PDA

View Full Version : Disney Moana - Complete scene for free download including cloud datasets



Marander
07-04-2018, 12:25 PM
https://www.disneyanimation.com/technology/datasets

The complete Moana island scene available for free download, including clouds, trees, rocks etc.

erikals
07-04-2018, 02:02 PM
...22GB
...6GB

  :)

hmm...

Markc
07-04-2018, 03:50 PM
Wowww...fantastic link, will have to have a look at the obj’s at the weekend....:)

BeeVee
07-05-2018, 03:09 AM
Yeah, I'm downloading it all now. Funny how serendipity works, we actually put on the film for the kids this morning. They've just finished watching it and are now on Hom (wonder if those assets will be available too? ;))

B

OnlineRender
07-05-2018, 04:56 PM
Oliver got it into LightWave lol

erikals
07-06-2018, 03:46 AM
holy macaroni!! really didn't think that would work.

a PC with tons of ram?

prometheus
07-06-2018, 06:32 AM
That cloud set is really looking great and realistic, I am curious on how they actually made it, I can only think of two ways, either an extraordinary work on a fluid simulation..
or it may actually be a real cloud scan somehow or a hybrid.

I am downloading the cloud set now and will have a go at it later, but I suspect my Ram wonīt be able to handle it. (there is to be a lower vdb data version provided as well)

Edit..I found some info on the creation of that cloud..based on a colorado photographers reference and his nice site, check here...

About the disney data assets and cloud..
https://blog.yiningkarlli.com/

Itīs funny...not long ago, In a clouds thread here.. I actually posted a link to that colorado photographer(Kevin Udy) since I found his images to be of great reference,
and what do you know..Disney actually used that as well..recognizing Kevins wonderful photographs of clouds.

The clouds thread on newtek forums...
https://forums.newtek.com/showthread.php?157226-clouds/page9

The colorado cloud site..
with the actual reference photo from Kevin Udy, which was finally re-created as volumetric clouds by the Disney artists artists Henrik Falt and Alex Nijmeh.
https://coclouds.com/436/cumulus/2012-07-26/

The other datasets of the island? well it is made in a toonished styled way, which isnīt that hard to make on your own in lightwave, maybe fun to check out though.

prometheus
07-06-2018, 07:32 AM
Some more siggraph papers on Paper- Spectral and Decomposition Tracking for Rendering Heterogeneous Volumes, perhaps something of use for the Lightwave team while further on developing the new volumetrics?





https://blog.yiningkarlli.com/2017/07/spectral-and-decomposition-tracking.html






https://blog.yiningkarlli.com/content/images/2017/Jul/beauty_clouds.png

Marander
07-06-2018, 08:21 AM
Great thoughts Prometheus!

Would be interesting to see what you come up with these cloud datasets on LW!

ianr
07-06-2018, 08:42 AM
Prom send sig-stuff to Antii @LW3DG you never know?

prometheus
07-06-2018, 08:43 AM
Great thoughts Prometheus!

Would be interesting to see what you come up with these cloud datasets on LW!

Give me a couple of hours today, I have a scene in 2018 with soft whispy clouds that I can not shut down, I need to record a little showcase of that first, before launching something new with that disney cloud dataset..running on discovery
edition so I canīt save any scene..thus Having the soft cloud still open, but I will record that very soon now, and put on the tube.

Thereīs only so much you can do with this cloud dataset, and that is only pertaining, rotating, scaling, lighting and volumetric shading, no additional change can be made to the actual volume noise.
Ill try and record that if the system isnīt getting to slow when working on it.

OnlineRender
07-06-2018, 08:46 AM
holy macaroni!! really didn't think that would work.

a PC with tons of ram?

not really it's more a dev machine than render machine, he just worked out a decent pipeline, imported the instancing with his clone tools, tbh Oliver would be the man to ask... I just sat there with my jaw open

prometheus
07-06-2018, 08:47 AM
Prom send sig-stuff to Antii @LW3DG you never know?

Yes..I might consider sending some of my opinions on the new volumetrics and what I think they need to do to get the new system even more "state of the art" ..itīs honestly not there yet in my opinion.
Two points that would be crucial is

1. infinite cloud layers.(like ogo taiki)
2. a way to make the new global volumetric scattering physical correct with reference to a spectral model (not sure if this can be worked on with nodal setups?)
In essential it needs to adapt similar atmospheric environment as old ogo taiki plugin, vue, and terragen.

After that is done, ( as for sky and cloudscapes.).Lightwave will actually be easier to set up clouds with than any of vue or terragen..in reference to have you can clone and move and navigate with cloud layers/ items.

