自從皮克斯動畫工作室(Pixar)的第一部三維電腦動畫電影(3D Animation Movie)出來以後,人們對於三維動畫的品質要求越來越嚴苛,近幾年更發展出「間接照明系統」(Indirect Lighting)技術,藉由軟體中虛擬燈光所發射出來的「光子」(Photons)以模擬真實世界物體的間接照明效果,以及「SSS材質」(Sub-Surface scattering)來模擬類似皮膚或玉石等半透明物質的次表面漫散射效果,以達到更擬真的畫面表現。 本篇論文主要是探討《NOVA》及《心鎖》的故事創作過程,包含故事發想、細節討論,最後到故事劇情確定。 在技術層面上,會以Maya中的Mental Ray渲染器教學與自我使用創作心得做整理與歸類,使之後三維動畫的初學者能更快、更方便的找到軟體的使用方法,以便加速整體創作過程,減少摸索的時間。
People are more harsh in the quality of 3D animation, after the first 3D animation movie which produced by Pixar. In recent years, indirect lighting systems were invented. Indirect lighting systems can emit photons by the virtual light of software to simulate the effect of Indirect lighting, just like real world object. And Sub-Surface scattering systems can simulate the effect of translucent material, just like candle or skin. This paper is major in the story writing of “NOVA” and “Heart Lock”, include how to make the story, story detail and storytelling. At the technical level, this paper is major in how to use indirect lighting in mentalray and make the beginners of 3D animation can find how to use the software of Maya quickly. Than would be reducing the time to explore and speed up the whole creative process.