Precomputed vs Manual Lighting

Written November 30th, 2008
Categories: Lighting, Rendering / Compositing, Videos
1 Comment »

This Monday Movie is a good one, though it’s kind of a loosy-goosy topic so if I sound lost it’s because some things are hard to describe. Here we’re talking about the old-school way of lighting; omni lights and careful rendertime management. By using ambient-only omni lights and careful light projection, you can achieve results similar to what advanced automatic solutions could provide but at a fraction of the computational difficulty.

Bringing the render time down below 20 seconds per frame is critical in making an animation for a client or for yourself. No sense spending an entire weekend to render something that a little care and technique could have confined to a 3-hour stint. Enjoy this brief overview of how you can trim those minutes down to seconds.

mental ray Sun & Sky

Written November 23rd, 2008
Categories: Lighting, Rendering / Compositing, Videos
15 comments

This week’s got a really exciting topic; the Sunlight System in 3d Studio Max’s mental ray. The system is easy enough that you can throw it up in a scene in a matter of seconds, but powerful enough to make just about anything look fantastic. The color, the intensities, and the sheer crispness of the render will make you go gaga over it too.

In this video I show you how to navigate some of the basics of using the sunlight system, followed by how you can use sunlight to illuminate interior scenes. I’m sorry if it seems like I’m going too fast; there’s just so much to cover! If you have any questions, feel free to post a comment and I’ll do my best to answer!

Megaman in Paper

Written November 18th, 2008
Categories: Blog
No Comments »

Hey everyone,

So this is a blog in addition to being a repository of awesome scripts and tutorials. As a blog post, I wanted to share a cool video my girlfriend sent me earlier today. Someone made a little stop-motion video about megaman, and it’s pretty nice. Take a break from work and enjoy a little retro gaming, revisited. Careful, it’s a little loud by default.



Making a Waterbox

Written November 17th, 2008
Categories: Effects, Lighting, Rendering / Compositing, Videos
6 comments

So there’ve been a lot of posts lately regarding mental ray caustics in 3d studio max, and I figured this would be a great time to do a Monday Movie about creating and playing with a waterbox! A waterbox is basically a caustics test that you can play around with and really get accquainted with this advanced feature of mental ray.

Better, Faster, Stronger Than It Was

Written November 16th, 2008
Categories: Blog
No Comments »

Hey Everyone!

What do you think of the new look? WordPress is a pretty potent little gig, and it’s free which is outstanding. It’s not as accommodating to advertisements from my end of things, but I think the ability for readers to leave comments and berate me directly is more important. You can now tell me exactly what you think! Nifty, eh?

More to follow!

[EDITORS NOTE] 02-27-2010: Oh irony.  Editing the post that announced the old version of my blog.  :)

Twisted Cable Modeling

Written November 15th, 2008
Categories: Effects, Modeling, Videos
6 comments

In the last section we learned how to fake a cable using materials. But what if you’re going to be getting really close to it and need real geometry? This section shows how to use loft and spline objects to create real cable that can follow a regular spline! It’ll take a long time to render, and can seriously bog down your viewports so make heavy use of display as box once you’re done.

Fake Twisted Wire

Written November 15th, 2008
Categories: Effects, Materials / Shaders, Videos
4 comments

This is part 1 of a two parter because I missed a week. In this section we learn how to use a gradient ramp to make a spline look like a twisted wire cable. In the next section, we learn how to make real geometry! It’s easier than you think, and 95% of the time faking a twisted wire can be just as effective (and considerably faster) than modeling one by hand.

WordPress Lesson #1

Written November 10th, 2008
Categories: Blog
No Comments »

I’m writing this blog entry remotely, so I’ll be brief.  Today’s lesson is about the most important piece of WordPress documentation that doesn’t exist anywhere.  I just spent 10 minutes trying to find out how to log in to my blog remotely because I deleted all of the side-bar content while working on the layout yesterday.  By default, the side-bar includes the login link and when it’s gone, it’s gone.

