http://image.shutterstock.com/display_pic_with_logo/239779/239779,1248841344,42/stock-photo-stone-floor-texture-34423987.jpg
http://www.filterforge.com/filters/1957.jpg
http://www.designyourway.net/diverse/woodtexture/Wood_Texture_by_xNickixstoc.jpg
Thursday, 8 December 2011
Editing - video creation - Premier Pro
Open premier pro - select new project
Select project settings (view settings)
Select decoder presets - 720p 30fps
Enter work area - import
Select folder containing frames - select first frames - tick numbered stills (will stitch together all still images in sequential number sequence
Drag down from left to video - zoom in if necessary
Render work area
Wait for scene to be processed to run smoothly
Test view
Export media
Select codex method etc to produce video file to test view
Editing and stitching together of different videos and scenes and adding effects all done in group. This is blog to show understandings of premier pro
Effects can be added by dragging to work area on top of video clip or highlighting video clip and adding to effects work area - editing settings
Videos can be joined by adding to work area and placing directly after or even overlapping etc
Rendering - notes
Rendering involves producing final images or videos to produce you r work at its finished quality
Rendering can involve many different methods
Render testing as referred to in blog involves rendering single frame of working viewport to check appearance
Thousands of settings and adjustments can be made
detailed setting changes for final render sequences
Quality not only needs to be considered for appear but for production time aswell
Guildhall sequence single frame required 1hr 20mins
for single images this is exceptable however for animations this can delay projects exponetially
Mental ray render - all medium settings (default)
No final gather - global illumination has been turned on and both are not required
Both indirect illumination processors and will simply repeat each other (slightly differently)
Set in render window to render camera (use padlock symbol to lock to this)
active time segment
1280 x 720 pixel ratio
Save file path - save as targa frames - to be join together in premier pro
if rendering as video file has to be completed in single session - frames can be rendered individually across a network or at different time - if computer fails only lose current frame not whole file
Selecting active time segment will render entire frame sample shown in work area - shrink and increase size via Ctrl + alt right click on timeline to extend shrink end time - ctrl + alt left click on timeline to extend shrink start of timeline
Rendering can involve many different methods
Render testing as referred to in blog involves rendering single frame of working viewport to check appearance
Thousands of settings and adjustments can be made
used multiple render tests to adjust lights in scenes to achieve desired results
Involved adjust colour and brightness to make sure lights fitted purpose
detailed setting changes for final render sequences
Quality not only needs to be considered for appear but for production time aswell
Guildhall sequence single frame required 1hr 20mins
for single images this is exceptable however for animations this can delay projects exponetially
Mental ray render - all medium settings (default)
No final gather - global illumination has been turned on and both are not required
Both indirect illumination processors and will simply repeat each other (slightly differently)
Set in render window to render camera (use padlock symbol to lock to this)
active time segment
1280 x 720 pixel ratio
Save file path - save as targa frames - to be join together in premier pro
if rendering as video file has to be completed in single session - frames can be rendered individually across a network or at different time - if computer fails only lose current frame not whole file
Selecting active time segment will render entire frame sample shown in work area - shrink and increase size via Ctrl + alt right click on timeline to extend shrink end time - ctrl + alt left click on timeline to extend shrink start of timeline
Texturing - road texture
Obtain asphalt texture
Import into photoshop
Add white boxes to new layer
Tuen outside boxes yellow
Change layer to difference (for realistic blending) add slight blur to strip edges
Use as bitmap (collapsed)
Apply to road section
Adjust size to gain required road appearance
Modelling - interior - details - light switch + remote
Use connect to add geometry to wall where light switch will be
use camera view to check positioning and six (can either be done precisely now , or quickly adjusted at a later date if required)
Select polygon - detach as clone (as to not remove original)
Extrude polygon forward
Apply bevel to obtain shown results
Add geometry via connect to add vertical lines
On bottom and top inner polygons - highlight - inset - extrude inwards as shown
Apply more geometry via conect
aim is to create geometry to allow for two vertical slits to be made (boxes via extrude polygon inwards)
Apply chamfer to slits
Create cylinder (in isolation mode)
2 cap segments
Editable poly
Highlight inside segment - loop selection - same for opposite side
Scale up (2 axis only) to push out nearer edge
Remove 3 polygons to create gap as shown
Bridge and cap to not leave any gaps but leave indentation
Attempted to apply turbo smooth but did not suite design
Exit isolation mode and place in position - copy geometry to other slit
Highlight inside of indentations on light switch box + then afterwards separately on circular switch
When geometry is highlighted scroll down to material ID change to unused number for both switches and switch box
Create to materials one self glowing blue - other dark metal - put material sub object into slate editor - connect materials up - on first material (dark metal) leave as standard - on second (sub) material (blue glow) change number to fit with previous polygon material ID change
Apply material to light switches + box
Render to test (apply lens effect to material as before)
Time saving method used in this scenario - copy blue glow material from lamps material - use same material id as glowing lamps - lens effect already in scene will automatically be applied to same material id - hence glow already know to have correct settings and will work
Although not clearly shown in screen shot - animation is applied to light switch to rotate to lower indentation
Over same time main light intensity is animated to gradually lower with switch
In animation projector is planned to be turned of and screen retracts
This needs to be seen as happening realistically not randomly
Create box - place on table - position as required
Enter isolation mode - create same indentations as on light switch - apply same material ID as glow on light switch
Create cylinder place top left button position - highlight side polygons - change material ID to glow material same as light switch
Tools - array - 2 dimensions 3x8
Preview and accept if correct
Delete cylinders as required to only leave ones required to create pattern
Apply same material to all components same as light switch
Animate buttons by simply lowering into remote
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