New Services & Website

Category : Blog, Featured · No Comments · by Mar 5th, 2013

Swardson Studios has been extremely busy over the past few years and little to no updates have been provided since about 2009. We have a ton of exciting things to update everyone on as well as some new services we offer and some great projects we would like to showcase.

With this new branding of the company will be coming a new website design as well.

Look for these new things soon.

2009 – TD Reel

Category : Uncategorized · (1) Comment · by Jul 7th, 2010

Here is our 2009 Rigging and Pipeline Technical Director Reel.  It showcases some of the work we have done with character rigging as well as a quick sample of a batch render monitor we wrote for Maya.

Get the Flash Player to see this player.

Our 2010 Tech Reel is going to be off the charts.  I can’t wait to show you.

Exciting New Project

Category : Blog · No Comments · by Jul 7th, 2010

upcomming

Swardson Studios was contracted to produce creature effects for an upcoming short film and precursor to a feature film.  This was a fun and challenging project that involved tracking live action shots, animating, rendering and compositing a 3D creature into live action landscapes.  The film is in the final stages of editing and post production and will be released soon.  As soon as it is released we will showcase our effects shots.

Stay tuned!

Out of Reach – VFX

Category : Blog · No Comments · by Jul 6th, 2010

OutOfReach_icon

Swardson Studios recently produced some simple effects for a local short film entitled “Out of Reach” by Black Shepherd films. The effects included muzzle flashes, dust effects, debris and gun shot blood. Once the film is released we will share some sample clips from the effects we did.

Stay tuned…

Mental Ray – Final Gather

Category : Featured, Intermediate, Written · (1) Comment · by Jan 4th, 2010

header

In this tutorial we are going to look at one of the indirect illumination models available in mental ray.

Final Gather

What is indirect illumination? For that matter what is direct illumination?

In 3D computer graphics, direct illumination is any illumination an object recieves directly from a light source. If you have a spot light aimed at your object and it is illuminating it. That object is recieving direct illumination from that light source. (see image below)

spotAloneCrop

Indirect illumination is illumination an object recieves indirectly. In real life, a light photon doesn’t simply come from a source and hit an object and stop. It bounces off of that object and travels around a given space until it’s energy runs out. Think of an overcast day. The clouds completely block the suns "direct" illumination from hitting the ground, but we can still see there is light outside. However, the light is dimmer, more even and shadows are extremely soft. (see photos below)

direct
Direct Illumination
Example

indirect
Indirect Illumination Example

So, how do we do this in computer graphics? More specifically in Maya? More specifically with Mental Ray?

I am glad you asked.

As stated above one of the tools we have for achieving this is called "Final Gather."

Lets get started shall we!

First we need to Acquire a model to work on.

  1. 1. Go to file>Open Scene and choose the cornellBox1.ma file (This will be in the mentalRay project provided in the first mental ray tutorial)
  2. 2. Once the file is opened you should see something like the image below.

This scene is what is called a cornell box. You may have seen examples like this online. It is a standard way to show how light works.

We are looking into a cube with a hole in the top. The back wall, floor and objects all have a white lambert applied. The left wall has a green lambert applied. The right as a red lambert and the ceiling has a blue lambert. The reason for the colors is to both see how the light effects different colors and to see how the colors will bounce around the room with final gather.

Our direct illumination sources are a spot light aiming through the hole in the ceiling. It is casting soft raytracing shadows. We also have a fairly dim point light outside of the front of the box to add a bit of fill to the scene to brighten up the shadowed areas.

Mental Ray – Optimization

Category : Advanced, Featured, Written · (4) Comments · by Nov 24th, 2009

header

In this tutorial we are going to look at the process of rendering in a more in depth way.

Rendering involves far more than just hitting a button and letting the computer do its thing. As with everything else in Maya, you have a million settings to make it do what you want. Some are more apparent than others and some are more costly in terms of render time than others.

This tutorial, rather than being solely a step-by-step how to, is going to be a balance between introduction and instruction. I am going to introduce you to some concepts, some settings and some tools and then leave the work to you. For those of you who are sweating right now, don’t worry. I will still give you some step-by-steps and screen shots for setups, etc. I just won’t hold your hand the whole time. You are big kids now after all aren’t you?

So, our models are textured and our animations are done. Now we need to render it… Ok… Can’t we just hit the button? The short answer is, um…well…yeah. The long answer is NO, ARE YOU KIDDING ME?!?!?!?

