

Further color grading was also done in After Effects. Depth of field was achieved by rendering out a Z-Depth map and using said map to apply lens blur in After Effects using Frischluft Lenscare. The falling animation was done through gravity simulation with each apple having a preset spin. Lighting is provided by a single large area light. The apple's shader is a Blinn shader with bump and specular mapping.
#Frischluft lenscare change focal length skin#
The apple skin was painted from scratch by hand in Photoshop using real life reference and mapped onto the geometry using Mudbox the stem's texture is procedurally generated by stretching out various noise maps and layering them on top of one another. Falling Apples: Falling Apples: Modeled in Maya, Textured in Photoshop and Mudbox, Lit/Shaded/Rendered with Mentalray, Composited in After Effects, 2010Īll of the apples in the scene are instances of a single apple that single apple was modeled and shaded using a real life apple as reference. Due to large amounts of raytracing, each frame took approximately eleven minutes to render. Lighting is provided by a combination of area lights and Mentalray's Sun&Sky system. The back wall is the only element in the entire scene to not be procedurally textured/shaded the back wall uses a standard bitmap texture based lambert shader. Procedural Mentalray mia_materials based shader. The floor is a single polygon plane with the floorboard look achieved through displacement mapping and a

The chairs and tables are polygonal and shaded entirely using procedural shaders based on Mentalray mia_materials with bump and specular mapping derived from procedurally generated random noise maps set up to simulate the look of anodized metal, glass, and smooth leather. Chairs: Modeled in Maya, Textured in Photoshop, Lit/Shaded/Rendered with
