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Prime Focus Expands Stereo 3D Capabilities Worldwide

Posted: 17 May 2010 08:42 AM PDT



Prime Focus has announced a significant capital investment and expansion of its global Stereoscopic 3D (S3D) pipeline.

Finishing touches are underway at the company's new 65,000 square foot world headquarters in Mumbai, which will house seven S3D theaters and over 600 artist seats, along with a complete slate of visual effects, post and production services.

At its Hollywood studio, efforts will be re-focused on delivering S3D creative services including 2D-to-3D conversions and S3D editorial and visual effects for entertainment clients in film, television, advertising, and mobile content. To support this expansion, Prime Focus is building out 200 new artist seats, and has upgraded much of its pre-existing post infrastructure (DI suites, telecine bays, and theatres) into S3D-enabled spaces supporting both RealD and Dolby stereo projection. In addition, plans are in progress to build a new 45-seat stereo-enabled screening room.

The Hollywood studio has also hired notable stereoscopic supervisor Jeremy Nicolaides, whose credits include 'Alice in Wonderland,' 'Arabia 3D,' 'G-Force 3D,' 'Journey to the Center of the Earth 3D,' 'U2 3D' and more. Additionally, Prime Focus producer Bridgitte Krupke has been appointed Executive Producer, and Chris Del Conte as Senior Producer, both overseeing 2D-to-3D conversion projects.

At Prime Focus in London, a 2D-to-3D conversion pipeline has recently been installed, and the company plans to expand into a new space to accommodate an additional 200 visual effects artists.

All of Prime Focus' 16 international locations are connected over its Global Digital Pipeline™. At its heart is CLEAR™, the company's proprietary Content Lifecycle Management platform that acts as a collaborative digital workspace where media assets can be archived, accessed, managed and ultimately distributed.

"All of these efforts are in response to the growing demand from our clients who are clamoring for high-quality S3D content," said Namit Malhotra, Global CEO and Founder, Prime Focus. "Our global expansion will give us the capacity to support many more projects simultaneously."

Related links:
primefocusworld.com

Come to Expo in Shanghai with the Virtual World

Posted: 17 May 2010 07:48 AM PDT




The virtual world with over 300 virtual Expo pavilions opened their doors to greet visitors from any corner of the world.

"We are expecting about 100 million visitors online," said by Mr. Wang Li Ping, Chief Operation Officer of Expo Website Management Office.

Call me biased, but after a quick visit of the physical and virtual Expo, I found the French Pavilion among the top of all pavilions both on the Expo ground and in the virtual world. When I first entered the physical French Pavilion, I strongly experienced the power of "See what you mean," "See it before it even exists."

For the past six months, I've walked through the virtual French Pavilion numerous times. It indeed felt surreal when I found myself actually standing inside it. "This is exactly the same!" I almost screamed at the entrance…



That day, May 1st, the first day of Expo Shanghai, 100,000 out of the 200,000 visitors of the Expo experienced the French Pavilion. The opening ceremony of the French Pavilion was held at its beautiful roof garden, where it greeted Alain Delon and the famous Chinese actress, Gong Li. Philippe Forestier and Christian Nardin were also among the VIP guests.

For those who will attend this year's PLM Forum in China, you will be at this romantic garden enjoying the French banquet in just one month!



Up till yesterday, about 1.5 million visitors went to the Expo ground; 500,000 of them visited the Chinese Pavilion (only 50,000 allowed each day) and 700,000 experienced the French Pavilion. In the meantime, over 30 million people around the world have paid their visit to the first "virtual Expo."

COME TO EXPO SHANGHAI ONLINE!

Related links:

en.expo.cn
perspectives.3ds.com

The Art of God of War III

Posted: 17 May 2010 06:47 AM PDT



Showcasing the dark brutal world of ancient Greece, this exhibit features the imaginative concept paintings and impressive 3D assets created for the hit Playstation 3 video game, God of War III, and provides an opportunity to meet the artists that make the world of Kratos come alive.

Saturday, May 29th, 2010
7:00 p.m. — 11:00 p.m.

Join The Gnomon with some of the amazingly talented artists who worked on the God of War III video game for the Playstation 3 at Gnomon Gallery for the opening reception.



