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MEDICALAND SCIENTIFIC
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TEXT-
3D WORLD
TEST: MAYA 7 & $14.99
:IAL MODELLIN
LIGHTING: THr
MAKING OF !irtual characters will
JDlO PERKS3 nd act by 2010
I PRINTED IN ENGLAND
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jPonsonnet
OUVIER PONSONNET IS a French student living in Bordeaux who's currently working
on a programming course while indulging in his passion for 3D. The somewhat
unstructured techniques he applies to his work often lead to surprising results. 'It's
not uncommon that Iobtain something god but completely different from the idea I
had at the beginning,. he says.
Deriving much of his inspirationfmm European comics, includingXoco, Ropaces
and Sha, plus manga titles such as Appleseed, Gunnmand BlomelHe uses 3ds Max
for modelling, shading, lighting and rendering, and Photoshopfor postproductionand
maps. Olivier recently bought a Wacom Intws3 tablet which will undoubtedly help
with workflow and productivity, and especially for the precision he requires for the
kind of work he undertakes.
'I search for aestheticism and beauty through the female portraits I do: he
explains. "The two things are interdependent to make a beautiful character, you need
to give it soul.'
You can discover more of Olivier's techniques and tips in our Tmde Secrets feature
this issue, starting on page 54.
MtpVIrel v.fme.fr
human r
1 038 Just how real can
virtual actors get? We delve .
into the technology behind
next-generation artificial life
J 3D AWARDS --
018 Life after Star Wars for
the bigledi cheese at this .. ? . -zy.:.y
year's SIGGRAPH event . - 4
056 TUTORIAL
Turn on the li hts with the first
tdcreate detailed f l q _ c - ? n h l a + i a In a four-oart!ioht~mser~es
062 LEAD Q&A
3ds Max with the help of OLU mair Recreate the li ht trail effect
from the new &son advert
066 QUICI( QUESTIONS
Your technical problemssolved
074 GROUP TEST
Round-UDof U D monitors
080 REVIEW
Movo7
082 REVIEW
RenderMonfor Mavo
0 8 4 REVIEW
Softimage XSI 5
0 8 6 REVIEW
€/AS 6
088 REVIEW
Sketchup5
0 8 9 REVIEW
Artlontis R
090 REVIEW
3D SOM Pro
092 3D TRAINING
30 traininn materials
0 9 4 BUYER'S GUIDE
30 software: prices and verdicts
1 0 6 PRODUCTION DIARY
Making 24: The Come
3D WORLD
advisory board
3D Mrld is brciughtto you with the help
and aduke of heading 3D indumy figures
M
PoLandonblMM3,~lt@has
fdanced adJlmkknson3b e t w e %ap and do it long enough, and you'll eventually end up having to remove your
WmF4ctun?s.The~ofmgny~
4e\~95nami~df~fanE~.brMswkon foot from your mouth. Digital Equipment Corporation CEO, Ken Olsen,
tkBBCdcuJm~ discovered this in the 1980s. havlng predicfed in 1977 that there's
#
I#
!W
I.-.
"no reason for any individual to have a computer in his home."
The risk of dental gymnastics is particularly acute when, like Olsen, you predict that something
ANDREW DAFFY
CU eunrca won't - or can't - happen. So we couldn't help fearing for the state of George Lucas's bridgework
And inthe when he commented in his SIGGRAPH 2005 keynote speech: T h e real leap has been made. [Digital
industry tar ten years on
p p ( l ~ t h a t h a u e ~ d technology] is cumbersome, i t doesn't always work as well as we'd like, but what's left to develop is
wrMalwnd~.Hew~ mainly better knobs and whistles. We don't need to reinvent the wheel: we've already reinvented it."
~ 4 ~ ~ ' ~ - 1 * l a a e r s h r ~ ) ~
C m will act On the show floor, at l e a n few people were arguing with him. While the world and its dog unveiled %
ci-iaal new products at SIGGRAPH this year, most of these, such as Maya 7, XSI 5,3ds Max 8, Lightwave 9,
Houdini 8 and Fusion 5 (1 could go on, and with 300 words still to write, the temptation is strong, but
you get my point) fall into Lucas's category of better knobs on existing products.
ALW MORRIS
Of course, there were a couple of entirely new applications. in particular, T-Splines, a start-up
marketing its Mayo plug-in of the same name, was at pains to point out that it's 'not merely another
piece of run-of-the-mill modelling software, throwing new bells and whistles on old technology."
Haps~mh19t36, A 'supenet' of NURBS and'Sub-D surfaces, T-Splinesenables artists "to work in ways that were
mathematically impossible before," requiring up to 75 per cent less control points t o generate a
surface. Whether this will really starta new wave of 3D modelling remains to be seen, but i t s certainly
interesting. You can find an exclusive learning edition of the software on the CD this issue.
But it's outside the show floor, in SIGGRAPH's papers and technical sessions, that new technology
most commonly emerges. This year, two topics in particular occupied the speakers' time: real-time
renderingfor games, and new techniques for creating digital characters. We'll be returning to gaming
in future issues, but we thought it would be interesting to ask the researchers present at the show to
predict what virtual actors will look like by 201 0. You can find out what they said on page 38.
at leadimWognne studio C o d s ~ as~ s The rest of our show coverage, including George Lucas's keynote speech, starts on page 16. Looking
w
and
back over i t I can't help wondering which of our own predictions we may come to regret in hindsight.
But here I have a foolproof plan. In addition to being a technological event SIGGRAPH is also an
immensely social one. Like the contortionist if any of our opinions prove to be hideously misguided,
I'll simply blame it on the whiskey.
'
LETTER OF THE MONTt
aving recently made a couple of trips t o the cinema t o
see the latest Star Warsfilm [3D World, issue 661 and the C
MENTAL ROY: A l l column in issue 67 is. Is he complaining original.Six-year-oldsare not taken to because adults don't constantly
TRIPPED OUT
>
With Mental Roy's mildly sarcastic
humour and his circuitous writing,
about the lack of original CG productions
for childrenor for adults7 If his argument
is with children's films, Iwould say
a film with any expectationof being
inteliectuailychallenged. They just want
to be amused for two hours.
pester their parents for film-related
action figures, lunchbnxes, DVD
spin-offs, T-shirts, tattoos and breast
I'm not quite sure what the point of his there's little reason to try anything truly If Roy's complaint is about CG films implants. Although fans of Trjpping
for adults, lack of overwhelming demand the Rift might come to think of it"
for such films is the root cause. If film As for the article, itself we hang
studios thought there was a market, our heads in shame. We got Into a
they certainly would be trying to fill it, tangle over when the series would
He also asks the reader for the name of be screened outside the States, and
a CG animation franchise for adults. ended up never running the feature.
Iwould answer Trpping the Rift the Six's secrets remain sadly - and
new season of which is currently airing atyplcally - unplumbed.
on the Sci-Fi Channel. I vaguely recall
that when the first season of Tripping
the Rift was airing. 30 WwMdid a promo SICCRAPH SLIP-UP?
for an upcomingarticle on the show,
but it never materialised.I was really
> After receiving issue 69 of 3D
World, I was looking forward to
lookingforward to that story, hoping it viewing your round-up of SIGGRAPH
would provide some details on how they 2005, but Iwas rather disappointedby
.
animatedthe er, Soft Body Dynamics your lack of coverage of the new version
of the science officer, Six of Lightwave.All of the other major
Jhn Kangas, via emdl packagesgot some magazine space, but
there was nothing at ail on NewTek's
1 -
Want evidence of animated TVfor adult audiences?Look no further than Trlpplng the
Contacted via his agent Fbywould
Only comment 'Look* quite
recent developments.
