It’s been now about a month that my wife and me are travelling in Argentina and Chile and we simply love it !
First we spend a few days in Buenos Aires, discovering some aspects of the argentinian culture, we also made a little game by counting the national football team shirts (the blue white stripped [...]
Sadly, I returned back from travelling in Japan last week and have to return back to the real world. We had a great time, unfortunately three weeks wasn’t nearly enough to do and see all that we wanted to, but that’s always the way I guess. Plenty of photos to go through, hopefully will be picking up my 11 processed rolls of 120 film today to start the hours of scanning…
Highlights were Ghibli Museum (and the awesome filmstrip tickets), Sapporo snow festival (or snow in general), Osaka Aquarium, shopping at muji, yodobashi camera, loft, etc, great food, temple flea markets, experiencing incredible architecture (eg. Ando) in person, and lots of other things too.
In Tokyo, yamyam organised a quick Japanese blender community dinner, which was lots of fun. Started off slowly and quietly but as people got a beer or two in them, communication difficulties got easier – luckily for me I didn’t have to use my abysmal Japanese language abilities much. More photos here and here. One topic that came up was Japanese (or non-latin) character support in Blender’s UI, and at least trying to eliminate the mojibake in the file browser. I’ve had a quick look into the code here recently, if anyone is interested in helping out, especially someone who uses a non-latin character language, please contact me!
I’m investigating other illustrators blogs right now and this post on escape from illustration island was a big help in finding quality blogs to check out. It’s probably just because it’s an alphabetical listing, but Ape on the moon was the first blog that they listed. It’s an absolute treasure trove of the highest quality stuff, mostly really good commercial vector illustrations on the day I checked it out. Watch out for your bandwidth though, there are a lot of posts right there on the front page and each one is good quality (i.e. big), it’s probably best to check out this resource on your employer’s Internet connection.
Illustration Friday is of course on the list, and anyone who has been reading this blog for any length of time will know that I try not to miss their weekly art challenge. I’m really quite pleased with how my Illustration Friday entry for this week turned out.
Next on the list was Illustrophile, which looks intimidatingly professional to me, as though it is by graphic designers for graphic designers. There is some nice illustration here, but I didn’t linger for long.
Illustrationmundo, the next on the list on the other hand says anyone can join, right there on the front page, much more inviting. I must admit I didn’t join though, I couldn’t work out what was in it for me. Would my work appear in the blog, or would I just get an inbox full o’ stuff. I’ll do some more research later and try to find out, or perhaps not, who knows?
Drawn! Was also on the list, but I must admit I find it a little dull, Illustration news foe illustration news’ sake. It’s not as if that much that’s interesting happens in the illustration world. It’s not economics, or politics. But I guess if you are actually in the business…
The next blog on the list Today’s Inspiration looks more like a history blog than an illustration blog to me. It’s about 50s illustrators and illustrations. It didn’t particularly appeal to me, and it is another one where the first page just keeps loading and loading as post after post, each with more than one illustration in, it is added to the bottom of the page.
Zerotoillo didn’t load properly for me, but then I am using Firefox on Ubuntu, so my system is a little nonstandard, but not that non-standard. That said, it was just a few text bars in the wrong place and bad header warning, the blog was perfectly readable, and all the illustrations were there, so that didn’t spoil my enjoyment. And it is an enjoyable blog, with long interviews and posts that give an insight into the author’s life and experiences. There are some very nice illustrations here too.
Lines and Colours was also represented in the list of illustration sites I found, and there are certainly some very nice illustrations there.
Signature Illustrations is a very nice collection, there is a lot of inspiration here and the page loads up really quickly, even though there are hundreds of illustrations on it.
The next one on the list was a nice change, most of the previous links were commercial images but Character Design is more animation and storyboard orientated. It has the sort of illustrations you see at the end of Dream Works movies. There are some really vibrant and amusing illustrations. Monsters and pop-culture stuff. It was my favourite of the list, apart of course from Illustration Friday.
