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Interview with Marek Okon

Posted: 04 Jun 2010 10:08 AM PDT



In this 3dtotal interview 2D Artist Marek Okon shows us some of his fantastic illustrations and talks to the 3dtotal team about his career to date.

CHECK IT OUT!
Related links:
3dtotal.com

eyeon Software First to Offer Stereoscopic Site Licensing

Posted: 04 Jun 2010 08:05 AM PDT



Having seen a tremendous surge in the use of stereoscopic elements in VFX production since the beginning of 2010, eyeon Software today announced their latest licensing initiative, Stereoscopic Site Licensing.

Toronto, Canada – With the imminent release of Fusion 6.1 and related product updates, eyeon has dedicated significant resources to create leading stereoscopic pipelines.

Recent Fusion architectural advancements have created the ability to gear up for the high demand of stereoscopic production. Designed to take advantage of today's super computing power, the new Stereoscopic Site Licensing provides studios with the future roadmap to low cost GPU rendering. The render farm queue is no longer hindering the production process. Gone are the days of waiting in line, render locally and view your work in seconds instead of hours or days.

Rotation 6.1 couples with Fusion 6.1 to introduce new tools for rotoscoping, keying, color management, and plugin support. The expanded capabilities are specifically targeted for shot prepping, touchup, tracking, and depth map generating for stereo conversion. Together, a site license of Fusion, Rotation, and Render Nodes gives artists the ability to be very creative and work more effectively. The artists are able to render locally and view their shots; submitting their finals in the least amount of time, eliminating cost prohibitive wait times and significantly reducing ongoing shot revisions.

eyeon's Stereoscopic Site Licensing

$9,995 2 Fusion 6.1
10 Fusion Render Node 6.1
10 Rotation 6.1

$19,995 5 Fusion 6.1
20 Fusion Render Node 6.1
20 Rotation 6.1

$49,995 15 Fusion 6.1
50 Fusion Render Node 6.1
50 Rotation 6.1

Related links:

cgw.com
eyeonline.com

Triplegangers new 3D Scanning and data Acquisition Service

Posted: 04 Jun 2010 07:59 AM PDT





Triplegangers® is the leading provider of high-quality, ultra-realistic 3D Scans and digital human models.

They specialise in modelling the human face and body as closely and accurately as possible. Using state-of-the-art technology, They carry out face scanning, full-body scanning and data processing to create models that are as authentic and intuitively 'right' as possible.

They serve clients in the entertainment, games and marketing industries, as well as providing specialised models for use by medical companies and public sector organisations.

See more What they do
and their service pricing here

Related links:REPLACE THE SOURCE LINK HERE

Thinking Particles Part 1 - An Introduction

Posted: 04 Jun 2010 08:00 AM PDT




Product Information:
In this DVD Hristo Velev starts from the very beginning by explaining what Thinking Particles actually is and then begins to build upon a solid foundation of theory and technical knowledge of the program. From there Hristo goes through an extensive set of basic concepts to guide you through the massive amount of features in Thinking Particles. During that time he creates several practical effects that are very useful in production.

After the basic concepts are covered he then goes through creating and entire project from start to finish to help you understand the entire process. With over 9 hours of training this DVD will help you understand Thinking Particles and start creating amazing effects.

More Info and a Video Sample Here: http://eat3d.com/tp4_intro

Get a FREE copy of this DVD when you purchase Thinking Particles R4!
For a limited time only, every new purchase of Thinking Particles R4 will include a coupon code with which you can order either a free copy of this DVD, or Download. This introductory offer is valid for 4 weeks and can be purchased from the Cebas Thinking Particles R4 product page.

About the Instructor:
Hristo Velev has worked on the movie '2012' as a VFX Artist and has been pationate about effects and also video training for many years. Hristo is known for his many hours of free training on other subjects and is currently working in Berlin at Pixomondo.

About Eat 3D:
Eat 3D has been feeding your brain for over 2 years with some of the highest quality training that exists. Our goal is to cut through all the nonsense and get straight to the point with practical real world exercises that professionals actively use in production.

