Wednesday, July 24, 2013

Compositing in Indian Films, respective to Smoke and Flame

Compositing in Indian Films, respective to Smoke and Flame
Software - Smoke-Flame_ Comparison - Indian Movies

CG is generally rendered out multi-pass... Passes can be split into 3
groups - Beauty, Lighting and ID (That's all I've really come across...
anyone got any more....) Edit: There's also motion passes, which define how something is moving at any point....

Beauty passes are the ones that make up the basic look of the CG:
Primary: A rendered pass with all the other beauty passes combined using the default settings (also the only pass to include alpha)
Ambient: Any ambient light on the CG - non-directional global light
Diffuse: The diffuse result of all of the lights hitting the CG
Specular: The specular result of the lights on the CG
Reflection: Any reflections on the CG
Lighting passes are ones that allow the compositor to affect the amount of lighting on the CG
RGB:
A pass that has been rendered with three lights (one red, one green,
one blue) and white CG. This allows the compositor to get just the
lighting from one of these lights, and affect how much that individual
light affects the CG. If there are lots of lights that might want to be
changed, there can be multiple RGB passes, one pass per 3 lights.
Occlusion:
This is usually a white model with white lights all around it - this
shows where self-occlusion happens on the model - this gives control
over how dark the inside areas are, for example.
Normals:
This is an image rendered out where each pixel shows the normal of the
surface at that point. This (along with the position pass - see below)
allows custom interactive re-lighting in 2D - the compositor can place
a light anywhere around the model and see how that would affect it.
This can then be multiplied by the beauty passes to affect the lighting
there.
Position: This is an image similar to the
normals, but where each pixel shows the XYZ position in 3D space. This
is also needed for 2D re-lighting (see above)
Facing ratio: This pass shows how much the surface is pointing towards the camera at any point
ID Passes are used to split the image up later, so that different effects can be applied to different parts of the image
ID:
This pass can be done in various different ways... There might be
multiple ID passes, each using R, G or B for the different elements in
the scene. It might have the different elements have different colour
values, which can then be pulled out using a custom tool...
Colour:
This is a render with solid colours on the model, without any lighting
- this is useful to grab a key on a single part of the model, if you
just want to affect the skin, for example.
Depth: This
pass often just has values to show how far away from the camera an
object is. It can also have (in one of its other channels) values to
show how high off the ground, or the distance from another point.
For those who want to learn & practise compositing.
http://www.archive.org/details/feature_films
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Links to refer for Compositing

http://www.studentfilmmakers.com/bb/viewtopic.php?t=3182
http://pcquest.ciol.com/content/technology/102091202.asp
http://www.highend3d.com/boards/index.php?s=946e504b1eef516fd3d1b3ba3d075cbc&showtopic=202159&pid=202666&st=0&#entry202666
http://www.cgtantra.com/forums/showthread.php?t=3145
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