Showing posts with label ambient occlusion. Show all posts
Showing posts with label ambient occlusion. Show all posts

Saturday, August 22, 2009

Fluid Simulation....(of a Viscous and thick fluid)






This literally ate my head off....the simulation was pretty straight but what actually took time was retiming entirely and deleting the stray particles..since i needed the mesh to also stretch I lost the luxury of "Exclude the Lone Particles" option :(

this is a low res version..the original simulation turned out to be very fast but the movement of the fluid was pretty good....so I retimed the entire simulation using a custom Retime node (scripted in Python by Michael Rice) further there were quite a few stray particles which were deleted using ID attributes using a customised setup within Houdini. This could also be done using one cheap solution but its very heavy on the processing side..(sounds so Ironic....haha).

Also, I'm working on few other effects..will post updates once they are finished.

few of the experiments with the color and look can be seen in the pictures..please note that these were low resolution test render pictures


Thursday, August 13, 2009

The Biblical Flood..of CHOCOLATE :D (fluid simulation)


hhmm..things moving pretty good and fast this once..(is it because my college is over??..hmm*thinking* hehehe)

orrighty..so here's the Fluid Simulation I had posted last time....just few changes though
I made it lot more Viscous..I wanted to give different look kinda like a chocolate..

I am facing some issues though..as is always the case..things tend to get nasty with me....good thing is..i'm nastier than them hahaha
Ok..lets move on..

I have some Self Shadowing artifacts as you can see in the picture. Issue is if I increase the bias and raytracing intersection distance..I'm losing a lot of shadow detail..
Wanted to see both the pics (i.e. with and without Motion Blur) just for fun of it..
I have thought of some camera movements and stuff but nothing specific as yet.


PS: well thats enough about 'the Biblical Flood of Chocolate' :D
The wetmap implementation is still not complete..but its almost there..(trust me guys I know it..I have done it before :P )
(yeah i know..still not there with the ART of cracking FUnnY jOkES )

Tuesday, July 21, 2009

Campaign for Hummer!!







these are few of my Academic Projects....
Though these were projects for Advertising as a subject..I made
these using 3D package (XSI).
The Monster's and Dino's model was made by me(with the help of a tutorial).
The Vehicle was a 3D model I downloaded from the internet since I was running short on deadline.

One is a Storyboard of a TVC and the other two are Outdoor Prints I did.

Since I wanted to give it a different and a raw look I decided to use the Ambient Occlusion Images as the final images to be used in the campaign.

The campaign focuses on the RAW Rugged appeal and Strength of Hummer as a vehicle;
The pure Domination of Hummer over others in its class.


Also there is 1 more artwork which was done for our college festival ( Advertising ) and was one of the contending Official LOGO/artwork, to be used by our college.

Monday, March 16, 2009

Ambient Occlusion Baking..



Well this might not be the best way to demonstrate the workflow for baking occlusion or GI details on the geometry but will certainly get the point across.
As I mentioned in the earlier update of the Crater Project, I was trying to bake my Ambient Occlusion details onto the geometry.
Well I had finished a quick test for the same and thought of putting it up online.

Out of what I have been able to infer and conclude is probably pretty primitive..gotta look
up few other ways as well.

The workflow is pretty straight forward (only once you know how to go about it :) )
Make sure that you have UV attribute on geometry.
Create a light template and use a VEX Global Illumination as its light shader.
However the trickiest part is using the Mantra Command feature on the Mantra ROP.
The Mantra command for this is:
mantra -u /obj/name of object -b Float
This will render out just the baked Ambient Occlusion on the texture map which can then be used to fake Ambient Occlusion at almost real time.

The quality of baked Ambient Occlusion will depend upon the UVs. Make sure UVs are laid out properly. well you will see what would happen otherwise! Look at my baked image :(

Saturday, March 7, 2009

Crater Project update #13----> A bit more of Occlusion details


I have managed to get few breakthroughs as far as getting the debris more 'Organic' feel is concerned.
Few tricks have come to my mind and I believe they will work better.
Here's a low res test render of the scene.
(I'm happy with functioning of Nuke now)
I have prepared and applied a texture on the debris..but I'm looking for enhancing it
further. (right now its just not 'sooooo' good)
Lighting is still left a bit.
Though I have taken an Ambient Occlusion pass and put it up with the lighting's
pass, I cant still feel right as far as the look and feel is concerned.
I think a bit of nice occlusion detail at the areas of contact of debris and road would
be great. Here's a Low Res pic for now.
And yea..a tinge of evil green in the image for now..

Thursday, February 26, 2009

Crater Project Update #9


This day has been like a mixture of struggle, success and a THUD!!
I have been working on creating more organic and randomised debris for the project and just for the record "I have had better results than before"
BUT
Again its not that photo realistic as yet..
I guess its back to some RnD then..eh??


Here's an occlusion pass comped over a BG image..
this is looking still better but a test render with the lights and materials on is real BAD!!
I hope its gonna be better after comping it with Occlusion pass and few additional lighting amends.

Also gotta increase the number of debris. (but this is all procedural so i have the control over these. just rendered fewer geometries to save time)
And yea..don't mind the sphere in here....its just for some testing purposes.
Alrighty then..lets get bit nerdy..Eh??