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<channel>
	<title>VFX &#38; STUFF</title>
	<atom:link href="http://euqahuba.com/blog/?feed=rss2" rel="self" type="application/rss+xml" />
	<link>http://euqahuba.com/blog</link>
	<description></description>
	<lastBuildDate>Fri, 18 May 2012 17:12:30 +0000</lastBuildDate>
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		<item>
		<title>Early bridge to Mantra.</title>
		<link>http://euqahuba.com/blog/?p=244</link>
		<comments>http://euqahuba.com/blog/?p=244#comments</comments>
		<pubDate>Sun, 22 Apr 2012 17:12:31 +0000</pubDate>
		<dc:creator>theo</dc:creator>
				<category><![CDATA[Compositing]]></category>
		<category><![CDATA[Tools & development]]></category>
		<category><![CDATA[bridge]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[IFD]]></category>
		<category><![CDATA[mantra]]></category>
		<category><![CDATA[nuke]]></category>
		<category><![CDATA[physically based rendering]]></category>
		<category><![CDATA[raytracing]]></category>

		<guid isPermaLink="false">http://euqahuba.com/blog/?p=244</guid>
		<description><![CDATA[MantraBridge &#8211; Aka Mantra for Nuke. * Point, Area and Environment light support * Basic shader support (brdf, matte/shadow, occlusion/bent normal) * Raytrace, Micropoly and Physically Based rendering engines available. * Animation support for parameters. (lights, cameras, objects) * Delayed_load object support. (with basic translation controls) * Pixel and raytracing sampling controls (pr object and [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://euqahuba.com/blog/wp-content/uploads/2012/05/mantrabridge_v0.1b3.jpg" alt="Mantra for Nuke." /></p>
<p>MantraBridge &#8211; Aka Mantra for Nuke.</p>
<p>* Point, Area and Environment light support<br />
* Basic shader support (brdf, matte/shadow, occlusion/bent normal)<br />
* Raytrace, Micropoly and Physically Based rendering engines available.<br />
* Animation support for parameters. (lights, cameras, objects)<br />
* Delayed_load object support. (with basic translation controls)<br />
* Pixel and raytracing sampling controls (pr object and light)</p>
<p>Very handy if you want to render excessive amounts of Stanford Dragons in comp.</p>
]]></content:encoded>
			<wfw:commentRss>http://euqahuba.com/blog/?feed=rss2&#038;p=244</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>GpuMatrix!</title>
		<link>http://euqahuba.com/blog/?p=182</link>
		<comments>http://euqahuba.com/blog/?p=182#comments</comments>
		<pubDate>Wed, 17 Nov 2010 10:29:02 +0000</pubDate>
		<dc:creator>theo</dc:creator>
				<category><![CDATA[Compositing]]></category>
		<category><![CDATA[Tips]]></category>
		<category><![CDATA[Tools & development]]></category>
		<category><![CDATA[nuke gpu matrix realtime shader]]></category>

		<guid isPermaLink="false">http://euqahuba.com/blog/?p=182</guid>
		<description><![CDATA[3&#215;3 Matrix filter for the GPU in Nuke! Yay! There&#8217;s two hidden nodes in Nuke, GpuOp and GpuFileShader, both are nodes that can run GLSL shaders realtime in the Nuke viewers. I had a quick look at it eariler this year, one of the things that came out of it was a 3&#215;3 matrix filter. [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://euqahuba.com/blog/wp-content/uploads/2010/11/gpumatrixSmall.jpeg"><img class="alignleft size-full wp-image-201" title="gpumatrixSmall" src="http://euqahuba.com/blog/wp-content/uploads/2010/11/gpumatrixSmall.jpeg" alt="" width="600" height="240" /></a></p>
