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Andrew Hazelden
Works at Dover Studios, Inc.
Lives in West Dover, Nova Scotia, Canada
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Andrew Hazelden

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Panoramic Tracking Project - Syntheyes Pro Matchmove and PlayblastVR Test Render
http://www.vrideo.com/watch/bcnzCxFs


//www.vrideo.com/watch/bcnzCxFs

In the first video clip in this project I showed the initial LatLong stitched footage that was processed using PTGui, Fusion 8, and BASH scripting.

This video carries along from that point and shows the rendered results of my first matchmoving test.

For today's matchmoving workflow test I ran the vertically oriented GoPro camera rig footage through Syntheyes Pro and generated a camera track.

After a scene orientation was set up in the tracking package I exported the camera data from Syntheyes Pro and brought it into Maya as a .ma Maya ASCII file with a Y up coordinate system.

With the matchmoving data now in Maya, I loaded the stitched LatLong image sequence into the Maya scene as a background element on a polygon sphere using a lambert material with the latLong environment texture map applied to the incandescent attribute.

I then loaded the PlayblastVR for Maya panoramic renderer and adjusted the Maya render settings to render the scene with to the LatLong / Equirectangular panoramic mode with Wireframe on Shaded active.

I added a few stacked polygon cubes to the scene and put them on two different display layers so some of the cubes would have red wirelines and others would have blue wirelines.

I played the moving camera back in Maya a few times on a looping mode in the timeline and adjusted the height of the cubes (on the Y axis) in relation to the scene's grid to make sure the cubes stayed locked in place in the scene and didn't drift around too much due to positional errors.

Then the stacked cubes were put onto their own render layer.

I used a constant shading on the polygon cubes when I rendered them so I wouldn't have to play around with matching the scene lighting for this simple matchmoving test clip.

I did a few 1K and 2K low resolution test renders in PlayblastVR with the background environment map sphere visible along with the stacked cubes to make it easier to work out the final placement of the elements so they would be spaced out around the tracked camera path.

Once I was happy with the alignment of the inserted stand-in objects in the scene I toggled off the background environment layer so only the stacked polygon cubes were visible.

This project was a really good test case for the PlayblastVR renderer's "Show batch render using" feature as I used both the Kolor Eyes panorama viewer and DJV Viewer linking mode sin PlayblastVR throughout the project to instantly watch the PlayblastVR preview renders and help with the scene layout.

The final clip for this matchmoving test was rendered using PlayblastVR at 4K x 2K resolution with a panoramic 360 Viewport 2.0 output to a PNG image with an alpha channel.

Then the rendered LatLong imagery was composited over the stitched LatLong background footage using Fusion 8. To prepare the media for uploading to the web, the the Fusion comp was exported to an MP4 video at 3840x2160 resolution using 75% quality on the H.264 codec, at 30 FPS with a keyframe value of 30.
In the first video clip in this project (http://www.vrideo.com/watch/k87h0F2) I showed the initial LatLong stitched footage that was processed using PTGui, Fusion 8, and BASH scripting. This video carries along from that point and shows the rendered results of my first matchmoving test. For today's matchmoving workflow test I ran the vertically oriented GoPro camera rig footage through Syntheyes Pro and generated a camera track. After a scen...
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There's a new release out of the PlayblastVR for Maya previz rendering tool. Check out the recent additions:  http://www.andrewhazelden.com/blog/2015/08/new-playblastvr-v1-2-1-6-update-available/
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Today I created a new +mikroElektronika  Mikromedia PIC32 microcontroller based Google Cardboard firmware demo that uses an accelerometer to control stereoscopic 3D graphics. Who would have guessed a $5 microcontroller could be strong enough to beam VR imagery into your brain! http://www.andrewhazelden.com/blog/2015/08/mikromedia-vr-head-tilt-demo/
Overview. The demo uses a pair of Mikromedia boards and a Google Cardboard head mounted display to create a PIC32 microcontroller driven stereoscopic 3D view that responds interactively to the accelerometer sensor's tilt input. The code was written using MikroC Pro for PIC32 and VisualTFT.
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I want to try it. :)
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Domemaster3D v1.8.2 is out now and adds a new Maya based 'hybrid' material preset for better immersive rendering. http://www.andrewhazelden.com/blog/2015/08/domemaster3d-v1-8-2-adds-new-hybrid-material/
Hybrid Mental Ray + Maya Color Material. One of the major improvements in this release is a handy new Domemaster3D Maya shelf preset, and menu item “Create Hybrid MR + Maya Color Material”. This tool creates a new mental ray shading network that is easier to use then the previous surface ...
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This afternoon I spent time refining the Domemaster3D shader GUIs for the +CINEMA 4D  Cinema4D Arnold C4DtoA port.
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Great stuff Andrew! I shall have to give this a crack, now there is an alternative to WFCam4D (which is excellent, but limited in some ways) - now to get my hands on Arnold (which I've not used.)
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Today I did the first render with the Domemaster3D Fulldome & LatLong shaders in Cinema4D + Arnold C4DtoA. +CINEMA 4D 
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Andrew Hazelden

