Friday, December 2, 2011

Small update

3Delight for Maya was updated today (from 6.0.3 to 6.0.6). There is a lot of things fixed but one new piece added: “Depth of Field” section in the render pass; it contains attributes that control the bokeh (appearance of out-of-focus portions of the image).

Well, that's all for now. I want to post about render passes and how to insert your own stuff in maya nodes which sometimes can be handy. 

soon, reverend...

Thursday, October 20, 2011

3Delight for Maya | Physical Sun & Sky

3Delight for Maya 6.0.3 was released a few days ago.
I'll quote maxime here:
On top of the bug fixes, there is now support for Hypershade networks connected to the render camera's "miEnvironment" plug, and they auto-generate env maps for the GI effects. This allows support for the physical sky Mental Ray node with the Global Illumination effects of the Render Pass. See the "" scene in the examples folder for a simple setup showing how this works.
I finally had the chance to set up something more than spheres to show you how it looks (you may even recognize something I've used before):

Thursday, October 6, 2011

multi-channel exr & 3delight

I've been rendering some multi-channel exr files lately using 3delight. Everything is right but the size of every file is around 39 MB each and some sequences are very long. The compression I'm using is zips but I still feel I'm wasting disk space.. really.

UPDATE: I *was* using opensuse 10.2 and somehow, using "zip" compression in rendermn.ini was causing errors with nuke and others. After switching to ubuntu 10.0.4 everything is perfect (small files).. and makes me feel a bit silly. So my best advice would be: use ubuntu.

A Solution? Using python and nuke to rewrite the files with all channels into a new file. Of course this comes *after* everything is rendered and as a fix.

Reading some posts at vfxtalk and nuke forum, I got this as a base for a more robust script:


import sys
r = nuke.nodes.Read(file = sys.argv[1])
w = nuke.nodes.Write(file = sys.argv[2])
w.setInput(0, r)
nuke.execute("Write1", 1, 5)

Thursday, September 29, 2011

Viento en Contra - Making Of

Antes que nada, este es el setlist del concierto de anoche. Todo bien, ni un hueso roto (mio, al menos).

Y les comparto este video que subieron de Cine PREMIERE:

Después del estreno vamos a actualizar el video de missing frame.

Wednesday, September 21, 2011

AtomKraft | alpha channel

So, I'm rendering some scanline stuff in nuke and I thought I should take a look using AtomRender. Is a small project with some geometry but with extreme motion blur (done with vectorBlur nodes). Anyway, I create the AtomRender node, connect it instead of scanline node and... nothing. Well, there was something but wasn't complete.

This is using AtomKraft 0.9.1, by the way. From what I know, there have been lots of things fixed and this is not an issue anymore.

Friday, September 16, 2011

La Leyenda de la Llorona

A couple of trailers for the upcoming movie La Leyenda de la Llorona by ánima estudios.

I did lighting and shading in some shots.. was a different experience (in a good way). I'll see if I can post some stuff.

Thursday, September 1, 2011

3Delight for Maya | GI effects

Ok, so you probably know how to get proper GI effects using point clouds, right? If that's not the case or you think it is a bit hard to set up, then you have to take a look at the new GI tab in 3Delight for Maya 6.0.

Wednesday, August 31, 2011

3Delight for Maya 6.0.0

Singapore – August 30th, 2011 – DNA Research announces 3Delight for Maya 6.0, the latest major evolution of our fully integrated rendering plug-in for Autodesk Maya.

Starting immediately, 3Delight for Maya will be available as a package with a new entry level pricing. This package is aimed at artists as well as small to medium sized studio who wish to work with a fast, robust, production-strength renderer that is totally integrated into Maya.

This new release improves usability and user-friendliness through improving UI improved user experience in our Maya plug-in and includes many performance and quality improvements in the core renderer.

Highlights of version 6.0

  • A new "Global Illumination" UI - This tab allows for an easy control of global illumination settings, for both ray-traced and point-based algorithms and no furthershader programming is necessary. Multi-bounce global illumination effects are easilycomputed using photon mapping.
  • Rendering Optimizations - Ray-tracing and global illumination are faster for reflections, refractions, occlusion and shadows. Users can expect accelertion up to 50% in shading intensive renders.
  • Minimal Passes and Passes Templates - This feature presents the user with a simple, uncluttered, render pass interface. Users can add features as needed for maximum sability. Such passes can then be organized in templates for rapid access.
  • More efficient Relationship Editor - Large scenes are no longer a problem for the relation-ship editor. Scenes with thousands of nodes and assignments handle seamlessly.
  • Faster scene parsing - A "scene caching" feature through RIB fragments further improves rendering performance, especially the loading time.
  • UI Improvements - Many all-around improvements to the user interface increase productivity.
  • Latest Maya support - Autodesk Maya 2012 is supported.

