Thursday, December 18, 2008

Be seeing you



Where am I?
In the village.
What do you want?
Information.
Whose side are you on?
That would be telling. We want information.
You won't get it.
By hook or by crook, we will.
Who are you?
The new Number 2.
Who is Number 1?
You are Number 6.
I am not a number, I am a free man!

Just finished watching the final (17th) episode of The Prisoner. And yes, stop reading if you don't want the big reveal spoiled. I hadn't seen the series since I was a kid, but Rover has always been an idelible image in my mind. Number 6 wants only his freedom - and when he eventually recovers it, the door to his London apartment opens on its own, just as it had in The Village. Unfortunately, what has happened before, will happen again... and again... history repeats itself, and spins 'round and 'round like the wheel of progress - or the symbol of the Village, the penny-farthing. This defeatist cyclical message is also present in Pink Floyd's The Wall. The Wall (of the prison?) is torn down, only to be rebuilt and brought down again ad infinitum. It is progress that series creator and star (and sometimes writer/director) Patrick McGoohan believes is moving too quickly - and that mankind, as a result, is doomed.

The identity of his captor, Number 1, is revealed in the series finale "Fall Out" (in 52 frames or so) to be Number 6, himself - an interesting argument that we are all prisoners to ourselves. Great series - a desert island-- or should I say Village-- DVD set if ever there was one.

Friday, December 12, 2008

Charity art auction

I was more than happy to participate in tonight's auction - it was a great opportunity to challenge myself, learn something new, and in the spirit of the giving season, the proceeds are going to the Children's Miracle Network. Below is my submission, the starship Enterprise NCC-1701 which I modeled in Maya. I created two cameras for a custom stereoscopic image which is viewable through anaglyphic glasses - the kind that bully in "Back to the Future" wore. Unfortunately, the print version is inferior to this - I suspect because this is RGB as opposed to CMYK. I'm going to test this theory - as well as adjust the convergence to give the saucer section more clarity and prominence. This being my first attempt at anything stereoscopic, I'm pleased. But grab a pair of 3D glasses and judge for yourself!

Sunday, December 7, 2008

Car Paint

The 1958 Corvette I'll be modeling (hopefully soon) will be predominantly yellow (there's chrome, too, but that's a whole other challenge.) Below is a test to create photorealistic car paint. A few things of note: The sphere uses a Blinn shader and a Sampler Info utility (specfically, its Facing Ratio attribute) and a ramp (its color connected to the Blinn's specularity, and its alpha connected to the Blinn's reflectivity.) This is image based lighting - not with an HDRI as it should be, but with a single raw 2K image of the moon. This sequence was rendered in Mental Ray with Raytracing/Final Gather. As this is just a test, I didn't feel the need to go to all the trouble of creating an HDRI. While this is by no means a stellar result, it is a promising one; I'm considering lighting my car this way. Of course, there are so many ways to skin a cat and I guess 9 tries to get it right. You heard me, cat... Better run.

Wednesday, December 3, 2008

PaintFX trees and headlights test

This is a test of the PaintFX trees - they don't look photoreal, but for this nighttime sequence they may look real enough. I've got an area light overhead casting a blue light to mimic the moon. The headlights are two spot lights parented to a cube that will eventually be a Corvette. This is just a roughing out and getting a sense of how it will look. Eventually I'll be adding clouds, stars, a moon, a textured road, ground texture, rocks, (possibly some fog) etc.