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	<title>Matt Ebb &#187; Art &amp; Design</title>
	<atom:link href="http://mattebb.com/weblog/category/art-design/feed/" rel="self" type="application/rss+xml" />
	<link>http://mattebb.com</link>
	<description>cg / vfx</description>
	<lastBuildDate>Sat, 04 Feb 2012 16:31:00 +0000</lastBuildDate>
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		<title>Tile necklace</title>
		<link>http://mattebb.com/weblog/tile-necklace/</link>
		<comments>http://mattebb.com/weblog/tile-necklace/#comments</comments>
		<pubDate>Wed, 28 Dec 2011 04:01:12 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[Art & Design]]></category>
		<category><![CDATA[Houdini]]></category>

		<guid isPermaLink="false">http://mattebb.com/?p=754</guid>
		<description><![CDATA[]]></description>
			<content:encoded><![CDATA[<p>I made another piece of jewelry for <a href="http://katherinelu.com">Kat</a>&#8216;s birthday last week &#8211; I thought I&#8217;d experiment with making a necklace rather than a <a href="http://mattebb.com/weblog/procedural-jewellery/">ring</a> like last time. It&#8217;s 3D printed and cast in sterling silver, and sits in three parts. Originally the idea was to have the arrangement customisable so they could be re-positioned along the chain, but in the end only a few combinations hang well in practice. Doing it this way, as opposed to a pendant, is much more complicated than I imagined and will require a bit more experimentation and prototyping if I attempt it again in the future.</p>
<p><img class="alignnone" title="After casting" src="http://mattebb.com/projects/jewelry/tile_necklace_2011/tile_necklace_2011.jpg" alt="" width="500" height="279" /></p>
<p>The design is inspired by an islamic tile pattern that we saw recently while travelling in Turkey. I modelled it in Houdini by first procedurally re-creating the tiling pattern, then randomly breaking it up and distorting the pieces with some final detailing and bevelling. The final form was chosen by spending a while experimenting with different random seeds and noise offsets to find something that worked aesthetically. I then brought it into Blender for final tweaks, cleaned up the geometry to be watertight, added sprues for ease of casting, and exported the STL file for the print service.</p>
<p><a href="http://mattebb.com/projects/jewelry/tile_necklace_2011/tile_necklace_network.png"><img class="alignnone" title="Houdini SOP network" src="http://mattebb.com/projects/jewelry/tile_necklace_2011/tile_necklace_network_s.png" alt="" width="500" height="403" /></a></p>
]]></content:encoded>
			<wfw:commentRss>http://mattebb.com/weblog/tile-necklace/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Update and reel 2011</title>
		<link>http://mattebb.com/weblog/reel2011/</link>
		<comments>http://mattebb.com/weblog/reel2011/#comments</comments>
		<pubDate>Wed, 21 Dec 2011 21:59:46 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[Art & Design]]></category>

		<guid isPermaLink="false">http://mattebb.com/?p=744</guid>
		<description><![CDATA[It&#8217;s been a while since I posted anything here &#8211; the last few months for me involved being locked away at work and subsequently getting away for a well deserved holiday afterwards. Since February this year I was working as a VFX TD on Happy Feet Two at Dr. D Studios in Sydney, specialising in [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s been a while since I posted anything here &#8211; the last few months for me involved being locked away at work and subsequently getting away for a well deserved holiday afterwards. Since February this year I was working as a VFX TD on Happy Feet Two at Dr. D Studios in Sydney, specialising in volumetrics. Production was very tough, but I&#8217;m lucky to have worked alongside some amazing artists and technicians, and great friends.</p>
<p>I&#8217;ve re-cut my demo reel including a few of the Happy Feet Two shots I worked on, below, and will be available for work again between January and April 2012.</p>
<p><iframe src="http://player.vimeo.com/video/33998509?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="500" height="281" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe><br />
Breakdown and HD version <a href="http://vimeo.com/mattebb/reel">on vimeo</a></p>
]]></content:encoded>
			<wfw:commentRss>http://mattebb.com/weblog/reel2011/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>procedural jewellery</title>
		<link>http://mattebb.com/weblog/procedural-jewellery/</link>
		<comments>http://mattebb.com/weblog/procedural-jewellery/#comments</comments>
		<pubDate>Thu, 23 Dec 2010 07:15:18 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[Art & Design]]></category>
		<category><![CDATA[Houdini]]></category>

		<guid isPermaLink="false">http://mke3.net/?p=455</guid>
		<description><![CDATA[It was Kat&#8217;s birthday recently, and this year I wanted to do something a bit different for a present. I&#8217;ve been getting more familiar with Houdini lately, and thought it would be a good exercise to use it to design a ring, to be rapid prototyped and cast in sterling silver. I was aiming for [...]]]></description>
			<content:encoded><![CDATA[<p>It was Kat&#8217;s birthday recently, and this year I wanted to do something a bit different for a present. I&#8217;ve been getting more familiar with Houdini lately, and thought it would be a good exercise to use it to design a ring, to be rapid prototyped and cast in sterling silver. I was aiming for something geometric with a hint of art deco (which she likes), and I also involved random elements in the production, so the end product would be something quite unique.</p>
<p><a href="http://mke3.net/projects/houdini/ring_lg.jpg"><img class="alignnone" title="ring, 3d vs printed" src="http://mke3.net/projects/houdini/ring_sm.jpg" alt="" width="500" height="213" /></a></p>
<p>Houdini was great for this, I tried to keep it as procedural as possible, giving lots of room for experimentation. The final model was brought into Blender for some more detailing, and export to STL. The printers (<a href="http://www.rapidprototype.com.au">rapidprototype.com.au</a>) did a great job, the cast ended up looking great with very well resolved detail in what is a very small piece. I made a little video below showing some of the sop network in Houdini.</p>
<p><iframe src="http://player.vimeo.com/video/18110527?title=0&amp;byline=0&amp;portrait=0&amp;color=cf0000" width="500" height="281" frameborder="0"></iframe></p>
]]></content:encoded>
			<wfw:commentRss>http://mattebb.com/weblog/procedural-jewellery/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
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		<item>
		<title>exhibition, kinokuniya sydney</title>
		<link>http://mattebb.com/weblog/exhibition-kinokuniya-sydney/</link>
		<comments>http://mattebb.com/weblog/exhibition-kinokuniya-sydney/#comments</comments>
		<pubDate>Tue, 19 Oct 2010 03:28:06 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[Art & Design]]></category>

