ILP has always prided themselves with trying out new things and challenging how they work, whether it involves pipeline, workflow or software used for production. This presentation covers their first experience of Clarisse in production. Instead of easing in the transition with a smaller project they decided to jump straight into the deep end, using it to render the 161 shots they produced for season 4 of Black Sails. With Martin Ögren, Lead Lighting Artist at Important Looking Pirates.
Vincent van der Klaauw is a Senior Environment and Matte Painting Artist who worked on awarded feature films like The Martian. During his career he has also worked on TV commercials and short films. In this presentation, he talked about his recent experience making a 360 video for Nissan using Clarisse. Lately, MediaMonks has created a full CG experience. Vincent focused on how they've created three different digital landscapes. Besides this project he explained how Clarisse has changed their pipeline to make it more efficient. With Vincent van der Klaauw, Senior Environment and Matte Painting Artist at MediaMonks
Clarisse 3.5 brings its share of artist-friendly new features and improvements in look development, lighting and rendering. Thanks to the new physical standard material, new light controls and new texture operators such as triplanar projection, you spend less time to reach photorealism without compromise on artistic and creative controls.
In this case study, we are going to see how you can easily populate a Colosseum with a large crowd made of thousands of instances out of only a few animated characters. We will be using latest Clarisse 3.5 features and go through character instance placement and duplication, character texture variations and per-instance animation time offset in order to create a Mexican wave.
Clarisse 3.5 introduces a new revolutionary workflow allowing you to interactively paint, set dress and edit individual instances on massive environments made of billions of polygons! Clarisse’s 3.5 scatterer has also been greatly improved thanks to the new per-instance collision detection, time offset attribute and probability based weight distribution.
Clarisse 3.5 offers a complete arsenal of tools to make any comp artists happy! Thanks to new Light Path Expressions, final lighting and shading can easily be tweaked at comp. Custom AOVs can be created without efforts. Using the new Cryptomatte output, perfect masks can be generated on the fly even on renders with motion blur and depth of field on!
In this case study, we are going to see how we can set dress a complex futuristic city from a bank of existing assets. We will be using scatterers, combiners, per instance collision detection to create realistic distribution of buildings. We will conclude this study by adding FX in order to blow up the city using simulated animated destructions and volumetric explosions.
Environment Modeling for Games – Old Basement Part-1, in this first chapter we block out the basics forms for our scene.