In short, you can get to it by going to http://<Your URL with WordPress>/wp-login.php.  This will take you to the login screen that gets you to the admin panel of your blog.  I realize this might seem kind of obvious on a couple of levels, but I was disturbed how difficult it was to find such a simple yet crucial piece of information once you’ve removed the “Meta” widget from your sidebar.

Cheers.

C# to Maxscript

Written November 8th, 2008
Categories: Articles, Scripting / Programming
4 comments

I figured I’d do a quick tutorial about something a little more difficult, but still very important. I’m going to take you step-by-step through integrating a maxscript document and a C# class library so that you can access the powerful and robust features of the dotnet framework in the rather limited environment that maxscript provides. This lets you do such powerful things as access databases, grab web-deployed content, and more. It is my opinion that dotnet connectivity is the best thing to ever happen to maxscript.

This tutorial is written for C# users. However, the themes here apply to any language that is part of the common language runtime (CLR) framework. If you chose to use C++, VB, etc. you should still be able to compile a class library that can integrate in much the same way.

Step 1: Make a new class library project in Visual Studio.

New Class Library

New class library creation.

So from the startup screen in visual studio, go ahead and go to File > New > Project.

Select a C# class library. I’m going to name mine “Maxscript Sandbox”.

Name Your Library

Name your library.

Step 2: Write a test class.

Now let’s write a test class for our new class library. In this screenshot I’ve written a very simple class that contains a string you pass on creation. Once the object exists, you can access the name, or you can call a function that provides you with a sentence that includes the name. Simple enough!

Rename the class to TestObject, and fill in the code you see below.

public class TestObject
{
    string Name;
    public TestObject(string thisName)
    {
        Name = thisName;
    }

    public string GetLongName()
    {
        return ("You can call me " + Name + "!");
    }
}
Step 2 Code

Insert some placeholder code.

Step 3: Compile.

From the drop-down along the top bar, change the build mode from Debug to Release. This means that the compiler will optimize the code for fast execution rather than for debugging and trying to find out what the problem is. On that note, I think there exists a way to debug the class from your script. However, it’s outside the scope of this tutorial. If you’re burning to debug, make a console app that wraps your class and tests functionality from there.

Finished Code

Change to "Release" compilation.

Now, hit F6 or go to Build > Build Solution.

Build the solution.

Build the solution to a DLL.

Step 4: Call the new object from Maxscript.

I’ve commented a lot of the code in the next image, but it’s actually a lot shorter than it looks. All you have to do is load the new class library you’ve created, instantiate the object, and then do whatever you want with it.

Notice that I’ve moved the .dll file that resulted from building my class library to somewhere shorter. Normally, your class library would compile to a directory within the project folder you selected when you created the project (like C:/…/Maxscript Sandbox/ Maxscript Sandbox/bin/release/Maxscript Sandbox.dll). I’ve moved that file from that incredibly long directory to something more digestable like C:/Temp/Maxscript Sandbox.dll.

Call code from Maxscript.

Call the library from Maxscript.

dotnet.loadAssembly ("C:\Temp\Maxscript Sandbox.dll")
ThisTestObject = dotNetObject "Maxscript_Sandbox.TestObject" "Burt"
print (ThisTestObject.GetLongName())

When you run this program, and the dll is in the right place, you’ll find that it outputs as though the object was a native max object. However it’s actually running in the dotnet framework. You can read more about creating objects and the syntax surrounding the Maxscript/C# connection in the documentation. This tutorial was just meant to clarify some of the logistical issues surrounding getting it working.

The final output

The final output from the script.

Until next time, happy scripting!

Sunnyvale Steampunk Conference 2008

Written November 1st, 2008
Categories: Blog
No Comments »
Steampunk Laptop

Steampunk Laptop

Finally! I’m at home, showered, comfortable, and dry. While these are usually given whenever I’m writing a post, I’ve spent more time today wet and tired than I spent sleeping. Allow me to spin a yarn about biking in the rain and the local steampunk conference in Sunnyvale.

