m a y a l i g h t i n g a n i m a t i o nThe animation and notes on this page explain some aspects of applying RenderMan light sources to a Maya animation. |
|
|
|
|
![]() Displacement texturing was done in ZBrush using AUVTiling so there is no texture distortion and no wasted UV space. I only textured the areas that are seen in the animation to get a sense of how much space was used for the details applied. Now I have a much better sense of how large my textures need to be in relation to geometry surface area and proximity with the camera. |
|
|
Since much of my animation has the camera skimming closely to the surfaces of my geometry, I wanted to really test the speed of the renderfarm and determine how much detail could be packed into 4k displacement and color maps. Using just a few hi-res maps would normally take me hours to render, and many times cause my personal PC to crash. After a few test renders on the renderfarm, I quickly learned that 4k texture maps aren't enough when doing extreme close-ups. Even at a low resolution of 427 x 240, blurring of the maps can be seen in the final animation. The three upper sections of the space station each have their own 4k displacement maps composed of simple grey-scale rectangles. The rectanglular deformations visible in the animation are actually only a few pixels wide and tall. As for the color map, I used one 4k map (upper image) for all three sections of the upper space station. The lower image above shows a section of the map at 100%. |
|
In addition to having incredibly fast render times, a huge advantage was not having to worry about file space. Send the project off to render, do some adjustments, check back in a few minutes and you have your tiff's and a .mov ready to be moved off the server space. While I have heard some students say that it's a waste to send one frame to the renderfarm, I disagree. One reason to send off the frames is to free up resources on your own computer. You can continue to work without any bogging while two renders can be calculated on other machines. For some reason, you are only allowed to submit two rendering jobs at the same time. From my experience, three or four would be the perfect amount. The image above shows a screen capture of my workspace on a dual monitor system. Basically the left monitor is reserved for working within Maya. The right monitor is used to submit jobs to the renderfarm and to hold some menus. The only problem I encountered was forgeting to move the slim palette to the left screen when I finished working for the day. If I logged onto a single monitor machine next time, the palette would be off-screen and unreachable.. |
|
|
|
|
|
|