So I was rendering other day and a strange thing happened.

Suddenly mental ray decided thats its not enough to calculate 100 % of photon emission before starting rendering.  And it reads “rendering” instead of “photon emission”…

oh well, must be one of these Christmas miracles i guess.

198%

So and then I remembered once I had my video card setup wrong in max, and it produced very nice results.  I would like to investigate visual qualities of this error. Not sure though what to do with them exactly.

You can still somehow see the 3d scene (with assistance of strong imagination).
So here are fiew screan grabs I did:

123456

So, recently I was working a bit with architectural visualizations.
And I ran into a small problem.  So there are these people who are always very tight and do things in “right” order. But there are others who prefer “creative mess” so to speak.
And I am sure both ways can be good.  sometimes at least :)
In my case i have a tendency to get lost in modeling stage,  adding more and more small details.  So at the end of the day I have a scene full with detail, but no lights.  And some say it is a good idea to draft your scene from simple cubes first, then to make “ruff” lighting,  so later on you will need just to tweak minor details.  But when you have a billion of objects, and its hard to navigate in view port… you add a light and it takes years to render that small test.  So its kind of stupid way to go.
So I was thinking. (This is about 3d max only i guess)
So lets imagine situation where we have heavy scene with dense mesh,  something like this :

interior, lots of polys

interior, lots of polys

and then lets turn on view port rendering mode “show as box”

interior, view as bounding boxes

interior, view as bounding boxes

So if max can generate bounding boxes, it would be nice to have a tool which could do the same but export a mesh of these boxes.

Even more advanced tool could somehow *(no idea how, still thinking) detect objects which resemble boxes (walls) and more complex shaped objects (trees) and by using multi res tool (which reduces number of polygons) automatically generate whole scene only for test renders. That would be time saver,  I guess,  or?

What do you think? might be there is similar tool already but I am not aware of it? let me know if thats the case!

and as usual link to my other website here where you can find interior used as example rendered. And dyrect link is here. By the way its pdf :)

Normally i don’t write such posts, but sins xsi was a long time dream to me…

i was looking in to xsi from version 4 i guess, gathering courage to move from max to xsi. At first i thought i should learn maya, but after autodesk bought it i was very serious to move to xsi. after ice release i downloaded demo and started playing around with it. Xsi always had this feeling of independence, and being not pro monopolist. Thinking about artist and so on.. And sins i am not a programmer (scripter) ice looked very apealing to me. But now???

What will it mean – if all biggest 3d aps belong to one company?

who dies first? well i am sure you will find much more about topic in base forums or wherever, but i just couldn’t resist…

on other hand: could it be a good thing?more money for developement, sins it seems avid was not very lucky with xsi lately….

I am deeply shocked.

what i would be interested is opinions from maya and max users who deal with autodesk.

any thoughts?

ps. “optimistick” article

The World Stops Spinning – Autodesk Acquires Softimage” at  xsi user base

autodesk ’s oficial statement

and short article in 3d max underground, summarizing general user reaction here

thread on cgtalk’s 3dmax forum here

///////////////////////////////////////////////////////////////////

insiders jokes:

teapot

teapot

xsi_baseball_bat

xsi_baseball_bat

standart icon

standart icon

So as we can see in a previous post (if we read comments) there where some concerns about my proposals validity. Mainly Delt0r raised some valid questions. therefore i have been struggling to improve my initial idea, and here is what i came up with. Now, its still has some flows. and questions. but its for u to judge, sins i have no clue about maths, and here its quite important, i mean the math.

so the idea is this.