Artist List:

Cecil Kim
Andy Park
Jung Ho Park
Izzy
Patrick Murphy
Erik San Juan
Kevin Anderson
Katon Callaway
Tyler Breon
Peter Tumminello
Chris Sutton
Nate Stephens

Timo Pihlajamaki
Bryan Koszoru
Sukru Gilman
John Dobbie
Lewis Walden
Robert Taube
Ryan Peterson
Paul Coda
Shane Estanislao
Wade Mulhern
Mike Altamirano
John Palamarchuk


















Related links:

gnomonschool.com

How to create 3D grass ?

Posted: 17 May 2010 06:29 AM PDT



Realistic grass has always been a challenge to create in a 3d environment. Artists have developed many methods to create grass such as post-photoshoping it into the image, using displacement maps to simulate grass strands, or actually modeling 3d grass. It seemed a couple of years ago that displacement mapping was the way to go, but with the recent leaps in processing technology, and the efficiency in high poly rendering of max and renderers such as V-ray, 3d vegetation, including grass, is becoming more and more the prime method for artists worldwide. There are many different ways to go about modeling the grass, and many different ways to go about spreading it. There are recent plug-ins that do the work for you such as "Autograss" by happy digital, ltd. However, as you will see in this tutorial, you might not need to shell out a couple hundred bucks for something you can do yourself once, and re-use on render after render. So I researched various methods taught online, and found an excellent grass tutorial by Peter Guthrie. His method involves creating 3d grass patches and spreading them out as proxies, a method that is creating great results for many. In this tutorial, we will expand on the method of distribution. Using Groundwiz (free plug-in) we will paint the grass patches (proxies) onto the ground. This tutorial is based on the V-ray renderer, but the concept can be used with any other renderer. The basic steps are as follows:

* Create Patch of grass
* Convert to V-ray Proxy
* Paint proxies onto ground plane
This method allows for viewports to display only v-ray proxies (very light on memory usage), and since you are painting the patches, you can paint more near the camera, and less as you get further into the view where less detail is necessary, allowing for more efficiency. The first part of this tutorial is basically identical to Peter's and James, and the second half is where I expand a little on the Groundwiz plug-in. Hope you find it useful.

READ HERE !




Related links:

evermotion.org

What's new in Softimage 2011 videos

Posted: 17 May 2010 08:46 AM PDT



Autodesk shows us some videos features of Autodesk Softimage 2011. Check it out

The new Camera and Render Slate functionality
The new Camera and Render Slate functionality in Softimage 2011 shows useful information in the viewport or renders: scene name, camera, render pass and frame numbers. The new feature uses tokens or scene values, provides pass options to control render region and preview and contains new layout and color options.


Scripting
In Softimage 2011, Python is now automatically installed on Windows by default. Additional scripting enhancements include: a script editor which now supports tabs, new file options including "save all tabs" and the ability to set the preferences to show spaces instead of tabs. Softimage also supports ActiveX-compliant scripting languages: VBScript, JScript and PerlScript.



Rendering
With the new mental ray® 2011 renderer in Softimage 2011, there are over 100 new mental ray shaders enabling you to more easily simulate a range of materials. Save time rendering passes from multiple cameras, as each pass can now render a sequence for all cameras. This, together with new lighting tools, means faster and easier rendering.


Face Robot Lip Sync
With Softimage 2011, you can quickly generate facial animation based on an audio file with new automatic lip-synching in Face Robot. A new dedicated view for controlling the phonemes and visemes offers function curves to help modify their contribution. With this new functionality, the Face Robot toolset delivers a more complete, automated solution for facial rigging and animation



ICE Kinematics
More easily and rapidly drive the movement and behaviors of characters and scene elements using the flexibility of ICE (Interactive Creative Environment). With ICE kinematics, visual effects artists can more easily create advanced rigging elements: custom inverse kinematics, constraints and dynamic tails



Texturing
In Softimage 2011, the UV Unfold technology has been enhanced to allow for the creation of symmetrical results when unfolding and unwrapping local UV islands in the Texture Editor


if you wanna discover more Please go HERE !

Related links:
youtube.com

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Fusion Tutorial - Text tool

Posted: 17 May 2010 02:12 AM PDT




Eyeon Software's Channel
posted some Fusion video tutorials about Text+ tool in Fusion


Part 1
explain the text-tab of the Text+ tool in Fusion




Part 2
We have a deep look into the Layout and transform tabs.