Version 9 will include some major
...
Rlft.Want details of Six's'Son Body Dynamics? Look no further than another magazine Studios don't make CG flicks for adults changes to Lightwove's core features,
~ ~ ~ R , O D ~01~0dShaun
~ ~ I O N Werton
shaun.weston6afuturenamCOuk
+, . SENIOR NEW MEDIA EDITOR nancdlimom
. ._ WORD CONTRIBUTORS
i, lonn~.Nkhola~HatBrmn~&BxkA w
RteDraoa.
PRINTING (UK)
CWERMhqMIOErn
includingadaptive Sub-D surfaces, A CAT LOVER WRITES apparently all the work of one person ADVERTISING
KNKlR AWAmSPYi&WAGER Rosa Sdh r 0 s a Y n i W w e U o . M
which i know will be a major boost for
many users,
Do you not regard Lightwave
> I'm a recent fan of 3D World, and
have read the last five inues.
However, I'm surprised not to have
and the result of a year's solid work. The
story may not be to my taste, but the
design work and detail alone are wotth
KEi RnaJNT EUNRGm lm tlabt.~ leehat-
as a serious 3D tool now, or think seen any coverage of CAT [Character watching, never mind the animation.
that it's unable to compete against Animation Toolkit]. Iwould go so far as to say it's the most
heavyweights such as Maya and XSI! I've been using this incredible 3ds impressiw-lookingpiece of work I've
Steve Cullum, CuUum Oaphlcs Mox tool for almost two years now and seen for a long time on the web.
I find it an indispensable application in In case you're wondering, I live in
As we said at the start of the my toolset. I've checked the 30 World East Anglia, not the Far East, and have
magazine, issue 69 of 3 0 Worldwent Buyer's Guide, but could still find no nothing to do with the production Ijust
to press a couple of days before the mention of it. Have I simply missed use the same software - sadly, not to
start of SIGGRAPH, so our coverage the reviews? the same effect1 MANAGEMENT
PVBUYm(KdwCort.nMIwmne~Ig
of Maya 7, XSI 5 and 3ds Max 8 was Lee Rawn, vla email Simon Edmondson, UK
written on the basis of pre-show
demos. Details of Lightwave 9 arrived Lack of space prevents us from According to translator Mike Stamm, - . .-
GRWP YNnOR EDKOR Nld MudU d c k . v I *
too late to be included in issue 69,but listing plug-ins in the Buyer's Guide, animator Shao Guee did indeed create Eamw ~mCR#(#rn BWJXI-
MANffiWG DIRECTOR Rabwt R*.
can be found in our Pre-viz section but we reviewed CAT back in issue Haruwo entirely single-handedly,
this month, along with the rest of our 50.Version 2 was previewed at even performing the music and
show coverage. SIGGRAPH, and we'll be covering supplying the voices for some of the
As to whether we regard it as a it when it ships. minor characters. Japanese speakers
serious application: projects created can find more information at his site,
in Lightwave feature regularly in www.shaoguee.corn.
the magazine (for example, the ANlME MAGIC The film has received little I- DISTRIBUTION (UK)
b!dMO(re W Ltd, 5th F k , LW ~ k BmKhgs kexh lower.
eu
Volkswagen 'Summer's Morning' ad
included in Close Up last issue). We
have also just begun a new four-part
> Following your coverageof new
anime and japanese animation
projects in issue 69.1thought I would
coverage in the Western press, but an
English-language DVD is apparently
in the works. In the meantime, Mike's
Stamfotd SPeef
TmyCmwt~chauder
series of tutorials on CG lighting write in to draw your attention to subtitled version is available at
using the software, which you can Horuwo, a 30-minute cel-shaded http:Namfilrns.hash.comlsearchl
find on page 56. short created in Animotion:Master. It is entry.php?entry=l056.
S t i l l s fmm Haruwo, a 30-minute short created by Japaneseanlmator Shao Guee. One in which all of the sunset scenes
Thanks to Simon Edmondson for drawing this neglectedgem to our attention will shortly be dropped from the film?
i e w qql uy
a ~ e n l j o s snol~enasn I ' a ~ n l nu! a
sa!l!unuoddo alou aneq 01 adoq I .ulete pue Mou qol
a3uelaaJ) ppo aql dn y)!d I q8noqi 'luauow aql i e alo
Absol~rtely- CG technology
is already a mature field.
All that remains now is to
refine the software to handle
existing tasks more quickly E
and efficiently 0
Possibly - it's conceivable L!
that new core technologies
could emerge, but as the
years go by, the chances of
9
E
a major new discovery are
beginning to recede 0"
-
UnUkely it would be rash 3
to claim that everything that
can be discovered has already
been discovered. History has
*E
2
'ACKING WlNT I Personal highlights from SIGGRAPH 2005
shown that such claims often
turn out t o be false 0
c
m '
N o - what on earth are
"Perhaps the theme th~syear "My highlights were the launch you talkingabout? With new
=,l?
was that ~fyou want to create of 3ds Max 8, new versrons hardware permitting film-
quality rendering in near real
photorealist~c Images, you have
to go out and measure what f~nolRender,V-Ray and B m i ) time, the rules of the industry
could be rewritten entirely
-'3
happens in the real world, rather than uslng
c w h Z models from computer science
TMs includes shadlngand textunng (based on
real-t~meadjustments to HDR Imagery
from multlple users on a network AMD's
a
i w m r m g real materials), anlmatlon (us~ng demo of a four dual-core Opteron system LASTISSUE: 5
m a p data) and llght~ng(us~ngHDRl Images rendenng an e~ght-threadraytraced s c m In THE VERDICT 3'
aJ
totorapture the l~ghtingyou want to match)" LlghtWovewas also lmpresslvelyfast: 'Is the UK government
bv Kevin Campbell, Cinesite Alex Morris, Hayes Oavidson to blame for the closure
of companies such as Jim I
2
Hensonf Creature Shop7 ..
of surfaces while maintainingcurvaturecontinuitythroughout -and Auto.des.sys showed new tools In the latest releaseof form,Z 5.5as
that's without using NURBS or subdivision surfaces. well as a sneak preview of f m Z 6,which features object animation,
In add~tionto its new product announcement Luxology unveiled and is scheduled for a releasebefore the end of the year.
modo 201, which now boasts UV mappinga rendenngengine (able However,one of the most talked-about exhibits at SIGGRAF'H
to render complex scenes at very high resolutions)and3D paint (other than the $1 00,000 custom Chopper that Boxx Technologies
together with new modellingadvancements. Company President was giving away) was found outside the show floor, in the Emerging
Brad Peebler revealedthat modofor Lmw was in development and Technologies hall. The Galvanic Vestibular Stimulator enabled a
that an animation module was coming soon. He also showed some of remote control device to be used to control another person's sense
the fruits of L u m l ~ relationship
s with texture-synthesis software of balance via low-voltageelectric currents to their inner ear. Its
developer Allegorithmic. At the end of the user group meeting, appl~ationsvaried from games to pedestriananti-collision.
