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SIGGRAPH 2015-Real Time Live! Trailer

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[ @siggraph #SIGGRAPH #SIGGRAPH2015 ]
Checl out SIGGRAPH 2015-Real Time Live! Trailer. From realistic, autonomously interactive human faces and renderings of large, photorealistic worlds to a behind-the-scenes glimpse of a revolutionary technology called physically based animation (PBA), the Real-Time Live! program has plenty to offer at SIGGRAPH 2015. Chair Nicolas Gonzalez presents an interactive extravaganza that celebrates real-time achievements within the intersection of genius technical skills and creative beauty.

>> See Also: SIGGRAPH 2015 - Dailies Trailer




SIGGRAPH 2015 will be held in Los Angeles 9-13 August, 2015. Join the event to see and discover the latest trends and techniques for pushing the boundaries of interactive visuals.
  More about SIGGRAPH 2015

Find a CG monkey and win 40% off for Design Connected collection

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[ #Design #3dModel #DCGame ]
You may have heard that Design Connected (excellent resource of high quality 3d models of furniture) is currently giving 30% discount on selected Brazilian design related models. They are making a summer tour visiting different cool locations and Brazil is just the first stop.

We have great news for you - CG Record was selected as an exclusive partner for a funny game, that gives you the chance to get an even bigger discount. How?

Find the CG monkey - get 40% off


Somewhere in the jungle of thousands of 3d models on www.designconnected.com there is a hidden monkey. Go there, search for it and find it. Then:

Fill this online form - you will need to have a Design Connected account to do so
Get a voucher for 40% off on all Brazilian design related models (collected here)
Hurry up! The game ends on August 1st, 12 a.m. CDT

Keep in mind that the summer promo codes can’t be combined with other discounts on www.designconnected.com.

Making of TVC Bank of Moscow

Ultraborg Division- Stiffneck-M

Toon Boom Animation and The Foundry Sign Collaboration Agreement

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[ #Animation ]
London, UK August 3, 2015– Today, Toon Boom Animation and The Foundry announced that they will work jointly to introduce studios to the collective power of FLIX used alongside Storyboard Pro. FLIX, The Foundry’s web-based story development tool, allows creative teams to collaborate in one easy-to-access place. The storyboarding and pitching tools in Storyboard Pro have made it the industry favorite for visual story development for pre-production and concept design. For studios involved in animation, 3D and live-action, the complementary solutions can enable a highly efficient workflow for developing and sharing their creative vision prior to production.

>> See Also: Learn Animation


“Efficiencies in pre-production pay huge dividends down the line, and a connection among Storyboard Pro, FLIX and editorial will advance the pre-production process,” said Francisco Del Cueto, CTO at Toon Boom.

In addition to the business arrangement, Toon Boom and The Foundry are integrating Storyboard Pro and FLIX, including a new workflow between the two solutions. Now, artists can feed panels from Storyboard Pro into FLIX, where they can review and manage them in step with changes from multiple departments during story evolution. Changes that require artist revisions can be easily routed back for updates in Storyboard Pro. FLIX maintains version control and keeps track of all pre-production assets throughout the process.

“Story development is an area that is ripe for further technical innovation and with this integration between Storyboard Pro and FLIX, artists will have access to the collective power that makes visual story development across teams that much easier,” said Yiotis Katsambas, FLIX product manager at The Foundry.

Linking these two software packages together provides a solution for pre-production, from the first sketch in Storyboard Pro to final, approved boards or animatics done in editorial to the collaborative review in FLIX.

