Just a little plug for Disney Animation. 🙂
I am currently working on Wreck it Ralph 2. It’s my first show here at Disney and it’s
been a blast working on it. Continue reading “Wreck it Ralph 2”
This weekend I tried out The Void with three friends. We did the Star Wars: Secrets of the Empire VR interactive game. I’ve heard a lot of hype on this experience, and I have to say it did not disappoint. The combination of physical set, real time effects, and cutting edge virtual reality in a high detailed environment and rich story was just astounding and good all around fun. Afterwards, we all couldn’t stop talking about the technology making the experience feel so seamless. So I did some digging into it.
ILMxLAB creates next generation Immersive Entertainment Experiences. They combined the talents of ILM visual effects, Skywalker sound, and Lucasfilm to create amazing interaction and stories. I’m not sure the interaction between ILMxLAB and the Void.
This was by far the most fun experience I have had in VR. Reason it was so great is I forgot it was VR! Here’s more in depth info on the tech involved.
The headset or HMD (Head Mounted Display) is a combination of technology. The headset fit like a helmet that didn’t restrict my eyeglasses. It has multiple pieces of technology to it. What was amazing to my friends and myself was the fact that we weren’t wearing gloves to align/register our arms and hands to the vr world. The real time sync was pretty clean. I was able to wiggle my fingers, give a thumbs up, or flip my palms up. The CG synced to my hand movements pretty well. Leapmotion worked on the hand sync.
The backpack and vest feel like your were wearing a kind of body armor. Since the story line is that we were Storm Troopers it completely worked with what I was wearing. The vest has sensors that react to contact hits in the game. If a Storm Trooper shoots you in your left rib, you feel a vibration like the blast hit you. They said the vest backpack weighs about 25 lbs. but it didn’t feel it. It must be balance well with the vest straps to helps level out the weight. In the backpack, you have Nvidia GeForce GTX 980 GPU, Intel i7 Processor, 16 GB DDR4 RAM, hot swapple battery, and other gadgets to make Batman proud.
The staging of the physical set is very well done. You don’t feel like you only entered one room and kept re-entering it. The sync up of real and virtual is expertly done. The story line is pre-Rogue one. K-2SO is in the story. In a scene you walk by him, but if you reach out you can actually feel him there (obviously they built a prop of him).
Here’s a great video where you see the set and the VR portion from some of the other Void experiences and R&D.
The mission runs for 30 minutes and is well worth every penny.
Here’s a article on their take away. If more VR experiences can learn from the Void and xLab, I believe they can turn VR away from being a one trick pony but into a fully immersive rich new medium.
Thanks to Paul Rivera, Hans Keim, and Kiyong Kim for joining me in this awesome experience. And to my wonderful wife who surprised me with this as an early birthday present.
Substance B2M3 (Bitmap2Material generator) creates a full PBR material from a single source image. It allows you to create a material either with a Metal Rough workflow or Spec/Glossiness workflow. Continue reading “B2M3 – create full PBR material from Single image”
One more week till my next semester Matte Painting class starts. Continue reading “New Matte Painting Spring Semester”
Winter Semester at CGMA has just finished. I had a fabulous time with this semester’s students. Lots of questions on the industry and how to navigate within it. Continue reading “Winter Semester Students work”
It’s been a little while since I’ve talked about Allegorithmic Substance Painter or Designer. Substance painter has taken over the game industry as the premiere package to texture assets. Now they are focusing on Live Action and Animation industries. Substance Painter is a PBR (Physically Based Rendering) based Texturing software. Continue reading “Substance Intro and Live link”
We all know our jobs are getting more and more complex. There is an ever increasing amount of skills, training, and development needed in VFX and Animation. But when is enough, enough? Continue reading “When is too much, too much?”
What I wanted to go over today is rendering with Arnold in Maya. I’ve had people ask me about it since it’s replaced Mental Ray as the standard renderer a while back. Continue reading “Arnold Environment Lighting”
In Redshift and Maya to create a double-sided material shader, for a translucent leaf with the Redshift Rayswitch and Sprite nodes. The Rayswitch node always us to made a double sided shader, and the Sprite node always us to cutout our object correctly.
I used a generic SpeedTree Broadleaf tree for this test.