Posts Tagged 'test'

3d tracking on mobile phone shot

Yesterday David (our young new talented 2d animator) and I were walking to the bakery to grab some sandwiches and in the flow of the conversation we started talking about 3d tracking. For a mysterious reason that even google doesnt know, we had the compulsory need to track something.

But we had no camera on hand, just a mobile phone. No problem, smartphones are supposed (its amazing how we believe ads) to shoot videos ! So we gave it a try and here is the fun result after an afternoon of cam tracking and some animation + film grading/degrading for hiding the bad shadows and comp hehehe 🙂

Maybe if spare time is available (!) I can make a little making of video. Tracking was done using Syntheyes.

By the way the 3d model is a CC model taken from  www.blendswap.com : FLOPSY by hjmediastudios

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Indirect Lighting test

Yesterday i was playing around with the indirect lighting and environment lighting options in the renderer. Although the options are not that new anymore, and there have been many videos around, i never tried it before. So here is what i got after an afternoon, it can be tweaked much more but for a test it is enough 🙂


It is the same scene, same simulation (done in game engine then baked as f-curves, rescaled for timing). Scene has no light, only the emiting materials (emit 2.0) , and these are the scene world setting :

The factor level was boosted to 2, and a falloff effect added. The 2 first animations are the same renders, but with different color-corrections and glow values. As for the third one I slightly changed the balls, trying to use one material with a texture (with 2 values of colors) instead of 2 materials on different polygons (the middle glowy-emitting lines of polys and the rest of the ball).

You can download the .blend 3d scene here from blendswap.com: http://www.blendswap.com/blends/materials/glowing-balls-indirect-lightning/. It is creative commons license so you can of course use it as you want. I hope it can be helpful to some people.
The physics was done using the Game Engine physics, then recorded as f-curves using the Game->Record Animation option in the menus (when using Game Engine as render engine)


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