Kostack Studio

Kostack Studio 3D-Grafik • Animation • Visualisierung Kostack Studio hat sich vornehmlich 3D-Grafik und Animation spezialisiert. Wir sind erfahren im Erstellen und Gestaltet von Werbespots, Cinematic Trailern, bis hin zu Architektur- und Visualisierung aller Art.

Mehr auch auf: http://das-raster.de Impressum / Verantwortlicher Seitenbetreiber: Kostack Studio Inh. Kai Kostack Elsenstraße 109 12435 Berlin, Germany Office: +49 (0) 30.53 600 915 Mail: [email protected] USt.-IdNr.: DE271329267

Wie gewohnt öffnen

29/08/2020
Atomic Explosion 3D Reconstruction From Original 2D Footage

This video shows my attempts to create a 3D shader which converts the original footage from a nuclear detonation into a volumetric representation of it. The underlying premise is that the object is cylindrical in shape. If that's the case, you can transform the UV space accordingly to turn the 2D image into 3D. The footage is mapped around an imaginary cylinder and multiplied by another instance of the texture mapped along the cylinder's tangent, which provides the silhouette. It's no nuclear science, it just requires some math. 🙂

Footage from Operation Teapot / Post
Film numbers used: 29010, 29043
Test conducted: April 9, 1955
Source: Lawrence Livermore National Laboratory

Music: Quaro - Psion (CC BY)

15/08/2020
Earth vs. Black Hole | Dev Reel

Development reel of the recently released simulation video of a path-traced black hole based on the gravitational lensing effect made in Blender. Earth has been added merely for entertainment purposes, it's not a scientific simulation. Final video: https://youtu.be/g9bhaE7UjH8

Technically the black hole consists of stacked spherical meshes with different radii to serve es volumetric ray intersection samples that would modify the light path depending on the spatial force field strength. To keep render times low a maximum of 40 transmission bounces per pixel were targeted at the cost of some accuracy. The video took two weeks to render on a GTX 1080.

Simulated in Blender + Fracture Modifier, rendered with Cycles.

Music: youtube.com/savfkmusic - Why? (CC BY 4.0)

09/08/2020
Earth vs. Black Hole

This is a path-traced black hole based on the gravitational lensing effect made in Blender. Earth has been added merely for entertainment purposes, it's not a scientific simulation. Enjoy!

Technically the black hole consists of stacked spherical meshes with different radii to serve es volumetric ray intersection samples that would modify the light path depending on the spatial force field strength. To keep render times low a maximum of 40 transmission bounces per pixel were targeted at the cost of some accuracy. The video took two weeks to render on a GTX 1080.

Simulated in Blender + Fracture Modifier, rendered with Cycles. Watch in 4K to reduce compression artifacts.

4K version: https://youtu.be/g9bhaE7UjH8

Music: ROZKOL - Go then, there are other worlds than these (CC BY)

30/07/2020
Zealandia in 3D - Bathymetric Map of Te Riu-a-Māui

This video shows the height and shape of the solid Earth within and near Earth's eighth continent, Te Riu-a-Māui / Zealandia, as if the oceans had been drained of water. The highest parts of Te Riu-a-Māui / Zealandia emerge as the islands of Aotearoa / New Zealand and New Caledonia and are surrounded by continental shelves. These elevated continental regions contrast with nearby deep basins of oceanic crust.

The 3D model is based on the General Bathymetric Chart of the Oceans (GEBCO) in a resolution of 500 m per texel with 16 bit precision for elevation. Blender Cycles' adaptive displacement has been used for rendering.

4K version: https://youtu.be/DDbc4K7bgnA

Music: Jingle Punks - Flying Free

04/07/2020
Sun Super Time Lapse + No Rotation (10 Years in 42 Seconds)

I wanted to see how sunspots are moving over time, so based on the 1 hour long time lapse video from NASA (http://youtu.be/l3QQQu7QLoM) I made this shorter version with the sun fixed in place and not rotating anymore. This has been achieved by sequencing one frame per revolution for the front and the back side (left and right). To improve visual quality, pixel motion vectors were estimated and additional in-between frames were generated. For more background information please refer to the source video.

4K version: http://youtu.be/6jWkjfF1hXU

Source video: NASA's Goddard Space Flight Center/SDO (PD)
Music: Zoliborz - The Secret of Life (CC-0)

25/04/2020
Albiano Bridge Collapse Simulation, aka Caprigliola Bridge or Ponte di Albiano Magra | BCB

Simulation of the Caprigliola bridge collapsed in Albiano Magra, Italy, in 2020, performed with the Bullet Constraints Builder (BCB) structural simulation software for Blender. The model was built from plans & photos true to scale. Reinforcement information was estimated in part from photos of the destroyed bridge.