<p>3&#215;3 Matrix filter for the GPU in Nuke! Yay!</p>
<p><span id="more-182"></span><br />
There&#8217;s two <span style="text-decoration: underline;">hidden </span>nodes in Nuke, GpuOp and GpuFileShader, both are nodes that can run <span style="text-decoration: underline;">GLSL </span>shaders realtime in the Nuke viewers.</p>
<p>I had a quick look at it eariler this year, one of the things that came out of it was a 3&#215;3 matrix filter. Pretty much identical to the built in matrix in Nuke. But realtime on the gpu. While this nodes is pretty awesome for prototyping effects and creating interesting LUTs, it has all the limitations of any GPU shader. Some of them are :</p>
<ul>
<li>Does not render</li>
<li>Only affects whats in the viewer (ie, results zoom dependent)</li>
<li>Memory limitations</li>
</ul>
<p>But it does have some benefits like</p>
<ul>
<li>Runtime dev environment</li>
<li>GpuOp node concatinates , can create complex effects</li>
<li>Shader code is portable</li>
</ul>
<p><strong>How to use it </strong><br />
Turn of any viewing lut and enable &#8220;use gpu whenever possible&#8221; in the prefs, <a href="http://euqahuba.com/blog/wp-content/uploads/2010/11/gpuMatrix.txt">download</a> the shader and point the nuke GpuMatrix node to the text-file. As always, if you end up using the GpuMatrix in any form, <span style="text-decoration: underline;">you&#8217;re in beer-debt to me</span><strong>.</strong></p>
<p>-theo<strong> </strong></p>
<p>Nuke node below and <strong><a href="http://euqahuba.com/blog/wp-content/uploads/2010/11/gpuMatrix.txt">click here to download the shader.</a></strong></p>
<blockquote><p>
set cut_paste_input [stack 0]<br />
version 6.1 v1<br />
push $cut_paste_input<br />
GPUFileShader {<br />
shader_file &#8220;/net/homes/tgroeneb/Desktop/RND &#8211; theo projects/gpuMatrix.txt&#8221;<br />
name GpuMatrix2<br />
selected true<br />
xpos -4664<br />
ypos 2406<br />
addUserKnob {20 User}<br />
addUserKnob {26 Presets}<br />
addUserKnob {22 Reset -STARTLINE T &#8220;this =nuke.toNode(&#8216;this&#8217;)\nthis\['v1'].setValue(0)\nthis\['v2'].setValue(0)\nthis\['v3'].setValue(0)\n\nthis\['v4'].setValue(0)\nthis\['v5'].setValue(1)\nthis\['v6'].setValue(0)\n\nthis\['v7'].setValue(0)\nthis\['v8'].setValue(0)\nthis\['v9'].setValue(0)\n\nthis\['val'].setValue(1)&#8221;}<br />
addUserKnob {22 Sharpen -STARTLINE T &#8220;this =nuke.toNode(&#8216;this&#8217;)\nthis\['v1'].setValue(0)\nthis\['v2'].setValue(-1)\nthis\['v3'].setValue(0)\n\nthis\['v4'].setValue(-1)\nthis\['v5'].setValue(5)\nthis\['v6'].setValue(-1)\n\nthis\['v7'].setValue(0)\nthis\['v8'].setValue(-1)\nthis\['v9'].setValue(0)&#8221;}<br />
addUserKnob {22 Blur -STARTLINE T &#8220;this =nuke.toNode(&#8216;this&#8217;)\nthis\['v1'].setValue(1)\nthis\['v2'].setValue(1)\nthis\['v3'].setValue(1)\n\nthis\['v4'].setValue(1)\nthis\['v5'].setValue(1)\nthis\['v6'].setValue(1)\n\nthis\['v7'].setValue(1)\nthis\['v8'].setValue(1)\nthis\['v9'].setValue(1)\n\nthis\['norm'].setValue(1)&#8221;}<br />
