The Making of “Bagel 2”

Light­ing

The light rig used for the planet's surface

The light rig used for the planet’s surface


Above you can see my light­ing setup for the ter­rain, the vehi­cles were lit sep­a­rately.
In most shots the ter­rain was lit by some 15 indi­vid­ual light sources, adding to the 10 or so that were needed to light each of the “char­ac­ters”. If you look closely, you can make out the sky dome sur­round­ing the land­scape, which is used to cre­ate the colours of the sky.
A sin­gle direc­tional light was used to sim­u­late the sun, which was also the only one cast­ing shad­ows. The novice would think that one direc­tional light could sim­u­late the sun well enough, but that’s far from the truth: To effec­tively sim­u­late out­door light in a 3D pro­gram you’ll need to use either a tech­nique called “Global illu­mi­na­tion” (GI), or you can always fake it using an array of well placed lights.

I opted for the sec­ond approach, because even though GI can give you more real­is­tic and fancy results , the ren­der times will shoot through the roof mak­ing it infea­si­ble for use in animation.

Also, and this was even more impor­tant to me, the tra­di­tional way of plac­ing lights gives you much more cre­ative free­dom in devel­op­ing the look of your images!

Light­ing is a time con­sum­ing task where the most sub­tle of changes can make a big dif­fer­ence in the final image. While adding lights you must always keep track of the num­ber of lights you already have in your scene, because every light source adds to the final ren­der time.

Com­posit­ing

Per­haps the worst part about ren­der­ing 3D imagery is the time required to actu­ally see your out­put. Since every sin­gle frame of the film must be processed sep­a­rately by the ren­der pro­gram, you never know where a mis­take or arti­fact may popup until it’s too late.

Through thor­ough opti­mi­sa­tion and tweak­ing I was able to cut down the ren­der time to an aver­age of about 1 minute per frame, which is quite accept­able for a high qual­ity DVD for­mat image.
Still, I sim­ply didn’t have the com­put­ing power to ren­der all those frames (around 4500) in my lit­tle “ren­der farm” con­sist­ing of my work­sta­tion and the awe­some com­bined power of my family’s two per­sonal com­put­ers. What I needed was a way to ren­der my frames quicker, with­out reduc­ing the over­all quality!

Hav­ing lived in Japan, I was intro­duced to the way anime is cre­ated. I remem­bered that anime is pro­duced in “lay­ers”: You gen­er­ally have a back­ground layer con­sist­ing of the scenery or loca­tion, and a fore­ground layer with the char­ac­ters and any other mov­ing objects.

The foreground was rendered separately

The fore­ground was ren­dered separately


For Bagel 2 I found it was pos­si­ble to employ this exact method to tremen­dously shorten my ren­der times: For­tu­nately for me, on Mars there needn’t be any move­ment in the back­ground, so in shots with­out cam­era move­ment the ter­rain is sim­ply ren­dered a sin­gle time. Later the character’s ani­ma­tion is ren­dered alone in a sep­a­rate pass, elim­i­nat­ing the need to ren­der the com­pu­ta­tion­ally inten­sive back­ground again for each frame. This tech­nique reduced the ren­der time by around two thirds per shot .

Com­posit­ing Shadows

There is a prob­lem with this approach, though: Shad­ows cast on objects can only appear if the object itself is vis­i­ble in the scene, obvi­ously. But as I already men­tioned, the back­ground which would include the shad­ows is only ren­dered once� mean­ing that the shadow wouldn’t move accord­ing to the move­ment of the char­ac­ter. The prac­ti­cal solu­tion is to use a spe­cial shader that receives shad­ows and sim­ply makes every­thing else trans­par­ent, just like it isn’t there.

After ren­der­ing, the file sequence con­tain­ing the char­ac­ter and shadow can then be stacked as lay­ers in a com­posit­ing pro­gram to cre­ate the illu­sion of a sin­gle intact image or, in this case, film.