Showing posts with label implosion of light. Show all posts
Showing posts with label implosion of light. Show all posts

Saturday, April 28, 2012

Dandelion design

without shadows
Just finished with modeling, texturing and "furring" my latest model of a dandelion.  This will contain the same colors and shapes as the other design - cyan, violate, white and orange as well as cubes, spheres and cones.

However, I am having some issues that I need to work out.  I like the shadows I get on the ground, but you can see there are some shadows that the fur picks up that looks bad.  I don't know how to separate that out.

"fur" with shadows
There's no way to "unlink" lights to fur like you can other objects and you're supposed to be able to separate that out in rendering under the fur and/or light attributes, but I don't see it (I think that's a new addition and I'm using Maya 2009...cause I'm poor).

It looks like I'm going to have to work this out in compositing.  Last time I did shadows separate I had a hard time working it out.  So, something new to learn.

Also, the rendering times are pretty extreme.  The last model had about 30 seconds of rendering time per frame (that was full HD).  These renders were just for 640x480 (less then 1/4 of HD) and fur without shadows took 1 minute 13 seconds and 2 minutes 40 with fur.  Separating them out in comp will fix that, but I still need to figure out how to make it all shorter.

cyan "petals" with violate "fur" - rejected idea
Another thing I was trying was using different colors on the fur then what is on the geometry.  It looks kind of interesting, but I don't think it looks quite right.

Well, there's still a long way to go.  I just have two models rigged and ready for animation.  By the end I'm a little worried about rendering times and more worried about having too much geometry for Maya to even run without crashing constantly.

On another note, I just have to add how frustrating it is that what I am doing is extremely complex and for "experimental cinema" it's quite advanced, but even at this stage in the animation and VFX world this is really low tech.  Not to mention how in the experimental cinema world they don't care too much for animation of this kind.

Saturday, April 21, 2012

Garden test #2

So, I spent a whole bunch of time writing out a complex series of expressions.  For those who don't animate digitally that's basically kind of like programming - writing mathematical equations that set relationships between different things.
Basically what I wanted was to have the parts of the flowers grow to their full form, but I didn't want to animate each cube or sphere or anything.  So, I made a simple circle (that is invisible) so that when it's at 0 degrees all the objects are at the same place and I rotate the circle to 180 degrees all the cubes and etc are in their final place.
This took about three full days to write the expressions, but it took only an hour or so to animate.  You can see the picture here is basically what I had to write, but keep in mind this is only 1/4 of the entire thing.  I couldn't get it all in one image cause it's too long.

But it turned out really great looking in the animation.  Also, the nice thing is one series of expressions like this creates 12 flowers because changing color or shape doesn't require any different expression.  However I still have 7 more series of expressions to go through and that's just for the flowers.  I haven't even started planning out the bushes, trees and waterfalls.  I have a feeling that this is going to be an extremely heavy scene.  Having too many objects can cause my computer to chug along slowly cause I don't have the top of the line computers nor a render farm like huge studios do.

In any case, here it is.

Sunday, April 8, 2012

Implosion 3: Designs and things

I'm starting to do designs for the new piece.  Basically the way the film will work is a simple camera move through a scene as a garden grows out of the ground.  The camera will move through a maze and the garden will grow.  Every so often it will raise levels to taller and taller foliage.  I have planned out 5 levels all with different designs -
Level 1 - short flowers
sections and timing
Level 2 - taller flowers
Level 3 - bushes and short foliage
Level 4 - trees
Level 5 - waterfalls

Right now I've only designed the flowers.  I will have four designs for both sections (eight in all).  Each design will have four colors - violate, cyan, white and possibly yellow (tentative).  And each design will have three shape bases - cones, spheres and cubes.  This makes 12 types of flowers for each design and so 48 for each level; 96 flowers in all.  As you can see in the map, the outer two sections are levels 1&2 and they are the largest so it will take a very long time to model and rig, but it will be worth it. If I only used four flowers that would get old fast.

I have some timing there as well.  Within level 1 you can see an "x" in the bottom slight left.  I have roughly timed that to be 6 seconds.  This could easily get longer, but at least for now I think it's a good start.  I was mostly working backward.  I want the film to be at least 3 minutes in length.  There's roughly 30 sections that are the size of "x" in the whole map, which makes for 6 seconds for each "x".

camera moves and levels
As you can see here in this image the camera will start in the bottom and follow the path of the 1st level, then rise as it reaches the 2nd level, the same with the 3rd level, etc.  All along the way the flowers and foliage will rise from the ground as the camera passes. And at the end I'll probably add some spin or something.  We'll see. I have a feeling I'll be motivated by Ale's music and play off of that at that point.


