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This is an incredible piece. Very stylized, very structured and it makes you want to go there. The sound work is also very interesting and adds to the understanding of the world.
The lighting and shading is spot on and quite “original” for a car ad. Ok, let’s watch it again!
I’m curious to hear about it too if Seb and Tim care to share.
MAC
--
Best Regards
Morten Bartholdy
3D/VFX Supervisor
> thanks.
> the whole production was about 8 weeks long, and softimage only. it was
> a really crazy time. like you can see in the credits we were a rather
> small team, but the greatest ive worked with so far. so big up to my
> "geile typen" ;p
>
> it was the first big project with arnold as render, and our new pipeline
> (in house project, asset and render management).
> as the idea was to create worlds consisting out of car parts we were
> facing a lot of diffuse reflection..there is glossy all over the place.
> and instancing. it is incredible how fast arnold chew through all this
> data. our farm was rendering for 3 weeks non stop *without* any failed
>>> www.okto.ro <http://www.okto.ro>
>>
>
Dude, definitely feel free to do a case study with pics and explanations!
I’m also pretty interested in your asset management tools and pipeline. How are you setuped? Do you use reference models at all?
What is your favourite part of your new pipeline?
Thanks
MAC
From:
softimag...@listproc.autodesk.com
[mailto:softimag...@listproc.autodesk.com] On Behalf Of Sebastian
Kowalski
Sent: 9 février 2011 16:27
To: soft...@listproc.autodesk.com
Subject: Re: Subaru "Car Parts" Commercial
thanks for the great response, we are really stoked about it. i never thought that this spot would pop up that way. well im a bit biased about it, just seeing all that hard work and errors.
My name is Florian Bruchhaeuser and I am the ceo/founder/TD of Lafourmi
Postproduction.
Thanks a lot for interest and the great response regarding the Subaru
"Car Parts" Commercial. I will try to give you some insides about our
workflow in addition to the info Sebastian allready gave you.
Key to this project was and is Arnold and the great integration into
XSI. We bought our first 5 licences 4 weeks before starting this project
and another 5 one week into the project. Sebastian, Tim and the other
artists allways complained about the difference between there beauty
render and the first beauty Compositing. Since openEXR we render around
20 passes. After rendering the compositors start setting up there trees
or use a nuke gizmo to combine the stuff. In the days of MR shaders
there was no way to get a 100% match in comp to the beauty render of the
3D Dept. So I asked Marcos from Solidangle about the insides of the
Arnold Standard shader - 10 minutes later I had the source code! We
started taking the standard and wrote every information out to AOVs -
everything - direct diff, indirect diff (with shadow and without) spec,
refl Fresnel, PP, Nf etc.. 20 in total. Then we rebuild the combination
of this information inside the standart shader into a nuke gizmo and
wrote a simple export tool to get the shader setting from xsi to nuke.
Now compositing had to import the AOVs, autoconnect to the gizmo, import
the settings and everything looked like the beauty render in 3D. The
compositors now had the same standard shader interface in the gizmo. We
ended up with 54 AOVs.
In addition to our new laa_suepershade we wrote a shader for simple
ambient env lighting (renderman style SIG 2001 - ILM) called
laa_envSphere and laa_textureSwitch to switch textures and change there
exposure with ice attributes. We also used the Nuke API for the first
time to create some relighting tools to use the Nf, PP and I AOVs for
simple lambert, phong\blinn speculars and rim lighting in nuke.
Regarding the pipeline question of MAC: Everything here is based on Rubi
on Rails. Great to get data in and out of a database without spending
weeks with php and mysql syntax. First of all there is JOB.Bitch in
development for the last 2 years. This is the major tool for artists to
get information about the project there are working on. Shotlists with
thumbnails, tasks, progress etc. This database is also called by our
inhouse opener and saver tools. The artist sees the information through
a web interface or directly in XSI when saving or opening. There is also
a kind of subversion system for saving - so no more finalFinalV66.scn.
All this on a per artist base, so can see and open the last scene
Sebastian was working on etc. Same system used for nuke opener and
saver. So our freelance nuke artist (with own machines) had to connect
to our tools and where able to open and work on shots right away.
New and used since this project is Render.Bitch - also based on ruby on
rails with webinterface etc. Each renderfarm machine runs a client
(python) which communicates with this database. The "renderOnFarm"
command get the information about the project from the JOB database -
shot, renderversion, framerange, resolution - The artist defines if he
want to do the Arnold export on the farm or local (good for not baked
sims) - On submit the command puts the information (xsi scenefile,
package size etc) into the database - Now every free client on the farm
checks for new jobs in the database starts to render and reports
progress to the database. Update in the webinterface is realtime with
the possibility to see error logs, requeue frames, manage pools etc. The
python client was developed by Philipp Oeser and thanks to Arnold and
this system we where able to render 1,98 million files in 8 weeks with
around 50 error frames total on 10 machines!
Again, thanks to all the artists working like crazy on this piece and
thanks to Solidangle for the greatest support ever!!
List, Thanks for the interest and please don't hasitate to ask question.
Sebastian and me just decided to create some more making off material
for you guys - but like allways - that will take some time.
Regards,
Florian
_______________________________________________________________________
Florian Bruchhaeuser
3D-Artist& Technical Director
aim: lafflorian
phone: +49(0)40-4321.677.00
cell: +49(0)172-41.51.544
fax: +49(0)40-4321.677.07
email: flo...@lafourmi.de
www.lafourmi.de
lafourmi postproduction GmbH
Schulterblatt 58 / Haus C
D-20357 Hamburg
Geschaeftsfuehrer: Florian Bruchhaeuser, Sascha Schmidt
Prokuristin: Rebekka Schmidt
Die Gesellschaft ist eingetragen im Handelsregister des
Amtsgerichts Hamburg unter der Nummer HR B 99367
Steuernummer: 46/739/01315
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a n d i a l i a s
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Regards,
Florian
Amazing – a remarkable feat - cannot stop watching it J
Biju
From: softimag...@listproc.autodesk.com
[mailto:softimag...@listproc.autodesk.com] On Behalf Of Gabriel
Pires
Sent: Friday, February 11, 2011 12:31 PM
To: soft...@listproc.autodesk.com
Subject: Re: Subaru "Car Parts" Commercial
Really awesome work, and thanks for the insights and information on how it was created!