project is 13 scenes, for about 30000k frames rendered at 6k.
Camera is static. There are about 13 characters, usually 2-3 each scene, a few scenes with 4-5-6, 2 scenes with all 13 at once.
Sceneries are often animated: grass/vegetation moving, river flowing with objects, and then a lot of particle simulations. Each animal has its own particle simulation, then there are various effects, especially particles effect, some crumbling and then a few fluid/smoke simulations.
THe 3d team is composed by 2 animators, and 2 newly added generalists that are helping me out. THen there’s me. I built all the scenes, assembled, lit, prepared for rendering. I also worked on all the particles effect and simulations. Finally I am putting everything together in after effects.
The 3d work happens 99% in blender, with heavy use of geo nodes, but I used houdini and ember gen and liquigen here and there for some of the simulations and fracturing.
We already finished the first phase (which is not even described here, it’s a completely different set of scenes, but using the same characters :D) and we’re now well into phase 02. Basically all the scenes are already done and animated and rendered, apart from the last 2. Now it’s about a lot of refining and finishing many of the effects, which for the first round were often done in the simplest way just to put out a first version.
We use OpenEXR DWAB 32bit (ZIP for the Cryptomatte pass). Cycles is used for rendering
For each scene I usually have to output the following:
ENVIRO
- beauty pass
- couple of compositing custom AOVs
- Indirect lighting from the characters (they’re often emitting light)
- A shadow pass for the non emitting characters
CHARACTERS
- Beauty pass
- Couple of compositing custom AOVs
- Lineart pass
- Particles Pass
- Some character have some additional stuff such as fur or other things
Then other particles effect or sims are also outputted separately.
First off, I have to say that I am a bit mad at myself, because I remembered that I already (before opening this topic) remembered that I had to change a bit my approach of using linked scenes, because it generates a lot more headaches than it solves. But the last year has been a bit mentally intense, so I guess there was no space for this thought.
So with that in mind, I already think that my current workflow can be improved.
Basically every time I need to have a different frame range or some important render settings or a different world lighting, I create a new linked copy of the scene. I always did this to keep things in sync, but I now realize that it is much better to just create a new, independent scene and just link what I need from the main scene with all the assets. This way it is much harder to leave some collection on or off by mistake.
Another challenge I am having, and I am not sure how to improve is this: let’s take the example of the environment.
I need a beauty pass with no lights from the characters, then an indirect light from the characters and then a shadow pass from some of the characters.
The way I do this now is to have 3 render scenes. The downside however is that I am basically tripleing render times. Some of these sceneries are quite heavy and loading the BVH takes a while. Is there a way to extract all these info in one single pass?
Maybe light groups for the indirect light pass? However I am not sure how to do for the shadow pass, since I am using the shadowcatcher option. The other problem is that for both IL and shadow pass, I need to eliminate the world lighting, which I am not sure it’s possible within the same scene.
Obviously the indirect lighting pass should be on “clay” environment material and no other lights. Same goes for the shadow pass. Just the shadows from the characters and just from one selected light.
Wow… that quite the WOT
I guess for now it’s enough.
EDIT: this seems to be quite therapeutic
While I am still not sure if I can have a different world lighting within the same render scene, I just found out that I can exclude the world lighting in a render layer within the same scene, which is good for my purpose here… so one challenge less
Still, ideally I would like to have the beauty, IL and shadow pass coming out from the same render layer