About cebas Visual Technology
Developing and offering market-leading 3D effects software and 3D Laser Scanning services for 22 years, cebas Visual Technology Inc. has gained extraordinary technological prowess and extensive knowledge of 3D computer animation and Visual Effects (VFX) industries. Unique software solutions and a top team of Programmers and Artists from around the world makes cebas an innovative modern company that attracts talent, as well as large companies, to purchase software, develop custom coding and build high performance production teams.

Based on a solid line-up of growing products and services, cebas Visual Technology Inc. offers many production solutions for 3D Effects Studios as well as CAD or Visualization Design companies. cebas software is used every day in award winning movie productions, digitally produced games and architectural design presentations, enabling their global customers to achieve complex visual effects that are photo-realistically compelling. Movies like "Lost in Space," "Final Destination," "Blade Trinity," "Spiderman 3" and most recently, "2012" and "Alice and Wonderland," all utilize cebas software to drive prominent 3D and special effects scenes.

For 14 years in a row, cebas has represented itself as a leading 3D software house at the SIGGRAPH convention, held every year in the USA. Being a part of the world's largest 3D software event and community has been critical to the worldwide success of their software and VFX production expertise.



Related links:

eat3d.com

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Magic Bullet Grinder 1.0

Posted: 04 Jun 2010 07:43 AM PDT



Red Giant software announced Magic Bullet Grinder 1.0 is now available.



FEATURE:

Easy Conversion

Convert H264-encoded video to edit friendly formats



Insert Timecode

Timecode data can be inserted for any .mov file, including original Canon format files



Final Cut-friendly Output

Support for ProRes 4:4:4, SQ, LT or PhotoJPEG media for online work



Offline Format Support

Handles ProRes LT and PhotoJPEG format in 1080p to quarter resolution

Simple, Powerful Batch Processing

Grinder is multi-threaded for speed. Transcode as many files at once as there are cores (8 cores = 8 simultaneous files)


Frame Rate Conversion

Conform files to one frame rate for converting 30p and 60p media to 24p for slow motion use (Speed conversion only: Does not alter optical flow)


File Naming

Automatically adds file name burn-in to proxies, making it easy to track offline files


Timecode/Frame Number Burn-in

Makes matching of specific frames from offline to online media easy

CHECK HERE!

Related links:

redgiantsoftware.com

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Interview with Alex Alvarez

Posted: 04 Jun 2010 07:37 AM PDT



Travis Bourbeau interviews with Alex Alvarez - Founder / director / owner, of Gnomon

CHECK IT HERE!
Related links:

cgchannel.com
thegnomonworkshop.com

Voice-O-Matic 3.1

Posted: 04 Jun 2010 07:21 AM PDT




RFollowing last October's full release, Di-O-Matic updates the automatic lip-sync plug-in for 3ds Max to be compatible with Max 2011, among other updates.

Arriving just a month after the Max 2011 release, this update is good news for users that had to wait 4 months for Max 2010 compatibility in last year's update.

New features and updates:

  • Added compatibility with 3ds max 2011 (32-bit and 64-bit)
  • Added support for compressed wave file in 3ds max 2010 and higher
  • Better integration with ProSound
  • Get Current Wave now allows to select from multiple audio files
  • New feature allowing support of Custom Attributes tracks
  • New feature allowing modification of a picked track using MAXScript
  • Some minor cosmetic UI issues: fixed
  • Opening a .vom file from the Viseme Mapping rollout could fail: fixed
  • Loading Visemes preset could fail: fixed
  • Save as default could fail: fixed
  • Start Frame issue with ProSound: fixed

The plug-in costs $349 and can be bought here. A free trial can also be found here.



Related links:

Top 21 Mental ray tutorials

Posted: 04 Jun 2010 07:15 AM PDT



Cgdigest has collected 21 amazing Mental ray tutorial that you must see

Check it out !
Related links:

cgdigest.com

Chaos Group London Tour 2010

Posted: 04 Jun 2010 07:04 AM PDT



Today Chaosgroup announced that this year their visit will include many personal meetings with customers and partners, public event to present the latest developments and a training session for all V-Ray for 3ds Max users.

