CLARISSE 4.0 | LOOK DEVELOPMENT AND MASSIVE ENVIRONMENTS

Isotropix Clarisse is an amazing new generation software, it is a long time since we had something so powerful in VFX software market. Made by some developers who had collaborated in the R&D departments of well-known VFX studios, it includes many high-level productions in the cinema and television field.

Initially designed for look development and as a support tool for matte painting, Clarisse has gradually become a very powerful work tool for the Look Dev, photorealistic rendering, set dressing, massive environment creation and much more.

The high realism of the Path Tracing rendering engine, the speed and ease of use, the lightness of the application, its stability, the management of scenes that describe how massive it is, are the strengths of one of the best solutions on the market. It has received numerous awards and is used in many companies such as ILM, DNeg, Iloura, Important Looking Pirates, Tippet Studio, BaseFX, Mikros, Trixter and others.

In this course we want to learn how to exploit the skills of Clarisse to fully understand the “look development” process, that is the set of techniques and art that exploiting the various stages of texturing, lighting, shading, up to final rendering and compositing , give the ability to shape the image, its mood, the emotions it wants to transmit, all expressed through color and light, but also all its potential to be exploited both as set dressing software and massive environment creation and as “very normal “rendering software and assembly scenes, going to deepen its advanced procedural features of scene management, shading and scattering.

If all this stimulates you, you are passionate about it, if you want to learn from scratch, or improve your knowledge in this field, this is the perfect course for you. An intense journey made of techniques, art and emotions, to give you the opportunity to establish yourself as lighting TD, lookdev artist, Environment TD or add a very powerful tool to your arsenal in case you are a Matte painter or a Generalist artist.

 

DETAILS

Duration : more than 60 hours

Next classroom session : June 2020

“Online Classroom” version price: USD 619.00 + VAT (30% discount for students)

Mode: pre-recorded lessons delivered 3 times a week, recorded and live Q&A sessions on the Slack platform

Support : live support on Slack, e-mail support, exercises

N.B. attendance will however be planned and / or varied according to the needs of the participants in the session

 

TIMETABLES PROBLEMS?

In the event that you have difficulty managing your schedules and it is complex or impossible to follow the lessons, we can organize the course in 1-to-1 mode. Same program, same techniques, but times and days planned according to your needs, instructor who follows only you and in case you are interested you can also modify the course program according to your requests. If you want to follow the course in 1-to-1 mode, the price increases by 70%, bringing the final cost to USD 1049.00 + VAT.

This option is also provided for groups, and in the case of companies we can also organize the course at your location, to find out costs and / or surcharges contact us by email.

STUDY PLAN

With this course our study path will be divided between the understanding of lighting techniques and rendering of environments and materials, the study of colors, elements of photography, compositing, color grading, tricks and functionalities useful for photorealistic and non-photorealistic rendering, optimization of delivery times and quality, with deep attention to how we work in real productions.

We will use Clarisse to fully understand the techniques of look development, management and planning of the shot / scene, assembly scenes, set dressing, creation of environments of various types, from minimal to environments with billions and billions of polygons and objects. For compositing we will use Fusion, but the techniques used will also be applicable to other software such as Nuke, particular attention will be given to the concept of procedurality and integration with other software such as Houdini, 3DS max, Terragen, Gaea, etc. etc.

INTRODUCTION

In this section we will present the software, its history, integration within existing pipelines, we will take a journey into rendering theory and its main algorithms:

  • History of the “Clarisse” project: from the presentation of v.1.0 to today
  • What is look development / What is software like Clarisse actually
  • Advanced scene techniques and image evaluation: the power of Clarisse
  • Understand the linear workflow / LUT and other standards such as OpenColorIO and ACEScg
  • Clarisse User Interface: how to take the first steps in software and become productive quickly, customization and analysis of the various modules available
  • Manipulation and modification of the main objects, constraints, parenting, subdivision surfaces, smoothing, shading groups, displacement
  • Complete analysis of the attribute editor
  • Particles, Advanced scattering and scattering nesting, Particle Baking, Particle Painting, Properties and Painting properties
  • Groups, Contexts, Geometries, Combiners
  • Integration and communication with Gaea, Houdini, 3ds max, Terragen, etc. etc.
  • Scene management, assets, layers, resource management, lighting setup, path manager
  • Animation management, playblast, expressions, variables, etc. etc.
  • Clone stamp tool, 3D View and Image multiple view, Context and Scene browser

