Welcome!
We have finished our promo video at least! That was a very hard work, specially because we did’t knew how the workflow was, and it has a “medium” poly count and some effects that took our computers busy for hours (too many, sure). It relates the story of how our Zombie found the minigolf ball alone in a meadow, fell in love with it, thus annoying Sprunch, who decided to recover his now “stolen” beloved ball. Well, it’s not the best script in the world, but helps introducing the characters and adds some background for the game.
But that’s another story you can find there. Today’s story focuses on the video composite workflow, using two compositing tools and one for the subtitles. We will divide this entry on two posts, as it’s too long. You can use any tools you want, although we’ve used these:
- Renderer/creation tool: Autodesk 3D Studio Max 2011
- Composer: Autodesk Composite 2011 (bundled with 3D Studio Max 2011)
- Video joiner: VirtualDub
- Subtitler: Aegisub
Let’s take our example from the video, when Sprunch takes his hammer from the cabinet. This scene has Ambient Occlusion and Diffuse passes, and the background is separated from Sprunch’s arm to apply a blur while moving the camera, not affecting the arm. Not so complex, not so basic: perfect!
Final desired result: blurred blackground, sharp foreground
Output from 3D Studio
We’ve used 3D Studio Max 2011 as creation tool. First thing you will notice, if you do’t have background composing video, is that we will be using images as inputs/outputs instead of videos. Doing so, we can segment our work at any point – frame -, avoid losing quality due to video compression, and we can fix any frame independently. The first point is important if you do not have a powerful computer to render with, as you can segment the scenes independently and avoid the risk of losing everything due to a fail. You could use lossless video codecs, but it’s not going to save you a lot of space and is not as flexible.
So, we should configure 3D Studio Max to render to PNG – or any other lossless image codec you want – file. We suggest PNG for medium sizes (not too many gigapixels per frame), due to it’s compression rate and wide support, but avoid saving them with interleaved format. Then, when we render a sequence they’ll be automatically numerated by 3D Studio; i.e. SceneHammer0000.png to SceneHammer0175.png. Work with one (or more) file per sequence, do not try to make a whole scene in one Max file. One advice: do NOT put a number as the final character of the file name: i.e. Sequence1. Use letters instead or an underscore just after the name: Sequence1A or Sequence1_ is much better than Sequence1, as 3D Studio adds numbers to the end. As you will see in the second part, it’s too error prone.
Our example scene takes Sprunch’s arm separated, and an Ambient Occlusion and Diffuse passes. But we need additional frames: the alpha channel to compose both passes – arm and cabinet. Look down to see what set of images we should have:
Different image sources for the scene
For the alpha channel we can be tempted to use the Ambient Occlusion pass as it’s grayscale and will “separate” things shown from hidden, but this will create transparency or opacity where it has’t to. We should, instead, extract the Alpha channel, which is exact, selected from the Render Elements submenu inside the render options menu. This will create a sequence of files named SceneHammer_Alpha….png. Once we got all the images rendered, to the next step!
Mixing the scene with Composite
Now that sequences are ready, we take them into Composite. We have to mix in some way those sequences to get a blurry background while maintaining the arm sharp. We put the 4 sequences there: Ambient Occlusion, Default, arm and Alpha passes. We load them with the Image Import tool. You will notice that Composite automatically detects the sequence of files as one file name, in our case, SceneHammer. Much better; as easy as working with videos without really having them. Now, we have to mix the passes. Default and Ambient Occlusion come mixed with Math Op tool, set to multiply inputs. As easy as it sounds. For this example we have dropped Ambient Occlusion for the arm: suppose it’s already mixed instead.
Now, we have to superimpose the arm to the cabinet. Use the Blend tool, and link as one input the mix just made, as the second input, the Default pass for the arm, and as masking, the Alpha channel. Put the Blend factor to 1, and set the Masking as active, using Red, Green or Blue channels. If you have’t done anything wrong, 3D Studio would have rendered transparency as black, not as transparent channel, so we are missing a true alpha channel.
We are almost done. The last thing remaining is blurring the background. In our case, we have simply applied the Blur tool, animating the Blur factor, increasing it when the camera begins moving, and decreasing when it stops. As you can see in the video, the arm remains focused. See the final Composite composition:
Composite's final view of the scene nodes
From top to bottom, Image Import are Diffuse, Ambient Occlusion, Diffuse for the arm and Alpha channel.
See you later!
So, now you’ve learnt some tips about taking your 3D Studio scene to the Composite tool, and how to apply blendings and effects. Composite has some undesirable issues, it lacks support for Unicode (or it’s well hidden), it’s only really suitable for wide screen monitors, and has other little problems, but the interface is very agile and its node-oriented nature make it a powerful tool, so do not let the other aspects get you down: once you get to it: you’ll be composing quickly.
In the next and final part, we’ll relate how to mix several scenes together, and how to add subtitles. Till then, feel free to leave any comments. Thank you for reading!
CrazyBits Studios.