Here are my two sets of sketches for the flowers and the respective names I'm using.  Most of these are wrong or variations of real flowers, but I'm more using them for naming purposes in my scenes rather then making for accuracy.

I modeled my first flower.  It's a white, cube, "sunflower".  And I used the near final render settings (lighting and texturing) that I like with an HDR for somewhat natural lighting - really it doesn't look "real" I just like some of the HDR's that I've made cause they give a nice soft look where no part of my scene feels like the color stays exactly the same across a certain part of the image.


Friday, March 30, 2012

Garden music (early itteration)

So, I just talked with Ale and he loves the test video I gave him.  He also has a song he's working on that he thinks this would be perfect for.  I think it sounds great and even gave me a few ideas.

Implosion of Light: The Garden (start)

Well, I still have one more song by Ale (aka Languis) to create some visuals to, but after a couple of these animations where the visuals were strongly synchronized to the music I decided that I wanted to go in a little different direction.

I'm not sure where it came from, but I started to have visions of a growing garden made of cubes, spheres and cones.  I'm in the process of designing and planning, but I made a quick and simple style of what I'm thinking.






The design, animation and everything is extremely simple, but this was just a test.  I was having trouble in the rigging process.  Basically I didn't want to have to animate each little cube on it's own and I wanted to have something else simple driving the cubes into growing.  That way when I actually animate it's quite simple even though it looks complex.  It's still time consuming, but if I was going to animate every single cube individually I probably would completely nix the idea.

I've sent an email to Ale to see what he thinks of letting me take the lead on this and I'm waiting to hear from him.  I'm sure he'll like it, but he's also a super busy guy.  I asked him if he wanted to do his own version of the first prototype piece (the one I animated to the music by Eric Satie) and he thought it was a great idea, but work and kids have gotten his hands full.  Still once he gets to it I think it'll be amazing!

I'll post designs soon!

Implosion of Light 1 & II

After I returned from Italy I met with Alejandro Cohen of Languis (the sonic component of Parallel) because I enjoyed working with his music and I wanted to continue the collaboration.  He loved the idea and quickly came up with three sonic pieces, which I slowly slowly animated to.

I am very grateful to him for his patience.  It showed around a few times at the Punto y Raya Film Festival in Madrid, Dublab's labrat Matinee here in LA and a couple other places.

You can see the first one below, but the second one just completed in March of this year and will be making the rounds to festivals.  If you would like to see it please ask for it!





UPDATE: Ale is going to post Implosion II on the Dublab blog. So, I might as well post it here too.

Implosion of Light 0

So, I've been working on this series for a couple years now.  I'm calling it "The Implosion of Light an Sound".  I thought of that title while I was on a minor shoomie trip a couple years ago and had a crazy vision of CG cube based pixelated images.

I had a residency in Florence Italy and was very moved by these mosaics there.  Particularly the one's in Revenna on the East Coast below Venice.  It contains some of the oldest and "most perfect" mosaics (according to some historians) and rightfully so.



I was particularly moved by the abstract ones and after some weeks of contemplation I decided that I wanted to take that idea and use my skills as an animator and a 3D artist to create a new type of mosaic.





At first I just wanted to make a simple animation using just cubes and animating to music (because I feel more free to be abstract, but audiences will accept it).  I knew I needed to start off with on my own cause it would be a little difficult to explain to someone without an actual example AND it was extremely important to get a "pipeline" (or workflow) working because it would be pretty intense and I wanted to make it as easy as possible.

I was also pretty passionate about making it, what I'm calling, a "Virtual Sculpture".  I started looking into holographic technology to see if I could create animated holograms.  At the moment that technology is not quite ready for complicated animation.  So, I decided to go with making phantograms.

A Phantogram is basically a hologram, but it can only be viewed from a specific angle.  It needs to be stereoscopic 3D (so usually wearing glasses) and it's a forced perspective image meaning you need to look at it at a 45 degree angle to see it in a proper form.  So, if you create a phantogram it appears that the image is popping out of the monitor, table or floor.

It took some time, but I finally organized a pipeline and then I spent the next two months or so animating and creating my "prototype".  And this is what I came up with.