The benefits of getting things done right from the beginning are multiplied for large-scale projects and when simultaneous productions are in the pipeline. “With multiple projects underway and numerous co-production partners in the mix, efficient pre-production for us is vital,” says Joel Kuwahara, early tester of the integration and co-founder and executive producer at Bento Box Entertainment. “Toon Boom and The Foundry are making story development that much more fluid, which is just what we need.”
  More about Animation

Clarisse iFX days at SIGGRAPH 2015

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[ #SIGGRAPH2015 ]
Isotropix, a privately held software company developin high-end innovative graphics software, will take part to Siggraph 2015 in Los Angeles. Isotropix invites attendees and press members to join and meet its team at booth #1001. From August 11th to August 13th, Isotropix speakers will hold presentations covering Clarisse iFX 2.0 new features and
latest developments.
In addition to these presentations, Isotropix team will make demonstrations of Clarisse iFX 2.0 throughout the exhibition.


Clarisse iFX Days: Session Topics and Speakers


Procedural Modeling as workflow booster
Clarisse procedural modeling engine is easy, powerful and unlike most other software, it is transparent and simple. Discover how fun it becomes to control the generation of a massive forest.
3D Matte Painting
Discover how to build a realistic highly detailed futuristic city using Clarisse iFX. Overview all the latest layout tools improvements helping you design and create massive environments reaching a level of complexity you've always dreamed of.
Asset-based workflow
Discover how to bring data in Clarisse iFX using Alembic, OBJs... and how to benefit from automatic and fast incremental updates. Learn the benefits of working with external assets instead of embedding them in a huge monolitic file.
Volume Rendering
Introduction to the new volume rendering engine released with Clarisse iFX 2.0. Discover the complete volume toolset including the physical volume material shader atmospheres and OpenVDB integration.
Using file referencing to simplify team work
Discover Clarisse's powerful, yet intuitive, file referencing. Thanks to its attribute overriding, learn how Clarisse can simplify your pipeline as well as the daily works of artists working in teams.
Clarisse iFX: a new approach to 3D
Discover what makes Clarisse the nextgen lighting and rendering tool. Learn how much easier your workflow can become becomes and discover why pros think that "Clarisse brings back fun to the job."
Discover what makes Clarisse the best out-of-the-box dedicated look development, lighting and rendering application. Learn why more and more studios relies on its high quality integrated rendering engine to render their images.

Isotropix team speakers: Yann Couderc, Clarisse iFX Product Specialist and Rainer Duda, Clarisse iFX Evangelist.

Special guest speaker presentations at the Isotropix booth:


During the event, the following leading industry professionals will be on Isotropix booth to share their experience with Clarisse iFX and talk about how they used it in some of their most recent projects.

Massive environments in Clarisse: How Tippett Studio is using Clarisse to dress and render environments for 180 degree dome rides. With Alex Hessler, CG Supervisor at Tippett Studio.
Tippett Studio is creating a 100% computer generated film for an immersive dome ride. Clarisse's ability to handle massive amounts of geometry has made it a central tool for the entire production process.

Clarisse gets physical. With Emmanuel Turquin, R&D Lead – Rendering at Double Negative.
Discover how Clarisse has become Dneg's main renderer. Learn how Clarisse's SDK allowed DNeg's RnD to create a fully proprietary physically plausible rendering framework seamlessly integrated to the Clarisse application.

Scattering and Referencing to Simplify Pipeline at Double Negative. With Kai Pedersen, Generalist/Lighting TD at Double Negative.
A look inside how Double Negative is leveraging Clarisse' procedural nature and powerful referencing to allow lookdev and lighting to handle tasks that would often rely on Layout animation and FX departments.
Click here to see the full presentation schedule at the Isotropix booth.

Isotropix and Fabric Software User Group Party
This year, Isotropix will hold a joint user group with Fabric Software on Tuesday, 11th August 2015 from 6:00 PM to 9:00 PM. Double Negative CTO Graham Jack will join the event and make a presentation on how Clarisse and Fabric Engine fit in Double Negative pipeline.

Isotropix and Fabric Software User Group party Program
6:30 pm - Isotropix: Exclusive announcement
6:45 pm - Fabric Software Introducing Fabric Engine 2
7:00 pm - Double Negative: Clarisse and Fabric Engine in Dneg pipeline
This event is by invitation only.