That will alone yield results of quite realistic skyscapes, yet more might be needed for more complex control of light scattering in the clouds.

oliverhotz
07-06-2018, 09:56 AM
not really it's more a dev machine than render machine, he just worked out a decent pipeline, imported the instancing with his clone tools, tbh Oliver would be the man to ask... I just sat there with my jaw open

IF there's a hangout today, I can show some of the details during that..

prometheus
07-06-2018, 12:06 PM
hereīs a simple loading of the half sized vdb set, just some basics with a few minor changes in emission color and scattering strenght, some additional boost of lighting strength and volumetric intensity,
Three steps where cloud 1 is only the backdrop color, cloud 2 sunsky bacdrop, cloud 3 als has the sk suncolor applied in the lights color envelope.

I got a recording on something else soon for the smooth whispy clouds, have to check the recording and process it before uploading it though.

May be able to record this vdb disney set as well.

a suggestion would be to not check show opengl, It seems itīs so dense and the opengl preview will be sooo slow.

Havenīt tried the highest resolution, you got full resolution at 2.8 Gb, then half that ..which I used for these images, you got quarter that size, and you got eight of that size...so most folks should at least be able to get some version in there.
Will take a look at more advanced light scattering with nodes later on I think,this is just basics...it misses advanced scattering to bring forth details in the same way the hyperion render does.

Rec709 colorspace, disabled profiles will bring on more depth to the clouds and the skies, so this images should be processed with corrections.


Cloud1...
https://forums.newtek.com/attachment.php?attachmentid=142110&d=1530900171


Cloud2...
https://forums.newtek.com/attachment.php?attachmentid=142111&d=1530900184


Cloud3...
https://forums.newtek.com/attachment.php?attachmentid=142112&d=1530900203


142110

142111

142112

prometheus
07-06-2018, 12:11 PM
And for reference...disabled colorspace presets.
And cloud should actually also be moved to a proper cloud height, not like this from the origin point of the added null.



https://forums.newtek.com/attachment.php?attachmentid=142113&d=1530900655
142113

oliverhotz
07-06-2018, 01:37 PM
figure i'd take a stab at it real quick too..

142114

prometheus
07-06-2018, 03:08 PM
figure i'd take a stab at it real quick too..

142114

Yes, you got a better look to the original than me, you also used the more correct rotation viewpoint I think..


and for adding detail, hereīs some additional scattering data..though it would be in need of more tweaks to get it more accurate, somewhere between the first images I posted and slightly to the additional scattering data.

https://forums.newtek.com/attachment.php?attachmentid=142115&d=1530911191

https://forums.newtek.com/attachment.php?attachmentid=142116&d=1530911252



142115

142116

oliverhotz
07-06-2018, 03:14 PM
based on an arnold render, the guy just used an env light and increased volume depth... so I am weary to add emission data

prometheus
07-06-2018, 03:44 PM
based on an arnold render, the guy just used an env light and increased volume depth... so I am weary to add emission data

Yes..forgot about that, you could use that, when I previously did stuff that included additionally lights, I didnīt use environment lights, since I thought they were slower than actually just using a clone of the distant light, which I then change size angle on to get more of environment lights.

hereīs some final samples for tonight regarding tweaking scattering etc, to bad I canīt save it, have to open again and re-tweak, but that means I force myself to learn to remember it and tweak it right.

upper image, a bit too strong absorbtion scale, second image below..reduced that absorbtion strength, third image at the bottom, just cloned the distant light and changed angle size to get more softness and depth of shadows, hardly noticable but it is subtle and makes a difference.

from, what I can see on your image, compared to mine, you got deeper volume depth within the noise billows, but you miss a bit of rim edge shading, while mine got that..but maybe misses a bit more depth as in your image.
Sometimes those rim edges (within the actual cloud volume) could be inverted and instead highligthed glowing almost, I have link somewhere to how that is reseached on some white paper.



https://forums.newtek.com/attachment.php?attachmentid=142123&d=1530913430


142123

prometheus
07-06-2018, 04:16 PM
and for the correct matching and challenge, the images we posted doesnīt come close really to the hyperion rendering...






https://www.fxguide.com/wp-content/uploads/2018/07/cloud.jpg

oliverhotz
07-06-2018, 04:24 PM
we are currently in a hangout.. just chatting about... but i'll probably show the moana island stuff and how i am getting it into lw shortly for anyone interested.

