Is it possible to get such realistic renderings out of the 'off the shelf'
SI or does ILM's stuff look so good because of all their custom shaders &
programming, which I will never have access to?
You can do mostly anything with your program, also with lightwave, only it
will take you much much much longer to get the same effects......tools aren't
everything, your creative mind is.
> Is it possible to get such realistic renderings out of the 'off the shelf'
> SI or does ILM's stuff look so good because of all their custom shaders &
> programming, which I will never have access to?
I vote for the first.
If you deal only with characters and "normal" objects you don't need
such human/technical resources. It will involve a lot of skill and
testing but it's possible to achieve photo realism with SI.
It becomes more difficult if not impossible if you want very special
stuff like particular properties of the materials or very specific materials.
For instance dynamic water effects, dynamic mappings related to the
movement of the models and things like those.
Ciao ciao!
Manu
Sent via Deja.com http://www.deja.com/
Share what you know. Learn what you don't.
Does anyone here know what kind of typewriter was used to write "The
Great Gatsby"? I read it and it's so fu&$#ing good and I want to be
able to write like that!
Also, what software did George Lucas use to write "Phantom Menace?" I
don't want to use that software because it's obviously not any good.
All that's holding me back from being a truly great writer is the tools.
Hugh Betcha
As far as animating a lot was done using Softimage and their in-house tools
like Cari which is used for facial animation and secondary animation. Maya was
used in character animation to control the movement of particles that was
then susbtituted with characters, mainly in the choreography of the final
Gungan vs droid battle. It was also used to create the virtual characters you
see walking around in the Pod Race arena. And of course there were other
new toys used to animate and texture clothes and Gungan ears.
The August CGW has an article on all the new tools developed for Episode 1.
Stephane Beaudin <sbea...@sympatico.ca> wrote:
: It is possible to get a limited amount of photorealism from Soft, but even
: with Mental Ray, it is usually easier to get photorealism in Lightwave. I
: seriously doubt that ILM rendered anything in Softimage, that would be a new
: twist for them, they usually farm everything out to their Rendeman nodes.
: Plus I think most of the character stuff in Episode 1 was done in Maya.
: <harry \ mad max" <hbo...@bart.nl>> wrote in message
: news:37D23CBD...@bart.nl...
:> Darth Stone wrote:
:>
:>> I'm considering learning SI (currently a Lightwaver)
:>> mainly because I keep watching Episode 1 & going "Damn, that looks too
:>> fu&$#ing real!" in regards to their creatures, Jar Jar & Co.
:>>
:>> Is it possible to get such realistic renderings out of the 'off the
: shelf'
:>> SI or does ILM's stuff look so good because of all their custom shaders
: &
:>> programming, which I will never have access to?
-------------------------------------------------------------------
Manuel Alducin
mald...@acm.org
Computer Graphics
The George Washington University
-------------------------------------------------------------------
> It is possible to get a limited amount of photorealism from Soft, but even
> with Mental Ray, it is usually easier to get photorealism in Lightwave.
Considering the stuff I've been usually looking done with LW, I don't think
so. I know that LW can achieve photorealistic look under a skilled artist
control, but also the pure Softimage rendering algorhitm is, imho, more
photorealistic from a lower level compared to the LW's one.
> I seriously doubt that ILM rendered anything in Softimage, that would be a new
> twist for them, they usually farm everything out to their Rendeman nodes.
The edge between the various techniques is always very difficult trace is such
big productions. That's way you can always see the same stuff in the various
software house's showreel, Softimage, Maya, Renderman and so on.
In fact, I don't think we can really say they render everything with Renderman.
I guess they render with every software they have, considering the various
possibilities of each one. I mean, sometime you don't (and it's even more
expansive) to develop a shader for renderman. Sometime the A|W IPR rendering
and Mental Ray are enough.
> Plus I think most of the character stuff in Episode 1 was done in Maya.
I can agree with you if you talk about Modeling. I strongly disagree if
you also talk about rendering and animation. At least for the second,
if you wait the real end of the Ending title for Episode 1 you'll find
as animation software Softimage. This doesn't mean they never used
Maya as animation software, but it's well-known Softimage is still
the primary animation software in ILM.
I think the idea of the typewriter analogy was a good one: your brain
is more important than any software. If all packages have the same
basic features, which they do, then the key to great looking work is who
is moving the mouse and pressing the buttons. LW and SI are capable of
good stuff. The new version of LW coming out will address its
shortcomings for character animation (although there has still been some
good stuff done). (Plus, I remember reading here too that there's an
inexpensive plugin coming out for it which has some great tools.)
