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I did a bit of an experiment the other night as a proof of concept for a new node type that would be very nice. Although it’s unfinished and disabled for version 2.42, it’s planned that we’ll be able to extract an Ambient Occlusion pass into the compositor with Blender’s pass rendering system, which will make it much easier to manipulate, doing colour corrections, changing blend modes (screen/multiply/overlay are better blender modes than the built-in add/subtract/add+sub).

One very useful manipulation that could be done is to blur the AO pass along the surface of the geometry, to smooth out noisy sampling.

blend icon  test .blend file



Blurred AO - rendered results

I’d like to be able to blur the AO pass in post, in order to get away with having less samples (faster render time) and to prevent flickering during animation. However just evenly blurring across the entire AO pass image won’t work, as the shading will blur outside the edges of objects and look ugly. Photoshop has a filter called ’smart blur’ which does some kind of edge detection and masking in order to only blur the smooth areas, and leave sharp areas intact. Something like that would be a help, but that’s just doing an edge detect on the image itself, which probably isn’t all that accurate. Since we have plenty of information about the objects’ 3D geometry in the compositor via the Normal and Z passes, we should be able to make better use of it, and make the blur mask based on that information, to blur the smooth areas of the surfaces, but not across edges or corners.

If I knew more about filter programming, I might have a go at this myself, otherwise consider this a feature request :) I mocked up a test using a whole bunch of nodes - A screenshot of the node setup is below. Basically, it takes each of the normal channels, does an edge detect on them, then tweaks and combines them back together as a mask for a blur. I’m sure a properly coded approach would be much better, perhaps doing things like comparing normal vector angles, masking and sorting based on Z depth, etc. but the results I have already with nodes are decent. The example image above shows the render without AO, with 4 sample AO, and the same thing with the AO pass ’surface blurred’. 4 samples is usually ridiculously low and noisy, but it’s not too bad with the blur. If anyone wants to have a go at coding this, I (and I’m sure many others) will be most delighted!

Surface blur nodes setup

Some of you may have seen the video tutorial I made a while ago demonstrating how to fake a layered car paint material using ramps. Now in the upcoming Blender 2.42, we have the new material node system, so there’s no need for fakery, and a lot more flexibility and control. As a proof of concept and a nice demo for the 2.42 release, I made up a node-based car paint material using a great VW beetle model by ‘pa-furijaz’ that I found on the Blender Model Repository.

The model and my material are freely available under the Blender Artistic License.

mp4 icon  MPEG4 (600 KB)
xvid icon  XviD AVI (500 KB)
blend icon  .blend file



Car paint render

Car paint nodes setup

Today, Campbell ‘Ideasman’ Barton showed me a very cool .blend file he made to demonstrate Blender’s Array Modifier, new in the upcoming Blender version 2.42. I thought I’d light, comp and render it to make a nice demo movie to use in the 2.42 release documentation. The white 3D axes are the controller objects. Check it out:



Array modifier demo movie

After doing a fair bit of concept art for Elephants Dream, I’ve decided I need to get back into sketching more regularly not only because I’ve enjoyed it, but because its a very useful skill to have, and I’d like to practise and try and get my fundamentals more solid.

I signed up to conceptart.org and made myself a sketchbook to keep motivated and hopefully get some constructive feedback. Let’s see if I can make a habit of posting my updates here as well from time to time, starting with this.



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Aaron tells me today that the Video Ezy site we worked on just got plugged in the news box of Australian In Front, one of the big cool dude design websites. Not bad!

After a long time in limbo, and quite a few changes since I left it, the new Video Ezy website is up. Video Ezy is one of the largest video rental chains in Australia, akin to Blockbuster, and it was quite interesting following the process through the dealings with the franchisees.

I worked on it with Aaron and Pete while at @www, doing the page layout/template design, and also the 3D-but-not-3D ’store browser’ thing on the front page, using Blender, Swift 3D (ugh) and Flash. Although the client has now put some questionable things in their free content areas and the e-shop backend was postponed, it’s not looking too bad.



Video Ezy

I’ve recently made a new website for ebivibe, a music video production collective in Sydney. Yesterday the final touches were applied and we launched it to www.ebivibe.com.

Big thanks to Kiku and the crew for putting up with all the tweaking and refines that took so long going back and forth around the globe while I’ve been here in Amsterdam. There’s some really cool work there, so go on and check it out.



ebivibe

Going through some old sketchbooks and uni notebooks recently I found a few quirky doodles and oddities from the past that I decided to scan.


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Last Friday, I bought Mac OS X 10.4 (Tiger), and spent Saturday morning backing up and doing a nice fresh install on my Powerbook. After a few days using Tiger now, I’m really enjoying it, and it’s mainly the little things that make it so worthwhile (integrated slideshows in the Finder, great b/w photo desktop wallpaper, system-wide dictionary, and a bunch of other little details). One feature that I originally thought would be a lame gimmick, but now I’ve grown to love, is Dashboard.

Trawling through Apple’s dashboard widget directory, I found a great little applet called Feedr by Ben Levy, that displays photos from Flickr, either by tag, ID, or RSS feed, as a slideshow. The only thing that troubled me was that the graphics and icon weren’t nearly as attractive as the beautiful ones provided by Apple, so since the widgets are made with nice, simple JavaScript/CSS and Feedr was distributed under a Creative Commons license, I went ahead and made my own. Ben was quite happy with my changes, so now Feedr 1.1 has been released with my graphics and some cool new code from Ben, available from Apple’s web site.

