Tuesday, 18 March 2008
CONNEX...... Over and Out!!
A higher resolution version of our finished piece is at:
http://www.benfx.com/filmsforyou/connex.html
you can also download it from there.
get some rest, for the carnage on Thursday..
ben.
Saturday, 15 March 2008
Shot 04: Try without chops - Rerender Shadows - Cleve
Shot 09: Final Comp - Ben
Shot 11: Color Correction on Particles - Junaid / Cleve
Shot 14: Extra Chop on Beat - Better Pipe Integration - Coen / Oli
Shot 16: With Staircase - Recomp - Coen / Cleve
Shot 20: Sky Color - Tom / Coen
Shot 21: Extra Chop - Coen + Chops on Walls
Shot 22: Shorter + Final Comp - Cleve / Ben
After that Another Quickcomp to see how it fits. Next final color grading and final edit.
Main Priority is to keep sunrise - sunset feel. Start Color is perfect. End color is perfect. Get middle part as a transition. More overall color. Smoother flow.
Thursday, 13 March 2008
Monday, 10 March 2008
Rendering
AO using clay material and 3 area lights, one of them set to environmental
Light using clay material, in the same pass as AO
Shadow using clay and one of the are lights
Z-Depth using Phil's Z-depth shader
Diffuse using Alu shader use Diff preset
Reflective using Alu shader use Refl preset
Spec using Alu shader use Spec preset
Light_Diff Alu Shader use Beaty preset
All the passes using the Alu shader uses Tom's lightrig. Ask him or me how how to use it if you have any problems. Ask everything regarding the light, AO etc. to Cleve.
The target is to get the first four passes set-up and rendered overnight today!
Tomorrow we will do the other passes
After that some people will start start comping, others set-up passes for the chops
For reflections make a sphere and load in an appropriate BLURRED picture to a constant shader. Wrap it around the sphere and set it to phantom. Assign the ALU reflective material to everything in the scene and make sure the lights are off.
Every houdini file should be saved independently according to it's pass. Render out an ifd sequence for every pass and make sure you specify the output's picture name in houdini before rendering out the ifd's. In your shot directory (shot_*/houdini) make an ifd directory and a render directory. Point the output picture to you render dir and the ifd sequence to the ifd dir. inside the dirs make sure you have the appropiate passes set up ie specular, AO etc.
Junaid: 11, 21, 20
Cleve: 4, 3, 13, 14
Oli: 10, 6, 14, 15
Tom: 5, 9, 12
Ben: 23, 22, 9
Coen: 17, 18
Saturday, 1 March 2008
Group Meeting 2 march 2008
____________________________________________________________________________________
Since we have new particle shapes everyone needs to apply these to their shots as soon as possible.
Once you did this save the particle animation as a bgeo sequence and store it on the server along side the shot. Same goes for the RBD's and Chops.
The directory listing is as follows:
smb://dawkins/connex/CNX_Global_Assets/Data/3D_Assets/Publish/shot(*)
With as subdirectories RBDS, CHOPS, PARTICLES and the scene file in the main folder. Make sure to stick to this, it will make it easier for loading and finding files.
When everyone finished their shots (in terms of movement) start with your specific task:
Cleve: Compositing to 3d Light/Rendering. Finish shot 14, 15, 3
Ben: Particle Flow shot 22,23 and 6. After that help Oli with the RBD's
Junaid: Particle Flow shot 20, 21, 18. After that help Cleve ant Tom
Tom: Shot 10, after that start with Light/Rendering and Compositing
Oli: RBD's on shot 6, 10, 13, 24.
Coen: Chops on particle scenes and Finetuning movement
___________________________________________________________________________________
That's it, good luck!
Cheers Coen
Wednesday, 27 February 2008
Particle Stream Basic Asset
Particles Stream asset for the basic simulation without path is done. To add some basic turn to the particle, You can create a cylinder geometry cage for particle and use that geometry as a collision and adjust the avoidance parameters to get smooth avoidance result rather than bouncing. It works fine i have tested.
