Wow, where do I start? Every time there's a challenge or a problem, I reach
for ICE. Virtually every project I've worked on over the last three years
at Psyop NY has made use of ICE in at least some minor way, and most
projects in a really major way.

By no means a complete list, and I'm absolutely not giving credit to enough
people....

Also I want to stress that while this is mostly a list of things I worked
on, a lot of the ICE tasks listed on here were NOT done by me.


LG:

http://www.psyop.tv/lg-somethings-lurking/

This one takes me back. One of my first big ICE projects. ICE dust sharks,
ice strands for carpet fibers, ice disintegration of dust sharks.


JBL:

http://www.psyop.tv/jbl-ear-of-the-tornado/
Infinite high detail ground plane was made using a hex tile system created
in ICE. Tornado was simulated in houdini by Miguel but the particles were
modified for rendering in ICE and rendered in Soft.


Wolfenstein:

http://www.psyop.tv/bethesda-wolfenstein-the-new-order/

Blackbody emission sparks that instance lights to approximate the
illumnation coming from the sparks. All the rain of course. ICE based
tangents everywhere to control a ward shader. Also water surface that came
from naiad was used to advect a bunch the oil slicks.


Coke Zero:

http://www.psyop.tv/coke-zero-2012-coke-zero/
Our whole own crowd system which works in ICE, called BigAssCrowd. It works
by playing back looking animations in any particular order using time
instancing, and it knows where attachment points are for heads, hands, etc
and so can instance big foam finger or foam cowboy hats on everything.

Whole custom crowd system, built in 2 weeks together with Dave Barosin.


Morrisons:

http://www.psyop.tv/morrisons-guest/

Cracking of the ginger bread man works via a tangent based tension map that
creates data for stretching only along the tangent. In areas where
stretching happens along the tangent, a displacement map of cracks against
the tangent are turned on. We also had an artist control for biasing the
tension, with interactive artist feedback.
Development time: half day for proof of concept, 1.5 days for production
version

On top of that there's all the various snow in the air, snow on the ground,
glitter, and tons of crumbs and sugar crystals on the ginger bread guy.


Also the bird used Ruffle, our entirely ICE based feather system which uses
ICE to instance feathers that are made.. out of strands generated by ICE.

Telstra:

http://www.psyop.tv/telstra-big-night-in/

Made the Entwiner, which creates 3D knits entirely out of strands. The only
downside was we had to re-model the characters using NURBs, and then deform
those nurbs using the animation geometry. Those deformers were made in ICE,
of course.

Mio:

http://www.psyop.tv/mio-nose-job/

Lots of mios. ICE feathers by Todd Akita in this one, and ICE haircuts.
Lots of little ICE things too, like deforming render geometry with
animation geometry, deforming softimage hair growing geometry with
animation geometry.


3M Post Its:

http://digitalcanvas.co/2014/03/05/digital-canvas-interviews-psyop/

Everything is an instance. Not sure how to even approach this job without a
porgrammable procedural instancer.


Fanta Waterfall:

http://www.psyop.tv/fanta-waterfall/

I didn't personally work on this, and these avatar jungles show what a
couple people who were using ICE for almost the first time can pull of.


Friskies:

http://www.psyop.tv/friskies-alice/

ICE instancing and Ruffle feathers everywhere.



Anyway I can't complete this list because I have to get some work done
today. It's hard to think of an area of work ICE hasn't touched. It's been
amazing for us and the idea of losing it is very painful.






On Fri, Mar 21, 2014 at 10:20 AM, Toonafish <[email protected]> wrote:

>  Ha ! I was just thinking Paul should post his ICE renderer video :-)
>
> - Ronald
>
>
> On 3/21/2014 15:02, [email protected] wrote:
>
>  Some of my stuff
>
> Making a renderer
> https://vimeo.com/20648346
>
> remapping topology
> https://vimeo.com/43532240
>
> transferring deformation to different topology
> https://vimeo.com/26116783
>
> image manipulation
> https://vimeo.com/33588786
>
> texture instance flow
> https://vimeo.com/37304814
>
> facial mocap solver
> https://vimeo.com/40589904
>
> muscles
> https://vimeo.com/43913057
>
> applying corrective shapes
> https://vimeo.com/67402407
>
> space invaders
> https://vimeo.com/75699841
>
> tree maker
> https://vimeo.com/76144838
> forest maker
> https://vimeo.com/76411577
>
> fur system
> https://vimeo.com/80382153
>
> anatomical deformation
> https://vimeo.com/88245138
>
>
>
>
>
>
>

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