The Wonderous Hidden Fantastical Space
Here is the final rendered video of this fantastical space that my mind conjured - this place hopes to provide sanctuary to those who seek it.

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The Wonderous Hidden Fantastical Space
Here is the final rendered video of this fantastical space that my mind conjured - this place hopes to provide sanctuary to those who seek it.
The Wonderous Hidden Fantastical Space
Here is the final rendered image with all the bells and whistles that I desired.
RANCH Rendering
Weighing out all the options I decided to use RANCH cloud renderer to render the 250 frames for the 10 secs video because by my calculations my computer would have taken more than a day to render and that wasn’t really viable. Initially, to test out the rendering service and how will video look, I rendered about 27 test frames with low settings. It took a couple minutes to render and not a lot of money. Upon inspection the frames looked fine, shown in image below.
So, I decided to render all 250 frames. Upon hearing other peoples stories in class I was worried that my video would take a while and cost quite a bit of money. But I accounted for this by only having one point light, low atmospheric volume and no water animations in the scene in hopes that the video still looked decent with the sacrifices made. Surprisingly, all the frames were rendered in about 11 mins (Low CPU) with the fastest frame taking 35 secs and the slowest frame taking 2:16 mins. Then, I did the subsequent processes in After Effects and Adobe Media Encoder to make a 10 sec video into the proper format.
Setting the Stage
Nearing the conclusion of this project I had 3 shot cameras that I constantly used to assess my scene. The locations of these cameras are marked in red in the image below.
View from the shot cam at entrance to the cave shown below.
View from the shot cam of cavern shown below.
View from the shot cam of the structure shown below.
Once I was happy with how everything was modelled, textured, and had correct lighting. It was finally time to consider how my 10 sec video will look. I set up a playblast camera which had a total of 250 frames and played 25 frames per second.
The motion path of the playblast camera is shown below.
This took a lot of tweaking to get the final product how I wanted. But 250 frames was quite short and due to that it was quite fast in some places - especially going up the spiral staircase. I made many playblasts each trying to improve on the previous versions so that my final rendered video will highlight the best parts of my fantastical space.
(unfortunately there was a problem uploading the playblast)
Lighting vs Rendering Time
In class, the feedback I received was that my scene might take a long time to render with the amount of lights and atmospheric volume that I had. The following images experiment with lighting vs rendering times. I need to find a happy medium so that my scene looks good but doesn’t take a long time to render (if I choose to do it on my laptop). The render settings I chose to go with were:
Camera (AA) - 3, Diffuse - 2, Specular - 2, Transmission - 2
All other settings were 0.
Scene 1 - Two point lights and two spot lights with low atmospheric volume
Rendering Time - 9:08 mins
Maya Tutorial: 3 Point Lighting of Lemons
In this Maya tutorial, I learnt about the application of 3 point lighting - key, fill and rim light - via lighting a lemon and lemons in a fruit bowl. There are many different types of lights and using them in combination can create realistic lighting. The chrome ball is very important prop on a set so that editors, animators and modellers can use it to replicate the lighting in a virtual environment. The render settings are very important in how your final image will look, the higher the settings the more polished your image will look (less grainy) but the render time will be much longer. So this is an important consideration to balance.
Aqua Problems
The most difficulty I have had in this project has been trying to get the water correct in scale and movement. Unfortunately, I don’t have many pictures of the different processes I have tried. I used various water textures, ocean shaders, fractal and noise filters attached to an aiStandardSurface shader to try get the water as realistic as possible.
In the image below you can see some deformity in the water plane create by a noise filter but it just wasn't prominent or realistic enough.
I did have a little bit of success using a texture deformer then animating it to be mellow waves but due to the lack of animation knowledge it stopped working.
Changing Scale
Halfway through my project it became apparent that there were a lot of problems with my scene due to the scale of it being in metres. The cave casing was nearly 200 meters in length.
For the lights to even influence the scene the intensity values had to be very large (around 10000). I tried procedural texturing a rock surface onto the cave casing but it didn't work even when I used large values when compared to the tutorial I followed. This could be also due to the low poly smooth mesh that I was using as well. Nonetheless my point still stands. No matter how many different tutorials I followed to create water/pond/oceans it did not work. Since, I wasn’t working to real world scale, I decided to scale my scene back to centimetres. This really helped the lighting since I didn't need absurd values anymore. I didn't try procedural texturing again since the scene was too dark to see the texture of the cave casing anyway so why not save some time (I did add the same texture I used for the basalt columns). The water texturing still alludes me. But I am glad I changed scale and I am sure this will help me immensely when it comes to rendering.
https://www.youtube.com/watch?v=2_930qbqWe4
Experimentation of Lighting
Lighting was a vital part of my fantastical design, based on my research in game concept design lighting and colour really created the mood and evoked a specific feeling within a scene. The feeling I wanted to create was wonderment, a place of warmth and disbelief in this desolate world that I had intended. The cave was very dark and ominous, this was reflected in the dark stone, harsh edges and stalagmite and stalactite nature of the cave design. I wanted the structure to have an interesting shape, more rounded/soft edges and emit coloured god rays that danced among the cave walls. Since, this aspect was so important, it was tricky task to get right and many experiments of different lighting designs were iterated through.
