Friday, December 7, 2012

Some renders

There's a facebook group for mexican artists doing CG and VFX and they are posting their rendered images of a small scene. So I did my render using 3Delight :)



And since my current project is *almost* finished and I'm learning new tricks for the upcoming tasks, here's a mantra pbr render too! (missing textures due to the abcMaterial limitations on current Alembic implementations)






Friday, November 30, 2012

soju


Small break.. I need mandu now.

Friday, November 16, 2012

3Delight for Maya | Nuke Relight Passes

Usando la escena del dragon, ¿como obtener world normals y point position para re-iluminar en nuke?



Thursday, November 15, 2012

Saturday, November 3, 2012

Nuke | lo básico con render passes

En el tutorial anterior con 3Delight vimos como renderear AOV's o render passes en un solo archivo OpenEXR.. pero ¿como lo controlamos al momento de componer?


Este ejercicio es para nuke, pero aplica a todas las herramientas de compositing (voy a asumir esto) :)





3Delight for Maya | render passes

Algunos videos que hay en la pagina de 3Delight no estan actualizados en cuanto a los render passes, asi que vamos a ver como obtenerlos en versiones mas recientes.



Friday, October 26, 2012

Mocha Pro v3 | :O

Hace unos dias buscaba información de planar trackers y camera trackers. Con mayores resultados esta obviamente Nuke, que integra soluciones para ambos casos, pero los resultados no siempre son tan buenos o tan sencillos de conseguir.

Buscando en VFXtalk, encontre Mocha Pro pero no me sonaba mucho el nombre. Para no hacer el cuento largo, pense que seria bueno probarlo...


Wednesday, October 24, 2012

3Delight for Maya | Visible in Reflections


3Delight for Maya 6.0.21 - 2012-09-25

  • Objects now visible to specular rays as per render stats attr by default. This can be disabled by defining the “_3DFM_NO_DEFAULT_RT_VISIBILITY” env var.
  • Fixed issue with GI & env maps generated from Hypershade nodes (such as Env Sphere).
  • Fixed the rendering progress window on Maya 2012 and 2013.
  • Introducing IPR support!

Este release de 3Delight es importante, sobre todo porque puede causar problemas si se nos olvida que por default en Maya, todo es visible a reflejos y refracciones.

Con un solo objeto simple no debe haber mayor problema, pero si les pasa como a mi, que necesitaba speculars en algunas instancias... bueno, el render time de 1 frame con motion blur se iba a 2 horas!



Asi que no lo olviden (yo no lo hare): 3Delight es un *raytracer.

* No realmente.

Friday, October 19, 2012

jefeCheck for free

A Free, Easy to Use yet Highly Flexible High-Res Image Flipbook for Film and TV  Post Work that runs on Linux, Windows and OSX.





If you are using ubuntu 10.04 you may need to update your libstdc++6:

sudo add-apt-repository ppa:ubuntu-toolchain-r/test
sudo apt-get update

From synaptic, search libtsdc++6 and update this lib. After that you'll be able to run jefecheck :)

Thursday, October 18, 2012

dnPtcViewerNode | Maya 2013 Linux

Plugin dnPtcViewerNode para Maya 2013 y 3Delight (Linux). Pueden bajarlo de https://docs.google.com/open?id=0B3HCwjjdp4w7dEc1U196LWtxQlU y un point cloud de prueba (el de la imagen): https://docs.google.com/open?id=0B3HCwjjdp4w7SXRaZkxvTjM1VXM





Tuesday, August 14, 2012

3Delight for Maya | IBL

Hace unos dias me preguntaron como se usa el IBL con 3Delight. Asi que vamos a hacer un ejercicio rápido. Este es el link para la escena: https://docs.google.com/open?id=0B3HCwjjdp4w7TC1yODJ4Y2lZSTQ

Y el resultado será algo asi:


Wednesday, August 8, 2012

Realflow RenderKit 2

You probably know the RenderKit. You may also know it is a good product that can be found here: http://www.realflow.com/rf_renderkit.php

Well, sometimes I have to deal with realflow's bin sequences to render them and the last thing I want is to mess with NextLimit's scripts to make them work - Why? you may wonder...

rfrkRmsExecShelfCmd rfm rfrkRmsCreateMesher2;

// Error: Plug-in, "RenderMan_for_Maya.so", was not found on MAYA_PLUG_IN_PATH. // 
rfrkRmsExecShelfCmd rfm rfrkRmsUpdateVpMesh;
// Error: Plug-in, "RenderMan_for_Maya.so", was not found on MAYA_PLUG_IN_PATH. // 
rfrkRmsExecShelfCmd rfm rfrkRmsCreateParticler2;
// Error: Plug-in, "RenderMan_for_Maya.so", was not found on MAYA_PLUG_IN_PATH. // 
rfrkRmsExecShelfCmd rfm rfrkRmsCreateCloud2;
// Error: Plug-in, "RenderMan_for_Maya.so", was not found on MAYA_PLUG_IN_PATH. // 
rfrkRmsExecShelfCmd rfm rfrkRmsAssignDisplacement;
// Error: Plug-in, "RenderMan_for_Maya.so", was not found on MAYA_PLUG_IN_PATH. // 
rfrkRmsExecShelfCmd rat rfrkRmsCreateMesher2RAT;
// Error: You need to load the mtor plug-in before using this RF RenderKit toolbar button. // 
rfrkRmsExecShelfCmd rat rfrkRmsCreateParticler2RAT;
// Error: You need to load the mtor plug-in before using this RF RenderKit toolbar button. // 


I would like that everyone reading this could experience a little bit of my frustration right now. 

