Monday, 14 July 2008

target list week 4

An edit has been made + soundtrack. Might be a bit long but so far it's doable. The shots that needed to be match moved have been tracked as well. So for this week:

Coen:
Dummy Geo + Asset Creation (rounding up) and some per shot research

Ben:
BackPlate cleaning and initial color correction, Dummy Geo and some per shot research

That's all!

Saturday, 7 June 2008

Master Blaster Final Edit

It's done! Term 3 is over and here is my final 1 minute video, including:

all of my systems
shitloads of camera tracking
dynamics
lightmatching
modelling
etc.

software used:
Houdini
Jitter
Shake
Cubase
Premiere
and a bit of python

Hope you enjoy it, here's the link: SAVE_AS

Or you can watch the crappy compression version here:










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