CompuServe Thread

#Listerine Animation!!!

52 messages in this thread
#82956From: John N. JordanFeb 11, 1994 12:20 AM
I just saw *another* EXCELLENT listerine animation.. WOW. Those guys don't quit. PDI did those right? Well, enough said.. It'll be a while until I'm that good. I hope you enjoyed this little exclamation.. I had to let it out. <grin> JNJ
#82971From: David StinnettFeb 11, 1994 1:00 AM
John, I think Pixar does those. Somebody correct me if I'm wrong. David
#82973From: David StinnettFeb 11, 1994 1:04 AM
And I should add, EXCELLENT is right. "WOW" is the first thing that came to mind when I saw it. My favorite so far. David
#82995From: John N. JordanFeb 11, 1994 3:47 AM
>And I should add, EXCELLENT is right. "WOW" is the first thing that came to mind when I saw it. My favorite so far.< I find myself gaping everytime it comes on (three times tonight), and out of breath whenever it ends. "So soon??", I ask. That animation is pure art. The glinting of the arrow tip… The shredding of the sign.. The trees and bushes.. wow. I don't care if it *is* only a commercial for some stupid mouthwash, I could watch a whole 3 hour movie about that little guy. Or even a 1/2 hour cartoon show.. <seriously grinning> I'd buy a VCR just to record each episiode. I do know that it's a Renderman rendering.. but I'm not sure on the creator. Whoever it is.. I want to work there. Definately top notch.
#83013From: David StinnettFeb 11, 1994 6:24 AM
John, >> it's a Renderman rendering.. but I'm not sure on the creator. The whole animation was done at Pixar, with their own software. They're the same folks that did the "Luxo Jr." series and "Tin Toy", among others. David
#83266From: John N. JordanFeb 11, 1994 11:56 PM
>The whole animation was done at Pixar, with their own software. They're the same folks that did the "Luxo Jr." series and "Tin Toy", among others.< aah, that makes sense. Do you know of a good tape that has Tin Toy, Luxo Jr. and a bunch of other really good animations on it? (besides the R3 demo.. <g>) I've only seen parts of these. JNJ
#83285From: David StinnettFeb 12, 1994 2:44 AM
John, Your not going to see any Pixar stuff on any of the commercial tapes or lasers like "the mind's eye" and the sort. I have a tape put out by pixar that has "Luxo jr.", "red's dream", "Tin toy", and "Knicknack" on it. I got it at an animation gallery in West LA called 'Name that toon'. Its a pretty cool place, if your in the area you should drop by and see it… lots of Wil Vinton stuff (original claymation models and sets) and even CG stuff too. If your not in the area, you should give them a call, maybe you can order a copy of the tape.
#83380From: John N. JordanFeb 12, 1994 5:05 PM
Cool. Do you think you could summon up the tel # for "Name that Toon?" Thanks. JNJ
#83435From: David StinnettFeb 13, 1994 12:00 AM
>>the tel # for "Name that Toon?" Sure. (213) 653-5633 David
#83193From: Fredrik L. NilssonFeb 11, 1994 8:10 PM
It's Pixar who does all the Listerine commercials. Yeah, they really do some amazing stuff. But hey when you got SGI Reality Engines, Watch out.. I just got to play around on one yesterday, and it was the most incredible computer I've ever used. Real Time almost everything.. .
