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Cinesite and Image Engine Join Forces

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[ #Cinesite ]
Cinesite and Image Engine today announced a merger of their two companies. The alliance gives the two entities a combined staff of over 525 artists worldwide, with capacity for 675 at their studios in London, Vancouver and Montréal. It ensures that both companies are well positioned to deliver world-class visual effects and animation services to their mutual global customer base.

>>Image Engine: Battleship Show Reel


“Cinesite and Image Engine are totally complementary to each other,” states Antony Hunt, Managing Director Cinesite. “We will continue operating in our various geographical locations and our focus will continue on our different core visual effects strengths. In addition, Cinesite is also leading the charge into feature animation. We’re working on very compelling projects including original IP from our development company, Comic Animations Ltd., and on projects brought to us by the studios. This work can now be shared across all three locations.”

Greg Holmes, Image Engine CEO adds, “In addition to widening our reach to achieve even greater heights in high-end visual effects, this alliance will present new career development opportunities for all our artists and crews and will deliver benefits and opportunities to all our stakeholders, be they staff, customers, suppliers, financial partners or shareholders.”

Cinesite, which originally opened its doors in London in 1994, is an industry leader in visual effects and feature animation services. Since then it has contributed BAFTA and Academy Award nominated and winning visual effects to films including X-Men: Days of Future Past, Iron Man 3, the Harry Potter series of films and The Golden Compass. It is currently working on productions including Now You See Me: The Second Act, Ant-Man, Spectre, The Last Witch Hunter, Gods of Egypt, Pride and Prejudice and Zombies and The Revenant.

Founded in Vancouver in 1995, Image Engine has built a strong reputation for producing top quality visual effects for film and high-end television. Nominated for an Academy Award for its work on Neill Blomkamp’s District 9 in 2009, the studio has gone on to work on such high-profile productions as Elysium, Chappie, Jurassic World, Game of Thrones and Teenage Mutant Ninja Turtles. Forthcoming releases include Point Break and Straight Outta Compton.
  More about vfx

Download Blender 2.75

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[ #Blender ]
Blender Foundation and the blender.org developer community has announced Blender 2.75 release.

>> See Also: Download Blender addon

The main highlights of this release are:
  -Blender now supports a fully integrated Multi-View and Stereo 3D pipeline
  -Cycles has much awaited initial support for AMD GPUs, and a new Light Portals feature.
  -UI now allows font previews in the file browser.
  -High quality options for viewport depth of field were added
  -Modeling has a new Corrective Smooth modifier.
  -The Decimate modifier was improved significantly.
  -3D viewport painting now supports symmetry and the distribution of Dynamic Topology was improved
  -Video Sequence Editor: Placeholders can now replace missing frames of image sequences
  -Game Engine now allows smoother LOD transitions, and supports mist attributes animation
  -And: 100s of bug fixes and smaller feature improvements.



See all Blender 2.75: Feature Videos here. Download Blender 2.75 here!
  More about Blender

Thinkbox Software Deadline 7.2 Calls for Beta tester

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[ #ThinkboxSoftware ]
Thinkbox Software launched the Beta for Deadline 7.2.

The latest iteration of its high-volume data management solution for rendering or information processing adds new "Quick Draft" options to most Submitters, GPU Affinity Settings for Slaves, smarter Task Error handling, as well as application support for After Effects CC 2015, DJV 1.1, Guerilla Render, modo 901, TVPaint, and VRay for Sketchup. It also includes a large number of smaller improvements to existing features, as well as bug fixes.

For beta access to Deadline 7.2, please contact beta@thinkboxsoftware.com.
  More about Deadline

Skin Microstructure Deformation with Displacement Map Convolution

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[ #SIGGRAPH 2015 ]
Check out the SIGGRAPH 2015’s technical papers video showing a technique for synthesizing the effects of skin microstructure deformation by anisotropically convolving a highresolution displacement map to match normal distribution changes in measured skin samples

The Group included Koki Nagano, Graham Fyffe, Oleg Alexander, Paul Debevec from USC Institute for Creative Technologies, Jernej Barbič, Hao Li from University of Southern California, Abhijeet Ghosh from Imperial College London use a 10-micron resolution scanning technique to measure several in vivo skin samples as they are stretched and compressed in different directions, quantifying how stretching smooths the skin and compression makes it rougher.