The Little Chimp Society looks really useful, you can post news about what is happening in your illustration career, apparently, if only I was better at getting on with stuff like that.
The commenters on the post left a lot of nice kinks too, like Drawger, with lots of illustrations, and an interesting layout.
As mentioned in my last blog post, there were four big changes planned, shading system refactor, indirect lighting, per tile subdivision and image tiled/mipmap caching. As usual, in practice those plans can change quickly in production. So here’s an update on the plans and some results.
For indirect lighting, the intention was to use a point based method. I found the performance of these quite disappointing. The micro-rendering method works well only with low resolution grids, but this is noisy, and when increasing the resolution suddenly performance is not as good anymore. That leads to the Pixar method which is somewhat more complicated. This can scale better, but the render times in their paper aren’t all that impressive, in fact some raytracers can render similar images faster.
Indirect lighting test with sky light and emitting materials
So, I decided to try out raytracing low resolution geometry combined with irradiance caching. With the new and faster raytracing code this seems to be feasible performance wise, and the code for this is now available in a separate render branch. Right now we’re not entirely sure yet performance is good enough, though we may be close to about 1 hour / 2k frame on average. This is with irradiance cache, 2k rays per sample, low resolution geometry, one bounce, one/few lights and tricks to approximate bump mapping. These are the restrictions that we’ll probably work with.
A prototype implementation of per tile subdivision is also there for testing now. It’s very early though, doesn’t work with shadows, texture coordinates, raytracing, etc, but it’s already possible to do some tests.
Displaced monkeys with per tile subdivision
Regarding the shading system, I worked on node based shaders for a while, however it became clear that the benefits for durian wouldn’t be that big and that it was taking too much time. Being able to define materials as nodes more correct & flexible would be nice but also not help rendering better pictures much quicker, in fact converting our existing materials would take more time probably.
The code for this is not committed yet, and will probably have to wait until after Durian. However the core render engine code has been and is being further refactored so that we can easily plug in a different material systems, which is a big chunk of the work.
Image caching I haven’t really started on yet. I’m looking into using the OpenImageIO library, though it’s not clear yet if this would be a good decision, as it would introduce another image system in Blender and duplicate much of the existing code. Besides that images aren’t the only thing that would benefit from this, there are also for example deep shadow buffers which are not covered by OpenImageIO. Reusing code could save us a lot of time though.
Single plane subdivided with voronoi and clouds texture for displacement
Further plans are:
Try to get indirect light rendering faster, make it work better with strands, bump mapping, and displacement.
Work further on the per tile subdivision implementation to get it beyond a prototype.
Find out if we can use OpenImageIO, and either use it or implement our own tiled/mipmap cache system.
I propose that it is time for the comnity to start work on the blender 2.5 manual, due to the great interface changes in blender 2.5 there alot more work updateing the manual for this release than that for preivus releases.
I’m still alive, school has just been a bit all-encompassing lately. Attached is a sketch I did earlier today, after the last of my many mid-term exams. (YEAH!)
By Andrew Fraser (a.vector)
This beautifully rendered, cleanly designed piece from Andrew Fraser sports a fascinating almost-but-not-quite steampunk style. Inspired by the concept works of Feng Zhu, Andrew has managed to capture, almost true to the original, all the intricate detail and design concepts that Feng puts into his work.
Andrew, a mechatronics engineer who was introduced [...]
I received this from Amazon.com this morning. I need to remember this next November.
Dear Colorado-based Amazon Associate:
We are writing from the Amazon Associates Program to inform you that the Colorado government recently enacted a law to impose sales tax regulations on online retailers. The regulations are burdensome and no other state has similar rules. The new regulations do not require online retailers to collect sales tax. Instead, they are clearly intended to increase the compliance burden to a point where online retailers will be induced to "voluntarily" collect Colorado sales tax -- a course we won't take.