#83368From: David StinnettFeb 12, 1994 3:04 PM
>>Yeah, they really do some amazing stuff. But hey when you got SGI Reality Engines, Watch out.. But you have to remember it's the people behind the computer that are ultimately responsible for the animation. I'm sure there are a ton of SGIs with Reality engines out there, but how many animations of this caliber do you see? Not many. David
#83491From: Grady WFeb 13, 1994 1:39 PM
Yeah, I know, also another nice one is the coca-cola with the polar bears, I think it is done by Rythm and Hues, anyhow, they are nice… and the listerene ones are just too cool… Grady O. WIlliams III
#83032From: ALAN IGLESIASFeb 11, 1994 9:47 AM
Gotta agree with you, John. I *love* the way the liquid sloshes around in that bottle! -Alan
#83267From: John N. JordanFeb 11, 1994 11:56 PM
>Gotta agree with you, John. I *love* the way the liquid sloshes around in that bottle!< That'll be able on 3DS soon.. right? <hope> Does 3DS have Renderman support? JNJ
#83275From: ALAN IGLESIASFeb 12, 1994 12:48 AM
Although a RIB interface for 3DS was once in the works, I believe that it was scrapped for various reasons. No worry, though, as IPAS3 cetainly seems to be taking off quite nicely… I'd love to be able to control a liquid like that (in the Listerine commercial) in 3DS. The way things are going, I get the feeling it won't be too long…you could probably simulate such in 3DS now, but it may be a bit of a keyframing task without some sort of K/IK abilities.
#83378From: John N. JordanFeb 12, 1994 5:05 PM
<still gaping> Iwannarealityengine!
#83492From: Grady WFeb 13, 1994 1:41 PM
No you can't have one… isn't the reality engine around 500,000.00 dallars???
#83503From: Paul LindFeb 13, 1994 2:54 PM
Grady, You can buy 5 Reality Engines for $500,000, and they are of limited use for animation other than development. You still need to render through a processor to disk one frame at a time like the rest of the world. Funny how everyone gets a key word in their vocabulary, and equates it to ultimate power. If you like the animations, the credit goes to the animators and programmers at Pixar, not the box they're using. Paul
#83560From: Fredrik L. NilssonFeb 13, 1994 9:43 PM
Yeah, but do you know how much faster they render the frames. The company I work for is working on a really cool Colgate animation, full of lots of particles and stuff. On an Indigo 2 with an R4000 it took 1:18 minutes a frame, and on the Onyx it only took 20 seconds. Now thats a big difference and so you could use the extra rendering time for increased quality. Like Ray Tracing , Refractions, Ray Traced shadows, and maybey even Raydiosity. The guys at Pixar are really talented and I always look forward to see whats coming next. Did any of you guys hear about the feature length movie that Pixar is supposedly working on.. All computer animation. Should be pretty awesome.
#83568From: Paul LindFeb 13, 1994 10:19 PM
There is no difference in frame rendering time unless the specific piece of software that you are using subdivides the frame across multiple processors. This option is ususally $6000 per processor and until Mental Ray is imbedded into SI none of the major players actively distribute individual frames. As to the frame subdivision, if you're using an Onyx with 4 processors, you could get 4 Indigo2's for less money than the Onyx and experience the same speed. If you're comparing a multiprocessor Onyx to a single processor Indigo2 then you're not comparing apples to apples. Additionally by saving money and utilizing multiple machines, you not only have more stations for animators but you have better overall performance because each processor has a dedicated hard drive and bus. On the Onyx, a rendering that is that small will cause massive headaches as all processors constantly try to access the same drive at one time. As a point of reference, we've run all of these speed test in-house and I assure you that there is no difference other than the cost. We've run rendering tests on the Indy, Indigo, Indigo2, Crimson, and Onyx with Alias, SoftImage, and Wavefront. Paul P.S. – As to the feature lengthed movie, there are no less than 6 animation houses currently working on the same sort of projects. It is the "in" thing for all large houses to move into next.
#84051From: Grady WFeb 15, 1994 9:28 PM
I agree, these animations would never happen if the animators didn't have the vision, and could visualize the great works. Although powerful software, and systems don't hurt…
#83547From: SCOTT HIGGINSFeb 13, 1994 7:23 PM
Actually the 24x150MHz MIPS R4400 CPU version with 2 GB of mem runs close to $1,000,000.00. It is currently used mainly for real time rendering VR applications. I don't think there is a way to utilize the output for video production.
