TX Manager

Our renders are getting extremely long, getting the 2+ hour kill on the renderfarm, and we need to figure out a way to optimize our scene and our textures to get this time down. Our biggest point of optimization is using tx files for our texture maps. This allows the renderer to use only the biggest map size it needs relative to the camera, instead of using high-res maps throughout the whole scene when most of them aren't necessary, especially towards the end of our camera move since everything is fairly far away from the camera.

Our first attempt at converting all of our textures to tx files, it did not really work correctly. It was not finding all of Joey's UDIMs for the lotus bath, and as it was going through all the textures it always got stuck on a certain texture and wouldn't move past it. So after many tries and asking other groups about it, we found out that the tx manager in Maya 2017 doesn't work. So we tried it in Maya 2016.5 and it worked perfectly. The only other thing we had to keep in mind was taking out the unpremult flag in the tx manager everytime we wanted to do this because it would gamma correct everything.

Light Rig Tests - Something is Wrong

Our first attempt at making a vdev light rig test did not turn out the way it should have. In dealing with the color management of our renders, our first thought was to keep everything in raw to have a linear workflow. We imported the HDR as raw, set the color management settings in the preferences to apply output transform to renderer, and set the viewport settings to raw. But after taking all these precautions, it still didn't look right to me, the whites are too blown out, the blacks are too dark, and the black plastic sphere is not showing any reflections. We tried everything we could think of but I still wasn't convinces that this is the way it should look.

So after some help from the class and some feedback from Dave, we found out that the viewport needs to stay in sRGB gamma, not raw, so see the correct results. So now we are on the right track to making a proper vdev light rig.

Back to the Drawing Board

After our session with DWA on April 3rd, we needed to go back to the drawing board to redesign our scene. We knew we wanted the foreground to be our focus, and we first thought of having a well at the center of our scene. So we reconfigured our whole setup and had a new layout for our environment, but it still didn't feel right. We needed something more interesting or important than just a well in the middle. So we asked ourselves the question of why aren't these people here anymore. We felt we needed to show that something happened here and this civilization could no longer live here. 

So what we came up with was an earthquake. There was be a large crack in the ground, essentially split the space in two. The shifted ground would go through the well, having half of it fall into the crack. We thought this could give us a way to move the camera to reveal the space better and have a little bit of a "wow" moment with the crack.

But after getting several people's opinions on the earthquake, we decided to abandon it because in reality, if there was that big of an earthquake, then the whole space would probably be totally collapsed and there would be almost nothing recognizable left. 

We came to the realization that we needed to completely redesign our space from scratch. We have to design like we were the architects and it has to be built for a purpose. We can't just try to make things fit together that don't really belong. So we need to go back to the drawing board, again.