1/19/2024 0 Comments Instal the new for mac Toy Story 4Lighting the carnival scene convincingly took around 40,000 lights (Image credit: Pixar)Īcross the street from the antique store is a carnival area, where the toys get into more shenanigans. "The de-noiser was so good," continues Moyer, who says the de-noiser was simply known as the 'DRZ de-noiser', "it actually cut our render times down by about a third or a half, and we were able to make it so that we could render almost film quality for some sequences almost every weekend." Carnival time And if we wanted to see how, in camera, all the set work and all this camera work and all this lighting was all coming together, we had to render a lot earlier, and a lot more often." These are all the things that are in the antique store. "One of the challenges we've had the last couple films is, because we've switched to that very photorealistic, all ray-traced render in RenderMan," details Moyer, "is that just inherently cranks up your lighting times and your rendering times, especially if you have a lot of glass, if you have a lot of practical light sources, or you have a lot of reflections. They also looked to a machine learning de-noiser that came from Disney Research Zurich. To help realise the vast amount of geometry and detail in the antique store, and the entire film, Pixar relied on rendering in RenderMan, which is now at version 22.5 and features the RIS physically based path-tracing architecture. We had a lot of interplay of trying to make things look good from a distance and also things looking good super-close up, where you'd see dust and procedurally generated cobwebs, for instance." So we really needed to believe, in all those sequences and all those action points, whether you're going through the aisles or behind the shelves, that every single part of the antiques mall was done to a 'macro' level. Woody is 15 inches high, but we have a character in the film who's about maybe an inch tall, Giggle McDimples. "So," notes Moyer, "you need to believe that when you see something in the human world, that we've actually designed it and detailed it out all the way down to a toy scale. The other challenge of the store was that it represented a place where both humans and toys exist.
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