Prince of caribbean / Pirates of Persia

May 24th, 2010

Here’s some work I did with the talented bunch at Framestore earlier this year, good times :)

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Make sure you hit that 1080p button kid!

Here’s two of the shots I worked on for this sequence (taken from the youtube video)

theo Compositing, Work

Shadows in Nuke

March 28th, 2010

(Man, is this guy obsessed with the stanford dragon)

So here’s a little trick to get some dodgy hacky shadows in Nuke , by comparing projected and “rendered” pWorld passes we can derive the difference easily and use that as a shadow matte. Still aliasing and various issues, but works pretty well actually.

Node requires geo, camera, bg and lights. Supports all regular nuke geo.

*Nuke script with gizmo/group , Geo needs reloading.

http://www.euqahuba.com/tools/nuke_shadows.rar

*Just the group in a txt file

http://www.euqahuba.com/tools/shadows.txt

Now, to trace the rays…Zomg!

-theo

theo Compositing, Tips, Uncategorized

Slice and plot my scanline!

January 25th, 2010

I’ve been playing with the expression node in Nuke lately, and one of the things I made was  a simple Slice tool/scanline plotter. It can sample a slice (between two points) and will plot the color values as a curve over the image.

I’ve wrapped it up in a group with a set of exposed parameters, but not exported as a gizmo, just because it might be handy to just copy/pasta it into your scripts somewhere  without the need to embed it into a pipeline.

It has three modes, per pixel which is checking the raw pixels, and a sample area which is similar to the per pixel method but it can sample a larger area pr pixel as well. (using the ex:  r(x,y,5,5) function) and one that will use the first point to determine which full scanline to sample and plot.

Maybe someone will find it usefull, maybe someone will……….buy me a beer….

Download here and open .txt file and paste into Nuke DAG.

theo Compositing, Tips, Tools & development

Back in ’95!

January 25th, 2010

While doing some cleaning , I found a few really really old projects of mine. I used to be ( or rather liked to think I was ) part of the demoscene in Norway, stuff I quickly got more into doing more the graphic related programming and music creation. But a few “productions” surfaced over the years, all of this stuff dates 1995-1996.

Some oldschool sine scrollers and dodgy vector triangles.
Immortal Kombat, inspired by that other game with the similar title.

This fully functional fighting game (TM) was programmed in Turbo Pascal, using my own pcx loader and palette loader. It featured 5 playable characters that could only slide in a very awkward manner across the stage and bitch-slap each other lightly. Could also play against the computer that would randomly attack you. All the graphics was drawn in DeluxePaint2 for PC, needless to say I havn’t been doing much character work since :)

Some of the “prerendered” graphics was made using 3ds Release 4 by Autodesk/Gary Yost group.

Hours later would come out as this!

Thats it from the vault this week!

-theo

theo Tools & development

Light my fire……

August 23rd, 2009

Here some spanking new tools I’m writing for Nuke….

Care to guess what it does?

theo Tools & development

Technical reel 09

August 23rd, 2009

Here’s a selection of some of my tools for 3dsMax and Fusion, I got some new ones for Nuke now that I’m probably going to show soon :)

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theo Work

The big bad Digger!

August 23rd, 2009

Here’s something I did last year, sorry boot crappy youtube quality, so check the pics below for all the detail.

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theo Work

Aftermath, more destruction huh?

August 23rd, 2009

Single frame camera projection in Fusion, just the regular destruction and mayhem.. Done in 2007.

The actual Fusion comp and original plate is available for free at vfxpedia.

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theo Work

Head modeling……

August 23rd, 2009

Just another angry 3d head dude……

WIP model and texture…..

theo Work

More explosions…..

August 23rd, 2009

Here’s something I played around with in 2008, its a combination of 3dsmax and Fusion. Projections, camera move and secondary effects are done in Fusion while the hero fx elements are done in max with Thinking Particles and FumeFX. Single frame from DLSR and just the usual projection and particle fetishism…

theo Work