Written by ina on Friday, 8 of February , 2008 at 5:01 pm
Tags: 3d, antics, machinima, pre-viz, software
Antics is to fall in love with — both as a previz tool and as a rough blocking tool and as one of the most easy to learn and customize machinima-making tool so far (they allow for direct import in .3ds format). (Also, I can totally imagine bringing in the renders into AfterEffects to convert to cartoon-ish form to make production quality cartoons!). I especially love the camera shots and transitions, the intuitive keyframing and smart camera sync’s, although their zoom/navigation system is a bit confusing — and lack of custom shortcuts is almost as painful as building in SL. Their basic build system is SketchUp-esque (well, sans push-pull - you have to click the wall button to add walls), but it’s intuitive to block out a 2d floor plan and then to click add walls. Like other OpenGL programs, their textures are limited to base 2’s. Interestingly, the system is powered by a command line system (such as “go to chair”) with more-or-less obvious theatre syntax.
They’re kind enough to offer a free unlimited version (it just lacks premium content). And they happen to be running a medical competition when I chanced to find them, so here’s my entry–basically the first thing I made in Antics:
Category: Reviews, machinima
Written by ina on Monday, 21 of January , 2008 at 4:29 am
Tags: 3d, 3d graphics, CG, lighting, materials, modo
A while ago, I promised someone to write a brief intro to some technical CG terms used in materials such as specular and diffuse amount. I guess that’s what I’m doing now!
Light rays do not exist, per se, in pixels — and, incidentally, hence the bane of digital cameras vs. traditional cameras, btw — but, it’s interesting to note that 3d software are often developed based on the physical theory of light. Raytracing is basically about light bouncing off things and onto other things so that the colors appear the right shade.
When light hits a surface, it is either reflected or transmitted (or absorbed - but, in general, we needn’t worry about that in CG).
So, I really like how modo breaks up its material panels into ref and tran:
- Diffuse Color: The object’s basic color. If pure white light hits the object, this would be the color you see. Diffuse Amount would modulate the intensity. A Diffuse Amount of 0 yields the best version of a black body your screen can represent.
- Specular Color: The object’s highlights. A Specular Amount of 0 would yield a dull un-shiny object. Specular should be equal to Reflection for realistic effects.
- Specular Fresnel: Fresnel, in this case, basically refers to specular light hitting an object perpendicularly. A 100% specular fresnel would mean an object’s reflection perpendicular to you becomes unrealistically white. It’s named after this guy named Fresnel who proposed that waves basically sprout out perpendicularly from points.
- Reflection: 100% turns your object into a mirror. This actually doesn’t have a real world analogy.