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Push Me Pull You
https://invidious.privacyredirect.com/watch?v=yeHD03_0C_A

Hi sciencevsmagic.net, sorry I haven’t updated my website for three years. I was making a videogame.
After you last heard from me, back in 2013, I got together with three friends and we decided to make a small videogame. We didn’t expect much. Mainly it sounded like a good excuse to hang out a bunch.
We had no formal experience in game development, or connections in the industry, but we had all been playing local-multiplayer games together and wanted to try making one for ourselves. After making Let’s Play: Ancient Greek Geometry I figured I probably knew *just* enough about programming that...
Render Elements: UVs
https://player.vimeo.com/video/156742662

Continuing on the topic of AOVs with another brief anatomic study. This article closes my series on post-render image manipulation, I believe and hope that understanding of other AOVs like Z-Depth, Direct/Indirect Lighting passes or World/Rest Position can be easily derived from the principles already discussed, common sense and the Internet. And the following video could serve as a good example of utilization of these principles.
Now let's take a look at the UVs...
One less common yet extremely powerful render element is the texture
coordinates (or UVs). 3D software typically doesn't provide a preset
output for them out of the box,...
Render Elements: Normals

This time let's do a brief anatomic study of a Normals output variable. Below is my original manuscript of an article first published in issue 188 of a 3D World magazine.
A typical Normals element rendered in screen space
The shaders and the AOVs
Although this might be obscured from the artist in many popular 3D applications, a shader (and a surface shader in particular) is actually a program run on each pixel*. It takes input variables for that pixel such as surface position, normal orientation, texture coordinates and outputs some variable value based on those input traits. This new pixel value...
Packing Lighting Data into RGB Channels

Most existing renderers process Red, Green and Blue channels independently. While this limits the representation of certain optical phenomena (especially those in the domain of physical rather than geometric optics), it provides some advantages as well. For one, this feature allows encoding lighting information from several sources into a single image separately, which we are going to look at in this article.
Advanced masking
For the first example let's consider rendering masks which we have discussed the last time. The image above introduces a bit more advanced scenario when an object is present in reflections and refractions as well, so...
Storing masks in RGB channels

Base image for the examples in this article
Finally returning to posting the original manuscripts of the articles I've written for 3D World magazine in 2014. This one was first published in issue 186 under the title "The Mighty Multimatte".
In an earlier piece we've been looking at raster images as data containers which may be used for storing various supplementary information as well as the pictures themselves. One of the most straightforward usage of these capabilities is rendering masks.
A lot can be done to an image after it has been rendered, in fact contemporary compositing packages even allow us to move...
CG|VFX reel 2015
//player.vimeo.com/video/128073234
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CG|VFX reel 2015 from Denis Kozlov on Vimeo.
My reels tend to become shorter and shorter. Here goes the new one – a generalist's reel again, so I have to take the blame for most of non live action pixels – both CG and compositing. With only a couple of exceptions, the work has been done in Houdini and Fusion predominantly. Below follows a breakdown describing my role and approach for each shot.
Direction and most visual elements for this version of the shot. The
main supercell plate created and rendered in Houdini with a mixture of
volumetric modeling techniques and...
On Wings, Tails and Procedural Modeling

Project Aero: Procedural Aircraft Design Toolkit for SideFX Houdini
I find Houdini a very powerful tool for 3D modeling. In fact, this
aspect was largely motivational for me to choose it as a primary 3D
application. And talking procedural modeling I mean not just fractal
mountains, instanced cities and Voronoi-fractured debris (which all can
be made look quite fascinating actually), but efficient creation of 3D
assets in general. Any assets.
Thus lately I have taken some of the not-so-free time (a bit over 3 months, to be more accurate) to develop (or rather prototype) a toolkit for procedural aircraft creation, which I...
Evaluating a Particle System: checklist

Below is my original manuscript of what was first published as a 2-piece article in issues 183 and 184 of a 3D World magazine. Worse English and a bit more pictures are included. Plus a good deal of techniques and approaches squeezed between the lines.
Part 1
Most of the 3D and compositing packages
offer some sort of a particle systems toolset. They usually come with
a nice set of examples and demos showing all the stunning things you
can do within the product. However, the way to really judge its
capabilities is often not by the things the software can do, but
rather by the things...
Project Tundra

01. Tundra
Since I find it very cool to call
everything a project, here goes “Project Tundra” with some
anagrams. Pretty much all visual elements (except for a couple of
bump textures) are completely synthetic and generated procedurally
with Houdini and Fusion. So almost no reality was sampled during the production of the series. Some clouds from these setups were used.
The originals are about 6K in resolution. I'm a bit split between the desire to write that prints will follow shortly, and the desire not to lie. Let's say they will follow for sure if you're patient enough to follow the slowly revolving pace of...
Bit Depth - color precision in raster images

Last time we have been talking about encoding color information in pixels with numbers from a zero-to-one range, where 0 stands for black, 1 for white and numbers in between represent corresponding shades of gray. (RGB model uses 3 numbers like that for storing the brightness of each Red, Green and Blue components and representing a wide range of colors through mixing them). This time let's address the precision of such a representation, which is defined by a number of bits dedicated in a particular file format to describing that 0-1 range, or a bit-depth of a raster image.
Bits...