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Fabric Engine 2 is Now Available for Download

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[ #FabricEngine ]
Next generation of development platform now available with Canvas visual programming
MONTREAL, Wednesday 30 September 2015 – FABRIC SOFTWARE today released Fabric Engine 2, the much-anticipated second generation of its development platform. Fabric Engine 2 features Canvas, a visual programming system that enables anyone to build high-performance tools and applications for VFX, Games, Virtual Reality and Visualization.

MPC presentation on Fabric Engine from SIGGRAPH 2015

Canvas makes Fabric Engine accessible to a broader range of users, enabling artists and developers of all levels to take advantage of Fabric’s powerful framework to build tools and applications for creating and viewing content.
Fabric Software CEO Paul Doyle said: “Fabric Engine 2 is a major milestone for the company, finally realizing the founding vision we had of creating a visual programming system that is completely portable between different applications and one that allows users of all levels to get the most out of the hardware they’re using.”
One of the key innovations behind Fabric 2 and Canvas is the KL language that the Fabric team developed over the past 5 years. This is what allows developers of all levels to build high-performance tools on top of Fabric. Now Canvas makes it possible to leverage KL without having to write a single line of code, opening up the power of Fabric Engine to everyone.
Almost 600 customers participated in the beta program and major studios such as MPC, Double Negative, Hybride, Blur and Psyop are using Fabric Engine 2.
Psyop CTO Jean-François Panisset said: “An initial success for us has been using Fabric to develop a custom hair simulation system which has already been used in production. We are planning to further enhance this tool to take advantage of the new visual programming environment to provide a node-based graph allowing our artists to reconfigure the system to suit the needs of the project they are working on.”
Fabric Engine 2 is supported on Windows and Linux. OS X builds are provided but are not yet officially supported. Fabric for Maya integration is supported for Autodesk Maya 2014, 2015 and 2016 and their corresponding service packs and extensions on Windows and Linux. OS X support will follow in a subsequent release. Fabric for Softimage integration is supported for Autodesk Softimage 2014 and 2015 and their corresponding service packs on Windows. GPU support is available on NVIDIA hardware.

Availability


Fabric Engine 2 is available for download here.
  More about Fabric Engine

Evermotion Archmodels 159

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[ #Evermotion ]
Evermotion has announced that Archmodels 159 is now available for Pre-Order. This collection includes 84 professional, highly detailed 3d models for architectural visualizations. This collection comes with high quality clothes, shoes and bags models. All objects are ready to use in your visualizations. File formats included Cinema 4D, 3ds Max, V-Ray, Mental Ray.


Presented models and scenes were rendered in V-ray with 3ds max

Availability


This product will be available for download from 2015.10.13 but you can download PDF sample and Pre-order here
  More about Evermotion

Substance Designer 5.3 is now with NVIDIA's Iray

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[ #SubstanceDesigner #NVIDIA #Iray ]
Allegorithmic has brought NVIDIA's Iray renderer into Substance Painter, now they are doing the same for Substance Designer. With Substance Designer 5.3, Artists can now build rich, detailed textures and render in the same application.

>>Substance Designer tutorial

With this 5.3 update, Substance Designer now becomes both an unparalleled texturing tool and a high-end rendering solution, for artists to shed a better light on their creations. NVIDIA Iray is a state of the art, GPU-accelerated, unbiased path tracer, which combined with Yebis real-time post-processing can allow you to take your renders to the next level.

This is integrated as an alternative viewport in Substance Designer, meaning that you can switch seamlessly between the original renderer and Iray in just a click (no setup required)! Using Iray also enables new options to create complex real life materials: anisotropic, multi-tone car paint, sub-surface scattering, true emissive materials and more.

>> Substance Designer 5.3 Features

- One-click switch between real-time and Iray rendering.
- Real-time post processing with Yebis.
- Complex real life materials: anisotropic, multi-tone car paint, sub-surface scattering, etc.
- True emissive materials.
- Ability to render at unlimited resolution.

Check out some image rendered in Substance Designer 5.3 and Substance Designer 5.3 new Fatures video below.