Peebler raised anticipation by concluding:"And that's just a small Over 29,000 delegates attendedSIGGRAPH this year - 1,000
slither of what's under the hood of what's to come from Luxology." more than 2005. Those who found the papers and courses a tad
Elsewhere,crowd s~mulationdeveloper Massive Software too trying took refuge in the art gallery or retiredto one of the many
announced GPU-acceleratedrendering as well as Massivejet an 'out lmmersive domes where they could lie back on bean bags and chill in
of the box', large-scaledigital crowds creation package pricedat under the rn~dstof a 360degree spatialspectacle.
$6,000 and anticipated to be available before the end of the year. mw.slg~nph.org/sZOM
--
characterised as "notoriously backward." he was facing up to the "big blank canvas" left by the In other words die-hard fans can relax: the second
The third group of people to be educated at the new completion of the second Star Wors trilogy, he commented: trilogy of movies may be complete, but the story is far
facility will be those who weren't even born when the first "It's not looking like a blank canvas to me. I've got hundreds from over, and the characters undoubtedly remain alive
Sror Wars movie was of projects I want to do, and I'm running out of time'' in the mind of their creator. Or, as George Lucas himself
released Lucas plans Whlle theexact nature of these f~lmsremalns puts rt: 'I'll never let go of Star W m "
to work with Bay confldentlal, Lucas dld reveal that he alms to work on
I
7 H E JURYWAS AMAZED BY self-faceiift with her new cosmetic tools (for polygon
modelling).She carefully adjusts her vertices but then gets
9's MULTIPLE LAYERS OF carried away - unfortunately when she attempts to 'undo:
the function only works once and she's left resembling
COMPLEXITY AnD DETAIL" a Picasso cubist masterpiece.The short went on to win
SAMUEL LORD BLACK, 2005 COMPUTER ANIMATION FETTIVALCHAIR SICGRAPH'S newly introduced People's Choice Award.
The animated formation and rhythmic march of Dice,
directed by Hitoshi Akayama while studying at the Kyoto
Seika University in Japan,was another audience favourite.
Other shorts that got the thumbs up were Gopher Broke
from Jeff Fowler at Blur Studio, Chris Harding's learn Self
Defense and Things That Go Bump in the Night from Joshua
Bever~dgeof the Rlngl~ngSchool of Art and Design
Student f~lmsOvertfme and Helium also struck an
emot~onalchord w ~ t hthe audience, whlle East End Zombfes
from DamIan Hook at NCCA Bournemouth Un~vers~ty was
L&a
.,.,
Visuolizotion of on F- ......... -....-.-.-- --,-..-..
, , ..-..-..,-..--.-- -jAdamJaneczekand Florian Durandof French One Of the bizarre shorts
Thunderstorm was among several sclentlfic submissions animation school Suplnfocom Aries, struck an emotionalchord -wmg
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a
3D World reviews SICGRAPH'Smost hotly debated panel discussions and special sessions
focusing on the development of true artificial intelligence in next-gen games WT-
Director of Vlsuaii~ationat Neoscape. 'in the world, featuring one of these spaces, and also create a fully
of CG and architecture, there's a lot of similarity rendered night scene. Images were evaluated on
between vi'suallsations, renderings, animation and. creativity, lighting, modelling, texturing, composition,
approach. We wanted.to do something atypical." technical difficulty and overall impact with the final
Referringto LOFT 5, a visuaiisation of a property award given to the contestant that demonstrated the
in Las Vegas, Grohs said: W e wanted to redefine'the broadest range of skills.
virtual tour'. We wanted our visualisation to be very Zhu Tianyi, as well as the two runners-up in the
sensual and have a more film quality and cinematic competition, Oiivier Campagne and Niall Browne, .
feel. We wanted to showcase a real estate project shared prizes valued at more than $100,000 from
that used animation to really sell it.' hardware and software providers in~theCG industry.
Using a combination of 3ds Mox, form.2, After Alongside the winners, Neoscape co-founder
Effects and Photoshop, Neoscape worked closely Nils Norgren, and also Lon Grohs, picked up the
with architectural and interior designers to develop CGarchitect.com 3D Awards trophy at the awards image was "to evoke a feeling and ambience
that made the audlence feel connected to it"
: Projects..
round-up
This month: Gorillaz, jelly babies,
jets, and a spat of horsing around.
01 BOOT5 AD CAMPAIGN
~herwmrbommfrrcfw~s*liUmr~*cl?L
Mqglc.. ' , I
i . ' .
... . . ,'
November 20053D WORLD 1027
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. . . ., 8, -
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perks
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EMPLOYMENT Mountain biking, massages and moustache contests: how do the fringe
orld? b h"I
.#?--
~enefitsof your job stack up against those of staff at other st1
'oga, quality of life really matters. If the only break you get from your but then again, so are the similarities.In 3D, we like to have fun in o
monitor is a 15-minute discussion of shader issues at a colleague's downtime, whether that's through karaoke n~ghtsor book clubs.
desk, you should seriously be reconsidering your employment So what's your conclusion: is the grass really greener overseas,
conditions - you could be rn~ssingout on someth~ngimportant. or are you better st~cktngwith your current employer?
(YeenMm U r n &
Badrn,foW&
S p & y Australia
We tnm clubs. m
comQan9mY.l;asak mmlm#Um
nlahrc pCls w t a r w
- past trips
Blackpool
h m incbded haw-bad amaam
MOM tltad 350
tamm
Free breaktasts. bullet
Ihmh 0.i Thwr?dafi
mon1My P.rumoliig)
drinks annual FamC
Fun Day and p ~ c m ~
lClO
MOtOrbttP football
baletball ma scuba
J~vmgclubs iwtce-
weekly Kung Fu classes
taught by the M a
Resource M a w e !
comedy nights ihe
FieIbc~~~l~ Cup Day Par
corrpetltlon. the Ann4
ATI n-hcuseart eallerj
and an annual Halimispn
parry for US and Maya@ 7, the latest release of the award-winning 3D software, ,
Canadta ex pats
is packed with innovative new features allowing you to realise
your creative vision faster and more easily than ever before.
Capitalising on Alias MotionBuilder@ technology, Maya 7 .
makes character animation easier and more accurate. ,
Other improvements such as advanced render layering and
new modelling, texturing and effects tools help you achieve ,
..
'. .~ ' ..)Copynght2005AIlm Spmmr C o p AlinghUresered. &la$. Iherwid loco. Mayaaod YoDanBu~~da
arc re?,stse
ld Inde,?!.i.l.. ,i,.il rm-
...
' Maya logos a uademab of Attar Syrlem Cam m Uie Unlled Stalesand/or other oaunlner
Lightwave 9 set for Q42005
NewTek's R&D team must be in top gear, because hot on the heels of 8.5 comes Lightwave 9
2
ILMTechnical Director
support in Lightwave 8.5, a complete, paid-for point release some real innovation in the pipeline, NewTek doesat least appear Raul Essigis naw on a
has also been scheduled for 44 2005. to be back in the race, if not yet ahead of the pack. whirlwindtour of Europe
LW9promises a whole raft of new tools and tweaks, The recent $800 price slash - LightWmcurrently to talk about ILM's work
on Star Wars:Episode111:
not least of which is its star attraction - Adaptive costs only $795/€795 -certainly makes it a more Revenge ofthe 5th and
Pixel Subdivision. This intelligent system generates attractive competitor. Upgrade prices start at War of the Worlds Essig
has beenat ILMfor over
subdivisions based on visibility and proximity to $395. See the website for more details.
