13 second TV gig

I’m still freelancing for now, and thought a 13 second ID is cakewalk! Well, not quite, but was doable. Can’t speak of specifics yet, but a 1 person do-all faces lots of issues I thought were easy.

Transparent mapped polygons and shadows have lots of issues.
Set shader shadow attenuation=OFF. Shadows (ray) cast are affected by angle of surface normals, so it must be off for any objects like architectural people boards.
Reflections are easy with useBackground, but shadows were a pain. I’m sure there’s a better method, but my shading experience is limited now.
useBackground for a groundplane doesn’t work, because this shader doesn’t have the common shadowAttenuation. So I get weird clipped out shadows and the ugly poly shadows. A makeshift method is use a normal shader instead, but colored. Key the color out later. It’s not great because the ground borders shouldn’t be visible in shot (curved up corners like a greenscreen set), and real uniform light for the plane is needed, since ambient/incandecence and other tricks of uniform color washes out shadows completely.

So far it’s all raytraced shadows, and soft shadows work but slooow. Although I should give mentalray a try, I need to hack my way in a short time and a test render shows mr shadows with the exact problem maya has.

A last issue I couldn’t fix with uping reflection limit or any other settings is when transparent mapped planes intersect, the shadow cast from that region is gone. So we get nice shadows with odd poly shapes cut out.

I’ve also defined an asset for “ambient occlusion” between these transparent planes. It’s really just final gather. But the boards were background elements so raytraced shadows sufficed. There are actually two ways for transparent AO (mentalray AO only supports plain geometry). One is normal FG, very easy and no special shaders. The other is the mr shader network you’d find if you google it. The FG shader seems more predictable, but I haven’t tested enough to compare their quality. I just find the simple FG has more varying shades (noise?). Theoretically AO is a white environment subset of FG, but getting FG to have clean results for sharp edge shading on white needs quite some tweaking.

Do I like freelancing? Well, it’s fun, sometimes. And exhausting, always. Don’t think of earning, because after you’ve done a few months, you’d be glad to earn a fraction of a month’s rent. I “landed” two official jobs recently, stable pay, insurance and all, but too bad this country’s foreign worker regulations make it impossible. What a shame. It’s a pretty island. If it doesn’t work out…well then it’s Singapore, Canada, EU, Hong Kong!

10/18/2009. art. Leave a comment.

bluebird…

i wonder why screencaps are harder for me than coding and fixing 3d? anyways. I’m organizing the old bird rig into a screencap presentation. Publicizing works is quite important, as it keeps me more organized and on task. I’m still quite surprised why I made 60+ shelf scripts (mostly MEL) just for the BIRD! And a few aren’t just short tool scripts.
Hoping this video turns out well, I’ll do a first pass into revisiting just what this bird does….stay tuned

10/02/2009. Tags: . art, code. Leave a comment.

Website organized

Website! Yay cleaned up the homepage, mostly CSS details, and clean graphics (gophercg). I still prefer the minimalist feel (maybe major turn-off by making a text console style LOL), but now it’s all pleasant and tidy. As for the grid in galleries I know how to use divs/spans for the presentation, but so far my site is fine in firefox and IE, so before I decide on a pure flash site, I’m keeping em tables! Image galleries are converted to Flickr sets too.

09/28/2009. art. Leave a comment.

cloth tear 02

Improved from cloth fracture 01, where the tearing was dynamic by the houdini cloth solver. In 02 I fixed the pre-fracture designs, by help of a houdini developer removing hidden fuse nodes. He filed this as bug 36556.

There is no tear/pull btw patches, but notice the left side are smaller pieces, while the right has longer strips. And I made the edge more jagged, which can’t occur if auto tearing does the breakage. It’d be nice however if I can pipe custom designs into the tear solve.

Also learned that packaged/defined nodes can be opened and allow editing (this is different from node lock). Basically change the default cloth object type.

09/22/2009. art. 3 comments.

zbrush (pics)

It’s quite weird as an effects/programmer to relearn CG modelling, especially when it’s been several years since I did extensive character/scene models. Now maybe I’m becoming a well rounded CG generalist, or maybe uping skills to extend fx ability even further, since a lot of effects do rely on understanding topology/model detail etc (more practical than supernovas and nuclear blasts?).

zbrush is pretty fun so far, but I wish to learn more about controlling topology, since it’s a bit insane to just make polys 16x denser whenever more detail in a small area or direction is needed. zbrush does surprisingly well on a laptop, but I’m worried for maya when it needs to process that poly weight.

First model in zbrush:



aweful head!!

(* 7 sided just for fun)

Initial tests with the basic Z tutorials:
vase
Radial symmetry sculpting is very nice and takes practice. I haven’t figured out ZProjection brush. The top of a dog head is embedded onto the vase. Maybe it doesn’t work with models with concave areas respective to view projection? So it’s like a z displacement?
sword
Move brush on the blade. I’d rather use some larger deformers like lattice, since move can distort details while moving in a nonsmooth way. The video did it pretty well, so I should try fiddling with settings and move more precisely. Handle texture I’m totally not getting, fillobject? I can’t paint color, only entire mrgb shaders, and the paint edges are poly jagged.

Later add old maya into the mix…more to learn!

(fullsized models)
CG models

09/21/2009. Tags: , , , . art. Leave a comment.

