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Isotropix unveils Clarisse 3.0

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[ #Clarisse ]
MONTPELLIER, FRANCE, July XX, 2016 – Isotropix, a privately held software company developing high-end innovative graphics software, announced today the immediate release of Clarisse iFX 3.0, the brand new major version of its 2D/3D rendering tool. For this new major version, the software company focused its efforts towards developing new features to expand its core visual effects (VFX) powerhouses market and target solo artists, medium and small sized studios. Anticipating the need of this wider market, the company also announced, together with this new release, the introduction of a new rental license model and a simplification of its license offers.

>> See Also: Clarisse iFX presentation videos in FMX 2016


Released late 2012, Clarisse, Isotropix’ flagship software, has originally been marketed as a high-end lighting, look development and rendering tool initially targeted to VFX powerhouses working on complex shots and environments. Since its release, the software has been getting more traction within the Industry and since, has been adopted by world leading studios such as Double Negative, Industrial Light and Magic and Weta Digital. “We’re all passionate about VFX at Isotropix! So naturally we are super excited by the fact that more and more studios are using Clarisse for their VFX works!” says Sam Assadian, CEO and Isotropix co-founder. Over the past year alone, the adoption of the software has been very extensive as Clarisse has been rendering images of feature films such as Insurgent, Avengers: Age of Ultron, Ant-man, Mission Impossible 5, Spectre, Bridge of Spies, The Hunger Games: Mockingjay, Part 2, Star Wars: The Force Awakens. Isotropix’ CEO happily comments: “Back in early 2015, no one here at Isotropix could imagine that Clarisse would have been used in most major blockbusters released last year! We are all extremely proud!”.

Clarisse integration in production pipelines generally required some custom developments but this commitment was not always easily feasible for smaller sized facilities. Last year, the company made the decisive move to expand its market towards smaller facilities and solo artists, forecasting growing needs in these market segments. “Since its initial announcement, the paradigm shift brought by Clarisse doesn’t go unnoticed. There’s clearly a growing momentum coming from the whole market that explains why we had to double the company size over the past 18 months!” complements Sam Assadian. Expecting an increase of its market share on these segments, Isotropix has focused its development efforts to make its software plug and play for all kind of pipelines and facilitate its adoption. “Over the past year, we’ve been working closely with our customers to make the vanilla version of Clarisse more accessible. Thanks to a tight collaboration with our customers, we could have a leverage effect from some of their proprietary technologies and deliver tons of exciting improvements in many areas. For example, the all new PBR rendering engine shipped with 3.0 is directly based on the work of Dneg rendering R&D team!” says Sébastien Guichou, CTO and co-founder of the company.

This major release delivers many new and innovative features as well as a large number of enhancements throughout the entire application. Every new features and updates have been designed to bring a better user experience, enhanced workflow and productivity, improved scalability and optimized performances. “For the past year we’ve been working very hard on making Clarisse within reach of every artist. I think we can be very proud of what we’ve managed to deliver in 3.0. Clarisse is much more powerful, more accessible and it has never been so easy to join the Clarisse revolution!” Adds Sam Assadian.

With key features such as: a new Physically Based Rendering (PBR) embodied in a new rendering engine, new sets of materials, lights and volume shaders all supporting multiple importance sampling (MIS), a complete set of UV baking tools supporting UDIM/UVTiles and AOVs output, new scattering and layout tools along with importance-driven textured point cloud generation, new scriptable pattern generation using Open Shading Language (OSL) and improved Color Management and support for CDL, the company focused on delivering some of the best technologies available today, directly out-of-the-box. With Clarisse 3.0 Isotropix brings its software to the next level and provides the Industry with a completely plug and play solution.

Yann Couderc, Technical Artist and Clarisse Specialist, comments: “We paid a lot of attention to our user feedback by delivering concrete solutions to the entire community. For example, with our new PBR Engine, it is easier than ever for every artist to create photorealistic images .” He adds: “Artists can now easily simulate complex real world materials, thanks to the new layered material system!”

Along with Clarisse 3.0, Isotropix also introduces a new simplified licensing model designed to promote the adoption of its software within the entire community. Indeed, Clarisse is now more accessible and more affordable than ever for both artists and small studios using it for the first time, and for large studios that need to meet their production requirements while scaling up for new projects.

“After a successful year, we wanted to find new ways to make Clarisse more accessible on the market” says Houman Assadian, Sales Director at Isotropix. “With Clarisse extensive adoption throughout the Industry, it felt like the right time for us to introduce a new simplified licensing model more adapted and well-fitted to artists and smaller facilities needs. In addition, we’ve designed a smart and flexible rental program that could fit the needs of smaller facilities and facilitate scalable production requirements of large VFX powerhouses.”

Pricing structure includes now 1st year of maintenance and gives user access to premium support, bug fixes, priority upon feature requests and access to all upcoming major features and functions.

Clarisse iFX 3.0 Personal Learning Edition
As always the software developer provides an up to date Personal Learning Edition (PLE) version of its software. The PLE gives artists or hobbyists the opportunity to learn and explore, for free, all aspects of Clarisse iFX 3.0 without any limitation of time.

Find out more about Clarisse iFX 3.0 PLE by logging on: http://www.isotropix.com/try-clarisse

Pricing and availability

Clarisse 3.0 is immediately available to purchase starting from $999, through Isotropix website and its authorized resellers. Existing customers, with an active maintenance, are eligible for free 3.0 upgrade.

For further details on pricing please refer to Isotropix online store. And If you're going to SIGGRAPH 2016 please make sure to Visit their booth #367

  More about Clarisse iFX

Twitch: Loadout has won CGRecord | RebusFarm Reel of the Month #1

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[ #RebusFarm #ROTM ]
CG Record and RebusFarm has announced that the Twitch: Loadout shortfilm has won The Reel of the Month Award. Directed by Sava Zivkovic - a director and CG Artist based in Belgrade, Serbia. Twitch: Loadout is a personal passion project, designed as a case study to further develop skills and understanding of concept art, modelling, animation, music and sound. Check out the movie below!

