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Earthquake SFX
Challenge - Compositing
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This page shows how the various elements are being combined together, and
what they are for.
The previous page shows the individual
elements in isolation.
A. Main earthquake road damage
- surface
This is the main part of the effect
for the road surface.
4 layers are used here, numbers 4,5,6,7. These are:-
4. Tarmac surface with visible geometry based fragmentation.
5. Tarmac surface which splits, but has no fragmentation on the surface.
6. Mask which blends between '4' and '5' around the outer edges of the fragments
7. Texture based 'damage' to inner edge of tarmac fragments.
4 and 5 are both sequences which show the road tearing apart.
In 4, the road surface splits, and fragments around the edges break up and
move out of place.
In 5, the road surface just splits cleanly.
4 looks too clean, but 5 has visible geometry edges away from the crack which
spoil the effect.
So, 6 was used as a mask to blend between 4 and 5 near these edges. This
blending helps to break up the straight lines of the geometry and makes the
breakup look more convincing,
Finally, 7 is added to the result. This provides textured damage to the road
surface fragments on the edges of the chasm.
The result of combining these four elements is shown below (click for larger
image).

B. Edge damage texture
The damage at the edges of the
main cracks is provided by a damage texture projected from above onto the
geometry. It is not animated, which means that the edge damage is visible
for the whole sequence, even before the damage has been caused.
The next stage of compositing fixes this by cross-fading between the composite
created above, and undamaged road surface.
This uses layers 3 and 8, in addition to 'A' created above.
3 is undamaged road surface.
'A' is our main surface damage composite.
8 is an animated mask which initially covers all of the damage in A, but
fades out progressively as the damage progresses down the road.
The result of this is shown below. This frame is from early in the sequence,
so you can see the transition between damaged and undamaged.

C. Subsurface structure
The next step is to add in layers
1 and 2. These contain the CG elements for the subsurface under the road.
Two layers have been rendered for this one element.
1 is rendered with directional shadow casting lighting. It creates a deep
shadow in the chasm.
2 is rendered with a non-shadowing light from the front. This produces a
fill light.
The two passes were rendered seperately to allow more control over the final
lighting balance in the compositor.
A frame from this point in the composition is shown below. Compare this with
the equivalent frame from the first composition 'A' above.

D. CG Car
There are two elements here, 9
and 10, for the car and its shadow on the road. Again these elements have
been rendered seperately so that they can be independently adjusted in the
final composite. This gives extra flexibility.
The composite now looks like this:

E. Background elements
Here, elements 11 and 12 are added
in to complete the background of the shot.
11 is a chunk of the clean plate, and is used to fill in the part of the
frame on the right that hasn't been reproduced in CG model.
12 provides the left hand side of the road. It is taken from the original
raw footage, but distorted to follow the distortion of the road at the crack
opens.
The only other change that has been made to this footage is been the application
of a mask to cut out the required shape, so that it doesn't overlap the other
elements composited so far.
We now have this:

F. Additional traffic elements
Finally, elements 13 and 14 are
added in. These are simply a car and a van, masked out from the original
footage, and now re-inserted back into the frame. The only change that has
been made is that they have been moved in time to suit the shot. Because
they were only moved in time, not in space, a simple mask was sufficient
to seperate them from the background.
The final composite now looks like this:

I haven't yet tweaked the composites within AE, so the colour matching, etc
is still not very good.
Blurring and grain/noise still needs to be added to the CG elements, and
camera shake needs adding to the whole thing...
Previous page.
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