Continuing on the topic of AOVs with another brief anatomic study. This article closes my series on post-render image manipulation, I believe and hope that understanding of other AOVs like Z-Depth, Direct/Indirect Lighting passes or World/Rest Position can be easily derived from the principles already discussed, common sense and the Internet. And the following video could serve as a good example of utilization of these principles.
Now let's take a look at the UVs...
Render Elements: Normals
Packing Lighting Data into RGB Channels
Storing masks in RGB channels
CG|VFX reel 2015
CG|VFX reel 2015 from Denis Kozlov on Vimeo.
My reels tend to become shorter and shorter. Here goes the new one – a generalist's reel again, so I have to take the blame for most of non live action pixels – both CG and compositing. With only a couple of exceptions, the work has been done in Houdini and Fusion predominantly. Below follows a breakdown describing my role and approach for each shot.
On Wings, Tails and Procedural Modeling
Project Aero: Procedural Aircraft Design Toolkit for SideFX Houdini |
I find Houdini a very powerful tool for 3D modeling. In fact, this aspect was largely motivational for me to choose it as a primary 3D application. And talking procedural modeling I mean not just fractal mountains, instanced cities and Voronoi-fractured debris (which all can be made look quite fascinating actually), but efficient creation of 3D assets in general. Any assets.
Evaluating a Particle System: checklist
Below is my original manuscript of what was first published as a 2-piece article in issues 183 and 184 of a 3D World magazine. Worse English and a bit more pictures are included. Plus a good deal of techniques and approaches squeezed between the lines.
Part 1
Most of the 3D and compositing packages
offer some sort of a particle systems toolset. They usually come with
a nice set of examples and demos showing all the stunning things you
can do within the product. However, the way to really judge its
capabilities is often not by the things the software can do, but
rather by the things it can not. And since the practice shows it
might be not so easy to think of all the things one might be missing
in a real production at a time, I have put together this checklist.
Flexible enough software allows for
quite complex effects
like this spiral galaxy, created with particles
alone.
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Project Tundra
01. Tundra |
Since I find it very cool to call
everything a project, here goes “Project Tundra” with some
anagrams. Pretty much all visual elements (except for a couple of
bump textures) are completely synthetic and generated procedurally
with Houdini and Fusion. So almost no reality was sampled during the production of the series. Some clouds from these setups were used.
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