TEXTURE AND MATERIALS

How the materials work, how to manage them, how to exploit the texturing and the functionality of the shaders to simulate real surfaces, add realism with the micro-details, age the surfaces and anything else that can be useful in the texturing and shading phase:

  • How the Clarisse materials are made, analysis of the various shaders available
  • Standard AlShader and Disney Principled Shader
  • Bitmap and procedural texturing, pros and cons
  • Management of very high resolution textures in cinema, (UDIM, MipMapping)
  • Blending of materials, 2-sided materials, Layered material, nesting of materials: how to create complex and realistic surfaces
  • Simulation of natural procedural surfaces (sea, rock, snow, ice, vegetation, etc. etc.)
  • Subsurface scattering, Skin shading, translucency and volume rendering for the simulation of fog, volumetric lights, clouds, smoke, etc.etc.
  • Analysis of the main available nodes, (Math, Procedurals, Color, Utilities, etc. etc.)
  • Scope textures, Slope control, Ramp management, etc. etc.

LIGHTING AND RENDERING

In-depth analysis of the functions and rendering parameters are the basis for the complete knowledge of Clarisse and its rendering engine, once we know how to technically master the rendering engine, this becomes one of our most powerful artistic tools, plus we will see how to manage lighting following advanced techniques and production tricks:

 

  • Analysis of Clarisse’s lighting systems
  • Different types of light rigs for different lighting situations (internal, external, studio lighting, etc. etc.), analysis of the most used systems, analysis of reference plates
  • How to make a lighting rig interesting and how to use it for a cinematic look
  • HDRI, dome light, IBL, lighting balance, IES lighting, advanced light properties in Clarisse, Portals
  • Sampling, complete analysis of how to manage it to optimize quality and yield times, (analysis of the various AOVs)
  • Advanced sampling techniques, adaptive sampling and diagnostic AOVs
  • Light linking, scene layering and interaction
  • Massive instancing, ownership control of instances within the material editor
  • Volume rendering and VDB data management for the rendering of smoke, fire, clouds, etc. etc.
  • Toon shading
  • Motion blur and depth of field
  • OSL
  • Shading layers and shading variables
  • Light Pass Expression
  • Hair shading, irridescent materials
  • Integration and shadow catching
  • Management of displacement and bump
  • Export formats, LUT management
  • Megascans, what it is and how it can be managed with Clarisse iFX

COMPOSITING

The finalization of the look is done in a photo editing or compositing software, specifically we will see how to work on the pre-comp and then on the final compositing using the render passes created by Clarisse within Fusion / Nuke, and we will understand which elements to add, how to rebuild the beauty pass if necessary and how to drastically change the rendering look by working on colors and effects:

  • Introduction to using Fusion, UI and nodes
  • Pre-comp, when to make it and what it is for
  • Analysis of the various render passes (beauty, reflection, refraction, specular, ambient occlusion, depth, light selects, cryptomatte)
  • LUT, Color correction, Color grading, Chromatic aberration, DOF, dust, MBlur, everything you can do in comp to manipulate the image and its look

FINAL PROJECT / ESERCITAZIONI

FINAL PROJECT / EXERCISES

As the various themes and functionalities are deepened, we will face practical exercises together, others will be assigned and supervised by the instructor, so that we can start building a first version of your portfolio or enrich the existing one with the new skills acquired. The difficulties of the exercises will be aligned with the issues addressed up to that point, management, planning and review will be simulated as in production. Some of the proposed exercises will deal with: interior rendering, complex massive scattering and manipulation, car / vehicles rendering, lighting / shading for VFX shots, etc. etc.

Even more interesting, at the end of all the lessons, a series of bonus videos will be released that will show how to manage a complete final scene of everything starting from the assembly, through lighting, shading, animation, FXs and final compositing.

TALK WITH US

If you need support or informations, or for anything else, contact us!

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info@proteusvfxschool.com