Chaos Group Public Event, July 1st 2010, 4.00-6.30 pm


For the first time in the UK Their team will present V-Ray for Maya, V-Ray RT for Maya, the new fluid dynamics system Phoenix FD, and the hype for 2010, V-Ray RT on GPUs. This cutting edge technology solution will increase the rendering performance in a notable magnitude, delivering significantly reduced production costs and time. Special session during the event will be devoted to V-Ray pipelines: Post-production, Stereoscopy, GPUs and beyond. This presentation will focus on the final results achieved from the combination of the fast V-Ray rendering engine with high quality post-production tools to create solid pipelines for the realization of stereoscopic images and more. Please, check the Event Program.


Register for the Chaos Group public event and be among the first to take a look at these revolutionary rendering solutions.They will be glad to be your host at the Great Hall of the Hellenic Center, 1st of July 2010, 4.00-6.30 pm.

V-Ray for 3ds Max Training, July 2nd 2010, 10.00-5.00 pm


Chaos Group and its partner Escape Studios will also conduct a full day in depth training for all V-Ray for 3ds Max users. Please, contact Escape Studios for an additional information and registration.


The advanced course will be personally taught by one of the core developers of V-Ray - Vlado Koylazov. He will cover the following interesting topics:

1. Sampling – anti-aliasing methods, advantages and disadvantages.
2. Color mapping
3. Controlling noise and quality through the DMC sampler
4. GI Case Study
5. Advanced usage of V-Ray Dirt
6. Physical camera, V-Ray Sun & Sky
7. V-Ray Displacement
8. V-Ray Proxy
9. Materials
10. IBL and Matte and shadow
11. Examples of Production ready scenes
12. Render Elements
13. Using VrayFastSSS2 for realistic skin materials

The training will be held at Escape Studios on July 2nd from 10am to 5pm at a cost of £395 including VAT.


Places are limited, so do get in touch. This is a great way to become a V-Ray Pro!



Related links:

chaogroup.com

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HP First 30-inch ZR30W LCD Monitor - More Than 1 Billion Colors

Posted: 04 Jun 2010 12:11 AM PDT




Palo Alto, Calif. - HP announced its first 30-inch monitor to display a range of more than 1 billion colors, the HP ZR30w S-IPS LCD Display. Adding to the already powerful lineup of HP Performance Displays, the 30-inch diagonal display provides 30-bits-per-pixel color resolution and 1.07 billion displayable colors, compared to 16.7 million colors available on most 30-inch diagonal panels. For professionals in animation, game development, broadcast, design, and graphic arts where accurate color is imperative, the HP ZR30w achieves more than 64 times the colors available on mainstream LCDs.

"HP continues to drive innovation in the monitor space with solutions that push the boundaries of traditional panel technology," says Jun Kim, vice president and general manager, Display Business Unit, HP. "The HP ZR30w is the latest example of our commitment to provide customers with the technology they demand to push the limits of creativity and increase ROI."

The new HP ZR30w features 4.1 million pixels, to achieve maximum accuracy, and touts a resolution of 2560 x 1600 in a 16:10 aspect ratio and a 3000:1 dynamic contrast ratio, for brilliant visual performance. Building on the HP ZR30w's wide viewing angles and outstanding visual performance technologies, the monitor is equipped with DisplayPort and DVI-D inputs, an integrated 4-port USB hub and an HP Quick Release for simple out-of-the-box set up. The HP ZR30w enables maximum comfort and best visual positioning with a 6-way adjustable stand that provides tilt, swivel and height adaptability. The performance monitor features a brushed aluminum industrial design that is complementary to HP's Z Workstations, and uses a minimum of 25 percent post-consumer recycled resin. Additionally, the monitor houses a lower power panel and comes with an 85 percent efficient power supply.

