Top 5 Blending Operations used in my composting process and how they work:
Normal (Over)
This is the most common blending operation. A covers B except where it is transparent. (A+(B*(1-alpha)) = C)
This of course assumes that the alpha has been premultiplied. We can write the same formula differently where you can process one color channel at a time. (A*a)+((B*b)*(1-a))=C)
Stencil
This operation is similar to the Normal function where it uses A to cutout a spot in B (B*(1-a) = C) If the alpha is some other value than 1 or 0, it gets multiplied.
Add (plus)
This is most arguably the second most used operation. (A+B=C)
This gets used in places such as adding specular or reflection highlights. However, it should only be used when working in floating point values because the final pixel can exceed the normalized 1.0 threshold and create superwhites. If this operation is used in an 8 bit image, it can often get over-exposed and washed out, which is not desirable at all. To fix this there is another function called Screen.
Screen
Screen offers a solution to working in LDR images. The math is as follows ((A+B)-(A*B)=C It does not allow a pixel value to exceed 1
Multiply
Straight forward enough. (A*B) Multiply uses a conditional that tests for negative numbers and coverts them into zeroes which prevents C from becoming a negative value. It is most often used to composite dark elements against lighter backgrounds. Multiplying is often overused in compositing and can often lead to degradation of the final output. It best serves in the texturing phase.
Shoe Update
Progress on the shoe has been painfully slow, but my internship at Adidas is up at the end of the month, which means that I will no longer have a job which equals more time to work on the shoe. Here is an update of where I am at. So far I like how it’s coming along. It’s incredibly difficult not to get any lumpiness and to stick with a good edge flow without getting crazy dense in areas that have holes. The places where the laces go through the eyelits were by far the hardest to keep smooth, and I tried a couple different approaches, as you can see in the image, and eventually went with the high dense, not as pretty way that is nearest the toe of the shoe. It kept things perfectly smooth without any pinching or wobbliness, but I did take a hit on the poly count. *ouch* My tri count is at 144K right now and I haven’t hit the high detailed areas yet, nor have I added in the stitching :/


This detail shot of the shoe is maybe an inch across and 1/4 inch width and maybe a couple mm deep and is locate on the sole of the shoe.


Intro screen for Adi
A quick short test intro screen for a local animation company. Done in 3Ds Max and After Effects. Particles and modeling/lighting done in Max and the main blue swoosh is done in AE. 4 hours or so of work.
Adi_test_intro from Jonathan Beals on Vimeo.
Maya Ascii
I posted about this topic earlier, but I felt a real world example would be beneficial to everyone. In an earlier post, I had said that if you saved an .ma and your project crashed or you couldn’t open it for some reason, you could go through that file in a text editor and find the problem. I just lived through this hellish problem. I had been working on my shoe and saving and iterating as normal and then I tried to merge vertex and it fatal errored. When I tried opening the last file I had saved, I found out that it had been corrupted and could not open. Since it was an .mb I was out of luck and my last iteration saved was 2 hours prior, which really isn’t too bad. Fortunately Maya successfully saved an .ma in temp when it crashed.
This .ma was almost 400 megs and it was too big to open for notepad, but astonishingly wordpad was able to open it (doh!). This file was over 500,000 lines long, so long that wordpad had to open it in sections and ended up taking about 20 minutes to fully open. Generally an .ma is structured in this way:
Basic File Info (name, date etc…)
Camera nodes and tranformations
Other node information (creation, transformation)
Lights
Layers
Histories of objects
Animation Histories
ConnectAttrb of lights/shaders/materials
Now granted this information could be off and should taken with a grain of salt, but GENERALLY this is the order.
Since I knew what killed it (MergeVertex), and where it was located, I scrolled down near to the bottom and searched for “MergeVertex”. I found it and deleted it then saved but it still didn’t open. So I figured it had to be linked to its history so I deleted the entire history of the object and all of its connections (basically the entire last bit of the .ma). Be very careful when you do this and make sure the structure stays in tact and semi colons and such remain in the right places.
After this I was then able to open it up. Everything was in Chaos-all my display layers were deleted, things were misnamed-utter chaos and of course no materials existed on the objects. But this was fine, since I had prior working scenes and I just needed to export and import the object that I had been in the middle of working on when Maya died.
So in Conclusion, make sure you save an .ma at least once per work session and if you do need to root through one, especially if it was as big and scary as mine, do it smartly. Know what you are looking for and where it is located. If you are not sure what caused it, it usually is one of the last things you tried to do.
Also, a lot of times fatal errors can be caused by conflicting preferences so move your preferences and try and opening the file first and see if it does it, if not move your preferences back and start rooting away!
Adidas Shoe SockLiner WIP
Finished the sock liner! Quite proud of this. 100% quads, every edge loop has a home, every edge loop serves a purpose. Tried to keep things as evenly spaced as possible. Everything smooths quite nicely with no visible wonkiness :-P No onto the other parts of the shoe! Hurray for no sleep!

