The biggest problem of CG is actually, that everything is possible. Often some weird camera moves are just added for the sake of it and not because they are telling the story or something similar. Same goes for lighting. I think, it’s always good to base your shots on the reality and then add on top. Christophe Brejon created this great compendium was a ton of information, gathered from his experience and some outstanding Leads. One of them is Craig Welsh, he was my lighting supervisor on the Lego Ninjago Movie. I learned so much from him, so it’s even better to have some of his great knowledge written down.
A few weeks back, I was watching Toy Story 4 in the cinema. There were several moments, were i looked at my girlfriend and she almost had tears in her eyes because of this super emotional story telling and well written characters. Afterwards she told me, that experienced the same when she looked at me…. but in this case it was just, because it was so beautiful. The shading, lighting and camera work was just astonishing. Definatly the part, that sets Pixar apart from all the other Studios. This Video is a great example of all the thoughts that they put behind the cinematography.
Just found this great post at the chaosgroup board concerning random colors per object.
Normally i used the vrayUserColor and user attributes to create random hue shifts (more infos here) but this solution sounds even better. need to check it out for myself. as far as i know its only working with the nighly build after the 20th january for now.
thats what yolov wrote: "Here's a quick example of how it works, along with a scene that I'm attaching: - add extra vray attributes to a samplerInfo node (this will expose additional outputs to the samplerInfo) - connect the samplerInfo.vrayRndomByID to a ramp's vCoord (if you're using a vRamp) OR uCoord (for a uRamp) | or both, if you intend to switch between ramp modes --> the ramp's position and color values will be the range of colors to be distributed to the objects --> plug the ramp into a shader and use the same shader on lots of objects"
for more, have a look at the thread.