Machine render – week 10

After completing the model, texturing, UV unmapping, animating and creating the lights in the scene, I took sometime adjusting the lights and seeing how variously placed shadow mattes (as planes) would affect the object appearance in the scene. I would also adjust the intensity, colour and exposure of my main three light sources and render out the single frame to see how it would fit in the final composition. Here are my few test renders.

Test 1 – too dark and harsh textures
Test 2 – better light, but textures are too harsh. The light source on the right is too yellow.
Test 3 – textures are better, light as well. Still feels a bit too yellow.
Test 4 – slightly dark, but better tone to the source light.

Whilst this was the final render, I still noticed that I was missing a roto on the rock, as for the first few frames the machine is standing on top of it, rather than being blocked out by it. During the last few seconds the roto around the lamp goes slightly weird, so I would need to adjust it, as well as the roto of the inside of the lamp, such that the machine bits could be seen better through it. I am happy with the colouring and lighting of the shot. Looking at the node script I noticed that the ReGrain node is missing for the shadows, so that would need to get adjusted as well.

Nuke node graph

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