S3.W1/2

This term I am going to produce some small scenes with a high degree of finish. In the first scene is that a disabled girl gradually disappears and becomes birds to fly away. I don’t find a similar scene on the web, however, it is like some particle disappear fx. For the Animation part, I have recorded a video by myself which is only around 3 seconds. I have rebuilt and fixed my old model about the girl like below:

I built a new hair for the girl and then

I fixed some problems with the displacement textures in PS and repainted textures with makeup.

I continued to improve more detail in the scene including some tubes, and wood windows. The most difficult part is lighting, I want to make the room lighter and don’t want to make windows too light. The balance is hard to control because I want to show too much detail and at the same time I also want to keep space.

So now, I am going to make textures for clothes and rig it again. In week 2, I will also finish the animation of the girl and birds.

Image rendering efficiency in different pipelines

In the process of studying VFX, Some problems always confuse me. Why I need cost much time to render images frame by frame in some software however, I can get real-time images in other software such as the UE4/5. The exciting thing is that these real-time rendering images’ quality is almost the same as the normal images, which cost several hours. Why is the rendering efficiency such different? What new technology do they use to make these different? Any cons for real-time rendering and traditional, or how should we choose for different conditions?

Base on these questions, the main thesis points as below:

What the main rendering method do we usually use? What’s different between them?

How does rendering methods develop? The history of the main rendering method.

What’s the advantages and disadvantages for them and how could we choose them to use for different conditions?

The potential challenges and chance for different rendering methods in the future.