Bernard, we do it shot by shot. For all
the reasons stated before me but also much simpler if just for keeping clean and
helping you rendering only what you REALLY need.
Good luck on the show!
MAC
From:
owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Meng-Yang Lu
Sent: November 30, 2006 4:48 AM
To: XSI(at)Softimage.COM
Subject: Re: Semi OT - master
scene and/or shot-by-shot (long email ahead)
This is a huge thing to
get right from the get go, and I'm happy to see the topic surface.
We had to deal a lot with this particular problem too, and we have also decided
on a shot-by-shot basis. Though some of the advantages worth noting with
some consideration for a "master set". If you're doing syflex,
and there's a buncha characters walking from point A to point B, the FX side of
me would like to have that done altogether. We could run one sim, and the
cameras would switch in the set and no preroll except the first one would be
needed. Otherwise, you'd have to line up shots back to back and see sorta
anticipate syflex in motion and that's a total PITA. You can sorta
sim/model your initial state and begin the syflex sim from there, but it's not
foolproof. And on the lighting side, one light rig would work and be
continous throughout. For some sequences this might be a better approach
if the data size is predictably manageable.
Data-wise, master scene don't work well, and that's what ultimately led us to
do it shot-by-shot. We are heavy in mocap, and dealing with that much
data in one large chunk is just not possible for a studio our size.
Sometimes, it's just easier to get scenes to open and work, solving continuity
issues later. I personally don't like to wait 40 minutes for a scene to
load only to tweak one keyframe or nudge a light for one shot. My only
concern is that you mentioned fudging some shots to get composition. This
is only my second show, but I'm guessing all layout guys must go to a school
where they teach them nothing about shadows, and insist on placing characters
and object floating everywhere. Pop in a light and turn on shadows and it
looks like a genie went on a rampage in your scene.
It's late and I'm basically repeating what all the other guys have said.
But in short, I'd favor the shot-by-shot since it's easier to fix and you'd
compartmentalize damages should a file get corrupted. Let the smartie FX
guys figure out how to do sims, cause it's not like there aren't tools to
facilitate the need. This topic should be taught in CG 101 to both
artists and supervisors because majority of the problems that occur throughout
a show begins right here, and cascades until it ends up in the form of a train
wreck when it hits lighting.
peace,
Lu