Self-Reflective-Journal: Week Ten:
This week I focused on doing my Shotcam and lighting. For my lighting I had 3 main lights in the entire scene. Emily had advised me to keep the aiskydome to light up my scene while having other key lights. Emily made a aiPhotometricLight to go under my chandelier. This would give a soft shadow to the lighting that would cascade down the character. I also had one main areaLight near the photometric light that would give more light inside the building. For my aiskydome I changed the colour to blue and kept the intensity and resolution to 1.000 and 1000. The samples and exposure stayed 0.000 and 1. The photometric light stayed the white colour and had a intensity of 1.000. My area light was also a white colour and had a intensity of 6.191. This gave a abundance of light just like the skydome which would help create reflections in the walls which where a chrome/glass material.

← aiPhotmetricLight and areaLight

← aiSkyDomeLight blue colour
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For mash scene will be red.

← First proper render with desired lighting
I then made my main camera the Shotcam and made keyframes of where I want the camera to move to. I checked the graph editor to see how the curves were performing. I revisited the keys several times and tested the timing through play blasts. When I first started the keying I noticed that going tens was to fast of movement. So I spaced out the keys and deleted multiple duplicates that weren't needed. I was going for smooth camera movements that rotated around the scene organically. I wanted to be able to establish a shot where the viewers could follow along with what the character and environment was being manipulated to. I also scaled my character to fit my scene which effected the view of the character.

← Shotcam for scene


← Graph editor of camera movement.
← Main keys on timeline