A. we have a mesh. *(base mesh) which we will use to to determine where the “blobs” appear.

B. we will get the normals of each vertex.

c. then the slicing planes should be generated. (here u can look at my old post or drawings beneath)

here comes the first problem. what i want to find out – is there a way to limit this “slice plane’s ” effect. here no one will understand me, so lets have a look at the picture:

screanshot of blobmesh section in max

screen shot of blob mesh section in max

Here we have a blob mesh, and a slice tool. the white plane is a slice plane, and green line is outline which is generated. the problem is that the green outline goes out of boundaries of slice plane, and correct me if iam wrong but iam sure algorithm behind this procedure works this way. so what we would like to have here would look like this:

blob mesh, facke intersection

blob mesh, fake intersection

Ok how to do it ? i have no clue. It might require rewriting all algorithms behind this operation, or doing it old way, and then subtracting unneeded parts. which is probably easier.

so now lets imagine our slicing works like we want it, and lets move on.

so in order to understand my “hand” drawings here is another diagram for explanation:

normals

normals

so this diagram shows a mesh we will be thinking about. in next drawings i draw only 3 vertexis out of this mesh. In this image we can also see averaged normals (left)cos normally each plane is plane :) so all 4 vertexies should like in image on right. but we can get average values.

how to make planes

how to make planes

you can enlarge this image to see better. but the idea is to make planes for each vertex separately.

so here as well we have problems. first of all we would want to arrange planes so the would make a “continuity” i mean they would go like this: /\/\/\/\/\/\ shit i have no idea how to explane…. look at the drawings again. chm…. please tell me if anyone understands what i am talking about ? ah? anyone?

so and last step would be to “weld” vertexies who are very close to each other.

again i wonder how easy it would be to make so many “restricted” planes for slicing.

but from what i understand, if it would work it could improve mesh topology or?

any ideas?

Ok, to tell u the truth its not a review sins there is my name in the credits of film :)

so i am rather biased :) So as film dyrector states himself:

Alican Serbest:
I didn’t study cinema but educated myself and gathered a team of my friends, educated them as well :) Then shot short movies for 8 years. This was the latest of them. We are trying to get into the professional area :)

synopsis:

It is year 2092 and vegetation is almost completely perished all over the world.
A police team has just followed a suspect to a roof.
There, they will learn a bitter truth that will affect all human race.

so no biggy, but still for me = cool to see turkish movie.

good whaching THE LINK

Hello everyone. So I was (am) having this problem. I rendered some animation, but now i think i need to slow it down.
The problem is, rerendering everything and making everything twice as long is not an option, sins one frames rendering time is around an hour.
so i was thinking how to slow animation without rerendering… how to get more frames…
and then i remembered video morphing. So. first of all have to mention that the content of my animation is water surface.
Just water with waves. thats it. No characters or theyr faces.
So if anyone knows that this is already done, please let me know, i would like to try employ this technique in my work.
But the basick idea is, to write a script or separate program which tasks would be>
1. detect motion in frames. thats already possible in lots of software. think of motion tracking. the idea is we detect a part of video frame which is similar in next frame but its position changes. So this is already possible to do with lots of softwares. If i am not mistaken also it is part of mpeg video compression.
now step 2, would be to connect this automatic process with video morphing. You remember this “effect” when we have a photo of one person and it “nicely” “morphs”
to other person. So thats exactly what i was thinking to do.
To take two frames. detect “objects” using motion tracking.
and then user would need to say how many frames in between he wants to add. so lets say adding one frame would increase video time twice. two frames would make total time 3 times long.
and then in ideal case program or script would make inbetweens.
The problem here is that user usually has to “tell” program how the morphing is done. Usually user has to draw curves around object, then take that curve put it on next frame and  move points of to mach next object.
well if someone has a better descrotion, pls correct me :)
i hope its still kind of understandable.
ok ill try to find some links, which is hard if i dont whant to advertise any specifict software product :)

And other VIDEO
it shows how its done, i mean the curve drawing.

SHIIIIITTT.

so

couple of hints for bloging.

first chek wiki. i forgot. thats a link.

but thats not a mistake. mistake is DO YOUR RESEARCH BEFOREU WRITE!

so, ofcource i am not a first to come up with this techniqe.

read this article!

ok, its a long time. so some thoughts on implicit surfaces and their topology. so why do we talk about it in first place, its becouse of its ugly topology. metaballs are so cool, but hardly usable in animations and in other fields cos of irregular and ever chaging mesh topology, so what do we do? lets think.

first, a description of implicit surface as i understand it.

