we take action. From initial ‘hand over’ of our shot and then beginning to block out our shot in phases before we get involved too heavily in creating all of the elements.

As we dive into creating the effects, we first initially create our destruction and lock the look. Learning to create a solid workflow for creating our destruction dynamics and integrating it into our shot with basic lighting and shading. Our first review is after we initially build our first pass of the destruction – we then review this and decide on what areas need revisions – A really critical moment is where we then review our shot and begin to problem solve issues and revise any issues with our simulation before we finalize the animation, and export Alembic caches of everything for use in final rendering.

Once our dynamic simulation is approved and ‘published’ we move onto creating all of our effects which are driven from the base simulation we built. Initially focusing on geometry simulations we create many additional effects elements from sparks and embers, to additional secondary glass impacts, debris as well as dense clouds of dirt spilling out of the building as areas collapse. Each of these elements is also published and baked out to Alembic caches so they are final, and also require no further calculations.

After which we create many of our atmospheric effects, from various levels of dust, fire, explosions, shooters, smoke, smoke columns, flame bursts and internal large scale fire inside of the building, and dozens of other layers.

Meanwhile we have many intermediate implementations of our elements into composite inside of Nuke, which allow for us to see our shot progress and understand how it will all be integrated together. Finally once all of our elements are built, we begin to balance our renders out, focusing on the lighting and shading and adjusting layers until we have a perfect balance of all of our effects elements. We’re then able to begin to build up our scene states for render pass creation and take our final render passes into comp.

Not only do we focus on heavy treatment in comp of our elements, as well as many tricks to integrate our elements seamlessly into the shot, and adding additional reflections and many other steps. But we’re able to review our shot as a whole and what additional elements we wish to create. Here is where we’re able to go into 3D one final time to make any final adjustments, as well as to create ‘contact maps’ of any debris hitting the sides of the buildings, as well as burn maps for our pyro elements to burn and mark up the building areas around it, and interactive lighting passes to get our fire to illuminate and light our shot as well.

All of this is performed over a fairly lengthy time, our first time is one where we focus on doing a majority of heavy duty work, but our focus is on making one visual effects shot completely amazing and taking it through to final. Understanding every step of the way and learning many of the steps involved in revising our effects as we move through the process. The final look is that of a high quality Hollywood production level visual effects shot. Which now we can start to replicate this process but on a much larger scale in many more shots in the further terms. This is an intense lesson and paves the way for the rest of the course.

标题︰ 艾伦 · 麦凯 — — 真人版系列 — — 术语 1

信息︰

外汇术语 1 — — 世纪城市建设破坏

之前我们潜入序列的镜头 — — 在哪里我们的重点将是在工作很多 FX 的许多镜头和学习通过独特的挑战,出现了。我们的第一个任期的目标是在深水跳上一个独奏的镜头或 '一次性'。这会给我们机会,我们所有的注意力和能量集中的过程,步行通过真实的电影工作室管道。

最初走过我们能够学到很多重要的经验教训,如何处理视觉效果上的预生产阶段射'正确的方法。规划和讨论所涉及的内容和沟通我们的计划之前,我们采取行动。从最初移交的我们射击,然后开始去挡住我们拍摄阶段之前,我们得到太多参与创建的所有元素。

我们潜入创建效果,我们首先最初创建我们破坏以及锁定查找范围。学习固体为创建工作流创建我们破坏动力学和融入我们拍摄的基本照明和底纹。我们第一次审查是后我们开始构建破坏我们第一遍 — — 我们然后审查这一点,决定在哪些领域需要修订— — 一个真正关键的时刻是我们然后检讨我们的机会和问题开始解决问题和修改任何与我们的模拟问题之前我们完成动画,和出口蒸馏器的一切在最终渲染中使用缓存。

一旦我们动态仿真是批准和 '发表' 我们进入创建所有的我们从我们建基地模拟驱动的效果。最初专注于几何模拟我们创建许多额外的影响从元素火花和余烬,额外的辅助玻璃影响、 碎片以及浓密的污垢溢了出来,建设领域崩溃。每个这些元素也是出版和烤出蒸馏器缓存,所以它们是最终的并且还需要没有进一步的计算。

后,我们创建的许多我们大气的影响,从各种级别的灰尘、 火灾、 爆炸、 射击、烟,烟柱,火焰爆裂及内部大规模火内建筑和几十个其他层。

同时我们有很多中间的实现我们的元素成复合材料内的核弹,使我们看到我们拍摄的进度并理解如何它将所有集成在一起。最后所有我们的元素建起来的一旦我们开始平衡我们呈现出来,专注于照明和阴影和调整图层,直到我们有一个完美的平衡,所有我们影响元素。然后,我们就能够开始建立我们现场各国呈现通创作并采取我们最终渲染进入 comp。

我们不只关注我们的元素,以及许多技巧来进入镜头,和添加额外思考无缝集成我们的元素和许多其他步骤中 comp 重治疗。我们能够作为一个整体和什么检讨我们的机会,但我们想要创建的附加元素。这里是我们能够走进 3D 之一为我们火元素燃烧并标记在它周围,建设领域地图的最后一次来作出任何最终调整以及创建 '联络图' 的任何碎片撞击建筑物的两侧,以及燃烧和互动照明传递要我们火照亮,光一以及我们枪。

所有这一切都在相当长的时间执行,我们第一次是因为我们专注于做绝大多数重型工作,但我们的重点是让一个视觉效果拍摄完全令人惊叹,并考虑它通过向决赛。理解每一步的方式和学习许多修订我们的影响,当我们向前迈进的过程中所涉及的步骤。最后看是好莱坞生产水平的视觉特效镜头的高质量。现在我们可以开始复制这一进程,但更大规模在许多更多的投篮在进一步的条款。这是一个强烈的教训和铺平了其余的道路。