Simulated with BCB: https://github.com/KaiKostack/bullet-constraints-builder
BCB blog: https://inachuslaurea.wordpress.com
This software is developed at the Laurea University of Applied Sciences, Finland. Written within the scope of EU Inachus FP7 Project (607522):
Technological and Methodological Solutions for Integrated Wide Area Situation Awareness and Survivor Localisation to Support Search and Rescue (USaR) Teams

Music: Search and Destroy by Audionautix (CC-BY)

06/04/2020
Kostack Studio 100,000 Subscribers Celebration Trailer

Everything made in Blender. Original videos for all clips:
00:00 - unreleased
00:04 - http://youtu.be/4_J7ak_IZXk
00:05 - unreleased
00:06 - http://youtu.be/hjIrJadNslQ
00:07 - http://youtu.be/vSB2bSZt1A0
00:08 - http://youtu.be/ZfdTB2Rrzoc
00:09 - http://youtu.be/Do3KV9Qf76A
00:10 - http://youtu.be/ZPzDsuR_NVE
00:11 - http://youtu.be/uHWMEqVHF2k
00:12 - http://youtu.be/ly9osSVR46s
00:13 - http://youtu.be/9R39TVqq-Ss
00:14 - http://youtu.be/5uiE1b8NDHM
00:15 - http://youtu.be/IB5uPHZqCBs
00:16 - http://youtu.be/yj7DopSWoR0
00:17 - http://youtu.be/2af0VJ0r-vM
00:18 - http://youtu.be/SOa19J-M2XM
00:19 - http://youtu.be/jnIiaSYQgL0
00:20 - http://youtu.be/47pIYy3TLbU
00:21 - http://youtu.be/KOrw1MZ0mX0
00:22 - http://youtu.be/OP1AS_J2hqU
00:23 - http://youtu.be/7Vd8wnU6WYc
00:24 - http://youtu.be/fcdltcdcbiE
00:25 - http://youtu.be/_wwSAxs8J_U
00:26 - http://youtu.be/GN1bsAkGoq4
00:27 - http://youtu.be/NhQ3lYtzw9Y
00:28 - http://youtu.be/oZPrAbX8-uw
00:29 - http://youtu.be/2DtF3lMbyF8
00:30 - http://youtu.be/v4aGLSe42eM
00:32 - http://youtu.be/TCJq_2-q34k
00:33 - http://youtu.be/RcbtRYgDYWw
00:34 - http://youtu.be/jLmPfnnfPg4
00:35 - http://youtu.be/3T-QapG7vAE
00:36 - http://youtu.be/KQ5x8LrlWUE
00:37 - http://youtu.be/Dp-AQmguTy0
00:38 - http://youtu.be/YmZ3hDVauco
00:40 - http://youtu.be/p0-0Jod4WrQ
00:41 - http://youtu.be/gOdDXFC_svg
00:43 - http://youtu.be/HJI6n2Aasx0
00:44 - http://youtu.be/Kdik6CQTdAs
00:45 - http://youtu.be/VAkTbyENZ5s
00:46 - http://youtu.be/hxm7K2DzbQ4
00:47 - http://youtu.be/gkL8ZIdp8Ik
00:48 - http://youtu.be/06TxseVVgLI
00:49 - http://youtu.be/WkMPF9LEe64
00:50 - http://youtu.be/HEyK7hpeTEM
00:51 - http://youtu.be/98ZfN8PutyY
00:52 - http://youtu.be/_Kd_OPH9c0c
00:53 - http://youtu.be/y6HOenBRXyE
00:54 - http://youtu.be/CYQl8-Nn6Vk
00:55 - http://youtu.be/gAqNCE8Hd8M
00:56 - http://youtu.be/1oy_Weznrt0
00:57 - http://youtu.be/LEF1xHgjFlQ
00:58 - http://youtu.be/uo73Feg72I0
00:59 - http://youtu.be/P_kZ3d7ZwRM
01:00 - http://youtu.be/QLf_yD-lpF0
01:01 - http://youtu.be/TduSTyD3r7g
01:02 - http://youtu.be/cejqmsOkmnE
01:03 - http://youtu.be/sjsFlw6YEgA
01:04 - http://youtu.be/ifSKSd1hEH4
01:05 - http://youtu.be/NLaYrRXfe30
01:06 - http://youtu.be/NqO9gCBNa60
01:07 - http://youtu.be/WkMPF9LEe64

Music: Easy Street by Lamprey (CC-BY)

03/04/2020
Advanced Rigid Body Fracture - Working with Solid Geometry (1)

This video shows test scenes that were accomplished using the new physics developments by Martin Felke (Scorpion81), especially the Voronoi Explode and Rigid Body modifiers. We have worked together the last months to improve usability, speed and functionality up to a level above a proof of concept state by pushing to more difficult scenarios considering actual real world demands of VFX artists. There's definitely more to come...

