When you need to light a scene with light emitting objects, the worst case scenario is when you have a VDB object. With global illumination, your scene will work but the effect will be very expensive to render.
One of our clients needed to render cannon fire effects and thus illuminate the scene with each explosion flash. They found a trick to replace the global illumination effect by area lights dynamically textured by renders of the VDB sequences, and they dramatically reduced the render time with similar results.
In this video, I’ll show you this technique based on Clarisse’s ability to use a live render as texture. You’ll see how a small render of VDB explosion could be used to texture an area light. Thanks to this tip, you’ll get similar results, compared to a GI light, with faster render times!
The same technique can be used for a lot of tricky lighting scenarios, like indirect interior lighting.
Here is a reconstruction of the setup, using a simplified geometry.
There are two things I’ve always found interesting regarding how the mainstream (and I include myself in), generally tackles innovation. First of all, we tend to describe new things based on what we know best and on the other hand, we tend to minimize innovation because we either fail to recognize it or we unconsciously dislike the fact that it can potentially change our daily life.
For example, a smartphone could be described as a simple mobile phone with a built-in camera displaying an incredibly small and laughable battery life… If you think about it, many may agree with this simple but incomplete description. However, if you’ve already used a smartphone, and I guess everybody has in 2016, you certainly know that they are much more than that, even if their battery life is terrible 🙂
Well, you may wonder where I’m heading to or why I’m stating the obvious here, but in fact, you can’t imagine how incredibly difficult it is to describe and define something as new as Clarisse.
Yes, for some people, Clarisse is a compositing software that targets the same market as The Foundry Nuke or Adobe After Effects. Odd, right? Not really when you look at the Clarisse feature set which does provide some (very) basic compositing features… For others, Clarisse is instead another rendering engine which can be directly compared to VRay, Arnold or PrMan for example. After all, Clarisse is used to render stuffs and so do the other renderers. From these guys perspective, Clarisse can’t be considered as a serious rendering engine because it doesn’t provide the same tight integration to Maya or Max, that VRay or Arnold both provide… Finally, others define Clarisse as a 3D generalist application in which you can animate and layout. These guys are clearly identifiable as they are the first ones to ask for a VRay or Arnold to Clarisse plugin.
One thing is pretty obvious, so far we didn’t succeed in explaining what Clarisse is all about. Of course, this task is a difficult one and even more difficult because we’ve introduced a new breed of software in the CG software landscape.
Let me put things in context here (no pun intended on!). Clarisse was born from the frustration of former senior lighters/lighting TDs (Seb and I, aka the two founders). Believe me, it wasn’t for fun, for glory or for the love of a super high level technological challenge… Not at all! Here’s a fun fact: we did not intend to become software developers! The irony being that we’ve both interrupted our computer science studies to get a job as CG artists! We loved creating pixels more than writing lines of code. Anyway, it took us about 5 years working as CG artists until our frustration led us back to software development in order to try to improve our daily workflow. Then it took us almost 10 years to decide to stop pushing pixels and work exclusively on the development of a brand new application
One of the main reasons why we stopped is because we were tired of waiting. It’s pretty simple: to put things in perspective, at that time, we had the feeling that we were spending most of our days waiting. Yes, we were waiting for the application to start, waiting for a scene to load, waiting for the display to become responsive after a selection, waiting for modifications to be taken into account, waiting for our renders to start and waiting for our renders to end! The other main reason was that we truly believed we could design The Tool we, and by extension, others lighting artists, would like to use in production. A tool on which we could focus on our work: look dev, lighting, rendering, layering and pre-comping . A tool that would, in its heart, hide complexity to artists and let them spend the major part of their day being truly creative…
Clarisse was born on a whiteboard on which we started the design of a new workflow. Instead of following the traditional paradigms and design behind today’s applications (understand the Generalist 3D DCC application + external rendering engine) our idea was to do things very differently. I’m going to tell you something that will surprise you for sure! Did you know that the application of choice we used as a reference during this design phase was Adobe Photoshop?
