Pages

Thursday, August 30, 2012

Almost there..

Test composite, render going solid for a few days now

Also, tested out the motion blur 3d node in nuke to get some camera motion blur going in comp.. and camera shake in Nuke!


Some methods I’ve tried and determined to be useful were: 1) F_MotionBlur, which analyses the image sequence and generates motion vectors which are used to blur the image sequence accordingly, 2) MotionBlur 3D, which accepts an input camera from Houdini and uses the information to generate motion vectors, which are then used by the VectorBlur node to blur the image sequence during a camera move. Lastly, there is the CameraShake node which is insanely useful for, you guessed it, camera shake. The frequency jitters the image left, right, up and down to simulate camera shake. As a bonus feature, motion blur is also included!

Friday, August 24, 2012

Everyday I'm Rendering...

Did render optimisation for the whole of today, adjusting the pixel and ray samples to have a decent yet fast render.

Also tweaked the width attribute used in the wire sim so the oral arms would not fly off to the side. An interpenetration problem with the tentacles and head geometry was also solved by including more points in the gluetoanimation attribute. This way, I could get away with not simming the head geometry as an RBD collision object.

Thursday, August 23, 2012

Comp Update


Here's a video rendered overnight from yesterday. The swimming pattern comes from the refraction, which, while looking really good in a still frame, looks plain weird when moving. Tried smoothing the refraction out so it wouldn't be so noticeable, yet retain the complex patterns caused by the refraction. Hopefully I'll have a pleasant surprise tomorrow!

Wednesday, August 22, 2012

Updates

Updated render with some refraction going. I actually plugged the output of the pattern into the attenuation colour  of the refraction, giving the head a nice folded look. Hopefully it'll hold up when it's moving.

Also working on a particle sim for floating debris now!

Tuesday, August 21, 2012

Yet another slapcomp!

Here's the flipbook of the background jellyfish ropped out yesterday night

And another slapcomp! Experimented a little with the Godrays node (no I didn't make that up) and the iDistort node with noise to lend an underwater feel to the shot. In order to get the iDistort to work, the data must be shuffled into the uv channels of the main image. I also used a constant, a ramp, a radial and some noise nodes to create a background for the shot.

Monday, August 20, 2012

Render update



Another lighting/render test!


Also restructured my network and guess what? It now runs at least 10 times faster! Previously, what my network was doing was building geometry every frame based on the simmed wires. I restructured the network to construct the tentacles and oral arms and using wire capture and deformers to transfer the wire sim data to the geometry. A problem I faced here was capturing all the tentacle geometry as they might cross over into another tentacle's capture region and mess up. to work around this, I gave each tentacle a group using the connectivity and partition combo and did a foreach based on that.

Another problem I faced was having the wire sim in my asset and running in a foreach. This caused problems with my wire sim because it was iterating through my asset at each frame and overwriting the values of the jellyfish in the list before it. So the sim data from jellyfish 2 is overwriting the data from jellyfish 1, and it messed up the simulation, big time. So I had to do a workaround where I ran only the head in the foreach, and used the output to drive the tentacle and oral arm part of the network. And it seems to be working pretty well, since I'm nearing the end of my project and would spend the time more wisely by working on lighting than reworking the way the tentacles are simmed.

Friday, August 10, 2012

Progress update

Progress is really slow at this stage, and I can't really get a nice rim on my jellyfish. And I really don't want to have to light each of my background jellyfish individually. That would be just crazy.

Also fixed my wire sim today after having it hang Houdini. I knew something was wrong when it took ages to rop, but I didn't expect the wires to just explode. Turns out I turned cache simulation off while trying to fix a problem some time ago and the wire solver doesn't like that.


Thursday, August 9, 2012

Monday, August 6, 2012

Treasure Hunt

 Museum of Contemporary Arts
MOCA

 Sundial

Ends of the Earth
Bunker Hill
Twin Dragons at Chinatown




Sunday, August 5, 2012

Latest render test

Latest render! 

Rendering.. Argh

Encountered a whole ton of rendering problems, first it was the noise caused by the stochastic transparency setting that affected my SSS (which took me a whole afternoon of troubleshooting to figure out). And now it's the look development that's giving me a headache

Tried out a whole bunch of colour combinations, which obviously, look weird.




Saturday, August 4, 2012

PBR!

Created a repeating pattern around the head of the jellyfish the same way I created the frills, only in SHOPs this time. Rendered with PBR.


DOPs challenge in Houdini!

Friday, August 3, 2012

Jellyfishhhh test comp

Here's a test composite with a gradient background

Spent the most of today tweaking the shaders... And finally copied my kelp onto the proxy curves.. And a test composite. 

Wednesday, August 1, 2012

Jellyfish Shader!

Further refined my jellyfish shader and add extra functionality to my Mantra Surface by creating an opacity ramp going from the top of the head to the bottom in the mantra surface so the top would be more opaque.

Also adjusted the noise for the oral arms so it'll be more frilly.

The problem with the detached arms were also fixed by soft transforming the inner surface of the head down to intersect with the arms. Hopefully, it'll be hidden with the motion blur on.

Mr T.K. also dropped by and gave some tips on making my jellyfish look Pixar-ish. So I copied and peaked the head of the jellyfish and wrote a shader with an opacity ramp the goes from a colour to black, giving an extra layer of transluceny.