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It's hip to be square - G Class by David Mackenzie

Fusion x64 TIFF File

I LOVE the Mercedes G-Glass, I have no idea why. There's something innately beautiful about it while still being tough and having a presence on the road. Kind of like a MMA fighter but wearing a tux, its hard, from the street and ready to go but along the way it has been refined a polished, it has developed a sophisticated exterior. All of these were rendered in 3ds max with V-Ray. All of the post was done in Digital Fusion 6.3. Back plates and HDRI from Moofe.

Any way enough that, check out the renders below. 

Fusion x64 TIFF File

Fusion x64 TIFF File

Fusion x64 TIFF File

Fusion x64 TIFF File

Fusion x64 TIFF File

Who said you can't chop a rolls by David Mackenzie

Rolla - You know you like it

I love Rolls Royce. One my favorites is the 1959 Silver Ghost III but I also love hot rods and custom cars. Given that here is my Silver Ghost, I call it Rolla. It has been slammed and had almost 5" chopped out of it. The only thing it is missing is some Von Dutch style pinstriping.Hope you like it. Rolla - You know you like it Rolla - You know you like it Rolla - You know you like it

 

The images where rendered with V-Ray. Background plates from Moofe. I post up a making of soon(ish).

Custom S5 - Everything is better in black by David Mackenzie

Custom Audi S5

This is a quick render I did the other day. It was rendered in V-Ray and comped in Fusion. My only thought when I started this image was everything looks better in black which is definitely true when it comes to cars. The gold stag on the number plate is the Mackenzie stag. I will have a making of it online in the next few days.

Would love to hear what everyone things.

Update. Here is short making of/review of the HDR I used for the image. 

Neat Video, Render noise reduction. by David Mackenzie

Neat Video

I have recently being using Neat Video and I have to say I supremely impressed with the results. It works great on video footage as I would expect and it also works REALLY well to clean up renders that have had to low subdivs on reflections etc... The video below is an example that was rendered in Max/V-Ray and you can clearly see on some shaders the subdivs were to low.  I ran it through Neat Video which cleaned/removed 98% of the noise in the reflections. See for your self below: [flv:http://daveandgoliath.com/wp-content/video/Neat_Video.mp4 600 337]

I have now used it on a couple projects (one were it saved our a**) which I can not show just yet. I will however post them up when I can.

You can check Neat Video Here. We bought the version for OpenFX hosts (Fusion in this case) for $199USD which is WELL worth it!

Cheers,

Dave

 

Another One 77 by David Mackenzie

I was recently playing around with an idea for car render. I chose to use my Aston Martin One 77 model. It was rendered with V-Ray 1.5 with all of the post being done in Digital Fusion 6.3 (Which I recently purchased). I hope you guys like it I would love to hear any feed back you have. Aston Martin One 77 Studio

Since I did buy Fusion I have started working on a small animation that has the One 77 in it primarily to put Fusion through it paces and try out some of the new tools like volume fog.

I hope you guys like the render. There is a darker version below for those of you using brighter screens. The above image looks great on my Dell 24 using Adobe SRGB. The render above seems to look better brighter less colour accurate screens. I will let you choose ;)

Aston Martin One 77 Studio

Cheers,

Dave

3ds max Peeling Paint by David Mackenzie

S5 Feature Image

This was a very quick test a did some time ago. I client wanted to see some example of car animation so I quickly knocked these out. The peeling effect was kind of cool and something that I would like to revisit one day. It was achieved with a bit of scripting and using the path deform modifier given the time frame that is done in I was reasonably happy with the results. 

The below test was really just to test some camera moves and animation.

Both clips were rendered using Mental Ray in 3ds max. The render times were very quick only 1-3mins per frame. Overall the the clips were turned around in about 2 days. In anyone would like a tutorial on how achieve the effect then please let me know!

Cheers,

Dave

Using Z-Depth Render passes in Fusion by David Mackenzie

Zdepth

This is question I get on a almost weekly basis, how can I use my Z-Depth pass in fusion. For those of us who have been compositing for some time it is a dead simple thing to do but for those of you who are learning to composite or even just new to Fusion or other node based tools you might find this useful. First off if you are rendering OpenEXR files then chances are your Z-Depth pass will already be in the file which means all you need to do is add a depth blur node to your flow (see below), you can test to see if the Z-Depth pass is already present by clicking in the viewer and hitting "Z" on the keyboard. If you are rendering it as separate file or as a render element then I will show you how to incorporate the channel into your flow below.

Z-Depth Pass A couple quick notes about z-depth passes. First off I want to take a moment to mention that you really should be saving your z-depth passes at a minimum of 16bits per channel the higher the better. Secondly make sure the you have enough range in your z-depth pass, you will want to make sure the all of or most of your scene is visible in the channel. Sticking to those two point you will ensure you have a good amount of "play" in your pass for when it comes time to picking the start and end points of fog etc.

Z Depth pass and Base render
Base render on the left with its zdepth pass on the right Although the z-depth pass is very white is was saved in float as a EXR so there is plenty of range.

The Fusion Comp The fusion comp is very simple. The process I use is the most basic it involves loading your beauty pass then adding a "Channel Booleans" to the flow (make sure the beauty pass is connected to the BG input). Now load your z-depth pass and pipe it into the FG input of the channel booleans.  Select the channel booleans and set the "Red", "Green", "Blue" and "Alpha" channel to "Do Nothing". Now hit the "Aux Channels" tab, click the "Enable Extra Channels" radio button. Once the Auxillary channels are enabled select the z channel and set it to "Luminance FG".

Channel Booleans Setup

That process basically copy's the z-depth pass to the z-channel of your flow which will carried all the way down your comp from this point on. This means that at any point in your comp you can access that Z-Depth information. A couple quick points you can view the Z-Depth channel by clicking in the viewer and hitting "Z" (You can push "C" to get back to colour) if you see a red "X" in the viewer then something has gone wrong as the view is unable to display a Z channel. If you see black you might want to try hitting the "Normalize Luminance" button which is the right most button at the bottom of the viewer, this will normalise the data so it can be viewed generally speaking you will only need to do this if your Z-Depth pass is in floating point, remember to turn it off otherwise your results will vary frame to frame. If you ever leave it on and do a couple hours worth of colour correcting only to realise your output is still being normalised, I guarantee you will only do it once!

Fusion Flow
Notice that teh z-depth loader is the top node that is being piped into the "FG" input of the channel booleans.

To quickly recap, we have copied our Z-Depth pass into the Z Channel of comp so that it can now be accessed. Lets move on and do something useful with it!

Depth Blur There are many nodes inside of fusion that can take advantage of the z-channel. Nine times out of ten everyone wants to use there Z-Depth pass to create a DOF (Depth of Field) effect in post, so thats what we will concentrate on.

Luckily in Fusion this is very easy to do the Depth Blur node is very quick and easy to use and although it does not generate the very best effect allot of the time in can be used to enhance a scene, in any case it is one the building blocks to generate a really nice effect (That might be the focus of another tutorial?).

So lets go ahead and add a Depth Blur node by right clicking in the node view and selecting Add Tool -> Deep Pixel -> Depth Blur.

Fusion Add Depth Blur Screen Capture
Fusion Add Depth Blur node

You can now use the "Pick" focus point tool to set the focus area, you can also use the slider to for finner control.  Most of the controls are pretty straight forward the best way to get your had around them is play with them and check out the results. You can see the results of an example I prepared earlier below. Also try experimenting with the Fog node.

Base render with depth blur and fox applied to it.

If you have any ideas for other 3d or 2d tutorials please let me know here. I hope that helps you out next time you are having trouble with Z-Depth Passes. If you do run into any trouble then post a comment! Happy Compositing!

Incursion by David Mackenzie

incursion

Incursion was a cinematic style animation created at Ivolve Studios.  The image above is the final grade and look. The image below was the initial grade and look that we went with, after while I felt as though it needed more atmosphere so I added the rain and did the regrade in fusion.

All of the buildings and assets in the scene are low-res assets built for real time use.  All of the assets had where built high res to create normal and specular maps we also backed allot of the lighting into the textures as well. Overall the result was quite good as usual if we had more time we could had have gotten allot more out of the scene but for two weeks work I think it came out quite well.  You can check out the videos below.

The final shot: [flv:http://daveandgoliath.com/wp-content/uploads/2010/04/game_shot.flv 613 308]

Compositing breakdown: [flv:http://daveandgoliath.com/wp-content/uploads/2010/04/game_breakdown.flv 613 308]

Modeling breakdown: [flv:http://daveandgoliath.com/wp-content/uploads/2010/04/Game_Final.flv 613 308]

Cheers,

Dave