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.
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.
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.
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.
The teacher said that the most important thing about nuke is to understand the logic and thought process involved in order to better complete a piece of artwork. For me, the idea of doing this assignment is: first, deal with the camera shake and tracking. Secondly, replace the animation when the finger moves, using the “dissolve” node. Finally, I need roto the finger dynamics and tracking.
The final product is shown: the teacher said that the smoothness of my animation still needs to be improved, and that I need to make the animation when sliding more silky smooth. In addition, compared to the first roto assignment, it is now more natural to handle, and the speed has been improved to a certain extent.
First model a hot air balloon
Due to some problems with the rope tool in maya, I used c4d to make the rope in the hot air balloon.
Next, I used substance painter to map the balloon.
Based on the previous roto operation, I can easily and flexibly complete the roto of the mountain and use the “tracker” to make the mountain move more naturally.
In “roto” we can layer the background and differentiate between different colors to bring out the dynamics of the character in a better way. In this nuke lesson, we learned how to use bezier curves and b-splines to draw roto shapes. Although the process can be a bit lengthy, I have gained many unique insights into roto after this training. First of all, the use of tools is very important, I think when roto character head should use more smooth curve such as Bezier curve. At the same time, reduce the number of points, which can greatly reduce the workload in the process of completion. Secondly, in the process of roto legs and hands, use b-spline to draw, which can more accurately summarize the shape and dynamics of the character.
Add roto: 1. the running man partition for roto, so as to facilitate the future tracking 2. add “copy” a connected roto area, b connected to the background 3. for the “roto” area to add color mask (mattecheck)
My inspiration comes from ancient Chinese myths and Buddha statues.
LONGMEN STATUE
I wanted to create an ancient cave eroded by time, include ancient Buddha statues and temples.
My goal is to make 7-8 shots to compose the final animation and will use nuke, ue5, and maya to realize them.
Story Concept: Set in the Longmen Grottoes from China, this concept depicts an ancient grotto eroded by time and nature, with murals and sculptures of ancient Buddha statues inside. The scene is strewn with withered fallen leaves and the rocks are covered with moss, giving the overall scene a long and sedate atmosphere.
reference picturemood boardstoryboard
Part 1:
Modeling attempts on rocks in the environment
In the process of stone making, I used a relatively complete process to make different stone shapes. First, I created many simple blocks in maya, then I sculpted them in detail in zbrush and expanded uv. Finally, I tried to use sp for mapping, but it was my first time to use SP for mapping. Therefore, I will have further optimized plans for the subsequent carving and mapping of Buddha statues.
Part 2:
An attempt to model a temple gate in Chinese style
In this section, I’ll create a complex roof element in maya, and I’ll use the mesh tool to create the tiles on the roof. In addition, I used the “nCloth” and “nConstraint” modules to create banners and other soft material objects. In this process I also added an animated presentation about the fabric. In order to enrich the elements, I made a Chinese-style plaque, which is a sign that can be placed on the top of the temple door.
This is the roof making video I referenced, I used the mesh tool to make many of the tiles, and with the tutorial I think it was easier than I thought it would be. I would love to make these tiles and make a complete roof out of them.
make of roofmake of roofmake of roofmake of roofmake of pillar
In this lesson, we learned how to use “transform”, “reformat” and “grade” nodes to deal with the brightness and color of the screen and the size transformation of objects.