Archive for year 2010
Low Res Stills
0A selection of work in progress low res stills:
They might not look like much but these images are the culmination of a few months of experimentation and figuring out a few things. Cantus in memoriam of not knowing. The animation for this section is looking good, albeit in a render rut with render times reaching hours per frame. I’m currently spending my evenings experimenting and figuring out a few things.
Artifacts and Optimization
0So with some lovely help from Shawn Hendriks at Autodesk I’ve managed to remove the glossy reflection noise from my renders that I talked about in my last post. Somehow in the process I have introduced a whole host of new artifacts… The latest is in the form of crawling bumps.
Before I take a look at the bump issue, here’s how the glossy reflections worked out… At first I thought it was being caused by using a blend material to mask between a rusty material and the mental ray architectural brass looking material, but after simplifying this into just one simple mental ray architectural material the noise was still apparent. So I went back to increasing the ‘glossy reflections precision multiplier’ to around 8 and the antialiasing settings as the solution. This obviously left me with huge render times once again. To try and get these times down I’ve tried a number of optimizing methods but generally I’ve been introducing more artifacts than what I had started with. The problem when testing this at a lower resolution is identifying what artifacts are going to stick around once the final render settings are applied and what will be fixed with a higher resolution render.
I tried to simplify the material by using the ‘Highlights and FG only’ parameter but haven’t been able to achieve the right kind of look for the materials. I have loads of reference imagery and objects to work to, and even though the reflections are mainly highlights unless you are looking at a surface almost from a perpendicular angle, using highlights only in the material doesn’t seem to look quite right.
After reading a bit more I learnt that using the ‘fast glossy interpolation” parameter wasn’t really to be used with highly curved objects or materials with a bump map. I had been using this set of parameters to reduce render times also but still been able to achieve the right look on the single renders.
Actually… I can’t really be bothered to go type any more about this, probably because it’s boring. In the end everything will look fine I’m sure.
Glossy Reflections Noise Issues
0I’ve been having some issues with noise artifacts in my renders. I’m pretty sure it’s being caused by mental ray glossy material settings. I’ve got some pretty high intensity values on the lights in the scene and am using photographic exposure control to pull the brightness down and achieve the right kind of contrast I’m looking for. Okay, I’ve read a number of articles (this was useful) that suggest I’m not the only one experiencing the problem but the workaround suggestions don’t seem to be working very well.
Here’s a couple of renders to explain what settings I’m using. (click enlarge)
So by increasing the anti-aliasing settings to 1 min 16 max and ithe glossy reflections precision to 5 the artifacts are almost gone but not quite. When animated the noise is far more obvious so to eliminate the noise I will probably have to increase these settings again and be left with a scene that is unrenderable due to the huge render times involved. I’m not sure if there is something that I’m missing that will help fix this so if you know anything then please share it.
I have spent many hours monkeying with the sampling filters, lights, materials, spatial contrast, exposure values, and so on and found no real solution. I can quite easily create a non mental ray material but I’m really liking the overall feel of the blurry reflections that I can’t really achieve without using a different render engine. Maybe I’m just being pedantic.
Learning the Stereoscopic Language
0Within any method of creativity there are boundaries. Within film-making there are many. Technological advancements have continually broadened those boundaries allowing artists to explore avenues previously unavailable to them. Beyond the technological advancements, artists have been able to develop a language that exists beyond reality but makes complete sense to us in the cinematic world. An example would be ‘fade to black’ representing the passing of time. In reality weeks do not pass in seconds and we do not have a ‘fade to black’ to help us understand abstract ideas of temporal displacement, yet when this happens in a film, we don’t question what has happened, we don’t jump out of our seats and scream “as if!”, “this is an absurdity”, “an ungodly rape of the fourth dimension”… We merely understand that the next scene is some time after the previous one. This isn’t the only use of fading to black, it can have other meanings as well but depending of the context we are given, we understand it as if it was part of our reality.
