Built to Spill. Music time!

Enjoy some new music here from Built to Spill on Bandcamp. For the love of satan, get the hell off of Spotify and use Bandcamp. Spotify not only rips off it’s artists but it also pushes alt right, faschist podcasts. What in the hell or you doing giving them money?

New Work in the Wild!

Some renders we did went live on the Specialized site not too long ago. The lighting on these was pretty complicated and really happy with the results. I’ll post a screenshot of the set when I get some free time to dive back into it.

Nvidia Canvas Doodle.

New version of Nvidia’s Canvas app has come out which adds some nice features and doubles the resolution of the output as well. It’s doing some interesting stuff with AI. Then, just to use even more AI, I rezzed it up with Topaz GigaPIxel AI. This tech is getting pretty surreal.

Have some drum fun in your day!

“Gregg Bissonette and I discuss the drummers that every serious drummer should know from Gene Krupa to Ringo Starr to John Bonham to Questlove. A comprehensive guide of styles from Swing, Jazz, Rock, Fusion, Hip Hop and Funk.”

UE5 vs Vray | Can Real Time Results Match Vray Realistic Lighting and Reflections?

Digging a bit deeper into UE5 and I’ve gone down the rabbit hole of comparing Lumen versus Path Tracing, Versus Hardware Ray Tracing and other such nonsense. It’s a complicated issue and the trade-offs of real-time versus offline come into play here.

During my research, I found this interesting Vid from an ArchViz artist working on comparing V-Ray to UE5 which actually gets closer than I thought it could.

Oceanside Oregon

Here are some iPhone snaps from a recent trip to Oceanside Oregon we went on. All from the iPhone SE, but I am getting tempted to upgrade to the pro13 possibly.

Unreal 5 animation study

I little animation I did to get familiar with the Sequencer in UE5, animating camera moves, focus pulls and lights. Pretty intuitive once you get into it. Just assets from the store with some wind animation tweaks. Custom LUT made in Resolve and applied in Unreal.

Lake Mead stuffs.

Been watching this channel this afternoon all about Lake Mead. Just a father and son fishing and documenting the water drop. It’s really interesting on the ground type stuff. Just super casual and chill. This one they go to Hoover damn which they read up on is in “Inactive Draw” which means no electricity for Los Vegas….. crazy stuff.

The Personal Brand Is Dead. Gen Z would rather be anonymous online.

Good read on how the kids wanna avoid all the social media trappings now-a-days. Good for them. I have really enjoyed getting the hell off of instagram and facebook and all that crap. I’ll just hang out here in my own little backwater of the internet, thank you very much!

Something has shifted online: We’ve arrived at a new era of anonymity, in which it feels natural to be inscrutable and confusing—forget the burden of crafting a coherent, persistent personal brand. There just isn’t any good reason to use your real name anymore. “In the mid 2010s, ambiguity died online—not of natural causes, it was hunted and killed,” the writer and podcast host Biz Sherbert observed recently. Now young people are trying to bring it back. I find this sort of exciting, but also unnerving. What are they going to do with their newfound freedom?

CG vs Photography

Interesting discussion here between the fine folks at Entegma.

Unreal Engine 5, Texture Streaming Pool Over Budget message

Been running into the Texture Streaming Pool Over Budget error in UE5 this morning and found this blog post that fixed it in a jiffy. Check it out on stefanperales.com


For example, if you're still getting the texture streaming pool error, then you may need to increase the pool size.

To do this, open your /Config/DefaultEngine.ini file and look for a [/Script/Engine.RendererSettings] section. If it doesn't exist, create it. Then add the following:

r.TextureStreaming=True

r.Streaming.PoolSize=1000

Restart your editor after updating. The the value you pass to r.Streaming.PoolSize=1000 will vary depending on the needs of your project—it may even change during the lifetime of your project. The error will have given you an idea how much over the existing budget you are. For example, if you set it to 1000MB and the error says you're still 300MB over, you need to bump it up past 1300MB.


The file to edit is in your project folder FYI, not in the default application folder.

Unreal 5 still life doodle

Been doodling in Unreal 5 a bit and here is a quick little thing. I really need to get a better understanding of the cameras, post processing and sequencer….

Smartphones will kill off the DSLR within three years says Sony

While I do prefer the look out the gate from my iPhone, when I look at 100% or in a print they do not hold up compared to my fuji x100. Will be interesting to see if this pans out.

“Some fascinating slides (opens in new tab) presented during the briefing were even more specific, with one slide showing that, according to Sony, "still images are expected to exceed ILC [interchangeable lens camera] image quality" sometime during 2024.

Those are two slightly different claims, with 'ILCs' also including today's mirrorless cameras, alongside the older DSLR tech that most camera manufacturers are now largely abandoning. 

But the broader conclusion remains – far from hitting a tech ceiling, smartphones are expected to continue their imaging evolution and, for most people, make standalone cameras redundant. 

So what tech will drive this continued rise of the best phone cameras? Sony points to a few factors, including “quantum saturation” and improvements to "AI processing". Interestingly, Sony also expects the sensor size in "high-end model" phones to double by 2024.”

New Work in the Wild: Stills and Motion

Some more of our work went live at some point. Check out what we did for Specialized Prime Apparel. Retouching and Grading on stills and Color Grading on the motion work Had a rather large deck of color options for them to pick from before we landed here. It was challenge to unite all the different environments and time of day across 100s of images.

Jeremy also did the grading on some of these motion clips as well.