Post by michaelbaula on Apr 3, 2007 17:01:26 GMT -8
General Notes:
*Vince Office Hours: 1pm-3pm tuesdays and wednesdays (make appointment) Rm 314
*Figure out what you did right or wrong, based on the scene
-look at the high values in the element, and make sure they're not higher than the original shot
*After Effects: find out the average color saturation in the shot
e.g. washed out shot doesn't have as much saturation
Dailies-
Mohindra: too much reflection makes the ball less spherical
the map is actually on the ball rather than being reflected.
bring reflection down about 50%, more actual ball material
(no objects are 100% reflective)
add distorted person "looking" at the ball
*FINAL, CBB
Inda: add shadow on hand
add reflective light on the side (from the hand)
too much front fill, not enough on the right-side
make appointment with Vince
Jennifer Gulden: in general, too bright
reflected light from bottom of sphere is too hot
For bottom light, use blue contribution from the wrist, not from the floor
Adding reflection would add "distance" from the ball and the hand
Dark band in the middle should be brighter from key light from ceiling
FINAL, CBB (bring highs down and adjust color correction from bottom)
Eric Gonzalez: Good face reflection
A little too much green and yellow in shadow on hand, bring down and make more magenta
Suggestion: render one light per pass to help with lighting
Open up prenumbras for more fallout
Reduce light contribution on bottom half so you can see more of the face
FINAL, CBB
Briton: try higher prenumbras to reduce lines on the ball
element and plate have to have the same saturation (Adjust in after effects or photoshop)
Make sure that the focus blur is the same in the shot (soften edges of the ball to match the blur, like in the fingers)
Shadow is good, contact shadow is a little dark, add more red than blue though
There should probably be more cast shadow from the ball on the hand
If there's something so green in the palm, there should be green contribution on the hand (under the thumb)
suggestion: Match geometry for the thumb muscle, add lambert material grey to black shader, add green soft light .15 to .12 ... in the comp, screen it over the original frame
Aaron: Final, CBB (add specular highlight up top from light above)
Add cast shadow on hand, blur edges to match blur in scene
Harald: render seems to be from the top view, rather than 3/4 view where you can see the bottom of the ball
looks like the sphere is cut in half
a little too soft
*Vince Office Hours: 1pm-3pm tuesdays and wednesdays (make appointment) Rm 314
*Figure out what you did right or wrong, based on the scene
-look at the high values in the element, and make sure they're not higher than the original shot
*After Effects: find out the average color saturation in the shot
e.g. washed out shot doesn't have as much saturation
Dailies-
Mohindra: too much reflection makes the ball less spherical
the map is actually on the ball rather than being reflected.
bring reflection down about 50%, more actual ball material
(no objects are 100% reflective)
add distorted person "looking" at the ball
*FINAL, CBB
Inda: add shadow on hand
add reflective light on the side (from the hand)
too much front fill, not enough on the right-side
make appointment with Vince
Jennifer Gulden: in general, too bright
reflected light from bottom of sphere is too hot
For bottom light, use blue contribution from the wrist, not from the floor
Adding reflection would add "distance" from the ball and the hand
Dark band in the middle should be brighter from key light from ceiling
FINAL, CBB (bring highs down and adjust color correction from bottom)
Eric Gonzalez: Good face reflection
A little too much green and yellow in shadow on hand, bring down and make more magenta
Suggestion: render one light per pass to help with lighting
Open up prenumbras for more fallout
Reduce light contribution on bottom half so you can see more of the face
FINAL, CBB
Briton: try higher prenumbras to reduce lines on the ball
element and plate have to have the same saturation (Adjust in after effects or photoshop)
Make sure that the focus blur is the same in the shot (soften edges of the ball to match the blur, like in the fingers)
Shadow is good, contact shadow is a little dark, add more red than blue though
There should probably be more cast shadow from the ball on the hand
If there's something so green in the palm, there should be green contribution on the hand (under the thumb)
suggestion: Match geometry for the thumb muscle, add lambert material grey to black shader, add green soft light .15 to .12 ... in the comp, screen it over the original frame
Aaron: Final, CBB (add specular highlight up top from light above)
Add cast shadow on hand, blur edges to match blur in scene
Harald: render seems to be from the top view, rather than 3/4 view where you can see the bottom of the ball
looks like the sphere is cut in half
a little too soft