top of page

Live Brief

Digital Matte Painting

Skyfall - Scottish Highlands Scene
DMP_HighlandsScene.jpg
Cyberpunk Scene - DMP
Final Image
DMP_CyberpunkScene_Final.jpg
Breakdown
Savannah Scene - DMP
Savannah_DMP_Final.jpg
Breakdown
Nuke Camera Projection Example
Cyberpunk DMP - Development

Working towards the final version of the Cyberpunk DMP I decided to bring it into Nuke to add some movement and life to the scene. I utilised the same camera projection technique as used in the example above. To add movement and maintain realism I had to create some moevment in the fire in the centre of the shot. To do this I used an animated noise to drive an IDistort node that distorts the fire element of the matte painting. I also recreated the smoke in Nuke so that it could be animated too, I did this by creating another animated noise, creating a roto shape in the form of a smoke column and using a multiply node to add some opacity. Finally I wanted to add some particles into the foreground of the shot, the clip below shows the first attempt at creating a particle system to achieve the effect I wanted. The Nuke script can be seen below.

NukeScript.png

I wasn't 100% happy with how the foreground particles were looking in the first attempt, after several variations I discovered that the particle system in Nuke doesn't support rotation for 2D sprites, which is how I was creating the particles. Upon learning this I changed the particles to a mixture of textured cylinders and spheres, this allowed the particles to have rotational forces applied to them, making the simulation seem much more dynamic and alive. I also changed the location of the particle emitter, offsetting the location to the bottom right hand side of the shot, this gives the impression that the particles are being blown infront of the camera from a location out of shot. The section of the Nuke script for the particles is below.

ParticlesNuke.png

I then decided to add some embers and sparks being given off by the fire, I decided to do this to add some more life to the shot and also to destract from the flames themselves as they didn't look overly good being slightly animated still images. The embers are created using a particle system, this system utilises more of Nukes particle nodes. Using a directional force node to shoot the particles upwards as if they're being shot out of an intense fire, a vortex node is used to create a swirling effect as created by the heat and convection currents caused by a fire. The turbulence node is then used to add some noise to the motion of the particles creating a more realistic looking simulation.

EmbersNuke.png
Cyberpunk DMP - Final
Cyberpunk DMP - Breakdown
Savannah DMP - Development

For the Savannah DMP I also wanted to add some movement and life to the shot. I started by projecting the different layers of the comp in 3D space, this gives an illusion of movement  by creating a parallax effect. I decided t recreate the sun inside of Nuke, I did this to give myself greater control of the look of the sun. Even with the added movement the shot still didn't feel alive enough, so I added an atmosphere effect using an animated noise node placed between the foreground and the mountain in 3D space. I also decided to add a heat haze effect, this was acheived using an iDistort node driven by another animated noise node. The Nuke script can be seen below.

NukeScript_01.png
Savannah DMP - Final
Savannah DMP - Breakdown
Highlands DMP - Development

For the Highlands DMP I didn't want to change too much of the original image, so only added some motion to the environment, fog and smoke. To do this I projected and arranged the parts of the DMP onto cards and animated a camera moving towards them. Both the smoke and fog were created using the same technique, starting with an animated noise node that is then shaped using a roto and the opacity is lowered using a multiply node, the resulting image is then projected onto a card and arranged in the correct 3D space. The Nuke script can be seen below.

NukeScript.png
Highlands DMP - Final
Highlands DMP - Breakdown
Highlands DMP - 30 Minute Remake
HighlandRoadDMP_v2.jpg
Original Images
DSC04053.jpg
HighlandRoad.jpg