>> Substance Designer 5.3 Features video


  More about Substance Designer

Deadline 7.2 is now available

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[ Deadline #ThinkboxSoftware ]
Thinkbox Software has to announced the release of Deadline 7.2 - the latest version of its scalable high-volume compute management solution, and includes many helpful new features and bug fixes.
New features include new Quick Draft options to create movies from rendered images or perform file conversions without having to create template scripts. Integration with NIM Labs’ NIM pipeline management tool enables the creation of NIM renders, and automates the uploading of thumbnails and movies to NIM when jobs complete. Enhanced support for SideFX Software’s Houdini introduces Jigsaw region rendering, HServer interactive rendering, and HQueue simulation node slicing.

Note that a new 7.2 license is required to run this version. If you have a license for Deadline 7.1 or earlier, you will need an updated license. In addition, the version of Draft that ships with Deadline 7.2 needs a new 1.4 license. If you have a license for Draft 1.3 or earlier, you will need an updated license.

Deadline 7.2 Features are:

 These are the highlighted features in Deadline 7.2. See the Deadline 7.2 User Manual for the complete release notes.
NEW “QUICK DRAFT” OPTIONS ADDED TO JOB SUBMITTERS
  -New Quick Draft options have been added to most of the job submitters that allow you to easily create movies from your rendered images or perform file conversions, without having to create a Draft template script. Instead, a generic Draft template that ships with Deadline is now used, and it lets you specify settings like Output Type, Codec, Resolution, and Frame Rate.
NIM INTEGRATION
  -Support has been added for NIM, which is a pipeline management tool. This includes automatic Render creation, and thumbnail and movie uploading. NIM can be chosen as an integration option in the After Effects, Cinema 4D, Hiero, Maya, and Nuke submitters. Support for other applications will be added when NIM supports them.
GPU AFFINITY SETTINGS FOR SLAVES
  -GPU affinity can now be set for Slaves, in the same way that CPU affinity can be set. These GPU affinity settings can be used by Deadline’s application plugins to set the GPUs to use for the render if the job’s renderer supports it. Currently, the GPU affinity settings are only used by the Maya and Softimage plugins when the RedShift renderer is being used.

  -For example, if you have two Slaves running on a machine with 4 GPUs, you could set their affinity so that one Slave uses GPUs 0 and 1, and the other Slave uses GPUs 2 and 3. When these Slaves render RedShift jobs, they will pass the GPUs they want to use to RedShift so that each render only uses 2 GPUs.
SMARTER TASK ERROR HANDLING
  -An option has been added to the Failure Detection section of the Job Settings in the Repository Options that allows the slave to pick the next available task for a job if the job’s previous task generated an error. This allows the slave to try other tasks for the job after an error instead of repeatedly failing to render the same one. Note that this option is disabled by default.
NEW APPLICATION SUPPORT
  -Support has been added for After Effects CC 2015, Cinema 4D 17, DJV 1.1, Guerilla Render, Houdini 15, Houdini’s HServer, modo 901, Realflow 2015, TVPaint, and VRay for Sketchup.
DRAFT UPGRADED
  -Draft has been upgraded to version 1.4, and introduces compression and quality settings for images. It also improves robustness, and fixes various bugs.

  More about Deadline

NVIDIA Launches New Quadro Graphics Line for Mobile Workstations

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[ #Nvidia #AdobeMAX ]
Visual computing company NVIDIA has announced its new line of NVIDIA Quadro graphics for mobile workstations. Launching today, the NVIDIA Quadro M5000M, M4000M, M3000M, M2000M, M1000M and M600M mobile GPUs give users a full range of choices to power their workflows.

