
sobig 寫:EricLo 寫:johngalliano 寫:the metals seem not realistic enough,...still using blinn and phong based shader?
You know! For this project, around 250 FX-shot will be finish for FX&Render&Comp part within 2 month. And just use totally 10 man power to do FX&Render&Comp part . Actuality, we know that a lof of FX shot need to be impoved it by us. But we should be balance the quality and the schedule. Remember, a billion film production just for slogan. I think we never get money more than 5% in a billion dollar budget. Anyway,I wish we can improve more with next project. Add oil ! : )
agree..we are trying to do the ultimate quality by limited manpowers and under a tough production pipeline. as a employee, we pay attention to finish a huge project with a fair qaulity that will be accepted by film director.
and...johngalliano
what sorts of shader are realistic enough in your horizon?
sobig 寫:and...johngalliano
what sorts of shader are realistic enough in your horizon?
johngalliano 寫:sobig 寫:and...johngalliano
what sorts of shader are realistic enough in your horizon?
Well, nothing wrong to use traditional shaders, but if there's time, i will try those microfacet-based shaders for the specular, with use of HDRI.
And, having a brief google search, i saw ppl said the mia_material of MR is good for realistic metal, with very high IOR like 10-50.
After all, I think the trend of cg moves to the physically based methods. But I know there's little/no time for research in "C 記".
johngalliano 寫:sobig 寫:and...johngalliano
what sorts of shader are realistic enough in your horizon?
Well, nothing wrong to use traditional shaders, but if there's time, i will try those microfacet-based shaders for the specular, with use of HDRI.
And, having a brief google search, i saw ppl said the mia_material of MR is good for realistic metal, with very high IOR like 10-50.
After all, I think the trend of cg moves to the physically based methods. But I know there's little/no time for research in "C 記".
h2o 寫:Metal 既特性系有 BRDF, anisotropic or blurry reflection, color reflection 呢幾樣野都可以 base on Blinn, Phong shader 再加上去; 或者分開唔同 render pass, compositing 到 cheat 都得
stantang 寫:johngalliano 寫:sobig 寫:and...johngalliano
what sorts of shader are realistic enough in your horizon?
Well, nothing wrong to use traditional shaders, but if there's time, i will try those microfacet-based shaders for the specular, with use of HDRI.
And, having a brief google search, i saw ppl said the mia_material of MR is good for realistic metal, with very high IOR like 10-50.
After all, I think the trend of cg moves to the physically based methods. But I know there's little/no time for research in "C 記".
Don't you think the team would already know that if you can search it out with a brief google search?....![]()
Knowing what's the right/best way to do certain things doesn't mean you can always do that in reality, there's many other factors which I think anyone has production (esp. HK) experience should understand.
To be fair, from what I've seen, I don't think the shots in the trailer are final yet, correct?
johngalliano 寫:guys, i am no outsider cause i've been a hk cg worker since 2001. Not always employed from start to end due to my study break (enjoying my 2nd study break, now), but have certainly spent time with some of u guys in "C".
Anyways, schedules are always tight, not an excuse for a studio, the audience won't care about it. U can only blame john chu on that.
If you've gone through the research process of developing more realistic looking metals and still find that the most feasible way to do it is the traditional way, that's fine. But i think there is just no time for the research process. That's what i meant.
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