@Andy Goralczyk So what are the major differences that define what an "env" asset is and a "prop"? Would a barrel be a env asset or a prop? Are props mainly just the assets that accompany the characters directly, like a hat, bag, wand, sword? Or are props also set dressing, like things on a desk such as books, pens, candles, etc.? Struggling to differentiate the two. Thanks so much for such a great explanation of your pipeline. Really one of the best I've seen.
@Andy Goralczyk I understand that trees, rocks, plants, background buildings, that sort of stuff is considered an environment asset, that makes sense. Static things that establish the environment. But in your practice what do you class the other objects as that could also establish a scene but could also be used as "props"/objects that characters interact with potentially?
I assume and think that env assets are more for set dressing and decorative purposes, while prop assets are those that are important to drive the story/ something complex that the main characters have to interact, which probably will be drawn in the storyboard, unlike the environment. env assets will probably be those where animators don't touch at all as well, but props will.
Shot Tool was an add-on we wrote for the Agent 327: Operation Barbershop short. It was written by Dalai Felinto and Francesco Siddi to automate some tasks in our specific workflow. It helped us rename certain parts of the blend file based on a specified shot number, scenes, actions, etc. For Spring we hacked it into 2.8 and extended it for adding more render defaults. It was all very specific to how our production was set up, so nothing that is overly useful for other people. We're not using it anymore at this time.
Very great video. Am a bit late to the party. The Render Settings show 0 Light Path Bounces for the Volumes. Were the smoke sims also rendered with 0 Bounces on the Volumes?
The increment by 5 is not for frames. Each shot gets an ID which is initially incremented by 5, so you can later add additional shots in-between easily.
15:00 How to do such wireframe render in blender? Looks like it is after the subdivision. I've tried the wireframe node but there were triangles everywhere.
Can't say for their approach, but usually it is done by combining OpenGL wire render and a simple "clay" render. Another way is using wireframe modifier...
The quality of the content here is through the roof. Thanks for being so generous with your presentation :)
Thanks Dalai!
30:00 - How they did all the smoke simulation. I have long waited for this expo! Thank you so much!!! Fantastic pipeline!
Omg, it was so helpful. Thank you very much
Thanks a lot for this insight - awesome talk!
Super interesting stuff. I think I might make it over to BC next year... thanks!
BCon2020 is in BC next year? When did they announce that?
Thanks for the great prasentation!
it is very helpful.
@Andy Goralczyk
So what are the major differences that define what an "env" asset is and a "prop"? Would a barrel be a env asset or a prop? Are props mainly just the assets that accompany the characters directly, like a hat, bag, wand, sword? Or are props also set dressing, like things on a desk such as books, pens, candles, etc.? Struggling to differentiate the two.
Thanks so much for such a great explanation of your pipeline. Really one of the best I've seen.
@Andy Goralczyk I understand that trees, rocks, plants, background buildings, that sort of stuff is considered an environment asset, that makes sense. Static things that establish the environment. But in your practice what do you class the other objects as that could also establish a scene but could also be used as "props"/objects that characters interact with potentially?
A thought -- are props typically things that just need to be rigged? Maybe you'd put mechanical/moving machine parts as props if they were intended
I assume and think that env assets are more for set dressing and decorative purposes, while prop assets are those that are important to drive the story/ something complex that the main characters have to interact, which probably will be drawn in the storyboard, unlike the environment.
env assets will probably be those where animators don't touch at all as well, but props will.
why it ia so underrated
the low nomber of likes results from viewers who sit there in awe, sucking up information and forgetting to react.
Thank you!
At 23:53 there is a "Shot Tool" addon, where is that from?
Made by some people in the studio (Francesco for sure, and likely some others too) and AFAIK never published.
It’s called Abstract, anyone can use it if you have a Blender cloud subscription
Shot Tool was an add-on we wrote for the Agent 327: Operation Barbershop short. It was written by Dalai Felinto and Francesco Siddi to automate some tasks in our specific workflow. It helped us rename certain parts of the blend file based on a specified shot number, scenes, actions, etc.
For Spring we hacked it into 2.8 and extended it for adding more render defaults. It was all very specific to how our production was set up, so nothing that is overly useful for other people. We're not using it anymore at this time.
@@andygoralczyk22 you guys are so genious I barely know how to shit and you can hack such beautiful things.
@@gower1973 Attract
Very great video. Am a bit late to the party.
The Render Settings show 0 Light Path Bounces for the Volumes. Were the smoke sims also rendered with 0 Bounces on the Volumes?
I don´t understand the increment of 5 frames in each shot. Can help me someone ?
The increment by 5 is not for frames.
Each shot gets an ID which is initially incremented by 5, so you can later add additional shots in-between easily.
and you will do it often))
The dislikes are from MAYA and NUKE hahah
what is that lens flare addon at the bottom right at 37:15 ?
Looks more like a static image and then overlayed on top using screen or overlay blending mode. Thats how lots of effects are done actually.
I just ask because i can see some UI on the compositor window to move the flare image around looks like a addon.
@@yungfailee I think they are using some mask tool from the video sequencer
I see. Thanks
i dont know how to use blender for full production from idea to finish...
i know everything but cant understand what to do when?? any help
work on a project (tell me if ud be interested to work with me, i am indian too)
15:00 How to do such wireframe render in blender? Looks like it is after the subdivision.
I've tried the wireframe node but there were triangles everywhere.
Can't say for their approach, but usually it is done by combining OpenGL wire render and a simple "clay" render. Another way is using wireframe modifier...
@@eighty8serge Hope there's a simple node for this someday.🤔
hey blender i need heart reach by you... Please do it ... hey do it plz