I have copied the olt file on server its called "Particle_Stream.otl" and also forwarded the file as an attachment to our connex.made@gmail.com account.
Cheers,
Junaid.
Audio Layers
The separate audio layers can now be found on our server in the audio directory under footage/audio
Every Shot has it's own folder and contains the following samples:
total_shot(*), the entire soundtrack for that shot. Load this in the houdini timeline
beats_total, a collection of all the beats used in the shot
beats_kick,snare etc, separate beats
strings_total, a collection of all the strings in the shot
strings_lead etc, separate strings
fx, fx layers
voice, voice layers
glitch, glitch layers
I also made a new mixdown that sounds warmer then the original.
Cheers Coen
Tuesday, 26 February 2008
Particles on Path Digital Assets
I will make another particle asset tomorrow for simple particle shots. This is not meant for that.
Cheers,
Junaid
Monday, 25 February 2008
Sunday, 24 February 2008
Group Meeting 24th feb 2008
The fun starts now. And i do mean this week because there's only one thing left and that is bringing our blood, sweat and tears in production.
We've devided the shots among the six of us and the target is to get everything in place before wednesday evening. I'm not talking about the complete render set-ups but the correct placement of theRBD's, particles and Chops. After that a team of compositors will start ehh, compositing and a team of 3ders will finish shading and set-up all the passes to be rendered. After that it's just tweaking till out hearts content.
Ben: Shot 10 and Shot 22
Tom: Shot 16 and Shot 18
Cleve: Shot 3 and Shot 14
Junaid: Shot 11 and Shot 17
Oli: Shot 13 and Shot 5
Coen: Shot 4 and Shot 12
Make Sure to get this done as soon as possible but more important, on time! It will save us valuable time at the end of the project. Time we can use to work on essays or spend tweaking.
smb://dawkins/connex/CNX_Global_Assets/Data/3D_Assets/Tracked_Shots
I will also make sure every shot has the right audio layers in a separate directory to use with the chops.
_____________________________________________________________________________________
That's it, Good Luck!
Cheers Coen
Friday, 22 February 2008
Connex Server Space
we have got server space of 50gb to access among the connex group. Here how you can access it, Open the the explorer window and type smb://dawkins/connex in the location field you will be prompted by a window, type connex as user name and password is the same as what we have for the blog.
To access the other machines local drives you have to say ssh://wg0607 , 07 is the machine number and in the prompt window just types your user name and password, thats it
download the pipeline directory to and copy shot directory in your local drives and start working on it,
here is the reference for folder structure for shots and naming convention:
Thanks,
Junaid.
Thursday, 21 February 2008
chops and a cameramatch
Also used a part of our track. To see if the vibes okay.
Wednesday, 20 February 2008
Blox Gerenrator V2.0
download:
http://www.zshare.net/download/7876593b465d8e/
Later, Gators.
Oli
Tuesday, 19 February 2008
matchmoving tests
Here are two matchmoving shots with a basic lightmatch.
In total 15 shots are done in terms of matchmoving and dummy geo. Try to get the rest done for thursday. The standard boujou output sets the aperture to 20mm but in most cases we need 40. Make sure you check this before setting anything up.
Cheers Coen
Sunday, 17 February 2008
It's A Beautiful Day
The sun is shining and my assets is ready... at last.. took a bit of fine tuning.
Download from below
http://benfx.com/uploads/ediface.otl
I'm now off to Dylan's...
bEN.
Friday, 15 February 2008
Group Meeting 15th Feb 08
Here's the outcome of our latest group meeting. With the RnD done it's time to dive into our shots. A few final tweaks will be made to our edit but that's pretty much it.
Junaid has posted the pipeline. Make sure you get it into your TERM 2 folder before working on any of the shots!
Cleve and Tom will start working on the cameratracks for the non static shots. Meanwhile Ben, Oli, Junaid and Coen will start building the dummy geo according to the schedule found below. The shots you get assigned will be the shots you're working on further on. Off course this is not set in stone but it gives everyone a good idea of what has to be done. Since it's your shot, you'll be responsible for the final outcome! So make it look good.