We tabulate the resulting surface normal distributions, and show that convolving a neutral skin microstructure displacement map with blurring and sharpening filters can mimic normal distribution changes and microstructure deformations. We implement the spatially-varying displacement map filtering on the GPU to interactively render the effects of dynamic microgeometry on animated faces obtained from high-resolution facial scans.


More details here.

SIGGRAPH 2015 - The 42nd International Conference and Exhibition on Computer Graphics and Interactive Techniques will be held at Los Angeles Convention Center, 9-13 August 2015. More information herehttp://goo.gl/7595y6!

  More about SIGGRAPH 2015

Yuneec announces Typhoon Q500 4K

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[ #Drone #Yuneec ]
California-based Yuneec has just announced the newest addition to their Typhoon line of personal-use drones: the Typhoon Q500 4K

the Typhoon Q500 4K comes with a 12-megapixel camera, an ST10+ Personal Ground Station with 5.5-inch Android touchscreen, 3-axis gimbal, 25 minutes of flight time, and the ability to adjust video resolution, white balance, exposure and other camera settings on the fly. The camera sports a 115-degree wide-angle distortion-free lens, along with the ability to shoot 4K and 1080p video at 120fps

Yuneec says the drone is priced at $1299, and should be available for purchase now.



  More about Camera

Arnold Terminator Genisys CGI character

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[ #MPC ]
Arnold Terminator Genisys CGI character by Klaus Skovbo Modeler, Texturing Artist at MPC

>> See Also: Learn Creating CGI Character

Still from Terminator Genisys. I acted as Character Lead together with Ashley Tilley at MPC. We created the Digi double of Young 1984 version of Arnold. Other artists created hair, lookDev, Animations etc.


Check 4K image here

  More about Character

Evermotion Archmodels 156

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[ #Evermotion ]
Evermotion has announced that Archmodels vol. 156 is now available for pre-order. This collection included 40 professional, highly detailed 3d models for architectural visualizations. This collection comes with high quality electronic gadgets. All objects are ready to use in your visualizations.

This product will be available for download from 2015.07.21 but you can preorder now .
  More about Evermotion

MPC and Fabric Software unveil Fabric for Pixar’s RenderMan

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[ #MPC #Pixar ]
MONTREAL -- MPC and Fabric Software have announced their collaboration to integrate the Fabric Engine development framework with Pixar Animation Studios’ RenderMan. Initially developed by MPC, Fabric for Pixar’s RenderMan is an extension to Fabric Engine that enables technical artists to leverage the award-winning renderer from within Fabric, either directly from Fabric’s KL language or using the Canvas visual programming system.

“We are thrilled to be able to use Pixar’s RenderMan directly from within Fabric Engine, which is the backbone of our new pipeline,” said MPC global head of visual effects operations Damien Fagnou. “We can now quickly create tools in Fabric that interact with RIS live rendering, giving artists near instantaneous results that allow them to iterate more freely and make better creative decisions. On top of this, the ability to interact with RenderMan directly from Canvas, Fabric’s visual programming system, is opening the door to really interesting workflows that were not possible before.”


Fabric for RenderMan provides full binding to the RenderMan Interface and Ric API (ri.h and Ric.h) giving users access to these functions natively in Fabric, enabling powerful yet efficient workflows such as lighting and shader authoring.

“It is fantastic to see customers and vendors working together to release projects like this for RenderMan,” said RenderMan business director Chris Ford. “The availability of free non-commercial licenses of RenderMan and free licenses of Fabric Engine means anyone can get up and running with our technology, and we can’t wait to see what people do with this.”

