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	<title>Unused Bagels</title>
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	<description>It&#039;s Shiny!</description>
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		<title>Shattering an Hourglass in Houdini</title>
		<link>http://www.unusedbagels.com/?p=218</link>
		<comments>http://www.unusedbagels.com/?p=218#comments</comments>
		<pubDate>Tue, 08 Jun 2010 07:12:07 +0000</pubDate>
		<dc:creator>Steve</dc:creator>
				<category><![CDATA[VFX Breakdown]]></category>
		<category><![CDATA[breakdown]]></category>
		<category><![CDATA[fluidsim]]></category>
		<category><![CDATA[fracture]]></category>
		<category><![CDATA[glass shatter]]></category>
		<category><![CDATA[houdini]]></category>
		<category><![CDATA[hourglass]]></category>
		<category><![CDATA[particles]]></category>
		<category><![CDATA[sand]]></category>
		<category><![CDATA[shatter]]></category>
		<category><![CDATA[vfx]]></category>
		<category><![CDATA[voronoi]]></category>

		<guid isPermaLink="false">http://www.unusedbagels.com/?p=218</guid>
		<description><![CDATA[Several months ago I supervised a project called Speak and May the Plague Take You. This short film required some surrealistic imagery of giant clocks smashing into the ground, including an hourglass. After wrapping the project, I wrote this technical breakdown because I tend to forget everything. Since glass shattering is a somewhat common effect but not necessarily simple [...]]]></description>
			<content:encoded><![CDATA[<p>Several months ago I supervised a project called Speak and May the Plague Take You. This short film required some surrealistic imagery of giant clocks smashing into the ground, including an hourglass. After wrapping the project, I wrote this technical breakdown because I tend to forget everything. Since glass shattering is a somewhat common effect but not necessarily simple to achieve, I hope this breakdown will help other Houdini artists grasp the fundamentals and maybe save some time.</p>
<p><img class="alignnone size-full wp-image-219" title="plague_header" src="http://www.unusedbagels.com/wp-content/uploads/2010/06/plague_header.jpeg" alt="" width="540" height="180" /></p>
<p>The hourglass shattering effect required a lot of exploration in Houdini DOP&#8217;s. The <a href="http://www.sidefx.com/index.php?option=com_content&amp;task=view&amp;id=1301&amp;Itemid=132" target="_blank">sidefx glass of water shattering tutorial</a> (I hesitate to call it a tutorial) as well as the example files for the voronoi fracture OTL were helpful in giving me a starting point to build my effect.</p>
<p><span id="more-218"></span></p>
<h3>WORKFLOW</h3>
<p>After a month of R&amp;D I had the following workflow figured out:</p>
<p><a href="http://www.unusedbagels.com/wp-content/uploads/2010/06/glassshatermain.jpg" rel="shadowbox[post-218];player=img;"><img class="alignleft size-thumbnail wp-image-223" style="margin: 5px;" title="glassshatermain" src="http://www.unusedbagels.com/wp-content/uploads/2010/06/glassshatermain-150x150.jpg" alt="" width="150" height="150" /></a>I used the voronoi fracture OTL to create a dynamic fracture simulation where the hourglass drops and is fractured automatically (and fractured even more when the glass collides with geometry). I then took the fractured glass geometry and used it as a collision object for a particlefluid sand simulation.</p>
<p>The fracturing geometry, however, created a problem for the particlefluid solver for the sand. Because the glass geometry was being fractured dynamically (even though it was cached out in a bgeo sequence) the point counts would change and the particlefluid solver would freak out. This seems to be a common issue with the dynamic fracture tool, as people from SideFX effectivly said &#8220;yeah, we know, sorry&#8221;. It seemed like I would have to pre-fracture the geometry.</p>
<p>I really liked the look that the dynamic fracture gave so I was hell bent on finding a way to use it. Getting it to work required some ugly trickery. I first identified all of the frames in which the voronoi sop had performed a new shatter. Thankfully, there were only four or five. Then, I divided up my cached bgeo sequence into different sets of frames respective of the fracture points. I had a sequence that went from 1 to frame 316, for example. On frame 317, the geometry fractured for the first time, and so that bgeo set went from 317-358, when another fracture took place. For this and each subsequent set of frames, I duplicated the first frame in the set for how ever many frames were missing, starting at 1. So if the set went from 317-358, I took frame 317 and duplicated it so that single bgeo file was used for frames 1-316 in that set. This way I had a set that went from 1-358, but with frame 317 as the &#8217;starting&#8217; point.</p>
<p>By doing this, I ended up with a series of bgeo sequences that was consistently the same point count and never fractured beyond its initial configuration. It is now possible to take these sets of geometry into the particle fluid simulation and &#8216;trick&#8217; Houdini into accepting it.</p>
<p><a href="http://www.unusedbagels.com/wp-content/uploads/2010/06/Tree01.jpg" rel="shadowbox[post-218];player=img;"><img class="alignleft size-thumbnail wp-image-227" style="margin: 5px;" title="Tree01" src="http://www.unusedbagels.com/wp-content/uploads/2010/06/Tree01-150x150.jpg" alt="" width="150" height="150" /></a>Unfortunately, it wasn&#8217;t enough to just use a switch DOP (which I found to be incredibly buggy to begin with) on the glass geometry, as the particlefluid solver would still freak out. To get this to work, I had to actually write out the particlefluid sequence to one of my pre-determined fracture frames, say 1-316, and then re-import the last particlefluid cache frame as a particlefield and set the particlefluidobject to use the that field as its initial state on a new simulation with the next set of fractured collision geometry. So, instead of performing one simulation for the sand, I had to perform a simulation for</p>
<p><img class="size-thumbnail wp-image-229 alignright" style="margin: 5px;" title="Tree02" src="http://www.unusedbagels.com/wp-content/uploads/2010/06/Tree02-150x150.jpg" alt="" width="150" height="150" /></p>
<p>every set of fractured geometry, using the last frame sim&#8217;d as a starting point for the particle fluid.</p>
<p>To recap:<br />
1) DOP simulation of glass shatter using voronoi fracture OTL written to a bgeo sequence<br />
2) Separate out the sequence into sets respective to frames where fracturing takes place<br />
3) Duplicate first frame of each set so the set starts at 1 (instead of 317, for example).<br />
4) Simulate particlefluid using the different sets. Stop the simulation the frame before a fracture occurs, re-import the last frame you simulated, use it as an initial state with the next set of collision geometry.</p>
<p>You&#8217;d think that it would be possible to do this without separating out the fractured collision geometry (if you just stopped the simulation before a fracture occurred in the collision geometry and set an initial state from the last frame) but I found it to be necessary in order for Houdini not to crash. Perhaps someone else can get that working.</p>
