> I would just slow down the technical breakdown part - it's a bit too fast to
> really appreciate what's going on.

Been thinking about that, just didn't want to bore people. Should
probably redo it at a slower pace.

> I hope you're wrong about this list not being around for long - I've been on
> it and previous incarnations for as long as I've been in this profession,
> which I'm realizing now is 15 years.
> Seeing it come to an end would be a bit like an amputation.

Can't say i feel exactly the same, cuz i haven't been around that
long, but it would definitely suck if it
were to happen. It's probably all this constant uncertainty when it
comes to softimage that's to blame.


Rares: Thanks bro. We're probably the only 2 people on this list with
romanian names. That's gotta amount to something.
Realtime, well, i sometimes try to push opengl stuff into my own
personal projects. Also since seeing the short passion did with unity
it kinda reminded me of the possibilities. So i'm learning unity as
much as i can at the moment, among other things.
It's also why i am a bit psyched about redshift. Just finished a
project with it and damn, i would not have been able to deliver in
such a short
amount of time, and with so many iterations, had i used vray / mray or
whatever cpu renderer. Now that they added multi-gpu, boy, i can't
take the grin off my face.
For small teams or lonely freelancers, it's godsent.
Xsi parts were the vegetation in the shaolin spot (render only - paint
effects geo), the snow in the sub spot, snow in the mountaineer spot,
the small car animation,
the carousel with the bags, the cube guy, the insect, the guys
swallowing the cables, and the bubble-man-thing (for which i had to
reverse engineer the mill rig and ice setup).
The ship, submarine, helicopter/vehicles, sunflowers, bmw car, glass
panels and animals were maya + vray.
There are other stuff here and there but it's mostly small stuff (like
the houses in the shaolin spot which i modeled in xsi based off
location references but then used a projection
setup straight in nuke). If i can, on comp heavy projects, i like to
avoid leaving the comp environment as much as possible.
Most technically challenging project was the sunflower one. Had to
deal with a massive number of plant assets (for me at least), all
loaded from disk at rendertime, and all of them had a couple of
"blowing wind" variations. It was a small scripting nightmare for me
(cuz my genius scripter buddy was on vacation). So what would probably
had taken him 3 hours, took me 3 days.
Also had to find a way to get the rendertimes down as much as
possible, so there was no gi in those shots. Just a well placed
domelight and some translucency hacks on the petal shaders.
Ended up at 10 mins/frame, HD. Long live vray :)

Cheers and thank you for the kind words,
-Octavian

Reply via email to