Recent jobs – quick lighting/setup on a couple more Bridgestone Gecko TVCs in blender 2.5:


Last night I finished my first artwork project in Blender 2.5 start to finish, though of course it’s a lot smaller than most other things I’ve done lately :) Went surprisingly smoothly in this case, only discovered one new bug, which I’ve subsequently fixed. Slowly but steadily, we get more and more ready for production!
The result itself was a christmas card illustration for Kat to send to her clients and contacts.

Just came across a ‘quick take’ article about our Bridgestone Gecko work on fxguide: Bridgestone by RedCartel.
We recently finished a cg sequence for ‘Klaas Vaak’, a European children’s TV show. The show’s about the Sand Man (Klaas Vaak), who tells stories and illustrates them with sand drawings, and it looks really fun. We did a 30 second intro sequence and 10 second end credits sequence. The character’s owned by a large theme park, Efteling, and as I understand, some of this stuff will be constructed in real life at the theme park – very cool.
As usual, I did lighting/shading/comp, and some modelling and fur work too. Jeremy Davidson did most of everything else – animation, rigging, particles, etc. In general it went pretty smoothly, although some of the bigger shots full of trees and houses caused some headaches with the amount of geometry. Especially since at the start of the project we were using 32bit systems to render, though we ended up moving to 64bit midway. Only the first few visible ‘layers’ of trees are geometry (well even still, geometry with branch alpha mapped image textures), but after that, much of them are either image planes with baked colour/normal/alpha maps. All in all though, I’m pretty happy with how it turned out.
Today I moved to a contract position at Red Cartel, so I’m now available for freelance projects. I’ll continue to work with them as needed, but this means I’ll also have down-time available to work on other things on a contractual basis, such as 3d artwork/animation, scripting, or blender development.
Some recent Bridgestone Gecko TVCs @ ProMotion. I did shading/lighting/comp.
Last week I went to see a few sessions of the 2009 Sydney festival called films afloat, a free outdoor film screening on a massive screen floating out in the middle of Darling Harbour. Before the main feature (each night a different movie, with a soundtrack played by an improvising live band!) they showed the finalists of the animation competition, which our short ‘Lighthouse’ was included in. We ended up coming second in the competition, which was nice, but even better just to have it shown outdoors in front of a few thousand people in such a great atmosphere.
At work we also published a project we finished late last year, which was our first production use of the volume rendering tools I’ve been working on. It’s just a couple of shots, produced for an internal corporate video involving a hallucination sequence where a worker gets ripped out of his cubicle by a tornado. It’s a bit silly, and may not be the greatest vfx shot known to man, but it was fun to do, and good to give the rendering tools a good hammering in a practical context. There’s a bit more info about the process in this blenderartists thread.
I’d heard before about Radiohead’s House of Cards video, made entirely from 3D laser scan data. Yesterday I found out that some of the point cloud data files were made available to download from Google under a creative commons license.
So I did a little test reading it into Blender with a quickie Python script, and rendered it as a volume, using the ‘point density’ texture, in the sim_physics branch. You can
download the .blend file including the script.
It’s getting to the end of the year and things are getting busy. There’s been plenty on at work – quite a few projects have been running concurrent for a while, including a new Bridgestone gecko spot that’s out now, and the still in-progress project I’ve been working on the volume rendering for.
We’ve been getting around a bit too, four of us headed down to Melbourne in October to attend the first ‘Melbourne Blender Society‘ meeting. We gave an informal presentation about some of our work, much of it involving character setups, and then headed out for some ‘beer r&d’, meeting some fun and interesting people (Hi Glenn, this only took a month ;).
