Wednesday, December 16, 2009

Slow Sleasel

Render times have not been our friend this semester, especially in the lab. Jennifers Sleasel has been particularly hit hard by this. I did some test to try and figure out what was slowing it down. Here is the original render, which took 1 min 9 sec (Mental Ray preview quality @ 640x360, on my laptop):



I tried to render it with a single ramp shader on all objects. Did render quite a bit faster: 14 seconds!



Even when I made the material reflective it only took 22 seconds:



But of course this was not the look Jen was going for. But is renders way faster so the fact that the original scene has a gezillion shading groups or many empty UV sets was not bogging down the render. Tried to render the entire scene without any raytracing:



Now that rendered in 17 seconds! But then again, it also has no shadows. I turned raytracing back on but disabled the shadows, which are obviously all set to ray traced or they would have shown up in the non-ray traced image. This took 33 seconds:



But we want shadows. What if we kill the transparency on the glasses? Rendered in 38 seconds, so that is one of the most important factors in slowing the render down:



The image looses a lot of visual quality. Digging through the scene I did find one other thing. The counter (Wood Red) had a reflectivity of 0.002, and one of the ramp shaders feeding into it had a reflectivity of .1. So full reflection had to be calculated for it though it hardly showed up. I found a few more reflective ramps and killed the reflectivity on the ceiling:



Render time: 1min01seconds. So that is 61 seconds versus 69 seconds for the original, a more than 10 percent gain. May not sound like much, but considering that the entire animation is 150 frames, this will shave of 150 times 8 = 1200 seconds or 20 minutes of off an almost three hour render.


I also tried rendering it using Maya Software. To get the smooth Sleasel one has to create a proxy. Still it renders really fast. And with a lot of aliasing artifacts at preview quality. Needs to be close to production quality to get the wood pattern to look nice again, and by then it renders at least as slow.

Coffee!

Here is Juan's final animation from ARIL 321: "Intro 3D Illustartation and Animation Arts". We did not get a chance to review it in class on Monday. Comments are welcome!


Wecome Spring 2010 ARIL 421 Students

With Fall semester almost over I went ahead and invited the students who will be taking ARIL 421 in Spring, and were not yet on this blog, to join us. Welcome!

The newcomers may want to read the posts tagged metablog so you will get off to a good labeling start.

Monday, December 14, 2009

the link

CGTalk - Mad Hatter bust

Hatter link on CGTalk

You all Failed!

No, not really, just kidding! Here are some pictures we took during the final today.




Lip Sync test

Cosmo's "Feed Me" Process

Only two images of him. I really wanted to close up on his face and his cuteness. :)


This was the first composition shot I had for him....He looks VERY intense here... :p


And of course, we have this one....and the FINAL. XD
YEAH COSMO!! I love him!!

Cosmo Corners Food Process

Hello all! So now that final rendered images are out of the way, here are some posts about the processes of coming up with the compositions that (in my opinion) are pretty nice. :)



Changing camera angles after setting up Cosmo and the bowl.


Tweaked with the shadows.



Obviously I think the composition wasn't that great in the other one but I still wanted a good long shot of Cosmo with the bowl.

Yey for Cosmo and the long process of that one shot... LOL

Final Posts


FFEEEEEEDDDD MEEEEEEEEEEEEE :(

Sunday, December 13, 2009

Oh my god! Orange shirt kid is how Sleasel has to move. I will do it!!!!

http://www.youtube.com/watch?v=T0mwoBGYfU8&feature=fvw

In other news, I've gone through a whole semester of this class and still can't figure out how to embed YouTube videos on the blog. x_x

Friday, December 11, 2009

wow



just ran across this image on cgtalk, this was an hour sketch. im really taken aback. I think I found my now personal project! it calls to me lol

haha

I was doing dental renders and forgot to turn my head back to being visible...scared the crap out of myself

in4_1.tiff (247 KB)

Wednesday, December 9, 2009

Final Ideas!



Before and After: Subdivided

Test renders of Cosmo after coming up with some poses. YEY :)
More compositions to come!



Should I keep the shiny counters??

Friday, December 4, 2009

Google Books for the Win

Google books has animation references. I'm using one to help me with my neck control right now - it's pretty good!

Google Books

Neck Control

Extreme Makeover

Here is Jane again. Not hard to guess what Mondays lecture is about, right? Did something similar in LightWave last year.


UPDATE: I forgot to mention that while creating this I discovered that GIMP has a function I have not seen in PhotoShop: Filters → Map → Make Seamless. And it works!

Tuesday, December 1, 2009

Turbulent Ball


A Mental Ray displacement test, animated using expressions.

Sunday, November 29, 2009

Point Animation


After the family left I found an hour or so to play with Maya, and found out it is actually possible to animate every single point on a Mesh individually. I tried it on a polygonal sphere, messed a bit with the shader and rendered it using Mental Ray. No Bones, deformers or blend shapes!

Wednesday, November 25, 2009

Cosmo Bones




Cosmo bones are up.

I got help from this site too. I wonder if anyone will find this helpful. :)
http://web.alfredstate.edu/ciat/tutorials/SkeletonSetup.htm

Professor, what did we say we'd use to connect the arm and leg joints to the spine?

Monday, November 23, 2009

How two independent film makers created an animated short

looks interesting

Real Time nVidea Head


Next to being pretty amazing, it also explains how rendered light maps are used to get the Sub Surface Scattering!

