Monday, November 02, 2009

Lotus "Form + Function" - Work-in-Progess

01. Lotus Sound
We have recorded the lotus sound with the help of
Mr. Oh at the Sepang Circuit last saturday.
Here's the edited version of the sound that going to
use for the animation soon.

Lotus Sound from Jordan Tan on Vimeo.


I'm going to upload another version of this clip later this afternoon which i think it sounds more original to what i heard in the circuit. Right now I got to go for my "day job".


02. Lotus Sound Final

I have applied a split channel audio technique to balance up the
bass and treble which you can't hear the higher frequency details in the previous version.


Lotus Sound Final from Jordan Tan on Vimeo.


03. First Sequence - Form_007

I have just completed the first sequence today.

All these sequences combine together become a 3 minutes video.

Here's the still frame captured from the sequence.

Here's the Sequence of Form_007

Form_007 from Jordan Tan on Vimeo.

04. Second Sequence - Form_009

Here's second sequence still. I still got eleven sequences to go.

Here's the video.


SEQ_009 from Jordan Tan on Vimeo.


05. Third Sequence - Form_008

Here's the still image.



Here's the video


SEQ_008 from Jordan Tan on Vimeo.

06. Fourth Sequence - Form_010

Here's the still image.


Here's the video.


SEQ_010 from Jordan Tan on Vimeo.


07. Fifth Sequence - Form_011

Here's the still image.


Here's the video

SEQ_011 from Jordan Tan on Vimeo.

08. Sixth Sequence - Form_006

Here is the still.



SEQ_006 from Jordan Tan on Vimeo.

09. Seventh Sequence - Form_005

Getting more and more familiar with controlling the particles with audio.

Here's the still of form 005


Here's the video of Form_005

SEQ_005 from Jordan Tan on Vimeo.


10. Eighth Sequence - Form_004

Here's the still image.


SEQ_004 from Jordan Tan on Vimeo.

10. Nineth Sequence - Form_012

Here's the still image.


SEQ_012 from Jordan Tan on Vimeo.


11. End Sequence - Form_013

Here's the still image.


SEQ_013 from Jordan Tan on Vimeo.

Saturday, October 24, 2009

Explore: Audio-Reactive Visual

Test_001

Form_Test_001 from Jordan Tan on Vimeo.

Sunday, October 11, 2009

CG Reconstruction: Tadao Ando Church of Light

div style="text-align: center;">01. Lighting Pass (Final Gather Only)


02. Lighting Pass (Final Gather + Global Illumination)
Render faster then brute force final gather. Looks more solid as well which I like it. Output to gamma 2.2 as well.


03. Final Render
Here's the final render and sweetened the colors in After Effect + Colorista.

Tuesday, September 15, 2009

Exercise: Cinematic Lighting, The Haunted Hallway

This is an on-going post of me light the same scene in different time of day.


01_Haunted Hallway Daytime

I'm going to do an animated version of this for my lighting reel.
Had some fun with the lens distortion shader to simulate barrel distortion.
I didn't use MR exposure control in this piece. Instead, I rendered out the image in 32bit HDRI and adjusted the exposure in Photomatix Pro and some minor touched up in photoshop. Ambient occlusion was used to boost the contrast.


02_Haunted Hallway Nightime

Night shot. Creepy heh?


01_Haunted Hallway Daytime(Warmer)


Monday, September 14, 2009

Rendered With Default Light

Render with 3ds Max default light with final gather turned on and an occlusion pass.
Which mean I didn't setup any light rig at all for this. Done in 15 mins from rendering to compositing.

Friday, July 31, 2009

Haunted Hallway: Texturing & Shading WIP

This is an on-going post until the whole scene is completely textured and shaded.Try to use as much procedural mapping technique as I can to accomplish the texturing task.



Day01- Floor plank texture

Procedural wood textures were used to map the floor plank along with displacement map to depict the thickness of plank.



Day02- Unwrapping UVW, Wall


Darn! I'm quite busy this week. I wish I could allocate more time for this project. Next I'm going to unwrap the uv of the arc. Actually what excites me most is the part painting the texture. I'm going to paint diffuse map, bump map and specular map for every set of uv.



Day03- Unwrapping UVW, Arc


I'm going to paint texture soon after this. Since I've learned how to use the standard UVW-unwrap tool, I'll try to learn to use UVW-unwrap plugin to unwrap the rest of the objects in the scenes.




Day04- Wall Texture

I've just bought a few 90's Hong Kong Vampire movies as reference to the haunted interior.
Ok, take a break now and watch vampire film and sleep after movie.