2.2.3 Implicit surfaces (Bloomenthal 1987)

Implicit surfaces are also known as “Metaballs”, “Blobbies” or “Soft objects”.

Implicit surface is a technique first introduced by Jim Blinn in 1980. The idea is to have control objects, which determine the resulting surface. Each control object generates a sphere around itself. When two or more controller objects are close together, the resulting surface will “melt” together. So instead of two spheres one will have two spheres which are connected and form a “blobby” single surface shape. How much the resulting surfaces blob together is a result of distances from controlling objects and of weights of these control objects. (Maestri. 1999 43-44)

so i had few ideas on the matter. pls look at a picture and tell me what u think.

ok. now as far as i understand the poligonization of such mathematical substance :) as metaball, it works like this (and pls correct me if i am wrong) the algorithm “checks” certain points in worldspace to see if that point is in or outside of this mathematical descriptio0n of metaballsurface. so basically, user determines “resolution” or level of detail he or she wants, and based on that, algorithm generates planes, to see where are boundaroes of this object in that particular plane. and planes are generated in x, y, and z. so pls look at picture beneath. so what i thought of is, why user is not able to determine how these planes are distributed and aligned? why dont we have such simple control as in uv ordinates, u know we would choose box, cilinder, sphere just like in uv layout (imagine box uv layout as a traditional plane distribution for imlicitsurfaces).

so people who have read, and understood, some of papers about implicit surfaces, including old john blinns texts, tell me do i bulshit or that could be a very small step towards better topology?

and some links to read more: here

and as usual link to my other website here

dont like english? u can (try) readig it in lithuanian or anny other language here! alternative, has no lithuanian :(

So first of all to these for whom erotics is a sensitive topic (or you are too young to watch such content, by decision of you government)- please ignore this post and look around all other posts in my blog. i promice = all other posts are about 3d and trees only.

And for others:

Have you ever wondered how a typical buss ride looks in this eastern northern European country called Lithuania? Now you have a chance to see it for your self. It could be a bit slow, but usually all good things start slow, so be patient, and enjoy:

http://www.altss.com/1/erotomotto.wmv

dont like english? u can (try) readig it in lithuanian or anny other language here! alternative, has no lithuanian :(

Ok so as Mr.  David Beaulieu iinformed me there are some more cool tree diseases. And it is known under the name of A burl (British bur or burr) according to all mighty wiki.  So as far as i understand its similar to previously described cancer. According to wiki, its cosed by any kind of stress to a tree,.  be it human related humidity related, or most popular is insect infestations. Again according to wiki, burls are always covered with bark, even if they are underground. Ok, but enough words, lets see some pictures (all images taken from wiki here)

burl, image from wiki

burl, image from wiki

burl, image from wiki

burl, image from wiki

burl, image from wiki

burl, image from wiki

burl, image from wiki

burl, image from wiki

So be sure to go here:

flickr

its a flicker search with word burl…. so nice images :)

well thats it for now.

oh oh. some more links:

“art”

wood burls by David Beaulieu

and some famous tree, which is probably not related to burls, but still very nice.

and if you have too much time on your hands be sure to visit my tree models here and here.

dont like english? u can (try) readig it in lithuanian or anny other language here! alternative, has no lithuanian :(

Cankers are dead areas of bark, caused by fungi and bacterial infection. Cankers can be found on branches as well as on tree trunks. Such an infection can cause a draw back in annual branch or twig growth. Yet on the stem it can create visually interesting formations which can be deadly to a tree. Organisms which cause a canker formation can enter and infect the bark through wounds. These wounds could be caused by broken branches, or insects which have caused an injury. When canker pathogens pass through the outer bark barrier, they can colonize other bark tissue. Cankers can enhance wood decay, and cause branch breakage or tree death (Tisserat 2004).

canker

canker

Fig 12. Canker on a tree trunk. Picture taken from:

Ned A. Tisserat, 2004 Canker Diseases of Trees, Kansas State University Agricultural Experiment Station and Cooperative Ex tension Service,

dont like english? u can (try) readig it in lithuanian or anny other language here! alternative, has no lithuanian :(

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