::modeling, ::Shading.Rendering, blog

future race car with spherical wheels

i am testing new render engines and using a old model of mine. its an concept of future former one car. it has sphere as tires, this makes it possible to move more nimble and efficient.

goodyear showing a similar concept this year. Goodyear calls it the Eagle-360, and admits that it’s technology for the future, though functional now. Specifically, the tire is intended for self-driving cars, and offers advances in “maneuverability, connectivity and biomimicry for autonomous mobility.” That last one means it was inspired by nature. read an article on MNN here



renderings from 2012:

::Fire.Smoke.Dust, ::Shading.Rendering, blog

maya sprites rendertest in arnold and rendeman

its a simple render test of maya sprites in arnold and renderman Studio. it uses a simple noise pattern on a 2d ramp with 2d ramp displacement. one simple noise plugged into a ramp can give a really complex shading behaviour. the extreme displacement come from a simple ramp, this give the smoke more depth.


maya sprite test from Heribert Raab on Vimeo.

::Fire.Smoke.Dust, ::Particles, ::Shading.Rendering, blog, fxbook, Tutorials

rendering maya fluids with motion blur using particles part 1

rendering Fluids as dense Particle cloud is common practice. the Krakatoa plus for maya or 3dmax is based on this concept. even without this plugin, you render the particles as point in maya hardware render or as clouds in maya software renderer or mental ray. the advantance: fast render times and most important –> motion blur !

this how it the particles look like:

on the right side i switched to software clouds mode and used radiusPP over lifetime


just place the emitter over your fluids emitter

set up the particle shape and use mayafluids as flied:

::Fire.Smoke.Dust, ::Shading.Rendering, blog

motion vector for fluids in Maya / Mental Ray

a while ago, i did some tests for calculating motion vector from maya fluids and override the fluids color to render a motion vector pass in mental ray. i wrote python script and it work very well but the motion vector math in python took 15-40 minutes pre re.  on positiv side it works with all kind of renderer, even the old school hardware render buffer.

Th result itself was good, it Fluids looking much better in motion,  when they are motion blurred.

::Shading.Rendering, blog

bowl of fruits lighting

for learning reason, i did a little lighting and shading test in modo601. i get the model from 3drender.com (free models created for lighitng contest).

i created all shader, ligthing and same texutres. modo have powerful renderer, but it needs a lot more feature missing to keep lighting artists life easier. there is lots creative issues to adress. specular on the bananas  are wrong etc…. if have time i work on it more and more etc….

::scripts.tools, ::Shading.Rendering, blog

pixelizer with volumes

i was playing around woth the idea to use a 3d-software package to create pixel retro style renderings. I got good results in Houdini. i using SDF volume to scatter point and instance Geometrie on it. this is very flexible. it allows me to use textured character to colorize the “pixels”.
the nice things about it i can use all rigging and modeling stuff, which 3d-software have to offer. is also allows me to use shadow and other shader tricks to create the look. right in opengl viewport, i can design the Retro-design in realtime. i even can mix it up with non-pixlized object, (examples: for the eyes)

check the test renders.

::Dynamics.Rigs, ::Shading.Rendering, blog

fracture shader

i’ve played around with shaders in houdini and pick up an old idea, which one of my last productions. a displacement shader for fracture pieces.

this shader allows me to use pre-fracture geo and add extra displacement only in inside structure without adding high polycount to my geo. this works really good for concrete surfaces.

this version of the shader displace also the edge on the cracks. this works good on dynamic fracturing. for pre-factured, i used a “forEach” node to acitvate the displacement on impact time, otherwise you will see the cracks before the impact.

::Shading.Rendering, blog

pixel animation and looks

i tried to animate it on 2d, once. its time consuming work. i’ve tried it once some years ago:

modeling special lowpoly character and animating in 3d. render 80pixel image and resize it with an impulse filter –> much faster and easier workflow !


i’ve scaled scale up the rendering above with an impulse filter:

pixel2it give perfect control over final “image resolution”, you have alpha channel better control of color, sharpness, contrast etc…

different scale and add touch a blur”

pixel3 quicktime rendering of preview option in modo. its works nice but the preview is too fast for constant look:

::modeling, ::Shading.Rendering, blog

sunrun look development

starting some concept modeling and look development for new short movie i have in my mind.

modeled in modo. same rendering are done in modo and same in houdini. i’ve decided to animation and rendering in houdini. the package have much more controls and mantra produce motionblur with no extra render time. this is a import factor because i am playing to everything on my imac.

::fractal.procedural, ::Shading.Rendering, blog

procedural sprial

i’ve started new project to create procedural shapes from scratch. i was playing with tan, cos and sin math, inside houdini’s VEX editor. the result: is a kind of spiral.

then i instanced it with cubes with cosine driven size, inspired by friend of mine, Gero Wortmann. also, i did some rendertest with mantra but is was really slow compare to modo. so, i’ve import everything and rendered it with modo. the rendertimes, its about a couple of seconds.

i will try to go on and pull out more complex shapes and push the result to fractal complex shapes like mandelbrot-fractals –>the picture below
the 3d fractals like the mandelbulb takes insane amount of processor power this days. i will try to keep the datasets in manageable area and fast rendertimes.

….stay tuned….

i’ve created the images below with andriod app: fractiod


its simple test for mud and snowtrails. i trying to recreate to old “renderman-deepopacity-displacement trick”.
instead of using a displacement shader with craps depth-information from a light. i rendering sperate passes and use nuke with timeecho node and expressions to create a animated displacement maps for the trails.


p style=”text-align:center;”>i am trying to create with python a one-renderpass workflow like with the smart rendermanshader setup in maya


p style=”text-align:center;”>the displacment map out of nuke

::Shading.Rendering, blog

Snowtrails displacement Setup with Modo


i´ve started a private project… i trying to build a action scene with a heavenly fluids driven character. the Inspiration comes form concepts books of warcraft tradings card (by blizzard entertainment) and dungeon and dragons monster books. here is the rig for the character, the shape of body are complete created with maya fluids.

the rig controls every movment and extra keyable control´s for fire-speed, flamesize and extra release fire to get more expression out of the character. i´ve seperate the fire into 30 different fluids containers to keep the cache small and get more control over the character shapes, i also have reorganzied the caches-system to knock down the size of the caches files again for each shot. now, with cached fluids the character can easy animated and the viewport feedback is not too bad.

::Dynamics.Rigs, ::Fire.Smoke.Dust, ::Shading.Rendering, blog

fire demon setup



p style=”text-align:center;”>here is a little test…. the waterfall rendered by my toolbox in maya as texture and projected and displaced in nuke on a plane… it works for a couple of shots….. fast and easy…. good base for 3d matte paintings… for the closer shots into the waterfall i´ll need detail rendering direct out of maya and renderman

::Compositing, ::Shading.Rendering, ::Water.Fluids, blog

waterfall 3d to 2d to 3d