Date post: | 10-Jul-2015 |
Category: |
Documents |
Upload: | michael90hill |
View: | 54 times |
Download: | 0 times |
Nuke Camera Nuke Camera TrackTrack
Mike HillBMW Project
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.
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.
HeadlightsHeadlights
GeometryGeometry
Paint ColoursPaint Colours
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.
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.
Number PlateNumber PlateFront Plate
Back Plate
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.
Tax DiskTax Disk
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
Original PassesOriginal PassesThe original passes I used to create the composite.
DiffuseDiffuse
Specular Specular
ReflectionReflection
RefractionRefraction
Ambient OcclusionAmbient Occlusion
Ground ShadowGround Shadow
Car ShadowCar Shadow
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.
Interior Seats FixInterior Seats Fix
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.
Interior Pillar FixInterior Pillar Fix
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.
Motion VectorMotion Vector
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.
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.
AlloysAlloys
BackgroundBackground
Car BodyCar Body
HeadlightsHeadlights
Number PlateNumber Plate
TiresTires
Window and FramesWindow and Frames
WindowsWindows
Interior FixInterior Fix
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.