Visitors were given the chance to test their mettle against virtual athletes and have the experience recorded and packaged into a custom digital takeaway.
We were involved in the software development, hardware specification and physical installation on-site.
The system processed over 4000 users and ran for 3 weeks continually at sites in Milan and Paris during the UEFA Euro 2016 tournament.
Detached maya windows have an annoying habit of getting lost when switching from a multi-monitor window to a single monitor setup!!! (or just in general, when they get lost under other application windows or the start bar >.<)
All hope is not lost however, here are two solutions to the problem:
- Close maya and delete the window preferences file (annoying)
- This file is call windowPrefs.mel, and is located in your default “prefs” folder – This file basically stores the list of the last locations of the default maya windows. It gets updated when maya exits.
- Run this maya script I cobbled together (less annoying)
- Download Link: https://github.com/shanemarks/ResetMayaWindows/blob/master/reset_maya_windows.py
- Usage: Copy the script into the script editor and hit run, alternatively, drag it up to the shelf icon to keep it as a shortcut
- How it works: It closes all open windows and then runs the cmds.WindowPref() function, setting a new location for each of the main panels
players are in a cell captured by an evil overlord. In order for 2 people to be freed, you have to kill 2 other players. Each object in the room has an item behind it which will either help you (e.g. knife, gas-mask) or it will kill you / everyone without a gas-mask (booby trap, or poisonous gas).
The main mechanic of the game: Player one puts on headphones and is given a message with some information about the location of an item. The headphones are then passed to a player of their choice who hears some more information. and this keeps on going until you think you have enough information to make a choice and take / trigger the item at a given location.
You can move around and interact with objects / players at any time. Everyone is given partial information so that you will have to form alliances with other people playing to get all the information you need. Sub mechanics: You can also block locations from other players by occupying them (walking up to them) The game is round based. Up to two players can win a round. First player to 3 points wins, to get ahead you need to find a gasmask and trigger the gas trap to kill three other players.
Over the last week I have been working on a proof of concept script that exports Photoshop paths to polygonal meshes directly. The script can export paths directly or it can generate them automatically from the transparent areas of a layer. This script has only been tested with Photoshop CC thus far.
Download or Contribute
The script is in an alpha stage. If you would like to give it a try, or if you would like to contribute it is available here:
Usage Instructions (exporting a path)
Usage Instructions (auto generating from a transparent layer)
- Basic knowledge about rendering techniques.
What you will learn
- How to process an HDRI map for final gather rendering
- Learn about a free tool to do HDRI processing that would normally require very high end software (e.g. nuke)
What you will need
- Picturenaut (free, and a mac version is on its way )
- Banty’s Toolkit
- An HDRI image to process. A good demo set can be found here for free.
- Windows PC to follow the tutorial.
Note that the information can be applied to any set of tools, so don’t be discouraged if you are on a mac.
If you are aware of mac substitutes for this tool, let me know so I can add it to the tutorial.
The problem to be solved
Generally speaking final gather works by sending out a ray from the camera to an object and then bouncing that ray to the environment to get an approximation of the indirect lighting contribution.
HDRI maps are inherently problematic as you could have pixels that are extremely bright and extremely dark next to each other. If a ray hits a bright pixel on the environment map and the ray next to it hits a very dark pixel, you will get splotches in your render.
The only solutions to this are: brute force sampling (bad) or processing your HDRI image to resolve the problem (better)
Create 2 HDRI maps.
The high resolution one is used for reflections.
A secondary HDRI map is generated for use as your environment map. This is done by reducing the resolution and applying a diffuse convolution filter onto your HDRI map. This may appears similar to a gaussian blur but the key difference is that it preserves the edges of the map and appropriately approximates the indirect lighting contribution within the HDRI map. Your final file will will be of a lower resolution and will give you better results with less samples.
Setting Up Picturenaut & Banty’s toolkit
- Download the appropriate version.
- Run the installer
- If you are requested to, download and install the .net framework 3.5
- Download the Banty toolkit
- Extract the contents of the plugins folder within the zip to \InstallDirectory\Picturenaut\plugin-ins\hdrshop\
Processing an image
- Open Picturenaut
- Click File > Open > File of your choice
- Click Filter > HDRShop > Diffuse SH
- Run the filter when it pops up
- Save the new image and load it as your environment map. It should now look a bit like this:
- As a proof of the technique, you can take a look at this link
- A file containing spherical harmonic coefficients is also created. if you have the appropriate tools, you can use this information to approximate indirect illumination in real time, but that is way out of the scope of this tutorial.