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	<title>Sebastian Giannoulatos</title>
	<atom:link href="http://www.g-cg.com/content/?feed=rss2" rel="self" type="application/rss+xml" />
	<link>http://www.g-cg.com/content</link>
	<description>Latest news about my projects</description>
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		<title>Animation and Final Gather</title>
		<link>http://www.g-cg.com/content/?p=432</link>
		<comments>http://www.g-cg.com/content/?p=432#comments</comments>
		<pubDate>Sat, 12 Feb 2011 13:58:46 +0000</pubDate>
		<dc:creator>Sebastian</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.g-cg.com/content/?p=432</guid>
		<description><![CDATA[ 	Recently I had to optimize rendering for a large project featuring several animated characters.
The project used final gather to create bounce lights.
Initially I thought that baking final gather at a set number of frames with the &#8216;Optimize for Animations&#8217;
option turned on would be sufficient.
    Render Settings > mental ray > Indirect [...]]]></description>
			<content:encoded><![CDATA[<p> 	Recently I had to optimize rendering for a large project featuring several animated characters.<br />
The project used final gather to create bounce lights.<br />
Initially I thought that baking final gather at a set number of frames with the &#8216;Optimize for Animations&#8217;<br />
option turned on would be sufficient.<br />
    Render Settings > mental ray > Indirect Lighting > Final Gathering Tracing > Optimize for Animations.</p>
<p>I couldn&#8217;t have been more wrong, the characters moved in and out of shadows and the flickering was awful.</p>
<p>Enter the solution: Animation Snapshots!<br />
Animation Snapshots will create a duplicate of your model at set ranges, so if you have a sequence of a hundred<br />
frames and create an animation snapshot for frames 1-10-20 etc and bake final gather once, you will have<br />
successfully baked 11 out of 100 positions in one cycle.<br />
Repeat the steps as necessary for 2-11-21 etc until you have all the positions of your character on you FG map.</p>
<p>The reason why I chose steps of ten for this example largely depends on the speed of your animation.<br />
You will want the snapshot to not create interpenetrating models or even models that are too close because then FG<br />
would not catch bounce light and the character would still be dark for certain frames. This means if you&#8217;re animating the<br />
Flash go ahead and set your snapshot to single frames, but if your shot is a character monologue a bigger distance<br />
in key frames might be required.</p>
]]></content:encoded>
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		<item>
		<title>Nye bar zhi ba &#8211; The Story</title>
		<link>http://www.g-cg.com/content/?p=425</link>
		<comments>http://www.g-cg.com/content/?p=425#comments</comments>
		<pubDate>Thu, 16 Dec 2010 05:14:13 +0000</pubDate>
		<dc:creator>Sebastian</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.g-cg.com/content/?p=425</guid>
		<description><![CDATA[ 	This small temple used to be an outpost as part of a bigger gnas bskor (pilgrimage) towards Shambala.
It was a way station where people could rest, as well as a place that protected travelers on their pilgrimage.
From the central watchtower the monks could keep the road safe for the travelers.