) 10years and specialises
in particlelytems.
the camera, much like an LoD system, but it works
creatingsimulations for
across individualmeshes. It's not the sub-poly natural dynamics such as
displacement some users are asking for, but it's fire, smoke, tornados and
sandstorms.Essig will be
perhaps a step in the right direction. in Rome, London, Paris
Thanks to some core code changes, NewTek's and Berlinfrom 13-16
September. Register on
developers have managed to extricate the renderer the Alias website.
and implement some serious speed tweaks. Render times could -am
drop on average by a factor of two, with certain scenes rendering at
four or five times the usual speed. Additionally, the 64-bit version
should be able to cope with 100-million-plus poly scenes.
By popular demand, LW9also includes a node-based material
editor. The existing layers-based system is still in evidence, but Above: LWgs node-basedshader. Above left: This logo was rendered
the nodal system enables power users to access deeper texture In 20 mlnutes on a single-processorrnachlne with 37,734,600 polygons
--
1
--
took and a ICtwy Tmeline performance Motiont)criE&r 7 costs $995
players in close proximity to one from October and it costs from
1 environment, w h ~ are h based on a (E645/€895)for the Standard editkon
other, then one might automatically $1 2,795 (E7,995IE1 1,995).A free real-timearchitecture. New character and from $4,195 (E2.7251C3.875) for
tackle the other one, maybe try to learning edition is also available. extensions (to suMly wgment a control *a Dr.-. ..arrinn
1
grab hold of his legs and realistically
bring him down." 1 rig wrth a tal, wing or prop) and vaual
feedback on rigs glve anjmatois greater
control over their character setups
-
F7 -
--------- -
I
Reil added that the software Further enhancements Include
enabled animators to direct
--.-
new save and lmd character an~mat~on %
.
I ASPIRING EIGHT-YEAR-OLD 3D
animators could jumpstart their careers
by learning how to create their own
-
includes animal-themed models, rumours that the core technology
textures, animations and background behind Cosmic Blobs will be finding its
options, wh~leKnights and Castles has way into professional products in the
a medieval theme. A holiday pack is near future -the patents are pending.
I also in the works, with the unconfirmed Primarily targeting 7- t o 14-year-
title Extreme Vehicles and Adventures. old children, the PUMac version of
Blobs 2.0is also on the drawing board, Cosmic Blobs I . 1 costs $40 for the
-
with a release likely next year. download or $45 for the packaged
The original PC-only version, version (about E251E37).A free trial
Cosmic Blobs - l o b Rot Edition, has version of the software can also be
already earned significant recognition, downloaded from the website below.
and it may surprise some of you that
S H O R T SC O M P O
Entriesto Virtuality's
2005Worldwide
StudentCanpetition
for the Best Digital
Shwt Video using
special Effectsand/or
3D Anirnaionmust be
receivedbylo October
2005.Preference
isgiven to works
illustratingcutting-edge
--
vsesoftednology,but
artidc value Will also be
rewardcd.TheWimers
WillbeaMounceda
Virtwlity 2005.3-6
Nowmber,inTurin.
almrk
Carlton Beer 'Big Ad'
Digital production company Animal Logic gets the drinks in with a surreal commercial for an
roving that big really can be clever, the latest In addition to crowd sim considerations, An~malLogic also had
'm
t P ad for Australla's Carlton beer spoofs the
epic approach used In other campaigns by
br~ng~ng thousands of robe-wearing beer
dr~nkerstogether rn a dramatic, widescreen collision of tightly
choreographed chaos W~tha sense of scale essent~alto the
to carefully pre-VIZall the live hellcopter shots, taking into
account altitude and lens types to determine how the crowd
would need to move across the landscape. While the live plates
were bemg filmed, the main film unit was busy shooting the
real extras in the adjacent valley. "We also shot a little footage
ad's humour, but with only 300 extras involved in the l ~ v e of about five of the extras from the helicopter, just to provide
shoot, Sydney-basedv~sualeffects facil~tyAnimal Logic was some reference material," says Jackson."In addition, we
respons~blefor populat~ngscenes with up to 15,000 of its own photographed the robes to help match our cloth shaders,
computer-generatedcast. and used photos as the bass of the facial textures,"
"R~ghtfrom the or~g~nalbr~ef,the intention was to use The character modelling and animation was created in
crowd s~mulat~on,"says An~malLog~cV~sualEffects Supervisor Maya, with this data imported into Massive, and the results
Andrew Jackson."The ~deawas to generate the entlre crowd for sent back agaln for lighting and then rendering with
debut, 'Big Ad' has proven enormously popular. "It's just one of
lteratlon And then you're usually stuck with that render, those jobs where everything fell into place," saysjackson.
because ~t'shard to Isolate a group In the crowd. For any "Right from the first meeting w ~ t hthe director and agency,
changes, It's usually a case of runnrng the s~mulationagain." watching the animatic created with penc~lsketches set to
"But one of the nice th~ngsabout Massive is the music, it was really funny. Even at that point, you could see it
-
randomness," continues Jackson."In the shot right at the was going to be huge."
end of the commerc~al,a couple of the guys are actually
. " runnlng off In the wrong d~rectionWe could have taken them CurrantEgr breadcast h Australia, t h e ad can be viewed in all
its operatic glory at www.bigad.com.au
IN FOCUS
"The shoot went on for 'Xeeping the poly coun
FRANKFURT. GERMANY
FUSION 5
Soho, but also in the 'Boho districts' of Shepherds Bush and personal projects. Fusionfans have waited
Islington, as well in cinemas as far afield as Birmingham, A record-breaking1,900 short films, newcomer films, three years for this
Cambridge and Edinburgh. Film festivals around the world music videos, title sequences and idents were entered into compositing and visual
effects software. Packed
have also started screening the shortlisted films, and plans this year's Rushes Soho Shorts Festival, with screenings
with features and workflow
are underway to tour internationally. of the shortlisted films taking place in cafes, bars and enhancements, the 64-bit-ready application
In the Vue Animated Short Award category, Overtime screening rooms all over Soho for an audience of several has already been snapped up by Santa Monica-
(already a firm favourite on the festival circuit), from thousand people. Among the judges were creative guru based effects house RIOT. It costs $4,995.
www.eyeonline.com
directors Oury Atlan,Thibaut Berland and Damien Ferrie of Trevor Beattie, Paul Rothwell from commercials production
Supinfocom, took the top accolade this year. The runners-up company Gorgeous Enterprises, Paul Trijbits from the UK
were City Paradise, directed by Gaelle Denis at Passion
Pictures,and Maestro, by Ceza M T6th at Kedd Ltd.
Film Council and 30 Woridsvery own editor,]im Thacker.