Wall-E Live Action Remake

Wall-E Colour Pallette Extraction
AdobeColor-Wall-E Color Theme Extraction
Moodboard
MoodBoard.jpg
Intial Ideas & Pre-Vis
Pre-Vis
Ground Material Concept
GroundPlanePreVis.jpg
Production
Texturing
SlideAndSwing_TestRender.jpg
Horse_TestRender_02.jpg
Fence_TestRender.jpg
Bin_TestRender.jpg
Roundabout_TestRender.jpg
FlagNoSimulation_TestRender.jpg
Seesaw_TestRender.jpg
Scene Layout
SceneLayout_Render.jpg
Camera Animation Playblast
Test Render
TestRender_01.jpg
Swing Test Animation
Animated Scene Test Playblast
Nuke and Grading Test
Current Nuke Script
NukeScript_01.png
Colour Palette Comparison
Remake
AdobeColor-color theme_TestRender_02_GRA
Original
AdobeColor-Wall-E Color Theme Extraction
nCloth Test
Layout Change
Improved Layout:
SceneLayout_Render_03.jpg
SceneLayout_Render.jpg
Old Layout:
CG Render with Nuke DoF & Motion Blur
3D Layout - AO Pass
Final Comp
Breakdown
Nuke Script Breakdown
NukeScript_Final.png
Nuke Script - Sky
The sky section of this script uses a ramp node as a base. The ramp node is set to a colour ramp, changing from a light to a dark shade of blue moving upwards. The ramp node is then fed into a reformat node, this matches the resolution of the ramp image to the resolution  of the project; 2048x858. A transform node then places the ramp in a desirable location, this is then fed into a series of grade nodes that shift the colour to a warmer, dustier colour to match the look of the final shot.
Sky.png
BG - Cameron.png
Nuke Script - Background
This section of the Nuke script was handled by my teammate; Cameron Scates. In this section he created a still 2D composite image to act as the background of the shot. This was later projcted onto 3D cards in order to track the background into the shot and too add parallax movement, creating an illusion of depth.
Nuke Script - Projection
This section of the script shows the setup for the 3D projection of the background composite. The background composite was split into three elements, these elements were then projected onto three different cards. These cards are then collected using a scene node and then positioned in 3D space at differing depths. The 3D camera from the Maya scene was exported as an FBX, this file was then read into Nuke. This camera was then connected to a scanline render node as the render camera. The same camera data is also used as a projection camera, the camera is fed into a framehold node, the framehold is set to the first frame of the animation.
Projection.png
CG.png
Nuke Script - CG Plate
This section of the script houses the rendered CG plate. The beauty pass of the render is fed into a grade node, this grade node increases the temperature and changes the overall birghtness of the shot, matching the look that was aimed for. A Z-Depth render pass is then fed into the pipeline using a copy node. The copy node copies the red colour channel of the Z-Depth pass into the depth.Z channel of the CG render. This can then be fed into a ZDefocus node, this node uses the depth data to create a realistic depth of field (DoF) effect. This effect is animated throughout the shot, this it to imitate a focus pull.
Nuke Script - Dust
These sections of the script create a variety of dust effects. Both the far and close section use the same technique. A series of animated noise nodes are merged together, the noise nodes have varying animated speeds and noise sizes, this creates a good sense of depth in the effect. The alpha channel of these noise composites are then copied into a pipeline that is preceeded by a heavily blurred version of the script before it. This is then passed through a premult node, the resulting image is a dust effect that has the colours of the shot behind it. The small dust particles section uses the particle system built in to Nuke. A series of different shaped and sized 2D images are emmited from a card to the left of the camera, these particles then have various dynamic effects applied to them. The result of the simulation is rendered using a scanline render node, this node has a high sample setting, creating a lot of motion blur that distorts the shape of the particles, giving a more realistic look.
Dust.png
Nuke Script - Bench Roto
BenchRoto.png
In this section of the script my teammate created an animated roto shape that followed the bench in the foreground of the CG plate. This was then fed into a copy node and premulted. This cuts the bench out of the CG plate, the cutout is then merged back over the shot, this means that none of the dust appears infront of the bench, this was done to retain the sense of depth created by the dust effects.
Post Nuke Grading
CC.png
Vignette.png
Look.png
The final part of the production was to grade the Nuke output. This was done by taking the rendered output into Adobe Premiere Pro, then using the Lumetri grading package a basic colour correction was applied, this altered the overall brightness and contrast of the shot. Next a creative grade was appplied, using the CineSpace2383sRGB6Bit look preset toned down to 27.2%, the saturation was also slightly lowered. Finally a small black vignette was added, this draws and focuses the viewers eye towards the centre of the screen.

Christmas Advert

For this project I worked in a team with Alex Charilaou (https://alexcharilaou.wixsite.com/mysite) and Cameron Scates (https://cameronscates98.wixsite.com/portfolio). At the start of the project we decied how we would split the VFX pipeline into roles between eachother.
I would mainly work on compositing, Alex would mainly work on lighting and rendering( including fur) and Cameron would mainly work on Creature FX. All three of us also worked on different 3D assets. I created baubles and presents, Alex created the christmas tree and Cameron created the stockings.
Idea #1
Initial Ideas
Our initial idea was to create an advert with a fully CG character interacting in a live action plate. The main theme of the advert was to have a little monster that had broken into a living room at christmas, the monester eventually discovers a present that contains the product.
Monster Concept Art
XmasCreatureConcept_01.jpg
We decided that the product we would advertise is Jack Daniels whiskey.
Advert Storyboard
Shot01.jpg
Shot #1
Shot #2
Shot02.jpg
Shot #3
Shot03.jpg
Shot #4
Shot04.jpg
Shot #5
Shot05.jpg
Idea #2
The second idea we came up with utilised the drone shot of the cottage. The idea was to have a variety of large christmas decorations placed over the hillside in the background.
Concept Art
ball ball.JPG
Idea #3
The final idea we came up with also utilised the drone shot. For this idea that shot would be turned into a winter scene, at the end of the shot Santa would fly across screen.
Concept Art
Santa.JPG
Moodboard & Colour Palette
JohnLewis.jpg
AdobeColor-color theme_JohnLewis.jpeg
JohnLewis2.jpg
AdobeColor-color theme_JohnLewis2.jpeg
Tesco.jpg
AdobeColor-color theme_Tesco.jpeg
Mcdonalds.jpg
AdobeColor-color theme_Mcdonalds.jpeg
Aldi.png
AdobeColor-color theme_Aldi.jpeg
Moodboard.jpg
Smaller_Moodboard.png
Screenshot_87.png
Week 1 Progress
Creature Modelling
1.JPG
2.JPG
3.JPG
4.JPG
Asset Modelling
chrismas tree.jpg
Present_01.jpg
Bauble_Red_01.jpg
BokehTest.jpg
3D Tracking
Week 2 - Action Plan

Cameron - Finish creature modelling, rig creature and create blend shapes. Start christmas decorations (Tinsel etc).

