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Node management before macros .
UI for macros.
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macro refinements
After meeting with Director I was asked to make some modifications that would increase productivity in the pipeline as well as refine his visual aesthetic.
Above you can see the additions to the original macros. I added a 2D drop shadow with a Move2D and Corner Pin to simulate the character's shadow. This approach was decided upon due to render times and deadlines.
The displacement node was used to warp the shadows as the character goes down the stairs. As of now, this has not been added to the latest macro.
The BG macro had a blur node added and a max layer to soften the shadow line from the bg_shadow input as it mixed with the bg_color_shadow.
This is the macro and the same shot but with the changes added to the foreground toon node.
This image is with the new macro but before any of the shadow transformations have been added.
This is the refined UI closed, followed by the expanded version.
A new issue has come about. There is an artifact on the character. One of the egdedetects is sampling from one frame back on the id element, but only on certain frames. Below is a shot of frame 310. Notice the nice stripe through character.
(Note: the lines through the image are the control handles for the pan and corner pin.)
I had a similar type issue with the toon_BG macro. It was corrected by opening a pervious version and reconstructing the changes, but with a slightly new naming convention. It is my thought that the errors are coming from my code, but I'm not certain where just yet. I hope to have this resolved in the next few days.
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