Today I went to have a look at the Digital Imaging Exhibition (part of Digital Media World magazine’s Digital Media Festival at the Sydney Convention Centre. While I was there, I managed to have my first try of Apple’s relatively new compositing/motion graphics app, Motion. When the first images of Motion were released (roughly a year after Blender’s UI update in version 2.30), Ton and I were joking and pondering about the similarity of their ‘Dashboards‘ to Blender’s floating panels. Today when using Motion, I found another very uncanny similarity in their number field controls, which I took a little video of on my camera.

Motion UI controls

(MPEG4 video, 900KB)

And Blender’s, for comparison


They seem to be using an almost identical method as Blender’s number field controls, right down to the visual design of the arrows on the sides of the buttons. Functionality is just about the same, click on the sides of the buttons (with the arrows) to increase or decrease by 1, click and drag anywhere on the button to scroll the values up and down, double click on the centre area to edit the value directly (Blender uses a single click for this, which I added in version 2.34). The other little details that they’ve added, like the circle feedback under the arrows when they’re clicked, and the units like the degree sign are interesting as well - unfortunately a bit hard to implement in Blender.

It’s also worth noting that these UI controls in Motion aren’t found in the other Apple ‘pro apps’ like Final Cut Pro or DVD Studio Pro, which came out before Blender 2.30. So either it’s an extremely huge coincidence, or what I’m guessing (perhaps optimistically) that they had a look a Blender and thought “oh that’s interesting, we can copy that too”. What do I think about this? Personally, I think it’s really cool!

On one hand, I’m happy that these ideas are spreading (coincidentally or not), and that Motion users will be able to be a little bit happier with their UI controls, just like Blender users are. On the other hand, it also feels vindicating (and it should for Ton too, since a lot of the base functionality is his work, having been in Blender for a while), knowing that either Apple thought it was good enough to use too, or at least that they came up with the concept on their own and decided that it was good design as well. It also makes me feel a lot better and motivated, as an antidote to the vocal, conservative naysayers that have complained at every change to Blender’s UI along the way, regardless of merit.

In a recent explosion of coding from Ton Roosendaal, Blender’s mesh editing tools have had a serious overhaul, making life for modellers roughly a billion times better. The amount of improvements are staggering, and too many to mention here, but as a brief highlight, there are now separate vertex/edge/face selection modes, direct editing of subdivision surface edges and faces (as well as the 0-level proxy cage), fast edge/face loop selection with Alt-click, backface hiding/ignoring, a new lasso selection tool, fake ngons (fgons), and loads more.

To test and bug-hunt the new features as well as to brush up on my rusty character modelling skills, in between all the other crap I’ve got to do right now, I started a little project modelling a Thai Buddha using some photos taken while travelling in South East Asia at the start of this year. It’s still rather WIP, and probably won’t even get finished, but hey. :)

WIP 01 Buddha render WIP 01 Buddha wireframe
WIP render and wireframe

I recently completed some work, freelancing with LKS Design in North Sydney. The finished product is open and live now, so hopefully I won’t get in trouble for posting this here :) The project was done for Fuji Xerox, who are opening four showrooms/exhibition spaces (called ‘epicenter’) in Tokyo, Shanghai, Singapore and Sydney to promote and demonstrate their high-end printing equipment. The Tokyo site opened yesterday.

My main job consisted of creating an interactive kiosk display in Flash (microsite) for display on a huge 80″ plasma screen inside. Additionally, the epicenter contains around a hundred posters exhibited throughout the space, illustrating various ideals that they want to promote (eg. innovation, sustainable development, consistency of colour) that serve a dual purpose of showing off the print quality of their top hardware. I worked on two groups of these, business results and creativity, which was quite interesting.

One of the business results posters One of the creativity posters

One of the creativity posters One of the business results posters

(clicky clicky)



The first group was illustrating ‘business results’ with a series of experiments in information graphics, with sharp fine lines to emphasise precision:

business results business results business results business results

business results business results business results business results

business results business results business results business results

The other group was ‘creativity’. We worked with the very cool people at Engine who produced a video, some of it involving a scene where someone was ‘painting with light’ similar to what you can do with a sparkler candle in a photograph, but done in 3d. We wanted to use a still frame from it in the posters, but apparently they couldn’t render a file out of Maya that was high-res enough, and it was going to take them a long time to somehow break it up and render it with the detail that we wanted, too. So, I quickly recreated and rendered the whole thing in Blender, with our own special touches of nicer detail, colour and control over the layout across the posters :) Unfortunately, one can’t get the real effect here, but these are suspended in the air in layers, and laid out so that from the angle you look at it in real life, the parts seem to match up.

business results business results business results

business results business results business results
business results business results

All of these were rendered out at A3, 300dpi and printed on an iGen3. Unfortunately some of the fine lines in the pics here look a little jaggy since they’ve been resized down a lot.

Woops, forgot to post this earlier, now it’s old news already! Well, here’s my entry to last week’s Weekend Challenge at elysiun.com. The topic was ‘Primitives’. (CG in-joke, har har) It was a great contest and fortunately I ended up winning with 37% of the votes! Well done, to all who entered. :)

Primitives - thumbnail

(clicky clicky)