The flagship Quadro M5000M GPU delivers the highest performance and largest on-board GPU memory of any mobile workstation in the world coupled with long battery life and portability. Built on NVIDIA’s Maxwell GPU architecture, this new generation of Quadro processors delivers incredible performance and power efficiency. It’s up to 2X faster than its predecessor, with up to 8GB of ultra-fast GDDR5 memory, the largest on any mobile workstation.
With over six years of testing, Quadro GPUs and their drivers are already certified for more than 100 applications, ensuring compatibility with Adobe Creative Cloud, Autodesk and many others. Plus, these GPUs accelerate NVIDIA Iray, the company’s physically based rendering technology, by more than 2X over the previous generation.

NVIDIA’s latest mobile GPUs will be launching in workstation models throughout the rest of the year, including the new Dell Precision 15 5000 Series, and the Dell Precision 15 and 17 7000 series, the HP ZBook workstations and the Lenovo ThinkPad P50 and P70.

NVIDIA will be offering an early look at some of these workstations at Adobe MAX, the world’s largest global creativity conference, running October 3-7 in Los Angeles, where the company will be showing the Dell Precision 15 5000 Series and Lenovo P70 workstations running Adobe Creative Cloud apps like Illustrator CC, Photoshop CC, Lightroom CC, Premiere Pro CC and After Effects CC.

  More about Nvidia

Autodesk buys netfabb and Enter Strategic Partnership with FIT AG

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[ #Autodesk #3Dprinting ]
SAN FRANCISCO - Autodesk, Inc. has signed a definitive agreement to acquire netfabb, a Lupburg, Germany-based developer of software solutions for industrial additive design and manufacturing. Autodesk will also make a strategic investment in FIT Technology Group, the parent company of netfabb and provider of additive manufacturing software and services. The two companies will collaborate to increase adoption of technology for industrial additive manufacturing.

Autodesk plans to use foreign capital for the transaction, which is expected to close in Autodesk’s Q4 FY2016. Terms of the transaction were not disclosed.

“Autodesk has always been impressed by FIT’s track record in creating powerful solutions to meet the challenges of industrial additive manufacturing and together we will accelerate a new future of making things,” said Samir Hanna, Autodesk vice president and general manager, Consumer & 3D Printing. “We look forward to welcoming the netfabb team to Autodesk and helping designers and manufacturers worldwide take 3D printing beyond prototyping and plastics, to reliably creating production-grade parts at scale.”

More than 80,000 designers, manufacturers, artists, researchers and developers worldwide currently use netfabb solutions as part of their 3D printing process. Autodesk plans to support and expand this community by continuing to develop, sell and support netfabb software as well as integrate netfabb technology into Autodesk’s solutions for product design and additive manufacturing, including Autodesk Fusion 360 the Spark 3D printing platform.

“Autodesk shares FIT’s goal of delivering high quality industrial additive manufacturing. We’re looking forward to cooperating with Autodesk – our newest investor– and we are confident that netfabb will continue to thrive and grow as part of Autodesk,” said Carl Fruth, CEO, FIT AG, parent company of the FIT Technology Group.
  More about Autodesk

Disney Hyperion Render

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[ #Zootopia #Disney #Rendering ]
Walt Disney Animation Studios has released a new practical guide for its in-house production rendering software, Hyperion, posting a video guide and detailed breakdown of the rendering technology behind films such as the forthcoming Zootopia.

Introduced at the Eurographics Symposium on Rendering in 2013, Hyperion was two years in the making. An early version was first employed on the studio’s Oscar-winning short Paperman, with Big Hero 6 becoming the first WDAS feature to use the new rendering technology. Hyperion is capable of achieving a high level of realism by using physically-based ray tracing to capture and render indirect lighting effects such as refraction and glossy reflections.

As shown in the images below, even light that reflects several times (called multi-bounce light) has an impact on the scene, incorporating subtle and not-so-subtle lighting effects.
Here the images show the influence of multi-bounce light on the appearance of Big Hero 6’s Baymax as he approaches the staircase. Note the soft indirect light emanating through Baymax, making him appear translucent:


Here a close-up of the Big Hero 6 team lab rendered with and without Honey Lemon rolling in the explosive ball. Note the subtle influences she has on the look of the lab environment thanks to the accurate simulation of light:
To optimize path tracing for complex settings, such as the fantastically detailed city of San Fransokyo, Hyperion handles several million light rays at a time by sorting and bundling them together according to their directions:



The Hyperion team: Andrew Fisher, Patrick Kelly, David Adler, Dan Teece, Christian Eisenacher, Doug Lesan, Greg Nichols, Chuck Tappan, Brent Burley, Sean Jenkins, Andy Selle, Noah Kagan, Lisa Young, Matt Chiang, Ralf Habel, Darren Robinson, Peter Kutz.