Take two pieces of marble. In front of one, put Michaelangelo. In
front of the other, put a guy who said: "what kind of marble did
Michaelangelo use? I want to be able to do great sculptures like him!"
Tell them both to make something. When they're done, how many great
sculptures will you have?
Or send the guy who started this thread a copy of all the software they
use at ILM along with a fast machine and all the manuals. Do you think
that he'd do anything that even approaches the quality of "Phantom
Menace"? (Although I'm sure he--or anyone-- could write a better
screenplay.)
The phrasing of his post also makes me wonder whether he's a legal
owner of Lightwave or if he just "has" it; and if he'd be an *owner* of
SI if he chooses to get it. Actually, I don't wonder at all; I have a
pretty good idea.
JH.
--
-=Fred=-
http://www.stationxstudios.com
-.-. --.- -.. -- --. -.--
Remove the x in the address to respond.
DS> I'm considering learning SI (currently a Lightwaver)
DS> mainly because I keep watching Episode 1 & going "Damn, that looks too
DS> fu&$#ing real!" in regards to their creatures, Jar Jar & Co.
DS>
DS> Is it possible to get such realistic renderings out of the 'off the shelf'
DS> SI or does ILM's stuff look so good because of all their custom shaders &
DS> programming, which I will never have access to?
Actually, 75% of "TPM" is a LOT of HARD work, STRONG determination,
a RICH imagination and yet MORE HARD work.
The best thing I could advise You is to create a demoreel and
become an intern for several months in a shop that uses
MAYA, SoftImage etc.There You can get in touch with the software and get
to meet creative professionals.
CU L8ER,
Emmanuel, Surfin` the LIGHTWAVE!
Producer of PHOENIX, http://members.tripod.de/FutureTales/
Freelance Writer "amigaOS"
__
"Hey there , I am Bobby Brown, they say that I`m the cutest
boy in town...my car is fast, my teeth are shiny, I tell all the girls
that they can kiss my Heini...."
First off, I paid $1,799 for Lightwave 5.5, & am fully registered, so to
the guy who 'assumes too much', there's your answer.
Second, it seems that some of you missed the point. My question was about
SI's 'off the shelf' render quality. Automatically some people feel like
they have to jump on the "It's not the tools, it's the artist" kick.
Any other pointless observations you'd like to make, like 'Windows
crashes sometimes' ?!
There is a reason why ILM is using SI so much, & not
fucking RayDreamDesigner you dig?
Lightwave's render engine is excellent. I've seen & done alot of work with
LW that would fool anyone.
So now maybe some actual SI users can chime in about the quality of it's
own render engine. Last I checked, there wasn't a demo for download!
I'm joining in late, so sorry if I am the one that misses the point.
AFAIK, ILM uses as much as 80% of in-house soft for its productions, and they
sure use mostly renderman for rendering. The Jar-Jar of TPM is not something
you can get straight out of a SI box. There's way too many talented
programmers writing shaders and specific plug-ins at ILM to achieve that.
Softimage ships (in its Extreme version) with mentalRay, in my opinion one of
the best renderers around, BUT extremely slow. That's why lots of FX
companies rule it out as a rendering engine, it is open, extensible and
stuff, but rendering times can skyrocket to unchartered heights. Sumatra (SI
next generation product, supposed to ship Q4 99) will incorporate mentalRay
2.1, which will include global illumination (radiosity effects a raytracer
won't achieve). (BTW, max R3 will allow for mentalRay too)
2.1 is supposed to put mentalRay back in the game as one of the most powerful
rendering engines in the world. allowing for interactive partial renderings
with all the effects computed (which Maya interactive renderer does not).
In addition, it will finally be fully integrated into Sumatra's code, so the
user interface should improve too (right now us SI users find all mr options
scattered around different menus thruought the program)
Hope this helps
--
Diego Gutierrez (die...@phoebe.cps.unizar.es)
GIGA (http://giga.cps.unizar.es)
Love All. Give Blood.
No, I think you're missing the point. There are many reasons that large
facilities use the tools that they use, and 'off the shelf' render
quality is not at the top of that list. Higher on the list are
flexibility and reliability. Renderman is the most used renderer in the
film production world, yet requires a higher level of expertise than
most other CG renderers to get a useful result.
There are other steps in the production flow that are just as important
as renderer quality when attempting to create a photo-real result.
Compositing in particular.
If I was working in my own small studio without the support of a large
experienced crew, I probably, wouldn't use the tools that we use in big
productions. In other words, just because ILM uses X tool to get Y
result doesn't mean that if you use the same tool, you'll get anything
resembling their results.
--
- alan
Thanks for the info.