		<guid isPermaLink="false">http://mke3.net/?p=409</guid>
		<description><![CDATA[For the last 6 years or so, a friend of mine from uni has organised &#8216;Art by Design&#8217;, an annual exhibition in Kinokuniya Sydney&#8217;s Wedge Gallery. This year I thought it would be fun to enter something in as a good motivation to take a break and produce something outside of commercial work. I entered [...]]]></description>
			<content:encoded><![CDATA[<p>For the last 6 years or so, a friend of mine from uni has organised &#8216;Art by Design&#8217;, an annual exhibition in Kinokuniya Sydney&#8217;s Wedge Gallery. This year I thought it would be fun to enter something in as a good motivation to take a break and produce something outside of commercial work.</p>
<p>I entered an illustration &#8211; a bit of fun, looking at the excitement of the early era of flight. It was produced with 3D renders mixed with a bit of digital painting over the top, and was actually more of a challenge than I thought, having to get back into doing the entire process (character modelling/posing) rather than just the lighting/shading as I&#8217;ve been doing mostly exclusively for the last few years.</p>
<p>The show is on until Nov 13 at Kinokuniya in The Galeries, 500 George St, Sydney.</p>
<p style="text-align: center;"><a href="http://mke3.net/projects/abd6/magnificent_men_1200.jpg"><img class="aligncenter" title="Magnificent Men" src="http://mke3.net/projects/abd6/magnificent_men_500.jpg" alt="" width="244" height="500" /></a></p>
<p style="text-align: center;">
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>quick gecko tvcs</title>
		<link>http://mattebb.com/weblog/quick-gecko-tvcs/</link>
		<comments>http://mattebb.com/weblog/quick-gecko-tvcs/#comments</comments>
		<pubDate>Mon, 07 Jun 2010 22:52:06 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[Art & Design]]></category>

		<guid isPermaLink="false">http://mke3.net/?p=323</guid>
		<description><![CDATA[Recent jobs &#8211; quick lighting/setup on a couple more Bridgestone Gecko TVCs in blender 2.5:]]></description>
			<content:encoded><![CDATA[<p>Recent jobs &#8211; quick lighting/setup on a couple more Bridgestone Gecko TVCs in blender 2.5:<br />
<img alt="" src="http://mke3.net/projects/work/gecko_weather.jpg" /></p>
<p><img alt="" src="http://mke3.net/projects/work/gecko_box.jpg" /></p>
]]></content:encoded>
			<wfw:commentRss>http://mattebb.com/weblog/quick-gecko-tvcs/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>first (little) 2.5 project</title>
		<link>http://mattebb.com/weblog/first-little-25-project/</link>
		<comments>http://mattebb.com/weblog/first-little-25-project/#comments</comments>
		<pubDate>Thu, 10 Dec 2009 02:57:41 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[Art & Design]]></category>

		<guid isPermaLink="false">http://mke3.net/weblog/first-little-25-project/</guid>
		<description><![CDATA[Last night I finished my first artwork project in Blender 2.5 start to finish, though of course it&#8217;s a lot smaller than most other things I&#8217;ve done lately :) Went surprisingly smoothly in this case, only discovered one new bug, which I&#8217;ve subsequently fixed. Slowly but steadily, we get more and more ready for production! [...]]]></description>
			<content:encoded><![CDATA[<p>Last night I finished my first artwork project in Blender 2.5 start to finish, though of course it&#8217;s a lot smaller than most other things I&#8217;ve done lately :) Went surprisingly smoothly in this case, only discovered one new bug, which I&#8217;ve subsequently fixed. Slowly but steadily, we get more and more ready for production!</p>
<p>The result itself was a christmas card illustration for <a href="http://www.adarkroom.com">Kat</a> to send to her clients and contacts.</p>
<div><img src="http://mke3.net/projects/card/kat_xmas.png" /></div>
]]></content:encoded>
			<wfw:commentRss>http://mattebb.com/weblog/first-little-25-project/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
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		<item>
		<title>gecko on fxguide</title>
		<link>http://mattebb.com/weblog/gecko-on-fxguide/</link>
		<comments>http://mattebb.com/weblog/gecko-on-fxguide/#comments</comments>
		<pubDate>Wed, 04 Nov 2009 03:17:37 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[Art & Design]]></category>

		<guid isPermaLink="false">http://mke3.net/weblog/gecko-on-fxguide/</guid>
		<description><![CDATA[Just came across a &#8216;quick take&#8217; article about our Bridgestone Gecko work on fxguide: Bridgestone by RedCartel.]]></description>
			<content:encoded><![CDATA[<p>Just came across a &#8216;quick take&#8217; article about our Bridgestone Gecko work on fxguide: <a href="http://www.fxguide.com/qt/1683">Bridgestone by RedCartel</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://mattebb.com/weblog/gecko-on-fxguide/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Klaas Vaak</title>
		<link>http://mattebb.com/weblog/klaas-vaak/</link>
		<comments>http://mattebb.com/weblog/klaas-vaak/#comments</comments>
		<pubDate>Fri, 09 Oct 2009 23:19:54 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[Art & Design]]></category>

