WEBVTT 1 00:00:05.274 --> 00:00:10.433 Animation Basic Basic Rendering 2 00:00:23.901 --> 00:00:24.728 Hello 3 00:00:24.728 --> 00:00:29.000 This is Park Junyoung, in charge of the basic 3D animation lecture 4 00:00:29.000 --> 00:00:30.975 Until now, we have learned how to move characters 5 00:00:30.975 --> 00:00:34.099 and create animation 6 00:00:34.099 --> 00:00:37.222 Today, I will teach ways to make the characters look flawless 7 00:00:37.222 --> 00:00:39.812 which are called lighting and rendering 8 00:00:39.812 --> 00:00:42.214 First, the default plugins of maya 9 00:00:42.214 --> 00:00:44.248 Using scanline renderer 10 00:00:44.248 --> 00:00:46.519 We will set simple lighting 11 00:00:46.519 --> 00:00:49.238 and check on the results 12 00:00:49.238 --> 00:00:51.950 Then, utilizing arnold renderer 13 00:00:51.950 --> 00:00:55.509 we apply a more luxurious lighting and shadow 14 00:00:55.509 --> 00:00:57.941 to see the difference 15 00:00:57.941 --> 00:00:59.095 Instead of lengthy explanations 16 00:00:59.095 --> 00:01:00.896 following the examples step by step 17 00:01:00.896 --> 00:01:03.426 will be much more fun and easier to understand 18 00:01:03.426 --> 00:01:05.020 Now, shall we execute maya? 19 00:01:05.955 --> 00:01:09.678 Three-point lighting and Arnold renderer 20 00:01:11.822 --> 00:01:15.495 This time, we will start lighting 21 00:01:15.495 --> 00:01:18.210 Bear ani work which set the animation 22 00:01:18.210 --> 00:01:21.704 in the previous lecture 23 00:01:24.081 --> 00:01:27.149 We will try to set lighting 24 00:01:27.149 --> 00:01:31.622 First, the menu set 25 00:01:31.622 --> 00:01:34.842 should be modified to Rendering 26 00:01:34.842 --> 00:01:39.199 And if you look above 27 00:01:41.555 --> 00:01:48.374 The slate icon which shows up when filming movies 28 00:01:48.374 --> 00:01:51.248 there is a cogwheel drawn on it 29 00:01:51.248 --> 00:01:54.182 If you click on it 30 00:01:54.182 --> 00:01:58.495 A window called Render Settings will pop up 31 00:01:58.495 --> 00:02:04.859 As a default, maya 2010 32 00:02:04.859 --> 00:02:06.854 I don't remember what number it starts from 33 00:02:06.854 --> 00:02:10.000 but it will be set to arnold renderer 34 00:02:10.000 --> 00:02:15.545 First, set it as maya software 35 00:02:15.545 --> 00:02:17.931 We call this maya scan line 36 00:02:20.416 --> 00:02:25.345 We are not going to print a rendering image right now 37 00:02:25.345 --> 00:02:30.545 but it would be nice to set it as a default lighting 38 00:02:30.545 --> 00:02:33.911 And, don't touch on the other settings 39 00:02:36.426 --> 00:02:41.449 Move over to Maya Software 40 00:02:41.449 --> 00:02:43.450 Production quality 41 00:02:43.450 --> 00:02:47.614 Just click on this 42 00:02:47.614 --> 00:02:50.972 Maya provides multiple renderers that are 43 00:02:50.972 --> 00:02:54.079 capable of rendering 44 00:02:54.079 --> 00:02:57.931 There are three default maya renderers 45 00:02:57.931 --> 00:03:01.199 Maya software, maya hardware 2.0 isn't actually 46 00:03:01.199 --> 00:03:04.663 used very often 47 00:03:04.663 --> 00:03:05.982 But maya software is 48 00:03:05.982 --> 00:03:08.888 a very basic maya renderer 49 00:03:08.888 --> 00:03:10.950 So at first, we use it to explain 50 00:03:10.950 --> 00:03:13.198 Next, I will set it to arnold renderer 51 00:03:17.257 --> 00:03:19.911 First, in this condition 52 00:03:23.584 --> 00:03:30.307 Click on Create, Lights, Spot light 53 00:03:34.139 --> 00:03:38.713 You can see that a small light has been generated over here 54 00:03:38.713 --> 00:03:42.465 It is a cone shaped light 55 00:03:42.465 --> 00:03:48.715 In order for this