“Fabric for RenderMan embodies our ‘write once, deploy everywhere’ philosophy so being able to give customers access to the latest in rendering technology wherever Fabric is integrated is huge for us,” said Fabric Software CEO Paul Doyle. “RenderMan 20 is an impressive update and Pixar’s non-commercial option makes it more accessible than ever before. Having high-end tools freely available to everyone so they can learn and grow is very important to the industry, and we’re extremely grateful to the team at MPC for enabling this to happen.”




Fabric for RenderMan will be available to Fabric Engine 2 beta testers later this month (July 2015) and will be demonstrated at SIGGRAPH 2015 at the Fabric Engine user group on Tuesday August 11, 2015. You can request access to the beta at fabricengine.com/join-the-fabric-beta-program

  More about

Maxtree Plant Models Vol 4

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[ #3dModel ]
Maxtree Plant Models Vol 4 is a volume of high quality 3D plant model for vertical greenery, this volume include 20 species plants and each one have 6 different variations. These models are available for 3DS max 2011 and above, include GrowFX original(need GrowFX 1.98 sp3), FBX, 3DS max format, support Vray, Mentalray, Corona, Octane render.

Features:

-120 high quality 3D plant models
-Vertical direction and Horizontal direction types
-Support Corona, Mentalray, Octane , Vray render
-GrowFX original files include (just for GrowFX version, need GrowFX 1.98 sp3 and above)
-Forest Pack Pro library support
-FBX format
-3Ds max 2011 and above

More information here
  More about 3d model

SIGGRAPH 2015 - Dailies Trailer

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[ #SIGGRAPH2015 ]
Check out SIGGRAPH 2015 Dailies Trailer. The Dailies program celebrates excellence in computer graphics with an evening of presentations showcasing images and short animations of extraordinary power and beauty. This year, #SIGGRAPH2015 Dailies Chair Juan Buhler shares some exceptional work via this can’t-miss sneak peek! Each presentation will tell the behind-the-scenes story of the imagery created.


Join the event 9-13 August, 2015, in Los Angeles to experience the full impact of the SIGGRAPH 2015 Dailies program. More information at s2015.siggraph.org
  More about SIGGRAPH 2015

Allied works Guesthouse by Exorbit Art

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[ #CORONA ]
Allied works Guesthouse by Exorbit Art using Cinema 4D and Corona render

>> See Also: Corona for Cinema 4D

Rendertime for this piece was approximate 36h in 3k on i73930K with 32GB RAM! The whole scene has currently ~24 million polys


  More on gallery

Pixar Animation Studios unveils RenderMan 20

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[ #RenderMan #Pixar ]

Pixar Animation Studios has released version 20 of its Academy Award-winning RenderMan software, introducing major innovations allowing cinematic quality imagery to be created more easily and faster than previously possible. Highlights include a game-changing noise reduction technology that directly addresses the problem of image artifacts associated with physically based ray tracers, massively reducing the time needed to deliver completed shots and images.

RenderMan 20 also expands the creative choices available to artists and studios through numerous advances in usability including a physical camera, a Visualizer for navigating and inspecting large scenes interactively, expanded shader libraries and presets, and new volume rendering features. A new Marschner hair shader represents the first time Pixar has shipped shading technology specifically developed for use in its feature films, making available truly Pixar quality hair and fur. In addition, RenderMan’s tradition of advanced customization is emphasized through a new light filter API. Rendering shots for dailies is also faster than ever with new enhancements to RenderMan’s noted image checkpointing, allowing entire shots to be quickly previewed nearly immediately and at full resolution. RenderMan 20 continues to channel the combined technology resources of The Walt Disney Company to the desktop of anyone producing visual effects, animation, and visualization.

What's new in RenderMan 20

Overview
RenderMan 20 is a major release with a number of important advancements for RenderMan's RIS technology. Developed specifically for animation and VFX, the latest version is focused on accelerating pipelines and providing more creative control to artists.