		<guid isPermaLink="false">http://mke3.net/weblog/klaas-vaak/</guid>
		<description><![CDATA[We recently finished a cg sequence for &#8216;Klaas Vaak&#8217;, a European children&#8217;s TV show. The show&#8217;s about the Sand Man (Klaas Vaak), who tells stories and illustrates them with sand drawings, and it looks really fun. We did a 30 second intro sequence and 10 second end credits sequence. The character&#8217;s owned by a large [...]]]></description>
			<content:encoded><![CDATA[<p>We recently finished a cg sequence for &#8216;Klaas Vaak&#8217;, a European children&#8217;s TV show. The show&#8217;s about the Sand Man (Klaas Vaak), who tells stories and illustrates them with sand drawings, and it looks really fun. We did a 30 second intro sequence and 10 second end credits sequence. The character&#8217;s owned by a large theme park, <i>Efteling</i>, and as I understand, some of this stuff will be constructed in real life at the theme park &#8211; very cool.</p>
<p>As usual, I did lighting/shading/comp, and some modelling and fur work too. Jeremy Davidson did most of everything else &#8211; animation, rigging, particles, etc. In general it went pretty smoothly, although some of the bigger shots full of trees and houses caused some headaches with the amount of geometry. Especially since at the start of the project we were using 32bit systems to render, though we ended up moving to 64bit midway. Only the first few visible &#8216;layers&#8217; of trees are geometry (well even still, geometry with branch alpha mapped image textures), but after that, much of them are either image planes with baked colour/normal/alpha maps. All in all though, I&#8217;m pretty happy with how it turned out.</p>
<p><object width="455" height="280"><param name="movie" value="http://www.youtube.com/v/TB0k_CVQPog&#038;hl=en&#038;fs=1&#038;rel=0&#038;color1=0x3a3a3a&#038;color2=0x999999"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/TB0k_CVQPog&#038;hl=en&#038;fs=1&#038;rel=0&#038;color1=0x3a3a3a&#038;color2=0x999999" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="455" height="280"></embed></object></p>
<p><a href="http://www.redcartel.com.au/images/klaasvaak/closeup_1024.jpg"><img src="http://mke3.net/_gfx/etc/kv_closeup_455.jpg"/></a></p>
<p><a href="http://www.redcartel.com.au/images/klaasvaak/endclimb_1024.jpg"><img src="http://mke3.net/_gfx/etc/kv_endclimb_455.jpg"/></a></p>
<p><a href="http://www.redcartel.com.au/images/klaasvaak/lake_1024.jpg"><img src="http://mke3.net/_gfx/etc/kv_lake_455.jpg"/></a></p>
<p><a href="http://www.redcartel.com.au/files/OwlSpin.mov"><img src="http://mke3.net/_gfx/etc/kv_owlspin.jpg"/></a></p>
]]></content:encoded>
			<wfw:commentRss>http://mattebb.com/weblog/klaas-vaak/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
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		<item>
		<title>updated reel</title>
		<link>http://mattebb.com/weblog/reel-updated-09/</link>
		<comments>http://mattebb.com/weblog/reel-updated-09/#comments</comments>
		<pubDate>Thu, 17 Sep 2009 13:50:53 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[Art & Design]]></category>

		<guid isPermaLink="false">http://mke3.net/weblog/reel-updated-09/</guid>
		<description><![CDATA[I&#8217;ve updated my demo reel with some lighting/shading/comp work from the past couple of years. Please have a look below, or on Vimeo. Details on the reel page. Thanks!]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve updated my demo reel with some lighting/shading/comp work from the past couple of years.</p>
<p>Please have a look below, or on <a href="http://vimeo.com/6624697">Vimeo</a>. Details on the <a href="http://mke3.net/reel">reel</a> page. Thanks!</p>
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			<wfw:commentRss>http://mattebb.com/weblog/reel-updated-09/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
<enclosure url="http://mke3.net/demoreel/clicktoplay.mov" length="2308" type="video/quicktime" />
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		</item>
		<item>
		<title>available for freelance</title>
		<link>http://mattebb.com/weblog/freelance/</link>
		<comments>http://mattebb.com/weblog/freelance/#comments</comments>
		<pubDate>Tue, 15 Sep 2009 01:20:25 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[Art & Design]]></category>
		<category><![CDATA[Miscellaneous Debris]]></category>

		<guid isPermaLink="false">http://mke3.net/weblog/freelance/</guid>
		<description><![CDATA[Today I moved to a contract position at Red Cartel, so I&#8217;m now available for freelance projects. I&#8217;ll continue to work with them as needed, but this means I&#8217;ll also have down-time available to work on other things on a contractual basis, such as 3d artwork/animation, scripting, or blender development. If you&#8217;re interested in hiring [...]]]></description>
			<content:encoded><![CDATA[<div class="c1">
<p>Today I moved to a contract position at Red Cartel, so I&#8217;m now available for freelance projects. I&#8217;ll continue to work with them as needed, but this means I&#8217;ll also have down-time available to work on other things on a contractual basis, such as 3d artwork/animation, scripting, or blender development.</p>
</div>
<div class="c2">
<p>
If you&#8217;re interested in hiring me for freelance work, please don&#8217;t hesitate to contact me at  <a name="email" href="email.html"><script type="text/javascript">printEmail();</script></a>. Thanks!</p>
</div>
]]></content:encoded>
			<wfw:commentRss>http://mattebb.com/weblog/freelance/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
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		<item>
		<title>magazines</title>
		<link>http://mattebb.com/weblog/magazines/</link>
		<comments>http://mattebb.com/weblog/magazines/#comments</comments>
		<pubDate>Wed, 12 Aug 2009 11:49:44 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[Art & Design]]></category>

		<guid isPermaLink="false">http://mke3.net/weblog/magazines/</guid>
		<description><![CDATA[In the last month our studio ProMotion (now RedCartel) has had a few nice magazine writeups. We&#8217;ve got multiple page articles in both the September issue of 3D World magazine and August issue of Desktop magazine, so go check it out!]]></description>
			<content:encoded><![CDATA[<div>
<p>In the last month our studio <a href="http://www.promotionstudios.com">ProMotion</a> (now <a href="http://www.redcartel.com.au">RedCartel</a>) has had a few nice magazine writeups. We&#8217;ve got multiple page articles in both the September issue of <a href="http://www.3dworldmag.com/">3D World</a> magazine and August issue of <a href="http://www.desktopmag.com.au/">Desktop</a> magazine, so go check it out!</p>
</div>
<p><a href="http://mke3.net/rt/3dworld_sept09.jpg"><img src="http://mke3.net/_gfx/etc/3dworld_sept09_s.jpg" title="3D world" /></a></p>
<p><a href="http://mke3.net/rt/desktop_aug09.jpg"><img src="http://mke3.net/_gfx/etc/desktop_aug09_s.jpg" title="Desktop magazine" /></a></p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>gecko tvcs</title>
		<link>http://mattebb.com/weblog/gecko-tvcs/</link>
		<comments>http://mattebb.com/weblog/gecko-tvcs/#comments</comments>
		<pubDate>Wed, 27 May 2009 01:48:57 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[Art & Design]]></category>

