Week 6, aka wrasslin’ with Billy, that hairy little bastard. Nearly the entire week was dedicated to some deep file diving, getting things to render properly and quickly. That is to say, I went to war with Shave.
Billy Pilgrim Rendering
I spent what felt like an eternity getting this guy to work right. I pulled two back to back all-nighters with varying levels of success. Allow me to chronicle the events leading up to getting Billy’s renders to be (mostly successful:
Shave won’t Render. Like, at all
This was the most worrying issue, naturally, the sort that sends you in an “Oh God, we’re gonna fail Drexel” sort of tizzy. I arranged for a sit down with Chris late last week, where we attempted to do a rudimentary pass at getting the correct settings so this guy (and Lauren’s Tiny Tim) would actually render. Initial attempts awarded us with reliable FATAL CRASHES. Further development into this week finally paid off, however.
Basically, Shave, is a tricky little program with a mind of its own, and it commonly doesn’t mesh very well with Maya’s own settings. What this means is that it has its own settings for pretty much everything, including rendering. The quick and dirty version, Buffer, is the quickest of the bunch, but it reads shaders in an entirely different way than Maya does, meaning that in a scene with lights, the hair looks entirely wrong (in Billy’s case, neon blue). So that means we needed to use another variety of rendering, either Geometry (intense crashes!) or Hair Primitives (Bingo!). The result isn’t perfect, and Shave doesn’t get along very well with Maya lights it seems (more on that in a bit), but we have renders, people.
Side note, this problem was augmented by the fact that a lot of the computers in the labs are sending up white flags all over the place. Full C drives were a common ailment and made finding a few computers to successfully render on particularly tricky. I notified d&i.
The Renders are taking an absurd amount of time!
And not the “I’m just being impatient and want to be doing anything else!” kind of long. We’re talking 1.5 hrs+ per frame. I’m pretty sure goes beyond even Ted “There’s nothing wrong with Half Hour Renders” Artz’s Godly rendering patience and into the territory of “well, something is obviously wrong here”.
One of the biggest reasons here is the heavy use of Ray Tracing shadows. Raytracing looks great, and especially so with Shave, but its just not feasible to work with in terms of the scope of this project, so for Billy and Tiny Tim we’ve had to shift to depth map shadows. There was a bit of a sacrifice here in terms of appearance, but I’m afraid its reached the point of “It is what it is.” I’ve done my best to make sure that it looks good overall, to minimize that “dead animal” look he was sporting.
For what it’s worth, though, I love how the Tralfalmadoran turned out.
Billy is Dye Fiend
Not on purpose maybe, but I had a hell of a time making sure his hair color remained consistent. As I mentioned earlier, Shave is ultra-affected by lights, meaning that getting the hair colors right between scenes was absurdly difficult. The best example came from Billy’s Attack render (the most devilish of the scenes to render…its still going as we speak. Almost there!) Billy decided he wanted to be blond. Seriously. So a bit of time was dedicated here getting it back to that wonderful brown tone we’ve come to know and love (lament?). It’s not perfect, and getting the hair to be the right color meant turning off quite a few lights, which it turn meant that Billy tends to be a bit dark. Still, I’ve managed to compensate a bit with Nuke ( a notable exception, of course, is the attack render, in which Billy’s hair is a lovely Caramel color. It’s better than the blond I had at one point, but I couldn’t get closer than the result I have now, unfortunately).
Here’s a few shots from the renders, so you can see my final result with Billy. Mind, there are tweaks I am making in Nuke to address the dark quality. I’m having a tough time with the nuke file at the moment, but I can update you when I have success. Also note that all three facets of Billy (Shadow, Character, Scene) have been rendered or are nearly done, despite the black bg nature of these images:



“Billy, why is your hair suddenly different? Oh who cares, look at how amazing that green hand thing looks.”
-Actual audience quote. Probably.
Also, while I was rendering, in addition to File combat, I also took the time to work with Lauren to create some new card art for the Spell cards. Not to discredit Tracy at all, but the spell renders didn’t lend themselves particularly well to a card image (aside from Deus Ex Machina, which needed a bit of artistic help as well), so I made a few of my own. My favorite is Graveyard Daemon.
Personification

Graveyard Daemon

Frankenstein’s Lightning

Deus Ex Machina

Billy Crucible Shave R&D, File Set-Up, Rendering, Compositing, etc 15+ Hours, 90% Completed.
Card Art: 2 Hours, 100% Task Completed
Still to do: Finish rendering Attack (almost there), Finalize composites (also almost there), maybe some Renders for Senior Show stuff, but that’s about it.
Also, super excited to get the finalized cards and the Library Node this week. We’re almost there, baby!
Total hours: (Approximate) 25
Self Evaluation: 95%
-Ben