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Experience is the new reality!

Posted by Bart Kuipers on March 28, 2013
Posted in: 3D animation. Leave a Comment

We just launched a new video on our website: c4real.nl!
It shows you what we can do to show your clients your added value, since that’s ultimately what you want to sell!

Everything has been build from the ground up, we used some material of our use cases to show what we do. The characters and animation has all been done over the last 2 months. My main focus was on rigging the characters, making sure everything moved the right way. After the pre-final animation stage, I did the shading and lighting so the animator had more time to tweak the animations.
Hope you enjoy the video and be sure to leave some comments!

Everything has been build from the ground up, we used some material of our use cases to show what we do. The characters and animation has all been done over the last 2 months. My main focus was on rigging the characters, making sure everything moved the right way. After the pre-final animation stage, I did the shading and lighting so the animator had more time to tweak the animations.
Hope you enjoy the video and be sure to leave some comments!

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New website C4Real

Posted by Bart Kuipers on December 4, 2012
Posted in: 3D animation. Leave a Comment

Recently we launched a new page for the 3D animation studio I’m working at.
C4Real is located at http://www.c4real.nl

Logo C4Real

We provide visual experiences.

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Lean building 3D animation

Posted by Bart Kuipers on March 20, 2012
Posted in: 3D animation, Compositing. Leave a Comment

We recently finished a project for a building company called Dura Vermeer. This clip is all about telling the story, not about being visually impressive or having the most beautifull character animations, just explaining the whole point of the Lean building strategy. Unfortunately, the story is being told in Dutch, but I think the whole story is quite well told by what you see. The first part shows what’s going wrong in the building scene, the second part is how they want to improve it, the third part shows some interviews with people that have already been working with the Lean philosophy.

For a breakdown of the clip, please read the whole article.

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Blog makeover

Posted by Bart Kuipers on March 19, 2012
Posted in: Uncategorized. 2 comments

As you can see, I just re-styled the blog. I’m going to post more regularly now, about whatever I’m working on. I plan on posting photographs, computer generated stills and movies, as well as on programming shaders, but also some other coding stuff, as this is what keeps me going day to day.

In the next couple of days, you can expect the following couple of things:

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Fog shader for 3ds max

Posted by Bart Kuipers on May 12, 2011
Posted in: Max Scripts. 3 comments

After some silent months, I decided to pack up and release some of my 3ds max scripts and plugins. This is the first of the upcoming series of scripts. With this plugin, you can get a cool shading effect on your models to be able to see dents in smooth surfaces better. This is done by this fog shader. I’ve seen this functionality in a modelling tutorial in (I think) XSI softimage. This was actually stunned by this way of visualizing the model while modelling. It’s quite a clever way of seeing what’s going on from back to front. It’s hard to explain this without some kind of picture, so here’s a screenshot of the shader in use.

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Tutorial 23 HLSL Shadow Mapping

Posted by Bart Kuipers on September 16, 2010
Posted in: TV3D Tutorials. 4 comments

In the last tutorial of this series, I will try to explain how to create your own shadow mapping shaders. We’ve already seen the shadows of truevision3d, now it’s time to create our own system. This is by no means the best type of shadowing, it is just good to get an understanding of what is actually happening. The system we’ll make is for a point light. The basic idea behind it is to place 6 camera’s on the place of the light, each facing outwards, so you’ve got a complete view from the camera. This is a cubemap. We’ll render the depth of the object the camera sees to the cubemaps’ faces. This then allows us to do a lookup in the direction of the pixel we’re rendering, to see if the distance of the cubemap is lower than the real distance. If it is, we have a shadow.

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Tutorial 22 HLSL Heat Haze

Posted by Bart Kuipers on September 16, 2010
Posted in: TV3D Tutorials. Leave a Comment

Everyone knows this phenomena, you can see it about the tarmac or even something as simple as a candle. A heat haze. What is happening in nature? The air above something that is hot is rising. There are pressure differences and that means the breaking index of the air is difference, in other words; the light rays bend a little. This effect is really cool to have in our scene as well, so we’ll do that. We will take the post-effect approach. What will we do? We will render the scene without the heat haze to a texture, then we’ll render the heat haze (being particles) on to another texture. Then we’ll combine it in a shader to draw it to the screen.

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Tutorial 21 HLSL Per pixel object

Posted by Bart Kuipers on September 15, 2010
Posted in: TV3D Tutorials. Leave a Comment

We’ve seen an object shader already, but now we’re going to do something more interesting. In tutorial 4 (per pixel lighting), we’ve seen some per pixel lighting already. It would be good to try and replicate or even improve this effect. We are going to do this in this tutorial. Before you continue, make sure you at least have an idea of what tangent space and parallax mapping might be.

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Tutorial 20 HLSL Basic post

Posted by Bart Kuipers on September 15, 2010
Posted in: TV3D Tutorials. Leave a Comment

Everyone will have seen black and white films/pictures, sepia pictures, pictures or movies with film grain etc. To get such an effect in the 3D world, we normally use a technique called post-effects. This means we apply some kind of filter after (post) rendering. This means we don’t have to do the effect on every object that’s hidden, we only apply the filter on the pixels that are actually visible. This can be really usefull and good, especially when adding some more calculation heavy stuff.

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Tutorial 19 HLSL Basic object

Posted by Bart Kuipers on September 15, 2010
Posted in: TV3D Tutorials. Leave a Comment

Now for the more advanced TV3D tutorials. The next 6 tutorials will be about shader and how to work with them. I’m not going to explain all about shaders, there are a lot of good resources for that already. Take a look at this wiki page: wiki. In this first tutorial we’re going to create a simple shader that will just output the cube with a texture. This can be the template for any object shader you’re going to write.

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