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ArtZone Heading
Compositing: Camera Matching
Added on: Tue Sep 19 2000
Page: 1 2 

Lighting is one thing essential to all of this, you need to match up the lighting correctly otherwise things just won't look right. You have two choices here but, first one is to work out where the lights are in the photo and try to match them best as you can, for day light making really washed out colours always works, but you'll also need to compensate for lack of radiosity and place various dim lights in some places where light should be but isn't ect.
But the second way is to just crank up the illumination value in the material editor, this makes the photo 100% how it should look by killing any effect the lights have on the scene, although the problem with this is that if you want to cast shadows on the objects or make them bend and do other irregular things, perhaps make the water ripple ect. they won't really show it since the light won't allow shadows and highlights to be visible. So they are both handy but in the long run simulating the lighting is the best and should be the only way to do things.

For the sake of exercising more in compositing, lets say we just want to make the bridge get modified, the water, the other buildings ect. aren't going to interact with anything but just recieve shadows ect. If that is the case then go to the material editor, select all of the objects that we don't want to really modify (eg. everything but except the bridge) and assign a new material to the objects, make it a shadow/matte material, you can get one of these by clicking on the get material button.

If you render the scene, the buildings are actually invisible but they still will receive shadows ect. This is just a cleaner way of working rather than forcing objects to carry textures that aren't necessary.

Select the bridge and if you haven't already, apply a testilate modifier to it, adjust the iterations to 2 and the tension to 0. Make sure it's a quad operation type. Now go to the create panel and make a paaray particle system, drag the particle system out into an area that isn't really too visible and won't get into your way, now click on the object based emitter 'pick object' button and select the bridge.

Go to the modify panel and continue to adjust the settings, make the viewport display a mesh and scroll down a bit into particle generation, change the speed to 0 and the display until value and life value to 250. scroll down to particle type and adjust the
particle types to fragments. Then scroll down to fragment controls and change the type to number of chunks and type in 300. Scroll down further to material mapping and source, check the picked emitter button and then click on the get material from button.

Go to the create panel and go to the spacewarps area, go to particle systems only and create a wind spacewarp, make it spherical and adjust the decay value to something like 0.023. Move it away from the camera up into the sky, go to the create panel and create a sphere with roughyl the same radius.

Now link the wind spacewarp to the sphere and then animate the sphere flying down into the bridge. If you want you can animate the sphere flying through the bridge horizontally rather than dropping on it, eitherway works, now go back to parray and go to the frame just before it hits the camera, hit the animate button, go to the modify panel and go down to rotations and collisions and click down on the spin time even though it is 0, this will make the 0 set as a key frame, now go to the next frame and adjust it to 80, now look down at the time sliders' mini track view and select the dot representing spin time 0 at frame 0 and delete it, since all tracks are bezier splines they curve making
really funky values in between 0 and the frame where we set the 0 value.

Now play the animation, the sphere should smash through the bridge, looks cool eh?
Select the paaray and right click on it, adjust the motion blur to object motion blur. Also remember to hide the emitting object cause otherwise we'll have two bridges.

Okay now play around from here and try to make things look however you want, but essentially we've covered all I wanted to cover in this tutorial. I'll write some more indepth and useful ones soon ...
 
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