  More about SIGGRAPH 2015

Designing The Avengers: Age of Ultron - Exclusive Event

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[ #GNOMON ]
On Saturday, August 8th, Gnomon will be hosting an exclusive free event covering the concept art and design work that went into the Avengers: Age of Ultron.


Head of Visual Development Ryan Meinerding, Digital Sculptor Josh Herman, Lead Concept Artist Andy Park, plus a team of talented Concept Artists and Illustrators from Marvel Studios will take to the Gnomon Stage to reveal their design secrets and share their experiences in reassembling the Avengers for 2015's blockbuster hit.

The panel of concept artists and illustrators includes Ryan Meinerding, Rodney Fuentebella, Andy Park, Josh Herman and Phil Saunders. Between them, these incredible talents have worked on a multitude of superhero films, including Guardians of the Galaxy, Marvel's The Avengers, Captain America: The First Avenger and Captain America: The Winter Soldier, Thor and Thor: The Dark World, Iron Man 3, and most recently Ant-Man. If you're in the Los Angeles area don't miss this opportunity to meet these remarkable talents, learn more about the concept art and character creation for Age of Ultron, and pitch your burning questions to the artists.

The event is free to the public and attendance is RSVP only, with seating offered on a first-come-first-served basis. Due to the popularity of this event, we advise arriving in good time to avoid disappointment. This event will not be Livestreamed.

The Cinematic Art of Marvel at Gnomon Gallery

From 8:00 pm, the Gnomon Gallery will be hosting a brand new exhibition, The Cinematic Art of Marvel. This is a fantastic opportunity to meet with the speakers, get up close with the incredible artwork, and grow your industry network.

Schedule:


6:00 – 8:00 pm: Designing The Avengers: Age of Ultron
8:00 – 11:00 pm: The Cinematic Art of Marvel

More detail here
  More about GNOMON

Fabric Engine 2 launches at SIGGRAPH 2015

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[ #SIGGRAPH2015 ]
Double Negative, Hybride, MPC and Psyop to present at Fabric Engine User Group
FABRIC SOFTWARE will launch Fabric Engine 2 at SIGGRAPH next week. The second generation of the development platform features the Canvas visual programming system that was previewed earlier this year, as well as integration with Pixar’s RenderMan and The Foundry’s MODO.


Fabric Engine 2 makes it even easier for studios of all sizes to build high performance tools and applications for VFX, Games, VR and Visualization. Major studios such as Double Negative, MPC, Hybride and Psyop are now using Fabric Engine in production and will demonstrate how Fabric fits into their pipeline at SIGGRAPH. Fabric Software has more than 400 users on the beta program and expects to release Fabric Engine 2 in September.
Fabric User Group
Fabric Software is hosting a SIGGRAPH user group at the Los Angeles Convention Centre (Room 405) on Tuesday August 11, 10:00 am to 6:00 pm. Sessions include Fabric Engine 2, a preview of what’s coming next in Fabric Engine 2.1 as well as customer presentations from Double Negative, Hybride, MPC and Psyop. See www.fabricengine.com/siggraph-2015 for schedule and to register.
Joint Isotropix and Fabric Software user group party
A joint invitation-only party, hosted by Fabric Software and Isotropix, follows the Fabric user group on Tuesday evening. Double Negative chief technology officer Graham Jack is presenting how Fabric Engine and Clarisse fit into the Dneg pipeline.
Other activities
Visitors will have additional opportunities on Wednesday August 12 to see how MPC is using Fabric Engine in production:
12:40 pm As part of NVIDIA’s Best of GTC Theater (Booth #500), MPC global head of VFX operations Damien Fagnou will present Dekko, a real-time preview framework built with Fabric and the NVIDIA OptiX ray tracing engine.
5:30 pm to 9:30 pm Fagnou will also present on the MPC and Fabric Engine pod at Pixar's RenderMan Art & Science Fair. Register here to attend.
The Fabric team is available for private demos in their meeting room as well as for casual meetings at their booth (#214). Contact sales@fabricengine.com to make an appointment.
Fabric Software is a co-sponsor of The Foundry & Friends party on Monday August 10. This event is by invitation only.
  More about SIGGRAPH 2015

Houdini 15 Features Sneak Peek

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[ #Houdini #SIGGRAPH2015 ]
Side Effects will be introducing Houdini 15 at SIGGRAPH 2015. Houdini 15 will have many new Features included new modeling, rendering and animation tools for generalists, animators, lighters, game makers and VFX artists.