addUserKnob {22 EdgeDetect -STARTLINE T &#8220;this =nuke.toNode(&#8216;this&#8217;)\nthis\['v1'].setValue(0)\nthis\['v2'].setValue(1)\nthis\['v3'].setValue(0)\n\nthis\['v4'].setValue(1)\nthis\['v5'].setValue(-4)\nthis\['v6'].setValue(1)\n\nthis\['v7'].setValue(0)\nthis\['v8'].setValue(1)\nthis\['v9'].setValue(0)\n\nthis\['norm'].setValue(0)&#8221;}<br />
addUserKnob {22 Emboss -STARTLINE T &#8220;this =nuke.toNode(&#8216;this&#8217;)\nthis\['v1'].setValue(-2)\nthis\['v2'].setValue(-1)\nthis\['v3'].setValue(0)\n\nthis\['v4'].setValue(-1)\nthis\['v5'].setValue(1)\nthis\['v6'].setValue(1)\n\nthis\['v7'].setValue(0)\nthis\['v8'].setValue(1)\nthis\['v9'].setValue(2)&#8221;}<br />
addUserKnob {26 &#8220;&#8221;}<br />
addUserKnob {6 norm l Normalize +STARTLINE}<br />
norm true<br />
addUserKnob {7 val l &#8220;Pixel Offset&#8221; R 0 50}<br />
val 5.2<br />
addUserKnob {26 Matrix}<br />
addUserKnob {3 v1}<br />
v1 1<br />
addUserKnob {3 v2 -STARTLINE}<br />
v2 1<br />
addUserKnob {3 v3 -STARTLINE}<br />
v3 1<br />
addUserKnob {3 v4}<br />
v4 1<br />
addUserKnob {3 v5 -STARTLINE}<br />
v5 1<br />
addUserKnob {3 v6 -STARTLINE}<br />
v6 1<br />
addUserKnob {3 v7}<br />
v7 1<br />
addUserKnob {3 v8 -STARTLINE}<br />
v8 1<br />
addUserKnob {3 v9 -STARTLINE}<br />
v9 1<br />
addUserKnob {26 &#8220;&#8221;}<br />
addUserKnob {26 About -STARTLINE T &#8220;GPUmatrix v0.1 \ntheo@euqahuba.com&#8221;}<br />
}
</p></blockquote>
]]></content:encoded>
			<wfw:commentRss>http://euqahuba.com/blog/?feed=rss2&#038;p=182</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Prince of caribbean / Pirates of Persia</title>
		<link>http://euqahuba.com/blog/?p=156</link>
		<comments>http://euqahuba.com/blog/?p=156#comments</comments>
		<pubDate>Mon, 24 May 2010 15:19:46 +0000</pubDate>
		<dc:creator>theo</dc:creator>
				<category><![CDATA[Compositing]]></category>
		<category><![CDATA[Work]]></category>
		<category><![CDATA[vfx film prince of persia nuke sand]]></category>

		<guid isPermaLink="false">http://euqahuba.com/blog/?p=156</guid>
		<description><![CDATA[Here&#8217;s some work I did with the talented bunch at Framestore earlier this year, good times :) Make sure you hit that 1080p button kid!]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s some work I did with the talented bunch at <a href="http://www.framestore.com">Framestore</a> earlier this year, good times :)</p>
<p><a href="http://www.youtube.com/watch?v=GrGr1ubgjJc"><img src="http://img.youtube.com/vi/GrGr1ubgjJc/default.jpg" width="130" height="97" border=0></a><br />
Make sure you hit that 1080p button kid!</p>
]]></content:encoded>
			<wfw:commentRss>http://euqahuba.com/blog/?feed=rss2&#038;p=156</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Shadows in Nuke</title>
		<link>http://euqahuba.com/blog/?p=139</link>
		<comments>http://euqahuba.com/blog/?p=139#comments</comments>
		<pubDate>Sat, 27 Mar 2010 23:51:46 +0000</pubDate>
		<dc:creator>theo</dc:creator>
				<category><![CDATA[Compositing]]></category>
		<category><![CDATA[Tips]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[nuke hacks shadows dodgy]]></category>