Jez, James and I also gave a presentation at the Digital Media Festival in Sydney , on the topic of ‘an open source pipeline’, talking about our use of Blender in production. Some of the parts that interested the audience of mostly 3d/vfx/design people most were existing features like the library linking system, but also the ability for us to do custom development, such as contracting the ocean sim tools for the Lighthouse project. I also showed off some work on the volume rendering too ;)
The volume rendering tools are at the point now where it’s going to give acceptable results given the timeframe. Although it’s still lacking a bit in some areas right now that aren’t a priority for this job, for my purpose it’s going pretty well. Raul has now picked up this code to work with too, and I’m looking forward to seeing his implementation of voxel data sets. A couple of the improvements I’ve made since last time posting include:
- Particle rendering
There’s now a new 3d texture called ‘point density’ that retrieves density and colour information from point clouds (either particle systems or object vertices). It uses a BVH tree to store the points, and looks up what points are within a given radius of the shaded point, with various falloffs. It also has a few methods for simple turbulence, adding directed noise to give the impression of more detail. It’s also possible to use this texture on solid surfaces too. - Light Cache
In order to speed up rendering of self-shaded volumes, there’s a new option to precalculate the shading at the start of the render into a voxel grid, which gets interpolated later to generate lighting information, rather than shading the lamps directly. You could make the analogy to raytraced occlusion vs approximate occlusion in Blender – it often gives around a 3x speed up with similar quality. - A few other small things such as internal and external shadows, anisotropic scattering with various phase functions, integration with the sun/sky system, and various fixes.
Kajimba‘s also rolling along nicely. We’ve released several more animation tests with audio (and plenty more sill in the pipe), the voices for the first episode have been recorded, and the animator dudes have started working on lipsync tests to begin some animation on ep 1 soon.
And on it goes…
We’ve put the first animation test from Kajimba online (with audio), check it out! :)
There’s a few of these clips coming down the pipe, so stay tuned.
Luckily, I’ve been able to work full time for a while on the volume rendering code, as part of budgeted R&D time at work. Since Monday I’ve made a lot of progress, and have been committing code to the ‘sim_physics‘ SVN branch, maintained by Daniel Genrich.
I’m actually quite surprised at how quickly I’ve managed to come this far, I guess I can attribute it partially to the clear design of pbrt, which I’ve used as reference for the fundamental structure. So far, I’m getting close to having it at a reasonably well integrated state with the rest of the renderer. Perhaps tomorrow it’ll be at a state where particles could be rendered by just instancing spheres at each point.
Some of the changes so far include:
- Fixed the shading bug I mentioned earlier, due to a limitation in the raytrace engine (before, after). Now shading works quite nicely.
- Added colour emission – as well as the overall ‘Emit:’ slider to control
overall emission strength, there’s also a colour swatch for the volume to emit
that colour. This can also be textured, using ‘Emit Col’ in the map to panel. - Cleaned up and clarified volume texture mapping, fixing the offsets and scaling, and adding ‘Local’ (similar to Orco) mapping, alongside Object and Global coordinates
- Added colour absorption – rather than a single absorption value to control how much light is absorbed as it travels through a volume, there’s now an additional absorption colour. This is used to absorb different R/G/B components of light at different amounts. For example, if a white light shines on a volume which absorbs green and blue
components, the volume will appear red. This colour can also be textured. - Refactored the previous volume texturing code to be more efficient
- Worked on integrating volume materials into the rest of the renderer. Now other objects (and sky) correctly render if they’re partially inside or behind a volume. Previously all other objects were ignored, and volumes just rendered on black. The colour of surfaces inside or behind the volume gets correctly attenuated by the density of the volume in between – i.e. thicker volumes will block the light coming from behind.
- Enabled rendering with the camera inside the volume.
This week, it’s been very exciting to publicly show a project that’s in the works for some time: Kajimba. It’s a CG animated comedy series for mature audiences (though not pornographic!) about a ragtag bunch of animals in the distant Australian outback, hanging out at the only pub for thousands of km. Kajimba has been in progress in-house at ProMotion since before I started working there, but in the last year has finally gathered momentum, going from what was originally a concept, some sketches and a few early character models, to now, where we’ve done a good few minutes of rendered character animation tests, and production on the first (out of 26 slated) 5 minute episode has begun.
