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Camera track supporting_documentation

Date post: 10-Jul-2015
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Nuke Camera Nuke Camera Track Track Mike Hill BMW Project
Transcript
Page 1: Camera track supporting_documentation

Nuke Camera Nuke Camera TrackTrack

Mike HillBMW Project

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BMW ResearchBMW ResearchI received the BMW model, which was untextured and incomplete. I conducted research into the BMW 3 series to which model and year it was so I could model the headlights and texture the car appropriately.

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BrochureBrochureI looked online for the relevant make and model. I found the BMW 3 series saloon 2008 brochure and took screen prints of the headlights and the colour swatches.

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HeadlightsHeadlights

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GeometryGeometry

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Paint ColoursPaint Colours

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Final Paint ChoiceFinal Paint ChoiceThe choice of paint I decided to use was Barbera Red Metallic. I used the pipette tool on Photoshop to lift the RGB values from the brochure so that I could apply them to the mi car paint phen x passes within Maya.

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Number PlateNumber PlateDue to the car being a 2008 BMW 3 series saloon, I make a textured the number plate to reflect this. I used the 2008 number plate, not the 08 release but the 58 to show it being registered in late 2008.

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Number PlateNumber PlateFront Plate

Back Plate

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Tax DiskTax DiskTo make the car more believable, I added a tax disc.I did some research into the colour and design of a 2013 British tax disk and then replicated it and added it to the car.

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Tax DiskTax Disk

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Render PassesRender PassesThe following slides are a break down of the render passes I set up in Maya. There are explanations to ways I have rendered out the car and to problems I came across, with the solutions I used.

They are broken into sections:•Original Passes•Passes to fix problems•Matte passes

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Original PassesOriginal PassesThe original passes I used to create the composite.

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DiffuseDiffuse

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Specular Specular

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ReflectionReflection

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RefractionRefraction

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Ambient OcclusionAmbient Occlusion

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Ground ShadowGround Shadow

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Car ShadowCar Shadow

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Passes to Fix ProblemsPasses to Fix ProblemsThese passes I made to fix problems with the first set of passes, the main problem was the interior of the car. Unfortunately this could not be fixed in post production in a time effective manor so I rendered out these passes to fix the problem in the most efficient way.

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Interior Seats FixInterior Seats Fix

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Interior Seat FixInterior Seat FixThe refraction and diffuse pass didn’t not render out the interior seats, due to a mistake I made. I rendered out just the seats of the car so I could just merge them back into the scene.

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Interior Pillar FixInterior Pillar Fix

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Interior Pillar FixInterior Pillar FixThe pillar fix I have shown in the Alpha channel as it was to dark to see just normally. I rendered this pass out so I could use it to make the inside panels of the car show, as in post it was cut out during another fix.

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Motion VectorMotion Vector

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Motion VectorMotion VectorI rendered out the Motion Vector pass so I could apply motion blur in Nuke. This pass measured the movement of the camera so I could apply the blur.

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Matte PassesMatte PassesThese passes were made so I could use them as masks within the post production process, in Nuke. Each of them either fixed a problem, or was used as a mask on a colour correction node.

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AlloysAlloys

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BackgroundBackground

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Car BodyCar Body

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HeadlightsHeadlights

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Number PlateNumber Plate

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TiresTires

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Window and FramesWindow and Frames

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WindowsWindows

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Interior FixInterior Fix

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Interior FixInterior FixInside the car, geometry failed to show in the final composite. This geometry was black and was didn't’t require much lighting or reflections so I used a surface shader to colour the geometry black and then piped it into the scene.


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