01/04/2020
Painting with Liquid Metal

Made with Blender. I was just tinkering around with my Remove Doubles modifier and this is the result.

These effects were created using only modifiers. As base mesh served just a simple plane which has been stacked and solidified with the respective modifiers.
Some scenes utilized Particles and Dynamic Paint, others Vertex Weight modifiers to mask out geometry based on procedural textures. Merging duplicate vertices helped creating the smooth surface.

28/03/2020
Corona 3D Visualization | SARS-CoV-2 Atomic Structure + Close-Up | Coronavirus, COVID-19

This visualization tries to depict the SARS-CoV-2 virion in very high detail to provide a better imagination about what actually causes the COVID-19 disease and this entire Corona pandemic.

Primary source of data: RCSB Protein Data Bank

"SARS-CoV-2 spike ectodomain structure (open state)"
https://www.rcsb.org/structure/6VYB
"Structure of the SARS-CoV-2 spike glycoprotein (closed state)"
https://www.rcsb.org/structure/6VXX
et al.

Music: Witchy Britches by RW Smith

27/03/2020
Lighting with Particles (CG Femto-photography)

Inspired by the Femto-photography experiments at the MIT, I was thinking about reproducing this effect in Blender. I realized that it wouldn't be possible with a Ray Length node based shader alone, so I tried to replicate indirect light bounces by using a particle system shooting out a million of "photons" which are illuminating surface only when passing very close or hitting it. After that I combined all frames to produce a final image of global illumination. Think of it like animated Photon Mapping. I guess with this, I found the most cumbersome and inaccurate way to simulate indirect lighting, but it's fun to watch anyway.

25/03/2020
Real-time Shattering Demolition physics with compounds

This is another demo of my earlier Real-time Shattering Demolition videos, now adding improved support for compound objects. This is my own implementation for shattering physics, mainly inspired by the persons below. Thanks go out to:

scorpion81 - ideas
TomWalks - ideas
darczol - first person template

21/03/2020
Simulation Corona in Deutschland - Prognose/Prediction

These are the results of a simplified spreadsheet based simulation on how the coronavirus SARS-CoV-2 will distribute infects within a specific country. The initial growth is derived from real-world case numbers and from there the simulation continues to compute new cases. In this experiment I have changed the growth factor accordingly to the plans of the German government to enforce a curfew. According to this simulation it appears to be an absolutely necessity to do so in order to get the virus under control again. Let's hope for the best!

Music: Yusuke Tsutsumi - Untitled #4 (CC-BY)

17/03/2020
Real-time Shattering - Grid based calculation of forces

This is an advanced demo of my earlier Real-time Shattering Demolition video. It visualizes the forces within the base grid to show that the simulation is now sensitive to gravity as well. It's still Blender in case I haven't mentioned it.

Before you complain about the lagging, it's caused ONLY by the visualization mesh. It takes a moment to recreate and update it every time. If it's disabled it runs as fast as in the last demo, there is no noticeable performance loss.

This is my own implementation for shattering physics, mainly inspired by the persons below. Thanks go out to:

scorpion81 - ideas
TomWalks - ideas
darczol - first person template

15/03/2020
Real-time Demolition physics - Extended version

This is the extended version of the video for extended fun.

This is my own implementation for shattering physics, mainly inspired by the persons below. Thanks go out to:

scorpion81 - ideas
TomWalks - ideas
darczol - first person template

12/03/2020
Real-time Shattering Demolition physics

This is my own implementation for shattering physics, mainly inspired by the persons below. Thanks go out to:

scorpion81 - ideas
TomWalks - ideas
darczol - first person template

06/03/2020
Blender test: Propeller in fluid

This is a test where I tried to use Blender's smoke simulator for simulating fluids like water. First experiments seemed promising, on greater domain resolutions however the "fluid" seems to lose density and thus volume for no apparent reason, rendering it pretty hard to use as alternative to the regular fluid simulator. I don't know if the reason for this lies in the nature of the smoke sim algorithms or if it's caused by some bug in its implementation.

29/02/2020
Blender Demolition - Case Study: World Trade Center (slowed down)

Demo video of the development of the Demolition feature for Blender.
The main purpose of this video is to prove the capabilities of my physics system development, if any. It is not intended to prove or disprove 9/11 conspiracy theories. I'm deleting comments that include hate speech, so you better think twice before starting an argument about the reasons of 9/11 here. Instead, I recommend to read a neutral source like: https://en.wikipedia.org/wiki/9/11_conspiracy_theories to get some pros and cons instead of watching videos on YouTube like mine to come to a realistic conclusion about what has happened that day.