#83549From: Paul LindFeb 13, 1994 8:16 PM
There is no difference in graphics speed between the 24 CPU RE2 and the single processor RE2. They both run 320M TexPix, 1.6M Tmesh, and 900K TexAA. You're inadvertantly associating the cost of the box with the unassociated cost of the Reality Engine. List price on the reality engine as a stand alone package is less than $50,000. As to the current price of the 24X150 R4400 unit with the RE2. It's list price is $634,900 with extremely good discounts available. A new Onyx with RE2 graphics and 4XR4400 150 is listed at $199,000 and sold for around $165,000. You're correct in assuming that the RE2's geometry engines are useless when it comes to rendering for tape output.
#83733From: John N. JordanFeb 14, 1994 4:58 PM
Paul: I appreciate your SGI explanations, and now understand your strong comments against A:M. You have worked with the real thing. I'm curious on your continued use of PC animation tools when you have much more powerful tools available. Many stick to PC's because of the cost. You, apparently, do not have that limitation. Why 3DS? I would figure that your time working on a PC would be less fruitful as compared to working on an SGI, due to the rendering speed differences, and lack of immediate feedback. I am also interested in why the output of a Reality engine is no good for video work. Is it because the quality of the rendered image is substandard, in comparison to "slow" rendering? JNJ
#83771From: Paul LindFeb 14, 1994 8:05 PM
John, We use 3D Studio because it is an extremely powerful tool that easily holds it's own against the other packages. 3D Studio has a phenomenal renderer that offers a large number of speed advantages. The thought that everybody needs to raytrace every image is ridiculous. There are alot of projects that 3D Studio handles better, faster, and cheaper than it's SGI based competitors. All one has to do is to look at the actual quality of the renderings of some of the SGI based packages and compare them to 3D Studio, and it will immediately become apparent why alot of animation companies running SGI equipment, run 3D Studio too. There are alot of projects where the only way to get a desired result is to use 3DS. Two projects that we are currently working on were both won using 3DS and competing against other demo sequences from companies using SGI based tools. Paul P.S. – Regarding the output of the Reality Engine, it's not that the output is lacking or that the quality is substandard. The reason you still have to render to disk is because the Reality Engine can be likened to an extremely fast video card with lots of ram. It puts great pictures on the screen, but it doesn't output a NTSC signal that can be recorded to a VCR. It's more like a really nice video card, not a framebuffer. It is a visualization tool for VR and technical applications primarily. It's major use in the animation market lies in it's ability to show "previews" and greatly speed up production. For instance if you're adjusting lighting in a scene, you can instantaneously spin the scene around 360 degrees and look at a smooth shaded scene. It alleviates the need to spend hours doing test rendering. Before someone else jumps in here, there are obviously alot of other advantages, but these are being used to illustrate why one still needs to render to disk one frame at a time.
#83834From: Bailey BrownFeb 15, 1994 12:18 AM
Does the RE support GetImage() or at least GetPixel()? If it does (and I'm going to laugh at SGI, right in their face, if it doesn't) then why can't you render to the RE, copy the image into ram and do whatever NTSCish things you need to do to it, then save it to disk or possibly send it to an NTSC framebuffer for recording?
#83891From: Ralph F. FrantzFeb 15, 1994 10:02 AM
>> There are alot of projects that 3D Studio handles better, faster, and cheaper than it's SGI based competitors. >> Two projects that we are currently working on were both won using 3DS and competing against other demo sequences from companies using SGI based tools. PMJI, but…I just love hearing this kind of thing. Thanks for putting a smile on my face this morning!
#84053From: Grady WFeb 15, 1994 9:33 PM
Well, what are the differences between the SGI machines, and the 3ds software??? GRady O. Williams III
#84079From: John TissavaryFeb 15, 1994 10:48 PM
3D Studio runs on personal computers, (PC's). Silicon Graphics (SGI) makes workstations that are more powerful cpu wise, and are often configured with hardware specifically dedicated to 3D display. Think of them as very expensive 3D accelerators. There are several high-end software packages that are available for workstations, and they tend to perform best on SGI's. These packages include SoftImage, Alias, Wavefront, etc… . I think what Paul was trying to say, and I agree, is that one must pick the right tool for the right job. There are so many animations out there that 3D Studio is extremely competetive for, even against more expensive workstation based packages. And there are also jobs that would be unrealistically difficult and slow to produce (if not impossible) in 3D Studio as it stands now. Future releases and IPAS' will probably narrow the gap. It seems that utilizing the best of a variety of tools makes good animation and buisness sense.
