INSIDE 3DS MAX® 7 [Electronic resources] نسخه متنی

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INSIDE 3DS MAX® 7 [Electronic resources] - نسخه متنی

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  • Composition Strategies


    Even when high-end compositing hasn't been specified into the production pipeline, it can sometimes be a real boon to the entire process. For simple scenes there isn't much benefit, but complex shots can make the following approach shine.

    The basic idea is simple: Render in layers according to the distance from the camera. The background might be a layer. The midground, characters, and props could all have their own separate rendering file. Note that these groupings are different from the layers in 3ds max itself; however, layers can be a great organizational tool.

    So why do this?

    • Key decisions haven't been made
      The director is waffling over whether the character should wear a hat or not. Should the jet fly overhead now, or a few scenes later? Rendering what you have right now gets you ahead of the foot-draggers in the production.

    • You don't particularly trust the decision that was made
      The script calls for a minute-long pan over the battle scene. You know that this is a dumb idea and will be cut later. A fast rendering of a simplified version of the scene can be a shortcut around hours of wasted work.

    • Maximum flexibility at the end of the project
      A few variations can be rendered separately and gracefully combined with graphics or overlays in the compositing program. Not having to render everything at once frees up the artists to experiment. In the case of large productions, end-game assembly can ensure a consistent look and feel between scenes from different artists.

    • Quicker production throughput
      Take heed of the examples of animation pioneers like Hanna-Barbera; develop a style with limited camera movement so that you can render out a static background and composite characters and midground objects on top of it. If your scene takes place in a dense forest, this tip can be a real lifesaver!


    Matte Material and the Exclusion of Objects


    In the next exercise, we're going to try a fast "in-camera" composite using a static background. In this scene of the fictitious production Alien Spring Break, space aliens looking for some fun zoom over famous Duval Street in Key West, Florida. If we were to simply render the spaceship onto the image, it wouldn't seem to emerge from behind the buildings. Also, we want to cast an ominous shadow from the saucer that tracks over the cars and buildings. To accomplish this, we'll use the Matte/Shadow material in conjunction with stand-in objects.


    1.

    Open the file called DuvalSt.max on the DVD. From the File menu, choose Save As, point to an appropriate subdirectory on your hard drive, and click the plus-sign button to save a new file with the name incremented to DuvalSt01.max.

    2.

    From the Rendering menu, select Environment. Click the None button under Environment Map, and in the Material/Map Browser, select Bitmap. Navigate to the same location as the 3ds max file that you just opened, and select duvalSt.tga. Once the file has loaded, close the Environment and Effects dialog (Figure 21.20).

    Figure 21.20. Selecting an Environment Map for the background.

    [View full size image]

    Note

    You might take a minute to examine the Duval Street image. Photoshop was used to remove all the people in the shot and to add brake lights to the car. Selective cropping removed a waving flag on top of the building. One of the secrets to using static shots is to make sure there aren't any objects that would suggest movement. An alpha channel was also cut in to allow the sky to be replaced.

    3.

    Now that we have the background for the rendering, let's use it in the viewport to aid our scene construction. Click in the Perspective viewport. From the Views menu, select Viewport Background. Click the Use Environment Background and the Display Background check boxes, then close the dialog. The Duval Street picture appears in the viewport (Figure 21.21).

    Figure 21.21. Setting up the Environment Map in the Viewport Background dialog.

    Choose Render. In the Output Size section of the dialog, select "NTSC DV (video)" from the drop-down menu. The width changes to 720 by 480, in digital video format.

    4.

    Right-click the Perspective viewport's title, and select Show Safe Frame. Right-click again and turn off Show Grid by selecting it. Our background is now lined up with the way the Environment will render. Close the Render Scene dialog.

    5.

    Right-click inside a viewport, and from the upper-right quadrant of the menu, select Unhide by Name. You want to unhide Camera01 and its target. In the Perspective viewport, press C, the hot key to switch to the Camera view.

    6.

    From the Create panel, select Geometry, and in the Top viewport create a plane that's about 630 pixels in length and 720 in width. The Length and Width Segs value should be set to 8. Maneuver the Plane object until the lines in the plane match the curb lines in the Camera01 viewport. You will have to move it down a bit and center the segment lines. Once you get a feel for this, you can use your plane, or unhide the ground object (Plane01). Your project should look like Figure 21.22.

    Figure 21.22. The ground plane aligned with the camera and the background.

    [View full size image]

    Tip

    By using this prepared file, you can get a taste for how the process works. There's nothing like trying it on your own from a blank viewport, however. Don't be afraid to experiment with pushing and pulling the objects around to get the right lineup.

    7.

    Still in the Camera01 viewport, you'll now build a box as a shadow-receiving object for the main building. Starting from behind the parked van, draw a box that approximates the size of the building. Use the Move tool to get it into position, and adjust the dimensions so that the far edge matches the building by reaching up to the same height. In this case, the dimensions are Length, 333; Width, 600; and Height, 508.

    Figure 21.23 shows how the front edge of the building doesn't align with the corner of the building closest to the camera. It's difficult to get an exact match between a virtual camera and an actual one. The Camera Match utility requires exact measurements, which are almost impossible with buildings such as these. In this case, we'll cheat.

    Figure 21.23. More editing needs to be done on the Box object to get a good match to the building.

    [View full size image]

    8.

    Right-click the Box object, and from the Quad menu, use Convert To to make it into an Editable Mesh. Click the Zoom Extents All button to get all the viewports centered.