		<guid isPermaLink="false">http://mke3.net/weblog/gecko-tvcs/</guid>
		<description><![CDATA[Some recent Bridgestone Gecko TVCs @ ProMotion. I did shading/lighting/comp.]]></description>
			<content:encoded><![CDATA[<p>Some recent Bridgestone Gecko TVCs @ <a href="http://www.promotionstudios.com">ProMotion</a>. I did shading/lighting/comp.</p>
<p><object width="455" height="256" data="http://www.youtube.com/v/aL-DzwmEu6E&amp;fs=1&amp;hd=1&amp;fmt=22" type="application/x-shockwave-flash"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/aL-DzwmEu6E&amp;fs=1&amp;hd=1&amp;fmt=22" /><param name="allowfullscreen" value="true" /></object></p>
<p><object width="455" height="256" data="http://www.youtube.com/v/eR1bmY_HBQU&amp;fs=1&amp;hd=1&amp;fmt=22" type="application/x-shockwave-flash"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/eR1bmY_HBQU&amp;fs=1&amp;hd=1&amp;fmt=22" /><param name="allowfullscreen" value="true" /></object></p>
<p><object width="455" height="256" data="http://www.youtube.com/v/hIPs5yHctbQ&amp;fs=1&amp;hd=1&amp;fmt=22" type="application/x-shockwave-flash"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/hIPs5yHctbQ&amp;fs=1&amp;hd=1&amp;fmt=22" /><param name="allowfullscreen" value="true" /></object></p>
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]]></content:encoded>
			<wfw:commentRss>http://mattebb.com/weblog/gecko-tvcs/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>lighthouse / tornado</title>
		<link>http://mattebb.com/weblog/lighthouse-tornado/</link>
		<comments>http://mattebb.com/weblog/lighthouse-tornado/#comments</comments>
		<pubDate>Sat, 24 Jan 2009 04:19:16 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[Art & Design]]></category>
		<category><![CDATA[Miscellaneous Debris]]></category>

		<guid isPermaLink="false">http://mke3.net/weblog/lighthouse-tornado/</guid>
		<description><![CDATA[Last week I went to see a few sessions of the 2009 Sydney festival called films afloat, a free outdoor film screening on a massive screen floating out in the middle of Darling Harbour. Before the main feature (each night a different movie, with a soundtrack played by an improvising live band!) they showed the [...]]]></description>
			<content:encoded><![CDATA[<p>Last week I went to see a few sessions of the 2009 Sydney festival called <a href="http://www.sydneyfestival.org.au/2009/Film/_item/_eventPrecinct/IINET_FILMS_AFLOAT">films afloat</a>, a free outdoor film screening on a massive screen floating out in the middle of Darling Harbour. Before the main feature (each night a different movie, with a soundtrack played by an improvising live band!) they showed the finalists of the animation competition, which our short &#8216;Lighthouse&#8217; was included in. We ended up coming second in the competition, which was nice, but even better just to have it shown outdoors in front of a few thousand people in such a great atmosphere.</p>
<p><a href="http://www.flickr.com/photos/mattebb/tags/filmsafloat/"><img src="http://mke3.net/_gfx/etc/lighthouse_afloat.jpg" /></a></p>
<p>At work we also published a project we finished late last year, which was our first production use of the volume rendering tools I&#8217;ve been working on. It&#8217;s just a couple of shots, produced for an internal corporate video involving a hallucination sequence where a worker gets ripped out of his cubicle by a tornado. It&#8217;s a bit silly, and may not be the greatest vfx shot known to man, but it was fun to do, and good to give the rendering tools a good hammering in a practical context. There&#8217;s a bit more info about the process in this <a href="http://blenderartists.org/forum/showthread.php?t=145660">blenderartists thread</a>.</p>
<p><a href="http://www.promotionstudios.com/site/anims/tornado_h264.mov"><img src="http://mke3.net/_gfx/etc/tornado_shots.jpg" /></a></p>
]]></content:encoded>
			<wfw:commentRss>http://mattebb.com/weblog/lighthouse-tornado/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Radiohead / point density</title>
		<link>http://mattebb.com/weblog/radiohead-point-density/</link>
		<comments>http://mattebb.com/weblog/radiohead-point-density/#comments</comments>
		<pubDate>Sun, 11 Jan 2009 01:00:05 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[Art & Design]]></category>
		<category><![CDATA[Code]]></category>

		<guid isPermaLink="false">http://mke3.net/weblog/radiohead-point-density/</guid>
		<description><![CDATA[I&#8217;d heard before about Radiohead&#8217;s House of Cards video, made entirely from 3D laser scan data. Yesterday I found out that some of the point cloud data files were made available to download from Google under a creative commons license. So I did a little test reading it into Blender with a quickie Python script, [...]]]></description>
			<content:encoded><![CDATA[<div class="c1">
<p>
I&#8217;d heard before about Radiohead&#8217;s <a href="http://code.google.com/creative/radiohead/">House of Cards</a> video, made entirely from 3D laser scan data. Yesterday I found out that some of the point cloud data files were made available to <a href="http://code.google.com/p/radiohead/">download from Google</a> under a creative commons license.
</p>
</div>
<div class="c2">
<p>
So I did a little test reading it into Blender with a quickie Python script, and rendered it as a volume, using the &#8216;point density&#8217; texture, in the sim_physics branch. You can <a href="http://mke3.net/projects/tests/hoc_pointcloud.blend"><br />
download the .blend file</a> including the script.
</p>
</div>
<p><br style="clear: both" /></p>
<div style="margin-left: auto; margin-right: auto;">
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</div>
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		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>new news</title>
		<link>http://mattebb.com/weblog/new-news/</link>
		<comments>http://mattebb.com/weblog/new-news/#comments</comments>
		<pubDate>Sat, 29 Nov 2008 23:19:51 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[Art & Design]]></category>
		<category><![CDATA[Miscellaneous Debris]]></category>