#84377From: Grady WFeb 16, 1994 10:10 PM
O.K. I get you now… GRady O. Williams III
#84122From: John N. JordanFeb 16, 1994 2:09 AM
Thanks for your response. It's exciting to see 3DS competing (and even beating) SGI setups. I believe that R3's new IPAS routines, and certainly advanced processor support (Pentiums, and hopefully even NT supported multiprocessing machines) would cut that difference even closer, saving us loads of money. About the Reality Engine, I am suprised to see that SGI would not include a quality NTSC output support for that sophisticated a "video card", at least to allow realtime recorded previews for remote display. It's interesting, nevertheless. I doubt I'll have one anytime soon. <g>
#84191From: Bailey BrownFeb 16, 1994 10:42 AM
John, I'm wondering why you can't use the RealityEngine to render a frame, then copy that frame from the RE's framebuffer, process it some, and either save it to disk or send it to another (video) framebuffer in the same machine for recording to tape. Heck, you could even send it across a network to an Amiga or a PC with a PAR. This assumes the RE's API has GetImage() or something like that. Bailey
#84251From: John TissavaryFeb 16, 1994 2:23 PM
There are fancy scan converters for the SGI like Proton that I believe can do this, but it's not quite the same as rendering frame by frame for some reason. I could be wrong about the Proton and Reality Engine, but I saw one at VMI and that's what it looked like it was doing. It was hooked up to a lowly VGXT, though <g>. John Tissavary (La Luna cie)
#84354From: John N. JordanFeb 16, 1994 8:42 PM
That sounds logical.. but who knows? <g> I'm not too familiar with all the details of SGI machines. I do know that I wouldn't buy one if I couldn't do something as simple as that.. it's too expensive. I'm sure there's a small market for them. I wonder if ILM would even have need of one. JNJ
#84333From: SCOTT HIGGINSFeb 16, 1994 7:13 PM
Paul, I went back and reread the article that I had gotten this information from. The 1 million dollar price tag was for the Onyx RealityEngine2, 24x150MHz rake unit, Fakespace BOOM3C, Convolotron digital audio signal processing system, Virtual Technologies CyperGlove, Cricket 3D, Flock of Birds, Sense8 WorldToolKit SW and VLIB-SGI SW. opps <g> At this point $500,000.00 is as out of reach as $1,000.000.00. <g> Have you heard anything about the IPAS functions that are being developed for using the Flock of Birds as a digitizer and for character animation. SSH –Graphic Realities–
#84346From: Yost GroupFeb 16, 1994 7:54 PM
I know of at least one IPAS3 developer who is developing a Flock of Birds capture system. It's not us, so I can't mention the name. I'm sure you'll see something at Siggraph, though. – G
#84368From: Steven LeeFeb 16, 1994 9:14 PM
Hey Gary.. when's that SIGGRAPH happening (been caught up in studies so keeping up with all that's going on in the forum is a little difficult)? — Steve
#84399From: Yost GroupFeb 16, 1994 11:23 PM
Siggraph starts Tuesday July 26th this year, Steve. I've got no idea what any specific plans for it are, yet. (except that we'll be doing another demo reel, of course) – G
#84417From: Steven LeeFeb 17, 1994 12:34 AM
Thanks Gary (ignore my e-mail.. didn't realize you already responded in the forum).. — Steve
#84052From: Grady WFeb 15, 1994 9:31 PM
Where there's a will, there's a way… Anyhow, approxmiatley how long does it take to camplete a 30sec. TV commercial animation, and are the 3d objects made using 3D plotters???
