Project 2: Reflection, Refraction and Translucency


Project Objective:

Through the use of creating hybrid reflection, refraction and translucency elements in 3D, and the implementation of them, you will further advance your knowledge of integrating elements in compositing.  We will explore elements created through the use of Arnold, as well as some additional Maya Software shaders that introduce the concept of reflection and bounce light.  Integration is key therefore moving the object will prove that you have accurate integration. Descriptive use of buildup and breakdown elements is required.

 

 
 

Process:


Photography:

The first step of this project is to take a series of photos of a place with unique light and shadows. The goal is to make the photos interesting and have a clear focus on the composition of light and shadow. The real object should take up 25% of the pixels on screen, and the object will need to interact with the environment by casting shadows and reflecting

In order to provide objects to use as reference in the photos, I used a Light Integration Kit which includes: a wooden cube with square edges, a grey or white sphere, and a chrome sphere.

In the end there should be a set of atleast 14 photos:

  1. (1) Image of a clean plate of the scene with light and shadows

  2. (1) Image of a shadow plate with the scene in all shadow

  3. (1) Image of the wood cube

  4. (1) Image of the grey/white sphere in light

  5. (1) Image of the grey/white sphere in shadow

  6. (1) Image of the chrome sphere

  7. (1) Image of the chrome sphere zoomed in

  8. (7) Images of the chrome sphere zoomed in at 7 different exposure levels

My Photos:

  • F Number: 9.5

  • Exposture Time: 1/750

  • Camera: Canon EOS 5D Mark III

  • Image Size: 5760 × 3840

  • Color Space: RGB

  • Focal Length: 88

 

Clean Plate

Shadow Plate

Cube

White Ball in Light

Chrome Ball

Chrome Ball Zoomed In

Rock

 
 

Chrome sphere at 7 different exposure levels:

 
 

Set Up The Scene:

The first step in setting up my scene was to change the units in Maya to inches. Next, I looked at the image resolution of the images I took, which is 5760 × 3840. Since that is really big, I scaled it down, by a multiple of the original resolution, to 1080 x 610, for now. I then created a new camera to work with and named it “RenderCam”. Under the camera settings I changed Focal Length to match that of my photos: 124.

 

Next, under the RenderCam settings, I inserted an image plane the wood cube. I then created a cube that was approximately the same size as the cube in the photo: 6” x 6” x 6”. This allowed me to position my camera by moving it around until my cube lined up with that of the cube in my photo.

Next, I switched out the photo of the cube and put in the photo of the grey sphere on the image plane under the RenderCam. I then created a sphere that was approximately the same size of that in the photo: 3.6” x 3.6” x 3.6”. When taking the photo of the grey sphere, I had placed it on top of a bottle cap to keep it in place. So in Maya I need to move the sphere up just a little bit, to account for the size of the bottle cap.

 

Lighting:

After inserting the image of the grey sphere and making the sure the camera still matches, I can create a Keylight and work on matching the lighting in my scene to that of the image. By paying attention to the location and softness of the shadow from the grey sphere and the specular highlights on it, I can move the Keylight around until it matches.

The next step is to prepare my 7 images at different exposure levels of the chrome ball, in order to use it as a fill light.

In Photoshop I went to File -> Automate -> Merge to HDR Pro:

A small window opens, where I select the 7 Images of the chrome ball and then hit OK.

 
 

A second window opens, and I selected Remove Ghosts, and 32-Bit Mode.

The last step is to crop the image of the HDR to the edges of the chrome ball, and then save it as a Radiance or .HDR.

Next, I created a sphere and made it large enough to fit the entire scene inside of it and named it WorldDome.

Once the sphere is created, under the Mesh tab (the second tab on the attribute editor), I went to the Arnold Settings and turned OFF Primary Visibility and Cast Shadows. Next, I assigned a new material and chose a Maya Surface Shader. Under the Surface Shader Attributes, I selected the checkerboard next to the “Out Color”, and then right clicked on the “File” option, and selected “Create As Projection”. Under the projection tab I changed the Projection Type to “Ball,” and then uploaded the image of my cropped chrome sphere.

When I render the sphere again, I now have a fill light.

White Sphere

White Sphere rendered with just a Keylight (Sunlight).

White Sphere

White Sphere rendered with Keylight (Sunlight) and Fill Light (HDR WorldDome).

