Suggestion for interior walkthrough style
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I'm preparing for an interior walkthrough animation and I'm looking for any suggestions to add some interest/style. It's a pretty detailed walkthrough of a hospital for a client. I need to maintain the level of detail and the textures as well. However, I'd like it to look a little different than the standard SU animation. That might mean small style tweaks or even some sort of post process animation techniques that folks have used (I'll be using after effects/premiere pro).
Any ideas or maybe reference animations?
-Brodie
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Hmmm.... I've applied a sketchy line style to scenes for animations which helps get away from that right-from-SketchUp look but I don't really see sketchy lines as being appropriate for a hospital. Is this a final or nearly final design? Would extensions on lines look alright?
I'm visualizing colors and textures being slightly more contrasty. Metal and glass surfaces should have crispness and specular reflections. You could create that illusion on radiused edges without going through rendering or post processing if you want.
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I may try the extensions and see how they look.
How would you propose to get the specular reflections and radiused corners?
-Brodie
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By using any sketchy effects I think you'll get a lot of flicker, because SU won't draw the same distortions when you move the camera slightly. I once did a cubic/spherical pano with Sketchy edges, and then I had a hard time stitching it because of those different sketchy edges.
I would render several passes, one with materials but no edges.
One with edges (and profiles?)
And maybe one with shadows (hide any roofs etc, or turn off shadowcasting on some objects obstructing the sun)?
Multiply edges on top of color, and apply filters on edges layer, like blur + levels, which can give very nice smooth edges with "soft junctions", and alpha/color.
I use Vegas, so I don't know what these things are called in AE/Premiere. -
The specular highlights are easy if you have radiused or beveled edges. Here's a quickie example I did a long time ago.
You just turn on hidden geometry and paint one or a couple of faces with white or a very light version of the color you already have. With Hidden Geometry turned on, the material can be painted to individual faces.
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Hey, great tip dave! I typically do pretty high poly stuff so that would work really well for me.
-Brodie
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Glad you like it. FWIW, in the case of that pull, it is made of two split mirrored components-the bail and the back plate. So adding the highlight on one side puts it on the other. That's not always desirable of course so it might require some Make Unique depending on the situation.
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working on animation out of SU with a Photo Director, his first concern was / is what he calls "motion blur" that doens't exist in SU ...
we are looking for solutions, but it'll probably be done in post production.
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Ya, I find that troublesome as well. I'm not what capabilities Photo Director has but I was planning on putting a bit of blur in with adobe after effects
-brodie
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