Check here for the real-time version:
https://www.youtube.com/watch?v=4_J7ak_IZXk

WTC7 Simulation:
https://www.youtube.com/watch?v=MSlIFXw3EGg

For more information see:
http://blenderartists.org/forum/showthread.php?t=207866

http://kaikostack.com

FAQ:

Q: Is the core missing in your model?
A: No, it's just hardly visible because of the low camera angle.

Q: Why did the tower not tip over?
A: If one part of the supporting structure fails then a progressive process starts which makes neighbor supports failing as well due to increased load they have to bear and so on. This happens within seconds so that the building has literally no time to tip over. The larger a building the more immovable is it due to inertia.

Q: But I saw lots of demolition videos where high buildings tipped over, what now?
A: Reinforced concrete buildings with solid load bearing walls are not comparable to lightweight steel structures like the Twin Towers were. Also most certainly none of them were even half as high.

Q: The debris obviously didn't choose the way of least resistance by falling through the still intact structure, how is this even possible?
A: With the debris mass accumulating and accelerating over time also the momentum increases. It increases much faster than the resistance of the still intact structure could slow it down. In this case also the energy required to redirect the momentum to a path of less resistance would be much greater than keeping the original motion path throughout the intact structure. So it depends on the direction of momentum if the path of least resistance would actually be the most energy efficient way to go.

Q: What about Newton's third law? The collapse doesn't match up with my school physics calculations.
A: Classical Mechanics describes the behavior of idealized non-deforming objects, but steel isn't. In fact no known material in the universe is. You cannot reduce complex problems to simple formulas without iterative process, that's why we use computer simulations to understand the behavior of building collapses.

Q: Where's the rest of the building collapsing?
A: The whole building was basically too large at the time. I remember this to simulate about a day per run and the simulation time increases exponentially with increasing element count. Waiting a month per simulation to finish was just out of scope.

27/02/2020
Blender Demolition - Case Study: World Trade Center (Demo 3)

Demo video of the development of the Demolition feature for Blender.
The main purpose of this video is to prove the capabilities of my physics system development, if any. It is not intended to prove or disprove 9/11 conspiracy theories. I'm deleting comments that include hate speech, so you better think twice before starting an argument about the reasons of 9/11 here. Instead, I recommend to read a neutral source like: https://en.wikipedia.org/wiki/9/11_conspiracy_theories to get some pros and cons instead of watching videos on YouTube like mine to come to a realistic conclusion about what has happened that day.

Check here for a slowed down version:
http://www.youtube.com/watch?v=eh3qUmNxC6E

WTC7 Simulation:
https://www.youtube.com/watch?v=MSlIFXw3EGg

For more information see:
http://blenderartists.org/forum/showthread.php?t=207866

http://kaikostack.com

FAQ:

Q: Is the core missing in your model?
A: No, it's just hardly visible because of the low camera angle.

Q: Why did the tower not tip over?
A: If one part of the supporting structure fails then a progressive process starts which makes neighbor supports failing as well due to increased load they have to bear and so on. This happens within seconds so that the building has literally no time to tip over. The larger a building the more immovable is it due to inertia.

Q: But I saw lots of demolition videos where high buildings tipped over, what now?
A: Reinforced concrete buildings with solid load bearing walls are not comparable to lightweight steel structures like the Twin Towers were. Also most certainly none of them were even half as high.

Q: The debris obviously didn't choose the way of least resistance by falling through the still intact structure, how is this even possible?
A: With the debris mass accumulating and accelerating over time also the momentum increases. It increases much faster than the resistance of the still intact structure could slow it down. In this case also the energy required to redirect the momentum to a path of less resistance would be much greater than keeping the original motion path throughout the intact structure. So it depends on the direction of momentum if the path of least resistance would actually be the most energy efficient way to go.

Q: What about Newton's third law? The collapse doesn't match up with my school physics calculations.
A: Classical Mechanics describes the behavior of idealized non-deforming objects, but steel isn't. In fact no known material in the universe is. You cannot reduce complex problems to simple formulas without iterative process, that's why we use computer simulations to understand the behavior of building collapses.

Q: Where's the rest of the building collapsing?
A: The whole building was basically too large at the time. I remember this to simulate about a day per run and the simulation time increases exponentially with increasing element count. Waiting a month per simulation to finish was just out of scope.

Adresse

Kai Kostack, Elsenstr. 109
Berlin
12435

Benachrichtigungen

Lassen Sie sich von uns eine E-Mail senden und seien Sie der erste der Neuigkeiten und Aktionen von Kostack Studio erfährt. Ihre E-Mail-Adresse wird nicht für andere Zwecke verwendet und Sie können sich jederzeit abmelden.

Service Kontaktieren

Nachricht an Kostack Studio senden:

Videos

Kunst & Unterhaltung in der Nähe