<h3>FRACTURING THE GLASS</h3>
<p><a href="http://www.unusedbagels.com/wp-content/uploads/2010/06/glassfracturetree.jpg" rel="shadowbox[post-218];player=img;"><img class="alignleft size-thumbnail wp-image-232" style="margin: 5px;" title="glassfracturetree" src="http://www.unusedbagels.com/wp-content/uploads/2010/06/glassfracturetree-150x150.jpg" alt="" width="150" height="150" /></a>The DOP simulation used for the voronoi fracture is based on one of their example files, stripped down a little and simplified. Seperate RBD objects are brought in, one for the glass (which is run through the jl_fracturedpieces) and two others for the wood and metal connector of the houglass.<br />
The simulation generally performed as expected. I found that fractured pieces created by the voronoi fracture tool weren&#8217;t getting much gravity applied to them respective of the original geometry, so I created an additional gravity field that only affected objects named rbdobject1_piece*. This allowed a fine degree of control over the look and scale of the simulation, eg how much the pieces would float out before being brought down by gravity (useful for making everything look larger). Setting the various densities on the RBD objects also gave it a more realistic interaction, eg glass was 25 and the wood was 2000.</p>
<p>Additionally, I found that the glass pieces were passing through the portions of the wood structure that were thinner, such as the dowel rods in the mid section of the structure. I found that increasing the Ray Intersect Divisions on the RBD object for the wood structure to 90 90 90 solved this problem (turning on Show Collision Geo is useful here).</p>
<h3>FLUID SIM</h3>
<p>The initial sand geometry was created by subdividing a box. The actual amount of particles wasn&#8217;t determined by the subdividion level, it was determined by a parameter called &#8220;particle separation&#8221;, but I found having a liberal subdivision level was useful for starting out. At this point I also brought in all of my separated bgeo sequences via file sops.<br />
<a href="http://www.unusedbagels.com/wp-content/uploads/2010/06/fluidsimtree.jpg" rel="shadowbox[post-218];player=img;"><img class="size-thumbnail wp-image-233 alignright" style="margin: 5px;" title="fluidsimtree" src="http://www.unusedbagels.com/wp-content/uploads/2010/06/fluidsimtree-150x150.jpg" alt="" width="150" height="150" /></a>The simulation itself is based on the shattering glass example from Sidefx. It&#8217;s actually fairly simple once you figure out how to work with the collision geometry. In the screenshot to the left, you can see by which set of collision geometry I have connected that I&#8217;m starting at frame 362. The particlefluidobject would be set to start at frame 362 using 361 of the particlefluid simulation as an initial state.<br />
To write out the fluid sim, I used a DopImport with an object mask of: `dopobjscreatedby(&#8220;/obj/FluidSim/particlefluidobject1&#8243;)` set to &#8220;Fetch Geometry from Dop Network&#8221;.</p>
<h3>BRINGING EVERYTHING TOGETHER</h3>
<p>When bringing back in the hourglass geometry simulation, I applied the materials using group nodes I had created prior to the dynamic fracture simulation. For some reason, I had to lay down a transform sop at the end of the tree for the materials to show up correctly.</p>
<p><a href="http://www.unusedbagels.com/wp-content/uploads/2010/06/everythingtree01.jpg" rel="shadowbox[post-218];player=img;"><img class="alignleft size-thumbnail wp-image-240" style="margin: 5px;" title="everythingtree01" src="http://www.unusedbagels.com/wp-content/uploads/2010/06/everythingtree01-150x150.jpg" alt="" width="150" height="150" /></a>Bringing in the cached particlefluid sequence is a little more involved. I decided to go with metaballs for the sand, and ended up having to set the metaball radius fairly low (0.8) in order to get something that wasn&#8217;t incredibly clumpy (it was still clumpy, ultimately another method is probably better).</p>
<p>Applying metaballs to particles is fairly simple and involves only a copy node at the core. I found that I had a lot of excess particles that streamed out everywhere (out of the field of view) that were basically lower than the threshold of the metaball, so they were effectively invisible. However, it took an <em>incredibly </em>long time to calculate the metaball to poly conversion with all of these excess particles. Using a group node to group <a href="http://www.unusedbagels.com/wp-content/uploads/2010/06/everythingresult01.jpg" rel="shadowbox[post-218];player=img;"><img class="alignright size-thumbnail wp-image-241" style="margin: 5px;" title="everythingresult01" src="http://www.unusedbagels.com/wp-content/uploads/2010/06/everythingresult01-150x150.jpg" alt="" width="150" height="150" /></a>together particles within the area of a sphere and then deleting the excess particles saved me days of simulation time. This can all be done within the group node and then appending a delete node that deletes the group&#8217;s inverted selection.</p>
<p>Once I had written out polygons from the metaballs, I applied the sand material (a simple UV projection) and faceted the polygons.</p>
<h3>GLASS REFRACTION AND CAMERA PROJECTION</h3>
<p>I spent a lot of time trying to figure out how to pass an alpha through the VEX glass material. Basically, I realized it couldn&#8217;t be done by the nature of refraction. Once I accepted that I would have to lock in the position and animation of the hourglass in Houdini rather than in compositing, I went about figuring out how to get the background refracting through the glass.</p>
<p><a href="http://www.unusedbagels.com/wp-content/uploads/2010/06/cameraprojection01.jpg" rel="shadowbox[post-218];player=img;"><img class="alignleft size-thumbnail wp-image-239" style="margin: 5px;" title="cameraprojection01" src="http://www.unusedbagels.com/wp-content/uploads/2010/06/cameraprojection01-150x150.jpg" alt="" width="150" height="150" /></a>Simply applying a viewport or camera background doesn&#8217;t affect refractions. A relatively simple method is to take a grid object, position it roughly so that it covers the entire field of view for the course of the shot, and then project UV&#8217;s from the camera onto the plane. This is done via a UVTexture node set to &#8220;Perspective from Camera&#8221; and pointed to the respective camera. You can then apply a material that has the image sequence as the color.</p>
<p>Good settings to use for materials that need to be self illuminating, such as the image sequence background, are (in a VEX Supermaterial) a diffuse of 4 and a transmit of 1. Everything else should be zero. The image sequence is applied in the diffuse channel. Of course, the alpha for the grid should be turned on or off depending on the needs of the shot. If it&#8217;s set to Phantom renderable than it will still refract through the glass but won&#8217;t show up outside of the glass.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="560" height="340" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/zt-sj3dkf5A&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="560" height="340" src="http://www.youtube.com/v/zt-sj3dkf5A&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