Day05- Pole Texture


I feel happy today because it was an handy tool called "Turbo Unwrap" written by steve johnson is available for max 2009/2010 now. The guy from fear the devil has re-written it and make it available for download.




Day06- Almost done, and move forward to setup light rig.




Day07- Vegetation Added to spice up the scene


Thursday, June 25, 2009

Effect Rough Sketch: Alien automobile destruction

Tuesday, June 23, 2009

World's Crappiest CG Pyroclastic Flow

Wednesday, June 17, 2009

Learning MAXscript Day_004: MacroScript Basic

Monday, June 15, 2009

Learning MAXscript Day_003: Evaluation

Here's some snippet from the MAXscript course note on "Evaluation"

* MAXscript reads every line, word by word.
* Evaluating atomic functions as it goes, accumulating their results.
* Functions or commands have pre-set priorities.
* We can use bracket ( ) to create command groups, overriding the default priorities.
* Results get substituted in the original command line.

Therefore, with the help of bracket ( ), I'm able to create a command group and wrap everything that I've created yesterday into one line of script. How cool is that!!!!!

Below is the screenshot that indicates I've wrapped everything into one line of script.
The script is: -
addmodifier (box height:120.0 width:10.0 length: 10.0 heightsegs:12) (bend bendAngle:90)


That's all for day03. Look forward to learn more complicated kind of scripts.

Sunday, June 14, 2009

Learning MAXscript Day_002: Functions


Refer to the screenshot above,
1st line of the script box() which I assign a box geometry class function.
2nd line of the script is move $box01 [15,10,0] which I move the box geometry that i just created to coordinate X:15 Y:10 Z:0.
3rd line of the script is showProperties $box01 which I use the showProperties function to display the properties(list of parameters that available) for box01.
4th line of the script is $box01.height = 80 which is set the height of box one to integer value 80 by using the .height function.
5th line of the script is $box01.heightsegs = 8 which I set the heightsegments of box01 to 8.
6th line of the script is myBox = $box01 which I set a variable "myBox" equals to box01.
7th line of the script is myBend = bend () which I set a varible "myBend" equals to a bend modifier.
8th line of the script is showProperties myBend which I list the available parameters of bend modifier.
9th line of the script is myBend.bendangle = 90 which I assign the bend angle value of the bend modifier to 90 degree.
10th line of the script is addmodifier myBox myBend which I use the addmodifier function to apply a bend modifier on top of the modifier stack of the geometry Box01.

Here's the snippet of addmodifier function which you can find in MAXscript online help.

Node Common Properties, Operators, and MethodsNode Common Properties, Operators, and Methods

addModifier [before:index] -- mapped

Applies the modifier to all instances of the node(s) to which the function is applied. The optional before: keyword argument can be used to insert the modifier into the node's modifier stack just before the indexed modifier, counting from the top of the stack.

Since 3ds Max 3, addModifier() does not preserve the sub-object selection that might be active in the modifier stack when adding the modifier. If you want to add a modifier and preserve the sub-object selection, use the modPanel.addModToSelection() method described in Modify Panel.

If is a collection, an instance of the modifier is placed on each of the nodes in the collection. Unlike interactively applying a modifier to a selection, the position and size of each modifier instance's gizmo corresponds to position and size of the node the modifier instance is applied to. To apply a modifier to a collection in the same manner that 3ds Max applies modifiers, use the modPanel.addModToSelection() method described in Modify Panel.


That's all for second day. I wish I could procedurally script a cg scene in the future. :)

Saturday, June 13, 2009

Learning MAXscript Day_001: Variables & Properties

The first line of the script, I have assigned a variable which is myMaterial equal to getMeditMaterial1(shader in the first slot of material editor)

From the course note:
* All entities in 3dsmax are objects, each with its own properties.
* Properties of any object can be listed via the showProperties() Function.

Therefore, in the second line of the script, showProperties myMaterial has been typed to show every property that included in the standard material.
* We can find the Properties using the maxscript online help.

From the properties that listed in the bottom of the screenshot, usually the properties consist of 4 different variable value types which is integer, float, string & boolean.

integer = integer value like "10"
float = fraction value like "10.5"
string = " "
boolean = 1 or 0, ON & OFF, True or False.


Just take a look at the second screenshot.

The third line of the script illustrates I've modified the diffuse property of the shader by keyed in
myMaterial.diffuse = color 255 0 0

As mentioned before, myMaterial is the variable that i assigned to material 1 and .diffuse is the diffuse property of the material. The value equal to R:255 G:0 B:0. Therefore 255 0 0 is the value of each Red, Green, Blue channel.


That's all from now. To be continued.

