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Showing posts from March, 2022

Week - 9 Motion Blur and Depth of Field

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This week we learned how to implement Motion Blur and Depth of Field to a model in depth. The morning session Richard let us work on our Blogs and go through tutorials if needed. After catching up with my Weekly Blog, I strated thinking on how to move on with starting my Final Projects, started seeing the criteras for our assignments and made a note on them. First we bring the model to Maya and the model has an animation where it is electrocuted. After that Richard started teaching on how to use File Path Editor to place textures.Advantage of using this is it saves time when we have a lot of textures to place. Set the directory where the texture folder is stored once done click set, If the process is done correctly, the model will be textured and all path will be in green colour. In order to undestand the textures that are applied to the model we can see them in node system which is same as in Nuke. This is how the textures applied are seen in node system. Now we add Ambient Occlus...

Week - 8 Arnold Rendering Techniques, Render Layers

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This week we focused on Rendering and Lighting in Maya Workflow we did this by looking at the workshop tutorials on canvas. The first tutorial was about Light Groups - You can create lights and organize them into groups in the  Light Editor . This way, you can adjust multiple lights simultaneously, and your  Light Editor  interface appears more streamlined and organized. If a group is currently selected in the  Light Editor , the newly created light is automatically added to this group. Otherwise, the light is created but does not belong to any group. You can also create a light within a group by right-clicking the group and selecting the light you want from the marking menu. To group lights   Click  New Group  to create a group, and middle-drag and drop lights to include or exclude them from a group.Each light can only belong to one group. Note:  All lights created via the  Maya   Create  menu appear in the  Light Editor ...

Week - 7 Lighting Techniques in Maya

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This week nothing much was done but was a recap of last week session like  how to import an FBX file into Maya, grouping your locators which are imported into Maya from the camera tracking data, and creating HDRI using photoshop, using shaders in Maya. In the afternoon session we focused on bring character from Mixamo -  use machine learning methods to automate the steps of the character animation process, including 3D modeling to rigging and 3D animation. As we dont have to focus on animation we can use this website to bring pre-animated as well as character into Maya. The characters can be downloaded in different in formats After choosing your desired animation, we can wither choose the given characters in Mixamo or can upload our own character and can rig them with the built in AI rigger provided by Mixamo. Final Project Idea A rough idea as to what it is, is that the character tries to get up after a blackout and tries to walk away. Character in mind Animation -  Mixa...

Week - 6 Camera Tracking Data in Maya and Lighting in Maya

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This week we focus on bringing the camera tracking data from Nuke to Maya, adding CG assets in Maya Scenes and use lighting to render the CG assets in Maya. After adding in the geometries and setting the ground points in nuke we export them to nuke by using WriteGeo node -  Writes out geometry to a specified file. You can export it in,  OBJ files,  FBX files containing meshes, point clouds, cameras, lights, and axes. We create a new project in Maya by setting the project in your desired location and then import the scene. We then group the cloud points and hihglight them and group these with other elements af fter which in the channel box editor we added a new layer of which we added the cloud points onto. We then created an image plane and imported the footage image, if there is an image sequence make sure that you tick use image sequence and then we split the workspace into 2 viewports one contains Camera prespective which we make sure that the camera is locked and the ...