>> See Also: Learn Houdini

This brings Houdini to a bigger part of the pipeline while the VFX tools become faster and more efficient at handling big data. For a preview, check out the Houdini 15 Sneak Peek video:


Side Effects's SIGGRAPH 2015 schedule

More details here and make sure you join them at Houdini Booth #901
  More about Houdini

The Foundry MARI 3

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[ #SIGGRAPH2015 ]
Los Angeles, Aug. 11, 2015 – At Siggraph 2015, The Foundry will demonstrate MARI 3, the newest version of its industry leading 3D paint package. Ideal for texturing and look development artists in the VFX, animation and games industries, MARI 3 combines productivity enhancing features with broader and tighter pipeline integration. This includes an exposed node graph for advanced users and integration with the rendering and baking capabilities of MODO, The Foundry’s 3D content creation solution. The Foundry will showcase MARI 3 at its Siggraph Booth #309, as well as in its live broadcast from Siggraph on Wednesday, August 12 at 10:05 AM (PDT).

>> See Also: MARI tutorial


“Fitting into the pipeline or creative lifecycle in which an artist works is just as important as enabling artists to create beautiful 3D painted and textured content,” said Jack Greasley, head of new technologies at The Foundry. “Therefore, MARI 3 continues The Foundry’s commitment to addressing not only what artists need to do but how and where they do it. This includes seamless integration with third parties, open APIs, and support for industry standards.”

MARI 3 brings support for widely used shaders such as Unreal, as well as for OpenSubdiv geometry. Within the games market, more AAA and indie game developers have adopted MARI to create the cinematic quality characters and experiences required in today’s most successful games.

“Introducing MARI into our game pipeline on The Order: 1886 helped eliminate traditional 2D texture pipeline frustrations, allowing our team to focus their energies on meticulously crafting a rich cast of characters, creatures, weapons, and props for our world,” said Nathan Phail-Liff, art director, Ready At Dawn Studios. “On top of MARI’s great 3D and projection painting feature set, it also helped us out on unexpected fronts, making the authoring of technically complicated textures simple, seamless and intuitive.”
For visual effects artists, MARI 3 delivers creative tools that provide the performance, power and quality that the creation of today’s high resolution assets require. Prior to MARI, 3D paint solutions could only handle a small handful of textures at one time. Now, with MARI, artists can create and edit thousands of high resolution textures, freeing them to concentrate on their art rather than technical details. As film and television audiences demand more spectacular visual effects, MARI lets artists push their artistic imagination.

“I’ve used MARI for almost five years now and really don't know where I would be without it. It has been the cornerstone for all of my texture work both personally and professionally,” said Justin Holt, texture paint lead, Sony Pictures Imageworks. “MARI is a world-class
tool for any serious texture painter and I highly recommend to anybody who wants to succeed in the world of textures to pick this tool up now because it will quickly become one of the only tools you will ever need. I have spent time exploring MARI 3 and I simply cannot wait for the official release in order to take advantage of all of the wonderful new tools it will offer.”

New features in MARI 3 include:


MODO rendering and baking : MODO’s rendering technology is now integrated directly within MARI. working out of the box without the need for a MODO license. Artists can now easily check the final render quality of their work as they paint, or use MODO’s powerful baking engine to bake textures directly from within the MARI UI, reducing time spent transferring data between various applications. MARI’s new developer APIs further extend the ability to achieve similar functionality with other offline renderers.

