December 22nd, 2013 . 0 comments
I just finished making a terrarium for Kat’s birthday. It’s an homage to her favourite scene in Jurassic Park when the lawyer gets eaten on the toilet. I was able to pick up a plastic dinosaur from the Australian museum, and some architectural model making supplies for the destroyed toilet structure, but I wanted to make it accurate, so used 3d printing for the lawyer on the toilet. I’m not a great modeller/sculptor, but at the size it was printed, I could get away with a pretty rough digital sculpt to generate the STL for printing. It’s a repurposed version of this toilet combined with a modified old human base mesh I made years ago.
Once again I used Rapid Prototyping Services in Sydney for the print – the level of fine detail and quality was impeccable, unfortunately a bit masked by my dodgy paint job with too many layers of undercoat. You can check how well it fares against the reference.
December 4th, 2013 . 1 comment
Although the 3Delight/blender addon is mostly abandoned due to lack of time to keep it maintained, I want to at least bring it up to date with the latest 3Delight release, which has had a lot of good updates in the pathtracing/physically based rendering department.
3Delight’s approach to the problem has been to extend some of the commonly used shadeops, seemingly with the intention of making it simple to convert over old shaders, or create simple shaders from scratch. It definitely has advantages in terms of the amount of work required to get something set up, but imo it’s also a bit messy and confusing how it all fits together, especially if you’re familiar with a more common and organised physically based shading infrastructure as in pbrt.
December 4th, 2013 . 2 comments
Last week I wrapped on The Lego Movie, produced at Animal Logic in Sydney. It was tons of fun to work on with lots of unique challenges for us in the fx department. It’s also really surprised me, becoming a much better film than I initially imagined. I’m looking forward to seeing it when it comes out next year, until then here’s the trailer:
September 4th, 2013 . 0 comments
If you use VOPs in Houdini a lot like I do, you might also find it a bit annoying when using Import/Add Attribute VOPs trying to keep a clean setup with nodes nicely named and local variables added – it can be a lot of typing.
I made a couple of scripts that you can add to your shelf and add keyboard shortcuts to, to automate this process a bit. They’ll pop up a text entry with the attribute name, add the VOP node, and then fill in the relevant parameters based on the attribute. For the import attribute node it also tries to be a bit clever and set the attribute type information by querying the incoming geometry. Enjoy!