Bunny Hops to Fame
The gang at Blue Sky Studios really knows how to ring in the New Year. Their animated film Bunny scored three top prizes at IMAGINA Du Futur in January, including the Grand Prix IMAGINA. Bunny showcases the warm, photo-realistic style that Blue Sky achieves using “radiosity”, their computer rendering technique that mimics the most subtle properties of natural light.
CGI Studio, their proprietary lighting software, and radiosity work in conjunction with SOFTIMAGE|3D to give Bunny its unique film-noir style.
“Everything was animated in SOFTIMAGE|3D,” says Doug Dooley, senior animator at Blue Sky.
Suppose you want to use an ICE attribute to drive some behavior in the render tree. For example, you may want to introduce some randomization to a procedural texture. Here’s one way to go about it.
First, create an ICE attribute on each object. You’ll use this object as the seed for the Random Value node (you need a different seed for each object, otherwise you’ll get the same “random” number for each object).
si = Application i = 0 for o in si.Selection: a = o.ActivePrimitive.Geometry.AddICEAttribute("_seed1", 2, 1, 1 ) a.DataArray = [ (i) ] i = i + 1
All the compound does is feed the seed into a Random Value node, and store the random value in another ICE attribute.
You can use the Arnold_Point AOV to create a world position pass (an AOV is the Arnold equivalent of a render channel). Here’s the Arnold_Point render channel in the render region:
A world position pass (aka a position map), is an image where each pixel’s R, G, B colour values represent the x, y, z coordinates of the corresponding vertex, in 3D world space.
If you loaded the rendered position map into the FxTree, or Composite, you can see that the RGB values correspond to the XYZ position coordinates:
Arnold always renders shapes as if they were lofted along the strand. It doesn’t matter whether you clear the Loft Shape along Strand checkbox in the Create Strands PPG, the shape will always be lofted in the render, like this:
If you want your instance shapes to be distributed along the strands, you could use a second point cloud to put the shapes along the StrandPositions:
If you find this slows down your viewport, change the Particle Display to points.
Goodbye for now, mental ray. Arnold is now my default scene renderer 🙂
Now everytime I start Softimage or create a new scene, Arnold will be the scene renderer. And I’ll have an Arnold light by default (Arnold doesn’t support the default Softimage lights).