https://hangouts.google.com/hangouts/_/amj35fuxsvakznpmz2f4e3frxie

prometheus
07-06-2018, 04:56 PM
I would like to thank you oliver for hinting on only using environment light or another distant light with large size angle, sometimes you may want that scattering channel, but if I would try and copy the hyperion look, then I am not expert yet on the scattering settings ..and as such my samples was giving too much detail and sharpness in the scattering of the clouds, turning it off completely and just use two lights will give a smoother look similar to that of the hyperion image.

doing some tweaks now...so long it doesnīt crashes on me, then I might post more tomorrow.

a little better but still too much detail and it would need softer shadows and scattering still, as well as a darkness in the bottom of the cloud..


https://forums.newtek.com/attachment.php?attachmentid=142124&d=1530918032

142124

prometheus
07-06-2018, 07:04 PM
I need to stop now..the thread almost becomes spammed now, some of the last tweaks today, might try some more improvements tomorrow, or shut it down and not touch it for months again, or til a new lightwave releases shows up with improvements on the volumetrics :)


Would need to raise the level of quality when it comes to softness, as well as color and how light penetrates lesser at the bottom of the cloud, you really need to be careful with scattering scale, too much and you get too much detail..and also the balance of the scattering color affects that as well.
The right images is of course the disney hyperion rendering system.


https://forums.newtek.com/attachment.php?attachmentid=142125&d=1530925382

142125

CaptainMarlowe
07-06-2018, 11:58 PM
holy macaroni!! really didn't think that would work.

a PC with tons of ram?

No, I think it's his new tool that writes instances down in a file, which allows to have millions of instances not being reevaluated per frame. But it's only a guess.

https://vimeo.com/277690284

djwaterman
07-07-2018, 12:40 AM
Tell me again why I'm downloading a 2 GB file of a frickin cloud? I guess I'll use it some time for something (probably not though).

Marander
07-07-2018, 02:20 AM
Tell me again why I'm downloading a 2 GB file of a frickin cloud? I guess I'll use it some time for something (probably not though).

Because one might want to learn and analyze
1) How the high end cg guys do their stuff
2) How you can texture, tweak, light abd render these datasets in your application
3) Which applications you have are best suited for this kind of scenes

50one
07-07-2018, 02:35 AM
A 2GB cloud... wasn't the whole point of cloud to be super light?

Badum tish.

ianr
07-07-2018, 05:14 AM
A 2GB cloud... wasn't the whole point of cloud to be super light?

Badum tish.



Disney got a GPU Stack bigger than a Small Country!!!

It's all in-house thinking the size of those files..

But Oliver is 'Stalking' the island file on facebook LW

let u know what happens.

oliverhotz
07-07-2018, 07:25 AM
Disney got a GPU Stack bigger than a Small Country!!!

It's all in-house thinking the size of those files..

But Oliver is 'Stalking' the island file on facebook LW

let u know what happens.

Regarding the Disney ISLAND dataset:

I took it as a technical challenge. Obviously, inhouse at disney, those files are completely different, but they made the "probably huge" effort, to bake things down in a way, so that other people can take a look at what those datasets are.

For me personally, I see it as a great challenge to see "hey, if i wanted to get this into lw.. could I... and, what, if any, snags do i find that can or cannot be solved. Also, could this experience reveal something, that I could pass on to the devs in terms of actually handling such datasets. Most of the time, in my work, I have huge datasets as well, but am unable to pass those on due to NDA's and the like. With this Disney Dataset, you dont have to worry about NDA's. A lot of times, you need datasets like these, to find inefficiencies.

I'll give you an example. Try in 2015, to create 10.000 nulls....and then, move around in item sets, or select different items... You'll notice, that its fairly slow. Now.. try the same in 2018, and you'll find that its blazingly fast. Those are just some of the optimizations made in 2018, based on what I call "analyzing large scene scenarios" and those fixes are a direct result of scenes like this.

I also love automating and improving tools (which really, is why ODTools exist) and I have for a long time told people that the "file Instances" idea that I had added to ODTools 4 years ago is supercool, but, it is sometimes hard to show people. This Disney Set, was perfect for me to show it. There just isnt another way to do this easily, which, is probably why you won't see a lot of people on facebook showing what I did.

I'll make a video today showing a bit more of it. Hope what I wrote made sense.

prometheus
07-07-2018, 08:59 AM
A 2GB cloud... wasn't the whole point of cloud to be super light?