cone to point at our bear 56 00:03:48.715 --> 00:03:51.495 Take it out 57 00:03:51.495 --> 00:03:54.745 For the pointers of the cone to point at the bear 58 00:03:54.745 --> 00:03:58.010 Take it out and let's move it around 59 00:03:58.010 --> 00:04:00.386 And press number 7 60 00:04:02.554 --> 00:04:06.368 Then following the direction of the cone 61 00:04:06.368 --> 00:04:12.030 you can see that a light is shining 62 00:04:12.030 --> 00:04:14.495 You can adjust the cone to make it bigger 63 00:04:14.495 --> 00:04:21.871 And this part of the cone is very narrow 64 00:04:21.871 --> 00:04:29.990 So the amount of light that is equal to this area will point at the bear 65 00:04:29.990 --> 00:04:33.743 This area seems too narrow 66 00:04:33.743 --> 00:04:37.432 Then if you press Ctrl+A 67 00:04:37.432 --> 00:04:40.020 A setting called Attribute Editor pops up 68 00:04:40.020 --> 00:04:42.475 Now this is Attribute Editor 69 00:04:42.475 --> 00:04:48.505 You can see the traits of this lighting 70 00:04:48.505 --> 00:04:53.891 So if you move over to SpotLightShape over here 71 00:04:53.891 --> 00:04:57.119 Intensity, which is the light intensity 72 00:04:57.119 --> 00:05:00.703 Color which stands for the light color 73 00:05:00.703 --> 00:05:01.898 If you come down to the bottom 74 00:05:01.898 --> 00:05:04.396 There is something called a Cone Angle 75 00:05:04.396 --> 00:05:11.802 Now, in this way 76 00:05:11.802 --> 00:05:13.872 If the Cone Angle becomes wider 77 00:05:13.872 --> 00:05:18.337 The area that receives the spot light will be wider as well 78 00:05:18.337 --> 00:05:20.495 You can see it this way 79 00:05:20.495 --> 00:05:25.042 The joints over here 80 00:05:25.042 --> 00:05:27.406 Stick out from the modeling 81 00:05:27.406 --> 00:05:30.901 how the lighting is set cannot be seen clearly 82 00:05:30.901 --> 00:05:35.085 If you look at the bar over here 83 00:05:35.085 --> 00:05:38.782 There is something called X-Ray joints 84 00:05:38.782 --> 00:05:43.584 I will click on it to make sure the skeleton cannot be seen 85 00:05:43.584 --> 00:05:46.485 First, there is one lighting 86 00:05:46.485 --> 00:05:50.495 We can consider this as the key lighting 87 00:05:56.574 --> 00:06:01.921 and I will copy one more of this lighting 88 00:06:01.921 --> 00:06:04.941 Copy it, and from the further back side 89 00:06:10.535 --> 00:06:12.436 I will shine the light on it 90 00:06:18.772 --> 00:06:21.307 Like so 91 00:06:21.307 --> 00:06:22.762 Move over a little bit 92 00:06:22.762 --> 00:06:25.347 First, adjust the intensity down to 0.5 93 00:06:28.000 --> 00:06:28.871 Like this way 94 00:06:34.891 --> 00:06:37.891 We call this Rim light 95 00:06:37.891 --> 00:06:42.450 Then go over to Create and Lights 96 00:06:42.450 --> 00:06:44.683 Take out one Ambient 97 00:06:44.683 --> 00:06:48.752 You can think of Ambient Light as the overall natural light 98 00:06:48.752 --> 00:06:51.541 If it gets too bright 99 00:06:51.541 --> 00:06:54.257 It seems a little foggy 100 00:06:54.257 --> 00:06:57.535 Then you can adjust the colors a little bit 101 00:06:57.535 --> 00:06:58.951 Lastly 102 00:07:08.475 --> 00:07:11.762 This is called Fill light 103 00:07:11.762 --> 00:07:13.931 Key light 104 00:07:13.931 --> 00:07:15.040 It is called key light 105 00:07:15.040 --> 00:07:18.588 If the key light shines 106 00:07:18.588 --> 00:07:22.040 it will be seen where the shadow is made 107 00:07:22.040 --> 00:07:23.936 The spot where you can see the shadow 108 00:07:23.936 --> 00:07:26.614 It can't be too dark 109 00:07:26.614 --> 00:07:31.347 So it plays the role of brightening it 110 00:07:31.347 --> 00:07:35.455 So the original