Widescreen LCD Monitors that are designed for small and medium businesses that want value and reliability. The Compaq S1922 and S2021's VGA inputs make "plug and play" connectivity quick and easy, while adjustable tilt settings enable best visual positioning and VESA mounting capabilities free up desk space. The monitors also offer guaranteed out-of-the-box compatibility with HP business products and HP monitor options.(2) Available in 18.5- and 20-inch diagonal sizes, both displays feature a broad 16:9 aspect ratios, fast 5 ms response times and 5,000:1 dynamic contrast ratios. The Compaq S1922 features wide resolutions to 1366 x 768, while the Compaq S2021 offers resolutions to 1600 x 900. Both monitors use lower power consumption panels that contain 50 percent less mercury than other four lamp LCD monitors on the market.

The HP ZR30w is available today for a starting price of U.S. $1299. The Compaq S1922 and S2021 are also available today in the U.S. at $125 and $140, respectively.

Free texture - expanded metal

Posted: 03 Jun 2010 11:57 PM PDT



new Peter Guthrie's blog where you can see how to creat the good displacement texture


Check it here!



Related links:

peterguthrie.net

ZClassroom Webcast: Jesse Sandifer

Posted: 03 Jun 2010 11:49 PM PDT




Guest artist is Jesse Sandifer, co-founder of Green Grass Studios in Texas. Jesse currently serves as Art Director where his main focus is character design, sculpting, and illustration.

Jesse's podcast features layers and the many ways he utilizes them for sculpting and texturing. Learn his tips and tricks and ZBrush like a pro!

View the webcast at the ZClassroom.


Related links:


pixologic.com

KAFD by Neoscape

Posted: 03 Jun 2010 10:08 PM PDT




King Abdullah Financial District project in Saudi Arabia by Neoscape





Related links:

http://neoscape.com

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Fusion Tutorial - Creating a Plasma Ball

Posted: 03 Jun 2010 09:35 PM PDT





With this advanced tutorial we'll learn how to use a couple of 2D and 3D tools to create that invaluable effect needed for every second space cannon.




Download Project file !
Related links:
vfxpedia.com
youtube.com

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Robert Vignone

Posted: 03 Jun 2010 09:24 PM PDT



Robert Vignone - CG Artist from Irvine, California who has been featured in Area and wrote 1 Making of tutorial his work called : "Bailarina BellĂ­sima"

Related links:
area.autodesk.com

ThinkingParticles R4

Posted: 03 Jun 2010 09:12 PM PDT





What's New in thinkingParticles R4

With every major release of thinkingParticles new features are introduced, extending the power and flexibility of thinkingParticles by a magnitude, as compared to its predecessor. Release 4 represents a milestone in advancing the feature set.

Most of its new functionality was born out of the need for advanced technical effects that were required by several major block buster movie productions, such as: Roland Emmerich's "2012" that was all about demolition and disaster, Director John Woo's "Red Cliff" which had an epic ship battle of more than 4000 burning and crashing ships, and sequences in the movie GI Joe "Rise of the Cobra" that needed our development attention as well.

Find below: a list of visible and invisible changes done to thinkingParticles R4 when compared to thinkingParticles R3.

Enhanced Operators

thinkingParticles ships with many operator nodes; its great flexibility and concept of wiring everything with everything offers an endless combination of nodes and setups, used to create particle effects. With every new node added to the tool set, the combinations and possible uses for effects increases by a magnitude.

This release of thinkingParticles is not only about adding complete new nodes, it is also about enhancing existing nodes, which offer extended benefits, as completely new nodes are expected to do.