You just spent all that time working meticulous detail into your model and animation and you just want to let Maya have it and spit something out. Don’t you think you owe it to yourself to at least spend a little time trying to make the render look good? After all, that is what you will be showing everyone upon completion. Possibly for your mom’s fridge, your boss at work or, oh I don’t know, your TEACHER?

Alright, so now you are thinking, geez… this guy just won’t let up…Fine… I will just crank all of the settings to the max and THEN hit the render button. Uber Max Quality couldn’t possibly be a bad thing right? Again, you can do that if you want, but then again, you will probably still be waiting for it to finish while everyone else is retiring.

Are you frustrated yet?

Don’t worry, we are going to look at the important base level settings that you will need to worry about to get your renders to look nice and still have a decent render time. As a bonus for your hard work I will also show you some cool stuff that will make your renders look even better. It’s okay. You can say it. I’m happy that I’m your teacher too. :-)

By the way, for continuity we will be using Mental Ray for the rendering in this entire tutorial.

For the first part of the tutorial we are going to look at render quality vs. efficiency. Below is a checklist of those items.

Here they are:

  1. Anti-Aliasing
  2. Raytracing
  3. Scene and Render Resolutions
Lets get started shall we!

First we need to Acquire a model to work on.

  1. 1. Download mentalRay.zip and save it to your maya projects directory
  2. 2. Unzip/Extract the mentalRay.zip file so that you have the stillLife project folder in your maya projects directory.
  3. 3. Open maya and go to file> Project> Set
    • Navigate to your maya projects directory and choose the mentalRay project.
  4. 4. Go to file>Open Scene and choose the stillLife_clean.ma file
  5. 5. Once the file is opened you should see the Still Life model sitting on the grid. See image below.

Next, lets do a quick render to see what we get by doing nothing to our settings.

To make sure we are rendering in Mental Ray:

1. Open your Render Settings window.
2. Click and hold on the drop down menu at the top.
3. Choose mental ray from the list.

Yuuuuuuuuuuucccccckkkkkkk!!!!!

If you don’t see why I am so upset. Look again. Check out the edges where it goes from Model to background. What you are seeing is something called Aliasing.

Aliasing is the process where a grid of pixels (or our image) tries to define a diagonal line and you tend to get a stepped pattern. Look at the 2 letters below.

letters

The ‘A’ on the left is a fully ‘aliased rendering.’ It’s kind of like trying to build a diagonal line with Lego blocks. Sure you can make it happen, but it gives you a stepped look.
The ‘A’ on the right has gone through a process called ‘anti-aliasing’. What happens is the pixels that surround those that quickly go from Black to White are given a value of gray to help ‘smooth’ the transition. While there is still a clear stepping patter evident with these large letters, at a low-resolution it definitely looks more smooth.

Lets look at how this is handled in Maya.

Open Maya’s Render Settings. Click on the mental ray tab and open up the Anti-Aliasing Quality section (see image below).

antialising

Among all of these settings there are mainly 2 that you need to worry about.

1. The Max Sample Level

2. Filter

Right now the Max Sample level is set to 0. Which yields a sampling of 1 sample per pixel. What this means is that during render time when Mental Ray renders a given pixel it only samples itself to determine whether any anti-aliasing needs to be applied. Basically having this at 0 means you get a fully aliased image.

Changing the Max Sample Level to 1 will now set the sampling to 4 samples per pixel, which is better, but still pretty aliased (see image below).

sample1

Changing the Max Sample Level to 2 will now set the sampling to 16 samples per pixel. This time it is pretty darn good, but in circumstances like this we need just a bit more (see image below).

sample2

Finally, changing the Max Sample Level to 3 will now set the sampling to 64 samples per pixel. This is about as clean as we really need to get for a rendering like this (see image below).

sample3

I hope you noticed that your render times got longer as you increased the Max Sample Level. You need to be aware of how this number affects both your final render “look” and your final render “time.”If your render times are getting really long, but you are not seeing a significant change in the quality. Do not worry about bumping your levels higher. Treat it on a case-by-case basis.

As I mentioned above the other section to look at here is the “filter.”

The filter is the algorithm that is used for “how” the pixels are sampled and how smooth/sharp the final render will become.