		<guid isPermaLink="false">http://euqahuba.com/blog/?p=139</guid>
		<description><![CDATA[So here&#8217;s a little trick to get some dodgy hacky shadows in Nuke , by comparing projected and &#8220;rendered&#8221; pWorld passes we can derive the difference easily and use that as a shadow matte. Still aliasing and various issues, but works fairly well. Node requires geo, camera, bg and lights. Supports all regular nuke geo. [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://euqahuba.com/blog/wp-content/uploads/2010/03/nuke_shadows.jpg" alt="Self-shadowing in Nuke." /></p>
<p>So here&#8217;s a little trick to get some dodgy hacky shadows in Nuke , by comparing projected and &#8220;rendered&#8221; pWorld passes we can derive the difference easily and use that as a shadow matte. Still aliasing and various issues, but works fairly well. Node requires geo, camera, bg and lights. Supports all regular nuke geo.</p>
<blockquote><p>*Nuke script with gizmo/group , Geo needs reloading.</p>
<p><a title="Nuke script with gizmo/group , Geo needs reloading." href="http://www.euqahuba.com/tools/nuke_shadows.rar">http://www.euqahuba.com/tools/nuke_shadows.rar</a></p>
<p>*Just the group in a txt file <a title="Just the group" href="http://www.euqahuba.com/tools/shadows.txt"></a></p>
<p><a title="Just the group" href="http://www.euqahuba.com/tools/shadows.txt">http://www.euqahuba.com/tools/shadows.txt</a></p></blockquote>
<p>Now, to trace the rays&#8230;Zomg!</p>
<p>-theo</p>
]]></content:encoded>
			<wfw:commentRss>http://euqahuba.com/blog/?feed=rss2&#038;p=139</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Slice and plot my scanline!</title>
		<link>http://euqahuba.com/blog/?p=121</link>
		<comments>http://euqahuba.com/blog/?p=121#comments</comments>
		<pubDate>Mon, 25 Jan 2010 15:23:13 +0000</pubDate>
		<dc:creator>theo</dc:creator>
				<category><![CDATA[Compositing]]></category>
		<category><![CDATA[Tips]]></category>
		<category><![CDATA[Tools & development]]></category>
		<category><![CDATA[scanline curve expression]]></category>

		<guid isPermaLink="false">http://euqahuba.com/blog/?p=121</guid>
		<description><![CDATA[Slice and plot scanlines in Nuke! I&#8217;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&#8217;ve wrapped it up in a [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://euqahuba.com/blog/wp-content/uploads/2010/01/nuke_plotSlice.jpg" alt="Slice and plot scanlines." /></p>
<p>Slice and plot scanlines in Nuke!</p>
<p><span id="more-121"></span><br />
I&#8217;ve been playing with the expression node in Nuke lately, and one of the things I made was  a simple <strong>Slice tool/scanline plotter</strong>. It can sample a slice (between two points) and will plot the color values as a curve over the image.</p>
<p>I&#8217;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 <strong>copy/pasta it into your scripts</strong> somewhere  without the need to embed it into a pipeline.</p>
<p>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:  <strong>r(x,y,5,5)</strong> function) and one that will use the first point to determine which full scanline to sample and plot.</p>