Read the press release for further details or the release notes for a complete list of new features and performance improvements.

And there's a new pricing scheme as well, go get your free license!

Tuesday, August 23, 2011

3Delight for Maya | renderman code nodes & linear stuff

Ok, I was getting ready for next tutorial-like post but I thought I should take another read on some posts @ 3delight's forum.

Basically, using the next function in renderman code nodes and connecting your maya file node in the input will result in a "linearized" image, right?

color sRGBToLinear( color inCol )
float _r,_g,_b = 0;
if( comp(inCol,0) < 0.04045 ) { _r = comp(inCol,0)/12.92; }else{ _r = pow( (comp(inCol,0)+0.055)/1.055, 2.4 ); }
if( comp(inCol,1) < 0.04045 ) { _g = comp(inCol,1)/12.92; }else{ _g = pow( (comp(inCol,1)+0.055)/1.055, 2.4 ); }
if( comp(inCol,2) < 0.04045 ) { _b = comp(inCol,2)/12.92; }else{ _b = pow( (comp(inCol,2)+0.055)/1.055, 2.4 ); }

return color(_r,_g,_b);

Well, it won't. There's a file called DL_globals.mel in your 3delight installation which will perform a tdlmake call on every file node. This means we'll get a prefiltered image from a srgb texture map and this is incorrect. A solution? Well, we could simply edit that file (line 3269) from

string $cmd = "tdlmake -newer -mode periodic ";


string $cmd = "tdlmake -colorspace srgb -newer -mode periodic ";

But we have some exr and hdr files from time to time. Then we should check if the file is in any of those formats (linear) and modify that tdlmake call. Or we could simply use tdlmake in terminal on the textures to be used, outside maya. If we have lots of files, we can use a batch script (zsh works fine).

Long story short: This can mess up with the way you're rendering and that's why it is complicated to find the perfect workflow here, in the "web". From this point, it is better to assume everything read into maya is in the correct color space.

Some links:

That function, by the way, is from Nick Deboar's shaders posted here:

I'll fix some scenes and will get back with something useful (yeah, probably has been too much garbage around here for a couple of months).

Monday, August 22, 2011

Thursday, August 4, 2011

Wednesday, August 3, 2011

missing frame

Well, this is the new (2 years old) project called "missing frame". We will be showing some of our work and hopefully more interesting stuff from time to time.


What do you think?

Tuesday, August 2, 2011

AtomKraft Public Beta

The /*jupiter jazz*/ Rock & Dub band is excited to announce just few days before SIGGRAPH 2011 the immediate release of AtomKraft to the general public of the galaxy! This version is a release candidate for AtomKraft 1.0 which will then be available after SIGGRAPH. For the first time it is available on all platforms: Linux64, OSX64 and Windows64, both for Nuke 6.2 and Nuke 6.3.

Highlights for this version are support of NukeX 6.3 particles, Nuke 6.3 Displacement, our Atomic Light System™ and AtomDisplacement, all with enhanced rendering capabilities unique to AtomKraft.

Finally, after having been the first real integration of a 3rd part renderer into Nuke, AtomKraft is now also the first commercial product to provide Alembic (1.0rc) support & Cortex-VFX (6.0) integration.

To get it and


A list for the massive amount of stuff that is coming. This will be a nice second half of the year! Hell, I could attend the Strokes concert if I could be sure they will be playing Reptilia :)

Guests are OK with ticket.

Friday, July 22, 2011

Thursday, July 21, 2011

Nissan Versa

We finished a project for Nissan (with Cluster Studio).

The link with complete videos:

Too bad there's not high resolution videos yet.

Thursday, June 23, 2011

Thursday, May 19, 2011

We Need To Talk

about Kevin...

I liked the book. Now waiting for this:

There's some stuff I want to post about, but I've been a bit busy lately.

Thursday, April 28, 2011

Documentales Necesarios

Buscando cosas de wordpress llegue al blog periodistico de Juan Pablo ( y luego al post de "Documentales Necesarios" aqui

Me llamo la atención Religulous.

Veanlo, esta divertido.

Monday, April 25, 2011

Thursday, April 7, 2011

judas priest

Thursday, April 07, 2011

We are just finalising our South America/Mexico leg of the tour and are pleased to announce the following shows in Mexico:

30th September Mexico City Sports Palace - Mexico City/Mexico
1st October Telmex Theater - Quadalajara/Mexico
3rd October Banamex Theater - Monterrey/Mexico

Thursday, March 31, 2011

Super slow-motion motion

I've been a bit busy (:
But I wanted to share this.

