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Do you think you will be doing a behind the scenes piece of this spot?
we're working on a behind the scenes now. should be ready in a few weeks. a little making of as well as interviews with people involved in the project (me, the DP, the storyboard artist) will be included.
that will be a cool "behind the scenes". I look forward to seeing it.
I'd love to get an idea the of what the workflow for the exteriors was.
V Miller
Hey Vance,
The exteriors (tree shots) were pretty basic. All the trees and the snow banks on the sides of the road were rendered in one pass. As Rob mentioned, we had upwards of 280 million polygons just for the trees.
We used Vray proxy's for the trees that were hand placed onto the displaced snow terrain. Each Tree was on average 275,000 polygons. They had to be so dense because Vray Proxy objects do not displace at render time, so we I had to bake in the displacement.
Lit using a single HDRI, 3D motion blur, QMC primary with Lightcache for secondary bounces. Adaptive QMC settings at 1/25 with .004 Color threshold on average.
Rob didn't mention that we had only 3-4 dedicated 3D artists on this project at any time, and 3 compositors working on it for around 7-8 weeks from concept to conpletion.
did you pre calc the LC for those tree shots or generate a new one every frame? And why not just go with QMC for both primary and secondary aside from maybe lack of time?
Rob,
I'll think about what I'd like to see but one thing that comes to mind is your method for doing the lights on the car. this is something that has always been a problem to get to look right. Was your solution mostly a compositing thing or did you do some tricks in 3d for the headlights and the blue tail lights?
Looks beautiful. The forest scene came out great. Lots of fun. Funny that you guys used Terragen to generate the HDR image. I'm working on techniques for doing that as well with Terragen and VUE. Glad to see it can work.
did you pre calc the LC for those tree shots or generate a new one every frame? And why not just go with QMC for both primary and secondary aside from maybe lack of time?
I'd also be interested in knowing this.
Would you be kind enough to give an indication of the settings used for the LightCache because i seem to find it hard to avoid flickering when using QMC/LC for moving object animations.
No, the Lightcache was calculated every frame for all the shots except several of the interior garage shots. Time is always the factor...and the reason we opted for LC on secondaries.
The lights on the car are pretty much rendered as you see them. The trick behind that is having the geometry of all the reflectors/lenses/bulbs/etc for the lighting assembly. Having all that physically acurate detail allows you to attribute the glass, chrome, lights, and have them render and look acurate.
I did cheat on the "illuminated" bluish-green tint of the glass covers by using a VrayBlend between the glass and a light material...that was an artistic choice more than anything.
Regards,
Greg
Originally posted by vance3d
Greg,
did you pre calc the LC for those tree shots or generate a new one every frame? And why not just go with QMC for both primary and secondary aside from maybe lack of time?
Rob,
I'll think about what I'd like to see but one thing that comes to mind is your method for doing the lights on the car. this is something that has always been a problem to get to look right. Was your solution mostly a compositing thing or did you do some tricks in 3d for the headlights and the blue tail lights?
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