1 5 1 , ,,\, j , ~ ~ l ~ l , ,.s.c3,!7,
;~~lo, I QUBE! 4
Qube! 4 offers batch
a u e u i n ~distributed
II,-
tools. The system prioritises and accelerates
renderingand compositing jobs and mlnimises
wait times for artists. It costs $250 per CPU.
www.pipelinefx.com
POWER NURBS
nPower Software's hybrid
surface and solid modelling
platform offers 3ds Moxand
VIZ users fine control wer
I
I the transitions between
sections of a model. Based on the SOLIDS++
kernel, it costs $895 and handles even the
C --- . .-.., . most difficult industrial modelling tasks.
saying: "Animation is beautiful, but sometimes cold emotionallr Supinfocom's Overtime has picked up a number of show awards www.npowersoftware.com
MeNT '.r Y
Fresh from a stint battling clients who think that Paint Effects are something
that happen when you get Laurence and Vivian to rag-roll your faux-Tuscan
- - -
dining area, - - vents his spleen on game-to-movie conversions
w E n TWEE
r THEY'RE MAKING Doom into a movie. I'm sorry, let
me rephrase that Break off my arms and beat me to
death with the wet ends, THEY'RE MAKING F*CKING
DOOM INTO A F*CKING MOVIE1
Now, people have been turning computer games
into movies for at least 10 years. The resulting hall of
shame includes such gems as Street Fighter, Mortol
Kombot. Resldent EvN. Super Morlo Bms., House of the Dead, Alone in the
Dork Lorn GUJ? Tomb Raider, and, in a fit of insplration. Lam C~J?Tomb
Roider: The Cmdle of Life. (Legend has It that on fine days during the
pitching process, the sound of barrels being scraped could be heard as far
afield as Orange County and San Bernadine.)
These are not accidentally inept movles. On the contrary, some of them
The reason for thls atrocity exhlbltion Is simple: none of the games
that have been turned into movies have decent plots. And, contraw to
popular belief, some games do have plots. Deus EX if you can ignore the
ludicrous cod-philosophising, was a smart, modem conspiracy thriller. Gmnd
Theft Auto: Vice City was a sprawling urban epic. Even tweetights-and-
trollslaylng epic Boldur's Gate had more twlsts than a weasel in a blender.
None of these are particularly obscure titles. They ail sold by the
bucketload, went on t o spawn sequels and featured on most critics'
end-of-year lists. Yet each of them was passed over for adaptation in
favour of Double Dmgon (OK, I know that Columbia has optioned a Deus
Ex movie, put it appears to be stuck In development hell.) There can only
be two posslble explanationsfor this: one, that cigar-chewingHollywood
execs have never heard of any computer game outside of the 'Hemes of
TIGHTS-AnD- were produced by major Hollywood studios, by experienced production
teams, on reasonable budgets, using casts of A-llst Hollywood actors. And
Mutilotion ond Mayhem' mould, or two, they think that the cud-chewing
multiplex cattle haven't. Idon't know which is the more depressing.
TROLLSLAYlnG yet they were all, utterly and Irredeemably,shite.
You want evidence? Consider this fact of the list above, three of its
And, yet again, it's 3D artists that will carry the can. We produce the
original source material and it falls to us to paper over the plot holes with
EPIC BALDUR'S members -that is, approximately a thlrd of the best-known recordedoutput
in this genre -are included in the Internet Movie Database's 'Bottom 1OW.
visual effects when the mwie adaptation emerges to block up the autumn
release schedules, like a stool in a constipation-sufferefs colon. In the
GATE HAD To make it onto thls list, you don't need to be any old dross. Oh no. Far from
it. On the contrary, you need at least 625 of the cinema-goingpublic to
minds of the movie-going public, IT'S OUR FAULT.
So if you're an aspiring visual effects professionalthinking of working
MORE TWISTS have voted you a worse movie than Frankenhooker.Or Tmnsylwnlo
6-5000. Or The Killer Shrews. I could go on, but that would be gratuitous
on an upcoming game-to-film franchise "cough* Holo *cough', please,
please, think again. You may love theoriginal Xbox version and the script
THAn A WEASEL ...
and cruel oh, what the hell. You also need to be worse than Howling 111: may be penned by Alex Garland, but the chances are that when It comes
out the audience will stlli vote it a worse movie than Attack of the
The Morsupiols, Connibal Women In the Awcodo jungle of Dwth, &m,
IPSUS Chrlst Vomnire Slaver. and at least three films starrine Steven Sea~al Mushroom Peoole. And that's even without Uwe Boll at the helm ...
t: PLUGGED IN
ANIMEX SHOW
GLOBAL ILLUMINL
The l October deadline - - ~ ~ ~-
for submissiomto
the Animex Student eMEBoti As a result
Animation Awards is
fast approaching. Last
year, over 450 entries
were receivedfrom
d e n t animatorsand
games developers.
AwardsfcfViition
and Motion Graphii
have beenadded to
this year's lie-up. The
festival is organised
by the University of
Teesside and will be
held in Middlesbrough m find wr. muno
from 6-10 Feb 2006.
**uu*wrrutl
Ywcll
pages, we review two decades
nfd i ~ i t aevolution,
l and ask ke\l
rchers to predict their
NE PELICAN
November 20053D WORLD 1039
Reallst~ceyes are a major
current area of research For
The Polar Express Sony Plctures
I
lmageworks even modelled a
menlscus that could be dialled in
Anotner solution IS to use real-worla aata. tw ~ r g nNlgnr
t Rouna 3
demo combines digital cloning techniques with real-time rendering
effects Mwtw's we
r w i n s , mre a h making great leap
fcmmd. Rapid in graphla
wi~M~ZDsprltea&1996,~CmRmQf3D
first true persodit& b o Y m acrm orx lure~s, whk M in
japan, Square popularismi flsny rendierarJ game c h a r m and
new-tihkqudity fud rmtien vkim in Finra' Fantasy WL
Badcinlic#padastheinaKtrleswem@rug,the
mt great faurapd ww through the population of the Tironic
(1997)by tlmmmh of extras dl animated wlth mtim
capture data. TIE fdcwdmg yea, PM bake new gmund with the
and musck-based
t m at E X Entertdnment faced t
L
-
' v p u a ~ h ' ttw fH?atl p ~ ~ n cttaat
h
&Farmbftg Rk face in a stwtlirrg, exaggeratedfashion, and
caiptured by a ckseup camera mow. EbnhubJs team m a e d
THE NEXT BIG THING I Next-gen crowd simulation I only awe the eyes the window of the soul, but they're ako where
. ,- - .-
Y(WH eye go@s to first," says Baedow. %
I
ARTIFICIAL LIFE
M n g o m victual actor locking good K quite some achievement.
Getting hundreds to Eook is another matter. Historical
methods for digital c f w d m t r a l used particle effects, but
modern techniques engineer crowds as groups of a u t m w s
individwk, or agents. Stephen s of Massive Software,
creator of the celebrated Massive crowd-simulation system, says: .
'
'NO ONE KNOWS WHAT'S WRONG
WITH CURRENT VIRTUAL FACES. .
.
ASK, AND YOU'LL GET DIFFERENT
ANSWERS, ALL OF THEM VAGUE"
m s e w k ~ ~
" W w emulates processes found in nature. By knpkmnting
machine virmn and sound propagation, agents can see and hear
each other. m n t s react, as they WM in life, in respome to
stimuli, so crowds appear highty convincing."
Other 3D stuclios hawe dwLop@d proprietarysystems. To
'
manage the vast crowds required in Troy, the Moving Picture
Company dwebopcd Alice (Artificial Lie Crowd Engine). Since 1
then. it has bem utilisd in many films, irrcludrngKingdom of -.
H@oven,Akxandw~Mor/kwxlthrOEocolateFostQry. .