Denoiser
For physically based rendering in general, it can take a long time for a render to converge to a completely noise free image, but RenderMan's new denoising technology, originally developed at Disney, can dramatically reduce render times while delivering images of the highest quality. Now you can render faster with fewer samples, resulting in an initially noisier image which is then transparently filtered by the Denoiser, producing a high-quality final image. In fact the Denoiser is capable of reducing render times by an order of magnitude, and can handle shots with extreme motion blur and depth of field. Finally the "make pretty" button has arrived!
Read More here
Visualizer Integrator
The Visualizer is a new integrator for viewing a scene as RenderMan "sees" the geometry, showing wire-frames, surface parameterization, normals, etc ... useful for turntables and portfolios. Additionally, the highly efficient Visualizer provides extremely fast feedback for interactive production rendering, especially on large scenes that can otherwise be cumbersome to work with. Simply switch on the Visualizer, and quickly position the camera, dial in depth of field, and adjust motion blur.
Marschner Hair
RenderMan now ships with a special RIS Bxdf for hair and fur developed at Pixar Animation Studios for feature film production. Because this shader was developed and tested for Pixar's own productions, the Marschner Hair is capable of producing movie quality results, quite literally. This advanced model for simulating hair provides four specular components, including an unique backscatter control for creating the most realistic results possible.

Physical Camera
In reality nothing is perfect, and the new Physical Camera in RenderMan fully embraces the imperfections of real-world cameras. Now you can fully simulate optical properties from tilt-shift focus, lens distortion, chromatic aberration, vignetting, and more.


Intuitive Holdout Workflow
Compositing CGI elements over live action is crucial for VFX work and the new Holdout Workflow in RenderMan makes this process simple, making it straight forward to capture shadows, reflections, and other elements to combine them with a background plate during interactive rendering.

New Lights, Light Localization, & APIs
Version 20 brings numerous advances to RenderMan's lights. New streamlined light shaders are provided for the RIS mode, including a user-friendly Daylight Shader. Light localization is a new mode which can reduce noise for multiple direct lights, and finally customization of lights is now easier with a new API for light filter plug-ins.

Volumes & Maya Fluids
The performance of volumes has been enhanced in RenderMan RIS, including the ability to overlap volumes. Volumes of varying density, albedo, etc, may be nested to achieve physically accurate results. Additionally, RenderMan for Maya now supports Maya Fluids in RIS.


“The new denoising technology currently being used in our upcoming feature, Finding Dory, has been incredibly valuable, allowing us to compute final frames up to ten times faster. We could not finish this production without it,” said John Halstead, Supervising Technical Director of Finding Dory at Pixar.

“RenderMan’s new and enhanced Interior Integrators provide us with full control over our volumes and allows us to push their visual quality to the next level.” Said Damien Fagnou, Global Head of VFX Operations at MPC Film.

“RenderMan’s new RIS mode was incredibly stable and consistent on Ant-Man. Everybody was blown away by the quality of the renders even in very early tests” Said Fabio Zangla CG Sequence Supervisor at Double Negative. “With such a radically different internal architecture, RIS is a world away from any previous version, but still retains many features that made RenderMan so successful in the past.”

Free Non-Commercial RenderMan is now upgraded to version 20, and existing and new users are invited to download the latest version from the RenderMan website. New tutorials and workflows for RenderMan 20 can also be found on the new RenderMan Community site.

RenderMan 20 is compatible with the following 64-bit operating systems: Mac OS 10.9, 10.8 and 10.7, Windows 8 and 7, and Linux glibc 2.12 or higher and gcc 4.4.5 and higher. RenderMan 20 is also compatible with versions 2014, 2015, and 2016 of Autodesk’s Maya, and with version 2.0 of The Foundry’s KATANA. RenderMan is available commercially as individual licenses with volume discounts or through custom site licensing packages tailored for each customer. In addition, Pixar’s annual maintenance program provides access to ongoing support and free upgrades.

