Onset Data Acquisition 1003

This course will teach you the skills to acquire industry-standard data for Visual Effects, Feature Animation and Games.

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21.01.2021 - 14.04.2021
Tutor
Jahirul Amin

Learn the tools and processes to capture onset reference

This course, brought to you in collaboration with Clear Angle Studios, Rebellion Film Studios and Camberwell Studios, will give you the skills to acquire industry-standard data for Visual Effects, Feature Animation and Games.

This course focuses on the process and workflows to capture onset reference, such as capturing HDRIs and photogrammetry to shooting lens grid shoots and data wrangling, for the purposes of recreating believable digital assets and environments.

Course Details

  • Type: Online
  • Level: Beginner
  • Duration: 10 weeks
  • Format: Pre-recorded videos and weekly live sessions
  • Live Classes: Wednesdays, 18:00 GMT
  • Assignments: 2
  • Tools: VFX Camera Kit
  • Prerequisites: None
  • Course Access Time: Lifetime

Practical training for capturing industry-standard data

Industry partners

Lessons in this course

  • 01. Introduction to Onset Data Acquisition, Etiquette and Who's Who

    This lesson we will explore what data is captured onset in order to create believable digital assets and shot-based imagery. We will also explain who’s who onset and look at how to go about achieving working practices which ensure the VFX team are seen as an integral part of the shoot team and not a nuisance.
  • 02. Introduction to Cameras and Lenses

    Before diving into the process of capturing data, we’ll look at the basics of cameras and lenses, covering topics such as F-Stop, shutter speed and ISO.
  • 03. Shooting HDRIs and Panoramas

    In this lesson, we’ll cover the process of shooting HDRIs with a full-frame Canon camera, a fisheye lens and a Ninja Nodal for the purposes of lighting. Following on from shooting HDRIs, we'll focus on using similar techniques to capture panoramas for the use of texturing, camera projections and digital matte painting.
  • 04. Shooting Texture and Look Development Reference

    In this lesson, we will cover the process of capturing texture reference using cross polarization techniques. We will also look at some of the additional reference you can capture that will be valuable to the look development team so they can get a better sense of how the asset materials respond to light.
  • 05. Shooting Geometry Reference

    Capturing geometric reference is both useful for the modelling and the camera tracking departments. We’ll look at how to go about capturing reference for both assets and environments to support both teams.
  • 06. Asset Shoot Exercise

    Using the techniques demonstrated in the previous lessons, we’ll run through the process of capturing a full data set (geometric, texture, look development and lighting reference) for an asset.
  • 07. Data Wrangling and Witness Cameras

    This lesson will look at what camera and lens data should be captured onset for the purposes of VFX post-production. We will also look at shooting witness cameras, which will allow you to capture additional reference and viewpoints of what happened on-set during a take.
  • 08. Shooting Lens Grids and Grain Test

    In this lesson, we will look at the steps to shoot lens grids to allow for the undistorting of plate photography, and capture grain information to match camera grain qualities.
  • 09. Tracking Markers and Green Screens

    In this lesson, we will cover how to go about placing tracking markers for camera tracking and setting up effective green screens for rotoscoping
  • 10. Shot Shoot Exercise

    Our final lesson will incorporate all the techniques covered in the course to run through the process of capturing onset data for the purpose of using them in shot-based tasks for post-production

Tutor: Jahirul Amin

CAVE Academy Founder | VFX Teacher

Jahirul Amin is a Computer Animation and Visual Effects Teacher and Consultant. He specialises in designing and delivering courses to create solid and diverse production ready skills in all 3D related departments and across a number of facilities worldwide. His background in academia feeds into his ongoing connections with Universities and Colleges which provide Computer Animation and Visual Effects courses. He is also involved in course and examination design as well as lecturing, running workshops and mentoring.

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