#84658From: James Coulter[Mindscape]Feb 18, 1994 12:08 AM
I was watching an interview of the folks at Rythm and Hues (I just love that name), and one of the animators said it takes six weeks from storyboard to delivery. Given the extraordinary quality of the Polar Bear commercials, I find this speed amazing. I would guess that the Listerine commercials are similar in production time. However, comparing the times of two different companies (Pixar vs Rythem & Hues) is highly speculative. (and I hate to be speculative) > 3D plotters < Would happen to mean 3D digitizers? I have no idea if they are used. Personally, I would avoid them due to the unnecessarily high vertex counts they produce (for most situations). — James —
#85403From: Grady WFeb 21, 1994 2:51 PM
Oh… yeah.. 3d Digitizers… well, I've heard that most postproduction houses use them… and it is the easiest way to create 3d models… >Personally, I would avoid them due to the unnecessarily high vertex >counts they produce (for most situations). What does that mean??? unnecessarily high vertex…
#85414From: Paul LindFeb 21, 1994 3:36 PM
It means that he obviously hasn't used one of the digitizers in the last two years.<BG>
#85429From: James Coulter[Mindscape]Feb 21, 1994 4:52 PM
> obviously hasn't used one in the last two years.<BG> < Very true! I guess the newer ones have variable resolutions, mesh optimization, and lots of red buttons <G>. Not to mention I do not have the $$ to buy one of my own anyway! (Can I barrow yours? I have a telephone cord I want to scan in . . . <G>)
#85431From: Paul LindFeb 21, 1994 5:10 PM
The scanner we're utilizing with our current project is a Cyberware scanner. It scans at a phenomenally high resolution and simultaneously captures texture map information in 24 bit color. It has an AI program built into it, so it will then reduce the polygon count by up to 99%, giving you a completely optimized mesh that couldn't be created as well regardless of who your modeller was. Scanning a 3 foot object takes all of 20 seconds including a complete texture map. It uses different lasers simultaneously, one for object mesh and the other for color. Including running the optimization software it takes approximately 30 minutes from start to finish to scan virtually any object. We just finished scanning human heads and the scanner does such a phenomenal job with texture mapping that it even picks up facial hair that your razor missed. As to winning or losing jobs, we did a test scanning a model that took 3 weeks to build by hand without texture mapping. To produce a better model with the scanner including texture mapping and mesh optimization took 14 minutes. You can pick up one yourself for around $115,000 including computer controlled platform. Or if you have an object you want scanned, we'll work out a price for you.<G> Did I mention that you still need to buy the SGI workstation to hook it to? Paul
#85428From: James Coulter[Mindscape]Feb 21, 1994 4:52 PM
Like Paul said, I have not used one lately . . . But to answer your question, more verticies means slower renderings . . . means more time . . . means lost bids to faster competion . . . (on and on).
#83558From: Fredrik L. NilssonFeb 13, 1994 9:37 PM
No, I'm pretty sure you can get a Indigo 2 for 99,000 and then a reality engine for another 99,000. Not, like I have 200,000 dollars lying around.But it sure would be nice…
#83569From: Paul LindFeb 13, 1994 10:19 PM
An Indigo2 fully loaded goes for less than $45,000 with Irix 5.2, R4400 150, 128 megs of ram, 2 gig HD, Extreme Graphics and 19 inch monitor. The RE subset won't run on an Indigo2 but it's cost is also under $50,000.
#83673From: John TissavaryFeb 14, 1994 12:41 PM
The Indigo 2 is definitely WAAAY less than $99,000. People are really blowing the cost of SGI's out of proportion on this forum. I'm not sure what the current cost with a good 3D display config is, but it's less than half that as far as I remember.
#83739From: CSA/CAFeb 14, 1994 5:21 PM
John, FYI, Indog2 systems (with monitor and drive) start at a list of $24,500, for the XL, with the Extreme series starting @ $40k. Kevin Krell – Computer Support Associates
#83745From: CSA/CAFeb 14, 1994 5:24 PM
Opps, typo. Indigo2. Kevin Krell
#83775From: John TissavaryFeb 14, 1994 8:25 PM
>>Indog2<< – I've got one of those! His name is Riccochet <g>. re: Indigo2 24k > Thanks, thats what I figured, but with a fully loaded box it would run around $45k, right?