<p>Maybe someone will find it usefull, maybe someone will&#8230;&#8230;&#8230;.<strong>buy me a beer&#8230;.</strong></p>
<p><code><br />
set cut_paste_input [stack 0]<br />
version 6.1 v1<br />
push $cut_paste_input<br />
Group {<br />
 name PlotScanline<br />
 selected true<br />
 xpos -839<br />
 ypos 206<br />
 addUserKnob {20 Controls}<br />
 addUserKnob {4 mode l "Sampling method" M {"Slice Per Pixel (faster)" "Slice Area (slower)" "Full Scanline" "" "" ""}}<br />
 mode "Full Scanline"<br />
 addUserKnob {6 add2image l "Add to original" +STARTLINE}<br />
 add2image true<br />
 addUserKnob {6 Normalize -STARTLINE}<br />
 addUserKnob {6 tonemap l "Tone Map (HDRI)" -STARTLINE}<br />
 addUserKnob {6 curve l "Plot as curve" +STARTLINE}<br />
 curve true<br />
 addUserKnob {3 curveFat l "Curve Thickness" -STARTLINE}<br />
 addUserKnob {3 sa l "Sample Area" t "Disabled when using pr pixel method."}<br />
 sa 1<br />
 addUserKnob {7 lift l Lift R -1 1}<br />
 addUserKnob {7 scale l Scale R 0 5}<br />
 scale 1<br />
 addUserKnob {26 ""}<br />
 addUserKnob {12 p1 l "Start Point"}<br />
 p1 {376 418}<br />
 addUserKnob {12 p2 l "End Point" -STARTLINE}<br />
 p2 {428.5 425.5}<br />
 addUserKnob {26 ""}<br />
 addUserKnob {26 "" l "About " T "Plot Scanline v0.4 | theo@euqahuba.com\nUse P1 to select your scanline and/or you start slice."}<br />
}<br />
 Input {<br />
  inputs 0<br />
  name Input1<br />
  xpos -480<br />
  ypos 62<br />
 }<br />
set N3069610 [stack 0]<br />
 Expression {<br />
  temp_name0 length<br />
  temp_expr0 sqrt(r*r+g*g+b*b)<br />
  expr0 r/length<br />
  expr1 g/length<br />
  expr2 b/length<br />
  name Normalize<br />
  xpos -480<br />
  ypos 108<br />
  disable {{1-parent.Normalize i}}<br />
 }<br />
 Expression {<br />
  expr0 r/(r+1)<br />
  expr1 g/(g+1)<br />
  expr2 b/(b+1)<br />
  name tonamap<br />
  xpos -480<br />
  ypos 134<br />
  disable {{1-parent.tonemap i}}<br />
 }<br />
set N7fe58a0 [stack 0]<br />
 Expression {<br />
  temp_name0 rExpr<br />
  temp_expr0 "min(max(0,\r\nceil(r(x,parent.p1.y)-((y/height+parent.lift)*parent.scale))),1)"<br />
  temp_name1 gExpr<br />
  temp_expr1 "min(max(0,\r\nceil(g(x,parent.p1.y)-((y/height+parent.lift)*parent.scale))),1)"<br />
  temp_name2 bExpr<br />
  temp_expr2 "min(max(0,\r\nceil(b(x,parent.p1.y)-((y/height+parent.lift)*parent.scale))),1)"<br />
  expr0 rExpr<br />
  expr1 gExpr<br />
  expr2 bExpr<br />
  expr3 0<br />
  name scanline<br />
  xpos -302<br />
  ypos 193<br />
  addUserKnob {20 User}<br />
 }<br />
push $N7fe58a0<br />
 Expression {<br />
  temp_name0 rExpr<br />
  temp_expr0 "min(max(0,\r\nceil(r((x/width)*(parent.p2.x-parent.p1.x)+parent.p1.x,(x/width)*(parent.p2.y-parent.p1.y)+parent.p1.y,parent.sa,parent.sa)-((y/height+parent.lift)*parent.scale))),1)"<br />
  temp_name1 gExpr<br />
  temp_expr1 "min(max(0,\r\nceil(g((x/width)*(parent.p2.x-parent.p1.x)+parent.p1.x,(x/width)*(parent.p2.y-parent.p1.y)+parent.p1.y,parent.sa,parent.sa)-((y/height+parent.lift)*parent.scale))),1)"<br />
  temp_name2 bExpr<br />
  temp_expr2 "min(max(0,\r\nceil(b((x/width)*(parent.p2.x-parent.p1.x)+parent.p1.x,(x/width)*(parent.p2.y-parent.p1.y)+parent.p1.y,parent.sa,parent.sa)-((y/height+parent.lift)*parent.scale))),1)"<br />
  expr0 rExpr<br />