The following existing thinkingParticles Nodes have been changed/enhanced

  • Intersect Node:
    This node received new inputs and outputs to enhance its functionality.
    New Inputs: Particle Shape, UVW Channel
    New Outputs: Object Position, Face ID, Face Coordinates
  • One To X:
    A new more generalized data stream concept has been introduced to this helper node
    New: the Type of data stream connected and output can now be selected
  • Surface Pos Node:
    New inputs have been added to this node to enhance its functionality
    New Inputs: UVW, Particle Shape
  • Volume Pos Node:
    By adding a new input to this node, particle shapes can now be used to define the volume for placing or generating particles.
    New Input: Particle Shape
  • OP_ObjToParticle:
    A new object state has been introduced to this node, the "No tracking" option will not use any transformation information at all, except position.
    New Selection Option: Initial Velocity
    "None" now really does NO tracking at all
  • Get Reference Operator: by adding a new Number of Refs output, it is now possible to request the total number of references which a particle possesses.
    New Output: Number of Refs, outputs the number of references
  • PAttach:
    Particles can now attach to other particles either relative or absolute
    New Option : Absolute
    New Option : Relative
  • Fragment Operator:
    A lot of fine tuning has been done to this operator. New inputs and features have been added.
    New in Fragment Shape section: Segments
    New in Remaining Shape section: Segments
    New function for Edges: Automatic texture mapping added
    New Inputs: Segments, R Segments
  • The NVIDIA PhysX dynamics solver is now true 64-Bit.


New Menu Categories

Serious housecleaning has been done for this release of thinkingParticles R4, in the process of streamlining the thinkingParticles workflow, some operator sections have been reorganized.

Find below: a list of new menu sections added to this release of thinkingParticles.

Fragmenter:

Organizes all fragmentation nodes in one section.

VolumeBreaker:

Gives access to all VolumeBreaker specific nodes.

Shape Collision:

The all new ShapeCollison nodes are collected within this menu section.

thinkingParticles Demolition


New Joints

In addition to the already existing PhysX Joint helper object, another more advanced Joint helper has been added to the standard tool set, to be used with the new ShapeCollison rigid body solver, named SC.

Rigid body particle dynamics, especially joints, are one of the "big" new things in thinkingParticles R4 that have been fine tuned and optimized to the best possible extent. The result of our efforts to deliver the best possible Hollywood F/X tool ever can be seen in the many flexible ways which rigid body joints are now created and used. At first, this may seem overwhelming or even confusing; however, once you get the hang of it, you won't want to miss the new freedom and power.

Joints can be created and accessed in one of the following ways:

  • Modifier Joints
  • Object Joints
  • Operator Joints

New Operators

Yes, we admit it - it's cool to get new toys with every major release of thinkingParticles and this release offers plenty of them! By integrating volumeBreaker technology right into thinkingParticles, in a pure and fully procedural way, the core tool set of thinkingParticles offers never before seen, rigid body "demolition" power. Without this ground breaking new technology, movies like "2012" or "Red Cliff" would not have been possible.

thinkingParticles R4 also introduces for the first time ever - a true hierarchical rigid body demolition system, that enables the handling, in a exact and controllable way, how "connected" parts of a bigger system (house,plane ...) fly off or collapse under certain situations. This rigid body dynamics skeleton system, allows for a full procedural demolition setup, that can be individually adjusted anytime later when needed.

HFragmenter:

This new operator was developed to help in "2012" and "Red Cliff" to allow the creation of all of the jaw dropping destruction sequences.

HFragmenter (Modifier):

This new modifier plays along with the operator node mentioned above and it supplies all the needed extra data.

VolumeActivate:

First of a kind Multi-DynamicSet aware operator node used to control volumeBreaker activation in 3D space

VolumeBreak:

This is the fully procedural volumeBreaker counterpart integrated into thinkingParticles R4.

VolumeCell:

Another multi DynamicSet aware node that actually controls the volumetric debris creation of a volumeBreak operator in a fully procedural way.

SCJointCounter:

This node is, as well, Multi-DynamicSet aware and outputs the amount of joints that a particle possesses.

SCJointData:

Is also Multi-DynamicSet aware and allows the changing of Joint data in a fully procedural way, at any given time

SCJoint:

Another multi DynamicSet aware node used to create rigid body joints in a fully procedural way, through rules and wire setups

SCOperator:

This is the all new next generation ShapeCollision, with enhanced multi-core support, having better stability and accuracy with low sub-frame rates

Camera Map:

Offers a new way of texture mapping particles, based on the camera view. Many advanced particle texturing effects can be achieved with this new operator.