key light 111 00:07:35.455 --> 00:07:37.604 and the fill light 112 00:07:37.604 --> 00:07:40.129 This is the rim light 113 00:07:40.129 --> 00:07:42.505 This rim light shines the outer edge of the back 114 00:07:42.505 --> 00:07:45.200 the dark side of the outer edge 115 00:07:45.200 --> 00:07:47.545 It lights up this part 116 00:07:47.545 --> 00:07:49.700 Whether rim light is there or not 117 00:07:49.700 --> 00:07:53.356 can affect the quality quite a lot 118 00:07:53.356 --> 00:07:58.287 Like so, we call these three 119 00:07:58.287 --> 00:07:59.969 the 'three-point lighting' 120 00:07:59.969 --> 00:08:02.406 These are the three default sets that are used often 121 00:08:02.406 --> 00:08:03.851 And this Ambient 122 00:08:07.198 --> 00:08:09.459 Whether this place and scene is 123 00:08:09.459 --> 00:08:11.900 during day time or night time 124 00:08:11.900 --> 00:08:15.228 This light plays the role of determining it 125 00:08:15.228 --> 00:08:18.435 If it is done without the Ambient 126 00:08:18.435 --> 00:08:21.545 It seems like the night time 127 00:08:21.545 --> 00:08:24.663 Even though the fill light is shed on 128 00:08:24.663 --> 00:08:29.584 It is quite different from setting the light up during day time 129 00:08:29.584 --> 00:08:34.000 and filming after setting up the light at night 130 00:08:34.000 --> 00:08:36.772 What sets the difference is 131 00:08:36.772 --> 00:08:40.129 the role of Ambient 132 00:08:40.129 --> 00:08:45.069 In this condition, if you look at the key light 133 00:08:45.069 --> 00:08:48.598 You can make it pop up by pressing on Ctrl+A 134 00:08:48.598 --> 00:08:50.103 Attribute Editor 135 00:08:50.103 --> 00:08:53.762 Turn on Use Depth Map Shadow over here 136 00:08:53.762 --> 00:08:55.475 It is usually turned off 137 00:08:55.475 --> 00:08:58.386 And set the Resolution to about 2000 138 00:08:58.386 --> 00:09:01.993 If you look over here in that condition 139 00:09:01.993 --> 00:09:05.941 On the spot where we turned on the render setting 140 00:09:05.941 --> 00:09:08.614 Press on the IPR 141 00:09:12.871 --> 00:09:16.782 You can see it being rendered 142 00:09:16.782 --> 00:09:21.752 But unlike the current smooth viewing mode 143 00:09:21.752 --> 00:09:24.970 You can see the stiff rendering, right? 144 00:09:24.970 --> 00:09:27.525 The maya default render is 145 00:09:27.525 --> 00:09:29.218 Smooth preview render 146 00:09:29.218 --> 00:09:31.266 The preview mode is not 147 00:09:31.266 --> 00:09:33.554 applied 148 00:09:33.554 --> 00:09:39.274 Like so, the low poly trait of the original image 149 00:09:39.274 --> 00:09:40.921 can be seen exactly the way it is 150 00:09:43.733 --> 00:09:49.475 The default light is proceeded this way 151 00:09:49.475 --> 00:09:52.275 But this is a very 152 00:09:52.275 --> 00:09:55.634 classic way of lighting 153 00:09:55.634 --> 00:09:57.931 We do not use it very often 154 00:10:02.337 --> 00:10:06.069 If you want to be a rendering lighting artist 155 00:10:06.069 --> 00:10:09.495 In this default light setting 156 00:10:12.545 --> 00:10:14.111 the practice of developing drawings 157 00:10:14.111 --> 00:10:17.198 should be done a lot 158 00:10:17.198 --> 00:10:22.000 Thesedays, there are developed versions 159 00:10:22.000 --> 00:10:24.475 There are many physics-based 160 00:10:24.475 --> 00:10:26.208 renderers 161 00:10:26.208 --> 00:10:30.594 So, we do not need to install much light 162 00:10:30.594 --> 00:10:33.733 in order to make color 163 00:10:33.733 --> 00:10:38.782 There are renderers that are capable of it 164 00:10:38.782 --> 00:10:43.734 Like what I showed in the render setting 165 00:10:43.734 --> 00:10:45.970 This