]]></content:encoded>
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		<title>With Strings Attached Breakdown</title>
		<link>http://www.unusedbagels.com/?p=192</link>
		<comments>http://www.unusedbagels.com/?p=192#comments</comments>
		<pubDate>Fri, 28 May 2010 20:12:40 +0000</pubDate>
		<dc:creator>Steve</dc:creator>
				<category><![CDATA[Artwork]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[color]]></category>
		<category><![CDATA[final gather]]></category>
		<category><![CDATA[lighting]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[With Strings Attached]]></category>

		<guid isPermaLink="false">http://www.unusedbagels.com/?p=192</guid>
		<description><![CDATA[With Strings Attached is a 3D animated short film by graduating senior Jerika Melgar in which I was tasked with rendering, editing and final exporting. Upon reviewing the set and shots, my head was flooded with ideas for cool lighting. Consequently I proposed to relight the project in addition to my other tasks. This was [...]]]></description>
			<content:encoded><![CDATA[<div>With Strings Attached is a 3D animated short film by graduating senior Jerika Melgar in which I was tasked with rendering, editing and final exporting. Upon reviewing the set and shots, my head was flooded with ideas for cool lighting. Consequently I proposed to relight the project in addition to my other tasks. This was my first foray into lighting for animation and presented a number of challenges.</div>
<div><img class="alignnone size-large wp-image-209" title="dc8ttxc_560cn749rdv_b" src="http://www.unusedbagels.com/wp-content/uploads/2010/05/dc8ttxc_560cn749rdv_b-1024x375.jpg" alt="" width="540" height="198" /></div>
<div>
<p>For better or for worse, I decided to take charge of the visual look of the project upon receiving the first round of animation. Jerika had no plan for lighting, other than the established set lighting that was done by another student previously, which I personally found flat, boring and impractical to render for animation. Having done a significant amount of lighting design for film productions in the quarters before, I felt I could do better.</p>
<p><a href="http://www.unusedbagels.com/wp-content/uploads/2010/05/set-02.jpg" rel="shadowbox[post-192];player=img;"><img class="alignnone size-thumbnail wp-image-215" title="set-02" src="http://www.unusedbagels.com/wp-content/uploads/2010/05/set-02-150x150.jpg" alt="" width="150" height="150" /></a> <a href="http://www.unusedbagels.com/wp-content/uploads/2010/05/set-01.jpg" rel="shadowbox[post-192];player=img;"><img class="alignnone size-thumbnail wp-image-214" title="set-01" src="http://www.unusedbagels.com/wp-content/uploads/2010/05/set-01-150x150.jpg" alt="" width="150" height="150" /></a><br />
<em>Previous established lighting. Original modeling, texturing and lighting by Michael Devore.</em></p>
<p><span id="more-192"></span></p>
<p>Since the set was a treehouse, I envisioned a dark blue ambiance with bright streaks of light shining through gaps in the wood creating interesting shadows andeffects. Reference imagery was collected and I got approval to proceed.</p>
<div id="ombn">
<div id="f-jo"><a href="http://www.unusedbagels.com/wp-content/uploads/2010/05/lightning-by-melisslissliss.jpeg" rel="shadowbox[post-192];player=img;"><img class="size-thumbnail wp-image-202 alignnone" title="lightning by melisslissliss" src="http://www.unusedbagels.com/wp-content/uploads/2010/05/lightning-by-melisslissliss-150x150.jpg" alt="" width="150" height="150" /></a> <a href="http://www.unusedbagels.com/wp-content/uploads/2010/05/light...-by-...Penny_.jpeg" rel="shadowbox[post-192];player=img;"><img class="alignnone size-thumbnail wp-image-201" title="light... by ...Penny" src="http://www.unusedbagels.com/wp-content/uploads/2010/05/light...-by-...Penny_-150x150.jpg" alt="" width="150" height="150" /></a> <a href="http://www.unusedbagels.com/wp-content/uploads/2010/05/3479693766_2f5d428520.jpeg" rel="shadowbox[post-192];player=img;"><img class="alignnone size-thumbnail wp-image-193" title="3479693766_2f5d428520" src="http://www.unusedbagels.com/wp-content/uploads/2010/05/3479693766_2f5d428520-150x150.jpg" alt="" width="150" height="150" /></a></div>
<div><em>Samples of photographic reference collected, various authors. </em></div>
</div>
<p>Out of 25 total shots, a single shot was selected as a pilot for getting the workflow down. This shot contained one of the characters and a good amount of the set in focus. I spent more time on this shot than any other, but the time was well spent developing the look and ironing out issues.</p>
<div>The existing texturing had to be reworked significantly to achieve realistic lighting. I ended up replacing nearly all textures and developed a wood shader I used on most everything. Also changed was the outside environment &#8211; previously just a solid color. An area of the set near the protruding tree trunk had a sphere with foliage, but this was not sufficient for other shots that looked out other windows. In addition, I wanted the foliage to have some life and movement, so I ditched the environment spheres completely and shot some video plates of trees outside of my house. These were color corrected and composited into the shots later on.</div>
<div><a href="http://www.unusedbagels.com/wp-content/uploads/2010/05/Frame07.jpg" rel="shadowbox[post-192];player=img;"><img class="alignnone size-thumbnail wp-image-199" title="Frame07" src="http://www.unusedbagels.com/wp-content/uploads/2010/05/Frame07-150x150.jpg" alt="" width="150" height="150" /></a> <a href="http://www.unusedbagels.com/wp-content/uploads/2010/05/Frame06.jpg" rel="shadowbox[post-192];player=img;"><img class="alignnone size-thumbnail wp-image-198" title="Frame06" src="http://www.unusedbagels.com/wp-content/uploads/2010/05/Frame06-150x150.jpg" alt="" width="150" height="150" /></a></div>
<div><em>Video plate of foliage, final composite with foliage in background.</em></div>
<p>In order to add some life to the set itself, I played with some ways of getting the light to move around as if it were shining through moving branches and leaves. I ended up creating two planes that had a foliage alpha channel and moved them around infront of the sun light in Maya. This worked to an extent but broke down in shots that had the characters in full frontal sunlight. Ultimately more R&amp;D time would have been helpful to iron out the issues.</p>
<div>To create the splashes of light as seen in the reference imagery, I used the existing set structure and simply shined a light in from outside. By removing or adding specific wood panels, creating gaps here and there, interesting patterns were created and I had a fairly good amount of control over where the light was falling. This allowed the characters to always have some pattern of light on them, even if the set was relatively dark, creating moody contrast and depth.</div>
