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Writer's pictureKres Raven Bosales

[WEEK 19] Progress Report

Had a talk with marco:

  • Good to know that it is cool that I took the time to explore my options, but I do agree that it is now heading to a point where I need to make a hard decision regarding the environment style- 2D or 3D.

    • Both results are good and it would be a shame not to use both somehow.

    • Marco suggested perhaps exploring parallax in After Effects with 2D assets

    • Another suggestion is to explore doing my 2D hand-drawn style, and overlay the 3D version for its lighting and shadows.

  • My next step is to work on finishing blocking for one if not all of my scenes by next week; progress forward, on my character animation.

  • I would like to explore if I could do more of the simulations that I aim to have in my other scenes.


 

I planned to set up cameras for my animated scenes and render the images as a background (BG) to draw my animation on. For part 1, scenes 1-8 BG shots were taken. 

  • I had difficulty setting the camera in a way so as to make it feel like a smaller camera- increase field of depth (FOD) and scale of objects in addition to warping the perspective. 

  • I was able to achieve this effect by utilising the “near clip” attribute and adjusting the FOD accordingly.

  • Scenes such as scene 2 and scene 9 are difficult because the FOD is close to an orthographic but isn’t an orthographic itself.

  • The fisheye camera has been useful in providing a subtle(?) warp to the perspective that in my opinion feels more immersive, like its an actual POV of a person.

  • On a similar note, I am currently experimenting to see if it is possible to set the near clip attribute of the camera to a bounding box -similar to deform shaders with their bounding box- so that I can achieve more easier ways of setting the mise-en-scene according to the animatic and live action reference that I have. 

  • Lights seems like to bleed through the faces, affecting and forming shadows beyond the intended mesh of the shadow.

Early on, I also experimented with more lighting options and I came across the mix shader, allowing me to implement two different shading options to objects. When I attempted to do so, this gave me the option of providing visible light rights while also having the Toon shader effect on my objects. This appealed to me as I could perhaps create rays of light blasting through the window and other things, to make it feel more… realistic? Immersive? Unfortunately I haven’t been able to replicate it so far as fiddling with the nodes have left me confused on how they exactly work- what the relationship is, what affects what, what results in what, etc. 

  • I have looked at tutorials on how to make godrays/rays of lights and it seems like a simple addition of area lights, adjust light intensity, and increase the density value of the aiAtmosphere shader to a value other than 0, such as 0.001. This effect didn’t occur when the realistic lights were present in my scene due to the mix shader. I could possibly experiment more with this since the purpose in doing so is to achieve the effect of ‘realistic’ lighting in a way that doesn’t require me to do so in post-production editing. Perhaps I am being stubborn in this regard but I feel like achieving it through the latter way carries its own separate set of technical problems.

  • Gobo light filter seems like an easy solution but it isn’t available on my computer so I will need to test that out on the computers at university.

On a similar note, I also fiddled with the base tonemap ramp since I noticed that the shadows weren’t really being picked up or that they aren’t as pronounced or accurate. In the current the progress that I have, I have achieved having the areas of the two different lights overlap, distinctly forming lighter/darker shades based on the area of overlap/separation. The problem in this state is that some really dark areas form which, based on the tonemap ramp denotes that there isn’t any light present in that area; but the viewport says otherwise.

  • Since using the mix shader with two different toon (surface) shaders achieved this affect, I will possibly experiment in the future with the layer shader. This shader can supposedly apply up to 8 different shaders onto an objects, and adjust the blend effect between its different shaders.



Links used:




Update:

Kinda fixed the problem with the shadows in overlapping lights in toon shader. I increased the aiRadius to 0.3 and it kind of blends the lights, makes it more…gradient-like. The different colours are still distinct but not so much compared to before the value change, so perhaps I would adjust the tonemap accordingly to see if that would affect anything.


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