  More about Pixar

Autodesk Maya 3D HoloLens Demo

KeyShot 6 Beta Preview

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[ #KeyShot #Rendering ]
Another KeyShot 6 Beta Preview video this time we'll see more about Workflow, animation improvements in KeyShot 6

>> See Also: Learn KeyShot

In this video:
- Workflow improvements
- Expanded Material Features
- New capabilities
- Animation Improvements


Don't miss to check out KeyShot 6 Feature Video Spotlight
  More about KeyShot

Making of CGI Schwarzenegger for Terminator Genisys

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[ #TerminatorGenisys #Arnold ]
See how Arnold Schwarzenegger faced off against a digitized version of his younger self. MPC takes advantage of Pixar RenderMan’s new RIS ray tracing rendering tools, developing a shader that used multi-layer scattering to represent the epidermal and subdermal layers for the Schwarzenegger's CGI Skin

>> See Also: Arnold Terminator Genisys CGI Character









  More about Arnold

Young Russian

Pixomondo taps cineSync to Wrangle CG Dragons for ‘Game of Thrones’

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[ #Pixomondo ]
Transporting George R.R. Martin’s fertile imagination from the page to the screen is no easy task – especially when that means creating three fully-grown CG fire-breathers. Thankfully one of the shows dragon wranglers, Pixomondo, has been on the show since season 2, and with cineSync on its side there’s no challenge it can’t tackle...

>>Game of Thrones, Season 5 – VFX making of reel



Murder, intrigue, Machiavellian scheming of the highest order – we’ve seen a great deal happen in the Seven Kingdoms and beyond over the past five years. And yet for all the unfurling of dramatic tension and heart-stopping plot twists, one of the most impressive elements of the show remains its CG centrepiece – the majestic dragons that emerged with Daenerys from that smouldering pyre.

Responsibility for the creation of these reptilian fire-breathers has been with VFX studio Pixomondo since season two. During the second season Pixomondo was the only vendor on the show, working on matte paintings, set extensions, dire wolf integrations and more across all ten episodes.

As the show has grown beyond a one-vendor set-up, and those magnificent dragons have increased in both size and complexity, Pixomondo has become primarily responsible for the CG dragons, and as you would imagine, that’s no mean feat.

“The dragons started out as kitten-sized babies, then they grew to children, then teenagers – they’ve just become bigger and bigger,” says Sven Martin, Visual Effects Supervisor at Pixomondo. “With that increase in size – and they really are big this year – there’s much more screen space to cover, and that demands a much greater degree of complexity.”

Rhaegal, Viserion and the hulking, black-scaled Drogon are indeed huge in season five, casting dominating shadows across the lands of Meereen and Old Valyria as they thump their wings against the sky. They also get up close and personal with Daenerys, demanding computational horsepower on a level not yet seen in the show.

“We’ve got a lot of close-ups of the dragons, especially when they’re coming into contact with Daenerys, meaning the facial performance has had to become much more evolved,” says Martin of the creatures. “We’ve really had to refine our facial rig a great deal.

“And of course, having these digital creatures so close to the camera meant a total rebuild of the textures,” he continues. “For this season, all of the individual scales were modelled individually and then attached to the surface itself, meaning the animators could move the skin without them deforming. Overall these kind of enhancements have been huge – in season four we had about 74 textures for the whole dragon. In season five we’re at about 740.”

Across the Narrow Sea

The only feasible way to create three beasts of such complexity and size was to make sure everyone was working in sync – a proposition that can be quite difficult to achieve on a project as global as Game of Thrones.

With the Pixomondo team in Germany and the show’s production visual effects team either in LA or preparing for shoots in Northern Ireland, Spain or Croatia, the latest in technology is required to keep everyone working as a single unit.

