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Demoreel 2066, uff finaly is over ...
Posted: Thu Nov 16, 2006 9:40 pm
by psanitra
Hi everybody
I was a while since i posted here(in golden age of maxwell beta), i was too busy with other stuff, but finaly i hope i can find some time do go back to maxwell.
I would like you to present you my 2006 demoreel. I hope you will enjoy watching it.
Here are the links for download:
■ HDTV 720p 1280x720 Quicktime h.264 codec /
■ Mirror 1 /
■ Mirror 2
■ HALF RES - 640x360 Quicktime h.264 codec /
■ Mirror 1 /
■ Mirror 2
I would like to thank Marek and Tomas for hosting the mirrors.
If you are interested to see more, you can visit my site and read the making of demoreel, look at the wireframes, and see my other images.Of course feel free to give me feedback and opinion on this reel.
Peter

Posted: Thu Nov 16, 2006 9:51 pm
by Mihai
Really cool, especially the spider web.
But it's unclear what the demoreel is about, I mean your skills. Is it for lighting, texturing, modeling?
Posted: Thu Nov 16, 2006 9:58 pm
by psanitra
Mihai, i did it all. From the scratch. Modeling, texturing, animation, silulation, rendering, post. I`m a cg generalist.
Posted: Thu Nov 16, 2006 10:02 pm
by Maximus3D
I agree, wow! that's a very good reel you made Peter. Suddenly i feel like the worst noob in this part of the galaxy when i seen what you can create.
Excellent work Peter!
[Edit] : Apparently i hit 4000 posts now with this post, partytime!
/ Max
Posted: Thu Nov 16, 2006 10:32 pm
by rivoli
impressive amount of work, to me what really stands out is the comp part on the most complex shots. very well done.
Posted: Thu Nov 16, 2006 10:39 pm
by 3dtrialpractice
WOW!
that was a fanatik demo reel.. preftect.. High energy. .showed of key works and Was nice and short.. not too long.. so ddint kill the energy.
I to would wanan know a breakdown so ill check out your web site.. BUt for a CG generalist demo i think its kickin majotr butt!..
definatly post it on cgtalk...
very ccol I like your dark subway shots and the bathtub very "David Fincher" ish! Loved the Rail buggy crash.. while i was watchiing the demo a buddy came by and looked over the shoulder and totallythought it was reall.. he was like. ."Ouch that guys gonna hurt!" just him glancing at my monitor he thought it was 100%.. later during the Driver POV he asked if it was CG.... so congrats that crash animation and motion and the compositiong with the dust was beautiful! all the dust debris stuff was awsome with the tub as well..!!
two thumbs up on jobs well done..
Posted: Thu Nov 16, 2006 10:46 pm
by psanitra
Thx guys. The bathtub shot was very tricky from composing point of view, lot of layers, mask etc. Also i had some problem with Pflow and afterburn together. I`m not a big fan of breakdows, showing all the layers and previews etc. But still you can find something on my web.
Posted: Thu Nov 16, 2006 11:02 pm
by rivoli
psanitra wrote:
The bathtub shot was very tricky from composing point of view, lot of layers, mask etc. Also i had some problem with Pflow and afterburn together.
I can imagine that, again, it's really impressive what you managed to do all alone.
Posted: Thu Nov 16, 2006 11:19 pm
by psanitra
rivoli wrote:psanitra wrote:
The bathtub shot was very tricky from composing point of view, lot of layers, mask etc. Also i had some problem with Pflow and afterburn together.
I can imagine that, again, it's really impressive what you managed to do all alone.
HEY RIVOLI!! i never spotted that you are in Milan!! lol, i'm too!! curently working at 263 films on movie Dear Anne. We can go for a beer.
Abou the comp for Tube - a bit messy, but it works!

Posted: Thu Nov 16, 2006 11:45 pm
by rivoli
psanitra wrote:
i never spotted that you are in Milan!! lol, i'm too!! curently working at 263 films on movie Dear Anne. We can go for a beer.
sure, sounds good. btw, I hope you're having a good time here. sure is not the best period of the year, but still..
Posted: Thu Nov 16, 2006 11:54 pm
by 3dtrialpractice
hey psanitra,
Looking at this pic you just posted re: the Tube comp...
I read on your website you rendered a normals pass for this shot to help you with the lighting in DigitalFusion... can you point me to a link of an example of this workflow..or can you quickly explain how a "normals" render of this perspective helps in the compositing process.. ITs not like Object ID becasue the colors have gradients to em.. how were you able to help your composition by having this view..(in this cross cut to me it looks like you rendered the Normals for the whole shot as looking from the camera's POV)
Does this help by... looking at the greens of the planks.. did you use this as an adjustment layer ? so whaterver turned green was added extra brightness or glow? or was there another techinque relative to DF that you used the normal mapp in.. say does DF use the normal mapp to creat a 3D version of the composite?
any word would be great
your work is great and very inspiring thanks for sharing!
-luke
Posted: Fri Nov 17, 2006 12:04 am
by deadalvs
very cool work, dude... !!!
Linkin Park fits tight here !
* * *
deadalvs
Posted: Fri Nov 17, 2006 12:34 am
by jespi
Very very nice work! Congrats
Posted: Fri Nov 17, 2006 12:38 am
by psanitra
Regarding the normal pass.
Usualy you render the normal pass of the whole scene, or for object you want. In composing application you can use this pass to relight you scene, to be correct, relight your fisnihed render.(to change diffuse, ambient color, and specular + add reflections of the enviromnet), you can not create shadow with it. The colors on normal map represent the XYZ direction of surface normal of objects, so based on this information you can describe the surface of object, so you can relight.
If you you search google(try it,it is very powerfull

) you can find lot of info on this topic.
Posted: Fri Nov 17, 2006 1:09 am
by 3dtrialpractice
ok.. thanx
I understand.. you dint use the normal as an adjust ment layer.. You Used it as a bas for your main lightin via adjusting diffuse/ambient to shadow relation ...
I did a search and for after effects they have "walker effects" tools.. basically lets you light based on the colors of up down left right.. colors represent xyz and this lets you light a scene in a compositing app not a 3d app
thnx for clarifing