One day, a huge earth [...]]]></description>
			<content:encoded><![CDATA[<p> 	This small temple used to be an outpost as part of a bigger gnas bskor (pilgrimage) towards Shambala.<br />
It was a way station where people could rest, as well as a place that protected travelers on their pilgrimage.<br />
From the central watchtower the monks could keep the road safe for the travelers.<br />
One day, a huge earth quake brought down parts of the mountain destroying parts of the facility and destabilizing<br />
the ground around the temple. With great haste the monks brought the travelers to safety and the way station was abandoned.<br />
The monk who was on watch duty that day, in his hurry left a dear friend behind. Up in the watch tower he forgot a small pot in which<br />
he tended a young tree that got trampled by a traveler not long ago.<br />
Lovingly he called it nye bar zhi ba (Tranquility) for the way the little sapling endured its injury. Over the centuries, that little tree grew<br />
to encompass the entire way station, but its roots still feed back into that small pot from which the monk lovingly took care of it.<br />
Even though that monk has long since passed, the tree took up his job to protect the temple, its roots being the only force that keep the temple from falling into the abyss.</p>
<p><a href="http://www.g-cg.com/content/?page_id=7" target="_blank">To Gallery</a></p>
</div>
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		<item>
		<title>Faanui: A utopia on water</title>
		<link>http://www.g-cg.com/content/?p=415</link>
		<comments>http://www.g-cg.com/content/?p=415#comments</comments>
		<pubDate>Thu, 18 Feb 2010 15:53:45 +0000</pubDate>
		<dc:creator>Sebastian</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.g-cg.com/content/?p=415</guid>
		<description><![CDATA[ 	I decided to tackle a large scale sci-fi project. So far I&#8217;ve been focusing on organic and architectural projects, so I want to diversify my scope by branching into new themes. So far, I&#8217;ve been working on this project for about a month and a half. Being new to sci-fi I&#8217;ve had a lot [...]]]></description>
			<content:encoded><![CDATA[<p> 	I decided to tackle a large scale sci-fi project. So far I&#8217;ve been focusing on organic and architectural projects, so I want to diversify my scope by branching into new themes. So far, I&#8217;ve been working on this project for about a month and a half. Being new to sci-fi I&#8217;ve had a lot of difficulties &#8216;feeling&#8217; out this project.</p>
<p>After looking for inspiration I felt awestruck by wipeout HD&#8217;s Moa Therma track, and so the first couple of models reflected that. Soon after I got stuck.<br />
Where to go from there? The core idea was to take a real life setting and build a futuristic city surrounded by water. A modern day Venice.</p>
<p>For the rel life setting I recreated Bora-Bora and that also gave me the name for the city. Faanui, is an actual bay and where the city would lie in should it be real. Following the Venice premise I started placing buildings in and around the lagoon. Somehow that just looked awfully wrong.<br />
It wasn&#8217;t until I saw the loading menus of Mirrors Edge that I realized what I&#8217;ve been missing. Urban planning!!!<br />
My city just had random buildings standing around, I needed residential areas, docks, blocks and all the elements that suggest a city has grew over a large number of time. With that in mind, I looked at Singapore and Hong-Kong and finally could paint some concepts and determine the scope, scale and placement of everything.</p>
<p>You can find WIP in my WIP gallery :http://www.g-cg.com/content/?page_id=234<br />
As well as these locations:<br />
http://www.game-artist.net/forums/work-progress/12387-wip_futuristic-city-water.html<br />
http://boards.polycount.net/showthread.php?t=70167</p>
]]></content:encoded>
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		<title>mib_color_mix node</title>
		<link>http://www.g-cg.com/content/?p=371</link>
		<comments>http://www.g-cg.com/content/?p=371#comments</comments>
		<pubDate>Sun, 07 Feb 2010 00:49:29 +0000</pubDate>
		<dc:creator>Sebastian</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.g-cg.com/content/?p=371</guid>
		<description><![CDATA[ 	In this tutorial I will introduce one of my favorite nodes in the Mental Ray tool set, the mib_color_mix node.
Often overlooked, this node will transform any material into a powerful multi-texture solution.
So let&#8217;s begin. You can find the mib_color_mix in the Mental Ray section under the Data Conversion sub-group.
