Artur

  1. Interior shader for The Great Gatsby


    In 2013 I worked on The Great Gatsby, recreating New York of the mid 1920s. One of the tasks was to develop a shader that simulates the parallax of interior walls behind thousands of building windows. In short, its a simple texture raytracer. In fact it was quick and simple enough for a CgFx port so that artists can have an instant feedback when setting it up.

    It was presented at an Autodesk event by our Lighting Lead and featured in Digital Media World interview:

    “A custom shader we developed was a hologram shader for buildings. Since we didn't have time to model interiors for every building in Manhattan, surfacing artist Artur Vill took an idea from video games, starting from our flat windows and shop fronts and letting us dial in parameters for room depth, wallpaper variation, interior lights, curtains - all from a shader that worked correctly in stereo. Viewers barely notice it in the final shots, but would definitely notice if it wasn't there, and just accept that all the windows have a proper room behind them.”

    Full article
    http://www.digitalmedia-world.com/Fe...cting-new-york

    Updated 08-20-2015 at 09:55 AM by Artur

    Categories
    Uncategorized
  2. Houdini Cellular Automata

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    I've translated Malcolm Kesson's Cellular Automata SL into a Houdini VOP RSL Network (no reason). You can find the original SL on his website: http://www.fundza.com/rman_shaders/cellular/index.html
    Main difference is that Houdini VOPs don't support Arrays so I used multiple connections and 8 texture calls instead of a for loop. Let me know if there is some better way of querying neigbours.
    Original shader cell size and count is dependant on micropolgyons and controlled by shading rate. I've set the shading rate to a very high value and the cell count is controlled by geometric subdivision instead. That meant I couldn't use random function for initialization so I replaced it with cellnoise shadeop.

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    OTL library contains digital assets:
    • cellular - Object type digital asset
    • bake3d - shadeop for pointcloud baking
    • texture3D - shadeop for pointcloud reading
    • cellnoise - rendermans cellnoise function
    • cellular_automata - cellular.sl VOP node version. Just a direct implementation of the code. Not used for anything.


    Cellular is Object Type Digital Asset that contains shaders, geometry and ROPs for 'out of the box' test.



    Have fun.

    Updated 03-02-2012 at 12:59 AM by Artur

    Categories
    Technical