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Week 10 Final Work_Modeling and Mapping of walls

Since I felt that the scene was very empty except for the part with the Buddha statue, I talked to Manos on Monday about the possibility of adding some walls, pillars or flags to the scene. So I started to build them in maya and used zb to add the Chinese pattern.

reference picture

I found a reference picture that helped me to establish an understanding of the scene and be clear about its structure

I used the roof that I built earlier, and I continued to change it to this side wall

When Manos was helping me look at the scenarios, he told me that I could use alpha or normal to add subtle patterns to objects inside sp or zb, which helped me a lot. I think this is a very useful bit of knowledge and will help me quickly refine the content and details of the scene.

Importing high and low modes

Using “curvature” in conjunction with the “dirty” map, you can create more rust marks and details on the stone pillars.

Adds more detail with lots of discolored dust in the corners

It’s very easy to use the mesh fill inside the sp, I don’t need to split the objects and I can spread the uv’s together and paste the materials at the same time.

Week 9 nuke class_ defocus nodes& roto paint

In visual effects and video editing software. DEFOCUS NODE (blur node) is often used to simulate a focus effect, where the focus of an image or video is adjusted so that certain areas become blurred to mimic the effect of a camera’s focus adjustment.DEFOCUS NODE is used to create a depth-of-field effect, where some parts of an image are kept sharp while other parts become blurred.

defocus node
no defocus node

The RotoPaint node allows users to perform repair and painting operations directly on an image or video. This is useful for fixing flaws in footage, hiding unwanted elements or adding extra details.

this is blur (roto paint)
  1. if you use the node of roto paint which include blur /sharpen/smear.
this is clone
this is rotopaint add premult

2.If I need to perform an image matting operation, I can use the roto paint with premult.

reduce the size
streng the size

3. there is brush size can change the scale of object.

4. through the alpha of gain, the size of the particles can be adjusted to make the picture look more natural.

5.the combination of stmap and roto can distort the picture.

Week 9 Hot air balloon festival operation modified version

Immediately after making the hot air balloon model. I’ll put it in the Arnold renderer to see if its camera is intact and in motion.

But I have to say that after I made the hot air balloon material inside sp, I don’t know how to import the texture into maya. So I studied the tutorial posted by manos in the group, it’s a very helpful plugin, I just need to select a texture path such as the base color texture. This plugin helps me to connect to the rest of the maps and saves a lot of time.

I exported a tif file that nuke applies.

To make the mountain look like it’s moving and to add tracking. I used the “time” node to adjust the time, which is an easily forgotten but very useful node.

Week 8 improve scene model

First of all, I need to create a ladder for the scene. The steps I made at the beginning I thought were dull and unrealistic, so after looking for references on the internet I made another version of the steps and added it to the scene, which is more realistic and complete than the previous version. Finally, I used SP to create the texture of the stones.

I used zb to carve the shape of each step to make them look as irregular as possible.

But when I imported this staircase into the scene, I thought it didn’t look good and appeared too regimented.

Next, I’m going to switch to another idea and try again to build a staircase that is more in line with the style of my scene.

My experience in making stairs twice taught me that when I need to make individual objects in a scene, I need to find a lot of real-life reference images to make them as detailed and less rule-based as possible. Therefore, while refining the scenario, I need to make the atmosphere of the scene as consistent as possible so that it looks more complete.

I replaced the mapping of the Buddha statue with sp because I wanted to create a dimmer environment with mystical powers. So I didn’t use the normal stone material for the statue. Instead, it was replaced with a metallic body and has some flowing red elements in the seams, which is part of the story.

Next I will refine the details of the scene and add lighting.

Correction, I decided to change the red aperture on the back of the Buddha because after discussing with manos, I thought it was very fake

Week 8 nuke poster for 2.5D tracking

For this assignment, I will be creating a new area to create a poster trace. This is because it will help me to memorize and better understand the logic behind each node. The process is roughly as follows:

1. Use “planartracker” to roto the approximate location of the first poster and turn on the tracking.

2. Create a “cornerpin2D(relative) in “tracking”

3. input the poster image of your choice, do roto and premult, and add “cornerpin2D” to help the poster to locate in the position of the original video.

4. connect the original scene with the poster replaced.

Here is my node diagram

For the node, I handle them in a similar way to the iPhone cell phone animations, first roto, then turn on tracking afterward, and finally in premult. While processing I found some errors, for example only the first frame has an occlusion relationship, this is because the tracking module is not enabled and the roto needs to be manually adjusted for displacement.

Week 9 Cameras and Post Process Volume (PPV)

  • Cine Camera, Camera Rigs and UE5 Setup
  • Brief Cinematography: Exposure and Depth of Field
  • Workflow in UE5 using Cine Camera and PPV
  • Brief introduction to Sequencer (if time allows)

Today Emily describes the function of each camera, such as (Camera Actor): This is the most basic type of camera used to capture scenes in the game world. The camera can be attached to the player character or a specific location to capture content in a specified area. It is usually used for first or third person view.

reference video(about camera in UE5)
camera rig rail

camera rig rail, which is a special camera type used to create customized camera paths. It allows me to customize the movement of the camera, simulating the action of a slide rail.

Simple bindings to simulate rocker type cameras

The larger the aperture, the blurrier the background and the greater the depth of field. The smaller the aperture and the clearer the background, the smaller the depth of field.

We’re going to go deeper into the mirror sequence, and then I’m going to add different scene animations to my own personal final work, and export the abc file from maya to my sequence to create the “fabric flutter” animation.

Week 7 First attempt to put assets into ue 5

When I finished modeling the temple door, I planned to import it into ue, but there were some problems because the format I imported was not correct, and the curtain animation I made in maya did not show in ue, which made me very upset.

When I learned that there is a great software for making terrain called world. When I finish making the terrain in this software, a height map will be generated and then imported into ue5, which makes me no longer spend time to draw the terrain, saving me a lot of time.

Find some stones inside the bridge and import them into my scene. And I’m going to import the stone that I made earlier.

In addition, I need to make some wooden frames to support the background of the Buddha statue. As the background of a Buddha statue that has experienced many vicissitudes, from its establishment to its breaking, his eyes are also witnesses to the joys and sorrows of people.

This week I finished building the big scene environment, next I need to add stone columns and steps to the scene, and use sp to make the Buddha map.

Week 7 Lighting and Global Illumination Systems in UE5

  • Types of Lighting and their Properties
  • Environment Lighting
  • Shadowing
  • Lighting Plugins
  • Tools for Lighting
  • Different types of Global Illumination: Lumen and Lightmass
  • Introduction to Lumen GI and Reflections
  • Post Process Volume and Lumen

Today, Emily teaches us how to experimenting with lights and atmospheric and experimenting with Lumen and PPV.

1/ point light

It can be very visualized that a point light source emits specific light in all directions in a very noticeable way. And the shadows of objects are sharper.

2/spot light

In order to see the role of light more intuitively, I will adjust the mode to “light only”, spot light is similar to the light will be gathered after the dispersion, I think a lot of stage lighting is suitable for this light source.

3/rect light

Rect light spreads the light source over a wide area, making shadows softer and not as sharp as with a spotlight. I think rect light is good for scenes where the object itself is emitting a small amount of light.

Next, I need to add volumetric fog to my scene because I need my statue of Buddha to have a top light shining down on it, which will give the statue a greater sense of mystery and holiness.

reference pictures(Top light diagram)