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	<title>TheBeals</title>
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	<link>http://jdbeals.com/blog</link>
	<description>Workings of a 3D Artist</description>
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		<title>Top 5 Blending Operations used in my composting process and how they work:</title>
		<link>http://jdbeals.com/blog/archives/202</link>
		<comments>http://jdbeals.com/blog/archives/202#comments</comments>
		<pubDate>Sat, 10 Jul 2010 04:57:44 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://jdbeals.com/blog/?p=202</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<h3>Normal (Over)<br />
This is the most common blending operation. A covers B except where it is transparent. (A+(B*(1-alpha)) = C)<br />
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)</p>
<p>Stencil<br />
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.</p>
<p>Add (plus)<br />
This is most arguably the second most used operation. (A+B=C)<br />
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.</p>
<p>Screen<br />
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</p>
<p>Multiply<br />
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.</h3>
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		</item>
		<item>
		<title>Shoe Update</title>
		<link>http://jdbeals.com/blog/archives/197</link>
		<comments>http://jdbeals.com/blog/archives/197#comments</comments>
		<pubDate>Sun, 20 Jun 2010 04:01:04 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://jdbeals.com/blog/?p=197</guid>
		<description><![CDATA[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&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p>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&#8217;s coming along. It&#8217;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&#8217;t hit the high detailed areas yet, nor have I added in the stitching :/</p>
<p><img class="alignnone" title="Angle1" src="http://jdbeals.com/website/pics/big/Adidas_Shoe/WIPS/shoe1.jpg" alt="" width="900" height="479" /></p>
<p><img class="alignnone" title="shoeanlge2" src="http://jdbeals.com/website/pics/big/Adidas_Shoe/WIPS/shoe2.jpg" alt="" width="900" height="479" /></p>
<p>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.</p>
<p><img class="alignnone" title="trainingangle1" src="http://jdbeals.com/website/pics/big/Adidas_Shoe/WIPS/training1.jpg" alt="" width="900" height="479" /></p>
<p><img class="alignnone" title="traningangle2" src="http://jdbeals.com/website/pics/big/Adidas_Shoe/WIPS/training2.jpg" alt="" width="900" height="479" /></p>
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		<title>Intro screen for Adi</title>
		<link>http://jdbeals.com/blog/archives/191</link>
		<comments>http://jdbeals.com/blog/archives/191#comments</comments>
		<pubDate>Thu, 27 May 2010 03:21:09 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[3D]]></category>

		<guid isPermaLink="false">http://jdbeals.com/blog/?p=191</guid>
		<description><![CDATA[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.]]></description>
			<content:encoded><![CDATA[<p>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.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="400" height="300" 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://vimeo.com/moogaloop.swf?clip_id=12068552&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="400" height="300" src="http://vimeo.com/moogaloop.swf?clip_id=12068552&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><a href="http://vimeo.com/12068552">Adi_test_intro</a> from <a href="http://vimeo.com/user3909075">Jonathan Beals</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
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		<title>Maya Ascii</title>
		<link>http://jdbeals.com/blog/archives/186</link>
		<comments>http://jdbeals.com/blog/archives/186#comments</comments>
		<pubDate>Mon, 17 May 2010 02:08:04 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Maya and Mental Ray]]></category>
		<category><![CDATA[Technical]]></category>

