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Hash, Inc. Forums > Featured > Feature Films: Tin Woodman of Oz - Scarecrow of Oz > Tin Woodman of Oz > TWO Lighting
cosmonaut
Looks like we've got some more swimming/shimmering textures. The texture on woot's arm and the servant's pants and shirt probably need to be fixed. Also, we might need to lower the hair count on Woot's head, it's so thick right now that you can't make out any individual hairs, it looks like one big blob. Anyway, here's what I've got so far...
alweb
hehe! I like this picture, nice render

please, cut off that lipstick on Woot mouth !
And what is that hair color ? My old grand-mother got a better one at her weekly hair session salon.

He look a bit like the young archie ! hehehe !

sorry but I'm speaking frankly.

The metal texture and reflection look really good...you should pass on your receip to the Tin Wood man?

wink.gif
Al
NancyGormezano
QUOTE(cosmonaut @ Nov 20 2006, 06:12 AM) *

Looks like we've got some more swimming/shimmering textures. The texture on woot's arm probably need to be fixed. Also, we might need to lower the hair count on Woot's head, it's so thick right now that you can't make out any individual hairs, it looks like one big blob.


After I got Scarecrow done - it was my intention to tweak Woot, Tinman, Scarecrow - so that they all coordinate and complement each other in some manner including style, theme & colors.

At the time I was doing Woot, I was reluctant to change what others had done. I would not have used those darktree materials, even tho they might look good in stills, they are unnecessary hogs with respect to rendering time. And as you've noticed, in motion, some produce moire effects as well. I removed most of them from Yoop & replaced with decals. I'm not going to be reluctant to remove them from Scarecrow.

Nor would I have used that density of hair. I don't think it's necessary. Typically I never go above a 2, and that's pushing it for me. I think currently his hair density is set to 10? 20?. Can't remember.

I also don't like that glossy look on Woot's lips (but the color looks good on my monitor to me).

I would have tweaked the above, eventually.

So either remove the materials from Woot's arms, legs (I have already removed them from his leather parts) and replace with just the color in the material for now, and turn down the density in his hair material.

Or wait for me, when I get around to tweaking, if that's still in the cards.

I still like Woot's shiny red hair (on my monitor). It's might be the only thing I really like about Woot, at this point.

I am concerned that Tinman's chest texture pattern might be too high frequency as well. It obviously is too noisy in the real-time, aliased shaded renders. That texture can always be blurred in photoshop if it proves true in the final rendering settings. It looks fine in a still. But needs to be tested in motion. When I do final renders (no multipass), I think the anti-aliasing handles it very well. However, I don't know about multipass, as I haven't really used it.

So, that is why I made a Whimsy-Bumpy-Smoothy pose (in Tinman's animation folder) that reduces frequency, ie gets rid of the bumps for his current pattern (+100 %) and also trys a lower frequency but different pattern at -100%. The whimsy pattern is more suitable for juggling acts.

ypoissant
Give preference to color maps instead of materials if it is possible. Not only because they render faster but also because they antialias better.

Nancy - When I saw the high frequency texture on Tin Woodman chest, I also thought that this may cause issues. But I did not comment on that because I thought, and still think, that because they are maps, the Mip-Mapping should kick in and do the bluring that would be required to prevent crawling. So before changing anything on this texture, we should run animated render tests at different scales and figure what to do from the results of those tests.

About Woot hair density, This will probably have to be adjusted according to how close the camera is to the subject. For medium shots, the current density is probably too high. But I have a couple close-up shots in 1_02 and the density seemed right in those shots. (And BTW, I still like Woot's red hair)
alweb
Hi

I would see every lips (exept for special character) the same color as the flesh but a bit darker
...I mean using the same color tone family as the flesh color ( same RGB data but a tone lower)

..the hair color is not so bad but maybe it can be improve ....more natural ? less shiny ?
...the effect is too much for me.

Also I've noticed that the irish square design of his suit tend to deform badly with the character moves.
A different pattern who support more mesh deformation would be something to try...

The leather pieces of garnment should be more ...textured...scratched.maybe the button shouldn't be in metal...what about a darker color than the leather ?
maybe a diffuse map to get an used look?

Also I was thinking of a "reflective area" map for tin woodman , so the reflection occurs only at the right place...it could be especially effective on the face ...a kind of greyscale mask map ...lowering reflection around eyes and hard corner...also adding some texture on this map should texture the reflection effect a bit ...kind of brushed metal?

... those comments are just my perso opinion .
Thanks
Al
cosmonaut
QUOTE(ypoissant @ Nov 20 2006, 01:00 PM) *

About Woot hair density, This will probably have to be adjusted according to how close the camera is to the subject. For medium shots, the current density is probably too high. But I have a couple close-up shots in 1_02 and the density seemed right in those shots. (And BTW, I still like Woot's red hair)


I think I'm the one who probably set that super high density in the first place ... Just out of curiosity, why can't I animate hair density? In order to do what you are proposing Yves, I tried to go in and adjust the density property in the chor and it wasn't there! I also tried doing the same thing with a pose slider ... no go.

Also, do we have any simcloth experts? Seems like we need some effects TD's to handle that side of things, I don't have time to try and figure out how to make Tin Servant's cape move properly, anyway all my experiments with simcloth have ended badly...
cfree68f
I think the hair density on all the Hairy characters is to high. I first noticed it on the green monkey. We should use a thicker hair and go with much less dense hair. It'll look and read better and render much faster. I can play with this until my issue with loading Castle files gets fixed if you want me to.
cosmonaut
QUOTE(cfree68f @ Nov 20 2006, 07:28 PM) *

I think the hair density on all the Hairy characters is to high. I first noticed it on the green monkey. We should use a thicker hair and go with much less dense hair. It'll look and read better and render much faster. I can play with this until my issue with loading Castle files gets fixed if you want me to.


Go for it, the more experimenting the better ... but what's wrong with my monkey sad.gif

I agree that it will render faster ... and will probably read better (due to shadowing issues that will hopefully be fixed in version 14) but I'm not sure it will look better. I always had problems whenever the roots are visible with thick hair. What we really need is deep shadow maps (to fix the shadowing issues) and clumping. Anyway, let's see what you come up with.
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