After the tracking Cleve and Tom will help with the dummy Geo.
Shot 1: Non Fx. Water needs to be at normal speed. Element at the bottom needs to
be removed. Paint out the birds.
Person: Cleve
Shot 2: Non Fx. Water replacement. Colour correction > warmer
Person: Cleve
Shot 3: 3d reflections in escalator. Simple plane as reflection matte.
Person: Cleve
Shot 4: Shadows over GEO. Chops on string rise.
Persons: Coen and Oli.
Shot 5: Particles in the sky. Some chops for movement and maybe rigids to spice things up.
Persons: Oli (dummy) and Tom
Shot 6: Particles high in the sky.
Person: Junaid
Shot 7: No FX. Colour Grading. Mabe some shapes in the background.
Person: Not Decided
Shot 8: No FX. Colour grading
Person: Not Decided
Shot 9: Particles over River towards Camera. Chops on the sidewalk and background.
Persons: Ben and Coen
Shot 10: RBD's on the building on the right. Particle stream in the background.
Persons: Oli (dummy + RBD's), Tom (Particle Stream)
Shot 11: RBD's + Chops
Person: Junaid
Shot 12: Different Streams of Particles, near and far + chops.
Person: Coen
Shot 13: RBD's in combination with the chops. Shadows being cast in the background
Persons: Oli and Coen
Shot 14: Chops on the Pipes. Particles on the left.
Person: Cleve
Shot 15: Particles on the left
Person: Cleve
Shot 16: Creation of Building. Vague in the background using particles
Person: Tom
Shot 17: Particles floating overhead
Person: Coen
Shot 18: Particle Streams from everywhere. Chops and A glimpse of the building.
Persons: Tom (particle flow), Ben (particle construction), Coen (chops), Junaid (dummy)
Shot 19: NoFx
Person: Not Decided
Shot 20: Particles in Background. Chops in Foreground.
Persons: Coen and Junaid
Shot 21: RBD's and Chops
Person: Junaid
Shot 22: Chops on Buildings. Lights Flickering + Building the structure/ Particles Everywhere
Person: Ben + Others
Shot 23: Finished Building with a stream of particles moving along
Persons: Ben + Others
____________________________________________________________________________________________
That's it! Good luck. Try to get most shots tracked by Wednesday. Same for the Dummy Geo!
Cheers Coen
Connex Pipeline Ready to use
I have forwaded the connex pipleline folder structure along with naming convention notes to our connex.mail gmail account. its a zip file you have to extract to acess the folders. we will discuss this in detail on sunday meeting and also will sort out about where to save data and how to acess them, Thanks.
Cheers,
Junaid.
Thursday, 14 February 2008
Blox Generator V1.0
Happy Bloxing!
Link: http://www.zshare.net/download/75895415981fee/
Cheers Oli
Wednesday, 13 February 2008
Minimoog Asset
I finished the second chop asset for our project. Download it here
Use the first one (motion asset) to override any parameter in Houdini.
Use the second one for the face extrusions. Combine them for even better results.
I rendered a quick skyscraper with the asset applied to it.
Tuesday, 12 February 2008
Construction Near Complete Test
Rough Cut verson 2.0
This is the rough cut of the final footage. take a look at it and we can have a meeting to modify it together tomorrow.
Cleve
Monday, 11 February 2008
Chops vs RBDs
Just finished a nice little test using an improved chop network and RBDs.
The extrusions are only synced to the kick but every face has it's own processed data channel. Now every sound has randomness to it.
The RBDs are simple nurb Spheres with some tweaked parameters.
Cheers Coen!
Sunday, 10 February 2008
group meeting week 4
Here's what we discussed sunday evening. Since there are still two assets to be made we scheduled some extra time.
_________________________________________________________________________________
Schedule Till Wednesday
Investigate the automation options in terms of randomness.