		<guid isPermaLink="false">http://jdbeals.com/blog/?p=186</guid>
		<description><![CDATA[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&#8217;t open it for some reason, you could go through that file in a text editor and find [...]]]></description>
			<content:encoded><![CDATA[<h3>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&#8217;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&#8217;t too bad. Fortunately Maya successfully saved an .ma in temp when it crashed.</h3>
<h3>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:</h3>
<h3>Basic File Info (name, date etc&#8230;)</h3>
<h3>Camera nodes and tranformations</h3>
<h3>Other node information (creation, transformation)</h3>
<h3>Lights</h3>
<h3>Layers</h3>
<h3>Histories of objects</h3>
<h3>Animation Histories</h3>
<h3>ConnectAttrb of lights/shaders/materials</h3>
<h3></h3>
<h3>Now granted this information could be off and should taken with a grain of salt, but GENERALLY this is the order.</h3>
<h3></h3>
<h3>Since I knew what killed it (MergeVertex), and where it was located, I scrolled down near to the bottom and searched for &#8220;MergeVertex&#8221;. I found it and deleted it then saved but it still didn&#8217;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.</h3>
<h3>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.</h3>
<h3></h3>
<h3>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.</h3>
<h3></h3>
<h3>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!</h3>
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		<title>Adidas Shoe SockLiner WIP</title>
		<link>http://jdbeals.com/blog/archives/180</link>
		<comments>http://jdbeals.com/blog/archives/180#comments</comments>
		<pubDate>Sun, 02 May 2010 08:39:47 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://jdbeals.com/blog/?p=180</guid>
		<description><![CDATA[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!]]></description>
			<content:encoded><![CDATA[<p>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!</p>
<p><img class="alignnone" title="Adidas Sock Liner" src="http://jdbeals.com/website/pics/big/AdidasShoe/SockLiner.jpg" alt="" width="642" height="1141" /></p>
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		<title>Sphere Desktop Background</title>
		<link>http://jdbeals.com/blog/archives/177</link>
		<comments>http://jdbeals.com/blog/archives/177#comments</comments>
		<pubDate>Sat, 01 May 2010 01:12:46 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://jdbeals.com/blog/?p=177</guid>
		<description><![CDATA[Continuing to tweak my lighting setup, I think I&#8217;m getting pretty close to something I like. It has multiple layers along with multiple render &#8220;passes&#8221; 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 [...]]]></description>
			<content:encoded><![CDATA[<p>Continuing to tweak my lighting setup, I think I&#8217;m getting pretty close to something I like. It has multiple layers along with multiple render &#8220;passes&#8221; 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&#8230;) 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!</p>
<p><img class="alignnone" title="Sphere" src="http://jdbeals.com/website/pics/big/Sphere.jpg" alt="" width="642" height="359" /></p>
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		<title>Light Setup</title>
		<link>http://jdbeals.com/blog/archives/172</link>
		<comments>http://jdbeals.com/blog/archives/172#comments</comments>
		<pubDate>Tue, 27 Apr 2010 06:06:22 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Maya and Mental Ray]]></category>

		<guid isPermaLink="false">http://jdbeals.com/blog/?p=172</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<h3>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 ;)</h3>
<h3>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&#8217;t wait for 2011 to test this out with the new physically accurate light.</h3>
<p><img class="alignleft" title="lighting_setup_Adidas" src="http://jdbeals.com/website/pics/big/lightsetup2.jpg" alt="" width="702" height="351" /></p>
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		<title>Adidas Enduro Bounce WIP</title>
		<link>http://jdbeals.com/blog/archives/161</link>
		<comments>http://jdbeals.com/blog/archives/161#comments</comments>
		<pubDate>Wed, 21 Apr 2010 06:12:25 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Maya and Mental Ray]]></category>

		<guid isPermaLink="false">http://jdbeals.com/blog/?p=161</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>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&#8217;m makin sure the edge loops flow right and every  edge loop has a home :-)</p>
<p><img class="alignnone" title="Adidas_Liner_B" src="http://jdbeals.com/website/pics/big/Adidas_Shoe/WIPS/sock_line_B.jpg" alt="" width="1024" height="469" /></p>
<p><img class="alignnone" title="Adidas_Liner_T" src="http://jdbeals.com/website/pics/big/Adidas_Shoe/WIPS/sock_line_T.jpg" alt="" width="1024" height="469" /></p>
<p>here is the actual shoe more or less (found the pic on the web because I&#8217;m too lazy to upload one of my own):</p>
<p><img class="alignnone" title="adidas Enduro Bounce" src="http://jdbeals.com/website/pics/big/Adidas_Shoe/reference.jpg" alt="" width="1000" height="1000" /></p>
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		<title>Ambient Occlusion</title>
		<link>http://jdbeals.com/blog/archives/157</link>
		<comments>http://jdbeals.com/blog/archives/157#comments</comments>
		<pubDate>Tue, 13 Apr 2010 22:18:59 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Maya and Mental Ray]]></category>
		<category><![CDATA[Technical]]></category>