Thursday, June 11, 2009

Bullshit Jam 01

Played with PhysicX RBD + some particle flow.
Here's the result.

Tuesday, May 05, 2009

ReadyBoost© & Krakatoa = 100 million particle in 1 partition

In my previous test, my computer crashed when krakatoa was caching 90 million particles.

After I did some research, I setup ReadyBoost and gave 100 million particles in 1 krakatoa partition a try. With the help of ReadyBoost, I'm able to render 100 particles in 1 partition.

Here's the benchmark.
100_million_Particles Cache to disk time:12min51sec/frame Size on disk: 1.26gb/frame

Here's the render of 100 million particles.

As recommended by Tom Archer, "1:1 ratio of flash to system memory at the low end and as high as 2.5:1 flash to system memory. Higher than that and you won't see much benefit."
I have 4 gig memory in total, therefore I use a 4gig kingston USB drive as my ReadyBoost cache. For more info regarding to ReadyBoost, please go Tom Archer's Blog: ReadyBoost Q@A
or Tom Archer's Blog: Using Your USB Key to Speed up Windows Vista.


Here's the screengrab of my ReadyBoost setup.




Conclusion: You won't feel a significant improvement on ReadyBoost when you perform a common task. It come to notice when you perform such a tedious task as caching millions particles. Therefore, I would use ReadyBoost again to cache some of my highres fumefx simulation. You can run out of memory easily esp. when come to cache small step size fumefx sim.

HTH.
Jordan


Thursday, April 30, 2009

Krakatoa Benchmark On my Machine

The purpose of this test is to find out what is the maximum amount of particles that my computer can tolerate on 1 partition in krakatoa. Therefore, after aesthetically pleasing image is not the goal for this test.

After the test, i believe that it is possible to render 1 billion particles with multi-partitions but disk-storage will be an issue due to huge file size that krakatoa store in your hard drive.

Here is my computer spec:
Intel Core Duo 2.4ghz, 4gig ddr3 ram, window vista 64.

I believe if I have better spec with a few 1.5 terabytes SATA drives in RAID will be good enough to reach the ultimate 1 billion particles goal.


Here is the stat
. (all in 1 partition)
1_million_Particles Cache to disk time: 7sec/frame Size on disk: 12.9mb/frame
2_million_Particles Cache to disk time:9sec/frame Size on disk: 25.9mb/frame
3_million_Particles Cache to disk time:11sec/frame Size on disk: 38.9mb/frame
4_million_Particles Cache to disk time:16sec/frame Size on disk: 51.9mb/frame
5_million_Particles Cache to disk time:18sec/frame Size on disk: 64.9mb/frame
6_million_Particles Cache to disk time:18sec/frame Size on disk: 77.8mb/frame
7_million_Particles Cache to disk time:24sec/frame Size on disk: 90.8mb/frame
8_million_Particles Cache to disk time:31sec/frame Size on disk: 103mb/frame
9_million_Particles Cache to disk time:33sec/frame Size on disk: 116mb/frame
10_million_Particles Cache to disk time:35sec/frame Size on disk: 129mb/frame
20_million_Particles Cache to disk time:81sec/frame Size on disk: 259mb/frame
30_million_Particles Cache to disk time:107sec/frame Size on disk: 389mb/frame
40_million_Particles Cache to disk time:162sec/frame Size on disk: 519mb/frame
50_million_Particles Cache to disk time:193sec/frame Size on disk: 649mb/frame
60_million_Particles Cache to disk time:240sec/frame Size on disk: 778mb/frame
70_million_Particles Cache to disk time:283sec/frame Size on disk: 908mb/frame
80_million_Particles Cache to disk time:302sec/frame Size on disk: 1.01gb/frame
90_million_Particles My computer crash, run out of memory.



Here's the render. (The Mclaren Mercsedes model courtesy of Aleksandar Ivanov)

1_million_Particles

2_million_Particles

3_million_Particles

4
_million_Particles

5_million_Particles
6_million_Particles
7_million_Particles
8_million_Particles
9_million_Particles
10_million_Particles
20_million_Particles
30_million_Particles
40_million_Particles
50_million_Particles
60_million_Particles
70_million_Particles
80_million_Particles

As a conclusion, for particles simulation in between 1- 20 millions, I won't split it into partitions because my computer can handle it. It also save up some disk space as well.

Tuesday, April 28, 2009

2 Millions Particles

I've watched the Hottest "Audi Filter" ad. recently and decided to give multi-million particles a go. Did some research, and here is the result. This exercise will be proven to be useful for my upcoming tornado animation that require huge amount of particles to be rendered for large volume swirling dust. Soon, I'm going to do a 10 million particles test then follow by 20 mil, 40 mil and lastly 60 mil test. According to the documentation, a 64bit system with 4 gig of ram should be able to render up to 60 million particles. If I can afford to buy a 16 core machine with 16gig or 32 gig of ddr3 ram end of this year, then I am able to do billion particle test. HooHaahhh!!!!! Technology really determine the way the effect look.




