Rendering Setup and Distribution

 

 

Test phase of CG to video setting:

1.      Cone angle à 40

2.      Penumbra à 5

3.      Drop off à 15

4.      Turn off “front_light”

5.      Keep “back_light”

6.      Change environment to “black” background

 

Settings for “front_light”:

Settings for “back_light”:

 

 

Pre-rendering checks on all scene files:

  1. Change “phong4” material to “floor” (name).
  2. Do not unhide “belly” and “nostril blend”.
  3. Rename “layered shader” to “body_material”.
  4. Change specular color of “color_layer” to H à 0, S à 0, V à 0.105, and A à 1.
  5. Adjust the “place3dtexture2” to “fit to group bbox”.
  6. Link 3d placement to “body”.
  7. Change “back_ligth” to 0.3 intensity and make sure it does not cast shadow.
  8. Change “front_light” to 1 intensity with shadow casting ability.  Depth map filter is 2.
  9. Add new directional light and call it “underlight” at 0.6 intensity.  Rotate X at 132.807.
  10. Link lights (front, back, and underlight) to floor in the “light-linked”window.
  11. Make sure background color has a (HSV) V value of 0.165.
  12. Scene caching for soft body particle of torso if necessary.

 

After the preceding procedures, set project to the TEMP directory that was created.  Save batch render file to “render” folder in temp directory and then command line Render.

 

 

 

Distributive rendering scheme:

 

SGI Impact (whitted)

Small scene files

1k_A

1k_B

SGI Impact (barr)

Big scene files

1e (both parts)

SGI Impact (torrance)

Big scene files

Filler_3 (frames 350-485)

Filler_2

SGI ONYX (cray)

Very big scene files

1t

2a

1o

SGI ONYX (clark)

Very big scene files

1f_A

1f_B

1f_C

2f

Dell Precision (Mbarbara)

Moderate to big scenes

1g_A

1g_B

1h

1q

1s_try

1u_try

2c_A

2c_B

2e_A

2e_B

filler_1

press_light

press_ball

press_exit