Technical Reel Breakdown [download]


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[00:07 - 00:28] - Crowd Simulation [mel]
Particle based crowd simulation scripts developed. In this demo there are two particle teams created. When the engage command given each particle picks a closeby enemy unit in his attacking distance and moves towards him. Each particle has its own strength and energy attributes. When they start fighting, simulation decides which one is going to win by comparing these attributes and sets up Trax clips accordingly. Each attack clip has a corresponding defence clip. When the last moves played, one of the units dies and the other particle keeps up figting with others with his remaining attributes

[00:30 - 00:47] - Crowd Renderer [mel]
Rendering system developed for crowd simulation scenes
Scenes basicly consists of particles, cameras and lights/rendering nodes, but no mesh or animation. A pre render mel script depth sorts each particle, and starting from the furtest away particle from the camera, it reads a custom data file, imports the correspoing character rig from server, sets up needed trax clips and renders that individual particle. For the next particle, it repeats the same process and than combines the rendered images running Shake in batch mode. It also builds up a Z-depth image using a similiar method. For shadows, it brings up more characters in the given shadow calculation radius, as proxy low detail meshes, and make them only cast shadow on the rendered particle character. So for each frame of animation, it kicks multiple render/compositing jobs during that frames render

[00:48 - 01:01] - Genie, Created for feature film `Karagoz Hacivat`
Character rigging, shading, lighting and compositing
Since the character is floating in air, expressions created to make both arms, legs and characters root float in space independantly, with user keyable magnitudes and frequencies. Expression driven breathing lets the animator switch between normal breathing to deep panic breathings. Character props and his beard is rigged for automatic secondary motion. Different rendered passes, CG and real smoke are composited with 2k film scans in Shake. All passes rendered with Maya Software rendering

[01:02 - 01:16] - T-rex, personal project
camera tracking, lighting, rendering and compositing
Standin objets placed to the camera tracked scene, to render different shadow/reflection passes. Projector light, window reflections, shadows and particle rain passes are composited in Shake for the final sequence

[01:17 - 01:46] - L-System Tree Generator
Mel script development. Creates hierarcyhically connected nurbs curves based on given fractal formula and iteration settings. User can induvidually pick and rotate/scale/move any brach after curves are created to give it a more naturel look. Scripts stores all these information on a custom disk file. For the surfacing it creates open nurbs patches. Object based flowers and leaves can be created on its braches. Procedural wind animation with user defined magnitude and frequency can be set on the created tree. All the information is saved on disk as a custom data file, and tree can be generated on-the-fly at render time

[01:48 - 01:53] -Flying Machine Rig
Lots of procedural controls setup for this flying craft rig. Wing animation is based on a animator controlled parametric nurbs curve. Wings are moved by sampling this paramatric curve with keyable frequency and magnitude values. There two mechanical armes rigged, one on the front and one at the bottom. Legs can be moved with both keyframe animation and overlapped secondary motion. It also has seconday animation setup for banking and tilting of his main body

[01:54 - 02:05] - Creature Rig
Custom rig created for its handle. Rope is affected by both the neck of the character and the handle. As the wings were designed to be skin-like, very thin and stretchable, a special setup created. Wing mesh is build over the calculated control curves

[02:06 - 02:36] - Delayed Read Archive [mel]
Inspired by the Delayed Rib Archive feature of the Renderman, a similiar archiving system developed for Maya. When the scene initialised, every object in the scene is replaced by its bounding box, saving the mesh to a disk archive and preserving and hierarchical structure of the scene. Then user can selectively load and unload selected objects from scene. It also has a visibility detection feature, so when scene rendered, only the objets in the camera`s viewing angle is replaced with the actual geometry. Objects visibilty/replacement can also be overwritten if they casting shadow in camera`s view. It dramaticall speeds up rendering speed and reduces scene sizes for camera pan shots with heavy scenes

[02:37 - 02:48] - Tea Plant and Avalanche
Cg tea plant is rendered with multiple passes. Composited in Shake with still frame background and particle water drops. Maya particles and fluids and some expressions used for creating the avalanche and the wind blowing the snows. Composited in Shake with still image background

[02:50 - 02:56] -Green Thing
Created for a personal project. Lights are matched with BG plate. Different passes created for shadows and reflections and composited in Shake

[02:58 - 03:25] - Delayed Read Archive for Plants
Modified version of the DRA scripts for plant archiving. Plants have different lods and animation versions, which can be loaded or unloaded during scene edits and they swapped from proxy ones to actual models/animations during rendering