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animation

1 minute read

Framestore Joins the Nuke Crowd, 一則在 fxguide 上頭剛剛上線的新聞,指出 Avatar 的大紅大紫,所帶來的連帶效應之一:Nuke 也跟著又紅了一次。
繼 Sony Pictures Imageworks, ILM 與 Weta Digital, Framestore 也一併採購了 Nuke site license,亦即整個 studio 將不再有 license 個數的使用限制,只要是使用在 studio 裏頭,某個不致於不合理的狀況下,都可以用。
加上原來就是 Nuke 的發源地的 Digital Domain,目前的大廠,還有 Disney, Dreamworks, Pixar, Blue Sky Studios, Double Negative, … 等,還沒直接發表對外的聲明指出全數導入 Nuke(這不代表沒有用,只是沒有非常正式的官方友好聲明),Nuke 算是整個完全取代掉 Shake 的地位了。
Nuke is fast and interactive. Nuke is flexible. Nuke’s integration with Python is awesome. Nuke’s scientific and technical development team is reliable.

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If you couldn’t participate the historical biggest Computer Graphics conference in Asia up now, Siggraph Asia, and you are tired of grabbing just hyperlinks about this big event, how about just photoing this event?

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在 Pete Shirley 的 blog 上頭看到一張有趣的圖:

你覺得這張圖的打燈有幾分?
其實,這是一張 Pete Shirley 家裏頭,客廳的一角的照片,影子多麼的不真實!!! 事實上,現實中,有非常多的“畫面“看起來都超級假的,但當以一個 animation/efx studio 裏的從業人員來看時,卻會使用各種方法,務必要使這種「看起來怪怪的真實」不見!!! 這真的是非常有趣的一個產業呀…一個以「主觀美感」來決定結果的產業。

1 minute read

We all know that should be a trend for compositing softwares to switch to real 3D compositing. That is, you do composite by not only images/channels/layers but also the (rendered) results of 3D scenes (models, materials, animation, lights and cameras). It is so trivial to forecast this trend and all we are hesitating is the cost of migrations from our current working pipeline. And most difficult part of the migration is human being itself…

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最近一直在閱讀,吸收來不及吸收的各種知識,重新審視過去我視為理所當然的觀念,哪裏需要修正,哪裏需要以不同的角度重新解釋一番,其中之一,是 animatin studios 裏頭 RD/TD,或再泛稱一點,所謂的技術人員,他們應該怎麼自處,應該在工作心理與技術能力上學習些什麼。
Coding for love 這個 blog 的主人翁,是一位在動畫產業工作的工程師,裏頭的 Stupid Things That Should Be Fixed 很好笑,雖然只有短短的三篇:
拿 Securing Failure in Tools Development 這一篇來說:
如果,你是一位在動畫公司工作,有負責(間接或直接)開發一些工具的 TD/RD 的話,你常常會遇到你的使用者,也就是非程式設計師們,對你說:「怎麼這個程式這麼難用呀;他好像一下子就當了也;可以幫我看一下,你的程式好像不聽話唷;能不能加個什麼功能呢…」相信我,這些話你應該常常聽到的。
程式設計師的最終目標之一,是寫出一種非常酷的程式,可以把一些工作,幾乎全部給自動化,不需要任何人的界介入,就是「自動化的極致」。打開我們寫過的清單:preview render, final render, attach prman shader, create spot light through camera, auto rigging setup, auto convert textures between low res & high res, auto fix texture uv seamness, auto make animation curve’s end infinity, … what else? you name it.
然後呢,我們也常常失敗在這個「自動」上頭。使用者假設你的程式真的很「自動化,百無一失」,你也慢慢被要求成要寫出這樣的程式,但時間的壓力,加上不完善的程式開發環境,導致你永遠寫不出這樣的程式來;另一方面,比女人還要善變數百倍的動畫製作流程朝令夕改(這是種非常誇大,但很容易貼切人心的說法),讓你的程式永遠趕不上變化萬千的流程。於是呢,使用者繼續遇上問題,繼續質問你的工具的可信度,然後你繼續覺得很悶,覺得有修不完的程式,不健全的程式…

1 minute read

The interesting is, we, as artists and engineers, do really can convert 2D images into autostereoscopic ones, as long as having skilled rotoscoper with patience and cooperative computer graphics geek. What we did is just as normal as everyone could thought of:
define our targeting quality and appearance first and clearly pick up candidate wedding photos with remarks of importance and focus points for each photo, circle out spatial layout according to aesthetics and logistics.

2 minute read

The Foundry have acquired the technology of Sony Pictures Imagework’s (SPI) Katana 3D lighting & compositing package. Katana’s hardcore lighting node based technology will be integrated into an upcoming version of the Foundry’s Nuke 2D package. We spoke to both companies about why SPI would part with such a great in house tool and why the Foundry needs another compositing lighting system, in this online exclusive.
Source: Foundry Acquires Katana from SPI for Nuke.

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