A main issue I had was with the depth of field in my shot. I haven't mentioned it until now because I found a solution fairly quickly. Normally I would use a depth pass from maya in nuke to defocus in Z. In this instance because of small leaves and their overlapping at different depths a depth pass was really not working. I couldnt afford to sample high enough to get the edges to line up. I did something I had never done before. I used Maya physical lens shader on my shot camera. This renders out a burnt it depth defocus. It added quite a bit to my render time, but it worked in the comp, especially as my comp's softening helped the undersampled areas.
Next time I should render out several passes of particles, at incremental depth slices, or individually (with Ids maybe) allowing the defocus plugin more chance of looking nice.
After all I decided that the leaves looked very stiff and rigid and did in fact need to deform, so I cut new faces into them and I used two wave deformers to give the instanced geometry some curvy animation. This looked a lot better and was simple and quick last minute addition.
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