This took about a week and a half, including the conversion to Maya. Render overrides are already breaking, but at least rendering is considerably faster on the farm (an hour instead of days). When renderlayers work, they’re very convenient, but I think there’s a bug in Maya’s UI where, when switching layers, stuff occasionally fails to update in the UI and it breaks an override setting. I could never get the final gather toggle to obey the overrides, though at least with surface settings I can just assign a new surface per layer for things like flashing lights, which I would only want to render in their own pass. Assigning new surfaces works when surface override settings break (and good lord, never try to create a layer override on an attribute with a complicated expression attached to it).
The smoke element was composited in, purchased through always useful Detonation Films. I was planning on adding a few quick bursts of smoke from multiple thrusters, but decided to move on instead. Gotta be your own boss and client.
Later tonight I’ll begin blocking out shot #4, which features the antenna dish smashing into a girder. I’m going to see if I can get away with using deformers before I venture into nCloth/rigid bodies, as the smashing is pretty simple - the dish will just deform/bend a little and break off. Perhaps I can layer a bunch of sparks to cover up the lack of dynamic simulation. Grain it, blur it, ship it!
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