Wish you have a Merry Christmas.
Looks I haven't updated this blog for a long time. I'm not dead ;)
Monday, December 24, 2012
Merry Christmas
Thursday, August 2, 2012
Thursday, July 19, 2012
Monday, July 16, 2012
What am I doing now?
Now I'm working at a CG production, playing with joints and handles. I found Maya Python API 2 is quite handly.
In my free time I'm learning Nuke SDK (the manual is a little bit confusing but its concept is simple), reading ambient occlusion papers (ambient occlusion volumes and HBAO, crytek one seems to produce only low quality ao if my understanding is correct).
Friday, June 29, 2012
Programming experience changes the sense of beauty
I had a chat with a guy today who hates things that have no intrinsic meaning.
Say we have a directory structure like
episode - sequence - shot
and shot dependent files are under the 'shot' directory.
(I'm sure this structure is familiar with you if you are working in a vfx studio)
When we want a directory to put data that are common to all the shots in
an episode. We can think of two directory structures for the purpose.
episode - sequence - shot
- common
episode - sequence - shot
- common - common
The latter has two directories named "common". Outer "common" always has
only one directory: inner "common". So essentially it's enough if we
have only one common directory like the former example. Having two
commons are redundant and it can make people feel intuitively ugly. But
in real life creating two directory has a good meaning - if we have two
commons, we can always assume there are three directories, one for
episode, one for sequence, and one for shot. This assumption simplifies
making tools a lot. It slows down directory access a little bit,
slightly increases disk usage and traffic, but in most cases you can ignore
them. It will also make you irritated if you access to common files
manually, e.g. with windows explorer, but it is usually wrapped up by tools and it should be, so there's no drawback in that sense as well.
In general, it is better if there are smaller number of rules while making things well defined (i.e. not like, "we have everything in 'any data' direcotry". In the above example "common" direcotry should have well defined sub-directory). As you
start getting used to programming, you become finding simplicity more beautiful, and you starts understanding that removing simplicity just for removing redundancy has no sense because it means sacrificing
functional beauty just for visual appearance.
Jun 30 added:
Good generalization and bad generalization. Good generalization makes you extend functionality easily, bad generalization puzzles you with lack of information on what data it is about. If you have a fully generalized structure (directory structure, framework structure, work flow structure etc.) and well defined layer on top of it based on your demand, you can prevent having 'any data' stuffs that all you know about is creation date, and the structure still has room for future extensibility.
Sunday, June 17, 2012
Hand editing pouring water
Again from my friends project.
It shows how the tool lets you hand edit water pouring into a wine glass.
He says it was a 5 minutes work. Nice usage example.
http://www.facebook.com/sparta.project
You can see the result first, and the tool being used at 0:55.
The number of particles are still low and it looks blobby but you can imagine how the tool can be used and be evolved.
Wine Video from lyouta on Vimeo.
1) Simulate liquid by nParticle
2) Exports BIN files
3) Edit BIN files by Sparta
4) Import BIN files as Maya Particle
5) Connect Maya Particle to nParticle
6) Polygonize liquid
7) Render liquid
By the way it succeeded in cloud funding today. Congrats.
Espresso Machine!
Finally I bought one for myself. I'd been telling my friends to buy one since it's kind of big and expensive and it was best to have one at my friends apartment, but recent ones are smaller and cheaper than before.
Buy the way I started working at a CG production again. It's good to be in the CG world.
Sunday, May 20, 2012
Tuesday, May 8, 2012
Sparta Project (Sculpting particles update)
Updated info for the previous entry. Now it's under crowd funding.
It's crowd funding page
http://camp-fire.jp/projects/view/237
(It accepts funding from overseas: see Sparta Project Is Inviting Your Help for more details)
Project's facebook page
https://www.facebook.com/sparta.project
A web news by a Japanese CG magazine.
http://cgworld.jp/flashnews/software/sparta-project.html
(Click "Translate" for google translation)
Tuesday, March 13, 2012
Sunday, March 11, 2012
Please ignore my Google+ invitation if you have received one from me
That's the one Google+ has sent without confirmation when I classified your mail address in my account. Google+ is good, but this design sucks.
Tuesday, February 28, 2012
Monday, January 23, 2012
Thursday, January 19, 2012
C++ template tecnique
Now reading C++ template tecnique (Japanese) written by a C++ Standards Committee member and another guy. Template is not like a standard procedural language, it's more like a pure functional typeless language. I found it a very good book.