Untitled from Jordan Tan on Vimeo.

Monday, April 27, 2009

Plane_Explosion

I've just done allan mckay's fireball tutorial.
Here's the result.



Plane_Explosion from Jordan Tan on Vimeo.

Wednesday, April 22, 2009

Volcano Eruption_02

I promised myself, don't sleep late tonight. Wake up early tomorrow and continue with a fresh mind.




Sunday, April 19, 2009

Volcano Eruption_01

Hi. I've just finished Pete Draper DTE eruption tutorial. I've replaced the smoke shader in the tutorial to AfterBurn volumetric shader. The initial blast doesn't contain any lava fluid. In the coming eruption 02 video, i would show the lava fluid blast out from the crater of volcano. Next i'm going to do tornado and follow by tornado tearing a house to fragments. Excited.


href="http://vimeo.com/4218434">Volcano Eruption_01 from Jordan Tan on Vimeo.

Monday, April 13, 2009

Capten Stop Asteroid MU

Ok, Chin Yew. Here's little update.


Wednesday, April 08, 2009

Afterburn Rocket

Sunday, April 05, 2009

Cloud Fly Thru 01

Here we go.

Friday, April 03, 2009

Puffy Smoke Test

Played with afterburn spontaneously. When i experiment, I've the pyroclastic flow kind of thick smoke in mind. Quite fast to render. Here is the result.





Volumetric Fog Test

I used afterburn once again to create the volumetric fog effect as shown below.The range of parameters that afterburn offers are flexible enough to create effects such as puffy smoke, dust, explosion, fireball, tendril, snow avalanche, fog, steam and etc. Therefore, I going to stick with it for the next 2 months. Then it is the turn to learn fumefx. I kind of excited.

Ok. Here's the test.

Wednesday, April 01, 2009

Basic Cloud Test

Did a quick test for upcoming cloud shot with afterburn volumetric render.
Here's the test. Camera fly through clouds animation coming soon-ish.
Render time quite fast. It takes only 5 minutes for HD resolution.
I'm running 3ds max on 64-bit windows vista.

Tuesday, March 31, 2009

Simple Explosion

Afterburn + pflow = another boring night.

Monday, March 30, 2009

Capten Stop Asteroid LS

Hi, chinyew. Small asteroids will be added when i'm free.


Sunday, March 15, 2009

Robot Hit By Asteroid

Sorry for the delay, chin yew. I've been sick for the last few days.
I'm heading to the next few shots.


Monday, March 09, 2009

Explosion RnD_001

This is an on-going study and practice of cg explosion animation.
Made with afterburn. It doesn't look good enough for the first time.
I believe it will be looked better on the second, third, fourth, fifth... time.
Therefore, practice makes perfect.
Here is the video.

Monday, February 16, 2009

WireFrame Preview: Robot Explode Asteroid Hit

Hi chinyew, here's the wireframe preview of the robot hit by the asteroid scene. You get the timing by watching it. For sure camera-shake will be added in post. Tomorrow, I'll be working on the render of the same shot. Thank you.


Note: For blog reader, I've given up to use particle sprite for this shoot due to some technical issues happened last week, it will be replaced with afterburn volumetric shader.



Monday, February 02, 2009

Asteroid Look Development_02

Ok. Smoke Trail added as requested by the vfx producer.



Here's the setup of the smoke shader. To speed up the render time even more, I've added a camera_cull node in my particle network which mean the renderer won't load particles are not visible to camera for each render bucket.

Smoke Trail Look Development

Ok. After the asteroid look development WIP discussion, I've been asked by the vfx producer to add a smoke trail for the asteroid. Here is the test. I used a missile for this smoke trail test is simply for fun. I didn't use Afterburn nor Fumefx for the smoke trail effect is simply because i wanted to reduce the render time. Instead, I used particle sprite for the smoke. Setup the particle system wasn't hard. I just spent more time on tweaking the smoke shader. I think the smoke will be looked better on the actual shot simply because I realized the texture size wasn't look right after I pressed the render button. :) The average render time per frame is 18sec. I believe if I render the same particle system with afterburn, it would takes 10mins to render a frame.




Although I'm a max user now but cg-technique is software-independence. I've borrowed this particle-sprite technique from Houdini Particle Master- Miguel Perez.

Here is the screenshot of the setup.