Part 3
Diving into the shading tab of the Text+ tool


Related links:

youtube.com

This posting includes an audio/video/photo media file: Download Now

Pulldownit 1.5 released

Posted: 17 May 2010 01:47 AM PDT



What is Pulldownit?
Pulldownit! is a brand new dynamics solver which allows for the creation of fractures as well as massive rigid bodies simulations.
By using its technology digital artists are able to simulate fast and easily scenes made of thousands of objects and collapse buildings, bridges or any kind of brittle material.
Today Pulldownit 1.5 has been released for Max and Maya



Creating long cracks in big models before collapsing them is surprisingly easy; now
combining Shatter it! and Pulldownit capabilities together, you can make as many cracks as you
wish until the start of collapse, in addition the fragments have the ability to continue breaking out
when hitting each other or the surrounding environment.

See video:
http://vimeo.com/11650459




Pdi 1.5 is able to compute large scale scenes (several thousands objects/fragments)
seamlessly, with multithreading pdi solver is the fastest in the market ground for computing
massive scenes using convex hull, the new batch mode allows to compute without the Maya
GUI or disabling the updating of viewports in Max, getting extra performance (up to 2 times
faster in addition to multithreading).






Learn how easily you can make stunning fracture effects in Max or Maya, looking at the new video tutorials:

For Max:

Glass breaking:



Shatter a log:



Multipath shattering:



For Maya:

Glass breaking:



Shatter a log:



Multipath shattering:



The free version is available to download in their site

http://www.pulldownit.com/


Related links:

pulldownit.com

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Deadline 4.1 Call for Beta Testers

Posted: 17 May 2010 12:16 AM PDT



Prime Focus Software, the R&D arm of Prime Focus, is seeking visual effects companies to participate in the Beta Testing program for Deadline 4.1. The latest update for the company's easy-to-use administration and rendering toolkit for Windows, Linux and Mac OSX-based render farms will feature a number of new updates and performance enhancements that beta testers can experience first-hand.

The release of Deadline 4.1, out mid-to-late July, will include performance and stability improvements that will allow Deadline to handle thousands of render jobs with ease. The software update will also offer increased usability and flexibility for the Pool/Group Management feature and the Power Management feature, which helps reduce a facility's energy footprint by shutting down idle machines and starting them back up again when they are needed. Deadline 4.1 will also include new software support for After Effects CS5, Lightwave 10, RealFlow5 and Softimage 2011, with the potential for new support added prior to the final release.

To learn more and to join the Deadline 4.1 Beta Program, please contact: deadline-beta@primefocusworld.com

To visit the Prime Focus Software website click here.


Related links:

primefocusworld.com

CeBIT Australia 2010

Posted: 17 May 2010 12:12 AM PDT



CeBIT Australia is the most influential event of its kind in the Asia-Pacific region.
CeBIT is the must-attend event for over 550 premier exhibitors and 37,000 highly-qualified delegates. Don't miss your opportunity to get advance recognition of new technologies transforming entire industries. Access the most comprehensive profile of industry, commerce and services leaders and decision-markers, from Australia and overseas.

More info and Join them Here !

Related links:

cebit.com.au

Autodesk Maya 2011 Hotfix 1 donwload

Posted: 16 May 2010 09:46 PM PDT



Autodesk Maya 2011 Hotfix 1 includes several important fixes, refer to the readme for more information.
Readme (pdf - 88Kb)
Download here!

Related links:

usa.autodesk.com

This posting includes an audio/video/photo media file: Download Now

CGAXIS plants collection volume 1

Posted: 16 May 2010 08:51 PM PDT



CGAXIS plants collection volume 1 containing 20 highly detailed models of plants
compatible with 3ds max 2008 or higher and many others.

Formats:

* *.max
* *.max MentalRay
* *.max Vray
* *.c4d Cinema4D
* *.fbx
* *.obj
* File size: 562MB
* Materials: YES
* Textures: YES

Download PSD brochure

Download here

Related links:

cgaxis.com

This posting includes an audio/video/photo media file: Download Now

Trapcode Particular 2.1 is now available

Posted: 16 May 2010 08:33 PM PDT



Red Giant Software announced Trapcode Particular 2.1 is now available with Amazing 3D particles with full camera and light support—the most powerful particles for After Effects!

and the Features are:



Realistic natural effects
Puffy white clouds, shiny bubbles, swirling dust motes, rain, falling snow, realistic smoke, or flocking birds are all possible within Particular, and you never need to leave After Effects.

Faster rendering in Version 2
The new version can render hundreds of thousands of particles per second by taking advantage of multi-core processors. The new 3D renderer delivers full shading of particles, and yet the engine can be up to twice as fast as previous versions.

Fly through your creations
Go far beyond other plug-ins with Particular's full support for After Effects' camera controls and lights. Enhanced custom particle shading offers full 3D rotation and the ability to fly through particles. Emit particles from lights, bounce particles off of 3D layers, or fly around your creations in 3D space.

Sprites and Polygons – NEW
Custom particles allow the use of layers as 2D sprites (as in version 1.5) and as the new Textured Polygon type.

Light Me Up – NEW
Shade all particle types from up to 128 lights in After Effects. Shading can emulate light falloff to make the lighting results look more natural.

Dynamic Self-shadowing – NEW
Shadowlet rendering can cast shadows on both main and aux particles, adding realistic self-shadowing from a single light source.

Advanced Physics Engine – IMPROVED
Particular now offers support for glitch free-animation of turbulent properties.

Backward Compatibility – NEW
Projects from earlier versions will render with similar results in version 2, but with access to new features and faster output times.

Full Floating-Point Support – NEW
Improved bit-depth support now offers high-quality, 32 bit-per-channel rendering, allowing full-range output with HDR results.

User-driven Improvements – IMPROVED
Version 2 offers a number of small improvements, including: custom particle layers no longer have to start at the same frame as Particular; a new custom particle time-sampling mode; support for the Adobe color picker; and many other small bug fixes and enhancements.

Auxiliary Particles
In Particular, particles can emit their own particles, enabling objects to leave bright or smoky trails.

Physics Time Factor
Freeze time while moving the camera around in a scene, Matrix-style.

Non-Square Pixels
Particular handles non-square pixel aspect ratios correctly.

Reflection Maps – NEW

Textured Polygon particles can use a layer as a reflection map to add dynamic color changes to particles as they rotate in 3D. This feature is ideal for adding glints to rotating particles.

Streak It Up – NEW
Streaklet particles resemble long-exposure light effects, as seen in Apple's iPod Nano Remastered commercials.

Transform Your World – NEW

The Transform World feature allows the entire workspace to be offset or rotated in 3D space without moving the After Effects camera for increased animation flexibility.

Rotation, Rotation, Rotation – NEW
Textured Polygon particles can be fully rotated in 3D space, with random rotation direction and speed. Also, particles can be automatically oriented to the direction of their motion.

Millions and Millions of Particles – NEW
The maximum particle limit now allows quick bursts of up to one million particles per second!

Many Views – NEW
Orthographic rendering support allows you to view particles from After Effects' built-in camera views (Top, Right, Left, Bottom), making it much easier to adjust particle motion in 3D space.

Presets for SD and HD – IMPROVED
Version 2 offers 45 updated presets with support for SD and HD resolution.

Camera Integration
Particular offers complete integration with After Effects' comp camera.

Built-In Help
Extensive user guide features step-by-step examples.

Motion Blur
Built-in motion blur feature lends realism to moving particles.

Related links:


redgiantsoftware.com

Optical Flares 1.2 is coming

Posted: 16 May 2010 07:26 PM PDT




Andrew Kramer announced that Optical Flares 1.2 will be launching soon

From Videocopilot.net he wrote"
"This update features several new improvements including Full Screen mode and adjustable panels and windows. We're just going through some more testing and it will be available soon. I know it's taking a little longer than expected but the new features are nice.

This free update is for all versions including 32-bit and added support for AE CS5 in 64-bit."

screen shot:



Related links:REPLACE THE SOURCE LINK HERE

Interview with George Hull

Posted: 16 May 2010 07:17 PM PDT



CG Channel has just interviewed with George Hull, one of the talented concept artists behind Matrix Reloaded and Speed Racer.
George Hull's list of movies that he has worked includes: Speed Racer, The Last Mimzy, V for Vendetta, The Island, Constantine, The Matrix Reloaded & Revolutions, WALL-E, Finding Nemo, Jurassic Park: The Lost World, Star Trek: Generations, Jumanji, his work also extends to video games such as Crysis and Black.

Watch the Video here

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