>>Submit your Reel or film on CGRecord TV to win CGRecord | RebusFarm Reel of the Month



CGRecord has chance to have an interview with Sava Zivkovic and the team behind the movie.

CGRecord: Hello Sava Zivkovic! Please tell our reader about the idea to start Twitch: Loadout and please tell us how your team comes up with the idea to create such great movie!
Sava Zivkovic: Thank you so much for the award, this was a nice surprise and it really means a lot to all of us involved, so thank you again on the behalf of the whole team
The idea was to try myself at something different than what I usually do in everyday work, which is Archviz and Motion Graphics. When we first started on this project it was supposed to be just a simple modeling exercise, but as we developed the concept further it snowballed into something bigger. The first impulse was to create an animated short, but that idea was quickly discarded simply because of the time and resource we didn’t have. The strip down version of the short was to create some sort of a trailer, and it just so happens that the concept artist who worked on the character design, Milan Nikolic, has a twitch stream. So we eventually settled on creating a title sequence, acting as an opener for the stream itself.

CGRecord: The most challenge your team has when working with the movie. How to deal with that?

Sava Zivkovic: The most challenging aspect for me was the asset creation. I’ve never had hands on experience with creating character models for production before, so all of the things involved in the modeling process like good topology for rigging, uv layout and so on were really challenging to tackle.
Asset Creation Process
Dealing with any challenging task just requires a lot of time in my opinion. You’re basically learning something new, something you’ve never done before, so naturally the learning curve is much greater. The only way to get past it is to stick to it and believe in the final product. This comes easy when you’re passionate about what you do and when you’re surrounded with people who have similar goals.
Motion Capture/Animation
CGRecord: Do you use any problem with Rendering time? Should you try Farm Rendering service?

Sava Zivkovic: This must be the first project I’ve worked on where render time wasn’t a problem:) I’ve recently switched to Octane as my main render engine, mainly for its incredible speed. In my opinion it’s still not as well versed render engine as vray but it enables me to do projects I would not even think about tackling with vray. Octane is built for speed and true, you do need a powerful pc in terms of gpu power to make the most out of it, but if you compare that price for the same cpu processing power you’re looking at much less expensive pc build that acts like a small render farm.
For this particular project I’ve used 4x Evga GTX 980 Ti Hybrid graphics cards, they are all water cooled so overheating is not an option and they make Octane fly. The whole project was rendered in full HD with 3d motion blur and dof, with an average render time of just 3 minutes per frame. That amounts to 3 days of rendering for the whole project, and that’s just insanely fast in my opinion:)

CGRecord: What you've learned after done that great film? Any advice for short film maker?

Sava Zivkovic: Aside for the technical skills all of us acquired along the way, the most important thing for me is learning to work with a team. Animation and film making is a collaborative process and I can’t stress enough the importance of your team.
Milan Nikolic developed the concept for the character
As for some general advice I would say whatever you’re doing just stick to it, day after day, and you’ll get better. If you’re working with friends, listen to their suggestions, the feedback you’ll get is invaluable as you can easily get blind and not notice the obvious solution to a problem.
The texturing on this project was another huge learning experience. Having always textured my models directly in Max, I wanted to try a different approach and experimented with Quixel Suite and Substance Painter. Both are amazing in their own right and you can achieve the same result, but as always it goes down to personal preference, and for me the choice was Quixel due to the familiar interface of Photoshop, and the material/brush/mask preset library it contains gives it a slight edge over Substance.
CGRecord: Do you have any Idea/Plan for near future? Any excited thing in mind to share us right now?

Sava Zivkovic: We always have ideas floating around in our minds, or some projects in development. I’m currently taking a break from work and focusing on my personal projects, trying to learn new things. But we have had an interesting opportunity come up as a direct result of Twitch: Loadout. It’s a similar but a bit bigger project that I’m currently developing with Milan Nikolic and Iz Svemira, but unfortunately we can’t share more details at the moment:)! Thank you!
Thank you Sava and team! Let's check out the Making of video

If you want to see more details about the project you can check Twitch-Loadout on Behance
Credits:
Direction/Animation – Sava Zivkovic
Character Design – Milan Nikolic
Modeling/Texturing – Sava Zivkovic
Music/Sound Design – Iz Svemira
Motion Capture – Take One
Additional Character Animation – Take One
Behind The Scenes Coverage – Milos Nikolic
Tools: 3ds Max, Octane Render, Quixel Suite, Adobe Suite, premade models from Evermotion and Video Copilot

About Rebus Render Farm

The Sponsor for Reel of the Month - Rebus Farm is leading render farm service which instantly provides you with 3,000 XEON CPUs to render your animations and still-images. Start your Rebus Render Farm trial for free. Just create a new account and use your starting account balance of 10 Renderpoints, worth 11.02 USD. After downloading the Farminizer Software, you can immediately start working with the Rebus Render Farm. Please Submit your Reel or film on CGRecord TV to win CGRecord | RebusFarm Reel of the Month !
  More about Spotlight

The World’s Smartest 360fly 4K VR Camera

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[ #Camera #4K #VR ]
Introducing The World’s Smartest 360fly 4K VR Camera which can record a 360° video at 4k resolution is no big deal for this tiny. Unlike other 360° and VR cameras, 360fly 4k records all the action with one Ultra Fisheye Lens combined with 16-megapixels image sensor and innovative smart features. Such as, First-Person POV, Motion/Audio Active, Time-Lapse Mode and a lot more.


The integrated mechanism allows the Camera to add over 6 million pixels which in turn increases sharpness and saturation in the full 360° x 240° field of view. The internal capacity (64 GB) is enough to store up to 3 hours of 4k footage. One fully charged battery lasts 1.5-hours of recording life. Apart from that, additional features like built-in accelerometer, non-assisted GPS sensors for geo-tagging, gyroscope, dual omnidirectional microphones for true stereo recording and e-compass, attract all the sports enthusiast who are always looking forward to recording their next adventure in best view possible. Check it out in action Video Here!

With its brilliant 360° 4K output, the 360fly 4K adds over 6 million pixels, increasing sharpness and saturation in a full 360° x 240° field of view. It comes with everything you need to start capturing and sharing all of life in incredibly rich detail with ease.


The Camera will cost you $499.99. Check it here!

  More about VR

Faceware Technologies Launches Faceware Interactive Division

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[ #Faceware #SIGGRAPH2016 ]
New division creates facial mocap technologies that enable virtual humans and characters to interact with people in real time

Los Angeles, CA – July 20, 2016 – Faceware Technologies, the leading innovator and most experienced provider of markerless 3D facial motion capture solutions, today announced FACEWARE INTERACTIVE. The new division is focused on the development of software and hardware that can be used in the creation of digital characters with whom real people can interact. Faceware will be showcasing some of its early work in this area at SIGGRAPH 2016, Booth 322.

Faceware’s software technology identifies the movement of an actor’s face from video and applies that movement to a computer-generated character. Together with its head-mounted and stationary cameras, Faceware’s technology is used successfully in award-winning movies like The Curious Case of Benjamin Button and The Walk, and top-grossing games like Grand Theft Auto III-V, NBA 2K10-2K16, Destiny, Batman: Arkham Knight, Call of Duty: Advanced Warfare and DOOM.
Now imagine those characters interacting with people in real time, or someone acting “through” virtual humans or avatars in real time, like virtual puppeteers. The use cases for this are numerous, and include:

- Live performances that incorporate digital characters. Digital characters can be “puppeted” in real time, allowing interaction with live audiences and people;

- Person-driven avatars in VR and AR. Users can stream their own personas into digital and virtual worlds—perfect for training applications as well as interactive chat functionality;

- Digital characters interacting in real-time on kiosk screens in theme parks and shopping malls;

- Animated content that can be created instantly anywhere. Believability of the characters will be driven by the live and interactive nature of the performances, e.g. kids can meet and talk to Elsa from Frozen or have a conversation with Bart Simpson.

Faceware and its sister company Image Metrics have been developing technologies that enable just those types of experiences. The first of these efforts can be seen in Image Metrics’ L’Oreal’s MakeUp Genius app and Nissan’s DieHardFan app, the panel at RTX Australia (which let fans interact with characters Yang and Ruby from the animated web series RWBY in real time), and in the VR games Paranormal Activity from VRWerx, Grace from MacInnes Scott and Here They Lie VR from Sony.

In order to focus more effort in this growing area, Faceware formed this new division in the company and is investing in research and development of both software and hardware to further enable interactive experiences in the public and professional space.

“By now, we’re all familiar with watching digital characters in movies and games. To us, interacting with and through those characters so people can connect on a deeper level is the logical next step,” said Peter Busch, vice president of business development at Faceware Technologies. “We have much of the underlying technology in place and early efforts point to a promising future full of growth. While we can’t share product information yet, we’ll have some exciting news to share in the near future.”

To find out more about Faceware’s technology and how it can be used to create live, interactive content, . visit Faceware at SIGGRAPH 2016 (Booth 322), go to www.facewaretech.com or contact sales@facewaretech.com.

  More about Faceware

Allegorithmic Substance Painter 2.2

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[ @Allegorithmic #SubstancePainter #Texturing ]
Allegorithmic has announced that the new version of its texturing tool Substance Painter 2.2 is now available. This update included the new Material Layering feature as well as improvements to shelf search, projection painting, new scripting capabilities and updated mask generators.

>> See Also: Substance Painter tutorial


Substance Painter 2.2: Improvements


Shelf Search
A new way to search for assets in the shelf and in the mini-shelves. A comprehensive list of tags along with a fuzzy search algorithm makes finding the right asset much easier across the board. A lot of other shelf improvements are underway for the next few releases.

Projection preview
You can now choose which channel is used for the projection overlay, allowing you to visualize the most useful channel when projecting decals or skin details, for example.

Bakers scripting

The scripting API has been expanded to allow scripting of the baking process, taking Substance Painter a step closer to being fully automatable.
Added :
  -[Shelf] Improve search system and queries
  -[Shelf] Add search field for mini-shelves
  -[Shader] Allow to define step precision for sliders
  -[Shader] Add an Undo/Redo button for shader parameters
  -[Shader] Reloading a shader should not reset its parameters
  -[MatLayering] Add support for Dynamic Material Layering and sub-stacks
  -[MatLayering] Allow to import json file to setup the shader settings
  -[MatLayering] Unlock texture samplers limit (switch to Bindless textures)
  -[Scripting] Allow to set bakers settings and launch their computation
  -[Substance] Use "usage" for inputs/outputs connections in addition of identifiers
  -[Tool] Allow to select the preview channel in the viewport for the Projection Tool

Fixed :
  -Crash during launch if substances are located in wrong folder
  -Crash report sometimes doesn't work because of incorrect log file
  -[Iray] Post effects don't refresh when Iray is paused
  -[Iray] Auto-focus shortcut doesn't work anymore
  -[Iray] Aperture slider behavior change depending of asset size
  -[Layers] First material channel is not enabled by default if they are all disabled
  -[Shader] No errors are printed if a "param auto" is incorrect
Substance Painter 2.2 in this overview:


New Feature: Material Layering


Substance Painter 2.2 Material Layering, you can now visualize complex shaders on your asset directly in Substance Painter for highly accurate views of in-engine results and extreme material definition!

With a few simple tags inserted in the shader, Substance Painter automatically generates a custom user interface for easy material blending and mask painting.

The resulting masks are automatically exported along with a description file of which materials were blended and how, making them readable by any engine and converted into working materials.

To accompany this first build, Allegorithmic released a sample project as well as a Unity plugin and an Unreal Engine 4 shader on Substance Share, allowing you to easily transfer the results from Substance Painter to Unity 5.3 and Unreal Engine 4. Make sure to read the readme file included in the packages for instructions on how to use this new feature! A plugin for Unreal Engine 4 is also in the works and will be available at a later date.



  More about Substance Painter

Nvidia unveils new $1,200 graphics card Titan X

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[ @Nvidia #TitanX ]
Nvidia has announced the new Titan X with latest Pascal architecture, 12GB of GDDR5X memory, and 3,584 cores at 1.53GHz delivering a quoted 11 teraflops of performance.
NVIDIA CEO Jen-Hsun Huang Presents New TITAN X to Baidu’s Andrew Ng
The new Titan X, which Nvidia calls "the biggest GPU ever built," has 12 billion transistors in total — and you'll be paying about $100 per billion.



The card will be available on August 2nd in the US and Europe for $1,200, with an Asia release forthcoming.
  More about Hardware

Download Free Photogrammetry Tile Textures - Bark Pack 01

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David Chumilla Liccioli has shared a Pack of 4 realistic Bark Tile Textures based on Photogrammetry meshes for you to download Free and use or modify them as you please!

Content:
- 4 x 4096/2048 TIFFs/JPGs Tileable PBR Textures (Albedo, Normal, AO, Spec, Gloss, Height, Cavity)

Download


Download Free Photogrammetry Tile Textures - Bark Pack 01 here!
  More about Textures

Maxon Cinema 4D R18

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[ @Maxon #Cinema4D ]
Maxon has announced Cinema 4D R18 today. Cinema 4D Release 18 puts powerful new tools in the hands of motion graphics artists, and makes VFX workflows accessible to everyone. Game designers and visualization professionals enjoy new opportunities, while workflow, modelling, animation and shader enhancements help elevate every Cinema 4D artist to a new level.

>> See Also: Learn Cinema 4D


C4D R18 Features


Voronoi Fracturing

Non-destructive destruction
With the new Fracture Voronoi object you can tear down walls. Systematically shatter any object into procedural fragments using virtually anything to control the distribution of the shattered pieces. Create artistic procedural geometry using splines, polygon objects or particles. Fracture Voronoi is always live which means you can change elements at any time. As a native MoGraph object it works seamlessly with Dynamic


New knife tools

It slices, it dices
Cinema 4D Release 18 truly is a cut above the rest, with all-new interactive knife tools. The new Line Cut tool lets you draw cuts across one or even multiple objects and tweak them on-the-fly with an interactive preview. You can then lock in new edges, remove parts or split objects based on the cuts you made. With the new Plane Cut tool you can create new edges using the Local, World or Camera axes, or draw a line to define the plane and adjust the position and rotation of the cut numerically or with a viewport manipulator. The Loop/Path Cut tool creates symmetrical loops or paths based on a proportional or absolute distance to the surrounding edges, and preserves curvature when creating new edges. All three new tools are available as separate commands so you can easily access the desired mode via shortcut or Commander.

Object Tracker

Integrate your Cinema 4D creations into real-world footage with Object Tracking, the next step in MAXON’s effort to make VFX workflows and tools accessible to everyone. Reconstruct the motion of the camera and any number of objects to transform a video file into a 3D world. Add 2D User Tracks for key features of the object and assign them to the Object Tracker – then reconstruct the object based on just the tracks or with the help of reference geometry. You can now seamlessly integrate any number of 3D objects into real-world footage with ease.

Shaders & surface effects

New shaders and shading options offer advanced rendering possibilities in Cinema 4D Release 18. With the Thin Film shader you can reproduce the iridescent rainbow effects of bubbles and oil slicks, or simply add fingerprints and oily residue to any surface. Inverse Ambient Occlusion can be used to create masks for worn edges or to imitate subsurface scattering for faster rendering results. The Shadow Catcher shader offers a convenient way to capture shadows and ambient occlusion from 3D objects so they can be easily composited over real-life footage.

Cinema 4D has always offered a fast and intuitive workflow, and Release 18 offers new tools with approachable and easy-to-learn interfaces. Your window to the 3D world has been given a dramatic facelift with viewport enhancements, including Screen Space Ambient Occlusion, Viewport Tessellation for Displacement preview, and a preview mode for multi-layered Reflectance.

More details can be found here!
  More about cinema 4d

Mermaid by Rocky Meng

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[ #Photoshop #Ddo #Zbrush ]

inspired by Kim Jung-Gz's s sketch work, Mermaid is personal 3D work by Lead environment Artist at Mindwalk Studios - Rocky Meng. He used Zbrush and Maya for modelling, texturing in Mari, Photoshop and Ddo. Rendered in Arnold Render

Mermaid - Kim Jung-Gz's s sketch


  More about Character

NVIDIA announces World’s Fastest GPU: Quadro P6000

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[ #NVIDIA #Quadro ]
NVIDIA recently has unveiled $1200 Titan X Graphic card, which Nvidia calls "the biggest GPU ever built,". But today, They has unveiled something even more processing cores than the Titan X (3,840 versus 3,584). The latest Quadro workstation cards, the Pascal-based P5000 and P6000, and they both pack power that makes your gaming-grade card seem modest.
The P6000 has 3,840 cores and 24GB of GDDR5X memory. It supports 432GBps (gigabytes per second) of memory bandwidth.

It has four DisplayPort 1.4 slots, supporting resolutions up to 4K at 120Hz and 5K at 60Hz. The GPU has internal pipelines to render faster 3D video.

The Quadro P5000, which delivers 8.9 teraflops of peak performance. It has 2,560 cores, 16GB of GDDR5X memory and 288GBps of memory bandwidth
NVIDIA is shipping both Quadro cards in October but the price isn't announced yet.
This fall, Iray VR will be available as a beta to DGX-1 and Quadro VCA customers; and Pascal-based NVIDIA Quadro GPUs will be available from all leading OEMs and integrators. And if you’re a VR developer, our VRworks 360 Video SDK will be released publicly later this year.
Nvidia announced on their blog post
  More about Hardware

Autodesk unveils Maya and Maya LT 2017

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[ #SIGGRAPH2016 #adskMaya ]
Autodesk has unveiled Maya and Maya LT 2017.

