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, […]
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. […]
rendering fluids as particles or software clouds in mental ray or hardware render buffer gives a lots more details the rendering the fluids itself. the best part you can use real 3d motionblur for fluid in Maya !.
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 […]
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 […]
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 […]
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 […]
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. […]
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: […]
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 […]
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 […]
testing different methods for houdini to modo pipeline. first try with alembic. modo have great render engine. it renders this tests in few secondes on my slow imac. (In fullHD) but modo does not support velocity in cache files. —>i have to come up with work arounds or write same scripts / tools .
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 […]
finally there is the final settings for fire fluids…. i am starting how to create the final animation scenes for this character….
here quick testshot with the fire demon… to see how it works in production… still there are same bugs in rig to fix and the character needs a lot of fine tunning and i have working on look… the background was created with my own particle tools in maya which i build a couple weeks […]
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 […]
< 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 […]
i am finish my waterfall-toolbox in maya…. and i´ve got now a rendered sequence. now i am trying to get my waterfall into a mattepainting… here is the first wip…. i have to work on the waterfoam… check the mov file
i am testing different shadings in renderman for my waterfall-scene…. the new renderman for maya works very well with my new shaders…. a lots points particles and displaced primitiv.spheres… here are few frames in motion with alles layer in one exr file…
here is a little test with simple partilce-2d.sprites and the new renderman version… the sprites render very fast and without clipping like the hardware render in maya… cool!
i´ve added 2 different kind of a mine-explosion…. that´s i´ve done for the cgi series “captian scarlet (2005)”….
this same samples of the work i did for the movie “back to gaya” aka “buu, sino and the schurks”. my workmade pierre and i, we did render-optinmizing and all water and particlestuff for lots of shots. (Copyright © by Warner Brothers 2004)
beastride raw-animation (work in progress)
battlefield crowd-animation-tests (work in progress)
The destruction of an hotel building was done in maya and lightwave by my workmade pierre and me.
this look/render – test for short movie
this is a test for tree-rendering with particles and volmetrics
this is litte exercise project for background replacment/mattepainting… the clouds and mountian are rendered in lightwave3D compositing was done in shake
the sky are rendered with maya fluids…
the sky are rendered in lightwave 3D