Exposed node graph and Gizmos: In addition to the traditional layer system, MARI 3 introduces the first phase of the exposure of its node graph, which allows advanced users to create and edit channels and layers in a more powerful, efficient and visual manner. Artists can chose to work directly in the node graph, selecting and connecting nodes to build their final textured surface. In addition, artists can reduce complexity by combining frequently used functions into custom group nodes known at Gizmos. Artists can export Gizmos for use in other projects, or shared with others.

OpenSubdiv support: New support in MARI for the widely used OpenSubdiv geometry lets artists work with subdivision surface (SDS) meshes, without the need to translate or pre-subdivide them. Subdivision surfaces combined with accurate UV layouts lets artists view and work with a better representation of the final rendered smooth surface, while making sure final textures match up.

Color space management: MARI 3 delivers new flexible, artist friendly color management workflows, based on OpenColorIO. Color space properties, available on both images and on individual channels of multichannel images, eliminate the need to preprocess or postprocess images into the correct color space. Artists can also set color space defaults a perproject basis. These features save time and reduce the potential for errors.

Arnold, V-Ray, Unreal and Redshift shaders : MARI 3 introduces new shaders designed to simulate those used in industry standard rendering and games engines—Arnold, V-Ray, Unreal and Redshift. Now, artists can paint textures in their intended final context, providing more realistic previews.

FBX geometry support: By providing support for reading geometry from FBX files, MARI 3 allows artists to work in conjunction with a vast range of third party and proprietary 3D solutions and source material providers. As the leading 3D asset exchange technology, FBX enjoys widespread adoption across the VFX and games industries.

Session scripts: The highly requested Session Scripts in MARI 3 allows artists to create a lightweight archive of a project, and combine with other archives. Artists now have the ability to merge projects, see assets in context with other assets, share useful data for reuse, or set up project templates.

Developer APIs: MARI 3 delivers four new APIs: the Texture Data Access API, Geometry Data Access API, Display Driver API and Custom Graph Context API. Together, these help studios integrate MARI with their rendering pipeline, reducing the need to transfer files between applications and resulting in faster iterations and a more accurate understanding of the final context during the texture painting process.

Enhanced texture transfer: In MARI 3, enhancements to Texture Transfer deliver more flexibility, allowing artists to generate height and normal maps between high and low polygon models, seamlessly blur across patch boundaries, and correctly transfer overlapping UVs.

Entity locators: Entity Locators within MARI 3 offer a 3D manipulator that improves visual accuracy when transforming geometry inside MARI's viewport. This allows artist to translate, rotate and scale geometry more easily.

Safe mode: A new Safe mode in MARI 3 offers easier troubleshooting by isolating the user's involvement and environment issues during debugging. This helps artists identify and isolate critical points faster when resolving scene issues.

Extended access to selection groups: Developers and TDs can now manipulate various selection groups through the Python API, allowing them to automate related functionality within their pipeline. In addition, artists can now access selection groups directly in the viewport, offering a more intuitive interface than the previous menu only method.

MARI 3 will be commercially available in Q3 2015.   More about Mari

Planetside Terragen 3.3

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[ #Terragen ]
Planetside has announced the new update of its landscape creation and rendering software Terragen 3.3 and it's free update for current owners of Terragen 3

>> See Also: Working with Terragen Render Elements


Features are:


  -Many kinds of object now have a Render method parameter, allowing you to choose between “Default”, “Force Displacement” and “Force Ray Trace”
  -Mac (64-bit) and Linux only: Reduced memory consumption of objects and populations
  -TCB values (tension, continuity, bias) for animation keys can now be edited in the animation view’s curve editor
  -Improved handling of populations
  -A number of changes that make the application feel a lot faster in everyday use
  -Improved stability
  -A new “HD” button on 3D Preview and on shader/heightfield previews

More on Planetside’s website.
  More about Terragen

Making of Seed by Aixsponza

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[ #MotionGraphics #Cinema4D ]
CHeck out a free project made by Aixsponza: Seed and the Making of video using Cinema 4D. They started it to try out ideas and techniques. And to have an excuse for commiting to the craziest of all entries on the brainstorming flip chart.

