A Guy In A Kitchen
Theres a guy in the kitchen, what will he do?
Details
Time Taken: 8 Hours
Assets Used:
- House Interior for the kitchen scene and props
- Creative Characters for the character, walk, run, and idle animations
- Some previously built smoke and fire particle effects I had on hand
The Process
The scene I selected came with some great set peices and materials, but the shape of the room didn’t really lend itself to what I had in mind for the character, or give them much space to traverse that coutned as ‘kitchen’.
I started by rebuilding the kitchen, extendning the counter in the scene, and using some of the vase and bottle assets to create more glass objects.
I built my own reflective materials for the mirror, and my own glass with some variations.
Extending the counter, moving the toaster and other props into the space
Removing the existing set dressing and arranging glass objects around the table
Building a small scene to appear in the reflections
Making the fridge refelctive, adding new bookcases, setting the mirror into the scene, adding the door
Lighting Issues
One of the first things I bumped into was that the scene was, by default, quite dark. I knew this was something I could tackle with post processing, but I wanted a little more control. So, to solve the issue, I used Rectangle Lights in key areas to brighten up the kitchen. I tried to use desaturated colors pulled form the surrounding to mimic the look of bounced light reflecting around the room.
A spotlight placed outside the room got me the “light streaming through a window” called out in the brief. With some post process settings, I added some bloom, light chromatic abberation, and lens flare to the scene as well. I felt these helped to highlight the window light and soften the lighting in areas, while still allowing for areas of brighter contrast with hard edges.
Upon Refelction
The rectangle lights did start to appear in my reflective surfaces, but this was quicklly resolved by setting the “specular scale” down to 0 in all my lights. This kept the scne bright, but left the lights themselves out of the reflections.
Il-lumen-ation
I’m actually new to using Lumen in Unreal for the Movie Render Queue, so I watched a few videos on Lumen settings. At first, my skeletal mesh was only appearing in reflections where the light was being reflected - leaving the shadowed portion of the character un-rendered in the reflections.
I was able to get my reflections working as-desired, and my lighting feeling pretty good with just a few adjustments to the project settings and the post processing volume
I rendered out to .EXR, customised my anti-aliasing using TAA with 16 temporal samples, and the Movie Pipeline Game Overrides to get everyhting to a higher quality.
Attentuation Distance Reflection Artifacts
Fun Issues
The first technical issue I ran into was using Lumen and Rectangle Lights. I turns out that larger attenuation distances on the lights would create duplicating after-images in the screen space. This was solved by keeping the attenuation small, and only using tese style fo lights to illuminate specific areas. Again, mostly just to enhance the look of bounced light in a scene.
The next issue arose with using particle effect in the render. I know the brief didnt call for particles, but I wanted to add some storytelling, and the particles were what came to mind. At first, they weren’t showing up at all. Then, once I got them to appear (by changing them to be spawnable via keyframes) -- they werent animating. Then, once I got them animating (by ensuring they wouldn’t go inactive until after the target render time) — they were only showing about 3 frames in the loop, instead of the full sequence.
It took a bit of digging, but what I discovered was an issue related to using Temporal Anti Aliasing in the render. With my Anti-Aliasing settings, I guess every TAA render counts as 1 tick, and these game-ready particle effects in my library would basically go through 16 ticks every frame to calcuate the TAA. So they were rendering every 16th, 32nd, 48th, etc, frame instead fo playing the entire animation correctly. By editing the custom time dilation settings, I was able to scale the Delta Time so that ticks were slower, which seemed to solve the issues.