		<guid isPermaLink="false">http://mke3.net/weblog/new-news/</guid>
		<description><![CDATA[It&#8217;s getting to the end of the year and things are getting busy. There&#8217;s been plenty on at work &#8211; quite a few projects have been running concurrent for a while, including a new Bridgestone gecko spot that&#8217;s out now, and the still in-progress project I&#8217;ve been working on the volume rendering for. We&#8217;ve been [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.vimeo.com/2360668"><img src="http://mke3.net/_gfx/etc/still_popcorn_gecko01.jpg" /></a></p>
<p>It&#8217;s getting to the end of the year and things are getting busy. There&#8217;s been plenty on at <a href="http://www.promotionstudios.com">work</a> &#8211; quite a few projects have been running concurrent for a while, including a new Bridgestone gecko spot that&#8217;s out now, and the still in-progress project I&#8217;ve been working on the volume rendering for.</p>
<p>We&#8217;ve been getting around a bit too, four of us headed down to Melbourne in October to attend the first &#8216;<a href="http://www.melbournebs.com">Melbourne Blender Society</a>&#8216; meeting. We <a href="http://vimeo.com/2006650">gave an informal presentation</a> about some of our work, much of it involving character setups, and then headed out for some &#8216;beer r&#038;d&#8217;, meeting some fun and interesting people (Hi Glenn, this only took a month ;).</p>
<p>Jez, James and I also gave a presentation at the <a href="http://digitalmedia.com.au/node/1168">Digital Media Festival</a> in Sydney , on the topic of &#8216;an open source pipeline&#8217;, talking about our use of Blender in production. Some of the parts that interested the audience of mostly 3d/vfx/design people most were existing features like the library linking system, but also the ability for us to do custom development, such as contracting the <a href="http://www.vimeo.com/2211193">ocean sim tools</a> for the Lighthouse project. I also showed off some work on the volume rendering too ;)</p>
<p><a href="http://www.vimeo.com/2272749"><img src="http://mke3.net/_gfx/etc/clouds_test.jpg" /></a></p>
<p>The volume rendering tools are at the point now where it&#8217;s going to give acceptable results given the timeframe. Although it&#8217;s still lacking a bit in some areas right now that aren&#8217;t a priority for this job, for my purpose it&#8217;s going pretty well. <a href="http://farsthary.wordpress.com/">Raul</a> has now picked up this code to work with too, and I&#8217;m looking forward to seeing his implementation of voxel data sets. A couple of the improvements I&#8217;ve made since last time posting include:</p>
<ul>
<li>Particle rendering<br />
There&#8217;s now a new 3d texture called &#8216;point density&#8217; that retrieves density and <a href="http://mke3.net/blender/devel/rendering/volumetrics/pd_mod_partage.mov">colour</a> information from point clouds (either particle systems or <a href="http://mke3.net/blender/devel/rendering/volumetrics/pd_objectloc.mov">object vertices</a>). It uses a BVH tree to store the points, and looks up what points are within a given radius of the shaded point, with various falloffs. It also has a few methods for simple <a href="http://mke3.net/blender/devel/rendering/volumetrics/turbu_compare.mov">turbulence</a>, adding directed noise to give the impression of more detail. It&#8217;s also possible to use this texture on <a href="http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov">solid</a> surfaces too.</li>
<li>Light Cache<br />
In order to speed up rendering of self-shaded volumes, there&#8217;s a new option to precalculate the shading at the start of the render into a voxel grid, which gets interpolated later to generate lighting information, rather than shading the lamps directly. You could make the analogy to raytraced occlusion vs approximate occlusion in Blender &#8211; it often gives around a <a href="http://mke3.net/blender/devel/rendering/volumetrics/vol_light_cache_compare.jpg">3x speed up</a> with <a href="http://mke3.net/blender/devel/rendering/volumetrics/vol_lc_fixed.jpg">similar quality</a>.</li>
<li>A few other small things such as <a href="http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_internal.jpg">internal</a> and <a href="http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_absorption.png">external</a> <a href="http://mke3.net/blender/devel/rendering/volumetrics/shadows_test_02.mov">shadows</a>, anisotropic scattering with various <a href="http://mke3.net/blender/devel/rendering/volumetrics/phasefunctions.jpg">phase functions</a>, integration with the <a href="http://mke3.net/blender/devel/rendering/volumetrics/sky_clouds.png">sun/sky</a> system, and various fixes.</li>
</ul>
<p></p>
<p><a href="http://www.vimeo.com/kajimba"><img src="http://mke3.net/_gfx/etc/sculling_beer.jpg"/></a><br />
</p>
<p><a href="www.kajimba.com">Kajimba</a>&#8216;s also rolling along nicely. We&#8217;ve released several more animation tests with audio (and plenty more sill in the pipe), the voices for the first episode have been recorded, and the animator dudes have started working on lipsync tests to begin some animation on ep 1 soon.</p>
<p>And on it goes&#8230;</p>
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			<wfw:commentRss>http://mattebb.com/weblog/new-news/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
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		</item>
		<item>
		<title>grogan enters</title>
		<link>http://mattebb.com/weblog/grogan-enters/</link>
		<comments>http://mattebb.com/weblog/grogan-enters/#comments</comments>
		<pubDate>Tue, 28 Oct 2008 08:22:02 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[Art & Design]]></category>

		<guid isPermaLink="false">http://mke3.net/weblog/grogan-enters/</guid>
		<description><![CDATA[We&#8217;ve put the first animation test from Kajimba online (with audio), check it out! :) There&#8217;s a few of these clips coming down the pipe, so stay tuned.]]></description>
			<content:encoded><![CDATA[<div class="c1">
<p>
We&#8217;ve put the first animation test from Kajimba online (with audio), check it out! :)
</p>
</div>
<div class="c2">
<p>
There&#8217;s a few of these clips coming down the pipe, so <a href="http://www.kajimba.com">stay tuned</a>.
</p>
</div>
<p><br style="clear: both" /><br />
<a href="http://vimeo.com/2085573"><img src="http://mke3.net/_gfx/etc/grogan_enters.jpg" /></a></p>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>volume rendering updates</title>
		<link>http://mattebb.com/weblog/volume-updates/</link>
		<comments>http://mattebb.com/weblog/volume-updates/#comments</comments>
		<pubDate>Wed, 24 Sep 2008 10:24:16 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[Art & Design]]></category>
		<category><![CDATA[Code]]></category>