  expr1 gExpr<br />
  expr2 bExpr<br />
  expr3 0<br />
  name Expression_highQuality<br />
  xpos -515<br />
  ypos 197<br />
  addUserKnob {20 User}<br />
 }<br />
push $N7fe58a0<br />
 Expression {<br />
  temp_name0 rExpr<br />
  temp_expr0 "min(max(0,\r\nceil(r((x/width)*(parent.p2.x-parent.p1.x)+parent.p1.x,(x/width)*(parent.p2.y-parent.p1.y)+parent.p1.y)-((y/height+parent.lift)*parent.scale))),1)"<br />
  temp_name1 gExpr<br />
  temp_expr1 "min(max(0,\r\nceil(g((x/width)*(parent.p2.x-parent.p1.x)+parent.p1.x,(x/width)*(parent.p2.y-parent.p1.y)+parent.p1.y)-((y/height+parent.lift)*parent.scale))),1)"<br />
  temp_name2 bExpr<br />
  temp_expr2 "min(max(0,\r\nceil(b((x/width)*(parent.p2.x-parent.p1.x)+parent.p1.x,(x/width)*(parent.p2.y-parent.p1.y)+parent.p1.y)-((y/height+parent.lift)*parent.scale))),1)"<br />
  expr0 rExpr<br />
  expr1 gExpr<br />
  expr2 bExpr<br />
  expr3 0<br />
  name perPixel<br />
  xpos -419<br />
  ypos 201<br />
  addUserKnob {20 User}<br />
 }<br />
 Switch {<br />
  inputs 3<br />
  which {{parent.mode i}}<br />
  name Switch2<br />
  xpos -480<br />
  ypos 253<br />
 }<br />
 Matrix {<br />
  matrix {<br />
      {0 1 0}<br />
      {1 -4 1}<br />
      {0 1 0}<br />
    }<br />
  name Matrix2<br />
  selected true<br />
  xpos -480<br />
  ypos 284<br />
  disable {{-1+parent.curve i x70 1}}<br />
 }<br />
 Dilate {<br />
  size {{parent.curveFat}}<br />
  name Dilate1<br />
  xpos -480<br />
  ypos 326<br />
  disable {{-1+parent.curve.main}}<br />
 }<br />
 Clamp {<br />
  name Clamp1<br />
  xpos -480<br />
  ypos 383<br />
 }<br />
set N86e9e00 [stack 0]<br />
push $N3069610<br />
 Dot {<br />
  name Dot1<br />
  xpos -556<br />
  ypos 66<br />
 }<br />
 Clamp {<br />
  maximum 331<br />
  name Clamp2<br />
  xpos -590<br />
  ypos 352<br />
 }<br />
 Merge2 {<br />
  inputs 2<br />
  operation plus<br />
  bbox intersection<br />
  name Merge1<br />
  xpos -590<br />
  ypos 394<br />
 }<br />
 Dot {<br />
  name Dot2<br />
  xpos -556<br />
  ypos 433<br />
 }<br />
push $N86e9e00<br />
 Switch {<br />
  inputs 2<br />
  which {{parent.add2image i}}<br />
  name Switch1<br />
  xpos -480<br />
  ypos 425<br />
 }<br />
 Output {<br />
  name Output1<br />
  xpos -480<br />
  ypos 470<br />
 }<br />
end_group</p>
<p></code></p>
]]></content:encoded>
			<wfw:commentRss>http://euqahuba.com/blog/?feed=rss2&#038;p=121</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Back in ’95!</title>
		<link>http://euqahuba.com/blog/?p=109</link>
		<comments>http://euqahuba.com/blog/?p=109#comments</comments>
		<pubDate>Mon, 25 Jan 2010 15:21:22 +0000</pubDate>
		<dc:creator>theo</dc:creator>
				<category><![CDATA[Tools & development]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[pascal game old]]></category>

		<guid isPermaLink="false">http://euqahuba.com/blog/?p=109</guid>
		<description><![CDATA[Oh the glory days! Funky ol&#8217; 64k intro that never saw the light of day, basic vector stuff and graphics. Pascal. 3dsr4 Yost group, the tool that started it all. Probably my best creation to date, &#8220;Immortal Kombat 2&#8243; , 1-2 player fighting game with fantastic characters drawn in Deluxe Paint. Pascal.]]></description>