Maya 2017 added a new Time Editor for editing animations, Arnold Render (which Autodesk acquired earlier this year ) and updates to the Bifrost and XGen simulation toolsets

>> See Also: Maya Plugin

Maya 2017 includes major workflow upgrades with new tools like the Time Editor, which is a comprehensive tool for creating and editing clip-based non-linear animation. Similarly, our new Render Setup system simplifies the management of complex scenes with shot-based overrides and templates. In addition, grooming all types of hair and fur in XGen is easier and faster using new Interactive Groom Splines, which includes a set of intuitive brush-based tools (used in the image above). Finally, the new Content Browser, and new Workspaces capabilities let you personalize Maya.

And New Motion Graphics features, including the 3D Type Tool, the SVG Tool, and the MASH Procedural Effects Toolkit to create versatile motion design animations.
Maya 2017 Overview
Trevor Adams, product designer on the Maya team, gives you an overview of what’s new in Maya 2017. Trevor talks about why he is excited about the release, as well as how you can influence future product development.

Maya 2017: Bifrost Updates
Maya 2017 includes updates for Bifrost that include the Bifrost Ocean Simulation System (BOSS), which lets you create realistic ocean surfaces with waves, ripples, and wakes. Other updates include improvements to guided liquid simulations, foam improvements, and more.

Maya 2017: Arnold in Maya
Maya 2017 comes integrated with the renowned Arnold renderer, used by the biggest names in visual effects and animation to solve the most complex rendering problems. Arnold lets you render high-quality images right out of the box, scaling with your processing power as project complexity demands.

Maya 2017 for Motion Graphics
Take a brief tour of Maya 2017 for motion graphics. Building on previous releases that include a new 3D type tool, vector graphics import tool, and the MASH procedural animation toolkit, the latest release of Maya includes new features, a new MASH UI, and easier workflow to create stunning motion graphics.


Maya 2017 is now subscription-only, and priced at $185/month or $1,470/year

Maya LT 2017, the latest update to its cut-down version of Maya aimed at indie game artists, adding a new animation Time Editor, and streamlining performance and workflow.
Maya LT 2017 – Workspaces
The all-new Workspaces in Maya LT 2017 let users create and save customized tool layouts based on different tasks. We’ve also added presets for common tasks like modeling, sculpting, UV editing, rigging and animation. Now Maya LT users can quickly switch between Workspaces to get the right tools for the right job

Maya LT 2017 – Improved Shape Editor
The Shape Editor in Maya LT 2017 gets several improvements, making it easier to work with very detailed animations or to add corrective blendshapes to rig-based animations

Maya LT 2017 – Improved Graph Editor
The Graph Editor gets a UI/UX overhaul in Maya LT 2017. The cumulative result of many small changes and tweaks leads to simple workflows and less clicks required per task. New updates include: keys that can be moved without first selecting the Move tool, a more easily adjustable time range, pre-weighted tangents, scrubbable Time Marker, interactive keyframes, and better contrast for animation curves.

Maya LT 2017 – Time Editor animation tool
The Time Editor is a brand new animation tool in Maya LT that will make it much easier to work on complex animations in Maya LT. It’s a non-destructive, clip-based, non-linear editor that has a familiar-feeling UI with very intuitive workflows. It lets animators work with their scenes at a higher level, and still makes more granular data easily accessible

See full list of what's new in Maya LT 2017 here
Maya LT are available on a subscription-only basis, starting at $30/month or $240/year, and including access to Autodesk’s Stingray game engine

  More about Autodesk Maya

Convert Google Streeview to panoramas with Panorama Extractor

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Panorama Extractor is small tool developed by You Can Do Ivfx which allows you to Convert Google Streeview to panoramas and use it to light or Reflection your 3d scene. Just pick a location on the map, and if a Google Streetview is available you can save it.

Grab it for 25.00€ here  More about Software

Autodesk Maya’s Animation Evolution

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[ #adskMaya #Animation ]
In this video, Warren Trezevant, animation product manager for Maya, and Daryl Obert, technical marketing manager show a big picture overview of what has become an all-new experience for animators. Check out to see how the animation workflow in Maya has evolved

>> See Also: Autodesk unveils Maya and Maya LT 2017



  More about Autodesk Maya

The World's largest SSD will cost you $10,000

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[ #SSD #Samsing ]
Samsung announced that The world's largest SSD is now shipping for $10,000. It's Samsung PM1663a SSD which has 15TB or 7TB capacities.

The 15.36TB SSD sells for around $10,000 making it one of the most expensive SSD storage drives around. Pricing on the larger SSD varies significantly retailer to retailer with CDW asking $10,311.99 while SHI wants a more reasonable $9,690 for the same thing on pre-order.
You can also get a 7.68TB version of the drive for a bit over $5,700. Random read/write operations are 195,000 and 31,000 IPOPs respectively. Those wanting to spend less money and needing less storage can also opt for 480GB, 960GB, 1.92TB, 3.84TB, and 7.68TB models. Power consumption is around 11W active and 4.5W idle for the SSDs.
More details here
  More about Samsung

Polybrush 1.0

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[ #Polybrush ]
After 5 month of Free beta testing, Arseniy Korablev has annouced that Polybrush 1.0 is now available with two version Full and Lite.


Full and Lite

  -Full costs $20 per year + all updates during his year (30 days for free demo)
  -Lite is always free, it's a stripped-down Full Edition: only 1 layer (object in the scene), CTRL + Z is limited to 8th actions, and most important - you can't save and load brushes (all possibilities of creating and modifying brushes exactly the same, you just can't save them)

Interface

  -Two brushes to quick switch, like 2 colors in pallete
  -Ability to reassign hotkeys by user (Settings / Edit hotkeys mode)
  -Brush library panel moved to separate window that opens by F5 (default) or by pressing < button at brush panel.   -Therefore "Edit" panel was renamed to "Brush" and now became first panel at right side, so all settings of selected brush visible immediately   -Workplane settings panel moved to bottom of screen   -Tools panel became vertical and moved to left of viewport   -Because place on top been cleared, the height of the side panels increased to its maximum   -Added strip with Workplane action history and line with name and hotkeys of the selected tool   -Scrolling with right mouse buttons at panels   -Reset sliders value using spacebar

Workplane

  -Position is defined now by rotation angles, not using vector. So you can choose angle using the sliders at panel.
  -Workplane deformation, separate for X and Y axis
  -Workplane radius increase/decrease by step, it helps to see workplane position better when moving
  -Workplane radius in screen now don't depend from camera FOV
  -Ability to separate whole scene to cells like in game map editors. It enables in Snap\World Divs\. In this case workplane reset will move it to center of most closest cell.
  -Workplane surface of follows cursor to make infinity of workplane more obvious

Voxels

  -Now you can draw inside remesh, so to speak. Use all brushes or other tools and remesh be applied after each stroke.
  -To covert object to voxels use button with that name at 'Object' panel or at Top of ui. Remesh smoothing also working for voxels.

Screen recording

  -You can record Polybrush window without using third party software.
  -Huge convenience of such recording is that you can adjust the speed when drawing, when the cursor is outside the viewport, and it automatically pauses if you don't move cursor.
  -And most importantly, when you press CTRL + Z required part of video is removing together with the canceled action (if necessary).
  -Video is recording to TGA frames sequence (without compressing)

Mesh

  -Solved problem with normals export. Previously, after importing objects from Polybrush some normals could be directed in the wrong direction.
  -If the problem persists with the old scenes, it can be solved, using modifier Normals/Quad Reverse parameter.
  -(In fact problem it's not only in the direction of normal vectors, problem in the order of vertices inside the polygon)
  -You can seperate object to separate parts by one click - Object/Explode. For example if you drawn chain using brushes and want to separate it to chain links.

Other

  -Appeared not a perfect but an easy way to export Polybrush vertex colors as texture to other programs.

  -There are texture: Polybrush\Data\All_colors.png with all possible colors, Brightness value - by vertical, Hue value - by horisontal. Saturation is same at all image.
  -When export (if it enabled in File settings) texture UV-coordinates for every vertex is defined as: U is brigthess value, V is hue value.
  -So when you import polybrush model in other software you can just assing All_colors.png texture to it to assign Polybrush colors.
  -But saturation will be identical, equal to 100%. It's better to change texture saturation to the desired value.

  -All Polybrush settings, ui theme, colors swathes are saved when restart.

Download


You can download Polybrush 1.0 Full Edition for $20 / year, (30 day free) or Free Lite Edition here!
  More about Software

Frog Brothers

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[ #Zbrush #Photoshop #3dsMax #Octane ]
Brilliant creature CGI image by two talented artist based in Turkey: Sedat Açıklar ( Modeling ) and Volkan Kaçar (Lighting and Rendering) using Zbrush, 3ds Max, Octane Render, Photoshop. Check out all the image with a breakdown video below!

>> See Also: Learn Octane Render


Frog Brothers-Render stages


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StarCraft Universe has won CGRecord | RebusFarm Reel of the Month #2

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[ #RebusFarm #ROTM #StarCraft ]
CG Record and RebusFarm has announced that StarCraft Universe has won The Reel of the Month #2 Award. This is StarCraft fan Film by RealtimeUK's Senior Artist Chris Scubli. The third in his series of fan trailers for StarCraft Universe which took Chris's two and a half years to complete. Character animation by John Batchelor, and modeling handled by Andreea Scubli. Check out the movie below!

>>Submit your Reel or film on CGRecord TV to win CGRecord | RebusFarm Reel of the Month



Chris Scubli is kind enough to have sometime for CG Record Interview:

CGRecord: Hi Chris First of all congratulation for the Reel of the Month Award. Please give us an over view of StarCraft Universe and something about StarCraft Universe on Indiegogo.
Chris Scubli: First of all, thank you so much for the feature on CGRecord! StarCraft Universe is a fan-made mod, created by a small team of passionate StarCraft players using the built-in level editor that comes with the game. The mod combines several gameplay elements from Diablo, World of Warcraft and StarCraft, and can be played cooperatively with a group of friends using the freely available StarCraft II Starter Edition. The project itself is on Indiegogo seeking post-launch support, as the game itself is already complete. As I was starting work on my latest StarCraft animated short film several years ago, I got in touch with the StarCraft Universe team and decided to make my animation be about this mod, so they can use it as a trailer while I get to make another fun short film.

CGRecord: You've said that StarCraft is the reason that you decided to be a CG Artist, But Making a StarCraft is the goal from the beginning?
Chris Scubli: I first started messing around with digital graphics software when I was 12 years old, after playing the first StarCraft game. At the time, I just wanted to see what I can create and if this is something I want to spend more time doing. A decade later, in 2009, the marketing campaign for StarCraft II was ramping up. I had been working in the industry for a few years at the time and I was so inspired and excited by StarCraft II that I created my own fan-animation for it. It was a so fun to do and I managed to improve a lot techniques working on it. That animation got a good reception, so I immediately moved on to my next one and now at last I have finished the third in the series. It's been quite a journey.

CGRecord: Spent your personal time on and off for the past two and a half years to create the animation how you get balance between Company work and Personal work. How your wife support you? And How Realtime Support you?
Chris Scubli: Having been a freelancer a few years ago, I learned a lot about self-discipline and sorting out a personal schedule. Otherwise everything just goes out of control. This has helped me create a decent balance between company work and personal work, without going insane. There have been sleepless nights here and there, but it's all worth it in the end. Of course, work always has priority, so every time we got really busy at the studio I'd take several weeks or months off working on the StarCraft animation. My wife, Andreea has been very supportive of this, especially since we both work in the same industry, so she dedicated her own spare time to join me on this project and created some amazing models. It turned into this awesome activity that we would spend time on together. Several of my colleagues at RealtimeUK showed interest in my progress on this and they helped with spreading the word when we released the animation. I also got John from RealtimeUK and his wife to do the character animation for me, for which I am very grateful.
CGRecord:Could you please share some breakdown. The interesting technique,, the plugin, and software that you used
Chris Scubli: Main software on this was 3ds Max, rendering with V-Ray and compositing in After Effects. I was very happy with the release of V-Ray 3 and it's subsequent updates, as its new lights, skin shader and material BRDF were very useful in generating the look I was after for the project.
CGRecord: How do you think keeping do personal project is important for CG Artist to update their workflow, portfolio ?
Chris Scubli: These sort of personal projects are a great creative outlet and they nurture passion. I find it important to maintain a passion for CG, and not treat it as just a job. If the passion dies off, what's the point? You can also experiment with new techniques and risk more because you're not under a deadline. It is the ideal sandbox scenario for growing your skillset. It's also a plus to add personal work of high quality in your portfolio because it shows clients or employers that CG is more than a 9 to 5 job for you. In fact you sacrifice your own time to create and explore because it means that much to you. If you lack experience or are not allowed to show your latest and best commercial work, the best way to update your portfolio is with an awesome personal project. This gets you attention and attracts the type of work you want to do.
Credits
Additionally, you can support and learn more about StarCraft Universe
Andreea Scubli
Joseph Harford
Christina Batchelor
David Orr
Special thanks to Realtime UK Team to support us during the interview. Hope you see this message Zoe Matthews!

About Reel of the Month Sponsors


Main Sponsor: Rebus Render Farm
The Sponsor for Reel of the Month - Rebus Farm is leading render farm service which instantly provides you with 3,000 XEON CPUs to render your animations and still-images. Start your Rebus Render Farm trial for free. Just create a new account and use your starting account balance of 10 Renderpoints, worth 11.02 USD. After downloading the Farminizer Software, you can immediately start working with the Rebus Render Farm. Winning Reel of the Month means you will get 350 Render Points from Rebus Render Farm.

co-Sponsor Real Displacement texture
The Real Displacement texture are produced by using highly detailed 3d-scans to get accurate color and depth informations from a real location with polycounts up to 20.000.000 and native scan-resolutions over 16k. Using a image-based-lightcancelling-process to reduce the light and shadows in the diffuse-map. All maps are provided with layers for glossyness, roughness, ambient occlusion and more, so it's prepared for physical rendering. Most maps are leveled to set it to 100% and it fits - so you save time setting up a material. Normal-maps is provided as a alternative to the displacement, or to support it. With these textures you can reconstruct the original surface incl. the geometry with a minimum of resources and a maximum of speed and flexiblity. Winning Reel of the Month means you will get 03 Free Collection of Real Displacement texture.

Please Submit your Reel or film on CGRecord TV to win CGRecord | RebusFarm Reel of the Month !

  More about Spotlight

Blackmagic Design URSA Mini 4.6K was used by Uncharted Territory to shoot Independence Day: Resurgence VFX Plates

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[ #BlackmagicDesign #VFX ]
Fremont, CA - August 10, 2016 - Blackmagic Design announced today that production company Uncharted Territory used an URSA Mini 4.6K EF to capture visual effects (VFX) plates for the film “Independence Day: Resurgence.”

>> Also Read: MPC works for Independence Day Resurgence

After “Independence Day” redefined the event movie genre, the next epic chapter, “Independence Day: Resurgence” delivers global spectacle on an unimaginable scale. Using recovered alien technology, the nations of Earth have collaborated on an immense defense program to protect the planet. But nothing can prepare us for the aliens’ advanced and unprecedented force. Only the ingenuity of a few brave men and women can bring our world back from the brink of extinction. The film stars Liam Hemsworth, Jeff Goldblum, Bill Pullman and more. Led by the film’s VFX producer Marc Weigert and VFX supervisor Volker Engel, the Uncharted Territory team used an URSA Mini 4.6K to capture VFX plates for two of the film’s key sequences. The first focused on people’s reaction to destruction raining down from the alien invasion. To capture the chaos, the team set up a shoot of a crowd fleeing the incoming spaceship and debris.
Bryan Grill, VFX Supervisor at Scanline VFX, worked with the Uncharted Territory team on the shoot. “We didn’t have a blue screen, so we were hoping for blue skies to shoot against. Unfortunately, the weather didn’t cooperate and it was an overcast day, so we knew a lot of rotoscope would be needed when bringing in the footage,” said Grill. “Fortunately, the URSA Mini 4.6K gave us plenty of range with its RAW footage and it really helped us in the post process. We could easily convert the RAW images to linear images and have them work in our pipeline. The URSA Mini 4.6K had everything we needed to capture the elements for the shot.”

The second sequence was to capture a crowd as they listened to President Lanford’s address (played by Sela Ward) on the Capitol Mall outside the White House. The original footage of Lanford’s speech was shot on a blue screen stage, so the Uncharted Territory team needed the VFX plate footage to be high quality to match. For that, they turned to the URSA Mini 4.6K.
“We needed to have a lot of latitude with the footage because the elements were going to be used in multiple ways. They had to be able to be shrunk, enlarged, stretched, cut out, moved around, however we needed it,” explained Douglas Hans Smith, additional VFX Supervisor for the film. “Since the crowd was going to be placed around the President on all sides, we needed to use multiple lighting scenarios to capture different angles so they’d match the sun in the shot. We shot outdoors on an exterior blue screen stage and we ended up doing more than twenty setups that day to get everything that we needed.”


