Showing posts with label Butchered Meats. Show all posts
Showing posts with label Butchered Meats. Show all posts
Tuesday, September 13, 2011
C_21 Preview
I just wanted to show a pert-near completed shot (even if it is only one second long) with my atmospheric script composited in. Hopefully I'll be able to get my hands on more in the near future.
Saturday, July 23, 2011
Preliminary Sweat
This is late in posting. I'm kind of lazy when it comes to sharing 3D work, simply because it takes so daggum long to get it up on the web. At any rate, I just wanted to show the finalized movement for the sweat effect I did for BYU's animated short, Butchered Meats. Final renders to follow soon in addition to some atmospherics! Yay!
Tuesday, February 8, 2011
Visible Progress At Last
After months of being neck-deep in code, I finally have an image to put to all of my text. For those of you who have a vague idea of what I've been up to, here's the down-lo: I've been working hard on writing my own smokey haze atmospheric for our senior film Butchered Meats. Seems simple enough, but I have never worked with the RenderMan Shading Language (RSL) before, nor traversed through a scene via code, so it was a huge learning experience.
I also took a lot of time to add a number of optimal features to my script. I wanted to give our director (and the lighters) as much control as possible over the troublesome substance. The user can adjust the density, the haze color, the areas where the haze will be more and less dense, where the haze starts and stops accumulating, which objects will be excluded from the haze, and so forth. I also added a switch that allows the user to jump between smokey looks and plain 'ol atmospheric fog. The point of the whole script is to provide our boxing gym with the smokey haze seen in those pugilist films we love. I'm super stoked to say that the image rendered below does just that!
It's not very visually impressive, but actually getting to see some sort of finished product come out of all my effort is awesome! I was so excited to see it working that I just had to share (even if it is in a temp shot with really crappy lighting--done by me :) ). Go forth and appreciate! I will be doing another post soon with a shot from the actual film (and maybe even an animation of the smoke moving).
I also took a lot of time to add a number of optimal features to my script. I wanted to give our director (and the lighters) as much control as possible over the troublesome substance. The user can adjust the density, the haze color, the areas where the haze will be more and less dense, where the haze starts and stops accumulating, which objects will be excluded from the haze, and so forth. I also added a switch that allows the user to jump between smokey looks and plain 'ol atmospheric fog. The point of the whole script is to provide our boxing gym with the smokey haze seen in those pugilist films we love. I'm super stoked to say that the image rendered below does just that!
It's not very visually impressive, but actually getting to see some sort of finished product come out of all my effort is awesome! I was so excited to see it working that I just had to share (even if it is in a temp shot with really crappy lighting--done by me :) ). Go forth and appreciate! I will be doing another post soon with a shot from the actual film (and maybe even an animation of the smoke moving).
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