Ryan - Reshoot live action footage, 3D track live action footage, comp single rendered frame. Create additional bauble                designs. 

Alex - Finish Christmas tree model, add fur to creature, recreate scene in 3D.

Week 2 Presentation Plan

  • Playblast of final camera move in Maya, with pre-vis creature animation.

  • One rendered and fully composited frame of final outcome.

Creature placement Pre-Vis
Shot05_PreVis.jpg
3D Tracking - Reshoot
Compositing - Tracking Marker Removal
Asset Modelling - DoF Test
baubleRender_DoF_BokehTest2.jpg
Final Pixel Test Comp - 01
FinalCompTestRender_01.jpg
Final Pixel Test Comp - 01 Graded
FinalCompTestRender_01_Graded0.jpg
Final Pixel Test Comp - 01
FinalCompTestRender_02.jpg
Final Pixel Test Comp - 01 Graded
FinalCompTestRender_02_Graded0.jpg
Final Comp
Breakdown
Compositing Breakdown

Below you can see the Nuke script of the final comp. I will go into detail and breakdown each sectin of the pipeline below.

NukeScript.png
Cleaunup.png
Tracks.png

The first compositing task was to cleanup and remove the markes that had been used for 3D tracking the shot. Each tracking marker is covered by patch that were all created in the same way. 

The patches are created by using a rotopaint node, once the marker has been painted out a framehold node is placed below. This creates a freezes the footage on a chosen frame. A combination of a roto, copy and premult nodes are then used to cutout a patch. These patches are then fed through a tracker node set to '1pt matchmove', this ensures that the patches follow the markers throught the shot. An animated grade node is also used to match the patches to the backplate due to chaningin lighting conditions throughout the shot.

When the monster had be rendered out and added to the comp I noticed the sock that had been used as a placeholder was visible above the monsters head. This section of the script was dedicated to removing the visible part of the sock.

A patch is created in the same way as the marker cleanup patches, however dud to the position of the patch tracking nodes never 100% tracked the positioning perfectly. So instead I used a hand animated transform node.

sockcleanup.png
Tree.png

This part of the script is where the CG christmas tree was added. This was the first CG asset added as it is farthest back in the shot.

The beauty render is first passed through a retime node, this is because the backplate was trimmed by 50 frames at the start, so the CG footage had to be shifted to match. The pass is then graded and colour corrected to bring out the highlights, these enhanced highlights help when the exponential glow node is added.

The Z Depth pass is copied into the depth channel of the beauty pass using a copy node. An AO pass is then multiplied over this to add a more realistic self shadowing effect.

All of this is then passed into an expoential glow node, this makes the lights appear more real. A Zdefocus node is then used to simulate DoF and create the Bokeh effect. Finally a motion blur and grade node are added, this helps the CG blend with the backplate.

This section of the script is where the CG stockings were added. Like all of the other CG elements the renders had to first be retimed.

I duplicated the ZDefocus node used for the tree, this ensures a continuity throughout the shot in terms of DoF blurring. Motion blur and grading were again used to blend the CG with the backplate.

Stockings.png
Monster.png

This section of the comp is where the CG character and presents were added. This is the last layer of CG as the objects were most in the foreground.

This section used the same techniques and nodes as the previous CG elements.

The final section of the comp is responsible for the compositing of the reflection pass rendered out of Maya.

The reflections are passed through a defocus node, this reduces how sharp the reflections appear on the various surfaces in the shot, a multiply node is also used to control the intensity of the reflections.

Reflections.png

'Challenge' Brief - Wendigo Horror Shot

Initial Ideas

The main idea for this brief was to create a final shot of an indie horror film. The main focus of the shot is a Wendigo, a mythical creature that often resembles an extremely malnourished and lanky human. Our initial idea was to have a shot in a forest, however due to changes in covid-19 lockdown rules, we decided to change the location to a thin staircase.

Horror Moodboard 2.png
20210107_094906.jpg
20210107_094929.jpg
20210107_094924.jpg
Monster t pose 2.JPG
Monster pose 3.JPG
Monster t pose.JPG
Screenshot_61.png
Shot Cleanup & Look Dev
Wendigo Texturing
WendigoRender_01.png
Wendigo Texturing Development
WendigoRender_v02_01.png
Compositing - Nuke Script
NukeScript.png
Final Shot
Breakdown

Live Brief Showreel

bottom of page