At the present, it’s self-funded by the studio, so it’s taking time to develop alongside other paid work. The benefit of this is that we can do what we want, which working out great so far. It’s not certain how the episodes will be delivered, whether it gets picked up by a TV network or if we’ll try something different. At this stage, we’ll concentrate on getting a first episode done and see how we go from there. It’s a great concept, very aussie, and very exciting. We should hopefully have some first voice recordings happening soon along with more and more images and animation tests coming down the wire so keep an eye on the blog and check on our progress!
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Some of you may be aware of the great work done so far by Raúl Fernández Hernández (“farsthary“) concerning volume rendering in Blender. For those not in the know, rendering volumes of participating media as opposed to solid surfaces, has many uses such as realistically rendering smoke, fire, clouds or fog, or even with more complicated techniques, rendering volume density data such as MRI scans for medical visualisation.
Raúl completed a fair bit already, implementing this in Blender. Living in Cuba, where he doesn’t enjoy the same kind of connectivity as in many other parts of the world, it’s been difficult for him to participate in development and share his work. A few weeks ago, he emailed me asking for help with his code, and with maintaining it publicly. I promised I’d at least have a look at the first patch he was able to release and see what I thought.
In some spare time, I had a go at taking apart his patch. Unfortunately, it became clear that it wasn’t suitable for immediate inclusion. It was Raúl’s first time coding in Blender (or perhaps in 3D) and due to this, wasn’t aware of some of the techniques available to make his life easier, or of how to integrate the code as cleanly as it could or should be. On top of this, working alone without being able to easily communicate with other developers, he’d been working hard on adding more and more features and options on top of a structure which I think could be done differently and a lot cleaner at a fundamental level. This led to some quite complicated code, and a tricky UI for artists to interact with.
I proposed to Raúl that I start again from scratch, simpler and more cleanly integrated and then merge in what I could later down the track, step by step, to which he was very enthusiastic. He excitedly agreed with my invitation to work closely on integrating things like the simulation work he’s been doing, once a new structure is well defined. Recently in a few days off from work I sat down and started fresh, based on the approach in Physically Based Rendering.
![]() Spot light in constant density volume |
![]() 3 point lights in constant density volume |
![]() Textured spot light in constant density volume |
So far I’ve got it working reasonably well with about 90% new code. Unlike before, it’s following a physically based approach, with a region of constant or variable density, calculating light emission, absorption, and single scattering from lamps. My aim is to get a simple, easier to use version ready, optimised for practical rendering tasks like smoke, fire or clouds. Once this is working perfectly, integrated cleanly and completely, and working in Blender SVN, further down the track we can think about adding some of the less common capabilities like isosurfaces or volume data sets.
There’s still a lot to do – there’s one remaining bug with single scattering I must try and track down, and then there’s a lot of integration work to do, calculating alpha, rendering volumes in front of solid surfaces etc. Before too long I’ll commit this to the newly created ‘sim/physics’ SVN branch and work on it in there. I don’t know how long it will be before Raúl is able to start working on this again too, since he’s under some horrible circumstances after hurricane Gustav ravaged Cuba. At least in the near term, I’ll be able to continue poking away at this in SVN.
Some things on my want-to-do list include:
- Plenty of optimisations
- Adaptive sampling – step size and/or early termination
- Alternative anisotropic phase (scattering) functions such as Mie or Henyey-Greenstein
- Wavelength (R/G/B) dependent absorption, so light gets tinted as it travels through a medium
- An optimised bounding box or sphere ‘volume region’ primitive, which could be much faster than raytracing meshes as is done now
- Multiple layers deep ray intersections, to enable concave meshes or volume meshes in front of volume meshes
- Rendering Blender’s particle systems, either by creating spherical ‘puffs’ at each particle as Afterburner or PyroCluster do, or perhaps by estimating particle density with a kd-tree or such
I hope to be able to provide some more updates on this before too long!
I recently posted on blenderartists.org in response to some questions and misunderstanding about gamma correction and ‘linear workflow’ in 3D rendering.
I thought I’d re-post it here, since there are a lot of misconceptions about this topic around.
Much of the value of a linear workflow comes with rendering colour textures. But as the name suggests, it’s a workflow, that has to be kept in mind throughout the entire process.
