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 > > > > > > >