<div><a href="http://www.unusedbagels.com/wp-content/uploads/2010/05/FrameGaps.jpg" rel="shadowbox[post-192];player=img;"><img class="alignnone size-thumbnail wp-image-200" title="FrameGaps" src="http://www.unusedbagels.com/wp-content/uploads/2010/05/FrameGaps-150x150.jpg" alt="" width="150" height="150" /></a></div>
<div><em>The set wall which light was directed through. Although never visibly seen, each gap was placed to provide a specific streak or splash of light.</em></div>
<div><em><a href="http://www.unusedbagels.com/wp-content/uploads/2010/05/Frame03.jpg" rel="shadowbox[post-192];player=img;"><img class="alignnone size-thumbnail wp-image-196" title="Frame03" src="http://www.unusedbagels.com/wp-content/uploads/2010/05/Frame03-150x150.jpg" alt="" width="150" height="150" /></a></em></div>
<div>
<div id="kysw"><em>Streaks and splashes of light illuminated the characters but keep the environment dark and moody, helping to drive the story.</em></div>
</div>
<div><em><br />
</em></div>
<div>In lighting for realistic projects, I normally use Final Gather to provide secondary diffuse bounces. The intent was to use it on <em>With Strings</em>, however, I found that rendering Final Gather was prohibitively expensive time-wise for 25 shots. I used a Final Gather-rendered reference frame and lit the set without any global illumination at all, placing bounce lights to mimic what I saw in the fully-rendered reference. This decreased render times per frame from 45 minutes to about five minutes. It was easier to get away with faking global illumination because of the stylistic splashes of light approach. The original set, pictured previously, lighting relied almost entirely on global illumination and two overhead lights.</div>
<div>
<div><a href="http://www.unusedbagels.com/wp-content/uploads/2010/05/Frame02.jpg" rel="shadowbox[post-192];player=img;"><img class="alignnone size-thumbnail wp-image-195" title="Frame02" src="http://www.unusedbagels.com/wp-content/uploads/2010/05/Frame02-150x150.jpg" alt="" width="150" height="150" /></a></div>
<div><em>Bounce and fill lights were key to creating economical lighting.</em></div>
<div><em><a href="http://www.unusedbagels.com/wp-content/uploads/2010/05/Frame05.jpg" rel="shadowbox[post-192];player=img;"><img class="alignnone size-thumbnail wp-image-197" title="Frame05" src="http://www.unusedbagels.com/wp-content/uploads/2010/05/Frame05-150x150.jpg" alt="" width="150" height="150" /></a></em></div>
<div><em>A solitary splash of light barely illuminates the main character once he is broken and abandoned.</em></div>
</div>
<p>In addition to complex lighting, mastering the project in 1080p was a contributing factor to the render time. Unfortunately there was no way around this, as the depth render pass used to compute depth of field had to be rendered at a very large resolution. The main beauty render pass also had to be at least 1080p for the post-processed depth of field to work without artifacts. The post DoF technique proved effective, however, as rendering depth of field baked in the beauty pass would have pushed the render time even further.</p>
<div>Motion blur was employed on many shots, though I had to be very selective because it usually increased render time by a factor of two. When it was not needed, it was not used.</div>
<p>25 shots were delivered fully lit and rendered. Lighting for character animation was a fascinating experience, as was taking knowledge of film lighting and applying it in a different way.</p>
<div>WHAT WORKED</div>
<ul>
<li>The Pipeline
<ul>
<li>I set up a rigid directory structure and had no problems referencing files or transferring my assets to the renderfarm.</li>
</ul>
</li>
<li>Using Reference to Develop Style
<ul>
<li>Finding and presenting reference images gave a clear goal and guide.</li>
</ul>
</li>
</ul>
<div>WHAT DIDN&#8217;T WORK</div>
<ul>
<li>More tests for R&amp;D
<ul>
<li>I took one shot to completion first and spent a lot of time on it to iron out issues, but I should have selected an additional shot of a different style. Problems such as the moving foliage through light were only apparent in certain shots. Unfortunately there wasn&#8217;t much time to rework what I had.</li>
</ul>
</li>
</ul>
</div>
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		<title>More Macros!</title>
		<link>http://www.unusedbagels.com/?p=187</link>
		<comments>http://www.unusedbagels.com/?p=187#comments</comments>
		<pubDate>Mon, 15 Mar 2010 04:27:20 +0000</pubDate>
		<dc:creator>Steve</dc:creator>
				<category><![CDATA[Artwork]]></category>
		<category><![CDATA[macro]]></category>
		<category><![CDATA[nature]]></category>
		<category><![CDATA[photography]]></category>
		<category><![CDATA[photos]]></category>

		<guid isPermaLink="false">http://www.unusedbagels.com/?p=187</guid>
		<description><![CDATA[More photos with the ossim macro lens. It makes literally anything look interesting.



]]></description>
			<content:encoded><![CDATA[<p>More photos with the ossim macro lens. It makes literally anything look interesting.</p>
<p style="text-align: center;"><a href="http://www.unusedbagels.com/wp-content/uploads/2010/03/MacroMoss.jpg" rel="shadowbox[post-187];player=img;"><img class="aligncenter size-thumbnail wp-image-188" title="MacroMoss" src="http://www.unusedbagels.com/wp-content/uploads/2010/03/MacroMoss-150x150.jpg" alt="" width="150" height="150" /></a></p>
<p><a href="http://www.unusedbagels.com/wp-content/uploads/2010/03/MacroMoss.jpg" rel="shadowbox[post-187];player=img;"></a><a href="http://www.unusedbagels.com/wp-content/uploads/2010/03/MacroTreeMoss.jpg" rel="shadowbox[post-187];player=img;"><img class="aligncenter size-thumbnail wp-image-189" title="MacroTreeMoss" src="http://www.unusedbagels.com/wp-content/uploads/2010/03/MacroTreeMoss-150x150.jpg" alt="" width="150" height="150" /></a><a href="http://www.unusedbagels.com/wp-content/uploads/2010/03/MacroSpurs.jpg" rel="shadowbox[post-187];player=img;"></a></p>
<p><a href="http://www.unusedbagels.com/wp-content/uploads/2010/03/MacroSpurs.jpg" rel="shadowbox[post-187];player=img;"><img class="aligncenter size-thumbnail wp-image-190" title="MacroSpurs" src="http://www.unusedbagels.com/wp-content/uploads/2010/03/MacroSpurs-150x150.jpg" alt="" width="150" height="150" /></a></p>
]]></content:encoded>
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		<title>Tilt Shift and Macro Lens = Fancy Toys</title>
		<link>http://www.unusedbagels.com/?p=178</link>
		<comments>http://www.unusedbagels.com/?p=178#comments</comments>
		<pubDate>Sat, 13 Mar 2010 01:31:53 +0000</pubDate>
		<dc:creator>Steve</dc:creator>
				<category><![CDATA[Artwork]]></category>
		<category><![CDATA[5d]]></category>
		<category><![CDATA[7d]]></category>
		<category><![CDATA[canon]]></category>
		<category><![CDATA[lens]]></category>
		<category><![CDATA[macro]]></category>
		<category><![CDATA[photos]]></category>
		<category><![CDATA[tilt shift]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://www.unusedbagels.com/?p=178</guid>
		<description><![CDATA[We rented a macro and tilt shift lens. Had lots of fun recording video with the 5 and 7D. Photos by Dan, myself, Dave and Carrie.




