One of the many features you can find on our DVD is an extensive 9 minute (!) VFX breakdown video. It was edited by Pablo Vazquez and shows some of the most stunning shots of Tears of Steel! A huge thanks goes to Joram who gave me his Ok to mangle his soundtrack.
Roughly 3 (Three!) weeks left! Unfortunately we weren’t able to stream the last weekly, but here is the usual random selection from the weekly folder. Also, this week Thomas Dinges and Campbell interviewed the entire team for the Blender Podcast, which will hopefully be online soon!
for a wide angle shot we needed a clean plate that’s going to be mixed with holographic effects of amsterdam. unfortunately there was no clean plate shot, that’s why we had to clean it up by hand in gimp. for the scale to look more correct, a lamp had to be removed. also the shadows had to match the footage shot on that day and people on boats and in the street had to be erased.
this is a timelapse recorded during the photo touchup process. there’re still some obvious mistakes, but since this is only the base of the background for that particular shot I hope they will not draw any attention.
Today I’m going to work on more shorts from the inside of the command center. Mostly set extensions and integrating the Captain, Thom and Ghengis into the CG environment. I decided to share my screen for today and let everyone look over my digital shoulder. I’ll try to keep it entertaining, but since I’ll be rendering, sometimes things can go slow :)
edit: I’m sorry, it looks like this turned out a typical monday, with lots of off-screen discussions, so I had to stop the screen sharing. I will resume this experiment at another point in time probably.
Here is a quick breakdown of the compositing layers of a shot I’m working on this week (You might remember the set from nicolo’s post earlier). Beware, it’s still heavy WIP, but it’s looking pretty neat altogether, so I quickly slapped together all the passes:
My first week was focused on getting familiar with the production pipeline and structure. I also worked on lighting the amazing dome environment. Starting out a bit slow at first, thanks to a few great additions to Cycles by Brecht things were picking up speed! Spot lights were added to Cycles: and thanks to border rendering in Camera View we can now quickly render portions of our viewport at a higher sample rate.
Further, I started working on the holographic bubble of science-ness: