Thursday, 11 April 2013

Plasticine ball boy!

A few years ago I made a nice plasticine shader/scene with 3dsmax and the Brazil renderer. 


  Red Ball Boy from Matt Chandler on Vimeo.


Brazil died a while ago now and although i sometimes still use my old home license for some stuff - I use Vray most of the time these days.

Ive had alot of requests for the scene or a vray version of it over the past few years too - most recently from a Swedish student who is doing some sort of thesis involving stopmotion and how the plasticine look can be recreated with CGI.

Ive rebuilt the scene and recreated the shader with vray.  The image below has the raw render on the left and a slightly adjusted/colour corrected version on the right.  Its not exactly the same - mainly as the vray sss shader behaves rather differently than the Brazil SSS options - but its pretty close.
You could also try using the older SSS vray shader rather than the SSS2 version for some different results.

You can download the scene file too that should work with 3dsmax2010 and upwards. 




Let me know if you make something cool with it.

Sunday, 7 April 2013

Old Audi A6 Pitch

Remember that Audi A6 commercial with the hummingbird flying about?
We were involved with early development and pitch work whilst working with Asif Mian of 1st Ave machine a couple years ago. 


We created a number of still images and a nice little motion test with a Audi inspired, metal hummingbird design.  Here are some stills from the motion/look development test. Tim Woods handled rigging and animation, whilst Mike Merron and myself did modelling, lighting, shading and comp.

It was amazing how similar the final commercial was in comparison to our pitch work. I still think our hummingbird design was much cooler too.....

Thursday, 4 April 2013

Smoke R&D

Since the addition of effectors in FumeFX version 3 and upwards....i totally ignored them for a good while. 
Its a little bit of a fiddle to understand them and how you can link them to a simulation - but its well worth it.

Heres a simulation I did in about 3 hours....including rendering - using only fuel and smoke channels created by fire.  I used an effector to add turbulence and temperature diffusion at a certain velocity and temperature threshold.

Its just much easier to control than it used to be....

Smoke from Fire FFX from Matt Chandler on Vimeo.