Just in time for Christmas.... oh wait, isn't there another Holiday or 2 between now and then? Ah who cares about those holidays, we all know the only holiday that counts is the one where people spend the most money. At least that's what stores seem to think. Honestly I love Halloween and Thanksgiving, but for my latest project in my Renderman class (VSFX 319), we had to model snow globes. While one girl in class actually did do a Halloween themed snow globe, I couldn't help but equate snow globe with Christmas. So I decided to model Santa's Workshop.
The assignment was specifically to learn IBL (Image Based Lighting), which is a way of taking a very specific image (HDRI) of an environment and putting it in a scene, allowing the computer to calculate the lighting of the scene based on the values in the image. It's kind of like taking an environment and putting it into your scene. Sounds magical, but it is really not going to look right. Imagine taking motion capture data and just leaving the raw data on the character and displaying that in a movie... it doesn't look good, trust me. Animators need to adjust and tweak and fix the raw data into something that looks good and suitable for the character. Just like that, I have to take this IBL and tweak it, add lights, adjust values, etc. to make the lighting look realistic like the object belongs in the scene.
We also had to use a specific Global Illumination technique, and actually got to play with 2 methods of it. One uses Point Clouds to calculate illumination and occlusion, while the other uses ray tracing. The point cloud based method is faster, stores the data to speed up processing later on, and developed by Pixar, but prone to inaccuracies. The raytracing method is longer, but more accurate. I used a hybrid technique where I raytraced, and then stored the data to speed up the processing. It took about an hour and a bit to render these, but it was surprising to see some students with render times ranging from 20 minutes to over 4 hours!
I haven't quite dialed in the lighting all the way yet, and I am still working on the camera focal length (so expect more updates on this one later), but for now, I am relatively pleased with the results of my work, but I'm not going to leave it there. For now, though, enjoy these three images. Ho ho ho.
Showing posts with label refraction. Show all posts
Showing posts with label refraction. Show all posts
Thursday, October 17, 2013
Snow globes
Labels:
3D,
Depth of Field,
lighting,
Maya,
nature,
photographs,
Pixar,
reflection,
refraction,
Renderman,
ribs,
SCAD,
textures,
VSFX
Monday, May 13, 2013
Photo Preview
Today I have for you a preview of my final project in my photography class.
The final project in this class is to take a photographer (or other artist), and either try to mimic their style and work, or improve on it. Since I would rather learn from others, and not show them up, I chose to mimic a photographer. After much searching, my wife and I found Michael Eastman. Michael Eastman began taking pictures in 1972, and his work is really impressive! He has done a series of different subjects, from Americana to horses to abstract to Cuba. His images have a certain aesthetic appeal I really like, and I find that his study of reflective, refractive, transmitting of light in a city at night is intriguing, bordering on abstract, but with a certain sense of place. You look at things you see everyday in a new way, or at things people never notice at all that's right in front of them.
Usually his images are of textures and play of light. I have to wonder how he gets into all these places, but I really enjoy his work. I spent the better part of a weekend (with some planning beforehand) taking pictures around Atlanta. Here is a preview of some of these images.
I will also be using a similar aesthetic to follow is Vanishing America series, contrasting the big city with rural country.
In the end, I have to pick a grand total of 10, so that's around 5 for each study. But what I really care about in this is keeping consistant with te aesthetic and building some good photography samples for my demo reel.
Enjoy!
The final project in this class is to take a photographer (or other artist), and either try to mimic their style and work, or improve on it. Since I would rather learn from others, and not show them up, I chose to mimic a photographer. After much searching, my wife and I found Michael Eastman. Michael Eastman began taking pictures in 1972, and his work is really impressive! He has done a series of different subjects, from Americana to horses to abstract to Cuba. His images have a certain aesthetic appeal I really like, and I find that his study of reflective, refractive, transmitting of light in a city at night is intriguing, bordering on abstract, but with a certain sense of place. You look at things you see everyday in a new way, or at things people never notice at all that's right in front of them.
Usually his images are of textures and play of light. I have to wonder how he gets into all these places, but I really enjoy his work. I spent the better part of a weekend (with some planning beforehand) taking pictures around Atlanta. Here is a preview of some of these images.
I will also be using a similar aesthetic to follow is Vanishing America series, contrasting the big city with rural country.
In the end, I have to pick a grand total of 10, so that's around 5 for each study. But what I really care about in this is keeping consistant with te aesthetic and building some good photography samples for my demo reel.
Enjoy!
Labels:
atlanta,
color,
lighting,
photographs,
photography,
reflection,
refraction,
SCAD,
study,
textures,
WIP
Thursday, May 2, 2013
Diner
So you remember yesterday how I showed you all a sneak peak of my project for today... well I finished everything and it looks great! I plan to do more with this though, but I am satisfied with where I got it for now.
In this scene, I modeled the background, the bottles, the cups, the plates, the ketchup the salt and pepper shakers... pretty much everything except the chairs (which you can barely see), the bottle caps (which I adjusted for my scene), and the flatware (which I also adjusted). All the textures (with the exception of the photograph in the back) were made by me. With the exception of the labels, they are all procedural.
This project was specifically designed to show reflection and refraction, which is why almost everything in the scene has some of this on it.
In the future, I plan to adjust the plate thickness, adjust the brightness of the glasses, add some wear and tear, model a booth, fix the background, and give it all new lighting. I also plan to take this into Nuke, and do some post production composite work on it.
Again these are all NURBS (which the exception of the table and salt shakers, and the things I didn't model), which are really underrated. NURBS can be used for so many different things, and or really great tools to use, I am surprised more people don't use these. I would like to learn for Subdivision modeling on my own, but for now, NURBS are doing a fantastic job. I am also really pleased with the way the table came out and the Coke bottle. The ketchup was also fun to do and very effective.
So enjoy my newest render. I will post more when I make edits to it in the future.
Now I'm hungry...
In this scene, I modeled the background, the bottles, the cups, the plates, the ketchup the salt and pepper shakers... pretty much everything except the chairs (which you can barely see), the bottle caps (which I adjusted for my scene), and the flatware (which I also adjusted). All the textures (with the exception of the photograph in the back) were made by me. With the exception of the labels, they are all procedural.
This project was specifically designed to show reflection and refraction, which is why almost everything in the scene has some of this on it.
In the future, I plan to adjust the plate thickness, adjust the brightness of the glasses, add some wear and tear, model a booth, fix the background, and give it all new lighting. I also plan to take this into Nuke, and do some post production composite work on it.
Again these are all NURBS (which the exception of the table and salt shakers, and the things I didn't model), which are really underrated. NURBS can be used for so many different things, and or really great tools to use, I am surprised more people don't use these. I would like to learn for Subdivision modeling on my own, but for now, NURBS are doing a fantastic job. I am also really pleased with the way the table came out and the Coke bottle. The ketchup was also fun to do and very effective.
So enjoy my newest render. I will post more when I make edits to it in the future.
Now I'm hungry...
Labels:
bottle,
Coke,
ketchup,
Maya,
NURBS,
procedural textures,
reflection,
refraction,
SCAD,
shader,
textures
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