arnold renderer 166 00:10:45.970 --> 00:10:49.653 We will proceed with this 167 00:10:49.653 --> 00:10:52.277 First, in the render setting 168 00:10:52.277 --> 00:10:59.548 set the width and height depending on the computer specifications 169 00:10:59.548 --> 00:11:01.743 the rendering might take long 170 00:11:01.743 --> 00:11:04.521 Utilize half HD to set the image size 171 00:11:04.521 --> 00:11:08.752 Set it to 1280x720 172 00:11:08.752 --> 00:11:12.703 Set the system to GPU 173 00:11:12.703 --> 00:11:15.139 Now, this is the GPU render 174 00:11:15.139 --> 00:11:19.287 The processing speed is faster than CPU render 175 00:11:19.287 --> 00:11:21.663 So we will use this 176 00:11:21.663 --> 00:11:24.545 The quality is better with the CPU render 177 00:11:24.545 --> 00:11:27.515 First, the processing speed is faster with the GPU render 178 00:11:27.515 --> 00:11:29.267 So we will choose this 179 00:11:29.267 --> 00:11:30.840 In this arnold render 180 00:11:30.840 --> 00:11:33.237 the Camera AA should be 181 00:11:33.237 --> 00:11:34.941 set to about 6 182 00:11:37.208 --> 00:11:40.218 The lightings that we have previously installed 183 00:11:40.218 --> 00:11:42.554 eliminate it completely from the Outliner 184 00:11:45.000 --> 00:11:47.931 In this condition, where the menu set rendering has been completed 185 00:11:47.931 --> 00:11:51.030 Over here on the right, there is a window called arnold 186 00:11:51.030 --> 00:11:57.297 Click on Skydome Light over here 187 00:11:57.297 --> 00:11:59.653 What this is 188 00:11:59.653 --> 00:12:04.703 It creates a round earth-like environment 189 00:12:04.703 --> 00:12:08.277 and uses the light to shine on the object over here 190 00:12:08.277 --> 00:12:12.218 But it is gray now 191 00:12:12.218 --> 00:12:15.733 We will overlay an image on to this Skydome Light 192 00:12:15.733 --> 00:12:19.059 This is an image called HDRI 193 00:12:19.059 --> 00:12:20.644 This one image 194 00:12:20.644 --> 00:12:24.396 There is a default image that I've prepared 195 00:12:24.396 --> 00:12:27.158 Let's open it up 196 00:12:27.158 --> 00:12:30.693 HDRI map called Bonifacio Street 197 00:12:30.693 --> 00:12:34.848 It is used in substance painter 198 00:12:34.848 --> 00:12:38.663 It is the default HDRI map 199 00:12:38.663 --> 00:12:42.406 First of all, install it 200 00:12:42.406 --> 00:12:44.112 If so, like in the picture 201 00:12:44.112 --> 00:12:47.495 exactly like this environment 202 00:12:47.495 --> 00:12:51.475 We will apply it to the character 203 00:12:51.475 --> 00:12:56.931 And if you look at the viewport 204 00:12:56.931 --> 00:12:59.594 You might see Resolution gate 205 00:12:59.594 --> 00:13:01.713 If you press on this 206 00:13:01.713 --> 00:13:07.515 Over here, it shows the image size layout 207 00:13:07.515 --> 00:13:10.723 that we have set 208 00:13:10.723 --> 00:13:15.594 In this condition, move the camera around 209 00:13:15.594 --> 00:13:17.564 Press IPR 210 00:13:21.822 --> 00:13:29.550 Then, quite differently from the 211 00:13:29.550 --> 00:13:32.436 maya software render that has previously been done 212 00:13:32.436 --> 00:13:36.485 It seems to have better quality 213 00:13:36.485 --> 00:13:39.416 For this, press number 1 and number 3 214 00:13:39.416 --> 00:13:43.822 We will proceed with the rendering after applying all of it 215 00:13:43.822 --> 00:13:46.228 But now, everything is good except for one thing 216 00:13:46.228 --> 00:13:50.634 This part of the eye and nose is too shiny 217 00:13:50.634 --> 00:13:52.918 So Rendering Editors 218 00:13:52.918 --> 00:13:56.574 In Hypershade 219 00:13:56.574 --> 00:14:01.089 We will get rid of the shiny