		<guid isPermaLink="false">http://mke3.net/weblog/volume-updates/</guid>
		<description><![CDATA[Luckily, I&#8217;ve been able to work full time for a while on the volume rendering code, as part of budgeted R&#038;D time at work. Since Monday I&#8217;ve made a lot of progress, and have been committing code to the &#8216;sim_physics&#8216; SVN branch, maintained by Daniel Genrich. I&#8217;m actually quite surprised at how quickly I&#8217;ve managed [...]]]></description>
			<content:encoded><![CDATA[<div class="c1">
<p>
Luckily, I&#8217;ve been able to work full time for a while on the volume rendering code, as part of budgeted R&#038;D time at work. Since Monday I&#8217;ve made a lot of progress, and have been committing code to the &#8216;<a href="http://projects.blender.org/plugins/scmsvn/viewcvs.php/branches/sim_physics/?root=bf-blender">sim_physics</a>&#8216; SVN branch, maintained by <a href="http://www.wxtools.com/wp/">Daniel Genrich</a>.
</p>
</div>
<div class="c2">
<p>
I&#8217;m actually quite surprised at how quickly I&#8217;ve managed to come this far, I guess I can attribute it partially to the clear design of <a href="http://www.pbrt.org">pbrt</a>, which I&#8217;ve used as reference for the fundamental structure. So far, I&#8217;m getting close to having it at a reasonably well integrated state with the rest of the renderer. Perhaps tomorrow it&#8217;ll be at a state where particles could be rendered by just instancing spheres at each point.</p>
</div>
<p><br style="clear: both" /></p>
<p>Some of the changes so far include:</p>
<ul>
<li>Fixed the shading bug I mentioned earlier, due to a limitation in the raytrace engine (<a href="http://mke3.net/blender/devel/rendering/volumetrics/vol_shaded_old.png">before</a>, <a href="http://mke3.net/blender/devel/rendering/volumetrics/vol_shaded_correct.png">after</a>). Now shading works quite nicely.</li>
<li>Added colour emission &#8211; as well as the overall &#8216;Emit:&#8217; slider to control<br />
overall emission strength, there&#8217;s also a colour swatch for the volume to emit<br />
that colour. This can also be textured, using &#8216;Emit Col&#8217; in the map to panel.</li>
<li>Cleaned up and clarified volume texture mapping, fixing the offsets and scaling, and adding &#8216;Local&#8217; (similar to Orco) mapping, alongside Object and Global coordinates</li>
<li>Added colour absorption &#8211; rather than a single absorption value to control how much light is absorbed as it travels through a volume, there&#8217;s now an additional absorption colour. This is used to absorb different R/G/B components of light at different amounts. For example, if a white light shines on a volume which absorbs green and blue<br />
components, the volume will appear red. This colour can also be textured.</li>
<li>Refactored the previous volume texturing code to be more efficient</li>
<li>Worked on integrating volume materials into the rest of the renderer. Now other objects (and sky) correctly render if they&#8217;re partially inside or behind a volume. Previously all other objects were ignored, and volumes just rendered on black. The colour of surfaces inside or behind the volume gets correctly attenuated by the density of the volume in between &#8211; i.e. thicker volumes will block the light coming from behind.</li>
<li>Enabled rendering with the camera inside the volume.</li>
</ul>
<table>
<tr>
<td style="vertical-align: top;">
<a href="http://mke3.net/blender/devel/rendering/volumetrics/vol_shaded_correct.png"><img src="http://mke3.net/_gfx/etc/vol_shaded_correct_s.jpg" /></a><br />
 <span class="caption">Correct shading and absorption</span>
</td>
<td style="vertical-align: top;">
<a href="http://mke3.net/blender/devel/rendering/volumetrics/shaded_2lamps.png"><img src="http://mke3.net/_gfx/etc/vol_shaded_2lamps_s.jpg" /></a><br />
 <span class="caption">Shading with two lamps</span>
</td>
<td style="vertical-align: top;">
<a href="http://mke3.net/blender/devel/rendering/volumetrics/vol_shaded_clouds.mov"><img src="http://mke3.net/_gfx/etc/vol_shaded_clouds_s.jpg" /></a><br />
 <span class="caption">Shading within clouds density texture</span>
</td>
</tr>
<tr>
<td style="vertical-align: top;">
<a href="http://mke3.net/blender/devel/rendering/volumetrics/vol_col_emit.mov"><img src="http://mke3.net/_gfx/etc/vol_col_emit_s.jpg" /></a><br />
 <span class="caption">Textured (with colour ramp) emission colour</span>
</td>
<td style="vertical-align: top;">
<a href="http://mke3.net/blender/devel/rendering/volumetrics/vol_col_absorption.jpg"><img src="http://mke3.net/_gfx/etc/vol_col_absorption_s.jpg" /></a><br />
 <span class="caption">Example of various absorption colours</span>
</td>
<td style="vertical-align: top;">
<a href="http://mke3.net/blender/devel/rendering/volumetrics/vol_absorb_textured.png"><img src="http://mke3.net/_gfx/etc/vol_absorb_textured_s.jpg" /></a><br />
 <span class="caption">Textured absorption colour</span>
</td>
</tr>
<tr>
<td style="vertical-align: top;">
<a href="http://mke3.net/blender/devel/rendering/volumetrics/vol_inside_behind.png"><img src="http://mke3.net/_gfx/etc/vol_inside_behind_s.jpg" /></a><br />
 <span class="caption">Objects and sky inside and behind volume</span>
</td>
<td style="vertical-align: top;">
<a href="http://mke3.net/blender/devel/rendering/volumetrics/vol_shaded_suzanne.png"><img src="http://mke3.net/_gfx/etc/vol_shaded_suzanne_s.jpg" /></a><br />
 <span class="caption">Shaded concave volume</span>
</td>
<td style="vertical-align: top;">
<a href="http://mke3.net/blender/devel/rendering/volumetrics/clouds_sky.mov"><img src="http://mke3.net/_gfx/etc/vol_clouds_inside_s.jpg" /></a><br />
 <span class="caption">Camera passing through a volume</span>
</td>
</tr>
</table>
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		<slash:comments>15</slash:comments>
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		<item>
		<title>Kajimba</title>
		<link>http://mattebb.com/weblog/kajimba/</link>
		<comments>http://mattebb.com/weblog/kajimba/#comments</comments>
		<pubDate>Thu, 18 Sep 2008 10:08:50 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[Art & Design]]></category>