Houdini volumetric

dailies for Tuesday…
dabble in smoke. 1 clip rendered. I’ll post both when the 2nd render’s done.
There was a default volume material with no texture settings (1st clip), so I searched for a 3d texture that works like maya’s texturing in fluid.
It’s billowy smoke. I suppose it can be changed to perlin noise or others but I like the tweaked shadows+lighting now.

edit:
03 fixed motion, shadow, still a bit jittery:

02 good volumetric shadow, shading, “laughing intestine” is kinda disturbing:

01 flat aweful shading, too random:

For now I’m moving to web development. Maybe I could learn speed modeling to keep some dailies up, since every vfx takes longer timeframes to learn and develop.

09/15/2009. art. Leave a comment.

Tutorial: Wacom tablet fix

Wacom + Vista
The problem is common across Graphires and pro series recently. I’m not sure about Cintiq’s since I’m away from our animation lab and just what is a Bamboo.
Actually I experienced a pile of issues with the tablet and Vista. Perhaps getting back the old Graphire and xp would be the improvement.

Fix 1:

    Pen and input/
    Enable right click and eraser. Clear everything else on all tabs/parameters.

This removed weird conflicts between Vista’s tablet driver and wacom’s own driver. But Photoshop x64 had no pressure sensitivity, while my other x86, x64 apps are fine. So I installed the latest (5.1.1) wacom driver. PS is fixed, but now I joined everyone with right click/hold causes pausing or staggering issue. It’s reported in max and maya. I must hold right click and move it far enough to see maya menus, so productivity became a serious issue. Colleagues with Intuos also has this issue.

Fix 2 (from online):

    device manager/
    Disable wacom virtual HID device
    Features/
    Remove the Tablet PC Optional Components

This should remove some hogging processes and fix the stagger after restart. My Vista refuses to remove the “components” (mostly handwriting recognition + Journal etc), so I did the optional fix.

Fix 3:

    services/
    Disable tablet pc input service
    (KEEP TabletServicePen, which is the wacom driver)

This removes the 5 processes from wistip & tapTip. 3 pen_tablet processes remain for wacom. Caution: some CG artists found stopping the Vista service stops tablet use completely (no detection?). However, except for the usual nondetection between hibernation/sleep/boot requiring another reboot, I used the three fixes and Graphire runs slick.

08/17/2009. Tags: , , , , , , , , , , , , . art. Leave a comment.

abstract designs

particle concepts & fun with ink. MOV files below.

waving cloth structure

    First time using HDRI. Don’t laugh. Was reading HDRI tutorials before 2003, but when needed, I usually found IBL from normal images (like “LDRI”) sufficient and easy to design my own. For realistic soft environment lighting and GI-like shadows IBL has been great. But HDRI gives more definition to highlights and smoothness.

UPDATE: 2nd revision. I removed the odd flickering (due to mentalray sampling), but left some extra “sparkle” at one point for a starry sky feel. The DOF by floating point control was hard to use, but there’s still some rack focus I hope it’s effective. The “DESIGN” text is clearer now, with new frame compositions for the primary marks.
abstract designs

morphing sphere

    You’ll find a 2 petal and 3 petal pattern. weird?

lots of pastelly balls

    I tried the renderers to find a speedup, since we couldn’t use the shot because of the render times.
    hw 45″, mr 3:45″, sw 4″
    Yes 4 seconds for Maya software, sw wins again! And for 10k balls, raytraced shadows made more sense since each ball could receive shadows.

abstract designs

Chinese ink

    first try at an ink shot.
    I’m gathering some references, and there’s a wide variety, some with apparent methods (like that must be from so and so software + plugin…). Also it’s important not to overthink the movements. Some truly good ink splashes in 3Dare photographed and comped well.

08/08/2009. art. Leave a comment.

Animation Showcase & Finalizing…

We had our Tisch animation showcase 5/7. I’m quite impressed especially of the longer works. Andrew & Harry’s film worked out well–that painting and shading is awesome. Several friends back in intermediate animation finally ‘disclosed’ their films, and wow, gota see again Bethany’s vaccum dog PK and Connie’s flower seduction.

I really wanted to see SVA’s and other’s animation…happens to be during my finals and graduation (i did see Metrocaf at SVA) maybe next time.

So parts of my showcase is online, plus extras: Experimental animation. It’s mostly exploration into various animated media and computation from prof Rob Fergus’ expertise in image processing. I might explain some coding/procedure behind some works if it can make any sense to people. But the weird visuals come from permutations of {matlab, maya, flash, pencil, me}.

05/14/2009. Tags: , , , , , , , . art, code. Leave a comment.

Event: Remedy games

random notes…btw I never organized antiquated SIGGRAPH notes, but whatever, next time. Remedy probably would do awesome just selling their software, sweet scene designer, and I’d like to have realtime ambient occlusion!

Remedy game company

Art director Saku Lehtinen
Focus on IP development
architecture, design

Environment level designer MaxPayne2:
min iteration rule: process of code, export, test, update
realtime lighting, workview similar to game play
architectural realism, based from blueprints
Alan Wake:
3-5 years concept, R&D, & production
Platforms: PC, xbox360
custom environment editor: subdivision based landscape, auto view dependent LOD of separate objects and parts (eg a patch of landscape). Bezier curves based paths smoothing. Interactive blending of different materials, parts of landscape/cluster of objects (like density of trees). No texture seams!
Real time sunlight change, ambient occlusion.

11/23/2008. Tags: , , , , , , , . art. Leave a comment.

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