* Tom: Complete Shading and Lightning
Create passes setup Asset
* Junaid: Helps Oli with the RBDs
* Cleve: Edit the final piece
Track as many shots as possible
Help Tom with passes setup
* Ben: Complete Particle asset
Edit with Cleve
* Coen: Research building in final shot (create concept art)
Create 2nd chop extrusion asset
_________________________________________________________________________________
Thursday will be used for personal research project!
Friday we'll begin with the production. The set-up for now is:
Comp: Cleve, Tom, Oli
3d: Junaid, Ben, Coen
In the beginning the 3d workload will be bigger so we might swap some of the roles.
In the end there's more comp work. So again, we might swap roles.
The idea is that a 2d person works together with a 3d person on one shot.
The 3d persons will check each others work. So will the 2d persons. In this way we
have good control over the quality and we're able to share knowledge.
Good Luck!
Cheers Coen
Thursday, 7 February 2008
Particle stream asset
particle stream on path is ready to use...
and here is the following example video.
"Sorry guys there due the big file size i couldn't upload the movie"
You can find the OTL file in connex.made@gmail account as a mail.
I will demonstrate you all at once on Sunday about how to use it.
Cheers
Junaid.
Wednesday, 6 February 2008
Film Permits
Oli
London 06-02-08 CallSheet
________________________________________________________________________________
03.05: Bus from Bournemouth trainstation to London Victoria Station
06.05: Arrival in London
06.30 to 08.00: Film sunrise location 1: Oli, Junaid (XL2)
06.30 to 08.00: Film sunrise location 2: Tom, Ben (DVC30)
06.30 to 08.00: Film sunrise in Canary Wharf: Coen, Cleve (DVC30)
08.00 to 08.30: Short Break, teaming up
8.30 to 11: Film Canary Wharf: Oli, Ben, Tom
8.30 to 11: Film Canary Wharf: Coen, Junaid, Cleve
(Make sure to get the same shots as the ones in the edit, preferably in combination with the sunset)
11 to 12: lunch + team-up. Moving to Bank
12 to 14.30: Film Bank: Oli, Ben, Tom
12 to 14.30: Film Bank: Junaid, Cleve, Coen
(Make sure to get the same shots as the ones in the edit)
14.30 to 15.00: Team-Up. Moving to Canary
15.15 to 18.00: Film sunset location 1: Oli, Junaid (XL2)
15.15 to 18.00: Film sunset location 2: Tom, Ben (DVC30)
15.15 to 18.00: Film sunset in Canary Wharf: Coen, Cleve (DVC30)
18.00 to 20.15: Drink, Eat
20.30: Bus from Victoria to Bournemouth train station.
22.50: Back in Bournemouth
_______________________________________________________________________________
PS: don't forget the targets for this week. Make sure we can start on Monday with the final piece!
Cheers Coen
Equipment Booked...
Equipment to be collected:
1 x XL-2
2 x DVC 30
1 x Nikon SLR
1 x Small Light Probe
These should all come as part of a kit.. i.e.. tripod etc...
Let me know asap if you need any thing else..
cheers
ben...
Tuesday, 5 February 2008
motion system asset
I've finished my little program. Please download and install it into your houdini library!
You can find the asset over here
An example file using it over here
And some .wav files over here , here , here and here
Load the complete soundtrack in your timeline. That can be found here
Use the kick in layer 1
Use the snare in layer 2
Use the glitch .wav in layer 3
and the shh_snare in layer 4
I'll explain what everything exactly does later. But you should be able to play around with it. Read the help to get started.
cheers Coen!
And the mess that creates all of that
Monday, 4 February 2008
Storyboard For Doodles...
I've made a few contact sheets using our rough edit.. Just scribble all over them to get an idea of the movement, shape, scale of the particles, location of CHOPs and RBD's etc... and we'll have a crit session so we all know what we're looking for when we head to the smoke on Friday.. the links below are to three pdf's containing the storyboard/contact sheets..
Page 01
http://www.sendspace.com/file/8vktpw
Page 02
http://www.sendspace.com/file/xrijjg
Page 03
http://www.sendspace.com/file/occj99
take it easy..
ben..