For more information please go here!
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Making of World of Tanks: Rubicon X by Realtime UK

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[ #RealtimeUK ]
Leading Visual Effect studio based in Lancashire, UK - Realtime UK has shared a video showing the Making of World of Tanks. Check out to see how The team has built suspense in an atmospheric and eerie setting while slowly unveiling alternate historical 1940’s Paris. The war-torn city then faces the onslaught of some serious weaponry which rather dramatically changes the face of Paris and results in the total destruction of the Eiffel Tower!

>>RealtimeUK Nuke Pipeline Demo



Click image to watch the video
Client: Wargaming.net
  More about VFX Breakdown

Microsoft buys Havok physics engine from Intel

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[ #Microsoft #intel #Havok #game ]
Microsoft has bought Irish physics firm Havok from Intel, for an undisclosed amount, but the buyout price is likely higher than what Intel allegedly paid for Havok, which was $110 million in 2007. Havok, which licenses its technology to nearly every game maker under the sun, is known best for helping power the realistic motion of bodies, bullets, and vehicles in franchises like Halo and Call of Duty. Havok is also known for powering movie special effects for films like The Matrix and Troy.

Intel bought Havok in 2007, and Microsoft has now acquired it from the chip maker with plans to integrate the physics engine tech into the existing Windows and Xbox game developer toolsets. Those include the Direct X12 suite of game programming APIs, the VisualStudio app development kit, and Microsoft's Azure cloud platform, which most recently was shown powering a stunning real-time destructive environment in the upcoming crime game Crackdown 3.

As part of the acquisition, Microsoft has agreed to continue licensing Havok to third-parties and competitors, which could be important to the continued success of the middleware engine. Havok has long had a reputation for running on just about every platform known to man, from game consoles to PCs and even smartphones. Microsoft also notes that “We will continue to innovate for the benefit of development partners. Part of this innovation will include building the most complete cloud service, which we’ve just started to show through games like Crackdown 3.”

Check out some video showing what Havok can do!


This acquisition could boost Xbox One cloud gaming
  More about Game engine

Microsoft unveiled New Surface Book

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[ #Hardware #Microsoft ]
Microsoft just introduced its first-ever laptop on Tuesday, called Surface Book. The laptop is built with a dynamic fulcrum hinge. Weighing in at a little over three pounds, Surface Book is the fastest 13-inch laptop ever created, and it's two times faster than Apple's MacBook Pro, according to Microsoft

Surface Book is powered by Intel's sixth-generation Core i7 chip and an incredibly fast graphics card from NVIDIA. It also comes with up to 16GB of RAM and 1 terabyte of storage space. It comes with two USB ports and a full-size SD card. The trackpad is made with precision glass that can support five-point multitouch. Check out the Photos and Video of Microsoft New Surface Book below
The Surface Book offers 12 hours of battery life.


Microsoft Surface Book will be available October 26, starting at $1,499.
  More about Hardware

Deadline 8 Hybrid Render Farm Technology Preview

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[ #ThinkboxSoftware #Deadline ]
Thinkbox Software has shared the video showing the Technology Preview of up coming Rendering management tool Deadline 8 Hybrid Render Farm. CHeck out some of the new concepts and capabilities of the upcoming Deadline 8 software


  More about Thinkbox Software

Sony buys SoftKinetic

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[ #Sony #SoftKinetic ]
Sony Acquires Belgian Innovator of Range Image Sensor Technology, Softkinetic Systems S.A., in its Push Toward Next-Generation Range Image Sensors and Solutions. Check Press below:

Tokyo, Japan - Sony Corporation ("Sony") is announcing that it has completed the acquisition of Softkinetic Systems S.A. ("Softkinetic"), after reaching an agreement with the company and its major shareholders. With this acquisition, Softkinetic - which possesses time-of-flight ("ToF") range image sensor technology, as well as related systems and software - has become a wholly-owned subsidiary of Sony.