		<guid isPermaLink="false">http://jdbeals.com/blog/?p=157</guid>
		<description><![CDATA[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 &#8220;correct.&#8221; 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 [...]]]></description>
			<content:encoded><![CDATA[<p>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 &#8220;correct.&#8221; 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&#8217;s blog that will rock your world and will change how you do an AO pass (hopefully).</p>
<p>Here is the image:</p>
<p><img class="alignnone" src="http://www.lysator.liu.se/~zap/pd/ao-explain.jpg" alt="" width="1486" height="1157" /></p>
<p>and here is the article</p>
<p>http://mentalraytips.blogspot.com/2008/11/joy-of-little-ambience.html</p>
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		<title>Illuminance Continued</title>
		<link>http://jdbeals.com/blog/archives/155</link>
		<comments>http://jdbeals.com/blog/archives/155#comments</comments>
		<pubDate>Tue, 13 Apr 2010 22:04:06 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Maya and Mental Ray]]></category>
		<category><![CDATA[Technical]]></category>

		<guid isPermaLink="false">http://jdbeals.com/blog/?p=155</guid>
		<description><![CDATA[*Generalizing Alert* my notes continued. So say you have a point on a surface and you want to find out how much illuminance it is getting. What we do, is look at the light source and see how big of an angle it covers. We take that angle, multiply it by the amount of luminance [...]]]></description>
			<content:encoded><![CDATA[<h3>*Generalizing Alert*</h3>
<p>my notes continued.</p>
<h3>So say you have a point on a surface and you want to find out how much illuminance it is getting. What we do, is look at the light source and see how big of an angle it covers. We take that angle, multiply it by the amount of luminance the light has and you get the illuminance value at that point. If the light source is bigger, it covers a larger angle. If the same light is farther away, it covers a smaller angle which means the illuminance of that point is lower. Distance is irrelevant actually. All that matters is the size of that angle. A large light from a far distance and a small light at a near distance that covers the same angle and same luminance value will give the same illuminance.</h3>
<h3>You have heard the term &#8220;light falls of quadratically&#8221; or at least seen the option for the light in Maya (distance^2). This is actually a fairly inaccurate representation of the above subject. It is only accurate for distant lights. Example. You have a plane of light that has a length of X meters at a distance of Y from object P covering an angle of Z.  If you were to half the distance between the light source and the object, the angle of course gets bigger, and at far distances it&#8217;s really close to doubling the size of that angle Z. However, since the light source can never reach point P, that means the angle can never grow past 180 degrees. This means that for each time you half the distance, the degree that the angle changes will grow farther away from doubling and closer to staying the same.</h3>
<h3>Example. Walk up to a large light source such as a window or tv. Look at your hand as well as how bright the tv/window is and notice how bright it is. It has a specific luminance. Take two steps back and look at your hand, your hand will appear darker, but tv/window look to have exactly the same luminance.  This is because when you were closer, the light source covered a larger angle compared to your hand and when you stood back, it covered a smaller angle which means it will illuminate your hand less.</h3>
<h3>There are many ways to imitate this in CG. For MR, you have your final gather, photometric lights, and of course the beautiful and amazing Portal Light.</h3>
<h3>There is a big problem with traditional cg lights because they are point lights. Points cannot cover an angle to a point on a surface because it has no area which means it cannot emit any illuminance. This means the objects in a scene does not know what luminance the light has so it is faked. It also has an unclear mythical 0-1 value of color which is of course unrealistic (value of light is from 0-whatever). Lights also have strange falloffs (none, linear, or tries to do a distance^2 blindly). They are also rarely ever visible in a scene like they are in real life. When they are visible, their intensity is computed incorrectly. Even old MR. lights are buggy and hacks.</h3>
<h3>The reflections of the light source is generated by a fuzzy blob. This is a big problem because our eye uses highlights to judge an object and figure out most of it&#8217;s features. If we make it visible so it can be seen in reflections we run into major sampling issues.</h3>
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