1. A test underwater scene. Render time depends on how much of the water surface is visible to the camera so it varies between 3-8mins/frame. I'm not happy with floating the particles but it's just a test render so I'm not going to re-render the whole scene. Obviously the render settings are low ^_^

    # vimeo.com/36273186 Uploaded 2,778 Plays / / 17 Comments Watch in Couch Mode
  2. Hi all!

    After my volcano I decided to put together a couple (so this is the 1st!) of videos about stuff I learned while doing it!
    And despite the fact taht the volcano isn't that amazing and final (yes, I'll improve it...) some stuff I feel that I can share... even if it's "noobish"! :D

    I decided to start looking at all the steps, the values/settings and so on and... you know, everything starts at the emission geometry and a simple change in it has massive repercutions in your simulation look.
    So, why not show the importance of it? Way before DOP's your geometry and its shape/motion will be paramount!

    # vimeo.com/88355505 Uploaded 534 Plays / / 7 Comments Watch in Couch Mode
  3. In this tutorial i'll explain a simple way to create a Z Depth pass from maya and composite in Nuke

    # vimeo.com/60571181 Uploaded 1,964 Plays / / 1 Comment Watch in Couch Mode
  4. The making of a ground breaking new skateboard ramp installation by ENESS. Created for the Premiere of Tron Legacy in Melbourne, Australia.

    Our custom built software allows us to 3d map the
    ramp and track the skateboards in real-time. Each rider is equipped with an iPod Touch to measure air time and trigger effects, IR Lights and camera is used to track the skater’s position.

    Enjoy the making.

    # vimeo.com/18525296 Uploaded 71.1K Plays / / 23 Comments Watch in Couch Mode
  5. Relight a color pass in nuke by using a normals pass and point position pass generated from any 3D package.

    I'm using EXR images to encode both positive and negative values for normals and point positions, so make sure when you render from any 3D package to use 32 bit or floating point data.

    The color pass is simply a constant shader with a texture map applied.

    Nuke 6.2 should come standard with relight as a plugin.

    If you don't have the relight plugin for nuke download it from here:

    lowrez.marklowne.com/relightnuke.html

    also try here:

    nukepedia.com/gizmos/gizmo-downloads/other/relight/

    # vimeo.com/30995867 Uploaded 10.9K Plays / / 10 Comments Watch in Couch Mode

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