Skip to content

2012

Happy holidays!

For our digital company greeting card this holiday, I took some already created environments and mashed them together into this. And yes, just to be über-clear, it was all done with V-Ray for Maya with some Nuke comping on top. :)

Generating a spherical HDR image with V-Ray for Maya

  1. Create a camera and place it where your objects resides which the HDR dome should affect.
  2. Add the V-Ray attribute “Camera Settings” to the camera and scroll down to “Extra Attributes” in the Attribute Editor. Here, set Type to “Spherical”. Override the FOV and set it to 360 degrees.
  3. In the render settings, set the output image format to .hdr, turn subpixel mapping off and do not clamp output.
  4. Render with width/height ratio 2:1, e.g. 2048x1024 px.

Sample scene

Example Maya scene provided here (save as); a simple cube environment, an area light and a camera.

Sample Maya scene.

Wilson tennis ball

A personal weekend project. Everything created from scratch in 3D and completed within the same day (that rarely happens these days...). It feels good to be back! :)

Wireframe

Maya viewport screengrab.

I started out with a 24x12 sphere, extracted parts of it which I then rotated and welded back in place. This caused a symmetric and natural flow.

Metadata and EXIF in Nuke

In The Foundry’s Nuke, accessing the metadata of an image sequence’s Read node can be done via the ViewMetaData node. But if you wish to extract values out of the metadata and e.g. burn the timestamp for each frame into a render, it is actually easier to just do some python scripting.

Fujifilm Finepix X100 – LCD/EVF observations

Some people have asked whether the “Preview Depth of Field” function is different from the regular LCD/EVF view or not (which it is), why the histogram is acting up (which it sometimes can do) and I’ve also seen questions regarding why exposure lock (AE-L) mapped to the AFL/AEL-button does not seem to be happening when pressing the AFL/AEL-button. Here’s an attempt to try and explain why this is so.