According to FIPC'sd e v e m e n t twm "Motioncapture data is u-.
piped into aw Flotion Libmy Mirol (MLQ a proprietary tool that
finds relatiiships between chps.Technical directors specify whaT
@ ~ l r t s : ~ ~ t t h e d l ~ d d o n f y b c w e d f wkin ad of clips they'll ned for a given shot. MLE hunts through the , -
ma#pmmtage of the shots. We qu&My n d i d that 80-90per wdlabk m a p clips to find those efements, then selects and
cent of the time, peqk wanted to work with fa bady asrd facial mbbnes them to m a t e the best bknd. Mice takes this data and
...
capture It was the fhst time motion capture had becn e n W the VFX artist to lay out crowd dements of the shot, as
performed on h d y md face s i M m u s l y , and gwe a m s rreB as define other rules that will govern the crowd's behiour."
more I w a y to rd Ilb t k l r p~rfDmMnca:Despite the vast
mounts of data remded mimation on every shot was still LEAVINGTHE UNCANNY VALLEY ;, ,L .-
.
-': ,
$y W, MI Rp m m g n t s (rmtwiwsly diW~ult to get In 1978, robaticit Or ksahim Mori pbtted emotional response .'
thrcugh macap atme) wem hand-ac4mated. Much of the against similarity to human appearance and mowment in a studys.'
wark on The Podw E x p s went into getting the @yesright. "Fbt M i d to p r o v b insight into psychological reactionto robot
rather thanfms
m n w t two pm
"THROUGH RECONSTRUCTINGVIRTUAL HUMANS
FROM REAL-LIFE SOURCE DATA, WE MAY BE ABLE
TO CLIMB OUT OF THE 'UNCANNY VALLEY' AND
SET A NEW STANDARD FOR PHOTOREALISM"
-gR#IIRCQ.=m-wmm-m
A NEW KIND OF TURING TEST?
Further reading
lntellieent
" facial caoture:
hnp:l/graph~cs.stanford.edul
-fedkiwi (see 'Automatic
estlmation of faclal muscle...')
Digital cloning in films and games:
www.virtuaicinernatography.org
Next-gen crowd simulation:
www.massivesoftware com
Bring virtual fish to ~ ~byf creating
e
system, referencing the prebuilt
,en me rlsn-scnooi-sran.max scene lnclu~ Igo across ro m e noomer rao, you 11 I Ine r l r n antmarlon srare ser-up 1s m e s\n,
1 get the school t o travel around the scene, we're With the Geosphere object still selected, right-click The Geosphere object's position is now driven by the
I ling to create an object that the fish will attempt
follow. This object's motion will be smooth yet
in the Viewport and select Curve Editor in the quad
menu. Next we'll replace the existing position
Noise controller, so it's been immediately relocated.
Scrub through the animation. The object's motion is
random, so we'll generate this by using a Noise Position controller of this object with a random noise generator erratic, therefore we need t o smooth it out. Set the X, Y and
Controller and by setting its parameters accordingly. In the controller. In the Curve Editor, select the Position controller, Z Strength to 2000 for a larger range of motion, amend the
Top Viewport, create a Geosphere with a Radius of 100 and right-click and select Assign Controller. Select Noise Posnion Frequency to 0.01 to increase the wavelength and turn off
label it 'School Follow'. from the list and click OK. Fractal Noise.
1STAGE TWO I
as with the Max Turn Velocity, indicates how many ( 12 m l e g a t e s established, we'll distribute a small
degrees that the banking will change- .per frame. So, number of them in the scene to test the simulation,
m o s t fish tend to stay virtually vertical uiless turning at we get a banking change that is sudden when turning at high n object as the dlstribution method. In the Top
I
exceptionally high speeds. Therefore, we want our fish to speeds, which fish like mackerel tend to do, to keep Viewport, create a Geosphere at 0.0.0 with a ~ a d i u s o500
f
stay upright as much as possible, reducingthis value so it's formation and avoid predators. and label itlDelegate Distribution'. Add a Nolse modifier and
more subtle. set its X, Y and Z Strength settings to 500.
dit the name to'Seek Target'. In the new Seek Click the Multiple Selection button and select all the rease the repulsion force, which forces Delegates
IBehavior rollout, click on the None button and select 1 'Delegate-Fish' helper objects. Set the Look Ahead ' at close proximity to avoid one another. Set the
chool Follow object. Set the Method to Force, so the val~ 150, so that the Delegates look further forward to R , and Falloff to 10, so that even though we have a large
attraction to the target is constant. Add another Seek try to avoid objects instead of having to stop and wait. Set radius, the repulsion strength is stronger nearer to the
Behavior. Rename it 'Seek School: select the Multiple the Detour Angle to 90 and the Brake Pressureto 0.5, so that Delegate than at its outer boundary.
Selection button and select all of the 'Delegate-Fish' helpers. the Delegates will be more likely to try to find another route.
STAGE THREE (Continued) I Scattering Delegates and adding behaviours with Crowd
- .L
--
-
F>
-
." .
Next in order of preference is finding the target In the Solve rollout amend the End Solve setting to Now we can go back and add more Delegates, but
so set the weighting for this at 0.75 and, finally, the length of our scene's animation, which is 300 it's advisable to remove all existing Delegates (apart
the Seek School weighting to 0.5. If the school frames. if we're performing multiple test from 'DeiegateJishOl') and clone another 199 as
was avoiding a predator, the fish would stick more closely simulations, it's always wise to use Delete Keys before Solve, -
before re-scatter, position, orientate, assign into behaviours
together, with Seek School having a higher weighting. so enable this. As we won't need every single keyframe, and teams before assigning to behavioun. This may sound
Click on OK to accept these values. Next, we need t o run the amend the Positions and Rotation's Save Every Nth Key like wasted time, but, as with particles, it's always wise to
simulation, but first we need to tweak a setting or two... settings to 2, save the scene and then click Solve. test simulations with reduced numbers.
.
Because the fish are too big, we need to scale them
) down to about 2 per cent of their original size. Go to
the Scale tab and enter the value of 0.02 in the X, Y
Scaie fields, and ciick on Generate Scales. You'll notice
that the original fish model has also been scaled down, which
relevant model to its Delegate, so that animation properties the Generate Clones button. is normal. Click OK to exit this panel. Don't worry that the fish
can be derived from them later on. haven't been linked with the Delegates.
School of fish ITUTORIAL'_ ,
EXPERT T!I
Lighting the en nment
The lighting in the scene seems
straightforward, yet there are
several factors that need to be taken
into consideration. First, the main
key light (the sun) casts volumetric
rays through the water. Second, the
broken surface generates multiple
specular highlights, so we have a
large specular lighting array above
the school. Finally, we have
additional lights shaded and
In the Directional Parameters rollout set the
positioned to illustrate scattered
0.0.0 and label i t 'Volumetric Rays'. Move It vertically HotspotlBeam to 865 and the FallofflField to 5,000.
ambient lighting. In the final scene
upwards 10,000 units in the Front Viewport. Enable so that the light fades out between these two
on the CD, these lights don't have
shadows enabled as default, but you
Shadow Maps so that the fish cast shadow rays within the . Expand the Advanced Effects rollout and instance the
volumetrics. To control the volumetric ray falloff, enable Use ,.y. r'rojectof Mix Map from the Material Editor to its
can turn them on for a better effect.