The issue is that when you make a texture, either painting it in Photoshop to look good on your screen, or as a JPEG from a camera, that image is made to look good under gamma corrected conditions, usually gamma 2.2. So as you paint that texture, you’re looking at it on a monitor that’s already gamma 2.2, which is not linear. This is all well and good, displays are already gamma corrected to better fit the range of human vision.
The problem starts though, when you use those colour maps as textures in a renderer. When you’re doing lighting calculations in a renderer, those take place in a linear colour space. i.e – add 2x as much light, and it gets 2x brighter. The problem is that your colour textures aren’t like that if they’re at gamma 2.2. What’s double in numerical pixel values in gamma 2.2 is not necessarily twice brighter perceptually. So this breaks the idea of taking brightness information from a colour texture and using it in lighting/shading calculations, especially if you’re doing multiple light bounces off textured surfaces.
So what a linear workflow means, is that you take those colour textures, and convert them back to linear space before rendering, then you gamma correct/tonemap the final result back to gamma space (for viewing on a monitor). Now the lighting calculations work accurately, however it does change things – because the textures get darkened in the midtones the image can look darker, so you need to change the lighting setup, etc. etc. Hence, workflow – it’s something you need to have on all throughout the process, not just applying gamma at the end.
I wrote some code a little while ago that did it all automatically in the shading process, applying inverse gamma correction for colour textures before rendering, then corrected back to gamma 2.2 afterwards. After adjusting lights from old scenes to have the same appearance, it gave some nice results. It seemed to bring out a lot more detail in the textures, which got washed out before (left is normal, right is with linear workflow). It’s not finished though, it also needs to adjust the lights in the preview render, and inverse gamma correct colour swatches too so the flat colours you pick in the UI are also linear.
Further references:
We recently finished a 15 second commercial for Striderite Slimers a new childrens’ shoe made in conjunction with Nickelodeon in the US. It involved heavy use of fluid sim, with all the sim, animation and rendering done in Blender.
While watching the Beijing olympic opening ceremony last week, I got a bit of a surprise. A couple of months ago at work, we had a quick project come in to model, texture and render turnarounds of a few Chinese artifacts from a reference photo each. Mine wasn’t a big job and was pretty fast to do, using some texture projections with the UV Project modifier and cloning and cleanup in Photoshop.
We’d had a hunch it may be for something related to graphics in the olympics, but I was taken aback to see it blown up on the enormous LED screen during the opening ceremony. I wonder how many million people saw it – too bad this tiny part wasn’t something a bit more impressive! :) Still, not bad for the novelty at least! Below is the original render, and a grab of how it appeared on screen.
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A couple of nice things have come up lately that I’m quite proud to be able to mention. I was at the Museum of Contemporary Art on the weekend checking out part of the 2008 Biennale of Sydney. Browsing in the museum shop afterwards, I came across a book with a familiar sounding title – Design and the Elastic Mind, published by MoMA (that’s right, the Museum of Modern Art in New York). I knew Elephants Dream had been featured in the web component of this exhibition a little while back, but had no idea there was a book. So, I took a look inside and there it was, published art, with our names in the index too!
Another nice piece of news came in from Exopolis yesterday, mentioning that Lighthouse had appeared in Shoot magazine’s Summer 2008 top 10 visual effects and animation chart, coming in at 2nd place! Because of this, there’s also an article on the project too. Not only is this very flattering to see in itself, but especially looking at some of the other names below us, such as The Mill, Framestore, Digital Domain and Psyop, all huge studios with great reputations, it’s very satisfying to see that our little team is in such esteemed company.
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Last week, Lighthouse was released online, a short film project that our studio had been working on for the last couple of months. The full details about the project, with the movie itself viewable online, high res stills, and production breakdown video are available in the post we made at CGTalk, so please do go and check it out there. The response so far has been great, we got featured on the front page of said website, and have had several thousand views with very encouraging comments.





