Sunday, November 22, 2009

kichen scene fof final composition


This is an idea of my funal composition for ARIL360, not completed yet.

Jack flying test

suggestions folks, this is test for the fabric only, my panda will not be flying in my final animation, but I will use the nCloth.

Friday, November 20, 2009

Ringling College Portfolio

Please go and check out the Computer Animation portfolio! The animation, "Dim Sum," had me actually laughing out loud!

I'm definitely going to apply here. I've heard Ringling's program has you work in teams to find and specialize your place in the pipeline. Great prep for a large-studio workplace, but not so good for expression of individual vision. Either way, it seems like a school worth looking into.

Thursday, November 19, 2009

some call me crazy

I just figure im adorable so DEAL!

Anywho I put "bones" in my character, I'm redoing my rig and yes this is a necessary part. Its an early rig pic I'm further than this but I just like these pics so here ya go!









you can see the size of skull, yes he is disproportionate but intentionally so :P

Wednesday, November 18, 2009

Toon Wood

Prof. Koning (Wobbe) helped me figure out how to have a wood texture drive a toon shader! This is epic!

Monday, November 16, 2009

Again Gobelins



Un tour de Manège from Les Manèges & THE LIGHTHOUSE KEEPER from THE LIGHTHOUSE KEEPER team on Vimeo.



Just found these French animation via DRAWN! They did it again...

Nosy Node Thing


The compositing node-tree from Blender on the right resulted in the movie above. Unfortunately Blender does not read Maya IFF image files. Nothing except Maya and it's image viewer Fcheck does. There are plugins for Photoshop though I have not found one that worked properly yet. Figure out which image format to use to render from Maya to get the Z-depth channel to read in Blender I must!


Oh, and the file renaming / renumbering tool I use is called Seq911 (CreativeCrash does require you to log in to get to free downloads - rather silly but creating an account is trivial on that site)


UPDATE: I posted the .blend file on the instruction site.

Cel Shading/Toon Shading



Found here.


CelShading.com seems to be a community of artists devoted to the art of cel shading. Their forum seems to be down at the moment, but their downloads page features tutorials, articles, videos, plugins and models. If you're interested in getting a 2D effect out of a 3D program, this seems like a good resource for you.



Here is a cel shading tutorial from NMDigitalGraphics that Matt and Erika S. worked through today. Matt recommended it as a good one, so I'll try to follow through it before I continue looking for more. Their final product:




Squash and Stretch Tutuorial



This tutorial guides the user through setting up a squash and stretch expression, and an attribute that can control the degree of stretchiness. It goes step by step through the math behind expressions, allowing the user to understand why the expression enables this essential of cartoon animation.

I am definitely interested in throwing this on Sleasel. I'll have to do it after I get the rest of the rig set up, but they say this will work over most any preexisting IK set.

Hairy Sleasel


We got fur to render on Sleasel in class. On the instruction station in the lab this took 12 minutes and 37 seconds :(

Sleasel's Favorite Pub

... from here. I like the feel of this a lot - the deep, reddish, well-worn wood, the bar stools, the assorted liquor bottles, the dark spots of red, green and blue, the neon lights glowing softly in the back. This feels like a place that Sleasel would enjoy frequenting. I'd like to incorporate these elements into my animation/texturing project.


In a separate room in the back of the pub, three pool tables will be arranged in a smaller, darker room. I won't be modelling this room for my current animation, but I thought I would include reference for it here to give you guys an idea of the feel I'm after. By the way, the pool room image is from here.


Now here's my issue - the fur I was originally trying to pursue is not a possibility for the animation. Rendering times make it totally impractical for anything but still images. Instead, I'm considering working with the cell shading look that Matt posted earlier. Wikipedia has some good examples here.

BUT - the visuals of the pub seem so dependent upon the deep woody textures and dark subtlety of color changes that the cel-shading, or toon shading, might not really capture the feel of the pub. I'm open to suggestions about how to convey the dark, cozy, but somewhat dirty feel of the pub using the toony cel-shader - do you think just using rich color choices would work? How could I get a wood grain with the cel-shading? OR - perhaps there is another rendering choice I could pursue...
I'm thinking of signing up for/posting this to the CGTalk forum, but I'd like to get your input first.

get it while its hot

Yes, it is...:P

update

body (758 KB)





oh and a really rough head test

Sunday, November 15, 2009

Jack pose001


one of the final pose of my red panda - Jack,

I am not quite sure if I 'd make him play a numchaku or just punching n kicking



advises please.

first mental ray test kitchen scene


this is my first mental ray render test, I only used final gathering, no GI, no AO, still couple things need to be done.


1. increase antialiasing

2. fix the shadow on the wall


advises please.

Final Project Ideas

So I wanted to do a snowboarder type dude. With awesome scenes in my head! :)

But I don't think its going to happen as of yet. I've encountered some difficulty with the model a tad, but I should be able to get that changed in tomorrow's class. If all else fails, remodeling him might be my quickest solution.

Thoughts? I also thought of using my little Cosmo, for those of you who don't know him, here he is. :)

Friday, November 13, 2009

woo! done

a quick pose

Thursday, November 12, 2009

Banner

Changed the banner but somehow lost the MSU logo :(
Will try and get that back tomorrow!

Wednesday, November 11, 2009