I was finding different ways of forming the statue. I also received a message by a guy who he did a mel script which does this: rotating a cube on its edge. In other words, some sort of rolling and bouncing movement.
I went back to my scene to get suggestion from an intern on how to light my scene, a toon environment. But before that, I noticed one side of the wall did not have the outline render. I tried many method to fix but to no avail. Until one of the intern tried to fix it. The problem was the normals, facing the wrong direction. A reverse node did the trick. I did a test render with the outline.

After solving that, I ask a intern who was into lighting, for advice on how should I light my toon environment. He picked up that the key to toon/comic-style render, the shader would need a flat shading/color and harsh shadow when in dark. A key light and a fill light with almost the same value. I will also consider adding a little reflection properties to the cubes to have a little pattern and not too flat. Also, the last shot will be cubes mimicking the movement of the ocean, so the reflection properties can play a part here.
Next, I went to decipher the expression used in the wave generator. The expression was a custom expression: noiseroll(x,z,xscale,zscale,wavefrequency,noisefrequency,noiseamplitude,noisevelocity,now), basically it needs at least 9 input. The effect had layers of noiseroll expression which made up the wave-like movement.
noiseroll(x,z,xscale,zscale,wavefrequency,noisefrequency,noiseamplitude,noisevelocity,now)
xscale > move in the x-axis of grid
zscale > move in the z-axis of grid
wavefrequency > the whole grid get affected by the frequency
noisefrequency > each points get affected by the frequency
noisevelocity > how fast it go
now > move up and down

Next, I went to decipher the expression used in the wave generator. The expression was a custom expression: noiseroll(x,z,xscale,zscale,wavefrequency,noisefrequency,noiseamplitude,noisevelocity,now), basically it needs at least 9 input. The effect had layers of noiseroll expression which made up the wave-like movement.
noiseroll(x,z,xscale,zscale,wavefrequency,noisefrequency,noiseamplitude,noisevelocity,now)
xscale > move in the x-axis of grid
zscale > move in the z-axis of grid
wavefrequency > the whole grid get affected by the frequency
noisefrequency > each points get affected by the frequency
noisevelocity > how fast it go
now > move up and down






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