Badum tish.


clouds are light in real world, we are dealing with cg world now..right:D

and for info, I had not that much of a trouble (except do not activate opengl preview) with the next highest dataset (480 294KB) with my..
Asus desktop G20CB
i7-6700 3,4GHz
Ram 32Gb
Nvidia Geforce GTX 1080

the files contains these different resolutions of the cloud dataset so even though with lesser system may at least give it a go.

wdas_cloud.vdb 2*861*156KB
wdas_cloud_half.vdb 480*294KB
wdas_cloud_quarter.vdb 66*764KB
wdas_cloud_eighth.vdb 9*798KB
wdas_cloud_hyperion_render.exr 4*433KB
wdas_cloud_hyperion_render.png 1*976KB 1998x1080x16M png
wdas_cloud_sixteenth.vdb 1*594KB
wdas_cloud_mitsuba_scene.exr 128KB
wdas_cloud_mitsuba_scene.png 51KB 333x180x16M png
wdas_cloud_mitsuba_scene.xml 3KB
README.txt 2KB

As for hyperion render vs Lightwave render, the foremost noticable thing..I would say is the shadows, where in lightwave you tend to get sharp cut off for almost every shadow or darkness in that noise volume,
Where hyperion seem to have a really nice algorithm to soften those areas out, just as they most often is portrayed in real life clouds as well.

Terragen has a specific controll parameter for either soften cloud shadows or sharpen them for more detailed volumes, where lightwave has no such control as I am aware of, these kind of stuff is years of research for both Terragen and hyperion, with a Special focus and attention to deliver best looking clouds out there, with lotīs and lotīs of research of high light is scattered in real life cloud volumes and shadows etc...I doubt such research and focus..and resources for it to happen in reference to the new lightwave volumetrics.
They could start at any time though:)

oliverhotz
07-07-2018, 09:38 AM
Hi Guys, I made a video showing how I approached the DisneyAnimation Moana Island Dataset. Hope you guys enjoy.

https://vimeo.com/album/4335852/video/278814297

VirtualFM
07-07-2018, 12:26 PM
Just saw that, Oliver. I thought it was impressive. It made what seemed to be an impossible task, not only possible, but manageable. It was like entering a darken and spooky cave and you there, stepping ahead with a powerful lantern, showing the cave was not scary at all! ;-)

erikals
07-07-2018, 12:44 PM
...that instance script seems more like a "Must have"   :)

Marander
07-07-2018, 05:11 PM
Hi Guys, I made a video showing how I approached the DisneyAnimation Moana Island Dataset. Hope you guys enjoy.

https://vimeo.com/album/4335852/video/278814297

Great video Oliver. LOL you even made a Disney json to LW instance converter on the fly!

Thomas Leitner
07-09-2018, 05:24 AM
Great script Oliver.

Now, back to the other topic (cloud): I did a test with the Disney wdas_cloud_half.vdb, too.

142158

I dont think that you can get the quality of the hyperion renderer with LW. It is very difficult and time consuming to recreate the hyperion render because we have not all informations. I did not find the the right view, sun position and background. And at least the wdas_cloud_half.vdb seems not be the same as in the hyperion render.

ciao
Thomas

erikals
07-10-2018, 12:34 PM
not sure if the Krita example Prometheus posted was LightWave, if so...

https://i.imgur.com/5cM024l.png

Ma3rk
07-10-2018, 12:40 PM
Oliver got it into LightWave lol

Ya, I'm a bit surprised no one has mentioned this video... including Oliver. I just happend across this this morning.

https://vimeo.com/278814297

oliverhotz
07-10-2018, 12:45 PM
Ya, I'm a bit surprised no one has mentioned this video... including Oliver. I just happend across this this morning.

https://vimeo.com/278814297

its mentioned 6 posts above yours hehe

mummyman
07-10-2018, 01:12 PM
Hi Guys, I made a video showing how I approached the DisneyAnimation Moana Island Dataset. Hope you guys enjoy.

https://vimeo.com/album/4335852/video/278814297

Hi Oliver.. great video! Thank you for sharing. Have you ever had requests to make a .PDB molecule reader for Layout with this technique? There's an old ball/stick pdb importer for Modeler.. however.. it's a one click, wait.. and it actually imports the data flipped on the Z I believe, which is wrong. Anyway.. .just wondering. Thanks so much!

oliverhotz
07-10-2018, 01:17 PM
Have you ever had requests to make a .PDB molecule reader for Layout with this technique?

I have not, and considering that the modeler variation exists, I dont think its worth the effort either.

Ma3rk
07-10-2018, 02:09 PM
its mentioned 6 posts above yours hehe

Of course. Looked & didn't find it. Figured you were just too busy.

prometheus
07-10-2018, 04:10 PM
not sure if the Krita example Prometheus posted was LightWave, if so...

https://i.imgur.com/5cM024l.png

Yes, I think you used my render there.
Definitely looks better photoshoped, though I think I could have boosted the actua shading to get more white in there, and there may be drawbacks to resort to photoshoping it when animations is in the picture.

