Digital humans the art of the digital double
Ever wanted to know how digital doubles are created in the movie industry? This course will give you an insight into how it's done.
# 16 16-11-2008 , 09:57 AM
Soulrider911's Avatar
Subscriber
Join Date: Jul 2007
Location: California
Posts: 180
could someone help me out with a better camera setting so the DOF is not so blurry...that would be great thanks


Bradysammons.com
New Media Designer
Student: Academy of Art University S.F.
My WIP
# 17 16-11-2008 , 12:51 PM
DJbLAZER's Avatar
Registered User
Join Date: Jun 2004
Location: Gothenburg, Sweden
Posts: 1,318
Increase the F-stop.

# 18 17-11-2008 , 06:13 AM
Soulrider911's Avatar
Subscriber
Join Date: Jul 2007
Location: California
Posts: 180
yup thanks so much, i find i can not get the texture to really pop...there is a real suble bumb on the cards but the light is blowing it out...I only have one, if i turn it down and turn up image map or vise versa to keep ample lighting it never gets real good...should i add an ambient light and lower the rest a tad?


Bradysammons.com
New Media Designer
Student: Academy of Art University S.F.
My WIP
# 19 17-11-2008 , 06:21 AM
NeoStrider's Avatar
Registered User
Join Date: Jun 2004
Location: Cleveland, Ohio (USA)
Posts: 1,541
i think he means not so pixelated...


Accept no substitutions.
# 20 17-11-2008 , 01:29 PM
LauriePriest's Avatar
Moderator
Join Date: May 2003
Location: London
Posts: 1,001
allways do post DOF to be honest, its more controllable and very fast. Do a Zdepth pass using a custom shader, you can get some where you pick the focal point in maya.

When it comes to your lighting, use 3 spot/ directinal lights, one as your main light direction, a fill light so the areas that are not hit by the key/ main light show some 'bounce' light' and a rim light which is positioned to throw a powerful bright edge to the subject matter.

If your finding that your luminance is getting blown away, a general rule of thumb is that the value of light effecting an area at one time should never equal more than one. Use the falloff setting on the lights to achieve a more appealing gradation of light in the scene, it feels quite flat.


FX supervisor - double negative
# 21 22-11-2008 , 04:51 AM
Soulrider911's Avatar
Subscriber
Join Date: Jul 2007
Location: California
Posts: 180

HELP

I can not get the blurring to go away at the far corner no matter what I do with the f-stop, any help I would really appreciate

Attached Thumbnails

Bradysammons.com
New Media Designer
Student: Academy of Art University S.F.
My WIP
# 22 22-11-2008 , 07:35 AM
LauriePriest's Avatar
Moderator
Join Date: May 2003
Location: London
Posts: 1,001
Turn DOF off.


FX supervisor - double negative
# 23 22-11-2008 , 08:34 AM
BennyK's Avatar
Registered User
Join Date: Oct 2007
Location: IL
Posts: 738
Why don't you render z-depth and adjust it, then create DoF in photoshop?
Benny


When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads