Tuesday, November 6, 2012

Phoenix FD for Maya Official Release










Phoenix FD™ for Autodesk® Maya® empowers VFX artists to simulate fire, smoke, explosions, liquids, foam and splashes, while offering exceptional flexibility and speed. It is a hybrid simulation system including grids and particles, enabling you to get the best of both worlds. Fully integrated with V-Ray, it harnesses the power of Chaos Group’s rendering engine including proper GI from the generated fluid. V-Ray RT supports all Phoenix FD fluids, including liquids with proper refraction. Phoenix FD for Maya is optimized for huge amounts of particles allowing VFX artists to work on complex simulations.
Phoenix FD GPU preview for Maya



Phoenix FD for Maya Overview


Wednesday, October 31, 2012

Want To Learn The Arnold Renderer ?

 Fxphd has been creating classes and tutorials for the high-end VFX crowd for years now. Now they are teaching an introduction to the Arnold renderer. Below is the info. HERE is the site to get more information and to sign up.

ARN101: Introduction to Arnold

Professor: Ulf Lundgren
Software Version:
Original Run Date: October 2012
This course is targeted at anyone who may already be familiar
with rendering and lighting but who wants to move over to 
Arnold; or just wants to know how Arnold can help in production.

Taught by Ulf Lundgren, the goal of the course is to get you up
 to speed in Arnold and help you understand the differences 
when using Arnold compared to other Render engines. Prior
experiences of rendering and lighting is a plus but not necessary
since this course should still help you get on your way to
amazing renders.

Workflow, rendering optimization, basic shaders, usefull 
lighting riggs, sss, volumetrics, linare workflow, Aov and 
practical work-flow tools might not sound all that sexy 
but you’ll come to love the results. Furthermore this course
is designed to mix more theoretical classes with in-depth
case studies of Arnold working on real projects, giving a 
better understanding of how to use Arnold in production. 
This course gives you a very good understanding of how 
to do both full CG projects as well as taking you through 
all the steps of a production for using Arnold to integrate 
CG into a live action plate.

Even though the course is using Softimage as it’s main 
application all the classes are kept generic and should 
be as relevant for any implementation of Arnold; be it 
Maya, Softimage or feature implementations in Houdini 
or Light Wave. No knowledge of Softimage should be
 needed. Course members will be able to have access 
to the the Arnold renderer software, thanks to a 
partnership with Solid Angle.

Ulf Lundgren is a VFX supervisor and director at Lost 
Liner Productions in Stockholm Sweden. He’s worked 
on a number of international feature films and well 
known commercials like Harry Potter 1 and 2, Golden
 Compass, James Bond Die another day and Xbox 
Mosquito before starting his own studio and tackling
the Swedish movie scene of ghosts and Zombies.

class syllabus

Class 1: A brief history of Arnold and how it integrates
into a production workflow and the good vs bad when
comparing Arnold with other renderers.
Class 2: How to setup and render with a linear workflow 
using color managment in Arnold, followed by and an in 
depth look at all the types of lights Arnold has to offer.
Class 3: An in depth look at shading with Arnold and 
how to use the different types of shaders in production.
Class 4: An in depth look at render effects and settings
and learn how to export ASS files to do batch rendering 
of sequences using kick.
Class 5: Shading for production, a case study of how 
to create shaders for all objects in a scene.
Class 6: Working efficiently with Arnold, optimizing 
renders and setting up a good workflow.
Class 7: Case studies of how to do lighting and shading 
in a full CG productions.
Class 8: A case study of how to do lighting and shading 
for live action integration. Part 1. Using lightprobes and 
other on-set data to better integrate the CG elements
into the plate.
Class 9: A case study of how to do lighting and 
shading for live action integration. Part 2. Rendering 
with AOV’s and how to best use them in compositing.
Class 10: Wrap up any questions from the forums.

SIGGRAPH Asia Is Soon Upon Us


 SIGGRAPH Asia is just around the corner. 28 days and counting to be exact. Have you registered online yet. Trust me when I say, If you never have attended SIGGRAPH before, you definitely want to pre-register. You'll be in a world of hurt if you have to do it there. #LONGLINES. Here is the info to get you to the right place. You have 20 days left to register before Online Registration closes.

SIGGRAPH ASIA 2012 REGISTRATION

Here's the Electronic Theater preview to get you revved up!





Tuesday, October 30, 2012

DISNEY TO ACQUIRE LUCASFILM LTD.

October 30, 2012

DISNEY TO ACQUIRE LUCASFILM LTD.

Well the news has spread like a viral video of a cute kitten sleeping. Disney has bought Lucasfilm for 4 BILLION dollars. You can take this one of two ways . HAPPY There will be more Star Wars films. SAD Disney will be at the helm of  new Star Wars films. This acquisition includes visual fx powerhouse Industrial Light and Magic ! 

Star Wars Episode 7 is targeted for release in 2015

 Below is the entire press release. Fingers crossed for the best.

 

An investor conference call will take place at approximately 4:30 p.m. EDT / 1:30 p.m. PDT today, October 30, 2012. Details for the call are listed in the release.
DISNEY TO ACQUIRE LUCASFILM LTD.
Global leader in high-quality family entertainment agrees to acquire world-renowned Lucasfilm Ltd, including legendary STAR WARS franchise.
Acquisition continues Disney's strategic focus on creating and monetizing the world's best branded content, innovative technology and global growth to drive long-term shareholder value.
Lucasfilm to join company's global portfolio of world class brands including Disney, ESPN, Pixar, Marvel and ABC.
STAR WARS: EPISODE 7 feature film targeted for release in 2015.
Burbank, CA and San Francisco, CA, October 30, 2012 – Continuing its strategy of delivering exceptional creative content to audiences around the world, The Walt Disney Company (NYSE: DIS) has agreed to acquire Lucasfilm Ltd. in a stock and cash transaction. Lucasfilm is 100% owned by Lucasfilm Chairman and Founder, George Lucas.
Under the terms of the agreement and based on the closing price of Disney stock on October 26, 2012, the transaction value is $4.05 billion, with Disney paying approximately half of the consideration in cash and issuing approximately 40 million shares at closing. The final consideration will be subject to customary post-closing balance sheet adjustments.
"Lucasfilm reflects the extraordinary passion, vision, and storytelling of its founder, George Lucas," said Robert A. Iger, Chairman and Chief Executive Officer of The Walt Disney Company. "This transaction combines a world-class portfolio of content including Star Wars, one of the greatest family entertainment franchises of all time, with Disney's unique and unparalleled creativity across multiple platforms, businesses, and markets to generate sustained growth and drive significant long-term value."
"For the past 35 years, one of my greatest pleasures has been to see Star Wars passed from one generation to the next," said George Lucas, Chairman and Chief Executive Officer of Lucasfilm. "It's now time for me to pass Star Wars on to a new generation of filmmakers. I've always believed that Star Wars could live beyond me, and I thought it was important to set up the transition during my lifetime. I'm confident that with Lucasfilm under the leadership of Kathleen Kennedy, and having a new home within the Disney organization, Star Wars will certainly live on and flourish for many generations to come. Disney's reach and experience give Lucasfilm the opportunity to blaze new trails in film, television, interactive media, theme parks, live entertainment, and consumer products."
Under the deal, Disney will acquire ownership of Lucasfilm, a leader in entertainment, innovation and technology, including its massively popular and "evergreen" Star Wars franchise and its operating businesses in live action film production, consumer products, animation, visual effects, and audio post production. Disney will also acquire the substantial portfolio of cutting-edge entertainment technologies that have kept audiences enthralled for many years. Lucasfilm, headquartered in San Francisco, operates under the names Lucasfilm Ltd., LucasArts, Industrial Light & Magic, and Skywalker Sound, and the present intent is for Lucasfilm employees to remain in their current locations.
Kathleen Kennedy, current Co-Chairman of Lucasfilm, will become President of Lucasfilm, reporting to Walt Disney Studios Chairman Alan Horn. Additionally she will serve as the brand manager for Star Wars, working directly with Disney's global lines of business to build, further integrate, and maximize the value of this global franchise. Ms. Kennedy will serve as executive producer on new Star Wars feature films, with George Lucas serving as creative consultant. Star Wars Episode 7 is targeted for release in 2015, with more feature films expected to continue the Star Wars saga and grow the franchise well into the future.
The acquisition combines two highly compatible family entertainment brands, and strengthens the long-standing beneficial relationship between them that already includes successful integration of Star Wars content into Disney theme parks in Anaheim, Orlando, Paris and Tokyo.
Driven by a tremendously talented creative team, Lucasfilm's legendary Star Wars franchise has flourished for more than 35 years, and offers a virtually limitless universe of characters and stories to drive continued feature film releases and franchise growth over the long term. Star Wars resonates with consumers around the world and creates extensive opportunities for Disney to deliver the content across its diverse portfolio of businesses including movies, television, consumer products, games and theme parks. Star Wars feature films have earned a total of $4.4 billion in global box to date, and continued global demand has made Star Wars one of the world's top product brands, and Lucasfilm a leading product licensor in the United States in 2011. The franchise provides a sustainable source of high quality, branded content with global appeal and is well suited for new business models including digital platforms, putting the acquisition in strong alignment with Disney's strategic priorities for continued long-term growth.
The Lucasfilm acquisition follows Disney's very successful acquisitions of Pixar and Marvel, which demonstrated the company's unique ability to fully develop and expand the financial potential of high quality creative content with compelling characters and storytelling through the application of innovative technology and multiplatform distribution on a truly global basis to create maximum value. Adding Lucasfilm to Disney's portfolio of world class brands significantly enhances the company's ability to serve consumers with a broad variety of the world's highest-quality content and to create additional long-term value for our shareholders.
The Boards of Directors of Disney and Lucasfilm have approved the transaction, which is subject to clearance under the Hart-Scott-Rodino Antitrust Improvements Act, certain non-United States merger control regulations, and other customary closing conditions. The agreement has been approved by the sole shareholder of Lucasfilm.
Note: Additional information and comments from Robert A. Iger, chairman and CEO, The Walt Disney Company, and Jay Rasulo, senior executive vice president and CFO, The Walt Disney Company, regarding Disney's acquisition of Lucasfilm, are attached.
Investor Conference Call:
An investor conference call will take place at approximately 4:30 p.m. EDT / 1:30 p.m. PDT today, October 30, 2012. To listen to the Webcast, turn your browser to /investors/events or dial in domestically at (888) 771-4371 or internationally at (847) 585-4405. For both dial-in numbers, the participant pass code is 33674546.
The discussion will be available via replay on the Disney Investor Relations website through November 13, 2012 at 5:00 PM EST/2:00 PM PST.
About The Walt Disney Company
The Walt Disney Company, together with its subsidiaries and affiliates, is a leading diversified international family entertainment and media enterprise with five business segments: media networks, parks and resorts, studio entertainment, interactive media, and consumer products. Disney is a Dow 30 company with revenues of over $40 billion in its Fiscal Year 2011.
About Lucasfilm Ltd.
Founded by George Lucas in 1971, Lucasfilm is a privately held, fully-integrated entertainment company. In addition to its motion-picture and television production operations, the company's global activities include Industrial Light & Magic and Skywalker Sound, serving the digital needs of the entertainment industry for visual-effects and audio post-production; LucasArts, a leading developer and publisher of interactive entertainment software worldwide; Lucas Licensing, which manages the global merchandising activities for Lucasfilm's entertainment properties; Lucasfilm Animation; and Lucas Online creates Internet-based content for Lucasfilm's entertainment properties and businesses. Additionally, Lucasfilm Singapore, produces digital animated content for film and television, as well as visual effects for feature films and multi-platform games. Lucasfilm Ltd. is headquartered in San Francisco, California.

Friday, October 26, 2012

Ironman3 Trailer Hits Theatres

The Ironman 3 trailer has hit the theatres. I was not wholly impressed with it. Teaser trailers are often times less than stellar so it's not really a reflection on the movie as I see it. Judge for yourself.



E-on Releases Specs Of Vue 11

VUE 11 PRE RELEASE AVAILABLE FOR USERS UNDER MAINTENANCE
October 23, 2012. Beaverton, Oregon: e-on software, the leader in 3D Digital Nature technologies, today announced the formal unveiling of its upcoming Vue 11 product line - scheduled for release November, 2012.
Concurrently, the company is offering its professional users under maintenance a pre-release version of Vue 11 xStream and Infinite, the latest production-driven version of its professional solutions for the creation, animation and rendering of natural 3D environments.

New features of Vue 11
Key features of Vue 11 include faster rendering, illumination caching, terrain and EcoPainter improvements, 360° population, interactive EcoSystem population, as well as EcoParticles, e-on software's revolutionary approach to particles:
With EcoParticles, users can do all the standard stuff that particles are good at, but they can also do a lot more. Rather than creating simple emitters, and having particles grow out of them, e-on software designed a new way of handling particles that is specifically well suited for Digital Nature.
The Vue 11 Particle system is a direct extension of the production proven EcoSystem™ technology that is a key player in Vue’s success for the film, television, architecture, game, science, educational and entertainment industries.
Here is a shortlist of some of the important new features included in Release 11 of Vue:
  • EcoParticles: This new technology is ideal for the creation of animated rain, snow, waterfalls, explosions, fire, smoke, tornadoes, falling leaves, swarm of insects and more. Any object can be set as a particle source (emitter).
  • EcoParticles as EcoSystems: EcoParticles are added to any material like a regular EcoSystem material layer. But with EcoParticles, users get in depth control over the way the particles will evolve over time. Users can define the speed, direction, collision properties and duration of life of the particles, as well as subject them to external influences. On top of these new physical settings, all of the classic EcoSystem configuration parameters are used for particle instance population.
  • EcoParticles Effectors: Effectors are special objects that will influence the EcoParticles in the scene. Effects like tornadoes, jittering, attraction, etc. are easily created this way.
  • Automatic Weather Effects - Rain and Snow: These new atmospheric effects enable artists to create anything from gentle spring rain to a tropical storm, a gentle falling snow to a blizzard, with just a few simple clicks. The heaviness, shape, drop size, speed and falling angle of the precipitation is user controllable. Motion blur can be added if desired too. Weather Effects are available for all types of atmospheres.
  • EcoPainter Improvements: The EcoSystem Painter is completely redesigned to allow even more control and flexibility. Users can now create their own brushes using a combination of effectors. For instance, brushes that will resize and align instances at the same time. There are a number of new brush effects to boot, including the ability to lean or rotate instances, raise or lower them, move them around, etc.
  • Customizable EcoPainter Brushes: Like the brushes in the Terrain Editor, each EcoPainter brush now has its own dialog that displays all of the parameters that can be adjusted. If users want to display a specific brush parameter directly in the main EcoPainter dialog, they can do so with a click on the corresponding Publish icon. The EcoSystem Selection function is now part of the EcoPainter. This way, users can use the select function to define the instances to work with, directly in the EcoSystem Painter dialog. EcoSystem Instance Selection is now also available in xStream for 3ds Max, Cinema4D and Softimage.
  • EcoSystem Fast Population: Thanks to a special population mode, Vue can now refresh the EcoSystem population interactively, without the need of any re-population action
  • EcoSystem 360° Population: Vue can now automatically populate EcoSystems from all directions including below objects. This feature works on any kind of object from basic spheres to complex geometry such as rocks, cars, houses... and all applicable EcoSystem settings are supported.
  • Faster Rendering Speed: Significant internal optimizations made to Vue 11’s rendering engine will result in dramatically accelerated rendering especially on very dense EcoSystem scenes.
  • Illumination Caching: This technology lets the user re-use GI information over the course of an entire animation thus eliminating the need to re-render the GI pre-pass for every frame. This will dramatically reduce the rendering times of Architectural animations, for instance.
  • Many other improvements such as Shared Material layers, Nitrous accelerated graphics core support in 3ds Max, support for latest releases of the Autodesk 2013 products and Cinema4D R14, and more...
A complete and detailed list of features will be made available at the time of final release.

Release Schedule and Product Lineup
E-on software expects to release the entire Vue 11 product line November 2012*.
The Vue 11 product line is built around the same three-tiered structure:

Wednesday, October 24, 2012

This Caught My Eye #1


 Sehsucht with Markenfilm have produced this new commercial for the Dodge Ram 1500. I saw it first watching football the other day. It's nice to see that the auto industry is back and they have the kind of budgets to produce something like this. It caught my eye. Very impressive. Wait a second for video embed to load.





SprayTrace Gives Maya Realtime Mental Ray Feedback

SprayTrace provides an instant preview of your Maya MentalRay scene, providing real-time feedback on shaders, textures, lighting and camera adjustments. The SprayTrace preview is faithful to the final MentalRay render, but at a preview quality. It's very easy to use... no settings, just one button to launch. SprayTrace uses CPU only, so no special graphics cards are required either. It's the essential new plug-in for Maya MentalRay artists. More info HERE at their website. Newest Release Build: 1.3.6


Left: SprayTrace   Right: Final MentalRay Render












Sunday, October 21, 2012

New Contest From The Foundry and CGSociety


The Foundry and CGSociety are looking for the world's best MARI artist!
The Foundry, makers of the 3D digital paint tool, MARI, has supplied a model called "Witch Doctor" by the wonderful Jakob Kousholt (thanks Jakob!). The model, shown below, is for you to texture and bring to life. Download it here:
Witch_Doctor_v4.zip (10MB)
The artwork will be judged on the composition, attention to detail and general awesomeness. We want to see textures that tell a story.
They'll be looking for detailed, realistic textures in a lookdev-ready setup (a minimum of colour, bump and spec maps for each shader). Details which make the textures more evocative will get bonus points too. You will receive extra qudos for submitting animated textures, turntables, renderable scenes (Maya and 3ds Max etc.) and showcasing your work in progress on CGTalk.
The competition will be judged by Jack Greasley, MARI’s product manager, the multi-talented Scott Metzger, Image Engine’s Justin Holt and well known texture artist and CGTalk Chief moderator and host Leigh Van Der Byl.

For more info check it out HERE.


Friday, October 19, 2012

Halo 4 Due November 6th, 2012



As I have stated before. I am not a gamer. I love the game creation process but I am not one to sit there and blast away. My speed was Pong and some Atari 2600. Games have come along way and are now cinematic marvels. Nothing could be more true than the just released trailer for Halo 4. It was produced by David Fincher of Se7en, Fight Club, and Girl with the Dragon Tattoo fame. It was directed by Tim Miller, who was the visual effects lead in Girl with a Dragon Tattoo and Scott Pilgrim vs. the World. You just had to love that opening sequence in "Dragon Tattoo" ! It's Live action with CG compliments. Below is the new trailer. Happy blasting !


Thursday, October 18, 2012

Allegorithmic Upgrades Texture Products


Allegorithmic is in the business of texture creation for the usual ... games ... effects ... animation. They have a suite of tools that do a bang-up job of creating very interesting and useful textures.

Substance Designer 3 includes new, dedicated and empowering features and tools such as a major batching system, letting you batch process numerous meshes and textures at the same time, a paint system for retakes freeing most of the artists' needs when it comes to basic image editing, new powerful filters to speed texture creation, and many others.
 

All this in a non linear environment, making Substance Designer 3 the only tool truly dedicated to texturing for game developers. 





Bitmap 2 Material is in direct competition with Mindtex and Ndo2. For my money B2M 1.6 blows away the aforementioned in quality alone.

WHAT IS NEW IN B2M 1.6
The new outputs that have been added are here to let you save even more of your precious time than with B2M 1.5 (yes, that's possible!) while creating exquisite textures:


  • Cavity map from an input normal map
  • Ambient Occlusion map from an input normal map
  • Height map from an input normal map
For the Maya user...

FULL INTEGRATION IN HYPERSHADE AND NODE EDITOR

Bitmap2Material is a Substance, a new format of smart textures and filters fully readable by Autodesk Maya since version 2012, meaning no plugin install is required: just create a Substance node in the Hypershade or the Node editor and enjoy!




Monday, October 15, 2012

New CG Technology Clarisse iFX Is Closer Than We Think

I saw a demo of Clarisse iFX about a year ago. It publicly debuted at SIGGRAPH this past August. It's a fantastic new concept in workflow which could change everything. Do yourself a favor and check out the videos below and you can get to their website HERE.


Clarisse is a new breed of high-end 2D/3D animation software derived from years of teamwork between Isotropix R&D engineers and high-end CG artists. Designed as the fusion of a compositing software, a 3D rendering engine, and animation software, Clarisse delivers a fully revised workflow powered by a unified 2D/3D graphics rendering pipeline. It is the world's first animation software that lets artists work interactively on their final images, with full effects on.




Saturday, October 13, 2012

Indigo - Unbiased Renderer Joins The Fray


 It's starting to be difficult keeping track of all the renderers out there. Indigo jumps into the ring with it's unbiased renderer. The images are pretty stunning. I don't know if it's difficult to work with or not. Not yet anyway. They have a Maya exporter in BETA right now. Check out their reel at the bottom of the post. You can get to their website HERE.












Thursday, October 11, 2012

Exocortex Delivers Physics/Dynamics Plugins for Maya and Softimage


Exocortex has been around for awhile yet I have never mentioned them here. They have a toolbox of different physics/dynamics plugins for Maya and Softie. Exocortex supports the Arnold renderer too. Hit their website HERE for a eval of their plugins




Exocortex Fury 2 is the production grade GPU-accelerated particle renderer for Maya and Softimage. Written by a particle renderer veteran, Fury is able to handle your demand loads while being easy to use.




Exocortex Momentum is the ultimate real-time multi-physics simulator, is now immediately available for Autodesk Softimage. Supports rigid bodies, soft bodies, cloth and ropes.
Learn more about Momentum 3.

 



 Exocortex ImplosiaFX offers robust and scalable continuous, iterative and Voronoi fracturing and CSG booleans for Softimage ICE Modelling. ImplosiaFX is a great compliment to Exocortex Momentum.








With Exocortex Species you will be able to create high quality animated characters faster and at a lower cost while avoiding the generic look that often come when purchasing off-the-shelf models. Works with Autodesk Softimage. 






Exocortex SlipstreamVX is bounding box-free fluid simulator for Autodesk Softimage for high quality wind and smoke effects in near real time. 


Fast Smoke and Fire Simulation (SlipstreamVX by Exocortex) from Exocortex on Vimeo.

Alembic

The Exocortex Crate product suite is a set of professional grade, consistent and commercially supported Alembic plug-ins and tools that enable VFX studios and independent VFX professionals to standardize their tool chains around the Alembic file format as the core data interchange and automation format.

