Veeeeery long time I don’t update here, again. But there’s a lot of research I’ve been doing with some great friends of mine, in the last year.
So it’s probably time to start sharing something; I hope to find the right time and way to do that in the near future.
First thing I’ll share is point cloud stuff (very promising applications are being born, lately).
After a lot of study and (more or less successful) tests and experimentation, I finally began working on the shots for my first technical showreel, which will be mostly focused on dynamics, lighting, and rendering, with a smidgen of sparse monkey-code.
Unfortunately, even though I’ve a pretty clear and defined idea of what I want to get to, I keep on being influenced by stuff I see around and slightly re-tune the visual result of my work. Such a phenomenon, which I’m sure is well known to the most of you, ends up triggering further researches and delaying the completion of my project, every time; but I guess that’s part of the game, and I’m still inclined to play it.
So this post is a report of one of those tiny details, which got fatter along the path.
This tiny update is just to share a couple of brushes I wrote, in order to expand Syntax Highlighter and Code Colorizer for WordPress plugin, based on SyntaxHighlighter by Alex Gorbatchev.
While writing this, I’m realizing that the plugin is not fully supported (apparently, at least). I’ll consider the switch to different highlighting solutions, in the next future; anyway, for all those using that same plugin at present, and dealing with 3d, I thought that these two brushes might come in handy:
- MEL brush is a modified version of Maulik Kataria‘s original brush; the upgrade extends highlighting to numeric values and MEL’s variables
- RSL brush is for highlighting RenderMan Shading Language code; I wrote this because I’m going to publish code for RenderMan shortly (so stay tuned, if interested)
When adding the brushes to the plugin’s /scripts folder, remember to update the syntax-highlighter.php file, too. The brushes can definitely be further extended and prettified, but that’s a beginning. I’ll notify updates and improvements, if any.
Time to update the blog, since my 3D noobish-to-nerdish research was silent for a while and yet, luckily, it has gone further than I could expect (at least in such a short time).
Since I work with motion graphics, I’ve been experimenting a lot with synchronization of audio and video. I guess my inspiration of all time is the videoclip for Autechre’s Gantz Graf; after I saw it for the first time I felt I would have researched more in depth, for similar techniques.
Much was done since then, by many; I could present a huge variety of brilliant examples, but the list would be too long, and I would leave too many out of it. Then I won’t, and I’ll just talk of what I did to bring some of the knowledge I had, into the 3d world.
Within the last few days I’ve been playing around with Maya fluids, though I was discouraged by many, and I admit they’re freaky enough to challenge art-directed intentions and to blow your mind while getting familiar with the simulation’s parameters.
Today a dear friend of mine asked me if I had any idea how to get the Resolution Gate coordinates within the Viewport space.
At first I thought it would have been easy. And it was, but I realized I had to check more variables than I expected.
Today was spent applying dear old notions, while getting familiar with new shaders, light properties, render engines and settings. Three point lighting (again) from scratch.
While working, and testing a variety of Maya features which I only heard about (until now), I chose I would better keep on training with Python; I have a few procedures for a custom pipeline, in my mind, which are pressing me a lot.
I was looking for some stimulating tutorial, when I bounced into a pretty old paper, which I bookmarked some time ago, as it inspired me a lot. The ecosystem presented and the algorithms beyond it are just stunning.
Today it was another day of vaguely general training with Python and Maya.
But I thought it would be nice, anyway, to do something to collect what I learnt; well, just to close the day leaving something more than a bunch of sparse lines of code, here.