			<content:encoded><![CDATA[<p>Oh the glory days! </p>
<p>Funky ol&#8217; 64k intro that never saw the light of day, basic vector stuff and graphics. Pascal.<br />
<img src="http://euqahuba.com/blog/wp-content/uploads/2010/01/old_demo.jpg" alt="" /></p>
<p>3dsr4 Yost group, the tool that started it all.<br />
<img src="http://euqahuba.com/blog/wp-content/uploads/2010/01/old_3ds4.jpg" alt="" /></p>
<p>Probably my best creation to date, &#8220;Immortal Kombat 2&#8243; ,  1-2 player fighting game with fantastic characters drawn in Deluxe Paint. Pascal.<br />
<img src="http://euqahuba.com/blog/wp-content/uploads/2010/01/old_immortal.jpg" alt="" /></p>
]]></content:encoded>
			<wfw:commentRss>http://euqahuba.com/blog/?feed=rss2&#038;p=109</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Light my fire……</title>
		<link>http://euqahuba.com/blog/?p=97</link>
		<comments>http://euqahuba.com/blog/?p=97#comments</comments>
		<pubDate>Sun, 23 Aug 2009 00:21:33 +0000</pubDate>
		<dc:creator>theo</dc:creator>
				<category><![CDATA[Tools & development]]></category>
		<category><![CDATA[nuke relight vector normal position]]></category>

		<guid isPermaLink="false">http://euqahuba.com/blog/?p=97</guid>
		<description><![CDATA[Here some spanking new tools I&#8217;m writing for Nuke&#8230;. Care to guess what it does?]]></description>
			<content:encoded><![CDATA[<p><img src="http://euqahuba.com/blog/wp-content/uploads/2009/08/nukerelight.jpg" alt="" /><br />
Here some spanking new tools I&#8217;m writing for Nuke&#8230;.</p>
<p><img src="http://euqahuba.com/blog/wp-content/uploads/2009/08/nukelow.jpg" alt="" /></p>
<p>Care to guess what it does?</p>
]]></content:encoded>
			<wfw:commentRss>http://euqahuba.com/blog/?feed=rss2&#038;p=97</wfw:commentRss>
		<slash:comments>13</slash:comments>
		</item>
		<item>
		<title>Technical reel 09</title>
		<link>http://euqahuba.com/blog/?p=92</link>
		<comments>http://euqahuba.com/blog/?p=92#comments</comments>
		<pubDate>Sun, 23 Aug 2009 00:18:09 +0000</pubDate>
		<dc:creator>theo</dc:creator>
				<category><![CDATA[Work]]></category>
		<category><![CDATA[technical reel tools pipeline research]]></category>

		<guid isPermaLink="false">http://euqahuba.com/blog/?p=92</guid>
		<description><![CDATA[Here&#8217;s a selection of some of my tools for 3dsMax and Fusion, I got some new ones for Nuke now that I&#8217;m probably going to show soon :)]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s a selection of some of my tools for 3dsMax and Fusion, I got some new ones for Nuke now that I&#8217;m probably going to show soon :)</p>
<p><a href="http://www.youtube.com/watch?v=NPx9cjEeTBA"><img src="http://img.youtube.com/vi/NPx9cjEeTBA/default.jpg" width="130" height="97" border=0></a></p>
]]></content:encoded>
			<wfw:commentRss>http://euqahuba.com/blog/?feed=rss2&#038;p=92</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>The big bad Digger!</title>
		<link>http://euqahuba.com/blog/?p=39</link>
		<comments>http://euqahuba.com/blog/?p=39#comments</comments>
		<pubDate>Sun, 23 Aug 2009 00:15:25 +0000</pubDate>
		<dc:creator>theo</dc:creator>
				<category><![CDATA[Work]]></category>