]]></description>
			<content:encoded><![CDATA[<p>We rented a macro and tilt shift lens. Had lots of fun recording video with the 5 and 7D. Photos by Dan, myself, Dave and Carrie.</p>
<p><a href="http://www.unusedbagels.com/wp-content/uploads/2010/03/TiltShift02.jpg" rel="shadowbox[post-178];player=img;"><img class="aligncenter size-thumbnail wp-image-180" title="TiltShift02" src="http://www.unusedbagels.com/wp-content/uploads/2010/03/TiltShift02-150x150.jpg" alt="" width="150" height="150" /></a></p>
<p><a href="http://www.unusedbagels.com/wp-content/uploads/2010/03/TiltShift02.jpg" rel="shadowbox[post-178];player=img;"></a><a href="http://www.unusedbagels.com/wp-content/uploads/2010/03/TextureRope.jpg" rel="shadowbox[post-178];player=img;"><img class="aligncenter size-thumbnail wp-image-181" title="TextureRope" src="http://www.unusedbagels.com/wp-content/uploads/2010/03/TextureRope-150x150.jpg" alt="" width="150" height="150" /></a></p>
<p style="text-align: center;"><a href="http://www.unusedbagels.com/wp-content/uploads/2010/03/TiltShift01.jpg" rel="shadowbox[post-178];player=img;"><img class="size-thumbnail wp-image-179 aligncenter" title="TiltShift01" src="http://www.unusedbagels.com/wp-content/uploads/2010/03/TiltShift01-150x150.jpg" alt="" width="150" height="150" /></a><a href="http://www.unusedbagels.com/wp-content/uploads/2010/03/Macro02.jpg" rel="shadowbox[post-178];player=img;"></a></p>
<p><a href="http://www.unusedbagels.com/wp-content/uploads/2010/03/Macro02.jpg" rel="shadowbox[post-178];player=img;"><img class="aligncenter size-thumbnail wp-image-182" title="Macro02" src="http://www.unusedbagels.com/wp-content/uploads/2010/03/Macro02-150x150.jpg" alt="" width="150" height="150" /></a></p>
]]></content:encoded>
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		<title>And Now for Something Completely Different: Album Reviews</title>
		<link>http://www.unusedbagels.com/?p=170</link>
		<comments>http://www.unusedbagels.com/?p=170#comments</comments>
		<pubDate>Sun, 07 Mar 2010 06:05:32 +0000</pubDate>
		<dc:creator>Steve</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[album]]></category>
		<category><![CDATA[Austrian]]></category>
		<category><![CDATA[Cut Copy]]></category>
		<category><![CDATA[dZihan]]></category>
		<category><![CDATA[Kamien]]></category>
		<category><![CDATA[M83]]></category>
		<category><![CDATA[madita]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://www.unusedbagels.com/?p=170</guid>
		<description><![CDATA[There are very few artists with whom I endear so much trust that I will purchase an album without even previewing it. dZihan &#38; Kamien were one band, along with dZihan&#8217;s wife, the singer Madita. D&#38;K&#8217;s distinctive blend of Austrian/jazz/turkish/lounge music was ever-present during my youth in high school and early college, informing a lot [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.unusedbagels.com/wp-content/uploads/2010/03/dkMusicMatters.jpg" rel="shadowbox[post-170];player=img;"><img class="alignleft size-thumbnail wp-image-171" title="dkMusicMatters" src="http://www.unusedbagels.com/wp-content/uploads/2010/03/dkMusicMatters-150x150.jpg" alt="" width="150" height="150" /></a>There are very few artists with whom I endear so much trust that I will purchase an album without even previewing it. dZihan &amp; Kamien were one band, along with dZihan&#8217;s wife, the singer Madita. D&amp;K&#8217;s distinctive blend of Austrian/jazz/turkish/lounge music was ever-present during my youth in high school and early college, informing a lot of my musical taste. When Vlado dZihan married Madita and they recorded a record together, it was a great fusion of live-band bossa nova and D&amp;K&#8217;s signature eastern/trip-hop ambience. Even with her second album, &#8220;Too&#8221;, those signature elements were still present, although subdued in some songs under heavy glam 80&#8217;s techno sounds. This combination wasn&#8217;t bad at all, in fact, there were many standouts on that album and it ranks as one of my favorites.</p>
<p>Continued after the jump:</p>
<p><span id="more-170"></span></p>
<p>But it seems all good things must end. Last year, D&amp;K released their first album since 2002&#8217;s masterfully jazzy Gran Reserva. As I mentioned before, I bought &#8220;Music Matters&#8221; without hesitation. Even while keeping my expectations in check, after the initial glee of having a new album to play wore off, I realized they had released a collection of meaningless pop dribble. Not only had they completely abandoned their jazzy electro roots, they indulged in a lot of what&#8217;s worse about modern pop. I&#8217;m a drummer, but even I can identify cheesy and cliche chord progressions and rhythmic structures.</p>
<p>The lyrics are even worse. Before, if they had vocals at all, they were carefully cast singers or sampled sound bites from vintage sources, mysterious out of context, which added quite a bit to the depth of the songs. In 2002, Madita sang on Gran Reserva with her lost-in-translation word structures that left the deciphering and meaning up to the listener. However, on &#8220;Music Matters&#8221;, a cast of bland vocalists recite lyrics so egregiously shallow they begin to hurt your ears. &#8220;It&#8217;s over, tell me why&#8217;d you even bother to call. It&#8217;s over, and I need to get away from it all.&#8221; Kill me now.</p>
<p>There are two or three tracks that are stronger. Most notably &#8220;Worm&#8221; which sounds like it could have been co-written by Madita (maybe it was). &#8220;Dolby&#8221; is one of the few songs that slightly carries through their legacy sound with it&#8217;s driving, chopped base line and evocative layering.</p>
<p>In the end, you have to consider why such a brazen title as &#8220;Music Matters&#8221; was assigned to a collection of work that is so incredibly devoid of meaning.</p>
<p><img class="alignright size-thumbnail wp-image-173" title="Madita Pacemaker" src="http://www.unusedbagels.com/wp-content/uploads/2010/03/Madita-Pacemaker1-150x150.jpg" alt="" width="150" height="150" /></p>
<p>None of this would really matter if it didn&#8217;t hint at a larger problem. Just two weeks ago, Madita released her third album. &#8220;Pacemaker&#8221; takes all of the glam 80&#8217;s electro elements from &#8220;Too&#8221; and mixes it with the bland pop of &#8220;Music Matters&#8221;. It&#8217;s pretty clear she&#8217;s taking cues from bands that play on the speakers of gag-inducing glitz clothing stores one would find in every mall (the store Forever 21 comes to mind). The song &#8220;Runaway&#8221; is a replication of the band Cut Copy&#8217;s signature style, complete with a distinctive splashes of 80&#8217;s rhythm guitar that Cut Copy effectively incorporated into their album &#8220;In Ghost Colors&#8221;.</p>
<p>But where Cut Copy and M83 succeeded, Madita falls flat. The songs are not evocative. After the first listen, you&#8217;ve heard it all. Even the lyrics are no longer interesting, her distinctive structure is gone; either she&#8217;s gotten really fluent in English, or she&#8217;s suffering dZihan &amp; Kamien&#8217;s mutual &#8220;let&#8217;s appeal to the lowest common denominator and make a quick buck&#8221; creative block.</p>
<p>This regression from evokative to bland is troubling. It&#8217;s a shame. If I ever was a fanboy for any artist, it was Madita. I still love her first two albums, and dZihan &amp; Kamien&#8217;s earlier works will forever be engrained in my conscious. I won&#8217;t be pre-ordering any future releases from them, however. I can only hope that their new populist sound brings them greater financial success so they can return to their creative roots.</p>
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		<title>Visual Effects Breakdown &#8211; Speak and May the Plague Take You</title>
		<link>http://www.unusedbagels.com/?p=150</link>
		<comments>http://www.unusedbagels.com/?p=150#comments</comments>
		<pubDate>Tue, 02 Mar 2010 05:53:30 +0000</pubDate>
		<dc:creator>Steve</dc:creator>
				<category><![CDATA[Films]]></category>
		<category><![CDATA[breakdown]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[houdini]]></category>
		<category><![CDATA[hourglass]]></category>
		<category><![CDATA[roto]]></category>
		<category><![CDATA[surreal]]></category>
		<category><![CDATA[tracking]]></category>
		<category><![CDATA[vfx]]></category>

		<guid isPermaLink="false">http://www.unusedbagels.com/?p=150</guid>
		<description><![CDATA[A two minute breakdown of shots created by Stephen Withers for the film &#8220;Speak and May the Plague Take You&#8221; dir. by Cody Duckworth. Creating the surreal falling clocks and hourglass vfx required extensive dynamics work in Houdini as well as a large amount of roto and comping.