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Panoramic Tracking Project V2 - Initial Stitched Footage
http://www.vrideo.com/watch/k87h0F2

This is the starting point of my second panoramic matchmoving project.

The raw plate footage was shot using a GoPro rig with 9 active cameras by my friend Jason Fletcher (http://thefulldomeblog.com/) .

To make the stitched panorama, the GoPro camera MP4 files were converted into EXR fames and run through Fusion 8, PTgui Pro's Batch Builder tool, and several custom BASH scripts to reformat and stitch the footage into a LatLong 360 panorama.

As far as data management goes, the media went straight from the GoPro MP4 files into EXRs for the whole stitching and processing phase, and then was rendered into an MP4 LatLong for the web ready video output.

I used Fusion 8 and my Domemaster Fusion Macros (http://www.andrewhazelden.com/blog/downloads/domemaster-fusion-macros/) to do a bit of retouching and cleanup with a rotoscoped blur effect on the stitched LatLong footage so the camera gear at the bottom of the frame wouldn't be as noticeable and distracting. Overall, it seems to blend in nicely with the carpet color which is nice.

The next step is to track the footage in Syntheyes Pro and then start on a scene integration experiment using Maya and my Domemaster3D and PlayblastVR plugins.
This is the starting point of my second panoramic matchmoving project. The raw plate footage was shot using a GoPro rig with 9 active cameras by my friend Jason Fletcher (http://thefulldomeblog.com/) . To make the stitched panorama, the GoPro camera MP4 files were converted into EXR fames and run through Fusion 8, PTgui Pro's Batch Builder tool, and several custom BASH scripts to reformat and stitch the footage into a LatLong 360 panorama. As...
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The new Domemaster3D v1.8.3 release is out for Maya and Max. It has some excellent improvements. #VR http://www.andrewhazelden.com/blog/2015/08/domemaster3d-v1-8-3-is-out/
Arnold. Added the Maya AE python template resources to the MtoA shader release that is included with the Domemaster3D installer. Maya. New Shelf Tools. Shelf Tool Add Pre/Post Render Mel Button. This tool adds the Domemaster3D shader Pre/Post render mel scripts to the Maya Render Settings window ...
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I just did my first LatLong stereo format rendering in Maxwell 3.2 Beta! Thanks Juan Cañada & team.
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I wrote a new tutorial on how to port an Arnold lens shader UI from Maya to Maxon +CINEMA 4D

http://www.andrewhazelden.com/blog/2015/08/how-to-port-an-arnold-lens-shader-ui-from-maya-to-cinema4d/
This tutorial is aimed at Arnold renderer based shader developers who are interested in learning how to port a lens shader from the Maya MtoA format to work with the Cinema4D C4DtoA plugin. The lens shader we are going to port is the Arnold for Maya based vr_camera panoramic lens shader by Pedro ...
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Here is a short writeup that explains how the Domemaster3D Arnold lens shaders are used in Cinema4D:
http://www.andrewhazelden.com/blog/2015/08/domemaster3d-for-cinema4d-arnold-c4dtoa/
Today I did the first render with the Domemaster3D Fulldome & LatLong shaders in Maxon Cinema4D using the Arnold C4DtoA renderer. The Arnold IPR window is quite responsive when the DomemasterStereo and LatLongStereo lens shaders are active which is quite a nice thing to experience when using ...
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Have him in circles
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Work
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Visual Effects Artist
Employment
  • Dover Studios, Inc.
    Visual Effects Artist, 2000 - present
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Introduction
I am a visual effects artist and a co-founder of Dover Studios, Inc. I live in West Dover, Nova Scotia, Canada.

For fun I like to tinker with computer graphics, write small programs, create electronic inventions and work on special photography projects. I have a passion for RC flight and aerial photography.
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West Dover, Nova Scotia, Canada