Far Attenuation and set the End value to 12,000, so that we 'rejector slot. As we have a large area t o cover, we need a
get a large falloff. elatively large Shadow Map size.
cpand rrtr Shadow I - I ~ V rdrdrrls mllout and set tl Next, we II Lledre d Idrge ape~uldr~ l g l l u r l grlg r
as to 0.01 to bring the shadows In tight t o the simulate the broken light from the water's surf: the Left Viewport. Instance the lights to create
v objects that cast them. Set the Size to 1,024 and v Create a Target Direct light at 0.1 0000.0 in the Top another ring and reposition as illustrated. Enable
Sample Range to 1 6 to blur the shadow slightly. Expand t h Viewport and drag the light's target t o the centre. Instance w Maps, set the Multiplier to 0.25 and light colour to
Atmospheres & Effects rollout and click on the Add button this light at 90 degrees (at 10000.0.0) and twice again to RGB 184,198,208. Enable Overshoot and set the FallofflField
add a Volume Light effect. Select this entry in the list and create four instanced lights. Select all four and instance- t o 2,000. Set the Shadow Map Bias to 0.01. Size to 256 and
click on Setup. Enable Exponential. rotate them 45 degrees to create an array of eight lights. Sample Range t o 8 to blur the shadows.
Volumetric lighting
To simulate the rays of light that are
cast through the water in the final
scene, we're using volumetric
lighting. To simulate the moving
surface, we have a nested map tree
controlled by a Gradient Ramp map,
so that we have more control over
the light's falloff away from cam
Inside this map are additional m ,
that control the animation of the
rays to simulate the animated
Now to simulate subtle ambient light emitting from This time, turn off Specular in the light's Advanced
surface. Be aware that volumetric
the deep waters. Create a ring of instanced shadow Effects rollout as we don't want additional specular
lighting has an ad,verse effect on
casting lights as before, this time underneath the highlights on the underside of the fish. We just
rendering times, especially if the
school, labelling the initial light 'Deep Water IIluminationOl'. want some additional tinted diffused lighting. Expand the
quality is cranked up, so we advise
Set the Multiplier to 0.25 and colour to RGB 58.77.89. Set the Shadow Map Params rollout and then set the shadow map
using this sparingly!
FallofflField to 2,000 and turn on Overshoot. Copy the light settings as in the other lighting array (if the settings are not
colour to the Environment Backgroundcolour as illustrated. already inserted).
uur r ~ r slrnuldnun
~d~ 1s ralrly convincing. However,
) there are a few things that could be added to take fish in a feeding frenzy! Finally, finish off the scene with
it to the next level. As some of the fish turn quickly, some additional debris in the water so that we get a sense
we'll need to introduce the turning animaions in the Source of travelling through the water when we animate the camera.
Animated Object into the synthesis. If you feel that the animation takes much too long to render,
Also, try going back to the Delegate simulation and add try reducing the quality of the volumetric lighting, or by
a few predatorsthat prompt the'herding' of the fish into a disabling shadows.
1
Specular map so that your object only reflects light on the
hair. And, finally, plug this map into the Bump map channel to
get a slight volume effect.
A tear line (the line of fluld along the lower lid) adds
realismto the eye. Here, it's a renderablespline placed
w where the eyelid and ocular globe meet. its material
is a fully transparent material with Fresnel-typereflections.
If you're using 3ds Max, you can also add a slight Noise map
in the Bump map channel t o achieve irregular reflections.
*I
lighting
4Z~tartedi~'C G
In this new series of beginners' , we'lr bp Wploring the techniques required to create subtle,
We'll start above, adding complexitv as we go
I
, *r
elcome to the world of computer-generated have physical dimensions and do not exist as a single point in space
lighting. In this series we'll uncover the path to Secondly, they radiateomnidirectional light from their entire
FACTFILE accurate CG light focusing on Lightwave 3D, luminous surface (the filament or fluorescent tube, for example).
although you'll find that the principles described Thirdly, lights cause shadows that are sharp near the object casting
FOR
Lightwave 30 apply equally well to any 30 application you prefer to use. them, but increasinglysoft the further you travel from their source.
Here, in part one, we'll tackle the five lighting instruments (Go outside on a sunny day and have a look at a shadow cast by a
DIFFICULTY
Elementary available in Lightwave.You'll learn the vast differences between lamppost - it will be very sharp near the post but soften along its
TIME TAKEN
these 'fake' CG lights and the behaviour of lights in the real world, length.) Finally, all lights cause shadows that will soften more
30 minutes gain the insight necessary to create better-looking renders, and gradually over distance if the light is very small, and more abruptly if
ON THE CD finish up by generating a simple, four-point lightingset-up. the light source is large. A huge light source - such as the sky - will
Full-stzedscreenshots Subsequent instalmentsof the series will cover advanced produce immediatelysoft shadows.
Base models lightingtools, some tricks to force CG lights to behave like real lights, Armed w ~ t hthis know-how, it's time to delve into LightWave
(LWO format)
Start and fin~shscenes
and a practical example of how to analyse and set up an indoor and and start experimenting with natural CG lighting We'll be starting
outdoor lightingenvironment.All supporting objects, images and slowly at first, then refiningthe test scene in future issues.
ALSO REQUIRED
A more detailed model
scene files can be found on the CD.
(shown above) can be Before we begin the tutorial, it's crucial to understand that all Nicholas Boughen is CG Supervisor at Rainmaker in Vancouver.
found in the Stop Press real lights and their shadows have the same basic properties- unlike His work includes Dead Like Me and I,Robot He is the author
section of our website the five different types of CG light and the wide array of properties of UghrWove 3D 8 Lighting, and training videos for KURV studios.
you can select. In reality, lights have four characteristics.First, they www.rainrnaker.com
Point Linear
The Distant light is meant to simulate sunlight. All The Point light emits omnidirectional light rays from The Spot light is similar t o the Point light, but the
light rays from this instrument are parallel, therefore a single non-dimensional point in space. Once again, angle of its light cone can be adjusted, the cone
shadows cast by objects are always exactly the shadows are always hard-edged. Like the distant edge can be made soft or hard, and it can use either
same size as the object. Shadow edges are always hard. You light, this one also displays only one or two of the properties raytraced shadows or shadow maps. The Spot light is the
can probably already see some major limitations of using this belonging to real light. most commonly used light in Lightwave scenes due to its
light as a 'real' light source. flexibility and low render times. Shadow maps enable artists
t o 'fake' soft shadow edges.
EXPERT TIP
Working with shadows
Raytraced shadows from Distant,
Point or Spot lights are always hard-
edged, because the rays either emit
from a single point or are perfectly
parallel (unlike illumination from real
lights). Shadow maps enable us to
use Shadow Fuzziness, which blurs
the edge of shadows and adds
realism. Be aware, though, that while
real shadows change sharpness
As you've probably already discovered, the Linear The Area llght Is the most attractive and physically based on their distance from the
EXPERTTIP I
What is four-point lighting?
Most CG artists are familiar with the
term three-point lighting. This refers
to a 'key', or main light source, a 'fill'
source to fill in the shadows, and a
'rim' light to highlight the edges of
the object in the shot. What is
missing from this recipe is a 'bounce'
light. In the real world, the key, fill
and rim lights would reflect off the
floor adding reflected illumination
from below. However, since most
renders are done without light
bounces (radiosity) turned on, adding
a fourth light from below will
lights. There's one Distant light in this scene. Switch to Lights from Distant Light to Spot Light. This is where you would also
simulate this effect without the
mode at the bonom-left corner of the interface, or use the change a light to one of the other types if required.
render times, increasing realism.