Saturday, October 6, 2012

The Skinny on ARNOLD Renderer- Epilogue

Global illumination system incorporating modern ray tracing and physically based shading techniques, which offers greater speed, more power and higher quality. This gives studios using Arnold a distinct competitive advantage – especially in big-budget productions.

One of the most interesting and successfully expanding renderers is Arnold. A fully ray tracing solution, it has gained tremendous credibility in the last few years at the high end especially in major vfx feature films and animated features. Sony Pictures Imageworks was the catalyst for the professional adoption of the product, but its use and reputation have blossomed to places such as Digital Domain, ILM, Luma Pictures, Framestore, Digic Pictures and others.

The product is ‘hot’ and yet remarkably unavailable. If you go to the Solid Angle web site you will be greeted with just a logo (and an equation if you can find it). No sales page, no specs, no PR, no user stories – nothing. Still the program is considered by many to be massively important, and its adoption is spreading just on word of mouth, amongst high end facilities.

Arnold was started by Spaniard Marcos Fajardo, but while he lived in the USA. Today Fajardo is still the chief architect of the “Arnold” at Solid Angle and the company is back based in Europe.

What’s new in 0.19

Version 0.19.0 of MtoA is based on version 4.0.9.1 of the Arnold core.

New features include:

- Reduced texture I/O: Ray differentials, used to calculate texture sampling footprints, have been improved for the different ray types, which can produce dramatic speedups in scenes with large numbers of high-resolution texture maps.
- Faster bump mapping: 25% less shader evaluations per call.
- Faster ray accel build: 25% less time to build the ray acceleration structures. Memory usage and ray tracing speed are unaffected.
- Cached of standins pointing to an .ass file: This feature can potentially save a lot of both memory and disk I/O. Because of the experimental nature of this feature, users who want to try it must manually enable it with the global option enable_procedural_cache in the User Options string field in the Render Settings.
- Bumpdiff mode in the utility shader: This mode will show how far the bump and autobump normals vary from the base smooth-shaded normals as a heatmap (blue is the same, going through green to red as varying up to 90 degrees away). This is useful for debugging the balance between subdivision iterations with displacement vs autobump making up for the rest.

www.solidangle.com

Video Co-Pilot Introduces Element 3D For After Effects

 Video Co-Pilot, which produces an array of plugins for After Effects has introduced their new product called Element 3D. It allows you to bring 3d objects into AFX and render them. Yes I know AFX already does this, but its implemented much better that Adobe's solution is. The renderer is better and faster. It also comes with addon packs of 3d objects and a shader pack. The 3d models are apropos to video production and the shaders are terrific. They have also implemented a sort-of particle system that instances objects as particles. Check out the demo video below and head to the Video Co-Pilot site HERE.



Friday, October 5, 2012

For No Other Reason Than It's Neat #7 Halloween Edition

 I learned about Ray Villafane several years ago and I am always full of anticipation to see his latest and greatest pumpkin carvings. This guy takes pumkin carving to a new heights. He happens to be an amazing sculpture who found an interesting but fleeting medium to work in. He does use his skill for other things as well. He sculpts toys and sand as well. His site deserves a look. Get there from HERE. It's always inspiring.
 








Thursday, October 4, 2012

E-on Vue 11 To Have Particle Simulation Soon



E-on has just released a sneak peek at Vue 11's upcoming particle snow feature. Vue 11 is scheduled for release Q4 2012. More info to follow in the coming weeks.

Yeah !


Wednesday, October 3, 2012

Arnold Sighting: Hotel Transylvania Rendered With Arnold

Sony Pictures Imageworks has been using the Arnold renderer for quite some time. The latest film to get the Arnold touch is Hotel Transylvania. I haven't seen it yet but the stills are beautiful. Computer Graphics World has an article that talks about the Making of Hotel Transylvania and the use of Arnold is mentioned in several spots. Read the article HERE and go see the movie !