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bigGnomon
05-19-2007, 10:57 PM
For the Fusion fans out there I just thought I'd share our newest work. (Comped all in Fusion.)

The cinematic trailer:

http://www.starcraft2.com/movies.xml


-jh

SoLiTuDe
05-20-2007, 07:00 AM
You guys did a great job on that! Good to know it's comped in Fusion -- thx for that.

Any other info on what software / plugins / renderers were used? ...I remember hearing you guys are a max house -- you guys getting into fumefx at all for the fx?

bigGnomon
05-20-2007, 05:46 PM
>>>Any other info on what software / plugins / renderers were used? ...I remember hearing you guys are a max house -- you guys getting into fumefx at all for the fx?<<<

Max and Brazil were used as well as Maya and Renderman. We also did use FumeFX for alot of atmosphere stuff. Basically we threw everything we had at it. :)

-jh

SoLiTuDe
05-20-2007, 08:07 PM
Sweeet. So i've got an odd question -- how many nodes were some of the comps in fusion running? :)

bigGnomon
05-20-2007, 10:27 PM
>>how many nodes were some of the comps in fusion running?<<

I'd say our average comp was around 1500-1700 nodes. We had comps that ran upwards of 2500.

...

Yes I'm serious. :)

-jh

scrimski
05-20-2007, 10:51 PM
Any chance to see a breakdown of whatever shot?

bigGnomon
05-20-2007, 11:00 PM
Folks in another forum here have asked the same thing. I'm going to talk with our producer this week and see if we can arrange something.

-jh

SoLiTuDe
05-21-2007, 05:18 PM
one more question cause i'm really curious: how long did it take (just the trailer) and how many people working on it roughly? I'm asking here cause the other thread is so massive. :)

DruG
05-21-2007, 07:34 PM
1700?! Insane!

theotheo
05-24-2007, 03:02 PM
Thats insane! But it turned out very nice! Cheers and good job mate!

-the0

misterJoj
05-26-2007, 02:06 PM
it could be very nice to see some screenshots of the comps!

GRIFFIN
05-28-2007, 03:10 AM
Up to 2500 nodes, that's intense. You guys must have rendered things out with every pass under the sun. I'm guessing you broke things down into lighting passes (Ambient, Key, Fill, Amb Occ, Shadows) and element passes (Diffuse, Reflection, Refraction, etc) as well as many passes based off object or set type (main character, forground machines, background machines etc) ? Just how many render passes are we talking about here?

Fantastic job by the way. As always, top notch.

K-Arts
06-06-2007, 03:30 PM
And i guess each and every object seperated by mattes!
I mean everything above 2000 got to be more than only elements and lighting!

cheers you all

Michael

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