Camera's Available for Friday
Just looked into the camera's available this morning for our Friday shoot... AND.. I've provisionally booked the XL-2 and two DVC 30's from Thursday to Monday.. The XL-1 arrives back on Thursday evening and the turn around time is 48 hours supposedly. The nice lady did say she could have it ready for the Friday morning but thats too late for us.. I could always have another go at trying to get it, but it's a long shot...
Let me know what you think??
ben.
Sunday, 3 February 2008
Group Meeting....Week 4
Group Meeting.....Week 4
@ Dylans..
London Shoot
Check the weather condition.. aiming to shoot on Friday..
- Bus as transport..
- Get permit to shoot (Oli)
- Shooting Teams... 1.. Junaid, Cleve, Coen.
2.. Tom, Oli, Ben..
- Equipment needed.. 2 x XL 1 (preference), HDRI Set-up.. (Ben to investigate on Monday).. Cleve to investigate best possible options..
- Group Showing of each others networks, and potential asset creation discussions...MONDAY.
- Assets Ready by Thursday through to Monday if needed.... and then distributed..
- Arrange meeting with Phil Allen for Monday afternoon, to discuss direction of the edit so far.
Individual Targets...
Ben.... Develop / Tweek Particle system, & create asset..
Junaid.... Asset creation and development of proof of concept..
Oli.... Gain London filming permit... Start to develop asset..
Cleve.... Daytime colour correction on test shot..
Coen.... Finish Assest, help develop RBD's, Schedule for the London Shot outlining timing and procedures.
Tom.... Continue shader development, apply to the proof of concept. Testing global illumination efficiency. Discuss / decide with Cleve the passes required.
Week 5.. Start production on FINAL MATERIAL!!!
Good Luck Guys..
ben..
Saturday, 2 February 2008
Track, Particle & Comp Test
Friday, 1 February 2008
chops are DONE
Finished my Houdini audio and motion system. It gives you full control over:
What needs to be extruded, on a per layer basis (kick for example)
What needs to be animated, on a per layer basis
How much randomization you want within a layer. (multiple extrusion lengths within the kick)
You can also control what layer of audio interacts with an other audio layer to map extra motion on top of the other. (extrusion on top of extrusion for example, based on a snare + glitches).
A lot to play around with. Here's a synced example of a random sphere.
I'm willing to make it into an asset but need to figure out what's exactly needed. I'm thinking of giving you guys control over the sop level but let the chop level do it's thing. So that you can map whatever you want to whatever you want by clicking on the load audio button.
Cheers Coen
Thursday, 31 January 2008
Wednesday, 30 January 2008
cube face extrusion + breakdown
The soundtrack's done as well. I'll upload it tonight. It contains about 20 different audio layers. Each can be synced with different parameters. Enough to play around with and give it that random computerized vibe.
Cleve's working on the video edit (based on the final soundtrack) right now. Tomorrow we'll discuss the outcome and decide what's going to happen in the shots and how the building (or structure) will look like in the end. All based on the video storyboard.
Cheers Coen!
More Construction.. From A Particle Stream
Tuesday, 29 January 2008
particle test
Monday, 28 January 2008
~color grade suggestion~
Just a suggestion but It seems there should be three distinctive changes in colour across the sequence
1) Initially I think there should be a yellow to red influenced grade simulating a morning sunrise.
2) Then we move into midday colour tones but keeping quite dynamic falloffs in terms of shadows and colour changes.
3) For the last third I thought it would be nice to replicate those violet purples and oranges tones we captured during the end of our recent London shoot.
easy out - tom
Sunday, 27 January 2008
schedule week three
Here's our schedule for the next week. We agreed on having a meeting every sunday to set the goals for the coming week on a per person base.
The idea for this week is to choose one of the video (or photo) shots and combine that with your personal task of development. So in terms of dynamics: get a simulation out of houdini that shows the level of control and the possibilities in comparison to our project.
This week will also be determined what's going to happen in every shot. Since we have all of our material we're able to make an edit and discuss the possible ideas.
Let's get down to the magic!