“Since we were doing so many different setups, we were cycling people through really quickly. Agility was key, and the URSA Mini 4.6K’s size really came in handy. With the camera, we were able to run around and quickly get the shots we needed so we could move on to the next setup,” Smith continued. “When planning the shoot, we were a little nervous about the lighting because there was a lot of contrast and some of it was very harsh with the backlight. We didn’t want it to clip or for the highlights to peak, but ultimately we had no cause to worry because the URSA Mini 4.6K did beautifully and the highlights were perfect. The camera’s dynamic range was a life saver.”
  More about Blackmagic Design

Seagate announces The world's largest SSD with 60TB

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[ #FlashMemorySummit #Seagate ]
Last week, Samsung announced that it had created the world's largest SSD, a 15.36TB drive that cost $10,000. But this week Seagate quadrupled that
with 60TB SAS SSD in a 3.5-inch format. Seagate also has the 8TB Nytro XP7200 NVMe SSD that is designed or hyperscale needs Check the press release below

>> See Also: The World's largest SSD will cost you $10,000


Seagate Technology plc (NASDAQ:STX) announced today at the Flash Memory Summit conference two new flash innovations that extend the limits of storage computing performance in enterprise data centers to unprecedented levels. The new products include a 60 terabyte (TB) Serial Attached SCSI (SAS) solid-state-drive (SSD) — the largest SSD ever demonstrated — and the 8TB Nytro® XP7200 NVMe SSD. These two new products represent the high performance end of Seagate’s Enterprise portfolio – a complete ecosystem of HDD, SSD and storage system products designed to help customers manage the deluge of data they face and move the right data where it’s needed fast to meet rapidly evolving business priorities and market demands.

The 60TB SAS SSD and 8TB Nytro XP7200 NVMe SSD are the newest additions to Seagate’s data center portfolio and are designed to help enterprise IT leaders obtain more value from the rapidly expanding amount of data they must contend with, even under the most demanding application requirements. The 60TB SAS SSD features twice the density and four times the capacity of the next highest-capacity SSD available today — equivalent to the capacity needed to accommodate 400 million photos on a typical social media platform, or 12,000 DVD movies. This single controller architecture also delivers the lowest cost per gigabyte for flash available today.

The 60TB SAS SSD also simplifies the configuration process of accommodating “hot” and “cold” data, enabling data centers to use the same enterprise HDD 3.5 inch storage form factor. This eliminates the added step of separating out different types of data for near-term availability versus long-term storage — largely based on estimations or best-guesses of future data usage. Instead, data centers can rely on an SSD that helps address their need to quickly accommodate and ensure accessibility of ever-increasing large amounts of data without having to add additional servers or incorporate additional management steps. And, because of the drive’s flexible architecture, it also provides a pathway for data centers to easily grow from the current 60TB capacity to accommodate 100TB of data or more in the future — and all in the same form factor.

Similarly, the 8TB Nytro XP7200 NVMe SSD can accommodate the hyperscale needs of today’s data centers seeking to easily grow with their data without losing the ability to quickly access and process it — a scenario commonly seen in applications involving high performance computing, scale-out databases and big data analytics, such as scientific research and weather modeling. It features a single PCIe interface for high-speed data transfers and four separate controllers, providing processing power up to four times faster than comparable drives, but without the higher cost, power levels and latency required from a PCIe switch or bridge. Applications can process more transactions faster using the industry’s highest bandwidth through one PCIe slot, and without having to invest in more hardware. Additionally, the technology easily integrates into all-flash system arrays.

“AccelStor’s core focus is on providing all-flash arrays that offer tremendous performance and reliability to meet the demands of the fast-growing cloud and enterprise markets. Critical to achieving this, though, is having the right building blocks — including exacting solid-state engineering and software innovation,” said Dr. Charles Tsai, president of AccelStor, Inc. “AccelStor works with Seagate Technology to seamlessly integrate our state-of-the-art FlexiRemap software technology with Seagate Nytro NVMe SSDs. The result: we’re able to translate SSD performance into complete all-flash arrays that help data centers extract the most value from their data.”
The 8TB Nytro XP7200 NVMe SSD will be available through channel partners in calendar Q4, 2016. Future availability of the 60TB SAS SSD, currently a demonstration technology, is anticipated for some time in 2017.

“The explosion of data can translate into more value for enterprises, if they have the right means to accommodate that data,” said Brett Pemble, Seagate’s general manager and vice president of SSD products. “If anything is certain, it’s the fact that across industries, the limits of data growth are boundless. Seagate is committed to staying on top of this growth and, in turn, ever-changing customer needs, and providing new and varied technologies to help customers stay ahead of the data management curve. New products like the 8TB Nytro XP7200 NVMe SSD and 60TB SAS SSD are testament to that.”

“Given the demands on today’s data centers, optimal technologies are those that can accommodate an immense amount of data as needed—and without taking up too much space. As such, we are constantly seeking new ways to provide the highest density possible in our all-flash data center configurations,” said Mike Vildibill, vice president, Advanced Technologies and Big Data, Hewlett Packard Enterprise. “Seagate’s new 60TB SAS SSD offers an exciting possibility for customers to achieve higher server storage performance and capacity configurations never seen before.”

Flash Memory Summit - Product Demos and Keynote Presentation

Seagate will demonstrate the 8TB Nytro XP7200 NVMe SSD and 60TB SAS SSD — in addition to the recently announced enterprise products including the 2TB Nytro XM1440 M.2, the Nytro 7102 PCIe AIC and the Nytro 1230 SATA SSD — in booth #505 at the Flash Memory Summit 2016 conference.

Phil Brace, president of Seagate Cloud Systems and Silicon Group, will present the FMS keynote address, “Design Efficient Storage Systems with Both Flash and HDDs,” on Wednesday, Aug. 10, at 2:40 p.m. Pacific. The presentation will address the role of flash memory and hard drives in meeting the data storage and management needs of today’s data centers.

  More about SSD

Download Octane for Houdini volume shader

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[ #Houdini #octane ]
3D/VFX/Motiongraphics artist from The Netherlands - Tim Van Helsdingen has shared Octane for Houdini volume shader for us to download Free (Donate would be nice).

>> See Also: OctaneRender for Houdini: Octane gradient node

It is Pre-build octane for houdini volumetric shader, which includes all the features the cinema 4D vdb volume objects has.

Download


Download Octane for Houdini volume shader. To set up all you have to do is just place in your OTL folder inside of your Houdini 15.5 folder and you're good to go.

  More about Houdini
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