    9.

    With the Box selected, go into Vertex mode. In the Right viewport, select the upper-left set of vertices by dragging a selection rectangle around them. Move them toward the camera in the Y axis until the vertices are parallel to the front line of the building in the Camera viewport. Select the lower set of vertices and adjust them as well, until your model matches the one in Figure 21.24.

    Figure 21.24. The front edge of the building now matches the background, thanks to some simple vertex editing.

    [View full size image]

    You can practice on your own, building stand-ins for the buildings, trees, and cars. If you're having problems, don't worry, as these models have been provided for you, hidden in the scene. Don't bother with the large tree on the left, as it is too complex. Remember that this will be a quick two-second shot, so don't go overboard with detail.

    10.

    When you are ready to continue, choose "landscape" from the Named Selection Sets (Figure 21.25). Click the Yes button when the dialog comes up, asking if you wish the selection to be Unhidden. Do the same for the "ship" selection in the Named Selection Sets. Now, all of the necessary geometry is in place. You can use either your creations, or the ones provided.

    Figure 21.25. Using the Named Selection Set menu.

    Along with the geometry, two direct lights have also been added to the scene. The settings for the upper light are at the default values, except that Shadow Map shadows have been enabled. The light was positioned with the stand-in geometry. During experimental renders, the light was moved until the cast shadows matched the ones in the background. The lower light is positioned to give only the underside of the spaceship some light.

    11.

    If you do a test render, your scene should look something like Figure 21.26. The shadows cast in the street look fairly close to the ones in the background. A test rendering at frame 32 shows the saucer in place, also casting a shadow. We need to change the material so that only the shadows are visible in the scene.

    Figure 21.26. The shadow-receiving geometry in place, ready for the Matte/Shadow material.

    12.

    Press the M key to open the Material Editor. Select the first material slot, and click the Standard button. From the Material/Map Browser dialog, change the material type to Matte/Shadow (Figure 21.27).

    Figure 21.27. The Material Type has been changed to Matte/Shadow.

    13.

    From the Named Selection Sets drop-down menu, select "landscape." Assign the Matte/Shadow material to the entire selection.

    14.

    If you test-render frame 32, you can see that the shadows are a bit too dark. Going into the Material Editor, in the Matte/Shadow Basic Parameters, and increasing the Shadow Brightness to 0.2 will put the shadows more in line with the existing ones in the background.

    The matte part of Matte/Shadow material acts like a "hole," hiding any geometry behind it. You can see straight through to the background. By making sure that the Receive Shadows box is checked, you allow only the cast shadow component to render. If you click the small black-and-white circle in the top of the Render Frame Window, you can see that the alpha channel looks like Figure 21.28.

    Figure 21.28. The alpha channel of the Matte/Shadow material.

    [View full size image]

    15.

    All that's left to do is to render the animation. In the Common panel of the Render Scene dialog, click the Active Time Segment radio button in the Time Output section. In the Output Size section, set the Width value to 360 and Height to 240. Enter a filename and location, and render an .avi file to check it against DuvalSt.avi. You can also examine the DuvalStFinished.max file if you discover any unexpected errors (Figure 21.29).

    Figure 21.29. Alien spacecraft composited into place.


    Note

    If you plan to composite 3ds max objects in another program such as discreet combustion or Adobe Photoshop, render the objects against a black background. Otherwise, a fringe of environment or background color can appear around the 3ds max objects.

    This exercise shows the utility of the Matte/Shadow material. It is also nice to use with product shots that simulate a seamless background. A small ground plane can be used, just big enough to hold the cast shadow. The resulting image can then be rendered onto a background or pasted in with an image editor like Photoshop. If you save your image as a 32-bit Targa file, an excellent Pre-Multiplied alpha channel will go along with the image. Your choice of background is important; it should be either solid black or a mottled "camouflage," as rendering against light colors can leave a glowing fringe.

    If you watch the DuvalSt.avi animation a few times, you can see that the shadow effect isn't particularly accurate. In the middle of a set of rapid scene cuts, it would probably be OK. A better way would be to render the elements separately and let a compositor put them together in a program like combustion or Adobe After Effects.

    You would want to provide your compositor with the following files:

    • The Duval St. background plate
      This file should also have an alpha channel that has just the sky area selected, as in duvalSt.tga.

    • The saucer animation
      Only the saucer shows. The rest of the scene is hidden, except the Environment. It's a good policy to keep the Environment on to minimize any haloing that might happen on a white background through the edge of the alpha channel. The animation should be a series of numbered 32-bit Targa files, in their own directory.

    • The shadow pass on the landscape
      Also a series of 32-bit Targa files that are primarily useful for their alpha channel. By linking a Matte/Shadow plane (such as the hidden Plane02) to the saucer, and rotating it so that it hides the saucer, you can make it invisible. The animation will render so that only the shadows show. An example has been included on the DVD: the completed 3ds max file, DuvalStFinished.max. You should try unhiding this plane and experimenting on your own to get this effect (Figure 21.30).

      Figure 21.30. A 3D view of the layers submitted to the compositor in combustion.


    The compositor can stack the sets of images together and then clean up the effect. By adding a second instance of the background, and using the alpha channel provided, he can matte out the saucer as it flies by the tree to the left. As you can see in Figure 21.31, this will make the saucer appear to fly over the tree, increasing the perception of size.

    Figure 21.31. A compositor has changed the perception of the saucer and the trees.


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