Welcome to Minning.de V4

Well, it’s been a long time with­out updates! But I wasn’t idle all this time; for one, it’s just another week until I’ll finally receive my diploma in Media Design. My desser­ta­tion on non­pho­to­re­al­is­tic ren­der­ing was handed in two weeks ago, which left me a lit­tle time to update Minning.de’s design and con­tent.
This is a rather large leap in terms of design and func­tion­al­ity and I hope that every­thing works fine now. Some areas are still a lit­tle rough, but that’ll be fixed soon… I just wanted to get the update out before any­thing gets in the way again.
The whole site is based on a highly cus­tomized ver­sion of Word­Press, unlike my pre­vi­ous site, which incor­po­rated Word­Press only in the Pro­duc­tion Log. I’m not some kind of XHTML/​CSS-​​zealot and, quite frankly, I couldn’t care less if my code val­i­dates or if every­thing is done the “right” way. For me all that counts is that it just works. So the site’s been tested up and down in var­i­ous browsers, but bear with me if I missed a bug or two along the way — should you encouter any­thing weird on your visit, please let me know!

As men­tioned above, my desser­ta­tion on non­pho­to­re­al­is­tic ren­der­ing is com­pleted. If all goes well I’ll post some sam­ples of what my ren­derer Panda is capa­ble of. Let me just say that Panda is suited for a vari­ety of dif­fer­ent styles and the result­ing look is very painterly.

So now that I’m more or less fin­ished with my stud­ies, I’m look­ing for a job in the CG indus­try. Con­tact me if you’re interested!

Tea Time

The pre-​​production work on the project I had to squash in between Sleep­ing Dragon is com­ing along nicely. This short film is ten­ta­tively named “Tea Time”, but that’s bound to change before the film is completed.

So far, the story is fin­ished, the sto­ry­boards are almost there and even the char­ac­ters are mostly done.

And here they are:
Rupert and Edward from Tea Time
Beau­ti­ful, the two of ‘em. Rupert and Edward, old blokes as Eng­lish as they get. I tried to get as much char­ac­ter into them as pos­si­ble with­out get­ting too car­toony, and it’ll be more clear when they’re animated.

It’s nice that I can ben­e­fit from all the research and devel­op­ment done on Sleep­ing Dragon. Although the look will dif­fer slightly from Sleep­ing Dragon, many ele­ments and espe­cially shaders can will be re-​​used in this projects. I also intend to once again use 3delight for ren­der­ing the char­ac­ters. The back­grounds will be a mix­ture of 3D ren­ders and 2D paint­ings, with the focus clearly on the painting.

Next I’ll be work­ing on the scenery, an old rail­road sta­tion were the two of them will have their lit­tle quar­rel. I’ve already tried sev­eral dif­fer­ent set­tings, but alas none of them suited the story all that well.
The solu­tion: A sur­round­ing park with lots and lots of CG trees! So I’ll be look­ing for ways to ren­der a ridicu­lous amount of trees… as quickly as I can! After all, there’s only a few weeks left ’til the deadline.

Deepening the canvas

My con­tin­ued research on painterly ren­der­ing tech­niques is begin­ning to bear fruits: Painter­Man, a NPR Ren­der­Man shader, has been rewrit­ten from scratch and now works prop­erly on any sur­face using a new and thor­oughly opti­mized algo­rithm that pro­vides much more con­trol over the look.
Sublte dis­place­ment cre­ates the illu­sion of paint strokes. Sup­port for shad­ows and mul­ti­ple light sources of any type has also been added. To my amaze­ment it works best at high shad­ing rates in ranges of 1001000, whereby the time to ren­der a frame has gone down a lot more than I could have achieved through code opti­miza­tion alone.

As a mat­ter of fact, this algo­rithm pro­duces a look so dif­fer­ent from the last ver­sion that I decided to keep the old shader along­side the updated one, sim­ply renam­ing the new ver­sion to Painter­Man II. Surely both can prove use­ful for dif­fer­ent objects in my film.

Here’s a sam­ple of what it looks like in a rough test scene:

That’s not all I’ve been up to lately… I have another NPR project cook­ing for use in Sleep­ing Dragon: Disney’s Deep Can­vas tech­nol­ogy looks mighty impres­sive, but there’s very lit­tle tech­ni­cal infor­ma­tion or even doc­u­men­ta­tion avail­able on the net. A SIGGRAPH paper from 2003 proved some­what insight­ful, but lacks detail here and there — not much of a sur­prise, of course Dis­ney doesn’t want to give away its trade secrets just like that.

From what I gather, it should be pos­si­ble to cre­ate a sys­tem sim­i­lar in look to Deep Can­vas using only stan­dard pro­grams and a lit­tle script­ing. Alas, I don’t have the time nor desire to cre­ate a fully work­ing imple­men­ta­tion just for my short movie, so I’ll have to make do with a lit­tle hack, if at all.
As it stands, only few scenes in Sleep­ing Dragon would gain from a sys­tem like this, so it’s not my main focus to get this run­ning at the moment. I’ll keep work­ing on it along­side the film and post updates if any­thing note­wor­thy comes about.

Watercolor 1 - Me 0

A lit­tle update on my recent post con­cern­ing dig­i­tal water­color: Accord­ing to a fel­low poster on CGTalk whose opin­ion I highly value, even the lat­est ver­sion of Corel Painter doesn’t do water­col­ors very well at all, con­firm­ing my sus­pi­cions.
Another poster sug­gested try­ing the Japan­ese soft­ware Win­shodo… alas, the devel­oper doesn’t offer a demo ver­sion and I don’t feel like wast­ing money on a soft­ware of ques­tion­able value. If any­one read­ing this has any expe­ri­ence what­so­ever with Win­shodo, I’d be happy if you’d drop me a line!

In the mean­time I’ve found ways to sim­u­late just about all water­color effects dig­i­tally in Painter, the prob­lem being that my workarounds are hor­ri­bly awk­ward and cum­ber­some to pro­duce. Bet­ter than noth­ing at all.

Painterly rendering

You may have noticed my stud­ies on NPR ren­der­ing tech­niques, some of which are on dis­play in my Play­ground. On this project I’ll finally be able to make use of many, if not all, of the tech­niques I’ve been devel­op­ing. For Bagel 2 I had var­i­ous rea­sons to go with the more com­mon (yet eas­ier to pro­duce) semi-​​realistic style… but not this time, here it’s car­toon all the way!!

PainterMan

One of my favorite tech­niques is “Painter­Man”, a Ren­der­Man shader I named after the nat­ural and painterly images it pro­duces. I’ve improved some fea­tures today to per­haps apply it on a char­ac­ter in my short film.
For test­ing pur­poses I’ve ren­dered the “Stan­ford Dragon”, play­ing with var­i­ous set­tings in Painter­Man to sim­u­late dif­fer­ent artis­tic styles. Note that all these images come straight from the 3d ren­derer, in this case 3delight, which is to say there’s absolutely no fil­ters, plug-​​ins or other foul trick­ery in post involved… Read more »

PainterMan

This set of ver­sa­tile sur­face shaders ren­ders arbi­trary geom­e­try in var­i­ous non-​​photorealistic styles.

Usage

As the name sug­gests, Painter­Man is intended to sim­u­late painterly ren­der­ing effects, such as tra­di­tional oils, water­col­ors or Japan­ese ink brushes.

A stripped down ver­sion of Painter­Man is inte­grated into my After Effects plug-​​in Nor­mal­ity.