Wednesday, March 2, 2011

3Delight for Maya | Quality Settings

So you've heard all sort of good things about 3delight (a renderman compliant renderer) and want a place to start? That's good. I'll try to help a bit with some basic stuff :)

Tuesday, March 1, 2011

maya 2012 announcement

By now you probably know about what's new in maya 2012.

I usually wait for the change on the maya window and splash screen only, so in the end there's always more than that ;) (except for 2010 I think...) but this time, there's something I'm more than happy to read:

mental ray Rendering
mental ray support for compressed .tif files
mental ray for Maya now supports input of LZW compressed .tif texture files.

It was about time.

Thursday, February 24, 2011

3Delight for Maya | Particles

This is a small tutorial to render particles in maya using 3Delight. I've prepared a scene where a sphere emits from its surface some colored particles (you need to add your own texture here, any hdr image will work). The particle motion is driven by a fluid to make it a bit more interesting :)

Deep Purple

Tuesday, February 22, 2011

Nuke Clone Bug Workaround -> :)

Ok, just found this. I had that problem with nuke 5.x and again a few weeks ago. I simply got rid of the cloned node but I had to find where that node was... :/

And here's a workaround for that.

What to do if nodes in your Nuke script go missing and you get a warning similar to can't read "C7696e510": no such variable?
(C7696e510 can be replaced by any string of characters and numbers)...

Monday, February 21, 2011

Friday, February 18, 2011

AtomKraft Beta 2

Esta aqui

Y se ve muy bien! Entre lo nuevo esta el soporte de assets y la integración de lo que despues veremos en Spectrum.

edit: Lo mejor es que pronto tendremos una versión beta publica, donde podran conocer mejor este plugin. O si no pueden esperar, pueden llenar el formulario en para ser incluidos en el beta 2.

Al rato que tenga algo interesante que enseñar, lo cuelgo del YouTube :D
esta super super super chido.

Saturday, February 12, 2011

Wednesday, February 9, 2011

Chipmunk in Slow Motion

fur, the missing link...

OceanSim Port for Blender

Este es uno de esos links que encuentro demasiado tarde.

Quick Review of Features

• New Ocean Modifier module that generates mesh wave displacement, as well as calculating the foam mask

• Updated Ocean Texture tool that allows the ocean sim data to be used for material/textures. The new Sync feature allows the OceanTexture and Ocean Modifier to work off the same OceanSim data.

• Ocean Texture can now use the Foam Mask data generated by the Ocean Modifier for material texturing of wave peaks, including animated dispersion

• Ocean Modifier allows baking of Per-Frame textures for Displacement, Foam Mask, and Normal data

Ocean tests from Matt Ebb on Vimeo.

Tuesday, February 8, 2011

3Delight / Blender

This was posted on the 3delight forums. Looks interesting

3delight/blender geometry from Matt Ebb on Vimeo.

Eye of the Storm

ok, back on track...

I just watched this. I find it inspiring.

And then this

Friday, January 28, 2011


Yay! 19 Marzo 2011 (Link a ticketmaster)

Vive Latino 2011 - Juana Adicción

Entre que son peras o son perones, esperamos una fecha adicional de Juanas Adicción (chance monterrey, chance guajadalajajara).

Monday, January 24, 2011

Salvando al Soldado Perez

Ya se anuncio para el 18 de marzo '11 esta película donde realizamos varios shots (algo asi como 40)

1:42 wink:wink

Friday, January 21, 2011

Dejame Entrar

Finalmente hoy viernes 21 es el estreno en México de la peli Dejame Entrar (Let Me In).

Vale mucho la pena que la vean, incluso si tienen la sueca en sus tops of minds. Veran (o no) efectos visuales de varios estudios, entre ellos Ollin Studios, para quienes realizamos un par de shots que esperamos pronto mostrar ^_^

Thursday, January 20, 2011

Fluid Simulations

Estos dias hicimos un pequeño proyecto que incluia algunos fluidos. La parte complicada fue el render, sobre todo porque no hay forma sencilla de generar motion blur con maya (maya software & mental ray).

Hay algunos trucos para renderear un pase similar a motion vectors, pero por el tiempo que teniamos no era posible hacer pruebas para ver que tan exacto era...

Esta vez una serie de directional blurs en compuesto fue la opción, pero creo que la próxima vez veremos a Floyd ( en acción :)

Fluid Simulation from eddgarpv on Vimeo.