You can use a mib_color_mix in [...]]]></description>
			<content:encoded><![CDATA[<p> 	In this tutorial I will introduce one of my favorite nodes in the Mental Ray tool set, the mib_color_mix node.<br />
Often overlooked, this node will transform any material into a powerful multi-texture solution.</p>
<p>So let&#8217;s begin. You can find the mib_color_mix in the Mental Ray section under the Data Conversion sub-group.</p>
<p>You can use a mib_color_mix in any channel of any Mental Ray shader.</p>
<p>You will notice that the mib_color_mix is broken up into 4 sections.<br />
From top to bottom these are, a field called Num, Mode 1-7, Weight 1-7 and Color 1-7 + Color Base.<br />
The Color section is where you will plug in any visible maps you wish to use.<br />
The Weight section will house your alpha maps.<br />
Mode will determine how the layers will blend together and Num will tell the Shader how many channels to calculate.</p>
<p>Each layer that you add after the Color Base, will be a combination of its Color Layer, Weight and Mode settings.<br />
So, Color 0, Weight 0 and Mode 0 will belong together and so on.</p>
<p>In the image below, I added a breakdown on how I used the mib_color_mix to create a multi-layered texture that<br />
significantly reduced my memory consumption while at the same time increasing the available detail.</p>
<div id="attachment_387" class="wp-caption aligncenter" style="width: 1034px"><a href="http://www.g-cg.com/content/wp-content/uploads/2010/02/mib_ColorMix_Layout.jpg"><img src="http://www.g-cg.com/content/wp-content/uploads/2010/02/mib_ColorMix_Layout-1024x481.jpg" alt="Click on image to view in full resolution." title="mib_ColorMix_Layout" width="841" height="395" class="size-large wp-image-387" /></a><p class="wp-caption-text">Click on image to view in full resolution.</p></div>
<p>Now that we understand how the shader works, let&#8217;s take a look at how the settings affect the overall look of a texture.</p>
<div style="float: left; padding-right: 25px;">
<div style="background-color: black; padding: 20px;"><object width="400" height="300"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=9282184&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=9282184&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="720" height="405"></embed></object></div>
</div>
<div style="clear: both; padding-top: 20px;">
<p>Below, I added another example on how the node can be used.<br />
The project called for a waterfall and a dynamic simulation was not a realistic option due to time constraints.<br />
With a single texture and an mib_color_mix I was able to take a more game-engine like approach.<br />
The same texture was overlayed four times with different UV repeat rates that were additionally animated.<br />
Below, you can find the results of the waterfall effect.</p>
<div style="float: left; padding-right: 25px;">
<div style="background-color: black; padding: 20px;"><object width="400" height="300"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=9282198&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=9282198&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="720" height="405"></embed></object></div>
</div>
<div style="clear: both; padding-top: 20px;">
]]></content:encoded>
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		<title>Sci-Fi game project</title>
		<link>http://www.g-cg.com/content/?p=345</link>
		<comments>http://www.g-cg.com/content/?p=345#comments</comments>
		<pubDate>Mon, 28 Dec 2009 05:17:06 +0000</pubDate>
		<dc:creator>Sebastian</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.g-cg.com/content/?p=345</guid>
		<description><![CDATA[ 	It&#8217;s finally underway.
After a week of going through docs, installing plugins and reading tutorials I finally have a basic grasp of the Cryengine.
Over the next couple of weeks I want to build a city inspired from WipeOut HD&#8217;s Moa Therma track.
You can find WIP stills in the realtime gallery section.
]]></description>
			<content:encoded><![CDATA[<p> 	It&#8217;s finally underway.<br />
After a week of going through docs, installing plugins and reading tutorials I finally have a basic grasp of the Cryengine.<br />
Over the next couple of weeks I want to build a city inspired from WipeOut HD&#8217;s Moa Therma track.<br />
You can find WIP stills in the realtime gallery section.</p>
]]></content:encoded>
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		<item>
		<title>Breakdown_Reel</title>
		<link>http://www.g-cg.com/content/?p=311</link>
		<comments>http://www.g-cg.com/content/?p=311#comments</comments>
		<pubDate>Tue, 22 Dec 2009 15:57:54 +0000</pubDate>
		<dc:creator>Sebastian</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.g-cg.com/content/?p=311</guid>
		<description><![CDATA[



Credits

Breakdown_Reel
Sebastian Giannoulatos


Music track
&#8220;Miss You&#8221; by Trentemoller

Duration
1 Minutes 25 Seconds
]]></description>
			<content:encoded><![CDATA[<div style="float: left; padding-right: 25px;">
<div style="background-color: black; padding: 20px;"><object width="400" height="300"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=8333536&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=8333536&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="720" height="405"></embed></object></div>
</div>
<div style="clear: both; padding-top: 20px;">
<h2>Credits</h2>
<div>
<p><strong>Breakdown_Reel</strong><br />
Sebastian Giannoulatos</p>
</div>
<div>
<p><strong>Music track</strong><br />
&#8220;Miss You&#8221; by Trentemoller</p>
</div>
<p><strong>Duration</strong><br />
1 Minutes 25 Seconds</div>
]]></content:encoded>
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		<title>Mental Ray Issue</title>
		<link>http://www.g-cg.com/content/?p=307</link>
		<comments>http://www.g-cg.com/content/?p=307#comments</comments>
		<pubDate>Mon, 23 Nov 2009 19:05:39 +0000</pubDate>
		<dc:creator>Sebastian</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.g-cg.com/content/?p=307</guid>
		<description><![CDATA[ 	I&#8217;ve been having some trouble with an anisotropic material that I want to use on a leaf shader.
