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Hash, Inc. - Animation:Master

Elm

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Posts posted by Elm

  1. Does this method prefer Klieg lights or regular bulbs- or no difference... what do you use?

     

     

    I use a bulb light, as you don't have to add an aim-at-constraint, which a klieg needs to have (it needs to point at the center of your scene in each pass). The advantage of klieg lights is that you can use shadow maps (z-buffered shadows) which render faster (but don't provide the accuracy of raytraced shadows on the other hand).

  2. I've done some tests on spinning lights before and found that it was in the same general range of render time as regular AO. It was faster with less passes but longer with more passes.

     

    Oh - really? That's interesting... However, there's a few things you can do with a spinning light rig that can't be done with AO. You can use a raytrace or z-buffer light, you can use one or more rays, you can "distribute" the light's position in each pass as you like, you can also animate lights parameters for each pass (like size, intensity, falloff etc.), or you can even move / rotate and even animate the whole light rig itself in your choreography if you like.

     

    All in all I like this flexibility, and I've pretty gotten used to this technique for a while (when working with A:M).

  3. Hi!

     

    @ Rodney:

    The girl's dress and the italian cooks pinafore (?) cps are assigned to several vertical bones (all located at pelvis height) which then have dynamic constraints to swing around, pretending to be cloth. That's all.

     

    @stefff285:

    No ambiance occlusion at all. That would have taken too much time in rendering. Lighting was done with three lights - one main and one rim to give definition. To emulate ambiance occlusion, or global illunination, or whatever you'd like to call it, there's the third light as part of a spinning-light-rig, which travels up a spiral path surrounding the whole scene within one frame (at 36 passes per frame).

     

    Using 36 pass rendering had this other purpose, too:

    The fuzzy surface / look of the characters was achieved by using an animated displacement map for their 'skin'. That means that 36 times a frame, another displacement texture is rendered. A:M then blends these passes together, so the fuzzy, yet smooth surface develops.

     

     

    Greetz,

    Elm.

  4. APPLAUSE! I like the long-form that internet commercials allow...30 seconds is too short.

     

    That is a great usage of A:M... I take it you comped the characters onto the background in AfterEffects? Wow- nice A:M Hair usage... and cloth dynamics on the dress!

     

    I loved it, and am off to go watch it again and again!

     

    This should be linked to on the A:M Facebook and social medias

     

    As I'm not a facebook / social media guy myself, anyone may feel free to share it wherever and however they want. I mean that's what it's for. So - please, share it on as many sites as possible.

     

    P.S.: - Yes, after effects. It's not cloth simulation though, it's made with dynamic bones.

    Greetz,

    Elm.

  5. "I assume this is a public service announcement warning? Using the telephone can be fatal when ordering take-out food? :lol:"

     

    Nancy - exactly.

     

    @Fuchur: It won't be broadcasted. It's just a web-clip. What's it called anyway? Web-commercial? Dunno...

     

    Thanks for liking it gals'n guys! :)

  6. Hi freaks!

     

    After a pretty long abscence from Animation Master, we finally did a project again with a whole lot of A:M usage involved. It's a (web-) commercial for a company called "Lieferheld" (which some of you might know as "Delivery Hero"). All characters have been modelled, rigged, shaded, animated and rendered with A:M, backgrounds have been created with softimage and Modo. We kindly invite you to have a look at it:

     

    Lots of greetings,

    Elm.

    • ____ 4
  7. Very nice! I didn't get it though.. (hab's nicht verstanden)

     

    Maybe I'm too dumb...

     

    Sorry about the following, but this is quite complex and I would need too much time to translate this to english properly...

    I may do it later...

     

    [offenglish]

    Ich interpretier es so: Sozialkritik am Massiv-Konsum der westlichen Gesellschaften (besonders Nordamerika und Europa).

     

    Damit "schlägt" man den Kindern auf 2 Arten ins Gesicht:

    1.) Zukünftige Generationen müssen sich mit z. B. Müll, Verschmutzung, etc. herumschlagen. (deshalb die übertrieben schwarzen Rauchwolken beim Auto und die hiesigen Kinder denen man ins Gesicht schlägt)

    2.) Kinder in Afrika und anderen Ländern ohne Konsumgesellschaft / hohen Lebensstandard zahlen im Endeffekt mehr Geld für Grundnahrungsmittel weil die Produktion davon z. B. vom Ölpreis, der Konkurrenzsituation und natürlich sowas wie der Bio-Treibstoff-Produktion abhängt > Bio-Treibstoff kann z.B. aus Getreide hergestellt werden oder (viel schlimmer) Bauern fangen an weniger Lebensmittel anzubauen weil mit Bio-Masse für Treibstoff mehr Gewinn zu machen ist. Das verknappt dann

    das Angebot an z. B. Weizen, wodurch der Preis steigt (denn wir kaufen dann aus anderen Ländern zu, in denen sonst z.B. afrikanische Anbieter eingekauft hätten was die Preise massiv erhöht, etc.

    > Im Endeffekt läuft alles darauf hinaus: Die Erde hat nicht genug Resourcen um alle Leute auf der Welt so leben zu lassen wie wir in Europa und Nord-Amerika das tun... und um so mehr wir im Überfluß leben, um so weniger haben andere noch übrig... (deshalb die Weltkarte mit den ganzen Kiddys und das "Mehr Konsum"-Zeugs, etc.)

     

    Und ums noch zu erwähnen: Nein, ich wähle nicht die auf Teufel komm raus die Grünen ;).[/offenglish]

     

    See you

    *Fuchur*

     

    Thanks very much Fuchur!

    Yes, this makes sense.

  8. I can't figure that shadow out if there's no light there. It's not really in the right place for a reflection.

     

    :lol:

     

    That's why I said "Uhmm"! It's definitely not in the right place.

    I'm at home right now, but tomorrow I'll open the chor again and take a look from a different angle.

     

    There's definitely no light in there. Maybe one more hidden A:M gem.

  9. I will have to play with this! Excellent!

     

    In the last image: I am guessing the shadow of the man on the floor is really a soft reflection? which would imply it would change based on the view angle?

     

     

    Uhmm ... as there is *no* light in the chor, it *has* to be the result of all the reflections that are casted in the scene. So I guess you're right.

     

     

    Greetz,

    Elm.

  10. That's quite convincing! When you say "everything" is set to reflective do you mean everything or just everything on the man?

     

     

    I mean everything. the walls, the floor, the ceiling, the "man".

     

    (as i said - the coloured walls in the last image are NOT reflecting. They are set to 100% ambient intensity, 0% reflection, glow ON. Glow settings in chor: radius 50, intensity 170.)

  11. Hi Folks!

     

    I fiddled around with soft reflections a bit to yet achieve some kind of another fake GI/radiosity effect:

     

    First image contains a closed room, test character and a bulb light. No reflections at all:

     

    A-without-refl.jpg

     

    Second Image - same setup, but everything is set to 70% reflectivity and specular size to max (10000). rendered with soft reflections, 1 level.:

     

    A-1-level-refl.jpg

     

    Third image - same with 2 level reflections:

     

    A-2-level-refl.jpg

     

    Fourth image - some cornell disco fun - no light at all, but the coloured walls turned to 100% ambiance intensity, not reflecting, set to glow. the rest keeps reflecting as above.:

     

    A-cornell-disco.jpg

     

     

    You might try that yourself.

    Greetings,

    Elm.

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