The choices you have are ‘box’, ‘triangle’, ‘gauss’, ‘mitchell’, ‘lanczos’.

Box tends to be a bit sharp, but a bit low quality.

Triangle is a little softer then box and a medium quality.

Gauss is the most soft of all of them and has a fairly high quality.

Mitchell is the sharpest of them all and has a high quality.

Lanczos is a balance between Gauss and Mitchell in terms of sharpness and has a high quality.

You will want to treat each render separately as to which filter to use. In some cases even the low quality one will work best. I tend to use the Mitchell filter 99% of the time.

Below is our final image Rendered with a Max Sample Level of 3 with the Mitchell filter.
sample3mitchell

While it looks WAAAAAY better than our first image, it definitely took longer to render. In our case this render time is more than fine, however, you will need to judge this on a case-by-case basis.

Now you know how though!

Milestone ‘A’ has been covered! We now know what anti-aliasing is and how to control it. Let’s recap and see what we need to do next.

  1. Anti-Aliasingcheck
  2. Ray Tracing
  3. Scene and Render Resolutions

Milestone B is to look at Ray Tracing. What it is and how to control it to get the best quality for the least amount of render time.

Rigging Basics – Set Driven Key

Category : Beginning, Featured, Video · No Comments · by Nov 24th, 2009

Rigging in computer graphics (aka. puppet setup or animation setup) is the process by which complex animation units are given simpler higher level controls in order to make the process of animating faster, better and easier. The goal for a setup artist is to provide a rig to the animator that allows them to spend more time refining the shot the way they want it rather than fiddling with a faulty rig that limits what they can do. There are a zillion methods to solve an array of problems but there are some basic bulidng blocks we must establish before one can delve into the process of rigging.

This video is 1 of a set of 5 videos that will introduce the most basic tools and concepts available in Maya to start you off on a good grounding for creating some amazing and effective rigs.

lets get started shall we!

5. Set Driven Key

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“Finalize” Layer Styles

Category : Quick Tip · (3) Comments · by Nov 9th, 2009

Picture 1One of the most common design techniques in Photoshop is to utilize layer styles to create drop shadows, gradient overlays, strokes, etc.  One thing I often run into is that I need to “finalize” or “apply” that style into the layer as pixels.  Basically make it so that the style is no longer applied to the layer but it’s effect is still there to allow me to erase bits, do a new blend, etc.

Here is the complicated process I use to accomplish this.

  1. Create a new empty layer and place it underneath the layer you want to “finalize.”
  2. Right click on the layer you want to finalize and choose ‘merge down.’

That’s it.  I told you it was complicated :-)

Brad

Picture 2P.S.  If you have a blending mode on the layer you want to “finalize” you should set it to Normal before doing the merge down.  Then, once you have done the merge, set the new “style free” layer to the original blending mode.

NLC Youth Brazil

Category : Web Site · No Comments · by Nov 5th, 2009

NLCYouthSite

http://www.newlifecity.org/youth

Swardson Studios was hired to create a sub site of the main New Life City {dot} org website for the NLC Youth mission trip to brazil.  Using a WordPress base a framework was created to allow for new updates, donations, read profiles and learn about new fund raising opportunities.

We also wrote a custom widget plug-in to display a donation thermometer.  While there are a couple options out there their look and functionality were not desirable.  Using a custom design in Photoshop, controlled with CSS and HTML and built with a PHP code base the widget fully integrates within WordPress allowing the site administrators to update the values right from the WordPress dashboard.

We had a lot of fun building this site.  It will likely be changed into a group specific site once the Brazil trip is complete.  However, with the way it is designed simple theme changes will allow for that transition.

-Brad

Rigging Basics – Expressions

Category : Beginning, Featured, Video · No Comments · by Jul 24th, 2009

Rigging in computer graphics (aka. puppet setup or animation setup) is the process by which complex animation units are given simpler higher level controls in order to make the process of animating faster, better and easier. The goal for a setup artist is to provide a rig to the animator that allows them to spend more time refining the shot the way they want it rather than fiddling with a faulty rig that limits what they can do. There are a zillion methods to solve an array of problems but there are some basic bulidng blocks we must establish before one can delve into the process of rigging.

This video is 1 of a set of 5 videos that will introduce the most basic tools and concepts available in Maya to start you off on a good grounding for creating some amazing and effective rigs.

lets get started shall we!

4. Expressions

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