		<category><![CDATA[robot modeling render max fume mental-ray]]></category>

		<guid isPermaLink="false">http://euqahuba.com/blog/?p=39</guid>
		<description><![CDATA[Here&#8217;s something I did last year, sorry boot crappy youtube quality, so check the pics below for all the detail.]]></description>
			<content:encoded><![CDATA[<p><img src="http://euqahuba.com/blog/wp-content/uploads/2009/08/digger13b_1.jpg" alt="" /></p>
<p>Here&#8217;s something I did last year, sorry boot crappy youtube quality, so check the pics below for all the detail.</p>
<p><a href="http://www.youtube.com/watch?v=yPPTbtYCP6Q"><img src="http://img.youtube.com/vi/yPPTbtYCP6Q/default.jpg" width="130" height="97" border=0></a></p>
<p><a href="http://www.euqahuba.com/images/digger_main_high.jpg"><img class="alignnone" src="http://www.euqahuba.com/images/digger_main_low.jpg" alt="" width="480" height="488" /></a></p>
<p><a href="http://www.euqahuba.com/images/digger13b_.jpg"><img class="alignnone" src="http://www.euqahuba.com/images/digger13b_low.jpg" alt="" width="480" height="270" /></a></p>
<p><a href="http://www.euqahuba.com/images/digger_8_high.jpg"><img class="alignnone" src="http://www.euqahuba.com/images/digger_8_low.jpg" alt="" width="480" height="540" /></a></p>
<p><a href="http://www.euqahuba.com/images/digger13b_.jpg"></a><a href="http://www.euqahuba.com/images/digger_8_high.jpg"></a><a href="http://www.euqahuba.com/images/digger19_.jpg"><img class="alignnone" src="http://www.euqahuba.com/images/digger19_low.jpg" alt="" width="480" height="270" /></a></p>
]]></content:encoded>
			<wfw:commentRss>http://euqahuba.com/blog/?feed=rss2&#038;p=39</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Aftermath, more destruction huh?</title>
		<link>http://euqahuba.com/blog/?p=85</link>
		<comments>http://euqahuba.com/blog/?p=85#comments</comments>
		<pubDate>Sun, 23 Aug 2009 00:11:15 +0000</pubDate>
		<dc:creator>theo</dc:creator>
				<category><![CDATA[Work]]></category>
		<category><![CDATA[fusion projections 3d particles]]></category>

		<guid isPermaLink="false">http://euqahuba.com/blog/?p=85</guid>
		<description><![CDATA[Single frame camera projection in Fusion, just the regular destruction and mayhem.. Done in 2007 all in comp. The actual Fusion comp and original plate is available for free at vfxpedia.]]></description>
			<content:encoded><![CDATA[<p><img src="http://euqahuba.com/blog/wp-content/uploads/2009/08/aftermathlow.jpg" alt="" /><br />
<span id="more-85"></span><br />
Single frame camera projection in Fusion, just the regular destruction and mayhem.. Done in 2007 all in comp.</p>
<p>The actual Fusion comp and original plate is available for free at <a href="http://www.vfxpedia.com/index.php?title=Comps/Fu5/3D" target="_blank">vfxpedia.</a></p>
<p><img class="alignnone" src="http://www.euqahuba.com/images/aftermathlow.jpg" alt="" width="480" height="360" /><br />
<!--more--><br />
<img class="alignnone" src="http://www.euqahuba.com/images/aftermathlowwire.jpg" alt="" width="480" height="271" /></p>
]]></content:encoded>
			<wfw:commentRss>http://euqahuba.com/blog/?feed=rss2&#038;p=85</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
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