____________________________________________________________________________
-Motion on Sound (chops in Houdini)
-Particle Simulation consisting of a randomized particle stream, creation of objects using particles and reversed rigid body dynamics.
The Mood sample contains the entire narrative structure and has a strong color grading. Possibly some of the shots have particles in them or objects moving on sound.
Extra Target: Creation of all the assets to be used in production. (chops, particle stream, particle creation, rbd)
Rigid Body Dynamics: (Oli)
Use a background plate to create extra geo based on the pictured building.
Make the 3d geo explode
Investigate in what ways you can make it explode and how it comes together when you reverse it.
When the Simulation is done hand it to Cleve
Shader Development, Light Matching, Apply Random Shaders to Shapes(particles): (Tom)
Shader For Windows
Shader for Metallic Surfaces
Shader for Matte Surfaces
Apply Shaders To Particles and get a perfect match.
Composit it into your scene.
Particle Flow and Particle Goal interaction (Ben, Junaid)
Speed
Control
Randomisation
Interaction
Resolve technical dificulties and create enough control to support the aestetical qualities of the piece.
Put particles into backplate. If there's enough time make an asset.
Chops and Soundtrack (Coen)
Finish tests. Think of a system for the asset. Create Asset. Apply Asset to backplate.
Finish Soundtrack and test layers in the asset.
Mood Edit, Colorgrading, Tracking Dynamic Tests. (Cleve)
Pick piece of music
Edit Narrative
Color Grade day to night
Create overall feel to our piece.
Saturday, 26 January 2008
Construction In Progress
Just finished a test and flip-booked it out.. it's basically a construction from the ground up, made from random particle driven cube... works well both ways..
Let me know what you think...
reversed....
Nice one...
Ben...
Wednesday, 23 January 2008
motion on music test
The Pipeline looks good! Thanks for the work Junaid. We'll discuss the issue of storage tomorrow.
I made some animations in houdini using chops to sync everything to the music. Works pretty well and it's unbelievable what kind of options you get in terms of randomized shape generation etc.. Once the system's set up you're good to go.
Check the videos for a first impression. Pretty rough but it's moving...
Cheers Coen
Connex Pipeline Plan
Connex_Global_Assets is an asset library for the project where one can access all the input/output data and start working on it. No one is allowed to create and delete the directory without asking the project lead. Sometime in case of sharing or publishing some data so one have to place that data in a right directory and inform everybody about it by posting it on the blog, basically the idea is to keep this section very clean and nice :) .
Directory diagram of Connex_Global_Assets
Connex_Shots is simply shot independent so when one can move the whole shot any time and anywhere. Which is independent from pipeline but still individual artist have to follow the directory structure and naming convention. So when 3d artist render something it should be easier for 2d artist to lookup the renders and also it should be easier for other 3d artist to takeover the shot if require.
For 2d artist if they find they don't require the other 3d data directory they can simply do not have the directory, Same with 3d artist as well. Basically this has been designed to give artist a common naming convention and directory structure for easy access for other artist in the group and also giving 2d artist a flexibility to work 3d and 3d to 2d vice versa.
Directory diagram of Connex_Shots
We are still figuring out for where to save the data. Till now what we thought that we will allocate an external hard drive for Connex_Global_Asset and Connex_Shots will be on the local hard drive of the artist who is working on. Let me know what you guys think about this.
Junaid :
Monday, 21 January 2008
Connex: London Trip
Done a few quick calculations, looks a bit expensive but the hire car is the best bet, 30 quid for Friday, return before 10am on Saturday morning, we cant go on Saturday as it would have to be back before 6pm on the same day as the rental place is shut on Sunday... bugger! Plus we don't want to rush things when we are in London so Friday is our best bet. The 6 seater quote is available by phone only, and it looks like it could be expensive... I will call tomorrow. I have attached a link to the cost breakdown, Later Dudes.
Oh and the above is the Lloyds building in London, another quality shot we can get :)
Oli
http://www.zshare.net/download/6747139bcdf4e3/
http://www.3daet.com
http://www.3daet.com
username: benfrost3d@gmail.com
password: houdini
ben..