“Efficient Hybrid Volume and Texture Based Clouds”

  • ©Laura Murphy, Martin-Sebastian Senn, and Matthew Webb

  • ©Laura Murphy, Martin-Sebastian Senn, and Matthew Webb

  • ©Laura Murphy, Martin-Sebastian Senn, and Matthew Webb

  • ©Laura Murphy, Martin-Sebastian Senn, and Matthew Webb

  • ©Laura Murphy, Martin-Sebastian Senn, and Matthew Webb

Conference:


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Entry Number: 40

Title:

    Efficient Hybrid Volume and Texture Based Clouds

Presenter(s)/Author(s):



Abstract:


    We developed workflows for Cars 3 and Incredibles 2 that maintain most benefits of volumetric clouds while leveraging the render speed and artistic control of traditional texture based approaches. For Cars 3, we rendered volumetric clouds using Houdini and RIS to create layered, reference plates that matte painters used to quickly paint sky texture maps. The Houdini based workflow let us intuitively scout sequences and set up paintings. We detail artist-friendly tools in Photoshop to allow for intuitive composition adjustments. On Incredibles 2, we replaced the Photoshop portion of the pipeline with Nuke and rendered three passes: key, fill, and world position. Standardizing the workflow around world aligned, high resolution, hemispherical textures greatly streamlined the process and provided downstream lighting department with greater control integrating the sky with the foreground.

References:


    Sanjay Bakshi, David Munier, Matt Webb, and Ana Lacaze. 2015. Disney/Pixar’s The Good Dinosaur. ACM SIGGRAPH ASIA 2015 Computer Animation Festival – Production Talks & Panels. (November 2015).
    Matthew Webb, Magnus Wrenninge, Jordan Rempel, and Cody Harrington. 2016. Making a Dinosaur Seem Small: Cloudscapes in The Good Dinosaur. In ACM SIGGRAPH 2016 Talks (SIGGRAPH ’16). ACM, New York, NY, USA, Article 64, 1 pages.
    Magnus Wrenninge. 2015. Art-directable Multiple Volumetric Scattering. In ACM SIGGRAPH 2015 Talks (SIGGRAPH ’15). ACM, New York, NY, USA, Article 24, 1 pages.

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