part slightly 220 00:14:01.089 --> 00:14:04.713 Choose either one of the eyes 221 00:14:04.713 --> 00:14:06.317 In the rendering editor 222 00:14:09.347 --> 00:14:13.158 Graph materials on selected objects 223 00:14:13.158 --> 00:14:15.089 There's no need to find it 224 00:14:15.089 --> 00:14:18.000 If we press this, we do not need to find it 225 00:14:18.000 --> 00:14:20.139 In this condition 226 00:14:20.139 --> 00:14:23.426 We will decrease the Specular Color 227 00:14:26.802 --> 00:14:27.357 and 228 00:14:38.555 --> 00:14:40.901 Lower the Cosine Power 229 00:14:40.901 --> 00:14:47.297 as well as decreasing the Reflectivity 230 00:14:47.297 --> 00:14:49.000 By doing this, it is more 231 00:14:49.000 --> 00:14:53.505 It is not too shiny and looks nice 232 00:14:53.505 --> 00:14:56.000 I like it this way but 233 00:14:56.000 --> 00:14:59.000 the light seems too weak 234 00:14:59.000 --> 00:15:03.842 So, click on this Skydome Light 235 00:15:03.842 --> 00:15:06.426 and press on Ctrl+A once again 236 00:15:06.426 --> 00:15:10.941 I will increase the Intensity to about 1.5 237 00:15:10.941 --> 00:15:13.267 It is slightly bright, right? 238 00:15:13.267 --> 00:15:13.791 And 239 00:15:18.484 --> 00:15:23.752 Turn off the arnold renderview for a moment 240 00:15:23.752 --> 00:15:28.604 And select this Skydome Light 241 00:15:28.604 --> 00:15:32.792 Hold the Rotate Y part and turn it around 242 00:15:32.792 --> 00:15:35.792 And set the light direction nicely 243 00:15:35.792 --> 00:15:36.861 How is the light set? 244 00:15:36.861 --> 00:15:38.733 If you press the IPR again 245 00:15:38.733 --> 00:15:40.594 Arnold renderview will pop up again 246 00:15:49.921 --> 00:15:54.158 Looking from this arnold renderview 247 00:15:54.158 --> 00:15:57.515 We wil adjust the direction of the light 248 00:15:57.515 --> 00:16:01.416 It will follow us, once we turn it around 249 00:16:05.535 --> 00:16:07.356 I think that this is just good enough 250 00:16:07.356 --> 00:16:09.422 It would be nice for you to 251 00:16:09.422 --> 00:16:11.683 find your own preference 252 00:16:11.683 --> 00:16:15.703 The nose seems too shiny but 253 00:16:15.703 --> 00:16:17.119 In this condition 254 00:16:17.119 --> 00:16:22.212 We want to render this bear 255 00:16:22.212 --> 00:16:23.558 We are trying to do the rendering 256 00:16:23.558 --> 00:16:28.257 If this background is rendered as well 257 00:16:28.257 --> 00:16:32.833 It might be unclear to use it, right? 258 00:16:32.833 --> 00:16:35.762 So after selecting Skydome Light 259 00:16:35.762 --> 00:16:36.970 Press Ctrl+A 260 00:16:36.970 --> 00:16:39.089 In the Attribute Editor 261 00:16:39.089 --> 00:16:41.337 If you scroll down, there is a Visibility 262 00:16:41.337 --> 00:16:44.990 I will set the camera to 0 in this Visibility 263 00:16:44.990 --> 00:16:47.446 Then, alpha channel will move in 264 00:16:47.446 --> 00:16:52.297 We can get a hold of only the character 265 00:16:52.297 --> 00:16:54.772 So looking over here in the render 266 00:16:54.772 --> 00:16:56.352 I mentioned alpha channel 267 00:16:56.352 --> 00:16:59.564 If you press it, you can see black and white 268 00:16:59.564 --> 00:17:02.228 It means that only the white part will be rendered 269 00:17:02.996 --> 00:17:06.689 Project Folder Management and After effect Sequence Editing 270 00:17:06.990 --> 00:17:08.623 Now, 24 pages of this 271 00:17:08.623 --> 00:17:11.406 will be rendered by us 272 00:17:11.406 --> 00:17:13.238 We will print out 24 pages 273 00:17:13.238 --> 00:17:15.752 and through after effects or premiere 274 00:17:15.752 --> 00:17:20.178 We will use this to 275 00:17:20.178 --> 00:17:23.604 