We and many others strongly opposed this legislation, known as HB 10-1193, but it was enacted anyway. Regrettably, as a result of the new law, we have decided to stop advertising through Associates based in Colorado. We plan to continue to sell to Colorado residents, however, and will advertise through other channels, including through Associates based in other states.
There is a right way for Colorado to pursue its revenue goals, but this new law is a wrong way. As we repeatedly communicated to Colorado legislators, including those who sponsored and supported the new law, we are not opposed to collecting sales tax within a constitutionally-permissible system applied even-handedly. The US Supreme Court has defined what would be constitutional, and if Colorado would repeal the current law or follow the constitutional approach to collection, we would welcome the opportunity to reinstate Colorado-based Associates.
You may express your views of Colorado's new law to members of the General Assembly and to Governor Ritter, who signed the bill.
Your Associates account has been closed as of March 8, 2010, and we will no longer pay advertising fees for customers you refer to Amazon.com after that date. Please be assured that all qualifying advertising fees earned prior to March 8, 2010, will be processed and paid in accordance with our regular payment schedule. Based on your account closure date of March 8, any final payments will be paid by May 31, 2010.
We have enjoyed working with you and other Colorado-based participants in the Amazon Associates Program, and wish you all the best in your future.
Esta es una pintura rápida que hice desde el balcon de la casa que alquilamos para pasar las vacaciones en Las Grutas, provincia de Río Negro, Argentina (en medio de la patagonia).
Estuvo todo el día lloviendo, pero a esta hora la tormenta estaba calmandose y por fin paraba de llover. Aparte de tomar mate [...]
I have started a site on ning (social platform) where Photographers can made their photographs available for Artists to use. It has struck a chord with a lot of people who wanted to use photos, but didn't want to encroach on copyright. This removes that worry, and you can see photos and paintings made from them together, which can help with your own creative process. It is called Paint my Photo. Come and join us!
Freshly arrived in the Netherlands: Pablo “venomGFX” Vazquez will be added to the team responsible for shading / lighting / render & compositing. Great to have this ex-Apricoter over again!
Also queued up: Dolf “macouno” Veenvliet will start here in 2 weeks, to help the render team as well. And, last but not least, William Reynish – ex BBB – will be helping animating here the last three months! Starts in April…
This week we also have David Revoy over to help (paint overs!), he’ll be here for a week each month now.
That puts this project on over double the full-time artists as previously! We need it though, ambitions are high… and if we want a film by the end of june we better hurry!
Oh eh, where are the renders? Damn Soenke and Ben are hiding it somewhere…
Developer’s meeting notes: Need to get good targets for 2.5 beta, additional artists for Durian, micropolygons in the render branch and re-project in trunk, planning for GSOC 2010, and a planned upgrade for the bug tracker so bugs can be searchable.
Ton Roosendaal writes:
Hi all,
Here is the summary of today’s sunday IRC meeting.
Next release, 2.5 project
Everyone [...]
So, I’ve managed to put in some BMesh time. Recently I ported a bunch of selection tools, select linked flat faces, select random, select sharp edges (as in edges with folded faces around them, not edgesplit-sharp edges).
I also ported select mirror to bmesh, and in the process I decided to try my hand at writing [...]
Já está disponível a versão Alpha 3 do Sculptris, (Para quem ainda não conhece é só visitar esse post) e vem com as seguintes modificações:
- Suporte a pressão da Tablet :) - Menu de Brushes alternativo ( Pressionar ALT ) - As ferramentas Pinch e Flatten foram otimizadas - Correções de bugs - É um pouco mais rápido
Cómo va!?
Bueno, este es un trabajo que estamos haciendo con el Señor Martín Eschoyez (grande Tincho!). La parte que me tocaba a mi ya ha sido finalizada y es lo que muestro a continuación.
Básicamente el trabajo consistió en hacer un grupo de modelos, hombre y mujer, de distintas edades para una visualización médica. Yo me [...]
This video (presented by developer Campbell Barton) demos a new feature to quickly integrate the GIMP and Blender where textures can be easily edited in the GIMP and applied back into the 3D model.