Sphere Desktop Background
Continuing to tweak my lighting setup, I think I’m getting pretty close to something I like. It has multiple layers along with multiple render “passes” that has different render presets (I.E. Draft and production) so testing is painless and fast. The different layers include different lighting schemes and different backgrounds (strong lighting, even lighting, dramatic lighting, diffuse bckgrnd, ref. bckgrnd etc…) The below test came out pretty sweet so I saved out a 1920X1080 for a background image. I also have a 2560X1600 if anyone ones it. Cheers!

Light Setup
I have finally gotten the time to create a new lighting scene for Adidas. Finally, I can get them working linearly! Quite simple, and still in its early stages. My test subject is a scene off of http://www.mymentalray.com/. I am using 3 portal lights, along with 3 softboxes in front of them to soften the shadows. I am using 2 blackbody shaders in the lights and 1 cie_D (blackbodies have a more saturated color, while the cie_d is less saturated). Of course the lights are visible. I am also using final gather and AO within the MIA for the cloth. Kelvin temps of the lights are 5K, 6.5K, and 5.5K and the kelvin control in the lens shader is set to 5.5K. All MIA_X mats. There will be multiple variations of this scene, including a layer that has harsher lights and shadows, different background attributes and etc.. You can see where I put my lights by looking in the chrome ball ;)
Oh and if you notice, you can see in the center of the area light is a bright point. You can see this strongly because the softbox that is in front of it, intensifies this flaw. This proves that area lights in Maya emit more from its center and not uniformly. Can’t wait for 2011 to test this out with the new physically accurate light.

Adidas Enduro Bounce WIP
I have begun the laborious task of replicating an Adidas shoe for the glorious reel. It is called the Enduro Bounce II. This will be high poly and will completely and accurately match the real life shoe. I want to keep things quads and as close to the same relative size as possible so if I need to take things into Zbrush, it will behave nicely. I will be modeling every part of this shoe and of course texturing/lighting/rendering later on. I have started with the sock liner since it was the easiest to get the proportions correct on. Here is the sock liner (the cushy part you put your foot on in the shoe) half completed.I have the shoe in hand and of course have lots of reference images and the such to go by. I’m makin sure the edge loops flow right and every edge loop has a home :-)


here is the actual shoe more or less (found the pic on the web because I’m too lazy to upload one of my own):

Ambient Occlusion
Throughout the years I have always been told to render an AO pas and multiply it over the beauty and fuss with it to make it “correct.” This method has always looked incorrect to me and always makes things look dirty. But I was always the student (and will always be in a sense) so I never thought to challenge it, and thought I was wrong. Well ladies and gentlemen, I am about to link you to a post on Master Zap’s blog that will rock your world and will change how you do an AO pass (hopefully).
Here is the image:

and here is the article
http://mentalraytips.blogspot.com/2008/11/joy-of-little-ambience.html
Illuminance Continued
*Generalizing Alert*
my notes continued.