make videos as a result 276 00:17:23.604 --> 00:17:25.267 How will we render this? 277 00:17:28.327 --> 00:17:34.733 In maya, when setting a route and saving it 278 00:17:34.733 --> 00:17:37.208 We use something called Set 279 00:17:37.208 --> 00:17:40.000 We generate a Set 280 00:17:40.000 --> 00:17:44.901 In the set, the rendering 281 00:17:44.901 --> 00:17:47.822 sequence images will be inserted 282 00:17:47.822 --> 00:17:51.614 Click on File, Project Window 283 00:17:51.614 --> 00:17:52.762 What this is 284 00:17:52.762 --> 00:17:58.564 It is a window to generate the overall Set 285 00:17:58.564 --> 00:18:01.545 So create a certain folder 286 00:18:01.545 --> 00:18:05.020 And the scene file in that folder will be saved here 287 00:18:05.020 --> 00:18:06.495 Images will be saved here 288 00:18:06.495 --> 00:18:09.248 Everything will be assigned 289 00:18:09.248 --> 00:18:12.465 So, if we carry around that folder we have made 290 00:18:12.465 --> 00:18:14.990 There is no worry for loosing the file 291 00:18:14.990 --> 00:18:17.822 or not being able to find the route 292 00:18:17.822 --> 00:18:20.901 So leave the default setting there 293 00:18:20.901 --> 00:18:23.574 And just press New 294 00:18:23.574 --> 00:18:26.446 That way, you can name the Set 295 00:18:26.446 --> 00:18:33.743 I will name it as bearAni 296 00:18:33.743 --> 00:18:36.812 And then choose the Location 297 00:18:36.812 --> 00:18:40.214 So, in the background of the desktop 298 00:18:40.214 --> 00:18:43.436 I will choose a Location 299 00:18:43.436 --> 00:18:47.188 And if I press Accept 300 00:18:52.881 --> 00:18:55.954 BearAni, which is the file that I've made 301 00:18:55.954 --> 00:18:57.634 The folder will pop up 302 00:18:57.634 --> 00:19:00.121 Everything in Project Window 303 00:19:00.121 --> 00:19:03.069 is saved just the way it used to be 304 00:19:03.069 --> 00:19:09.267 So, the asset will save 305 00:19:09.267 --> 00:19:11.891 the bear files that we have created 306 00:19:11.891 --> 00:19:17.084 Textures and animation scenes 307 00:19:17.084 --> 00:19:19.188 will be saved over here 308 00:19:19.188 --> 00:19:22.119 And if you do the rendering 309 00:19:22.119 --> 00:19:28.000 The route that I have made, image 310 00:19:28.000 --> 00:19:31.525 a file will go into it 311 00:19:31.525 --> 00:19:32.891 Before the rendering 312 00:19:37.089 --> 00:19:44.198 The animation file that was about to be rendered 313 00:19:44.198 --> 00:19:50.157 In the Scenes folder, inside the project 314 00:19:50.157 --> 00:19:52.337 We will save it over here 315 00:19:52.337 --> 00:19:54.238 We have saved it 316 00:19:54.238 --> 00:19:56.489 Now, the render setting 317 00:19:56.489 --> 00:19:59.089 is what we will be working on 318 00:19:59.089 --> 00:20:01.782 If you look at the bottom 319 00:20:01.782 --> 00:20:03.238 It says Persp 320 00:20:03.238 --> 00:20:06.287 It means we are looking through Persp camera 321 00:20:06.287 --> 00:20:13.495 Take out the Camera from Create 322 00:20:13.495 --> 00:20:17.426 You can see that a camera has been created over here 323 00:20:17.426 --> 00:20:23.840 So Panels, Perspective, Camera 324 00:20:23.840 --> 00:20:25.446 After doing so 325 00:20:25.446 --> 00:20:29.310 with the newly made camera 326 00:20:29.310 --> 00:20:35.000 We can arrange the animation layout again 327 00:20:35.000 --> 00:20:37.822 or use the perspective as the way it is 328 00:20:37.822 --> 00:20:39.881 If you have set the camera 329 00:20:39.881 --> 00:20:42.287 It will say Camera1 at the bottom 330 00:20:42.287 --> 00:20:48.226 Then this Renderable Cameras 331 00:20:48.226 --> 00:20:50.673 will be changed to Camera1 332 00:20:50.673 --> 00:20:52.733 Move it to the top and 333 00:20:52.733 --> 00:20:56.317 File name prefic 334 00:20:56.317 --> 00:21:04.723 bearAniWalk 335 00:21:04.723 --> 00:21:08.376 I will set the image format as exr 336 00:21:08.376 --> 00:21:11.485 And leave Color space as it is 337 00:21:11.485 --> 00:21:15.515 For Frame, Animation ext 338 00:21:15.515 --> 00:21:18.178 name,#,ext 339 00:21:18.178 --> 00:21:20.653 The # stands for numbering 340 00:21:20.653 --> 00:21:24.000 ext stands for format 341 00:21:24.000 --> 00:21:27.307 So this # is set to Frame padding 342 00:21:27.307 --> 00:21:34.000 And if it 3, the numbering pops up over here 343 00:21:34.000 --> 00:21:36.772 It currently starts from 001 344 00:21:36.772 --> 00:21:40.149 01 for 2 345 00:21:40.149 --> 00:21:42.683 Usually, it is best if set to 4 346 00:21:42.683 --> 00:21:50.173 The scene that is rendered with 4 347 00:21:50.173 --> 00:21:54.366 doesn't go over 10,000 pages 348 00:21:54.366 --> 00:21:56.228 4 would be good enough 349 00:21:56.228 --> 00:22:00.871 If it seems to go over 10,000 pages then set it to 5 350 00:22:00.871 --> 00:22:02.223 And for Start Frame 351 00:22:02.223 --> 00:22:03.792 Since we worked on it from 0 frame 352 00:22:03.792 --> 00:22:06.762 Set it to 0 End Frame 24 353 00:22:09.406 --> 00:22:12.673 As I mentioned, the camera 354 00:22:12.673 --> 00:22:18.208 I will scroll down slowly 355 00:22:18.208 --> 00:22:24.139 Set it while you look through 356 00:22:24.139 --> 00:22:29.901 In this condition, Render 357 00:22:29.901 --> 00:22:33.099 Open up Render Sequence option box 358 00:22:33.099 --> 00:22:35.158 What the Current Camera is 359 00:22:35.158 --> 00:22:36.851 I set it as Camera1 360 00:22:36.851 --> 00:22:41.931 Press on Camera1 Render Sequence 361 00:22:41.931 --> 00:22:45.188 If you wait a moment, all 24 pages will be rendered 362 00:22:48.614 --> 00:22:50.139 The rendering is finished 363 00:22:52.802 --> 00:22:59.317 The exr files will be accumulated in the image folder 364 00:22:59.317 --> 00:23:02.624 We will move this to after effects 365 00:23:02.624 --> 00:23:07.931 and create a video with it 366 00:23:13.129 --> 00:23:15.386 The Composition Settings 367 00:23:15.386 --> 00:23:18.941 we have set it to 1280x720 368 00:23:18.941 --> 00:23:23.218 Choose 1280x720 and Frame Rate 24 369 00:23:23.218 --> 00:23:26.644 I will set it to 5 seconds 370 00:23:26.644 --> 00:23:29.614 The duration is 5 seconds 371 00:23:29.614 --> 00:23:38.743 And bearAni, image 372 00:23:38.743 --> 00:23:41.713 When Importing this 373 00:23:41.713 --> 00:23:44.178 Click on the very first image and 374 00:23:44.178 --> 00:23:47.624 If OpenEXR Sequence has been clicked 375 00:23:47.624 --> 00:23:49.653 You can Import it right away 376 00:23:49.653 --> 00:23:52.653 But click right 377 00:23:52.653 --> 00:23:56.614 from the Interpret Footage 378 00:23:56.614 --> 00:23:58.512 What number is set for the Frame Rate 379 00:23:58.512 --> 00:24:00.931 needs to be checked 380 00:24:00.931 --> 00:24:04.970 It is different for every after effects setting 381 00:24:04.970 --> 00:24:09.376 which is why it always needs to be checked 382 00:24:09.376 --> 00:24:11.743 The area around it is too red 383 00:24:11.743 --> 00:24:18.050 Like so, it's exactly 5 seconds 384 00:24:18.050 --> 00:24:22.802 Copy 5 of it and click right, Keyframe Assistant 385 00:24:22.802 --> 00:24:23.812 If you do so 386 00:24:30.802 --> 00:24:32.426 Reduce each of it by one frame 387 00:24:38.554 --> 00:24:41.252 Like so, a moving bear 388 00:24:41.252 --> 00:24:45.436 animation has been completed 389 00:24:45.436 --> 00:24:48.554 It's cute 390 00:24:48.554 --> 