The softness was an indication of light passing through the medium things that do not exhibit internal light bounce tend to look hard and plastic. The key issues came down to three important qualities: Working with art and direction, Pixar narrowed in on the factors that made it appealing. This look is created by scaling up features larger than they would usually be in relation to the overall size, while maintaining realistic properties of the surface. Part of the stylistic choice was described as the “doll house” look. © Disney/Pixar.Ĭonsulting with chefs and watching them at work, enabled to document and control the whole process from raw food to meal. Extensive photo references were used including food prepared, cooked and lit for Pixar’s own documentation. They did not apply any real world photographs as textures, but photos were often adapted, modified and painted over. Pixar’s challenge, working closely with art direction, was to make the food appealing but not entirely “real”, which could distract or stand out from the film. Art & reference – finding the stylization By creating networks that could input a variety of shading elements into templates (procedural noises, textures, etc.), then using scatter on the results, artists could add an additional level of visual complexity to otherwise “typical”, slim shaders.įor items which do not fit into this system easily (such as bread and wine), it became a “special case” shader that was refined on an individual development project basis. The studio accomplished this by taking advantage of Slim, which offered a great level of flexibility. Food had similar problems when interpreting into cg, as well as sharing properties of translucency and a living organic feel (or post-life, in the case of food).įor most shaders, Pixar wanted to expediently feed the models into its pipeline quickly. Skin has always posed a challenge, since there is a familiarity to what the surface qualities should be. RENDERMAN MATERIALS TUTORIAL FULLPixar took full advantage of this technology base, since there is a breadth of research and precedents in the industry. The shaders were mainly a small variation on the studio’s in-house skin. RENDERMAN MATERIALS TUTORIAL SKINPixar’s food shading was based on skin and scatter computations, which have had internal improvements in speed and look since The Incredibles.
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