Testing camera projecting into a 3d scene. The concept is to unload heavy math caluclations from the renderer by reprojecting the final composite onto the 3d geometry, and then quickly rendering depth of field and motion blur. Arnold makes such work-arounds obsolete, but in mental ray and other raytracers, these cheats go a long way.
I dug up this character from a backup drive. I made this in 2001. Organic forms had to be made with nurbs and extra care needed to be taken to make sure the surfaces didn't pull apart during animation. Lots of tricks had to be used to join surfaces and create hidden blends. Strangely rigging and animation tools haven't advanced at nearly the rate of modeling tools. Fun flash back in time.
Below are some rig tests. Rigging hasn't changed too much in the last 10 years. Tools to do the job have been streamlined, but we've been moving weighted points based on simple armatures for long time. Dual quaternion skin deforms help, but muscle systems have stayed proprietary.
Simple tests to get myself up to speed with the basics of ICE graphs.
Cube Flip
Squish
Crowd Simulation
Stretchy Bones
Volume lighting tests with mental ray. Found this book very helpful. Its not an easy read (gets very technical) but contains an abundance of condensed knowledge that is difficult to find. If you use a version of Softimage prior to version 2011, download the .spdl files below for the required shaders.
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Endorsements Contact Form My website serves to archive experiments, document projects, share techniques, and motivate further exploration & artistry in 3d space. Archives
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