Saturday 17 May 2008

wall explosion using video



All my systems are in place.

1: Procedural lightrig based in impact
2: Deformation using briqs, pixels or glass
3: Particle Based Shatter for screens and walls

Tuesday 13 May 2008

as promised

a shatter based on video processing and it's color values


Monday 12 May 2008

tv + displacetest and shatter

Found a nice model online, only problem was that the polycount was low. So funked it up a bit and applied some test RGB footage. After that I wanted the object to push the pixels out of the tv, using particles for that. Will upload a quick video of that tomorrow but for now a screen.



Sunday 11 May 2008

scramblesession in 3d

For now it looks that the very fast scramble set get's converted pretty well in houdini.Here are some quick renders using different angles but the same frame(s)






first scramblesessions

Here are two randomly generated tests using the system. I only gave it some input commands and let it run on the music for about 1 minute. The first one is better in my opinion (the one right under this text). I went for lines this time but the squares will come in play later on.

Everything is live and everything is realtime. Only when I try to run it in a resolution higher then 320 240 it starts chugging. Which means I have to render it out instead of capture it live.

320 *240 = 20 to 25 fps
640*480 = 10 to 15 fps
720*576 = 7 to 14 fps












A higher quality version of the first scramblesession is available here: CLICK

Saturday 10 May 2008

dramatically scattered chipmunk is working

After a hard week of work the program's finally done. It gives me full control over every single RGB value and scrambles the hell out of your grandma. It can go completely random or be midi controlled (and still go crazy). It feedbacks it's way through a bunch of matrices and the output is realtime. I will upload some random sessions today but for now the wire chaos will do.

I wanted a hands on approach, think I've got it. But I have to see how it turns out in 3d.

Monday 5 May 2008

patch almost done

I said I would try to finish it this weekend. As it turns out it took some more time but the patch has got a lot more functionality at the moment. Will finish it tomorrow and hook it up to midi

Friday 2 May 2008

jitter examples

So I've been trying to get my head around jitter. What I need is a midi / audio controlled RGB filter system that can scramble the shit out of my footage at the same time. I got the two parts working but have to set up a layout for how it is going to be build. What do I exactly need? A good goal for this weekend I guess.

Thursday 1 May 2008

stills from RGB testshoot

For my displacement based on video I had a test shoot in the tv studio.

I used an RGB light setup to highlight different elements of the human body. Having this information gives me the freedom to manipulate each different color value separate in 2 and 3d.

I started developing a 2d filtering system that can be linked up to audio. This can control what color appears with what value and if it get's distorted or not. Switching the matrices on the go. If all goes well this should be done this week. Giving me ultimate control over the deformations in real time.

All the images in this post are stills, directly taken from the footage. No post production has been done except the tuning of the levels

I'd like to thank Ben, Ben and Cleve for helping me out!









few stills from location scout

Found a great location that resembles the pictures in my moodboard (see first post)

It's a deserted military training facility outside of Bournemouth. There are loads of different little houses that you can enter, to either film or photograph.

These pictures are stills from a testshoot. Just to give an impression. Will go back later for the actual shooting.