>>Learn Cinema 4D








Founded in 2006, AixSponza is a Munich based 3d/CGI/VFX studio specializing in development, design and production of motion graphics.
  More about Motion Graphics

Animatrik and DI4D combine mo-cap technologies

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Vancouver, British Columbia – Leading motion- and facial-capture companies Animatrik Film Design Inc. and Dimensional Imaging Ltd (DI4D™) have announced the launch of an exciting new collaboration. This alliance of mo-cap expertise will see state-of-the-art facial performance capture services delivered to the VFX and video game communities across North America.

Both companies are highly respected performance capture and virtual production specialists with in-depth knowledge and experience. Animatrik technology has been used on such high-profile projects as Image Engine’s Chappie, Microsoft’s popular Gears of War series and Duncan Jones' upcoming Warcraft. DI4D’s technology has appeared in such shows as the BBC’s Merlin and video games like Left 4 Dead 2 and Quantum Break. The new collaboration will allow both companies to bring even more true-to-life animation to similar projects in the coming months.

Animatrik has licensed DI4D’s world-leading facial performance capture software and purchased DI4D systems, which it will operate from its Vancouver and Toronto motion capture studios. Animatrik will also offer an “on-location” DI4D facial performance capture service, which has been seen before in projects such as Microsoft’s Halo 4.

Read more on DI4D.com's blog

Brett Ineson, CEO of Animatrik Film Design Inc., explains-
The collaboration with DI4D marks another huge step forward for Animatrik. In order to continue to win industry leading motion capture projects, it is essential that Animatrik is able to offer the very best quality facial performance capture possible. DI4D offers the highest fidelity facial performance capture solution that we have seen, and we are therefore delighted to now be able to offer this to our highly demanding VFX and video games customers.

Colin Urquhart, CEO of DI4D, said-
DI4D is delighted to be working with Animatrik, who are now established as one of the industry’s leading motion capture and virtual production service providers. By collaborating with Animatrik, we expect to make our world-leading DI4D facial performance capture solution much more accessible to the VFX and video game communities across North America. Animatrik has recently completed some amazing movie and video game projects and we are very excited that Animatrik will use DI4D to deliver high fidelity facial performance capture on future projects.

Making of Genesis by Panoply

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[ #MotionGraphics ]
Creative Studio based in London: Panoply has shared their latest Project named Genesis and also the Making of video.
Houdini for around 90% of the shots the others were done in C4D. As for the render it was all done in Arnold
said Mark Lindner - Panoply's Director & Owner

>>Learn Motion Graphics


  More about Motion Graphics

CityEngine in VFX: Shot Based Approach To High Quality Procedural Film Sets

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[ #Gnomon #VFX ]
The Gnomon Workshop has announced the release of “CityEngine in VFX” Shot Based Approach To High Quality Procedural Film Sets with Head of 3D Technology of Garsdale Design Limited - Matthias Buehler

In this seven hour lecture, Matthias Buehler discusses the creation of procedural digital film sets. He focuses on a practical approach towards efficiently translating concept art into a procedurally generated set, addressing the important topics of directability and designing the modeling procedures for a specific, shot based application. He continues with introductions to Esri CityEngine and NextLimit’s Maxwell Render. Further on, he presents an example of a near-futuristic Dubai-esque set in CityEngine, then continues to show how to create a second, similar set from scratch. Using a proposed scripted render pipeline that allows rapid design iterations, he ports all geometries to Maya to render the scene in Maxwell Render, using the automatically referenced final shaders. Finally, he steps through a custom PhotoShop action, to retouch each rendering to final quality.