		<guid isPermaLink="false">http://mke3.net/weblog/kajimba/</guid>
		<description><![CDATA[This week, it&#8217;s been very exciting to publicly show a project that&#8217;s in the works for some time: Kajimba. It&#8217;s a CG animated comedy series for mature audiences (though not pornographic!) about a ragtag bunch of animals in the distant Australian outback, hanging out at the only pub for thousands of km. Kajimba has been [...]]]></description>
			<content:encoded><![CDATA[<div class="c1">
<p>
This week, it&#8217;s been very exciting to publicly show a project that&#8217;s in the works for some time: <a href="http://www.kajimba.com">Kajimba</a>. It&#8217;s a CG animated comedy series for mature audiences (though not pornographic!) about a ragtag bunch of animals in the distant Australian outback, hanging out at the only pub for thousands of km. Kajimba has been in progress in-house at ProMotion since before I started working there, but in the last year has finally gathered momentum, going from what was originally a concept, some sketches and a few early character models, to now, where we&#8217;ve done a good few minutes of rendered character animation tests, and production on the first (out of 26 slated) 5 minute episode has begun.
</p>
</div>
<div class="c2">
<p>
At the present, it&#8217;s self-funded by the studio, so it&#8217;s taking time to develop alongside other paid work. The benefit of this is that we can do what we want, which working out great so far. It&#8217;s not certain how the episodes will be delivered, whether it gets picked up by a TV network or if we&#8217;ll try something different. At this stage, we&#8217;ll concentrate on getting a first episode done and see how we go from there. It&#8217;s a great concept, very aussie, and very exciting. We should hopefully have some first voice recordings happening soon along with more and more images and animation tests coming down the wire so keep an eye on the <a href="http://www.kajimba.com">blog</a> and check on our progress!
</p>
</div>
<p><br style="clear: both" /></p>
<table style="width: 100%;">
<tr>
<td style="text-align: center;">
<a href="http://www.promotionstudios.com/kajimba/images/characters/Croc_LS.JPG"><img src="http://mke3.net/projects/work/char_noelene01s.png" style="border: 0;"/></a>
</td>
<td style="text-align: center;">
<a href="http://www.promotionstudios.com/kajimba/images/characters/Kookabura_LS.JPG"><img src="http://mke3.net/projects/work/char_kookie01s.png" style="border: 0;" /></a>
</td>
</tr>
<tr>
<td style="text-align: center;">
<a href="http://www.promotionstudios.com/kajimba/images/characters/Goanna_MCU.jpg"><img src="http://mke3.net/projects/work/char_grogan01s.png" style="border: 0;" /></a>
</td>
<td style="text-align: center;">
<a href="http://www.promotionstudios.com/kajimba//images//characters/Magpie_LS.jpg"><img src="http://mke3.net/projects/work/char_reg01s.png" style="border: 0;" /></a>
</td>
</tr>
</table>
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		<title>Volume Rendering</title>
		<link>http://mattebb.com/weblog/volume-rendering/</link>
		<comments>http://mattebb.com/weblog/volume-rendering/#comments</comments>
		<pubDate>Wed, 10 Sep 2008 00:47:14 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[Art & Design]]></category>
		<category><![CDATA[Code]]></category>

		<guid isPermaLink="false">http://mke3.net/weblog/volume-rendering/</guid>
		<description><![CDATA[Some of you may be aware of the great work done so far by Raúl Fernández Hernández (&#8220;farsthary&#8220;) concerning volume rendering in Blender. For those not in the know, rendering volumes of participating media as opposed to solid surfaces, has many uses such as realistically rendering smoke, fire, clouds or fog, or even with more [...]]]></description>
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<p>
Some of you may be aware of the great work done so far by Raúl Fernández Hernández (&#8220;<a href="http://farsthary.wordpress.com/">farsthary</a>&#8220;) concerning volume rendering in Blender. For those not in the know, rendering volumes of participating media as opposed to solid surfaces, has many uses such as realistically rendering smoke, fire, clouds or fog, or even with more complicated techniques, rendering <a href="http://en.wikipedia.org/wiki/Volume_rendering">volume density data</a> such as MRI scans for medical visualisation.
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<p>
Raúl completed a fair bit already, implementing this in Blender. Living in Cuba, where he doesn&#8217;t enjoy the same kind of connectivity as in many other parts of the world, it&#8217;s been difficult for him to participate in development and share his work. A few weeks ago, he emailed me asking for help with his code, and with maintaining it publicly. I promised I&#8217;d at least have a look at the first patch he was able to release and see what I thought.</p>
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In some spare time, I had a go at taking apart his patch. Unfortunately, it became clear that it wasn&#8217;t suitable for immediate inclusion. It was Raúl&#8217;s first time coding in Blender (or perhaps in 3D) and due to this, wasn&#8217;t aware of some of the techniques available to make his life easier, or of how to integrate the code as cleanly as it could or should be. On top of this, working alone without being able to easily communicate with other developers, he&#8217;d been working hard on adding more and more features and options on top of a structure which I think could be done differently and a lot cleaner at a fundamental level. This led to some quite complicated code, and a tricky UI for artists to interact with.</p>
<p>I proposed to Raúl that I start again from scratch, simpler and more cleanly integrated and then merge in what I could later down the track, step by step, to which he was very enthusiastic. He excitedly agreed with my invitation to work closely on integrating things like the simulation work he&#8217;s been doing, once a new structure is well defined. Recently in a few days off from work I sat down and started fresh, based on the approach in <a href="http://pbrt.org/">Physically Based Rendering</a>.</p>
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<td><a href="http://mke3.net/blender/devel/rendering/volumetrics/vol_directlighting01.jpg"><img src="http://mke3.net/_gfx/etc/vol_directlighting01_s.jpg" /></a><br />
 <span class="caption">Spot light in constant density volume</span>
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<td><a href="http://mke3.net/blender/devel/rendering/volumetrics/vol_directlighting03.jpg"><img src="http://mke3.net/_gfx/etc/vol_directlighting03_s.jpg" /></a><br />
 <span class="caption">3 point lights in constant density volume</span>
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<td><a href="http://mke3.net/blender/devel/rendering/volumetrics/vol_direct_textured04.jpg"><img src="http://mke3.net/_gfx/etc/vol_direct_textured04_s.jpg" /></a><br />
 <span class="caption">Textured spot light in constant density volume</span>
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<p>So far I&#8217;ve got it working reasonably well with about 90% new code. Unlike before, it&#8217;s following a physically based approach, with a region of constant or variable density, calculating light emission, absorption, and single scattering from lamps. My aim is to get a simple, easier to use version ready, optimised for practical rendering tasks like smoke, fire or clouds. Once this is working perfectly, integrated cleanly and completely, and working in Blender SVN, further down the track we can think about adding some of the less common capabilities like isosurfaces or volume data sets.</p>
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<td><a href="http://mke3.net/blender/devel/rendering/volumetrics/tex_03_emissiononly.mov"><img src="http://mke3.net/_gfx/etc/vol_cloud_textured_01_s.jpg" /></a><br />
 <span class="caption">Cloud texture controlling density, lighting from volume emission only</span>
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<td><a href="http://mke3.net/blender/devel/rendering/volumetrics/vol_tex_shaded_3lights.png"><img src="http://mke3.net/_gfx/etc/vol_cloud_textured_02_s.jpg" /></a><br />
 <span class="caption">Cloud texture controlling density, 3 lights with single scattering</span>
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<td><a href="http://mke3.net/blender/devel/rendering/volumetrics/tex_shaded_01.mov"><img src="http://mke3.net/_gfx/etc/vol_blend_textured_01_s.jpg" /></a><br />
 <span class="caption">Spherical blend textures controlling density, directional light with single scattering</span>
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<p>There&#8217;s still a lot to do &#8211; there&#8217;s one remaining bug with single scattering I must try and track down, and then there&#8217;s a lot of integration work to do, calculating alpha, rendering volumes in front of solid surfaces etc. Before too long I&#8217;ll commit this to the newly created &#8216;sim/physics&#8217; SVN branch and work on it in there. I don&#8217;t know how long it will be before Raúl is able to start working on this again too, since he&#8217;s under some <a href="http://farsthary.wordpress.com/2008/09/03/cronicles-from-the-hurricane/">horrible circumstances</a> after hurricane Gustav ravaged Cuba. At least in the near term, I&#8217;ll be able to continue poking away at this in SVN.</p>
<p>Some things on my want-to-do list include:</p>
<ul>
<li>Plenty of optimisations</li>
<li>Adaptive sampling &#8211; step size and/or early termination</li>
<li>Alternative anisotropic phase (scattering) functions such as Mie or Henyey-Greenstein</li>
<li>Wavelength (R/G/B) dependent absorption, so light gets tinted as it travels through a medium</li>
<li>An optimised bounding box or sphere &#8216;volume region&#8217; primitive, which could be much faster than raytracing meshes as is done now</li>
<li>Multiple layers deep ray intersections, to enable concave meshes or volume meshes in front of volume meshes</li>
<li>Rendering Blender&#8217;s particle systems, either by creating spherical &#8216;puffs&#8217; at each particle as Afterburner or PyroCluster do, or perhaps by estimating particle density with a kd-tree or such</li>
</ul>
<p>I hope to be able to provide some more updates on this before too long!</p>
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		<title>Linear Workflow</title>
		<link>http://mattebb.com/weblog/linear-workflow/</link>
		<comments>http://mattebb.com/weblog/linear-workflow/#comments</comments>
		<pubDate>Fri, 05 Sep 2008 02:10:40 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[Art & Design]]></category>
		<category><![CDATA[Code]]></category>
		<category><![CDATA[Miscellaneous Debris]]></category>

