TV Commercial Demo

This is our first non visualization post in this forum :smile:

Its a character animation commercial demo we made. We are starting to produce this kind of spots. I hope you like it! Crits are welcome.

The link to the video is:
http://www.zerofractal.com/videos/zero\_milk/zero\_milk\_divx.avi

Some stills:

Wow! that foil material is really good! Any comments about your irradience map settings for moving objects?

very nice!!

the milk in the bottle and the foil mat are great!!..good work.

paul.

If this is only your first, it is promissing!

8) I love it!

The only thing is that the mood is a bit too clinical to my taste. A nice sunny breakfast table would be perfect.

Thanks you all! Regarding IMap settings, we used the Very High preset, w/ 20 hsubdivs. The foil material is a scanned foil, plus a glossy reflection. The milk material was impossible for us to do with vray mats, its rather a std mat some self illumination. Fluid Dynamics done with Glu3D trial.

Gijs. This is our first spot.

Nice ad!

Hey guys, is it just me, or in the scene where the bad milk bottle crushing the lil guy, is his hand partly stuck in the ground?

you’re right…I caught that too…but it was really brief :wink:

paul.

we had a slight problem with the rig, and after fixing it that detial passed us and was spotted after rendering. as it being a demo we didnt worry that much, but is a shame it happened :frowning:

8) …nice …

Very cool!

Did you computer and IR map for every frame, or did you use incremental add to current map or something?

Foil is great!! :slight_smile:

Imap is computed every frame. You can se a bit of flicker on the character in the 1st scene because of the high animation preset. On the other scenes we used Very High and it is much smoother.

Great work Alejandro! I really dig the animation!
I’m sure you’ll have some success with this demo.

Concerning flickering with single Frame Animation.
When rendering my Griesgram i discovered that when working with QMC GI for secondary bounces, the hemispheric subdivisions of the qmc gi are often the real reason for the flickering. I turned them up to about 30 and the flickering was gone. ( i never turned them up in my still renderings in teh past… :sweat_smile: )

just courious,

what’s your AA settings for this this animation??..and your map filtering (i.e. Catmoll Rom/Area etc…)…

thanks,

paul.

zerofractal,

did you ever try reducing the distance threshold to .1 or .05 I’ve found that to help in getting rid of flicker?

Geddart,

What kind of speed hit do you take when increasing the secondary bounce subdivisions up to 30? that seems like a high number.

V. Miller

zerofractal,

did you ever try reducing the distance threshold to .1 or .05 I’ve found that to help in getting rid of flicker?

Geddart,

What kind of speed hit do you take when increasing the secondary bounce subdivisions up to 30? that seems like a high number.

V. Miller

I don’t mean to nitpick, but if I’m not mistaken, the distance threshold operates in an inverse manner compared to the other two thresholds, I.e higher valuer equals more samples in it’s case.

AA was adaptive 0/2 for the first scene and 0/3 for the rest. The filter is the std area filter. We used max image motion blur.

A small sidenote. This clip was featured today on the 3daliens gallery. GLu3D is a great plugin BTW!! :smile: .

Great demo. I’m sure this will get you some tv work.

I stand corrected.

V Miller