ToF is a method for resolving the distance to an object. ToF distance measurement pixels, which are laid on top of the sensor in two dimensions, measure the flight time (delay) it takes for light to leave the light source, reflect off the object, and return to the image sensor.

Sony will focus on combining Softkinetic's ToF range image sensor technology expertise with its own technologies with the aim of developing the next generation of range image sensors and solutions, not only in the field of imaging, but for broader sensing-related applications as well.

No material impact is anticipated on Sony's consolidated financial results for the fiscal year ending March 31, 2016 as a result of the acquisition.
  More about Sony

Batman Arkham Knight Environments in Unreal

Saya

Creatures by Yuuki Morita


Introducing Autodesk Graphic

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[ #Autodesk ]
Autodesk completed the acquisition of iDraw earlier this year. It's a full-featured vector design and illustration application for Mac and IPad. After acquisition, Autodesk has changed its name to Autodesk Graphic
For Mac users, Graphic now includes:
  -Support for pressure sensitive, variable-width brush strokes
  -Draw with pressure-sensitivity using Wacom tablets and Force Touch trackpads
  -Create, save, and reuse custom calligraphic brush stroke styles
  -  --New transform toolbar pane; quickly edit selections of objects and numerically position path points
  -  --Recolor vector elements or an entire artwork using the new ‘Adjust Colors’ panel
  -  --Easily place editable elements from SVG, AI, and PSD files directly into a design using drag and drop
Graphic can be used to create everything from dimensioned to-scale 2D floor plans, product mockups, UI designs, artwork for media and game development projects, as well as importing and exporting vector designs to other Autodesk products, such as Fusion 360. Users can export bitmap and vector files that can be used in any of products that accept PNG, JPEG, GIF, TIFF, SVG, PSD, AI, and PDF formats.

Autodesk Graphic is available for Mac for $24.99, iPad for $8.99, and now iPhone for $2.99. For more information, visit www.graphic.com.
  More about Autodesk

Houdini 15

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[ #Houdini ]
Just nine months after artists first got their hands on Houdini 14, Side Effects Software has announced the release of Houdini 15 with onion skinning, new shader building tools, crowd ragdolls and Houdini Engine 2.0. This new version enhances modeling, rendering and animation tools to meet the needs of generalists, animators, lighters, and game makers while the VFX tools become faster, more scalable and more efficient at handling big data.

>> See Also: Houdini tutorial


“With this release, Side Effects is working hard to bring Houdini’s modeling, rendering and animation tools up to the level of its VFX tools,” says Kim Davidson, President and CEO, Side Effects Software. “With more game studios creating content using procedural techniques and commercial studios looking for artist-friendly tools, Houdini 15 offers a well-rounded solution.”

Model
Houdini has traditionally offered strong procedural modeling sometimes at the expense of its interactive workflow. With improvements made in Houdini 14 and now 15, modellers are now able to work intuitively in the viewport with the new tweak edit workflow, edge sliding, soft selection highlighting and new tools such as PolyBridge and PolyExpand 2D. For working with hi-res models, new retopology tools make it easy to build low-res geometry by drawing right on top of high-res geometry.
New PolyExtrude with Curve Input

Render
Rendering in Houdini 15 is faster and richer with improvements to the Mantra renderer such as checkpointing and render view feedback. Shader building has been enhanced with a new shader library, a rebuilt Shader FX 2.0 menu, layered materials and a cartoon shader.

Houdini 15 also includes an implementation of Disney’s physically-based Principled Shader which is designed to provide artistic flexibility with a minimal set of controls. In addition, a library of royalty-free PBR Ready Textures will be available on sidefx.com for use with Houdini 15’s shader building tools.

