Monday, December 24, 2012

Merry Christmas

Wish you have a Merry Christmas.

Looks I haven't updated this blog for a long time. I'm not dead ;)

Thursday, August 2, 2012

The eyeballing game

The eyeballing game

My score

Better than the median, yaay.

Thursday, July 19, 2012

One of the coolest thing I have ever seen

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.

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.

Espresso machine and cow tit cup

Sunday, May 20, 2012

Annular Solar Eclipse

6.44 Still bright outside.


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
(It accepts funding from overseas: see Sparta Project Is Inviting Your Help for more details)

Project's facebook page

A web news by a Japanese CG magazine.
(Click "Translate" for google translation)

Tuesday, March 13, 2012

Sculpting particles

This is a tool a friend of mine is making right now.

How to Make Fireball from lyouta on Vimeo.


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.

Sunday, January 1, 2012

Merry Christmas and Happy new year