		<guid isPermaLink="false">http://mke3.net/weblog/linear-workflow/</guid>
		<description><![CDATA[I recently posted on blenderartists.org in response to some questions and misunderstanding about gamma correction and &#8216;linear workflow&#8217; in 3D rendering. I thought I&#8217;d re-post it here, since there are a lot of misconceptions about this topic around. Much of the value of a linear workflow comes with rendering colour textures. But as the name [...]]]></description>
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<p>I recently <a href="http://blenderartists.org/forum/showthread.php?t=133170&#038;page=15">posted on blenderartists.org</a> in response to some questions and misunderstanding about gamma correction and &#8216;linear workflow&#8217; in 3D rendering.
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I thought I&#8217;d re-post it here, since there are a lot of misconceptions about this topic around.
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<p>Much of the value of a linear workflow comes with rendering colour textures. But as the name suggests, it&#8217;s a workflow, that has to be kept in mind throughout the entire process.</p>
<p>The issue is that when you make a texture, either painting it in Photoshop to look good on your screen, or as a JPEG from a camera, that image is made to look good <i>under gamma corrected conditions, usually gamma 2.2</i>. So as you paint that texture, you&#8217;re looking at it on a monitor that&#8217;s already gamma 2.2, which is not linear. This is all well and good, displays are already gamma corrected to better fit the range of human vision.</p>
<p>The problem starts though, when you use those colour maps as textures in a renderer. When you&#8217;re doing lighting calculations in a renderer, those take place in a linear colour space. i.e &#8211; add 2x as much light, and it gets 2x brighter. The problem is that your colour textures aren&#8217;t like that if they&#8217;re at gamma 2.2. What&#8217;s double in numerical pixel values in gamma 2.2 is not necessarily twice brighter perceptually. So this breaks the idea of taking brightness information from a colour texture and using it in lighting/shading calculations, especially if you&#8217;re doing multiple light bounces off textured surfaces.</p>
<p>So what a linear workflow means, is that you take those colour textures, and convert them back to linear space before rendering, then you gamma correct/tonemap the final result back to gamma space (for viewing on a monitor). Now the lighting calculations work accurately, however it does change things &#8211; because the textures get darkened in the midtones the image can look darker, so you need to change the lighting setup, etc. etc. Hence, workflow &#8211; it&#8217;s something you need to have on all throughout the process, not just applying gamma at the end.</p>
<p><img src="http://mke3.net/blender/devel/rendering/linear02.png" style="float: right; margin-left: 20px;" />I wrote some code a little while ago that did it all automatically in the shading process, applying inverse gamma correction for colour textures before rendering, then corrected back to gamma 2.2 afterwards. After adjusting lights from old scenes to have the same appearance, it gave some nice results. It seemed to bring out a lot more detail in the textures, which got washed out before (left is normal, right is with linear workflow). It&#8217;s not finished though, it also needs to adjust the lights in the preview render, and inverse gamma correct colour swatches too so the flat colours you pick in the UI are also linear.</p>
<p>Further references:</p>
<ul>
<li><a href="http://www.gijsdezwart.nl/tutorials.php">http://www.gijsdezwart.nl/tutorials.php</a></li>
<li><a href="http://www.xsi-blog.com/archives/133">http://www.xsi-blog.com/archives/133</a></li>
</ul>
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