“When working on the same project from different parts of the world like this, it’s important to be connected, and have everyone on the same page – or frame,” says Viktorija Ogureckaja, Visual Effects Producer at Pixomondo. “With cineSync, the sessions have helped to make things so much more efficient. Even though there are hundreds of kilometers separating us from the Visual Effects Supervisor, Joe Bauer and the Visual Effects Producer, Steve Kullback, and we’re living in different time zones, being able to talk about the same material right in front of us – it makes it feel like they’re just a room away. The real-world measurements just don’t matter anymore.”

This global synchronisation allows the visual effects team to work across oceans and continents on every stage of the dragon creation process – even from the very earliest pre-production brainstorms: “From the initial dragon design by Dan Katcher to scenes blocking, animation and final compositing, cineSync is used to collaborate on all of the production stages of the dragons,” says Martin. “From the concept phase we were doing a lot of cineSyncs together with the client. We share images a lot, even in the process of finding the right reference images in the animal world. We might like a certain texture on the back of a crocodile, for instance, so will want to mark out those specific areas.”

For Martin, the visual nature and interactivity of the software is essential at this stage. Wordy, lengthy descriptions simply won’t do the trick – especially not on the strict deadlines of an episodic television show.

“Not only is writing insufficient to demonstrate abstract ideas, but descriptions in the form of an email would take a lot of time to explain your ideas in an understandable way – and there’s the potential of losing time due to the time zone difference, especially if questions arise,” he explains. “This is where cineSync and features like annotations become very handy – a certain dragon pose might not be working, and you can immediately react on it and say ‘change the tail to this side’, and so on. It really is like sitting together at one table and drawing with pen on paper.”

Once the concept of the adult dragons had been decided on, next came the sculpting, modelling and texturing of the model proper. Even at this technical stage, cineSync plays an important role in selling the dragon models to the viewer.

“We often prepare close-up turntable renders of the different elements that make up the dragons, which we can then use in a cineSync session for discussions,” says Martin. “For example, we might want to judge the subsurface scattering of certain skin parts of the inner mouth. To see that you have to work with moving images, so the turntables come in really helpful – you can shuttle back and forth to see how the light is reacting through the textures and appearing on the final dragon.

“With cineSync we can watch and comment on these turntable QuickTimes at the same time in two different continents, meaning everyone knows exactly what everyone else is talking about.”
Technical versatility

cineSync is a truly versatile tool. Although its primary use is found in group review sessions, Martin has also found it a quick-and-easy solution for jotting down ideas. “Sometimes I just use cineSync on my own,” he says. “For instance, I might want to quickly sketch out some ideas on an image in digital form. I often find it much easier to drag the images into cineSync and sketch my ideas there, rather than loading everything into a graphics program – it’s much easier, and any annotations I make are easily exported and shared.”

Furthermore, on a shoot with as much media scrutiny surrounding it as Game of Thrones, security is a big concern. After all, no one wants that next big character death spoiled before the episode airs. Thankfully, cineSync is built to keep out any eyes that shouldn’t be on the shot: “Unless you have the session key, there is no way you can connect and review the material with cineSync,” says Ogureckaja. “We can always see who is part of the session.”
Connecting Westeros

Peace of mind is integral on a project of this scope. Not only are the on-set shoot and post-production process incredibly demanding, but the expectations surrounding Game of Thrones are higher than for virtually anything else currently showing. It is the television show of the last few years, and if it falls short of the mark, it will be noticed.

Thankfully, Pixomondo’s dragons in season five are more startlingly impressive than ever before – whether that’s when they’re swooping over the Smoking Sea; meeting Daenerys face-to-face atop The Great Pyramid; or emerging from the shadows in the red light of their own deadly breath in the dungeons of Meereen: they’re a sight to behold. And it’s largely thanks to cineSync for keeping the showrunners in sync.

“Working without cineSync would be really tough – probably impossible – so we use it heavily,” says Ogureckaja. “We need to make sure that we have our collaborative ideas and solutions synced and that we’re in some sort of communication harmony. It’s one of the key solutions to working on a tight TV schedule like the one we have on Game of Thrones.”

