A while ago, I was invited to give a short talk at a small gathering of CG professionals in my hometown Vancouver, Canada. My 20-minutes presentation is suppose to be a show-and-tell that gives people an overview of Blender, a software that almost everyone in the room has heard of, but has no real experiences with. Most people downloaded it and ran it at one point, but admitted that they didn’t invest too much time on learning it.

As some of you might know, Vancouver is a pretty major hub for media and film production. It’s home to Electronic Arts, Ubisoft, Rainmaker, a whole slew of movie and TV VFX studios, and more recently, Pixar. The ~30 attendees all had very strong industry background, except me. (To my disappointment, no attendee has worked at Emeryville) But more importantly, it was apparent that they all consider Blender to be immature, with limited features, and see it as a toy more than a production-ready tool.

Blender: Just a toy

To be fair, this view on Blender is not surprising to me. But I was surprised by the overwhelming positive response after the talk, people were impressed with what Blender can do, they did not seem to expect a free software to be able to do so much, so fast. I demoed with a pre-release Blender 2.5, showcasing sculpting, compositing, rendering, the game engine, as well as some of my previous work. People were positively surprised to see what Blender can do, and few perhaps would even start to see Blender as an alternative to Autodesk’s offerings. Of course, no one in their right mind would change the production pipeline overnight from Maya/Max to Blender, but establishing Blender as more than a toy in the industry is good enough for now.

oooooooooo

What I realized from this presentation, and the point of this post, is that if we want to get more people to use try out Blender, we need to show them what it can do. Listing features, talking about code refactoring, or focusing on the open source advantages, is not going to sell the product. We need to inspire. Let’s show people what Blender is capable of through artwork and video demostrations.

Show. Don’t tell.

I recently got an iPhone 3GS, the camera that’s built into the phone is a pretty big disappointment for someone who shoots dSLR for the past year.  Super-noisy at base ISO 100, no manual control, shutter lag… it’s a mess.  Granted, big lenses and big cameras are super cool, and they take amazing pictures.  But this post is about living with, and taking advantage of the tiny camera on a camera phone.

Lesson 1: Know the limit of your camera, and try to work around it.
Vancouver sunset
Small cameras are known for their low dynamic range, so to get the most out of this sunset, I took two images at different exposure and merged them together with Pro HDR, right on the phone.  This increased the dynamic range dramatically, making it equal to that of a dSLR.  Then a bit of contrast and saturation boost completed the look.

Lesson 2: Post Processing
i am {not} on a boat
This picture came out very bland at first, but a few tweaks in Lightroom 3made it marginally passable.  There are enough apps in the Apple Appstore to edit your photo into oblivion and back.  Some of my favorite apps are Pro HDR, TiltShiftGen and Best Camera. Of course, for the most control, you’d have to use a desktop-based tool like Lightroom or Aperture.

Lesson 3: Color
Metrotown through iPhone
What the tiny camera lacks in light-gathering ability, it makes up by upping the vibrancy and contrast.  iPhone photos are usually a lot more vibrant and contrasty than what you get out of a high-end dSLR.  Use this to your advantage to capture some eye popping pictures.

Lesson 4: Bokeh
Untitled
You CAN throw the background out of focus even on a tiny sensor like the iPhone camera, but only if you are shooting in macro.  Just be patient with the focus, it can take a while to get the razor sharp image that you wanted.

That’s all for now, I am still discovering the capability of the iPhone camera.  Let me know if you have any tips regarding digital photography.

Wow, a project I actually finished!

Since I started working on this car project, I’ve been getting a lot of positive feedback which really helped me move the project forward. It’s only fair that I return the favor and share a bit of what I learned here. (The full scene file including model, lighting, material and texture is available at my site)

The entire scene is rendered with the internal renderer in Blender 2.5.  As an artist, I want precise control over each elements of the scene, and the internal renderer allows me to iterate through test renders extremely rapidly to get the look I wanted. A photon-tracer like LuxRender would be too slow for me, with little extra return in image quality in my opinion.

Supposedly, like eyes to a human, car headlights defines the character of a car.  There is really no shortcut to making a sparkly looking headlight, I just modeled everything as geometry and applied a lot of reflection/refraction to the material.  As long as the geometry is there, all the cool effects happen automatically once you hit render.  i also placed a lamp at where the light should be, to throw in a bit of extra lumen.


A lot of that ‘cinematic’ look is due to post-production color correction.  Here you can see my postprocessing nodes setup.

For the animation, I rendered out the entire video at 1280×720, as PNGs.  Because PNG is only 24bit, extra dynamic range is lost, which made all the post-processing and cross-fading look half-assed.  Next time I’ll definitely render to floating-point EXR formats, which should help when I start applying more aggressive processings.  I also realized that a single computer is NEVER fast enough;  The 40 second clip would have taken 83 days to render on a single core, but with the help of 24 cores spanning across 4 PCs, I managed to push out the video in less than 4 days.  Dropbox made file synchronization embarrassingly simple.

A lot of the technical issues with the video (bad driving dynamics; black pixels; flickering) only cropped up last minute in the final rendering, at which point I am just too annoyed to re-render it.  So hopefully I’ll fix these distractions later and release a better version soon.

That’s it for now.  Hope you like what I have so far.

I was window-shopping for laptops today and discovered the amazing Asus UL30 series.  It’s truly an amazing piece of engineering: it’s thin, it’s light, it’s fast, has an insane battery life, and pretty cheap.  Let me break down the specs for you non-geeks:

Core 2 Duo SU7300 Processor:
It has a 1.3Ghz (up to 1.7Ghz with TurboBoost technology), ultra-low-voltage processor manufactured on 45nm technology.  Which really just means the processor can do a LOT of work while barely sipping on your precious battery.  Honestly, it’s unbelievable how fast this processor is while using less than 10W of power.  [Compare with a 13 MacBook Pro: slightly slower, but uses 1/3rd the power)

Nvidia G210M 512MB and Intel 4500 Graphics:
This .93 inch thin laptop has TWO graphics cards.  The Nvidia G210 is probably the fastest graphics card available on a 13 inch laptop.  It's build on 40nm technology, and uses a max of 14W of power, which is still impressive for a graphics card of this caliber.  The Intel is slower, but uses even less power.  You can toggle between the 2 to trade off performance for battery life. [Compare with a 13" MacBook Pro:  The Asus is twice as fast, while using the same amount of juice]

4GB DDR3 RAM:
Also, the laptop can support a max of 8GB of memory, you know… in case you need that much. [Same as Macbooks.]

13inch LED-lit Screen:
LED also means it’s uses less power than regular backlights. [same as Macbooks]

12 hour battery life:
…or so Asus claims, you can probably expect 10 hours of real world usage, and maybe 4-5 hours of gaming/heavy 3D work. [much longer than the MacBook Pros]

Design:
Not quite on par with Apple’s drool inducing one-piece aluminum finish, but it’s one of the nicer laptops I’ve seen (once you get rid of all the stickers).  The design is obviously Macbook inspired.  And it’s really light and thin.

Price:
$800 USD.  I know you can get an even faster 15″ laptop for $900, but the battery life and portability also suffers as you up the screen size.  13″ with this amount of computing power is perfect.  It also comes with all the standard bells and whistles: webcam, bluetooth, 802.11n, and a half terabyte harddrive.

The bottom line:
if you are looking for a portable powerhouse, take a closer look at this laptop.  If you want raw power and don’t care about battery life, skip this.

* I do not own this laptop, nor did I got paid to write this, I was just excited that I finally found a laptop that seems to be everything I am looking for.