Material stylesheets create a production-level workflow for creating and managing material overrides that work well with Alembic files and packed geometry. Easily set up random textures and variances in material settings to give a unique look to a collection of similar items such as crowd agents.


New Materials and Textures

RenderMan 20
RenderMan 20 and RIS shading support is fully integrated into Houdini 15. RIS shaders are available in the RIS Shader Network SHOP and Houdini’s VOP context provides a native environment for building RIS shaders with OSL support.

“Pixar and Side Effects have worked together to create a first class experience for lighters,” says Chris Ford, Business Director - RenderMan, Pixar Animation Studios. “Houdini 15 offers interactive shader building tools which make it easy for artists to achieve the look they desire.”

Houdini 15 comes with a complete set of RenderMan BxDF, Pattern, and Integrator RIS shaders as well RIS light shaders and Camera, Light Probe, and Rolling Shutter RIS projection shaders. There is also a new RIS render node which allows the RIB and RIS render nodes to have cleaner interfaces specific to each mode.
Create RenderMan Shaders in Houdini

Animate
The animation workflow in Houdini 15 is better than ever with onion skinning, a pose library panel, an improved character picker panel and enhancements to the dope sheet. This makes it easier to pose and keyframe characters in Houdini.

New lightweight female and male rigs provide sample characters that artists can use to explore the animation tools in Houdini. Houdini 15 also includes dual quaternion support for deforming twisting geometry and preventing volume loss.

Houdini for Games
The modeling improvements in Houdini 15 will be particularly useful for game artists who use Houdini to build procedural assets for use in game editors such as Unity and Unreal. The PolyExpand2D tool makes it easy to compute straight-skeleton and is ideal for road generation.

Houdini 15 also includes texture baking and viewport support for UDIM textures, world-space normal maps, UV mesh boundaries and overlapping UV regions. Game makers can now import and export tangent-space normal maps and convert bump and displacement maps to normal maps.

Crowd Ragdolls
Ragdoll dynamics have been added to the Houdini 15 crowd tools along with limb detachment, fuzzy logic and better crowd behavior. It is now easier to set up material and geometry variations and tools have been added to set up explicit target locations. There is also an Agent Cam tool which creates a camera and attaches it to the head of an agent for point of view shots.
Material Stylesheets on Crowds

Distributed VFX
Houdini 15 will make VFX artists more productive and capable of bigger, more dynamic FX. The new adaptive PBD lets artists focus grain simulations on particles that are involved in collisions. New viscous fluids tools such as Lava, Melt Object and Emit Steam give artists quick access production-ready effects.

Fluid and PBD simulations can now be distributed to multiple nodes on your farm to create and manage bigger sims. Distribution allows artists to work beyond the capability of any one computer and the results fit together seamlessly when rendering. A FLIP fluid simulation with a billion particles or more is now easily achievable.


Houdini Engine 2.0
For artists working in other applications such as Autodesk Maya, Cinema4D, UE4 and Unity, the Houdini Engine makes it possible to open up Houdini Digital Assets in these apps. Houdini works in the background to cook the node networks inside the asset and the results are delivered to the viewport of the host application.

Houdini Engine 2.0 has been designed to separate the API front end from the compute back-end. This allows for multiple sessions per host, multiple threads per host, greater stability and can be integrated without library conflicts. This thin client has made it possible for independent developer Hideki Suzuki to complete his 3DS Max plugin. The initial release of the 3DS Max plug-in code is now on github with a compiled plug-in to follow in a few days.

Houdini 15 includes improvements to the Maya plug-in such as support for ramp parameters while the Unity plug-in now has support for paint input. The UE4 plug-in continues to be in beta but its planned release date is mid-November 2015.

Houdini Engine 2.0 plug-in for Autodesk 3DS Max

Learning Tools
To help artists learn how to work with the new tools in Houdini 15, Side Effects has released several QuickStart tutorials for artists and Masterclasses for technical directors:


Check out the What's New section of the Houdini 15 documentation for a longer list of features and enhancements in Houdini 15: www.sidefx.com.