Practical elements, including water and falling leaves/debris, were [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_155" class="wp-caption alignleft" style="width: 126px"><a href="http://www.unusedbagels.com/wp-content/uploads/2010/03/PlagueDemo01.jpg" rel="shadowbox[post-150];player=img;"><img class="size-thumbnail wp-image-155  " title="Surreal Dream Sequence" src="http://www.unusedbagels.com/wp-content/uploads/2010/03/PlagueDemo01-150x150.jpg" alt="" width="116" height="116" /></a><p class="wp-caption-text">Dream Sequence</p></div>
<p>A two minute breakdown of shots created by Stephen Withers for the film &#8220;Speak and May the Plague Take You&#8221; dir. by Cody Duckworth. Creating the surreal falling clocks and hourglass vfx required extensive dynamics work in Houdini as well as a large amount of roto and comping.</p>
<p>Practical elements, including water and falling leaves/debris, were shot with the help of David Kendall. Michael Rogers helped out with some of the 3D modeling.</p>
<p>Speak and May the Plague Take You &#8211; Directed by Cody Duckworth, Visual Effects Supervisor Stephen Withers.</p>
<p><object width="560" height="340"><param name="movie" value="http://www.youtube.com/v/zt-sj3dkf5A&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/zt-sj3dkf5A&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object></p>
<div id="attachment_156" class="wp-caption alignright" style="width: 130px"><a href="http://www.unusedbagels.com/wp-content/uploads/2010/03/PlagueDemo02.jpg" rel="shadowbox[post-150];player=img;"><img class="size-thumbnail wp-image-156 " title="Water Elements" src="http://www.unusedbagels.com/wp-content/uploads/2010/03/PlagueDemo02-150x150.jpg" alt="" width="120" height="120" /></a><p class="wp-caption-text">Practical Elements</p></div>
<p>Some words:</p>
<p>The highlight of this project was creating the surreal imagery of the falling timepieces during the dream sequence. The hourglass and sand were a very complicated Houdini simulation, while the other clocks were rendered out of Maya or were 2d cards. The roto work was pretty time-consuming as no greenscreen was used and there were multiple characters running in a single shot.</p>
<p>While many of the shots required not-so-subtle effects, Poseidon emerging from the water took the cake. I thought lots of splashes and water spray would be cooler than simply showing some bubbling (and ironically, easier to pull off). We shot some water elements in the back yard using some cups, a bucket and a hose. The water was back-lit so it showed up nicely against black. I comp&#8217;d it with background plates of the ocean. While there are some scale issues (I could only shoot the elements at 60fps) I think the shot serves its purpose!</p>
<div id="attachment_157" class="wp-caption alignleft" style="width: 132px"><a href="http://www.unusedbagels.com/wp-content/uploads/2010/03/PlagueDemo03.jpg" rel="shadowbox[post-150];player=img;"><img class="size-thumbnail wp-image-157 " title="3D Plate Track" src="http://www.unusedbagels.com/wp-content/uploads/2010/03/PlagueDemo03-e1267508192128-150x150.jpg" alt="3D Track" width="122" height="122" /></a><p class="wp-caption-text">3D Track</p></div>
<p>Another roto-heavy shot required the addition of the looming shadow of Poseidon dwarfing the main character. Since Poseidon would theoretically block out the sun, this necessitated the removal of the shadow cast by the dwarfed main character. To accomplish this, I tracked the original footage and was able to generate a clean plate in 3d, having cloned out his shadow. This clean plate was composited with the original and an overlay of Poseidon to create the final effect.</p>
<div id="attachment_158" class="wp-caption alignleft" style="width: 132px"><a href="http://www.unusedbagels.com/wp-content/uploads/2010/03/PlagueDemo04.jpg" rel="shadowbox[post-150];player=img;"><img class="size-thumbnail wp-image-158 " title="Reflection" src="http://www.unusedbagels.com/wp-content/uploads/2010/03/PlagueDemo04-150x150.jpg" alt="Reflection Replacement" width="122" height="122" /></a><p class="wp-caption-text">Reflection Replacement</p></div>
<p>There were a few spots where I had to clean up the original footage. I did pretty involved stabilization in After Effects for four or five shots, and in one case had to generate completely new reflections in one of the character&#8217;s glasses. These science-goggles were almost perfect mirrors, which made the task interesting. I was able to create a fake reflection in Photoshop having sourced from some photos of the set I snapped. I then tracked it in and did my best to give the reflection the feel of the original.</p>
<p>&#8220;Speak and May the Plague Take You&#8221; was certainly an interesting project, different than the usual fair. It presented a lot of unique problems to solve and as a result I have some work that stands out a great deal from, well, the rest of my work.</p>
<p>I&#8217;d like to give shout-outs to Michael Rogers, who did some additional modeling, as well as David Kendall, who let me borrow his camera and helped shoot the practical elements (and got a little wet). Also, I&#8217;d like to thank Oliver Palmer and Ryan Bowden from SideFX for their Houdini expertise.</p>
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		<title>16mm vs Digital Comparisons</title>
		<link>http://www.unusedbagels.com/?p=138</link>
		<comments>http://www.unusedbagels.com/?p=138#comments</comments>
		<pubDate>Sat, 24 Oct 2009 03:18:46 +0000</pubDate>
		<dc:creator>Steve</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[16mm]]></category>
		<category><![CDATA[Canon 5D]]></category>
		<category><![CDATA[Canon 5D Mk II]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[Magic of Film]]></category>
		<category><![CDATA[telecine interlacing garbage]]></category>

		<guid isPermaLink="false">http://www.unusedbagels.com/?p=138</guid>
		<description><![CDATA[On The Magic of Film, Alex shot with his 16mm camera on black and white reversal, in addition to shooting on the Canon 5D Mk II. The film wasn&#8217;t developed in time for the bumper contest, but it came in recently and I decided to put together a cut using only the film footage.