Should I post the final mutilated script for others having this problem? Maybe. Maybe I should just shut the fuck up and avoid particle sequences like the plague and demand meshes instead. 

"Just load the damn plug-in!", right? NO. I'm rendering with 3delight.

Thursday, July 26, 2012

3Delight for Maya 6.0.17

Update de la versión gratuita de 3Delight. Esto paso el 3 de julio, pero lo dejo aqui por si alguien aun no lo actualiza:

Aqui pueden ver el changelog
http://www.3delight.com/en/modules/dokuwiki/doku.php?id=3delight_for_maya_changelog

Y aqui para descargarlo:
http://www.3delight.com/en/index.php?page=3DFM_download

3Delight Studio PRO tambien fue actualizado a la version 10.0.50:
http://www.3delight.com/en/index.php?page=3DSP_download

Aqui el changelog:
http://www.3delight.com/en/modules/dokuwiki/doku.php?id=3delight_changelog

Alguien me pregunto acerca de ibl y 3delight.. creo que es lo que sigue :)

saludos,

Tuesday, June 12, 2012

Update


So, has been weeks since the last update, right? That's why I'm just posting a small update:

There is an update (and alpha version) of Miarmy. This time, what makes me wet my panties is the procedural support when rendering with 3delight - also vray support and mental ray proxies. You can download it from the new webpage here: http://www.basefount.com/home  but of course is not the only new thing (but that what's I do mostly).



This one is from another test using only simple actions and transitions.. really cool and hopefully with newer versions we will see a better response from physx.

Finally and related to the procedural thing, just take a look on the changelog from 3delight for maya : http://www.3delight.com/en/modules/dokuwiki/doku.php?id=3delight_for_maya_changelog (hint: want to load your sdl files and connect maya nodes to them?)

Also, how about some Castlevania?


That's all for now, believe me, I want to finish the posts that are getting old in 'Draft' section, I will do as soon as I can.

peace

Thursday, March 29, 2012

AtomKraft 1.1 Released

I'll quote Paolo Berto here:

Dear micropolygon shufflers.
some awesome news from Jupiter:

* AtomKraft/Nuke 1.1 has been released today.
Despite the small increment in the numbering this is a major release, with new features, huge performance improvement and lots of fixes. Please check the full version release notes for more details.

* The highly anticipated Free-as-in-BeerTM AtomKraft/Nuke 1.1 free version has been released too!
This special free version has an embedded licensing, just download, plug & play.

* We have now a new product oriented website with full info & access to many (support) resources:

  https://atomkraft.hk


One more thing: it's been emotional. 
Let us know what you think & keep pushing pixels down the pipeline!


Best Regards,
Paolo & the AtomKraft Team!

paolo berto
/*jupiter jazz*/ — visual research

Has been a slow month, right? But this deserved the new post. I am just waiting a few more days to update the blog, so stay tuned.

Monday, February 20, 2012

Miarmy 1.2

I've been doing some research on crowds for a couple of weeks now. Coincidentally, I read about Miarmy releasing its linux version (I think it was version 1.0) and I decided to give it a go. It didn't go well and I had to go back to rib archives and some mel but a few days ago I was browsing the examples and saw a new 1.2 release.

This time every example was working perfect. The render part is still a bit tricky but they give you an alternative to the 3delight built-in mechanism which will create geometry (a killer option when there's heavy geometry and lots of agents).

I managed to get my first tests in a couple of days. I'll see if I can get something decent to render soon :)




Tuesday, January 24, 2012

3Delight for Maya | Partículas

Este es lo mismo que tengo en el otro tutorial que anda por allí, solo en español ;)

Bueno, la escena la pueden descargar de aqui  es básicamente una esfera en movimiento, que ademas esta emitiendo particulas. El emitter type es surface y en el tab texture emission attributes, el checkbox de inherit color esta activo. Aqui mismo esta conectada la rampa de color de la esfera y finalmente, particleShape1 tiene opacityPP y rgbPP activos tambien.

 

Monday, January 23, 2012

3Delight for Maya | Subsurface Scattering

You want some subsurface scattering using mental ray shaders but rendering with 3delight? Sure, no problem:


Thursday, January 19, 2012

The Pirate Bay

INTERNETS, 18th of January 2012. 
PRESS RELEASE, FOR IMMEDIATE RELEASE. 