For starters, I learned a great deal about biking in the rain. You’ll want to wear pants that you’ve washed several times before or your socks, shoes, and bag will turn blue. Don’t ride through puddles or you’ll be fully soaked from the waist down. You should, in fact, start with a tarpaulin poncho before you leave home rather than buy one half way through your adventure in order to prevent creating a steamy microclimate for your torso.

But on to the juicy bits! When I wasn’t biking furiously through the rain and dodging cars, I was at the steampunk conference in downtown Sunnyvale, California! For those who are unfamiliar with the genre, allow me to explain. Between about 1850 and 1930 there was a period of time where it was likely that steam power would be the driver of fantastic machines like motorcars without rails, airships, and even time machines. What makes it so awesome is that the genre hearkens back to when machines were expertly crafted inside as well as out. Imagine computers with housing like a fine violin and those top hats are still the rage.

The conference was a sensory overload. When I attend more general conventions like ComicCon, I relish the rare slices of steampunk that drift by. However, walking into a hotel ballroom teaming with leather jackets, ray guns, and goggles threw me into a googly-eyed frenzy of over stimulation. I never knew that this subculture had picked up so much steam (ahahahaha, lame).

Cheap puns aside, the only downside is that I don’t have enough money to build a full getup right now. The fact is that I’m selling my computer on Monday and the new parts are going to set me back a bit. Not so badly that I can’t afford food and electricity, but far enough that I can’t afford a $400 custom leather jacket that fits oh so well across the shoulders. In a few months, I’ll follow up with some of these people via the web and see what options there are. I’ll include all the leads I picked up so you can sample some of the accouterments that are available.

I’ve placed the information gleaned from business cards and handshakes below (recommendations not made lightly).

I learned that there are several sub-sections in steampunk, and knowing where you fall will help you determine what you want from the experience. I didn’t realize it was so refined. You can be an aviator, a rough and tumble cowboy from the Wild West, a dashing time-traveler, a handy engineer, a Victorian aristocrat, and more. It’s a shame I can’t dress like that on a regular basis, or I might’ve been willing to take a plunge.

I still walked away with some delightful goods. I bought 3 bags of old clock parts and some nice printed fabric to “punk out” my bag. The clock parts will make a great reference for content on the site!

Ruby Blackbird
Curious[at]rubyblackbird[dot]com
Lots of hand-crafted items ranging from the usual fare like clockwork necklaces and jewelry to some pretty creative stuff like the silkscreened fabric I bought.
Pegasus Publishing
Sales[at]pegasuspublishing[dot]com
These guys were the go-to place for goggles, top-hats, and some clever T-shirts. I also bought the clockwork parts from these guys.
Never Was Haul
(510) 292-5879
The Neverwas Haul had lots of genuine and replica artifacts from the steampunk era, and they maintain a blog with news about their contraption. They sell products through thier store on etsy.com.
Stormcrow’s Arcane Objects
(510) 292-5879
I was blown away with their inventory because it’s very real. These guys don’t seem to deal with replicas as much as they gather real artifacts and unusual items. The site is still under construction, but if it’s anything like the booth I’d start here if I were building a costume (vacuum tubes, gauges, etc). They also speak steampunk (words like haberdashery), so they get bonus points in my book.
Kristi Smart
(626)683-9956
A very fine clothier for the steampunk fan. The wares are not inexpensive, but I’ll vouch that they are of fine quality. Exceedingly comfortable and well constructed. The black men’s pirate coat was especially nice.
Mad Girl Clothing
(661)257-0406
Another excellent vendor of clothes at the convention. They had a wide array of shirts, vests, and jackets that could fill you out for almost any sub-class of the genre (western, aviator, time-traveler, etc). The website is pretty bad, but I’ll again say that these people make superb clothing. Call them.
Theriaca Fina by Emily
Nullalux[at]gmail[dot]com
Not an expansive selection yet, but I think this website is being fleshed out right now. They had some intricate jewelry and accessories for ladies. Few items for men.
Gentleman’s Emporium
(800)997-4311
An unusually well built site that sells a great assortment of clothes and accessories. Likely one of the places I’ll start when looking to build my steampunk wardrobe, though I can’t vouch for the quality of their goods because their display was unmanned during the convention.
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