Just found this great post at the chaosgroup board concerning random colors per object.
Normally i used the vrayUserColor and user attributes to create random hue shifts (more infos here) but this solution sounds even better. need to check it out for myself. as far as i know its only working with the nighly build after the 20th january for now.
thats what yolov wrote:
"Here's a quick example of how it works, along with a scene that I'm attaching:
- add extra vray attributes to a samplerInfo node (this will expose additional outputs to the samplerInfo)
- connect the samplerInfo.vrayRndomByID to a ramp's vCoord (if you're using a vRamp) OR uCoord (for a uRamp) | or both, if you intend to switch between ramp modes
--> the ramp's position and color values will be the range of colors to be distributed to the objects
--> plug the ramp into a shader and use the same shader on lots of objects"
for more, have a look at the thread.
After creating the 3D Scene with Models, Shader, Lights & Animation there is often just one thing missing, render elements. Most of them are working straight from Vray, but to create nice and more important, constant Multi Matte elements you have to assign a lot of ids to your objects by hand. To get rid of this painful task, I wrote this small tool set. With the help of this script, you can easily Assign IDs and create Vray Multi Mattes with just a few clicks.
“all” assigns IDs to all Shapes / Materials
“Selected” assigns IDs to selected Shapes / Materials
with “unique”, you can decide if you just want to assign one ID to the Objects/Materials or an unique ID for all Objects / Materials
“Create Multi Matte Element” will create Vray RenderElements for all IDs in the current Scene.
just Place the mel file in your script folder and run it with dr_MM or just add “dr_MM;” to the end of the file and run it straight from the Script Editor
still waiting for the confirmation from creative crash, but in the meantime you can dowload it here.
the new version (1.3) has now two additional buttons to create the Multi Mattes for Mats and Objects seperatly. New file, old link
As promised, some pictures from my work on the Skybike from “The Leviathan”. Was responsible for the Modeling and Texturing. Its based on concept art from Adam Anderson.
The final model has around 500k polygons (without subdivs), so its actually fairly high, but there are some closeup and it needed this amount of details. Same goes for the the textures, 8 udims with 8k textures. every udim with a map for the base, painting, decals and dirt.
New awesome Showreel from the Chaos Group + the Mars Rover from Last days is in it
“In Irish mythology, the Fomoire (or Fomorians) are a semi-divine race said to have inhabited Ireland in ancient times. They may have once been believed to be the beings who preceded the gods, similar to the Greek Titans. It has been suggestedthat they represent the gods of chaos and wild nature, as opposed to the Tuatha Dé Danann who represent the gods of human civilisation. Alternatively, they may represent the gods of a proposed pre-Goidelicpopulation of Ireland.”
This is a small TV Bumper for TG4. It was produced by Big Fish.
the whole Project was realized by a small but well-selected team consisting of Grainne Freeman (Compositing), John O’Connell (Shading, Lighting, Rendering, Simulation and Production), Vadim Draempaehl (Animation) and myself (Modeling & Texturing of the Formorians).
more infos on this project later..when i am allowed to tell more
I am probably too young to talk about the amazing and pioneering work of Ray Harryhausen.. but.. damn it will never forget the moment when i saw the Sceleton-Sequence from "Jason and the Argonauts" as a small boy for the first time. It was just astonishing. It was probably around '93 when a saw Jason for the first time and even back then, most people werent able to explain this technique... so Ray Harryhausen was a true magician, someone who just changed a lot and paved the way for so many things in the movie/vfx industry.
Thanks Mr Harryhausen.
Dyrdee just recived the Bronze Bassaward for their Channel Ident of Viva called "Thing Called Love".
"These days every teenager should know how propagation works. But for those who are still clueless we tell the story of birds and bees in a totally different way. Large airplanes turn the laws of physics upside down by acting like small insects, making out heavily with a group of big winged windmills. As the sun sets the technical orgy climaxes in a cloud of metal seeds flying into the sunset. The footage was shot on a red epic and stuffed with state of the art CG VFX to achieve the stylized retro realism."
I worked on this project as a freelancer and was responsible for the whole 3d pipline and the on-set vfx supervision. It was a really short and challenging project, around 2 weeks for postproduction, but was a good experience and the work with Jochen Weidner
was a pleasure (as usual). He did all the 2d work.