Yep, that’s right! To design a 3D oriented application, our main inspiration came from a 2D one. You may find this awkward, but, when you think about it, we wanted to design an application with an image-centric workflow. After all, lighting, environment/matte artists work on images. Isn’t it the real purpose of this job?
So yes, Clarisse is innovative (we made it this way) and innovation is always very difficult to explain. It has to be experienced to be understood. Today, 3 years after we publicly released Clarisse iFX 1.0, we do have a demo introducing Clarisse which works actually pretty fine. I mean that, most of the time, the audience is positively surprised by what Clarisse does. And even better, it seems to exceed their expectations.
Interestingly, they usually define Clarisse as either the dream matte/environment artist application or as a look dev and lighting pipeline working out of a box. Although, this introduction works well, we can’t demo Clarisse to everyone. 3 years later, we still spend a lot of time trying to explain what Clarisse is all about and yes, we spend a lot of time saying: No! Clarisse isn’t another rendering engine!
Clarisse introduces new concepts such Images (+layers) Contexts and Groups that aren’t found in any other 3D DCC application. They are intrinsically linked to visibility management in Clarisse and as they are unique they can be confusing for new users.
“The first time I opened the content project “city.project”, there’s one thing I found awkward: each time I was picking geometry, my 3D View was automatically updated as if my camera was being teleported to another location.”
Of course, the explanation was pretty simple: my 3D View was set to Context mode. To be honest, it took me a while to completely master these different modes as they are very unique to Clarisse. It took me slightly longer to get used to the Context concept but, strangely, contexts are now so important in my workflow, I can’t imagine myself working without them anymore…
I’ve prepared a little video which gives an overview of the different 3D View display modes. Hopefully it will help new comers to grasp these fundamental concepts faster. As a bonus at the end of the video, I introduced the brand new Isolate mode which appeared in Clarisse Pegasus (3.0) version..
Clarisse has been designed to offer web/file browser like navigation. It can be pretty awkward as it’s pretty unusual for most 3D DCC applications. This is why there’s a large tool bar right under the application menu which displays the current selection pretty much like how a web browser displays the URL of the site you’re currently browsing.
This navigation toolbar and generally speaking Clarisse’s selection handling are some of the things most users seem to miss surprisingly.
Enough talking, I prepared a 2 mins video covering everything there is to know about Clarisse selection, selection navigation and an overview on how to link multiple widgets together using selection slots.
We wanted to do this for a long time… as I couldn’t wait till the release of our new website… (I didn’t say anything!) Here we go our (un)official blog is opened! And Welcome!
Why this blog instead of your forum?
The primarily purpose of this blog is to share useful information, tips and tricks related directly or indirectly to our tools. These posts will happen on a regular basis based on the feedback we get from you guys. I really think the format of a blog is more suited and focused than on our public forums.
Why not just improve the user documentation?
Okay, we admit it, the search engine of our html documentation is pretty bad… Right now there’s a good chance you never find what you are looking for. In fact, what’s actually really bad is that the info is right there most of the time but not within reach of the search engine… Sorry about that… but the good news is that we’re working on it.
Okay, but would you believe me if I tell you that sometimes the info is right there, right in front of your eyes?
Did you ever notice the tooltip at the top? The one that explains what the current tool does?
If you missed that, don’t worry: you’re not alone and that’s actually the whole point of this blog! In fact, you can’t actually imagine the number of times we are asked for specific features that are already there in Clarisse! Yes! Feature is right there, ready to be used but sadly remains completely ignored by our users!
So, yep, the point of this blog is to discuss in a less formal way about interesting things and topics related to Clarisse. It will let us bring you information way more quickly than our other usual medias. For example, our Technical Artists will post here small and focused videos without the extra polish we usually provide on the ones you find on our Youtube’s channel. The main idea behind this blog is to build a place where you learn pro tips and tricks thinking:
How cool! That’s pretty smart, I didn’t know about that!
Pro tips and tricks related to Clarisse from Isotropix’ Clarisse specialists.