A whole cinematic language exists and is constantly developing helping film-makers communicate complex and sometimes abstract ideas without the need to explain them in literal terms. All of this rests upon a pictorial language which is derived from our natural reactions of perception. For centuries, artists have been drawing upon human perception to inform the image making process and how it will be perceived by the viewer. A larger object is closer than a similar object that is pictured smaller, eyes are immediately drawn to a bright colour amongst a dull background, two parallel lines that appear to get closer are actually retreating into the distance and so on. Many of the reactions we have to the elements in a painting are designed to allow us to understand the world we see, but these reactions can be manipulated to assign alternative reactions to things we might not normally associate them with.
A talented image-maker can manipulate a viewers response at a subconscious level, without the viewer realising exactly why. Why are they feeling quite so sad? Or why do they feel scared? The use of light and colour can help carve the difference between a beautiful princess and an evil witch, or can be used subtly to bring attention to areas of the frame that might go unnoticed or to enhance a feeling of fear. There can sometimes be a fine line between subtly conveying an idea without distracting from the experience and patronising an audience with obvious cues to ‘look here’ or tell them ‘this is a witch, she is evil’. There are many tools in the film-makers toolbox to allow them to orchestrate feelings and responses; scale, perspective, shape, form, light, colour, composition etc.
Realism isn’t necessary to stay within the realm of reality. To create absolute realism will relinquish the ability to raise people beyond the real, into the spiritual, magical and imaginary. If trying to attain only realism with the lighting for example, the end result would most probably be flat and void of drama, the light would only exist in order for us to be able to see objects within the frame. To remain faithful to the reality of the perceived stereoscopic world would have a similar effect, it is soon accepted and becomes nothing more than a visual cue to help me understand what is in front and what is behind. What wealth does s3d add to a film beyond a 2d film if it is only placed within a realistic stereoscopic three dimensional space? For over a century people have been viewing films projected onto a 2 dimensional plane, most people are accustomed to understanding depth through other visual cues and do not require stereo depth in order to make sense of the objects they see. In order to offer something beyond what we re already comfortable with, stereoscopy needs to be used creatively. It needs to go beyond the real and give the viewer something unique that isn’t achievable without using stereoscopy.
One unique ability that stereoscopy has is to enter a viewers space. Unfortunately this is such an obvious ability that it is sometimes used just for the sake of producing a reaction. There are only so many swords poking out of the screen that a viewer will accept before it becomes a dull cliché that carries a negative reaction. In many cases, objects that appear very close to the viewer can cause discomfort, known as ‘brain shear’, due to our eyes doing something they don’t naturally do very often, which is re-converging without re-focusing. To continually bombard people with 3d will surely nullify it’s effects and surrender the ability to accentuate strong moments with depth at all.
Anyway… I’m genuinely excited by stereoscopy. I have been for many years, but it’s only since working on a stereoscopic production that I have become more passionately involved with it. I have a burning desire to develop my understanding of stereography and the cinematic language of stereoscopy. I have many ideas on how s3d might be used creatively in storytelling, and it’s this ‘storytelling’ element of stereoscopy I am most keen to explore.
Finding Resonance
2With Biff at his Darley Mills studio trying to find a resonating object to attach the music box to.
Biff has finished the melody and punched it into a strip of card ready for playing.
When playing the music box, the sound you achieve is dependant on the surface that you place it on. If you don’t attach it to anything it’s extremely quiet, whereas if you place it on a large table it becomes very loud. The quality of sound also changes depending on the material the object is made from and the space in which you play it. So we’re experimenting with some different objects to see what kinds of sounds we can achieve and what will be suitable for the requirements of the film.
Here are a couple of examples:
Music Box on Blackboard recorded by aaronbradbury and performed by Emphemetry
Music Box on Metal Bucket with Mic Inside recorded by aaronbradbury and performed by Emphemetry
Music Box inside Piano recorded by aaronbradbury and performed by Emphemetry



