Over a century ago Thomas Edison got the patent for a device which would "do for the eye what the phonograph does for the ear". He called it the Kinetoscope. He was not only amongst the first to record video, he was also the first person to own the copyright to a motion picture. 

Because of Edisons patents for the motion pictures it was close to financially impossible to create motion pictures in the North american east coast. The movie studios therefor relocated to California, and founded what we today call Hollywood. The reason was mostly because there was no patent. There was also no copyright to speak of, so the studios could copy old stories and make movies out of them - like Fantasia, one of Disneys biggest hits ever.

So, the whole basis of this industry, that today is screaming about losing control over immaterial rights, is that they circumvented immaterial rights. They copied (or put in their terminology: "stole") other peoples creative works, without paying for it. They did it in order to make a huge profit. Today, they're all successful and most of the studios are on the Fortune 500 list of the richest companies in the world. Congratulations - it's all based on being able to re-use other peoples creative works. And today they hold the rights to what other people create. If you want to get something released, you have to abide to their rules.

The ones they created after circumventing other peoples rules. The reason they are always complainting about "pirates" today is simple. We've done what they did. We circumvented the rules they created and created our own. We crushed their monopoly by giving people something more efficient. We allow people to have direct communication between eachother, circumventing the profitable middle man, that in some cases take over 107% of the profits (yes, you pay to work for them). It's all based on the fact that we're competition. 
We've proven that their existance in their current form is no longer needed. We're just better than they are.

And the funny part is that our rules are very similar to the founding ideas of the USA. We fight for freedom of speech. We see all people as equal. We believe that the public, not the elite, should rule the nation. We believe that laws should be created to serve the public, not the rich corporations.

The Pirate Bay is truly an international community. The team is spread all over the globe - but we've stayed out of the USA. We have Swedish roots and a swedish friend said this:
The word SOPA means "trash" in Swedish. The word PIPA means "a pipe" in Swedish. This is of course not a coincidence. They want to make the internet inte a one way pipe, with them at the top, shoving trash through the pipe down to the rest of us obedient consumers.
The public opinion on this matter is clear. Ask anyone on the street and you'll learn that noone wants to be fed with trash. Why the US government want the american people to be fed with trash is beyond our imagination but we hope that you will stop them, before we all drown.

SOPA can't do anything to stop TPB. Worst case we'll change top level domain from our current .org to one of the hundreds of other names that we already also use. In countries where TPB is blocked, China and Saudi Arabia springs to mind, they block hundreds of our domain names. And did it work? Not really. To fix the "problem of piracy" one should go to the source of the problem. The entertainment industry say they're creating "culture" but what they really do is stuff like selling overpriced plushy dolls and making 11 year old girls become anorexic. Either from working in the factories that creates the dolls for basically no salary or by watching movies and tv shows that make them think that they're fat.

In the great Sid Meiers computer game Civilization you can build Wonders of the world. One of the most powerful ones is Hollywood. With that you control all culture and media in the world. Rupert Murdoch was happy with MySpace and had no problems with their own piracy until it failed. Now he's complainting that Google is the biggest source of piracy in the world - because he's jealous. He wants to retain his mind control over people and clearly you'd get a more honest view of things on Wikipedia and Google than on Fox News.

Some facts (years, dates) are probably wrong in this press release. The reason is that we can't access this information when Wikipedia is blacked out. Because of pressure from our failing competitors. We're sorry for that.

THE PIRATE BAY, (K)2012

Tuesday, January 17, 2012

Build GCC 4.1.2 | Ubuntu 10.0.4

So, the stuff I forgot to backup before reinstalling my system (and switching from opensuse to ubuntu) is now evident :)

I need to compile some plugins using gcc 4.1.2 and that means a lot of deb packages to install. Then, when trying to build gcc (make -j 2 bootstrap) there was a recurrent error with makeinfo version.

Long story short: There's a bug which is finally solved here -> http://docwiki.gumstix.org/index.php?title=Buildroot#Makeinfo_.22Missing.22 and now everything is working again!

I'm using ubuntu 10.0.4 (Lucid Lynx) and makeinfo 4.13

edit - Oct 18 2012: Fixed the link to the new site. Also, probably you want to make sure texinfo is installed. If you get the stubs-32.h error while trying to build according to Autodesk Maya Linux Compiler Requirements, you can disable  using --disable-multilib or adding libc6-dev.i686 (Thanks to http://www.gccupc.org/gcc-upc-faq/article/compiler_build_fails_with_fatal_error_gnu_stubs_32.h_no_such_file_or_directory.html).

And just in case that the links above doesn't work anymore, you can get rid of the makeinfo bug editing Makefile in gcc-build and replacing "missing makeinfo" path with "/usr/bin/makeinfo".

Well, that's all for now. Don't forget to check the linux beta/demo of Miarmy!