Meeting deadlines and staying on schedule is certainly a huge bonus, but the real benefit of cineSync to an artistically minded studio like Pixomondo is one geared more towards the creative mind-set: “We’re in visual effects, so we speak images,” concludes Ogureckaja. “Whatever is written down in text could be misunderstood in so many ways and lead in the wrong direction. But even if it’s just an annotation; a scribble – an image never lies.”


  More about VFX

Marvelous Designer 5

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[ #MarvelousDesigner ]
CLO Virtual Fashion has unveiled Marvelous Designer 5, the latest version of its pattern-based 3D clothing design tool, adding a new direct positioning tool and interactive UV editing

>>Marvelous Designer tutorial


Marvelous Designer 5 New features:

1. Cut Pattern
Cutting patterns in 2D is now available. Discover your creativity with this pattern cutting feature.

2. Offset as Internal Line
Input specific measurements to offset patterns and segments as Internal Lines

3. Fold Arrangement
Fold seam allowance, collars, and cuffs in the 3D Window before Simulation is activated.

4. Direct Positioning
Use the Direct Positioning tool to easily arrange patterns and OBJs on the Avatar and garment.

5. Sewing Line Type
Apply the Turned Sewing Line Type setting to achieve a folded, two-ply look.

6. Side Geometry
Apply and adjust the curvature of pattern edges, and/or express hems with facing.

7. Align
Align point, lines to the vertical (X) and horizontal (Y) axis.

8. Round Corner
Round Corner performs the rounding of the edges and corners of 3D shapes along a 2D profile

9. UV Guidelines
UV Guidelines can be displayed and it lets you view and interactively edit the UV.

10. Avatar Size Measurement
There are two methods to obtain the avatar’s length measurement. The Basic Length Measurement method takes a straight measurement, while the Surface Length Measurement method takes a measurement by following the curves of the avatar’s surface. A Height Measurement function, that takes the avatar’s height measurement from the avatar’s height and the ground, is also provided.

11. Coordinate Gizmo
Coordinate Gizmo in Select, Move, Rotate mode.

12. Import Camera in FBX format
You may import camera in FBX format.

Pricing and availability

Marvelous Designer 5 is due to ship on September 15. Anyone buying version 4 of the software between now and the release date will get a free upgrade to version 5. Marvelous Designer 4 itself is available for Windows XP+ and Mac OS X 10.7+. A Linux version is available to enterprise customers. A permanent licence costs $550, or there are monthly and annual subscription options.


  More about Marvelous Designer

Anatomy Lab: Designing Creatures for Film

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[ @Gnomon_School #GNOMON ]
This Saturday, Gnomon will be hosting a free 4-hour event – both free to attend and on Livestream.

>>Learn Creature design

Join Steve Lord and Ian Joyner at Gnomon on Saturday July 25th for an afternoon of enlightening creature anatomy tips and tricks. These two experts are uniting at the Gnomon Stage to offer the inspiration and instruction to those looking to add an extra level of realism to their creature concepts. Steve Lord will be focusing on perfecting animal anatomy, demonstrating how to add second- and third-level details. Ian Joyner will discuss creating concepts for films, walking you through the creation of a bird-like creature as he tackles the modeling of plumage. Both artists will discuss their personal techniques for adding final details to models for the perfect finish. The event will offer four hours of practical advice and workflow solutions for you to apply to your own modeling practice.

The event is free and open to the public. This is a fantastic opportunity for students, hobbyists and professionals alike to learn from two masters at the Gnomon campus in Hollywood, California. Entry is by RSVP only, and seating is first-come, first-served — to register for free, sign up today. If you can't make it to Hollywood, be sure to follow Gnomon on Livestream to watch the full event for free from the comfort of your home or studio.