Topics

  -Theoretic and practical approach towards creating procedural city models in Esri CityEngine
  -Introductions to Esri CityEngine and NextLimit's Maxwell Render
  -Discourse on an efficient artwork and shot based approach towards the creation of procedural digital film sets
  -Discourse on a practical example digital film set, plus the creation of a similar set from scratch
  -Discourse on a specific, proposed render pipeline, with post work in Adobe PhotoShop

More Details can be found here
  More about GNOMON

Cinema 4D R17

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[ #Cinema4D #C4D ]
MAXON has announced Cinema 4D Release 17 (R17), a milestone release of its cornerstone 3D animation, graphics, VFX, visualization, and rendering software. Cinema 4D R17 delivers new, expanded and completely reworked features for exceptional performance allowing creatives to more easily and efficiently manage and create outstanding content. Central to Cinema 4D R17 is the new Take System that provides complete and flexible scene handling to manage render layers and animation variations. Also included are new Lens Distortion tools for improved motion tracking, and completely reworked Spline Tools for a more efficient workflow for manipulating points, lines, tangents, arcs and more.

>>Learn Cinema 4D


“MAXON is committed to enriching user experience and productivity,” says Harald Egel, managing partner at MAXON Computer GmbH, “The robust new features and subtle refinements throughout Cinema 4D R17 make this a must-have release.”
Cinema 4D R17 Feature Highlights

Cinema 4D Key highlights include:


Take System: Delivers new functionality above and beyond a Render Layer System to provide flexible scene management allowing artists to create numerous independent takes of a scene and change almost any parameter for intuitive variations – all saved in a single scene file, eliminating file management hassles and wasted disk space. The ability to maintain complete versioning and variation control also saves users valuable production time.

Lens Distortion Support: Easily generate a distortion profile for any image, e.g., for curved and plunging lines when integrating 3D elements into videos or photos. The intuitive interface also improves functionality to remove distortion for tracking and scene creation, re-apply distortion at render time and offers the option of saving lens settings for future use.

Graph View for Motion Tracker: R17 has a new Graph View that highlights problem track points in a simple-to-use graph and lets users easily remove them from the calculation for improved efficiency.

New Spline Tools: The completely reworked Spline Tools in R17 provide artists with added control for manipulating points, lines, tangents and arcs more intuitively. Users can leverage Boolean operators like Intersect, Subtract, Union, And, Or for an even faster workflow.

Animation Workflow Enhancements: Now artists can animate faster and with more precision in Cinema 4D R17. Simply control F-Curves with weighted tangents with the option of automatically removing overshoot. Easily eliminate Gimbal lock with Euler filtering, define animation regions using range markers and master animation workflow with new Timeline preferences.

Sculpting Improvements: MAXON introduces dozens of new features in R17 to sculpt with precision and ease. The Sculpt to Pose Morph feature automatically creates morph targets for each sculpt layer, which lets artists quickly transition from character design to character animation. The new Edge Detection feature is designed to let users easily sculpt hard-surface models.

Houdini Engine Integration: A seamless integration for Side Effect Software’s Houdini Engine lets users load Houdini Digital Assets (HDA) such as parametric objects, simulations, etc., into Cinema 4D and manipulate them like standard Cinema 4D generators. The Houdini Engine processes the HDA in the background with extremely low overheads and returns it to Cinema 4D for a highly efficient yet unobtrusive workflow.

SketchUp Integration: Tighter integration in R17 with SketchUp – a 3D modeling program for a wide range of drawing applications ranging from film and video game design to architectural and interior design – lets creative professionals quickly populate scenes by accessing free, ready-to-use objects created and made available by the SketchUp user community.

Availability


Cinema 4D Release 17 is scheduled to ship September, 2015. Pricing and upgrade information is available at www.maxon.net. Available for both Mac OS X and Windows.   More about Cinema 4d

Marmoset Toolbag 2.08

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[ #Render #Realtime ]
Marmoset unveiled Toolbag 2.08 with highly sought after features such as auto mesh reloading, improved FBX support (including camera and light importing), volumetric fog, camera limits, and improved TIFF loading.

