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Can someone clearly describe 'layout'in the CG pipeline?

Unread postPosted: Sun Dec 15, 2019 10:22 am
by stevebenson
Hello,

I am having a difficult time coming to a clear understanding of how layout works within the VFX pipeline. It seems pretty self explanatory, but I often read about effects houses getting assets (camera tracking data, character rigs, etc...) from other departments as well as serving them out as needed to specific departments as well. I am also interested to see how Clarrise also fits into and simplifies this aspect of the pipeline. However, as stated, I am not clear in my understanding of the layout portion of the pipeline itself.


I found some slightly helpful information here:

https://area.autodesk.com/life-in-3d/i-was-dnegs-layout-lead-on-ant-man-and-the-wasp/

and here:

https://area.autodesk.com/life-in-3d/i-was-dnegs-matchmove-supervisor-on-ant-man-and-the-wasp/

(There are a few links at the bottom of these pages that link to other departmentsof the DNEG pipeline and how they related to layout. Almost all are generally referencing "Layout", but offer no solid description of the layout part of the pipeline itself.)

I have no clear description of it I can find anywhere, and/or how it generally operates as a "hub" within the VFX pipeline.

I would be very grateful to get some insight on this from you Clarisse enthusiasts, as well as how Clarisse smooths out this part of the pipeline specifically. 8-)

Re: Can someone clearly describe 'layout'in the CG pipeline?

Unread postPosted: Mon Dec 16, 2019 7:59 pm
by esmith
Layout is simple mate, it's the layout of objects to render a scene. Where it happens in the pipeline is totally different.

In VFX you may get matchmove geo captured on set, in which case the layout will be all the set extension work. This is done by a layout department, or perhaps Build, or perhaps the lighting tds.

In animated features, you will probably have a rough layout done in the previs phase, at which point layout will do the final layout with real objects.

So that's it, what makes it complex, is that it's very amorphous and kinda show specific. So it's impossible to answer where it happens, because it happens differently everywhere.

In terms of "why clarisse", imagine trying to layout the entire LA 2049 city. That's a ton of geometry, and with clarisse you can see it all in your viewport. the simple answer is, when laying out of large environments, your gonna need a ton of geometry, and there is no package on the market which can load and show it all while you work.

Re: Can someone clearly describe 'layout'in the CG pipeline?

Unread postPosted: Mon Dec 16, 2019 9:35 pm
by Kramon
in short, Clarisse is really good at moveing assets around, in artist friendly way, while still beying dynamic. it also comes with render engine that allows produce final frames. in quick itterations.

Re: Can someone clearly describe 'layout'in the CG pipeline?

Unread postPosted: Thu Dec 26, 2019 7:55 am
by oddvisionary
Isotropix has a page with more information @stevebenson. Link of one of the pages: https://www.isotropix.com/products/clarisse/digimatte-environments

Click on the GIF to "play" it (GIF does not work here, the image remains static, first frame of the GIF).
2019-12-26_07-51-59.gif