The areas highlighted in red show the problem.
]]></description>
			<content:encoded><![CDATA[<p> 	I&#8217;ve been having some trouble with an anisotropic material that I want to use on a leaf shader.<br />
The areas highlighted in red show the problem.<img src="http://www.g-cg.com/content/wp-content/uploads/2009/11/issue001a.jpg" alt="issue001a" title="issue001a" width="632" height="720" class="alignnone size-full wp-image-306" /></p>
]]></content:encoded>
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		<title>WIP_Animation</title>
		<link>http://www.g-cg.com/content/?p=299</link>
		<comments>http://www.g-cg.com/content/?p=299#comments</comments>
		<pubDate>Fri, 13 Nov 2009 17:02:27 +0000</pubDate>
		<dc:creator>Sebastian</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.g-cg.com/content/?p=299</guid>
		<description><![CDATA[



Credits
Animation and Mocap CleanUp: Sebastian Giannoulatos
Additional Mocap CleanUp: Ryan Wood  &#8211;  ryan.wood@woodymation.com
Environments: Chris Raicich  &#8211;  chrisrai89@yahoo.com
Duration
52 Seconds
]]></description>
			<content:encoded><![CDATA[<div style="float: left; padding-right: 25px;">
<div style="background-color: black; padding: 20px;"><object width="400" height="300"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=7595020&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=7595020&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="720" height="405"></embed></object></div>
</div>
<div>
<h2>Credits</h2>
<p>Animation and Mocap CleanUp: Sebastian Giannoulatos<br />
Additional Mocap CleanUp: Ryan Wood  &#8211;  ryan.wood@woodymation.com<br />
Environments: Chris Raicich  &#8211;  chrisrai89@yahoo.com</p>
<h3><strong>Duration</strong></h3>
<p>52 Seconds</p></div>
]]></content:encoded>
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		<title>Ready, Steady, GO!!!</title>
		<link>http://www.g-cg.com/content/?p=295</link>
		<comments>http://www.g-cg.com/content/?p=295#comments</comments>
		<pubDate>Tue, 10 Nov 2009 22:03:19 +0000</pubDate>
		<dc:creator>Sebastian</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.g-cg.com/content/?p=295</guid>
		<description><![CDATA[ 	After revisiting Aberdeen I decided it was time to tackle Nanyang as well.
I&#8217;ve been meaning to relight it and turn the scene to night for a while now.
Of course that means that I have to model the interior:)
So, off I am without any measurements and a single night image as my guide.
This is going [...]]]></description>
			<content:encoded><![CDATA[<p> 	After revisiting Aberdeen I decided it was time to tackle Nanyang as well.</p>
<p>I&#8217;ve been meaning to relight it and turn the scene to night for a while now.</p>
<p>Of course that means that I have to model the interior:)</p>
<p>So, off I am without any measurements and a single night image as my guide.</p>
<p>This is going to be fun:)</p>
]]></content:encoded>
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		<title>Maps, Maps, Maps</title>
		<link>http://www.g-cg.com/content/?p=291</link>
		<comments>http://www.g-cg.com/content/?p=291#comments</comments>
		<pubDate>Sat, 31 Oct 2009 00:52:02 +0000</pubDate>
		<dc:creator>Sebastian</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.g-cg.com/content/?p=291</guid>
		<description><![CDATA[ 	It&#8217;s finaly done.
The last UV has been laid out, the last texture painted, and the last object tweaked and optimized:)
All the color maps have been posted to the gallery.
Now I have to compile the scenes, apply and adjust all the shaders and set the lighting.
Not long now and I can start rendering.
]]></description>
			<content:encoded><![CDATA[<p> 	It&#8217;s finaly done.</p>
<p>The last UV has been laid out, the last texture painted, and the last object tweaked and optimized:)</p>
<p>All the color maps have been posted to the gallery.</p>
<p>Now I have to compile the scenes, apply and adjust all the shaders and set the lighting.</p>
<p>Not long now and I can start rendering.</p>
]]></content:encoded>
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