Schedule:

12:00 pm – 1:45 pm: Steve Lord – Modeling Animal Anatomy
2:15 pm – 4:00 pm: Ian Joyner– 3D Creature Concept Design

Guest Speakers



Ian Joyner
Freelance Character/Concept Artist
Ian Joyner specializes in crafting conceptual character artwork for a variety of films, games, products, and commercial illustrations. Having worked on a plethora of top movies and games over the last decade, including The Amazing Spider- Man, The Avengers, and The Hunger Games to name a few, he has helped many directors and creators bring their visions to life, from pitch to completion. Ian worked for six years at Legacy FX (formerly Stan Winston Studios), and prior to that he worked at Blur Studio creating characters for everything from film pitches to critically acclaimed video game cinematics. Ian feels lucky to be able to live his dream creating monsters, superheroes, and fantastic new worlds!



Steve Lord

Artist
Steve Lord has been sculpting professionally since the age of 19, winning the National Sculpture Society competition for young sculptors. He's since worked for Rhythm and Hues, Odd World Inhabitants, and Frank Frazetta to mention a sample of his impressive clients. His work spans from fine art, public commissions and collectibles, to video games and theme parks. In 2014, he successfully funded a Kickstarter project to realize the manufacturing of a Canine Anatomy Sculpture. Currently, he is working for McFarlane Toys creating a variety of highly realistic collectible figures. His passion extends to figurative sculpture, with a focus on animals, drapery, and human anatomy.



  More about GNOMON

RealFlow 2015 Features video and Tech Reel

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[ #Realflow #VFX ]
Check out RealFlow 2015 Tech Reel and some videos showing What's new in RealFlow 2015 from Next Limit Technologies included: OpenVDB MESH, Daemons Falloff and Crown Daemon ....

>> See Also: Realflow tutorial


OpenVDB MESH

RealFlow 2015 now comes with OpenVDB meshing by default for both Particles and Hybrido fluids solutions. With OpenVDB meshing, users can now get faster results and, with the new volume filters, fine tuning the look of the meshes becomes even easier than before.


Crown Daemon

The New crown daemon adds a very fast and easy way of creating a highly demanded fluid effect. With just a few steps, users can define the shape of the splash crown they want to create, and the fluid will follow that shape, when it gets activated, and for the time the user decides the force to have an effect.


Daemons Falloff

With the additions of Daemons Falloff controls, the users now have the power to shape, even more artistically, how the forces affect the RealFlow simulations. Thanks to the enhancements to the user interface, controls such as spline curves are now possible to drive highly detailed effects.


Text tool

A new Tool for creating text has also been added and appears in two different locations in the shelves. In the splines shelf the text tool allows for creating splines emitters and forces and in the Objects Shelf, the text tool generates text as native RealFlow primitive objects.


Spline

Spline nodes add an extra level of controllability to RealFlow simulations. Spline curves can be created interactively, or imported using SVG format, and be used to emit fluid or control the Spline Daemon forces.


Enhanced UI

The RealFlow interface comes packed with loads of new enhancements in this 2015 version, making it more artist friendly.
The Relationship Editor now has a much more compact look, to optimize space, and also shows the nodes icons, adding visual clues that speed up interaction.
The Nodes panel includes a new section of one-click buttons to deal with bread and butter node actions such as simulation status, files export, visibility and shading, making common workflows faster and more intuitive.
In the Parameters section we will find a massive revamp.
Sliders, value changes with the middle mouse button, Curve and Ramp widgets, and the ability to keyframe with a single click, lock parameters and enter expressions very easily.
Users can now add notes to any node too.
Nodes with editable parameters, such as the new spline curves, now display visual clues on the viewport to help guide the user on how to start using the features.


Dyverso solvers

RealFlow 2015 Dyverso solvers offer a huge speed up on small to medium scale simulations. These solvers have been rewritten from scratch and with GPU in mind to take advantage of new hardware options.
Scenes that with previous RealFlow versions might have taken hours can now be simulated in a matter of minutes.



RealFlow 2015 Tech Reel

Showcasing the RealFlow 2015 new features and improvements.

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