00:24:51.505 Set it as background 391 00:24:51.505 --> 00:24:54.446 in the screen size of your preference 392 00:24:56.891 --> 00:24:59.386 However you want it to be 393 00:25:01.941 --> 00:25:06.851 I like the hot pink color 394 00:25:06.851 --> 00:25:09.218 It's overlapping 395 00:25:09.218 --> 00:25:10.644 I will choose the color yellow 396 00:25:16.277 --> 00:25:21.277 I will import it 397 00:25:21.277 --> 00:25:24.465 Press on Ctrl+M 398 00:25:28.535 --> 00:25:31.842 I will import it with H264 399 00:25:44.891 --> 00:25:48.515 I will do an overview of what we learned in this lesson 400 00:25:48.515 --> 00:25:50.961 First, we used scan line renderer 401 00:25:50.961 --> 00:25:54.758 to look for the default lighting and rendering process 402 00:25:54.758 --> 00:25:56.669 Moving on, we used arnold renderer 403 00:25:56.669 --> 00:25:59.505 to set luxurious lighting and shadow 404 00:25:59.505 --> 00:26:02.485 We have checked the difference between two renders 405 00:26:02.485 --> 00:26:04.092 Lighting and rendering 406 00:26:04.092 --> 00:26:06.740 completes the character and the overall atmosphere of the animation 407 00:26:06.740 --> 00:26:08.832 It is an important process 408 00:26:08.832 --> 00:26:10.376 Today, for the rendering 409 00:26:10.376 --> 00:26:13.634 We have only scratched the surface but 410 00:26:13.634 --> 00:26:15.397 We will be able to make a better result 411 00:26:15.397 --> 00:26:17.822 futher on 412 00:26:17.822 --> 00:26:20.604 Thank you for your effort to follow along the lesson 413 00:26:22.061 --> 00:26:22.746 three-point lighting and arnold renderer three-point lighting spotlight, fill light, rim light Click Createl Lights Spot light to create default light 414 00:26:22.746 --> 00:26:23.420 Fill light: A light used to make sure the shadow part isn't too dark Rim light: A light used to shine on the outer edges of the dark spot 415 00:26:23.420 --> 00:26:24.105 Ambient Light is a light that is similar to an overall natural light Helps to differentiate day and night of a scene Arnold renderer 416 00:26:24.105 --> 00:26:24.804 Set the image size to 1280x720 in Render Settings Insert 6 as a Renderer Camera AA value 417 00:26:24.804 --> 00:26:25.475 Click on Arnold Lights Skydome Light Click on Skydome Light and press ctrl+A to insert 1.5 for Intensity value 418 00:26:25.475 --> 00:26:26.075 Select Skydome Light and rotate the Rotate Y value to set the light direction Use Arnold RenderView to set the direction of the light 419 00:26:26.075 --> 00:26:26.705 Click on Skydome Light and Ctrl+A From Attribute Editor-IVisibility, set the Camera value as 0 420 00:26:26.706 --> 00:26:27.402 Project folder management&After effects Sequence Editing Set the route in maya and utilize Set to save it/Allow rendering sequence images to be insert 421 00:26:27.402 --> 00:26:28.121 Insert name in File Project Window New Set In case of rendering, the file is saved to a previously created images folder 422 00:26:28.121 --> 00:26:28.978 The animation file is saved to Scenes folder After effects sequence editing Click on Create Cameras Camera to create a new camera 423 00:26:28.978 --> 00:26:29.733 When selecting Panels Perspective Camera 1 the newly created camera can be used to set layout 424 00:26:29.733 --> 00:26:30.412 Insert file name in File name prefic modify to name,#,ext for Frame, Animation ext 425 00:26:30.412 --> 00:26:31.012 Insert 0 for Start Frame and 24 for End Frame When Importing, click on the very first image and select OpenEXR Sequence 426 00:26:31.012 --> 00:26:31.607 Copy 5 of them and click on Keyframe Assistant Sequence Layers to complete the moving character animation