Marmoset Toolbag 2 Shader Setup for Characters

Feature Additions:

  -Automatic mesh reloading
  -Volumetric fog
  -Camera constraint settings for Viewer export
  -Lights and cameras now import from FBX files
  -Selectable UV set for emissive shader

Viewer Feature Additions:


Camera Constraints
  -AO map support
  -Lossless normal map option
  -Texture wrapping and filtering options now export
  -Additive blending background tint now supported

Bug Fixes:


  -Tooltip corrections
  -FBX transform and pivot fixes
  -Improved compatibility for loading of TIFF files
  -Fix for duplicated camera/object conflict
  -Film grain behaves better with 2x viewport resolution
  -sRGB option now works for 16bpc images
  -“Use Filtering” texture option now overrides anisotropic filtering
  -Windows retain their positions during app minimization
  -Fix for improper object naming when duplicated while renaming

Buy or try Toolbag 2.08 here


  More about Marmoset toolbag

Follow Me by Xia Jinpeng

LightWave 3D Group Releases LightWave 2015 Update 3

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[ #LightWave ]
The LightWave 3D® Group, a division of NewTek, Inc., announced today the release of LightWave 2015 Update 3, which offers numerous fixes and improvements, system updates for Python, support for NVIDIA Optimus technology and more.

>>Lightwave 3D tutorial


Pipeline updates for LightWave 2015 Update 3 include improved ZBrush GoZ and After Effects support; workflow enhancements to the VPR (Viewport Preview Renderer), viewport, and restore options. Interchange enhancements include support for AE CC2015, improved FBX rigging import from Maya, additional support for UV interchange with Unity and other game engines, improved SubD mesh interchange for Alembic, and additional GoZ interchange support for ZBrush 4R7. Hefty scripting improvements have also been made to the LScript Scene Object Agent, with 22 new data members and supporting environment constants, as well as updated Python control over LightWave Custom Object access.

New customers of LightWave 2015 will automatically receive the Update 3 version at purchase. Registered LightWave users can get the LightWave 2015 Update 3 by logging into their account on the LightWave 3D website. Visit www.lightwave3d.com for more details.


About LightWave 2015

Created by artists for artists, LightWave 3D is intuitive, award-winning software that offers an end-to-end production pipeline for artists and designers to model, animate, capture, retarget, render, and input and output to 3D, including 3D printing.

With the various features of LightWave 2015, artists can take control of dynamic simulations with new Bullet constraint types such as Point-to-Point, Hinge, Slider, Cone Twist, Spring and six degrees of freedom (DOF) constraint types. Use Importance Sampling to greatly improve the quality of scenes lit by GI and HDR images or background lighting. Match plates, simply place, or sync objects in photographs with the Match Perspective tool. Take advantage of the Genoma 2 Character Rigging System, a rapid modular rigging system that at its base level is a complete rigging development kit (RDK) that can be used to quickly rig characters for animation without the need to set up complex rigs from scratch. It also supports the use of Math Expressions and Scripts and includes new and improved human, feline, and arthropod preset rigs.

LightWave 2015 includes Edge Rendering, Patch Border Rendering, Edge Buffering, 64-bit QuickTime Support, as well as new enhancements to the Viewport Preview Renderer (VPR). It also introduces many new features and improvements such as Interactive Dynamic Parenting, Textured Falloffs in Modeler, Fiber FX, GoZ Multi-tool and Unity 5 support, and more. It also supports the latest interchange formats such as Alembic 1.5 and FBX 2015.

Pricing and Availability

LightWave 2015 is now shipping and is priced at $995 USD (full license); $495 USD (upgrade). Educational pricing is also available. For more information about LightWave 3D software or the LightWave 3D Group, please visit www.lightwave3d.com.


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Evermotion Archinteriors 42

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[ #Evermotion #3dsMax #Vray ]
Evermotion has announced that Its Archinteriors 42 is now available for pre-order. This collection includes 5 fully textured loft interior scenes. Every scene is ready to render with professional shaders and lighting and includes 2 camera setups

>>Evermotion tutorial


This product will be available for download from 2015.09.01 but you can download PDF sample or Pre-order here !

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