22 thoughts on “Surf’s Up Course at Siggraph

  1. Thanks Rob and Daniel for the excellent presentation on Surf’s Up at the Student Volunteers Meeting. I really enjoyed seeing you guys speak about your effects work. What a great film that was. I’ve seen it twice and can’t wait for the DVD. SPA has it going on. Cloudy with a Chance of Meatballs will put you guys on the map. Oh Yes, I predict it.

  2. Thanks for taking the time to spend a little on-camera time with fxguide.com at Siggraph. We’ll be cutting together a short segment for our coverage from Siggraph…and then use more of the interview on our normal fxguidetv.

    It’s really great you guys share things — this concept is one of the reasons Mike, Jeff, and I started fxguide.com.

  3. Thanks Rob and Daniel for the killer presentation and especially for sharing all this info openly to the community.

    Let’s hope you just started a new trend for such productions!

  4. Pingback: Material Gratis de Sony ImageWorks
  5. Ahhhh, It’s the one of the most fascinating lecture notes i’ve ever read. i tried hard wandering on the internet, but i can’t find any clue how do you render the particles on page 102. A friend told me it’s not the highend “Storm” ( or Voxel Bitch) way from digital domain. But what do you mean by

    “Individual particle renders lit by 3 lights – each light rendered to a separate R, G, or B channel “

    how and why should i render these passes , and how do i make the most use of them in comp ?

    Please shed some light on me, Thanks man.

  6. We actually rendered every particle in Pixar’s Renderman. It’s not a volume solution, just a lot of individual little spheres (or in this case, actually flat discs oriented at the camera) shaded to look like tiny water droplets.

    We rendered them using a fairly simple shader and used deep shadows to get the lighting detail. By rendering each light as a different color (one red, one green and one blue) we could control the value of the different lights in the composite (by mixing different values of each of the channels.

    Depending on the rendering software that you’re using, this might be a good way to simulate lots of particles, or you might be better off actually using a volume rendering solution like Voxel B (from DD) or Svea (from Sony Imageworks).

    Best of luck to you.

Comments are closed.