The differences [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_139" class="wp-caption alignleft" style="width: 100px"><a href="http://www.unusedbagels.com/wp-content/uploads/2009/10/Comp01-Film.jpg" rel="shadowbox[post-138];player=img;"><img class="size-thumbnail wp-image-139  " title="Comp01-Film" src="http://www.unusedbagels.com/wp-content/uploads/2009/10/Comp01-Film-150x150.jpg" alt="Film" width="90" height="90" /></a><p class="wp-caption-text">Film</p></div>
<div id="attachment_140" class="wp-caption alignleft" style="width: 100px"><a href="http://www.unusedbagels.com/wp-content/uploads/2009/10/Comp01-5D.jpg" rel="shadowbox[post-138];player=img;"><img class="size-thumbnail wp-image-140 " title="Comp01-5D" src="http://www.unusedbagels.com/wp-content/uploads/2009/10/Comp01-5D-150x150.jpg" alt="Digital" width="90" height="90" /></a><p class="wp-caption-text">Digital</p></div>
<p>On The Magic of Film, Alex shot with his 16mm camera on black and white reversal, in addition to shooting on the Canon 5D Mk II. The film wasn&#8217;t developed in time for the bumper contest, but it came in recently and I decided to put together a cut using only the film footage.</p>
<p>The differences are pretty clear. This particular 16mm stock isn&#8217;t really supposed to be scanned at 1920&#215;1080, so it&#8217;s a little soft, but it still holds up fairly well. The flashes of light from (what I assume are) exposure artifacts and spill, when they don&#8217;t ruin a shot, are quite charming.</p>
<div id="attachment_142" class="wp-caption alignright" style="width: 100px"><a href="http://www.unusedbagels.com/wp-content/uploads/2009/10/Comp02-5D.jpg" rel="shadowbox[post-138];player=img;"><img class="size-thumbnail wp-image-142 " title="Comp02-5D" src="http://www.unusedbagels.com/wp-content/uploads/2009/10/Comp02-5D-150x150.jpg" alt="Digital" width="90" height="90" /></a><p class="wp-caption-text">Digital</p></div>
<div id="attachment_141" class="wp-caption alignright" style="width: 100px"><a href="http://www.unusedbagels.com/wp-content/uploads/2009/10/Comp02-Film.jpg" rel="shadowbox[post-138];player=img;"><img class="size-thumbnail wp-image-141 " title="Comp02-Film" src="http://www.unusedbagels.com/wp-content/uploads/2009/10/Comp02-Film-150x150.jpg" alt="Film" width="90" height="90" /></a><p class="wp-caption-text">Film</p></div>
<p>Some of the film takes weren&#8217;t usable, and there was no way of knowing on set if the take worked &#8211; but on the 5D, because I was able to review the shots instantly, I found that I got more of what I needed. The film cut had to be fudged a bit in editing, and doesn&#8217;t work as well as the digital cut. The film cut does, however, feel more visually unified.</p>
<div id="attachment_55" class="wp-caption alignleft" style="width: 85px"><a rel="shadowbox;height=720;width=1280" href="http://www.unusedbagels.com/content/vid/MagicOfFilm-Film-Web.mov"><img class="size-full wp-image-55      " title="icon-qt" src="http://www.unusedbagels.com/wp-content/uploads/2009/07/icon-qt.jpg" alt="Flash Video" width="75" height="96" /></a><p class="wp-caption-text">Watch the 16mm Cut</p></div>
<p>Unfortunately, in addition to not coming in on time, the lab that scanned the film telecine&#8217;d the output file, creating interlacing and pulldowns and a whole bunch of other garbage. They probably thought it was shot at 24fps, because telecine is a process used to convert 24fps to 30fps for television viewing. They told me to reverse-telecine the file, which would have removed a pulldown, except for the fact that the film was shot at 30fps to begin with, not 24, so now it&#8217;s completely mucked, plus the interlacing problems. It would really have been easier to just have gotten progressive tiff files for each frame, then I could have played it back at whatever speed I wanted without dealing with pulldowns. That&#8217;s just a whole lot of unnecessary steps. In the movie below, the interpolated frames are visible especially in the motion blur. I ran a deinterlacing process, the artifacts of which are visible on some of the edges. I may try to correct the whole thing eventually, but don&#8217;t have the time now.</p>
<p>In any case, the whole processes was quite an experience. It was really exciting to have my production shot on an older film camera side-by-side with the Canon 5D Mk II, very much the bleeding edge in digital video. <a href="http://www.youtube.com/watch?v=bdvoWxngc-I" rel="shadowbox[post-138];player=swf;width=640;height=385;" target="_blank">What the original digital cut here</a>! Don&#8217;t forget to <a href="http://filmfest.scad.edu/student-contest/" target="_blank">VOTE for the bumper</a>!</p>
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<enclosure url="http://www.unusedbagels.com/content/vid/MagicOfFilm-Film-Web.mov" length="13239860" type="video/quicktime" />
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		<title>Color Corrections</title>
		<link>http://www.unusedbagels.com/?p=129</link>
		<comments>http://www.unusedbagels.com/?p=129#comments</comments>
		<pubDate>Mon, 12 Oct 2009 07:45:09 +0000</pubDate>
		<dc:creator>Steve</dc:creator>
				<category><![CDATA[Production Progress]]></category>
		<category><![CDATA[Canon 5D]]></category>
		<category><![CDATA[Canon 5D Mk II]]></category>
		<category><![CDATA[color]]></category>
		<category><![CDATA[color correction]]></category>
		<category><![CDATA[Magic of Film]]></category>

		<guid isPermaLink="false">http://www.unusedbagels.com/?p=129</guid>
		<description><![CDATA[Having just completed The Magic of Film bumper, here are some color correction comparisons. The footage had all been converted from the native h264 to ProRes 4:2:2 for easier editing, however, both compression methods started to break down the farther I pushed the colors; this is where RAW video would *really* be nice. The algorithms [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_130" class="wp-caption alignleft" style="width: 100px"><a href="http://www.unusedbagels.com/wp-content/uploads/2009/10/MoF-CC01-C.jpg" rel="shadowbox[post-129];player=img;"><img class="size-thumbnail wp-image-130 " title="MoF-CC01-C" src="http://www.unusedbagels.com/wp-content/uploads/2009/10/MoF-CC01-C-150x150.jpg" alt="Color Corrected" width="90" height="90" /></a><p class="wp-caption-text">Color Corrected</p></div>
<div id="attachment_131" class="wp-caption alignleft" style="width: 100px"><a href="http://www.unusedbagels.com/wp-content/uploads/2009/10/MoF-CC01-O.jpg" rel="shadowbox[post-129];player=img;"><img class="size-thumbnail wp-image-131 " title="MoF-CC01-O" src="http://www.unusedbagels.com/wp-content/uploads/2009/10/MoF-CC01-O-150x150.jpg" alt="Original" width="90" height="90" /></a><p class="wp-caption-text">Original</p></div>
<p>Having just completed The Magic of Film bumper, here are some color correction comparisons. The footage had all been converted from the native h264 to ProRes 4:2:2 for easier editing, however, both compression methods started to break down the farther I pushed the colors; this is where RAW video would *really* be nice. The algorithms also broke down in shots that had a lot of movement and motion blur. Overall, however, the compression is passable, especially for web distribution, and the other benefits of using the 5D certainly outweigh the mediocre compression quality coming off of the camera.</p>
<div id="attachment_134" class="wp-caption alignright" style="width: 100px"><a href="http://www.unusedbagels.com/wp-content/uploads/2009/10/MoF-CC02-O.jpg" rel="shadowbox[post-129];player=img;"><img class="size-thumbnail wp-image-134 " title="MoF-CC02-O" src="http://www.unusedbagels.com/wp-content/uploads/2009/10/MoF-CC02-O-150x150.jpg" alt="Original" width="90" height="90" /></a><p class="wp-caption-text">Original</p></div>
