The pennant and stripes are raised and painted. So more like a badge than a decal![]()
Or an embossing.
The pennant and stripes are raised and painted. So more like a badge than a decal![]()
It's interesting that in the top picture, it appears that the Pennant on the side of the ship is actually Engraved into the hull and isn't just painted on.
Look at the highlight on the screen-left edge of the deflector dish, the way it jiggles around. Also the windows(?) on sides of the drydock arms flicker, as well. There are bright spots in those areas, but since they're smaller than a pixel and brighter than pure white, the renderer doesn't always "catch" them when it calculates what's within a given pixel. I don't know a lot about technical rendering theory, but my understanding of how anti-aliasing work is that rather than just calculating what's visible in the center of a single pixel once, anti-aliasing algorithms calculate different areas within a pixel and then average them together to get a softer, more realistic boundary between contrasting areas rather than hard stops along the pixel-grid (or "aliasing"). Since the highlights (or lights) are so much brighter compares to the areas next to them, every frame is getting different results when it looks in that area depending on exactly where the bright spot and the dark spots are, and its apparent in those spots because its so small, and so bright (and the post-effects adding halos and glows around bright light sources amplify the effect), while most of the frame either has less contrast between bright and dark on the sub-pixel scale, or the super-bright areas are much large than a pixel (like the engines on the worker bees, the honeycomb lights, or the highlight on the nacelle dome), so the bulk of the scene didn't need as much anti-aliasing as those areas we called out, and if they were pressed for time, they could've used less antialiasing and gotten the render back faster and it'd look fine for 95% of the shot.Being _not_ a 3D artist, could you explain what to look for to see what you're describing?
The exterior shots of the impaling torpedo make it obvious that they mean it to be the three round lights in the front of the ship.
The torpedo that lodges itself in the saucer is too far back for those to be windows on the front of the saucer edge, assuming that's even the same room as we saw for the conference.
It's interesting that in the top picture, it appears that the Pennant on the side of the ship is actually Engraved into the hull and isn't just painted on.
Look at the highlight on the screen-left edge of the deflector dish, the way it jiggles around. Also the windows(?) on sides of the drydock arms flicker, as well.
I don't know a lot about technical rendering theory, but my understanding of how anti-aliasing work is that rather than just calculating what's visible in the center of a single pixel once, anti-aliasing algorithms calculate different areas within a pixel and then average them together to get a softer, more realistic boundary between contrasting areas rather than hard stops along the pixel-grid (or "aliasing").
Oh, ok. I hadn't noticed that, and I thought he meant the still image, not the video. Now that you mention it, that is very sloppy.
I liked to play the "What was the last shot out the door" game with VFX-heavy episodes of nuBSG, back in the day. Of course, there'd always be some mistakes now and again (one time, using a preview-quality version of a stock shot they'd had for years, or being able to see parts of the models that were deleted because they were going to be out of frame sneaking in at the edges), but sometimes there'd be just one new shot that had no shadows, or no smoke effects, or no motion blur, and you could just tell someone had been looking at the progress bar the night before final cut, looking at the clock, cussing, unchecking options, and then hitting "render" again.
Pffft. Discovery lost their whole shuttlebay doorIf you watch the departure scene in Star Trek (2009) when the Enterprise slides away from the space port, you can see that a panel of the ship's Shuttlebay is missing from the render. A rather silly mistake.
Yeah, that was evident even last season. I'm not crazy about it.
(one time, using a preview-quality version of a stock shot they'd had for years, or being able to see parts of the models that were deleted because they were going to be out of frame sneaking in at the edges
I had a Jadzia Dax action figure when I was a kid. She had a removable uniform.My son is 10 and LOOOOVES Star Trek and he would never play with Trek toys.
You can see missing model pieces in “Water,” in one of the shots of the water tanks leaking, as well as “Pegasus,” in the closing shot of the Pegasus Vipers launching (in both cases, the arms connecting the flight pods to the main body we’re removed).Ooh, I'd love to know where in the show those were!
The “last shots” that always stuck out for me was Galactica’s first jump in the miniseries, where the flight-pods are extended, shadows are turned off, and the whole shot has a weird post-effect motion blur. A “final” version of the shot was used in the season two premiere. The other one was the big Pegasus intro shot in “Exodus, Part II,” where the shells are missing their usual flame and smoke effects, so they’re just yellow blobs popping out of the cannons.
You can see missing model pieces in “Water,” in one of the shots of the water tanks leaking, as well as “Pegasus,” in the closing shot of the Pegasus Vipers launching (in both cases, the arms connecting the flight pods to the main body we’re removed).
The big one that always jumps out at me is the Cylons marching on New Caprica at the end of "Lay Down Your Burdens."
So is it me or do the shots of the ships from Part 1 look substantially less finished than those for Part 2? Despite working in visual design, I'm not versed in CGI, but the lighting and rendering of the ships in Part 1 looks much more rushed and video-game-ish than pretty much anything else this season (which on the whole has been quite good compared to Season 1, I thought). Maybe a casualty of the move from one to two episodes for the finale?!
Still (and this isn't an uncommon problem on Trek, but DSC has been one of the worst offenders), I wish they'd fiddled with the light rig for the model. The warp drive, impulse engines, and running lights were all on while the ship was in dock. It feels more real when the ships react to context (for instance, I love that the nacelles on the TMP and JJ-verse ships only switch on when they're actually going to warp speed, same with the impulse engines being dimmer when the ship is "idling"). On DSC, everything is switched on, all the time.That's my guess. They had to put most of their time and resources into the absolutely insane scope of the space battle in Part 2. The most photoreal starship shot this season in my opinion is the first shot of the Enterprise in drydock at the very end of the finale. Not he wide shot, but the opening one with the worker bee.
The most photoreal starship shot this season in my opinion is the first shot of the Enterprise in drydock at the very end of the finale. Not he wide shot, but the opening one with the worker bee.
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