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The Wave VFX breakdown by gimpVille

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[ #VFX #Houdini ]
Check out the Visual Effect Breakdown for the movie The Wave by VFX & animation studio based in Oslo, Norway: gimpVille

>>Learn VFX

The team explained:
All the simulations were done in Houdini with a lot of custom built toolsets just for this movie/shots, so we could push the boundaries as much as possible. As you can see theres several simulations stack both on top of eachother, and interacting, and in terms of simualtion time one itteration or attempt at a single of those "passes" could easily take 5 or 6 days to simulate and the total amount of simulation data for each shot exceeded 25 TB at times :) Each simulation were split up amongst several physical computers.

Watch The Wave VFX breakdown by gimpVille


Cleck image to watch video on CGRecord TV
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Portrait of Geoffrey Spriggs

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[ #AdskMaya #Mudbox #Vray ]
Another realistic Portrait rendering by Ian Spriggs. We've seen his incredible work like Self-Portrait, Portrait of Richard Spriggs, Portrait of Pamela Spriggs. And this time he decided to make his Father Portrait.

>> See Also: Portrait Lighting Setup with V-Ray 3.0 for Maya

Created in Autodesk Maya, Mudbox, Photoshop and V-Ray, hair was created with nHair and the V-Ray hair shader. If you work with Maya nHair, You should also check Autodesk Maya nHair useful tips



  More about Character

Zoic Studios Spawns Superhero Particle Effects with Krakatoa

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[ #Marvel ]
Marvel’s "Avengers: Age of Ultron" made a splash at the summer box office with impressive VFX that left fans craving more. From Loki’s sceptre to the analytical android Vision, the film features several shots from Culver City-based VFX house Zoic Studios. Led by CG VFX Supervisor Timothy Hanson, Zoic used Thinkbox Software’s Krakatoa plug-in for Autodesk Maya to generate large quantities of particles created in the 3D animation software.

Architected and maintained by technical gurus Mike Romey, Saker Klippsten and a team of engineers, Zoic’s proprietary pipeline is constantly evolving. The team brought Krakatoa for Maya into the fold as soon as it became available in 2013 and tightly integrated it with Zoic’s ZFB file management system, just as they’ve done with other pipeline tools including The Foundry’s NUKE, Side Effects Software’s Houdini and Next Limit Technologies’ RealFlow, among others.

"I’d always been a huge fan of the Krakatoa renders my 3ds Max counterparts produced and loved the beta release of Krakatoa for Maya, so when it became available, I was excited; it’s a must-have for any VFX pipeline," shared Hanson. "Krakatoa is literally overflowing with benefits, from ease of use, to awesome features like the PRT Loader/Savers, not to mention the standard Krakatoa Particle rendering engine, which can handle loads of particles. It was especially useful for all of our work on ‘Age of Ultron.’"

>> See Also: Avengers Particle Techniques with Krakatoa and Maya nParticles


Hanson managed several dynamics shots for the film, including sequences featuring Loki’s sceptre. Looking to create a wispy, ethereal energy that emanates from the sceptre, he leveraged Krakatoa’s Forced Additive Mode to deliver particles that glow, without reflecting or absorbing light. Hanson explained, "I knew instantly that Krakatoa would be perfect for these scenes. I haven’t seen anything else even come close to that smooth, smoky feel you get with Krakatoa in this mode."

For sequences featuring Vision, Hanson and team fused Vibranium – a rare, meteoric metal exclusive to the Marvel Universe – with the android’s cellular structure. They simulated the effect using HYBRIDO fluid technology in RealFlow, with Krakatoa for particle rendering. "We did this viscous simulation for all of the sequences with Vision, and Krakatoa handled it like a champ every time. Almost all of my renders flew off the farm in no time, and the end result was exactly what we needed."

He concluded, "Thinkbox support is nothing short of amazing! I’ve built three CG departments from the ground up in the last three years, and on the rare occasion I run into a server issue, Thinkbox is always right there with me; they’re the epitome of professionalism."

  More about krakatoa
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