<div id="attachment_133" class="wp-caption alignright" style="width: 100px"><a href="http://www.unusedbagels.com/wp-content/uploads/2009/10/MoF-CC02-C.jpg" rel="shadowbox[post-129];player=img;"><img class="size-thumbnail wp-image-133 " title="MoF-CC02-C" src="http://www.unusedbagels.com/wp-content/uploads/2009/10/MoF-CC02-C-150x150.jpg" alt="Color Corrected" width="90" height="90" /></a><p class="wp-caption-text">Color Corrected</p></div>
<p>As for the color itself, I wanted to go for a look for the footage that wouldn&#8217;t jar the audience during the transition to and from the black and white shots. I went for a warm duotone sort of desaturated look, bringing down the levels on the backgrounds so the subjects would pop a little bit more.</p>
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		<title>Greenscreen on the 5D</title>
		<link>http://www.unusedbagels.com/?p=124</link>
		<comments>http://www.unusedbagels.com/?p=124#comments</comments>
		<pubDate>Thu, 08 Oct 2009 21:52:36 +0000</pubDate>
		<dc:creator>Steve</dc:creator>
				<category><![CDATA[Production Progress]]></category>
		<category><![CDATA[Canon 5D]]></category>
		<category><![CDATA[Canon 5D Mk II]]></category>
		<category><![CDATA[Magic of Film]]></category>
		<category><![CDATA[Shoot]]></category>

		<guid isPermaLink="false">http://www.unusedbagels.com/?p=124</guid>
		<description><![CDATA[Continuing with the coverage of the 5D shoot, here&#8217;s a greenscreen element we shot a few days ago. The setup was ghetto; a portable screen, filled with wrinkles,  in the living room. On any other camera, the wrinkles would have caused problems down the line in compositing, but because we were able to put a [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_125" class="wp-caption alignright" style="width: 160px"><a href="http://www.unusedbagels.com/wp-content/uploads/2009/10/MoF-GS01.jpg" rel="shadowbox[post-124];player=img;"><img class="size-thumbnail wp-image-125" title="MoF-GS01" src="http://www.unusedbagels.com/wp-content/uploads/2009/10/MoF-GS01-150x150.jpg" alt="Footage from the Camera" width="150" height="150" /></a><p class="wp-caption-text">Footage from the Camera</p></div>
<p>Continuing with the coverage of the 5D shoot, here&#8217;s a greenscreen element we shot a few days ago. The setup was ghetto; a portable screen, filled with wrinkles,  in the living room. On any other camera, the wrinkles would have caused problems down the line in compositing, but because we were able to put a 70-200mm lens on the camera, the screen was thrown completely out of focus. That&#8217;s not possible to do with prosumer camcorders without a multitude of adapters and accessories, you&#8217;d essentially have to put a better lens on the camera somehow. In all of the footage we&#8217;ve shot, the huge size of the sensor on the 5D compared to prosumer camcorders really shows in the visual look of the image and the amount of depth of field that is obtainable (take a look at some of the shots in the post below).</p>
<div id="attachment_126" class="wp-caption alignleft" style="width: 124px"><a href="http://www.unusedbagels.com/wp-content/uploads/2009/10/MoF-GS-Matte.jpg" rel="shadowbox[post-124];player=img;"><img class="size-thumbnail wp-image-126" title="MoF-GS-Matte" src="http://www.unusedbagels.com/wp-content/uploads/2009/10/MoF-GS-Matte-150x150.jpg" alt="Matte" width="114" height="114" /></a><p class="wp-caption-text">Matte</p></div>
<p>Because the screen was thrown out of focus, it was much easier to pull a clean key. The process was also much simpler; there wasn&#8217;t a need to pre-blur the green or blue channels to compensate for a 4:2:0 colorspace or other foolishness that accompanies prosumer formats.</p>
<p>I&#8217;ve been raving about it quite a bit, but working with this camera is such a breath of fresh air to someone who&#8217;s had to work through the godawful limitations of prosumer formats in a demanding visual effects context.</p>
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		<title>Magic of Film Shoot &#8211; 5D Camera Screengrabs</title>
		<link>http://www.unusedbagels.com/?p=113</link>
		<comments>http://www.unusedbagels.com/?p=113#comments</comments>
		<pubDate>Tue, 06 Oct 2009 05:35:36 +0000</pubDate>
		<dc:creator>Steve</dc:creator>
				<category><![CDATA[Production Progress]]></category>
		<category><![CDATA[16mm]]></category>
		<category><![CDATA[Canon 5D]]></category>
		<category><![CDATA[Canon 5D Mk II]]></category>
		<category><![CDATA[Film Festival]]></category>
		<category><![CDATA[Magic of Film]]></category>
		<category><![CDATA[Shoot]]></category>

		<guid isPermaLink="false">http://www.unusedbagels.com/?p=113</guid>
		<description><![CDATA[Having completed a shoot on the Canon 5D Mk II two days ago, I still stare with glee at the footage, amazed by the quality. Even though the project, a bumper for the SCAD Film Festival Bumper Competition, is not complete yet, I though I&#8217;d share some captures, straight from the camera.
After shooting on the [...]]]></description>
			<content:encoded><![CDATA[<p>Having completed a shoot on the Canon 5D Mk II two days ago, I still stare with glee at the footage, amazed by the quality. Even though the project, a bumper for the SCAD Film Festival Bumper Competition, is not complete yet, I though I&#8217;d share some captures, straight from the camera.</p>

<a href='http://www.unusedbagels.com/wp-content/uploads/2009/10/MoF-Shoot01.jpg' rel='shadowbox[album-113];player=img;' title='MoF-Shoot01'><img width="150" height="150" src="http://www.unusedbagels.com/wp-content/uploads/2009/10/MoF-Shoot01-150x150.jpg" class="attachment-thumbnail" alt="OldeTime Film Crew" title="MoF-Shoot01" /></a>
<a href='http://www.unusedbagels.com/wp-content/uploads/2009/10/MoF-Shoot02.jpg' rel='shadowbox[album-113];player=img;' title='MoF-Shoot02'><img width="150" height="150" src="http://www.unusedbagels.com/wp-content/uploads/2009/10/MoF-Shoot02-150x150.jpg" class="attachment-thumbnail" alt="Croquet Action" title="MoF-Shoot02" /></a>
<a href='http://www.unusedbagels.com/wp-content/uploads/2009/10/MoF-Shoot03.jpg' rel='shadowbox[album-113];player=img;' title='MoF-Shoot03'><img width="150" height="150" src="http://www.unusedbagels.com/wp-content/uploads/2009/10/MoF-Shoot03-150x150.jpg" class="attachment-thumbnail" alt="OldeTime Director" title="MoF-Shoot03" /></a>
<a href='http://www.unusedbagels.com/wp-content/uploads/2009/10/Mof-Shoot04.jpg' rel='shadowbox[album-113];player=img;' title='Mof-Shoot04'><img width="150" height="150" src="http://www.unusedbagels.com/wp-content/uploads/2009/10/Mof-Shoot04-150x150.jpg" class="attachment-thumbnail" alt="The Final Shot" title="Mof-Shoot04" /></a>
<a href='http://www.unusedbagels.com/wp-content/uploads/2009/10/MoF-Crew.jpg' rel='shadowbox[album-113];player=img;' title='MoF-Crew'><img width="150" height="150" src="http://www.unusedbagels.com/wp-content/uploads/2009/10/MoF-Crew-150x150.jpg" class="attachment-thumbnail" alt="The Cast and Crew" title="MoF-Crew" /></a>

<p>After shooting on the 5D, and having just attended a lecture by DSLR video extraordinaire Vincent Laforet, I&#8217;m incredibly excited about using this camera again in the future. Because of the nature of this particular production, we also shot with a 16mm film camera my DP owns &#8211; I can&#8217;t wait to get the film back to compare the two cameras.</p>
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