Mads Hagbarth Damsbo (@xads) header
Mads Hagbarth Damsbo (@xads) profile picture

VFX Supervisor, Compositor & Technical Director. Indie iOS App Developer.

Copenhagen -Denmark
Joined August 2009
Photo by Mads Hagbarth Damsbo (@xads)Photo by Mads Hagbarth Damsbo (@xads)Photo by Mads Hagbarth Damsbo (@xads)Photo by Mads Hagbarth Damsbo (@xads)Photo by Mads Hagbarth Damsbo (@xads)Photo by Mads Hagbarth Damsbo (@xads)Photo by Mads Hagbarth Damsbo (@xads)Photo by Mads Hagbarth Damsbo (@xads)Photo by Mads Hagbarth Damsbo (@xads)Photo by Mads Hagbarth Damsbo (@xads)
So.. 1024 paths per pixel, up to 8 bounces, no denoiser, no rt cores used. 60 fps at 1080p on an RTX 3080. Stumbled upon this 2003 path-tracing paper while researching the lens flares for Higx Optics. It is for most intends and purposes useless for what i needed but just had to try it in action. One of those fun rabbit holes Claude let you explore.
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The idea is that you precache cone packs for every pixel (for example 4k unique rays weighted down to 16 individual cones). Then at runtime you just do a lookup of the final raypath.
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For the lens editor, i want something a bit along the lines of my little laser box. xitter.gq/xads/status/1628099790…
When you work on optical tools for VFX work, it’s always good to get some practical hands-on experience.
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Tho it clashes a bit with the styling
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Another render from yesterday, if you include the lens barrel into the mix you get some nice barrel reflections. It is also affected by the occlusion layer so you get a bit of shadowing. And then it scales with the input light source.
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Using the impression filter with the flare mode can create some quite crazy flare looks. Hopefully i can get the flare mode ready for the 1.8 release of HigxOptics
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Optics by default renders the main ray path without reflections for the bokeh, but if you include the reflections you get this:
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Got a few questions about deep for Higx Optics, and yes deep and Nuke 3d scenes (usd) will be supported in the next release (1.7). But man i'm not sure about that node name "Higx Optics3D" sounds silly, but it is the "Higx Optics" node that takes "3d" inputs. Any better suggestions? Anyway thanks a ton @HugoCGuerra and @cgrockstar1 for the deep samples to test against.
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Aaaaannndd Gaussian Splat support as well.
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After 3 long years, Higx Optics is finally out. 🥳 Raytraced Bokeh in Nuke, After Effects and DaVinci Resolve Stumbled upon this fancy (and fast) way of doing raytraced bokeh while studying lens flares, which led me down the most amazing rabbit hole of insights and knowledge and got to talk to with some amazing people in the field of optics and rendering. The road from concept to product is long, and I feel like I still have quite a long way to fulfill the original vision, but it is time to draw a line in the sand.. this is the first release, and there is a lot more coming 😊
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Sooooo close now... Last few adjustments to the website, and last few tweaks to the Nuke tutorial.
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The raytraced bokeh of Higx Optics running at 24fps in 4k on a RTX3080 was not in the cards when i started this project 3 years ago.
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The Nuke version is more powerful but sadly can't take advantage of the full CUDA pipeline that resolve has.
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Moving from 2d bokeh to raytraced give a bit more "flexibility" (with great power comes great responsibility)
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It's been a few years since my kids had a play with the Home Circuit car, so thought it would be neat to try and hook it up to a ESP32 to play around without a switch.
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Had a blast playing around with #EmberGen during the holidays, so decided to make a little bridge to Nuke (and Fusion via OFX), to get some quick volumes into Nuke.
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Doodling around with my drawing app. Not sure where this is going, but with a bit of work it could be interesting.
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A few more tests, this time from the back yard combining some basic Nuke masking with mask sampling and inpt. The idea is to provide a basic growth mask as a guide, then the mask sampler expands the mask to the size of the projected latent output giving a bit of wriggle room.
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I was doing a demo at Midas on VACE and was asked if we could make a thing burn, and it failed miserably😅. One thing is to make a thing burn, the other is how do you control placement, flow and look of that fire. So spend a few late nights tinkering...
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This mpm stuff is super fun to play around with. I might port it over to Metal and add it to my iPad simulation app.
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