As for the other elements,
all except the foreground character and the sky are 3D models created in
Prisms. The shadow on the roof was created and animated in the Sidefx image
compositer, "Ice."
Here's a scene from
"Night Train to the Stars." Kenji takes his class out on a field trip and
encounters an eerie tree housing a flock of Japanese "mozu," or shrike.
The birds were modeled in Prisms, and then a simple flapping animation
was created using a skeleton. The geometry files were saved in four positions,
(the birds were flapping very quickly, no more than four different positions
were necessary), and these were read into the final animation using a Read
SOP and a spare channel. The texture was created in Photoshop. I added
a dent generator to give the birds some roughness. Finally, the light paths
were the birds flight paths used as a backbone for the Sweep SOP/Rail SOP
combo, a cull SOP controlling their length and duration, a Polygon SOP
to give the tapering effect, and a point SOP to provide colour and make
the trails fade to transparent. The trails were rendered separately and
then glow was added in Ice.
In this scene the
birds are bursting out of a tree, scaring the bejeebers out of Kenji's
students. There are three different sets of 10 paths, for a total of thirty
birds and paths. I rendered the birds separately from the background, then
copied, translated and scaled them in Ice, giving me about 120 birds. All
this work and this scene lasted just over one second!!
Click on image to see larger version.
This snowflake was modeled in Houdini and
rendered in Prisms. I drew the "arms" of the flake on paper, scanned it,
and then ran the image through a trace SOP. I added a point SOP with a
random translation in the Z axis to make the edge jagged. Doing this created
a crystal-like structure when it was extruded and faceted. Due to the extremely
high polygon count, and transparent material, each frame took approximately
four hours to render at first. This being clearly unacceptable, (client
wanting it before the new millenium), massaging the texture and culling
some polygons brought the times down to about 30 minutes a frame.
Copyright© 1996 -1998, Sean
Lewkiw, Satelight Inc., Sapporo Japan.


Copyright© 1996
TV Iwate / Group Tak, Japan.
Copyright© 1996
TV Iwate / Group Tak, Japan.
URL: http://www.lewkiw.com