The hyperion render is really something, terragen also seem capable of scattering light that way, vue I donīt think so, Lightwave...not seen any solution up til this point.

Anyone who is up to reading and understanding, implementing the techniques, itīs a lot :D
Hyperion volume renderer.
https://graphics.pixar.com/library/ProductionVolumeRendering/paper.pdf

Notable is that we do not have any kind of nodal control of assymetry, not sure if anything could be improved there or if it would help with nodal trickery, it isnīt nodal I guess because the value change is all that may be needed.

been fiddling a bit with absorption and various color settings, you can get some interesting effects there, not sure I can match that to the kind of soft darkness volume shading within a volume while still sending emitted light out to the rim edges within the volume.

erikals
07-10-2018, 04:29 PM
agree, not 100% there, so until NT rewrites the code, it might be of use.
perhaps some can find some ideas/inspiration/clues from this PhotoShop file...

it is basically
-curves
-blur
-screen mode
(used a mask here since i didn't have an alpha)

erikals
07-10-2018, 04:33 PM
Great script Oliver.

Now, back to the other topic (cloud): I did a test with the Disney wdas_cloud_half.vdb, too.

142158

I don't think that you can get the quality of the hyperion renderer with LW. It is very difficult and time consuming to recreate the hyperion render because we have not all information. I did not find the the right view, sun position and background. And at least the wdas_cloud_half.vdb seems not be the same as in the hyperion render.

ciao
Thomas

very nice! :)

did a PhotoShop test, tricky to get it 100% though.
https://i.imgur.com/iQzffWW.png


definitely going in the right direction, keep at it :)

-------

honestly i think a mix in between the 2 of you guys work would be the best, (imo)
maybe the 2 of you should share info?

07-10-2018, 05:16 PM
I cant see stuff as all the links seem to be blocked here in China. (Frustrated whine.)

Thanks, again, Oliver. Looking forward to checking this wall out.

erikals
07-10-2018, 05:37 PM
I cant see stuff as all the links seem to be blocked here in China. (Frustrated whine.)
hm, a bit jumpy Government over there? :)
that's how it is, for now at least.

prometheus
07-10-2018, 06:05 PM
very nice! :)

did a PhotoShop test, tricky to get it 100% though.
https://i.imgur.com/iQzffWW.png


definitely going in the right direction, keep at it :)

-------

honestly i think a mix in between the 2 of you guys work would be the best, (imo)
maybe the 2 of you should share info?

perhaps..we are sort of doing it here a little bit, but it is time consuming to try to figure out how to best get that typical scattering, emission and absorbtion portrayed in the hyperion image.
Right now skipping that vdb file and just fiddling with basic standard turbulent noise..for some other types of clouds and for the purpose of continuing learning the scattering, emission and lighting in 2018.
A lot can be done with setting up two lights in various vays, with various volumetric intensity, lighting angles are of importance as well.

I would gladely setup a lot of clouds, and save content files, but that comes under the condition that Newtek sends me a free copy of 2018 :D

And by the way, I would like to say that you have a very good eye for photoshoping and correcting images.



https://forums.newtek.com/attachment.php?attachmentid=142179&d=1531267947
142179

prometheus
07-10-2018, 06:18 PM
Oh..and I have yet to discover nodal lighting connections fed in to the volumetrics, I think some stuff can be intricate when using that right.
Like using light info fed in to emission, and if you have the dpont suncolor modifier in the color envelope, that looks quite nice.

erikals
07-10-2018, 07:01 PM
I would gladely setup a lot of clouds, and save content files, but that comes under the condition that Newtek sends me a free copy of 2018
i hope they do   :king:


And by the way, I would like to say that you have a very good eye for photoshoping and correcting images.
thank you! :)   did tons of PhotoShoping back in the days!

last PhotoShop test for to day, same stuff basically, just a "hard light" instead of a "screen" layer
getting sleepy... 3.00 am...

https://i.imgur.com/nBw3LSO.png


https://i.imgur.com/aS9u5JU.png

prometheus
07-10-2018, 07:25 PM
i hope they do   :king:


thank you! :)   did tons of PhotoShoping back in the days!

last PhotoShop test for to day, same stuff basically, just a "hard light" instead of a "screen" layer
getting sleepy... 3.00 am...

https://i.imgur.com/nBw3LSO.png


https://i.imgur.com/aS9u5JU.png

I got more for you to photoshop fix later tomorrow, with some of the samples above, but original render will look better than those, since I know included light info to the emission channel, as well as boosting with radiosity.
goodnight, and yes..the sun is coming up..better get back to my coffin, before the sun is fully up.