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Hello! How's everything going?
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My name is Eduardo Altamirano.
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I would like to share this process
with you.
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It's more of a breakdown than a tutorial
of how I make these composites.
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Because it isn't actually a render.
I'm not using any lights and
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the only calculation I've actually made
is an ambient occlusion.
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I actually find it's a very efficient and
fast method to get nice results.
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This way you don't need to wait so much
for a render of a long sequence.
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In this case it's a lip sync excercise
I made for my class in Gobelins.
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It's actually pretty long.
It's a conversation.
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What I would like to share with you is my
process that I use for creating my shaders
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and the render steps to call it in
some way.
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And obviously, get a result like this one.
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I like it because you don't have to wait
so long and you have more control
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as much over the final quality and shading
passes, outlines, specular and so on.
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As you can see it's pretty acceptable.
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This is my Maya scene.
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Basically, it's like any Maya animation
scene in which you've got your character.
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But in this case we don't have any special
textures nor shading settings.
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They're actually as you can see
flat colors. Doesn't even have a texture.
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Nothing more. The only thing it has it's
a lip texture but not complicated at all.
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And from there,
I have my render layers, render passes
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In each one I have different shaders.
Like the occlusion shader.
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It's as easy as creating a new layer.
You go to attributes.
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And here in presets you click occlusion
and automatically we get the shading
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for the occlusion pass, and you can change the
settings and gives you the occlusion pass.
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Which is... this one. That as you can see
it's horrible as you can see.
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It did it pretty quick I think each pass
took 10 seconds or so.
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I'm working with a laptop actually.
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Well then... What I'd like to share with
you is this method in which
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I do everything from a playblast.
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I have my diffuse pass, which is this one.
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And in here it's this one.
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And as you can see it's nothing special or
complicated.
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Then we've got this shader that I like to
call "Toon", a friend of mine made it.
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He took care of programming this shader.
And what I most like about this shader is
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that you can use a map that you can direct
in relation to a camera instead of a light.
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This way I can specify the shader that I
wish to use and how I wish to modify it.
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Just how I want to.
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Using a map and directing it to the camera
that I like.
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As you can see with this one, you can
perfectly simulate a toon shader.
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I use it as a channel pass in
After Effects.
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This way I can have even more control over
the final result.
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As you can see everything is in real time.
I do the same thing with my Inline pass.
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It is just a texture that I painted on
the model.
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So it looks like it is a hand made stroke.
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Like this one, as you can see it is a
super basic texture.
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It doesn't have anything special.
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And of course I'll change the settings in
color settings, to make the playblasts.
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This is my pass...er...mask for the
outline.
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And then I do the compositing in
After Effects.
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Like in this case.
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In the case of the toon shader, it is
the pass which I make with the most care.
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The settings are very simple but...
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What I do is create a playblast from the
Maya viewport.
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So that I don't need to wait so long for
a render.
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And then I'll use this
playblast for the compositing.
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As you can see here's the sequence.
I export it as images.
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And import them in After Effects and from
here on you start compositing.
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And to give you an idea this is
the result of this breakdown process.
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I'll make the window smaller.
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It'll look something like this.
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My background, just a painting for the
background.
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A painting in color dodge mode with blur.
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Here are the effects.
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More background. The diffuse pass.
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I actually like this one, because
before setting up the whole composite
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we have our diffuse pass, and just using
a color selection or color picker,
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Set Matte and a Ramp we can create the
iris' of the eyes.
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Because the mask is circular it
automatically generates this effect.
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I also use a Choker to reduce the mask.
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I also use a blur to simulate the internal
shading and lighting of the eyes.
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And from there we continue with the next
pass I've used which is the lip mask.
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The occlusion pass.
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And from here it's where it gets
interesting.
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This pass, the red pass. It's actually
the same RGB map that we used but just
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selecting the red, Saturation and Matte
for the mask and a blur and it simulates
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the lighting.
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Same with the next pass. An Overpass of
the diffuse map for the luminosity.
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Plus the occlusion. This is the horrible
occlusion that we made.
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As you can see it is the one that
generates the volume.
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More passes. They all come from the same
origin, the RGB map as you can see.
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It is the same one. I'm just playing
around with the blending modes.
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As you can see I have nothing special.
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I'm just simulating the subsurface.
Then come the eyes.
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The sparkle, the specular of the eyes it
was actually harder to get,
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because I wanted it to follow the eyes
constantly.
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So I had to link the camera in Maya so
it followed the direction of the eyes.
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And obviously if she lifted her head it
simulates the effect of a light over here.
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Here we have the specular of the eyes
which are these three,
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using the same specular pass.
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The green shader which I use to darken a
little bit more and give it volume.
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The rim light which isn't actually a rim
light, it is just another shader.
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And this is the inline pass that was hand
drawn, to simulate a hand drawn effect
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on the character.
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Rim layers with Blur to give it a glow
effect.
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The rim, untouched with a Matte and
Choker to reduce the mask.
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The Ramp to color it and the Blur for
glow and the blending mode is Add.
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This lip specular which is the same one
as the specular of everything.
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With Levels to bring it up a little.
The lip Matte and the Saturation for color.
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And to take off the red of the skin.
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And well... that would be everything.
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If you have any questions just send a
message.
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Thank you!