The next step is to create the ground plane for the scene. This process is very similar to how I created the dome in the previous step. I created a ground plane that was large enough to fill the screen. Under the Mesh tab (the second tab on the attribute editor), I went to the Arnold Settings and turned OFF Primary Visibility. Next, I assigned a new material and chose a Maya Surface Shader. Under the Surface Shader Attributes, I selected the checkerboard next to the “Out Color”, and then right clicked on the “File” option, and selected “Create As Projection”. Under the project tab I changed the Projection Type to “Perspective,” and then went to the Camera Project Attributes. For Link to Camera I connected my “RenderCam”, and I changed the Fill Type to “Match Camera Resolution”. Lastly, I uploaded the image of my clean plate.

This process allows me to create the bounce light and color from the ground up onto the object.

White Sphere

White sphere rendered without a ground projection.

White Sphere

White sphere rendered with a ground projection.

 

Render Layers:

The next step is to set up separate parts of the rock shader into render layers in order to be able to composite everything together in Nuke. I created the following render layers:

 
  1. Dragon Beauty Layer

  2. Dragon Shadow Layer

  3. Dragon Ground Occlusion Layer

  4. Dragon Object Occlusion Layer

  5. Dragon Transmission Clear Layer

  6. Dragon Transmission Cracked Layer

  7. Dragon Transmission Mix Mask Layer

  8. Dragon Base Color Layer

  9. Dragon Translucency Layer

  10. Dragon Occlusion Mask Layer

  11. Dragon Base Color Ground Reflection Layer

  12. Dragon Ground Reflection Mask Layer

  13. Dragon Transmission Ground Reflection Layer

  14. Dragon Specularity Layer

  15. Dragon Shadow Bounce Layer

 

Each render layer needs to be set up in a specific way for compositing purposes.

 

Dragon Beauty Layer:

  • CG Object

  • Key Light

  • Fill Light

  • Ground Plane:

    • Projection of Background Plate Image

    • Primary Visibility Turned Off

 

Dragon Shadow Layer

  • CG Object:

    • Primary Visibility Turned Off

  • Key Light

  • Ground Plane:

    • Ai Shadow Matte Shader

    • Primary Visibility Turned On

 

Dragon Ground Occlusion Layer

  • CG Object

    • Primary Visibility Turned Off

  • Ground Plane:

    • Ai Ambient Occlusion Shader (Black and White Values Switched)

    • Primary Visibility Turned Off

 

Dragon Object Occlusion Layer

  • CG Object

    • Ai Ambient Occlusion Shader (Black and White Values Switched)

    • Primary Visibility Turned Off

  • Ground Plane:

    • Primary Visibility Turned Off

 

Dragon Transmission Clear Layer

  • CG Object

    • Transmission Clear Shader

  • Ground Plane:

    • Projection of Background Plate Image

    • Primary Visibility Turned Off

To create the different layers of translucency in the transmission shader, I used an aiCellNoise as a mask in the transmission scatter.

 

Dragon Transmission Cracked Layer

  • CG Object

    • Transmission Cracked Shader

  • Ground Plane:

    • Projection of Background Plate Image

    • Primary Visibility Turned Off

 

Dragon Transmission Mix Mask Layer

  • CG Object

    • aiMixShader controlled by an aiCellNoise pattern.

 

Dragon Base Color Layer

  • CG Object:

    • Base Color Shader

  • Ground Plane:

    • Projection of Background Plate Image

    • Primary Visibility Turned Off

 

Dragon Translucency Layer

  • CG Object:

    • Translucency Color Shader

  • Ground Plane:

    • Projection of Background Plate Image

    • Primary Visibility Turned Off

 

Dragon Occlusion Mask Layer

  • CG Object

    • Ai Ambient Occlusion Shader (Black and White Values Switched)

    • Primary Visibility Turned Off

  • Ground Plane:

    • Primary Visibility Turned Off

 

Dragon Base Color Ground Reflection Layer

  • CG Object

    • Base Color Shader

    • Primary Visibility Turned Off

  • Ground Plane:

    • Chrome Material to catch reflection

 

Dragon Ground Reflection Mask Layer

  • CG Object

    • Chrome Material

    • Primary Visibility Turned Off

  • Ground Plane:

    • Shadow Matte Material

 

Dragon Transmission Ground Reflection Layer

  • CG Object

    • Transmission Shader

    • Primary Visibility Turned Off

  • Ground Plane:

    • Chrome Material to catch reflection

 

Dragon Specularity Layer

  • CG Object:

    • Chrome Material

  • Ground Plane:

    • Primary Visibility Turned Off

    • Ground Reflection

 

Dragon Shadow Bounce Layer

  • CG Object

    • Chrome Material

  • Ground Plane:

    • Primary Visibility Turned Off

    • Shadow Matte Material

 

Nuke:

Working with the Transmission:

TransmissionMixGreen.jpg
nuke1.jpg
nuke2.jpg