Thanks for the feedback guys! Still having a hard time deciding, so keep the suggestions coming! ![]()
Here’s a second-ish of each of them in motion back-to-back… had to make sure that the final gather flicker and bokeh grain didn’t waste render time, and that the added stock grain matched the treatments.
http://www.treyharrell.com/fxwars/wip/tablelooks.mov
Worth noting that my bottled plasma widget is (you guessed it) Maya hair curves with turbulence driving extruded tubes that have a fast perlin noise driving opacity and incandescence, then passed to shader glow.
Because the shader glow is a post effect in Maya, I’ll be rendering a light flicker pass after the main plates are done. I’m a little worried that her neck and camera-side of her head are looking flat, so I might throw in a touch-up shadow pass at the same time.
And… now time for me to wait a day or two for these two cuts to finish rendering.
Edit:
I figured I should probably mention something about Mental Ray bokeh and render times.
The bokeh lens shader gives really awesome depth of field and lens defocus bloom dot effects, but it’s incredibly expensive to sample high enough to remove all of the graininess.
In fact, anything above 4 samples in my scene shot my render times through the roof, so I decided to uh… fix it in post and stop wasting my time trying to tune it out with 10 minute test renders (10 minutes if I was lucky, that is).
Anyhow, in after effects, I use:
Effect->Noise & Grain->Remove Grain (tweaked to taste per shot)
Effect->Noise & Grain-> Gaussian Blur (to make the remaining bokeh grain soften and expand a little look like film grain, by about .2 pixels)
Effect->Noise & Grain ->Add Grain (setting dependent on stock look, but I never go much higher than 30-40%)
You’ve got to be very careful that when you add grain in post that it doesn’t call attention to itself. The default settings in after effects are WAY over the top.
Hope this helps someone deal with bokeh or even final gather noise. Quite often it’s way faster and easier to just deal with picky, time consuming issues like that in compositing.
Added occlusion, additional shading to her head so it’s not as flat, and some extra specular on the glass to get the edge to pop, and I’m going to call it done.