The black and white image below shows a point light at the centre of the structure with the addition of aiAtmosphericVolume to create god rays emanating from the structure.
The tutorial I followed (linked in a previous blog post) suggested to add a ramp to the colour setting of the point light. I changed the white light to a rainbow gradient in the setting of the ramp. This change is shown in the image below.
I really did like the lighting effect it created. However, when the cave walls were added, the whole scene became psychedelic (shown in the image below). The light from the structure actually coloured the cave walls which rendered the stone texturing pointless. This was cool but not what I was looking for so. The ramp didn’t work so back to experimentation.
Staircase and Hanging Chains
I used the following two YouTube tutorial videos to modelling the staircase and the chains.
https://www.youtube.com/watch?v=H54ZRxjmx3Q
https://www.youtube.com/watch?v=OofQT6pepOU
Texturing of the Cave Walls
I uv mapped each layer of the cave wall (inner x 2, middle x 2, outer x 2) using the automatic setting due to the amount of entitles there were. It would have been a very tedious and time consuming process to go stitch each column together when it wasn’t necessary. Additionally, due to the dark environment it didn't really matter if there were any seems visible. The main reason I wanted to texture these walls was for the weathering effect which was achieved by applying a roughness and normal map. The diffuse texture was created by tessellating a stone texture and masking the harsh edges.
When the texture was first applied to the walls it was quite shiny, so with the adjustment of diffuse and specular roughness settings, the desired matte effect was achieved. I really like the speckled texture and uneven surface, it certainly added some realism to the scene.
MASHing Cave Walls
An integral part of my scene is the cave walls that were inspired by the Fingal’s Cave in Scotland. These regular hexagonal basalt columns were formed in a lava flow millions of years ago. I think these are a unique naturally occurring geometric design that have an other worldly element to them.
In my preliminary Maya model concept I created these cave walls by hand. I started with one hexagonal column, replicated it number of times and placed each of them in a suitable orientation. This was really time consuming process and they didn’t have a random organic factor to them. In class, I found out about a process called MASH which could possibly aid me in my process. It was said that I could replicate any object as many times in the orientation that I wanted. So, I did a lot of research to educate myself on the capabilities of MASH.
To create my cave walls I used the following nodes in MASH:
I adjusted these nodes to a varying degree to create an inner, middle and outer cave wall layer. It was done in layers so that there was a natural gradation the cave walls. This can be seen in this top down view shown below.
The image below shows the cave walls from a perspective view.
Structure Modelling Progression
Process:
1. Drawing NURBs curve
2. Revolving the curve - 360 degrees
3. Changing from NURBs to Polygons and extruding/scaling edges in different directions
4. More sub-divisional modelling creating the windows and the scalloped overhang
5. Attached a hemisphere to the bottom of the pre-existing structure and target welding the edges of both polygons
6. Creating more windows and doing final adjustments using the move, rotate and scale tools to create the final structure
Maya Scene Planning
The first thing to do when modelling is to layout the scene and get all the settings correct.
I initially set the grid to be in metres thinking this would be good for water physics. I laid out a bunch of concentric circles as an estimate of the scale for the different elements in the scene. I did plan for a tree if time permitted.
Maya Tutorial: Hypershade and Texturing of Chair
This tutorial was mostly about using photoshop to apply multiple textures with the guide of UVs. Also learnt how to create a diffuse, roughness and normal map and what the purpose of each was in enhancing the realism of the object. There were specific steps in hypershade to implement these textures. It was a bit confusing at the beginning how everything connected to each other but with recurrent practise I'm sure I’ll get the hang of it. I think my attempt at this was quite good but improvements could be made by making the wood and seat cover a little less shiny.
Sketches from the Imagination
So, what did I want my fantastical structure to be?
I wanted it to have a lot of different coloured windows so that when the light passes through it could illuminate the dim caves in a flurry of colours.
There has to be an orb of light in the centre of the structure to illuminate and provide warmth to the scene.
I wanted it to be unique in shape and have some organic features which reference some of Haeckel’s work. The cave will be very geometric and rigid so the structure must contrast this.
I would like it hanging from the ceiling by a chain but open to explore other options. I want it to have a staircase so the lonely traveller can reach his destination.
The image below illustrates all the different sketches I drew to flesh out the concept for my fantastical structure.
Commencement of my Creation
Beginning the actual modelling of this fantastical structure was a bit difficult for me because I was really unsure about the scale of my model and secondly, I was not quite set on a design for my actual fantastical structure. I knew the general layout of the cave and how I wanted the overall video to look but was a bit apprehensive because everything had to be in proportion with each other and that steamed from getting the scale of the structure correct. Therefore, I had to go back to the drawing board and devise an actual concept that I could realistically model of the structure so I could get started on this project.