Compositing Breakdown for 04_2b (Work in Progress)

by - 2012/06/26 42 Comments Compositing

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:

  1. xboong says:

    very cool. it’s very photorealistic!

  2. PickleJones says:

    Wow, thanks for the breakdown. Heck of a lot of attention to detail.

  3. Chuckie says:

    Awesome work! I really like these breakdowns. Keep ‘em coming.

  4. The Twins says:

    Sorry I couldn’t get in contact with anyone through forums. I was wondering if it okay if my brother and I to make an improved version of Yo Frankie called Frank Escape. If so either tell us on this site or on Yo Frankie’s as I don’t have any email address or forum account (the email I stated was just a so I could post. Make it easier for people who don’t have email. Allow you to say “none”).

    Sorry for the inconvenience but this might have something about copyright.

    And I know this site is not a forum.

    • Brad says:

      As far as I’m aware your allowed to modify any of the blender open projects as you wish, because of there open source licence

    • Yes you’re free to do whatever you want with Yo Frankie! and any other open project by the Blender Foundation.

      Just give some kind of attribution like “Yo Frankie! http://www.yofrankie.org – Blender Foundation”. So other people know that they can get the game (the original Yo Frankie!, not yours, in case you’re selling yours), for free as well.

      Other than that and back to topic: awesome work Mangoers! :D

  5. Andy says:

    Good work, cant wait to use all the new compositing tools – needed them this week for a project and had to make do with AE!

  6. Colin Levy says:

    Beautiful. Now let’s see it in motion!

  7. chabane says:

    very impressive , wan’t to see step by step with a very big ,nice and complete tutorial thanck you

  8. chabane says:

    GoodBye After Effect

    • fedor says:

      GoodBye, Nuke!=)

      • chabane says:

        my english is not good, but i think that “nuke” is a bad word , i mean realy what i say , good bye AE, 3DSMax,Photoshop and other ,and the list is very long ,we have suffered all of these very expensive software, thank you God, Tom Roosendaal and all free software developers’, thank you very much, I’m not a software pirate now, and i am not a commercial 3D Artist, but now I can do what I want with complete freedom, thank you for all

  9. BakkerTom says:

    That’s some great work guys!

    One remark tough. The left side of the plate doesn’t feel quite intergrated, but that could be just me.

  10. Dewald says:

    Great results. What is the spray particle system for?

  11. Tycho says:

    Wooow :)
    I tried to make some constructive criticisms one the last nicolo post after seeing exactly what the leaf shader is producing : I think having a nicer shader may be coooler.
    http://mango.blender.org/artwork/post-apocaliptic-spring-cleaning/#comment-7866

  12. blendercomp says:

    Any chance of posting a blend file or screenshot of the node setup?

  13. gener says:

    wow!! amazing men, you’re great.,

  14. mookie says:

    I wonder if this method will look good in movement, I mean there won’t be any torn edges, shadows constantly changing its shape and intensity?

  15. Kirado says:

    Wow very impressive work guys ;-)

  16. shul says:

    Awesome!! This looks really good. I know it’s wip, but please consider not using the fog pass at 1:10

  17. stephen says:

    Looks like we’re getting all the basic tools needed for some great VFX compositing. Watch out Nuke indeed.

    Do you see a system being implemented where 3rd parties could create plugins for the compositor, like what happens in After Effects & Nuke? Or would it just be a case of them using the existing Addons system?

  18. Stuart says:

    Looks like a lot of work but it’s coming along well. The only constructive criticsm I’d have is that the real set isn’t that run down but the CG set is falling to pieces (which looks great btw). Especially noticable on the left of frame transition from clean wall to brick/rusted pipes.

    Maybe some clean CG plaster joining on to the real set which then progressively cracks and breaks (showing the bricks and/or pipes underneath) towards the outer edge of the building would tie it together better?

    • J. says:

      To me it makes perfect sense, as the wooden wall inside is a kind of improvised construction to make the heavily damaged house ”inhabitable” again.

      It’s not unusual in films that there’s a story behind the visuals, you know… ;)

      • stargeizer says:

        But is too noticeable there’s a CG wall, since there’s no color bleeding in both walls (you are mixing a dark wall with a bright wall) and the real wall is way too perfect in the edge, compared to the rest of the building.

        Of course, when you are showing WIP images, details like that are pretty visible, so not a big or even “real” problem anyway, because probably will be fixed one way or another. No need to make a fuzz about it ;)

  19. motorsep says:

    Wow, it looks very good, but also looks like insane amount of work as far as masks go. Is it natural for every movie that mixes CG set with real set?

    How are all these masks done?

    • andy says:

      the masks are not created manually (except for the ones that are used to roto Thom’s head from the background). in fact they’re just a few (geometry) planes placed at different depths in the house (one for the first row of bricks that have to occluse the footage) . Using the Mask option in the RenderLayers, Blender then automatically creates a Holdout mask, which in return enables us to “cut” out parts of the footage.

      It might seem complicated, but in practice it’s quite simple to set up (once you’ve overcome the initial planning). If anyone is interested in a quick (maybe video) demo of the setup i could try to give a quick walkthrough, any thoughts?

      .andy

  20. RigsJuarez says:

    It looks very nice, but I think this will require a lot of work, isn’t it?

    It could be nice to have a node screenshot of the composite to have an idea how hard this will be.

    Also I believe a tut of this will be available once the project is finished, right?

    Very good work guys. I’m exited to work on a project like this next year!

  21. Guido says:

    Wow, incredible! How long did it take to figure out all these compositing steps and get it right in blender using the cmopositor?

    Will you publish this shot when finished?:-)

    • andy says:

      Thanks! Getting the comp to work is not that time-consuming. the difficult part is to match the light and color levels to the live action footage: adding details and tweaking the amount of composite-ness (glow, fog tricks, etc/.) to get closer to reality is a challenge.

  22. andy says:

    hi everyone! thanks for your critique and the encouraging words! i’ll see if i have time to record a walkthrough soon-ish. in the meantime, this shot is still not done, but getting closer. just like with everything else, i wish i had more time to work on it (yesterday i suddenly found myself animating leaves). still, there’re more shots like this that need to be tackled, and we only have 8 weeks left O_o

    GoGoGo!
    .andy

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