[Shlft]+[L] hotkey, then select the light. Hit the [PI key to
open up the Light Properties panel.
any shadows. Set the Shadow Map Size to 1,024 and the and dragging to the left or right until the desired number is a light. Make the view similar to the above image.
Shadow Fuzziness to 5. Leave all the other settings. set. Use the values 255,221,190.
Lighting angles
For a good three- or four-point
lighting set-up, the Key and Fill lights
should start on opposite sides of the
camera axis, each at an angle of 45
degrees to that axis, and point
downwards (in pitch) by 45 degrees.
--
This will provide even coverage for
the camera, plus good form.
definition and colour mixing over
the sides of the object facing the
Check the upper-left corner of the Lighti With the new Fill light selected, enter Top view camera. Rim lights usually sit directly
interface to ensure you're currently in the Items tab. press [2]) and position the Fill light on the side of opposite the camera, and are more
Along the left bar, find the Clone bunon or press .he camera oppositethe Key light. Now roughly steeply angled to get a 'halo' of light
[Ctrl]+[CI to clone the light. When the dialog box appears, position the light using the Top View and fine-tune the around the object. The Bounce light
simply click OK to make one clone. Now open the Light position using the light view (press [5]). sits at a point below from which its
Propertiespanel, if it isn't already open, and rename the new light is visible: the angle isn't crucial.
light you've created (also called 'Key') to 'Fill:
EXPERTTIP I
R i m light intensity
The Rim light provides a highlight
along the outline of the object in
frame. Since there's already a Key
light and a Fill light adding light
intensity to the scene, you'll need
your Rim intensity bright enough to
cut through both. While lighting
requirements and situations vary, it's
useful to start by adding the
intensity of the Key and Fill lights
together. So, where the Key is 125
per cent and the Fill is about half of
that at 60 per cent, the Rim will start
at 185 per cent. once you render,
lntensity to 60 per cent. Now adjust the Light Color box by position the light behind the sunglasses, directly opposite
vou'll know whether vou need to
clicking on the colour swatch to the right of the RGB values. the camera and pointing down onto the sunglasses, as In the
Set the Hue, Sat and Lum boxes to values of 148,240.21 3. image above.
You'll notice that the Fill light is now light blue.
,. ..., ...
At the batto... terface, select Camera mode, Analyslng thls rendel, . ., decided t o make some shadows is tinted blue by the skylight. Skylight falls
or use [Shift]+[q to select the camera. Press [p] to changes. I've moved the Key light further camera- werywhere, but you only really notlce it in the shadows.
open the Camera Properties panel. Halfway down, left for better compositlon. Note that the amber Key Everywhere else, it mixes with the relatively amber sunlight
find the Anti-aliasing dmp-down. Clkk this and select light and the blue Fill llght mix to near-whlte on most pans of to create near-white light. Also note t h a t in this scene, the
'PLD 3-Pass'so we have smooth anti-aliasing. leave all other the image, but where one or the other is occluded, the fuzzy shadow maps are soft everywhere, unlike real
settings as they are and press [F9] for a prevlew render. shadow colour is different. This is how real-world lighting shadows. The final settings can be found in the scene called
works: notice on a sunny day how the lighting wlthin 3dw-1WUghtinuartlfinished.lws on the CD.
TIME T A W
T w hours
WMtD
T the Dyson 'Motion' commercial, which shows the
company's latest vacuum cleaner travellingthrough
space, leaving a skein of twisting light trails behind it.
Lovely stuff, that's for sure. So lovely, it was covered in a big article
in issue 65. (In case you missed it, a PDF can be found on the CD.)
work. But did we just say that we need to create a curve that
follows the motlon of the Object frame for frame?That could take a
very long time Indeed - and we're gong to need more than one tra~l,
too, otherw~sethe flnlshed effect will look underwhelm~ng
Fun-sire s m s h o t s But, using Dyson's vision as inspiration,how do we even begin CURVACEOUS CODE
Stapt and f m h to create somethingjust as beautifully wispy and ethereal in Moyo, This is the point at which some people will assume that their dreams
xm f&s
P#C scrpts fw
especially when The Mill used a combination of SoftimogeV(5Iand of colourful contrails are over, but fear not - we can write a handy
st-4-1 5 itsown proprietary code? This is the question posed by reader Emil little piece of code that will build our curves, as well as a small
FinishedMEL script Nilsson, and the one on which this Q&A will attempt to shed some expression to animate the partial extrude. By parenting locators to
light. The obvious solution would be to use particles emitted from the exact positions where we want our trails to grow, we can use a
well-positionedlocators using a high oversampling rate to keep simple yet powerful MEL command called 'xform' to find their world
fluid-looking lines, then disturb the results with turbulence. It's a position per frame. We can then translate the data into a linear curve
IS us&ul ul m*
nice technique, but very production-heavy.We want a 'lite' version that adds points to itself for each frame of our timeline, making a
rm~knrv that will render more quickly, so a poly or NURBS object that can be path curve. It may sound difficult, but it's not. As Douglas Adams
rendered using Moyo or mentolroywould be ideal. once said, don't panlc.]ust don't expect pretty pictures on each step.
Trails of light I Q&A P'
ISTAGE ONE I Setting up for scripting
If you haven't got it go to www.digimation.com and If you look at the paperplane node in the Outliner, Now select the tip locator,'tiploc'. In the Channel
download Me1Studio LE. It's a free IDE scripting tool you'll see four locators parented to it. Select the box, you can see that Its relative parented position
that has more functionality than the Script Editor. paperplane and, in the Script Editor, type the is 0,0,1 .013. This never changes through the
Install it, load it via the Plug-in Manager, start a new project following: xform -q -t -ws paperplane, then press [Enter]. In animation, as it's only moved by its parent. In the Script
and then open the file'shot1.mb'from the CO. It's the flight the bottom of your Script Ediior, you should see: 11Result: Editor, type: xform -q -t -ws tiploc. The result is: I f Result:
of a paper aeroplane bumping into a couple of pillars, and it 0.676806 0.01 36475 1.030718 11.This corresponds to the 1.096589 2.90932e-005 1.952664 11. We can do lots of nice
gives us some interesting moves to create curves from. translate nodes on the plane. things with this information.
I
STAGE TWO Building the curve script
The 'xform' command is powerful. The command Open up Me1Studio LE by typing 'melStudloLE'into We need the timeline range to create our curves, so
flags here are -q (query), -t (translate) and -ws the command line and hitting [Enter]. Create a new I add: lnt Sstart = 'playbackOptions -q -mlnTime'; (on
(worldSpace), which return a result of the object's X X MEL script file. We'll add lines of code to this to build the next line). This creates an integer variable called
Y and Z position in the scene world, regardless of what it's our curve script. For now, type: //Hake Trails Script (on the Sstart that gets its value from querying the start time. Don't
attached to. If you want to find out more about it, simply first line). Two forward slashes stop anything that's written forget the semicolon, as this terminates a line of code. On the
type 'help xform' in Me1Studio LEand press the numberpad's after then from belng regarded as a command, so these are next line, type: int Send = 'playbackoptions -q -maxTimem;
[Enter] key (or see the documentation). used to annotate our script as we go. which finds us the End Time.