X To One:

This new node offers the functionality to procedurally switch multiple inputs to one output.

In Mesh Condition:

An operator that tells you if a particle is inside a mesh or not.


New Utility

thinkingParticles is the "Mother of all Demolition Software" and we have added a rich set of tools to enable the user to create realistic looking demolition sequences in the least amount of time. We want to be clear about one thing: realistic rigid body dynamics demolition effects are still one of the most complex things to create in computer graphics! There is no software tool on this planet that will take away the pain of properly planning and deciding how the effect should progress and finally look like. The tools that thinkingParticles offers can help in speeding up the process, and surely in a later stage, it is the best tool available to art direct a destruction sequence.

The all new TP Collapse utility is meant to automatically assemble complex constructions and prepare them, in a unique way, for thinkingParticles to create a hierarchical "structural skeleton" of the main construct.


New Shape Collision (SC)

thinkingParticles R4 ships with its next generation of rigid body dynamics solver: The "SC Operator" or "ShapeCollison 2," regardless of how you want to label it, is the new rigid body solver in tP town!

For compatibility reasons the old ShapeCollision solver has been kept in the tool set "as is", so all of the older simulations will still work and look the same. From R4 onwards, it is recommended that you use the all new "SC" operator instead.

The new ShapeCollision operator incorporates, for the first time ever, true Multi-Core (CPU) support for most parts of its collision detection and overall solving. The accuracy of the solver has been enhanced beyond belief and the stability that you derive is unmatched by the old ShapeCollision or any PhysX simulation.

Speed is always an issue in complex physics simulations, PhysX delivers already fast game quality physics but it is not good enough for the Hollywood style of effects, which need way more accuracy than PhysX can deliver. Thanks to a much more enhanced multi-core (CPU) support that SC has to offer, the simulation times can be reduced by a factor, as much as, 10 times when compared to the good old ShapeCollision!


New Modifiers and Textures

Several new Textures and Modifiers have been added in this release. Some of the new tools are not directly related to particle effects but can be combined, offering an amazing additional value to effects that would be way more complex to achieve without these new tools.

  • TP_Deform_Modifier:
    Used to simulate earthquake like rifts or folds that progress along a path over time. Other creative uses are possible.
  • TP_Deform_Texmap:
    An animated depth-map only solution with near identical results to the TP_Deform_Modifier
  • TP TexMap:
    Has been updated and offers now more features to paint with particles and textures
  • TP_Variation Texture Map:
    This texture map, mainly used to texture crowd simulations, has been enhanced in many ways in this release of thinkginParticles.


New Functionality

thinkingParticles R4 offers an additional licensing model with which to allow network simulation of files and creating caches on individual machines. Those so called "SIM-Licenses" can be ordered separately from the cebas online store whenever needed. Every thinkingParticles R4 comes with one SIM-License, which allows you to simulate/write out particle caches on one extra machine in network mode, while at the same time, continuing to work on a computer with thinkingParticles.

The handling of cached simulation files, created by thinkingParticles R4, has been greatly enhanced. Simulation cache files are now really "transportable" and self contained. They can be copied and moved around and played back within any thinkingParticles scene; even an empty DynamicSet with no particle groups at all will work and play back the cache file. To achieve this "transportable" and self contained workflow every cache file comes with its own material library, which makes it independent from any scene content and even allows for chaning it afterwards, without the need to re-simulate the particle effects.


Master Dynamic Rollout Menu:

Several new additions have been done to the MasterDynamic Set dialog. Some of them are listed below.

  • Viewport sub-frame settings are locked now to render settings by default.
  • Time Offset allows you to change or offset the playback start time of a cache file.
  • Cache file statistics now include more detail than ever; information like PC name, User name, simulation time etc., has been added to the statistics window.
  • Cache playback of particle simulations can now be positioned and rotated in 3D space afterwards.
  • Cached particles can now be Scaled on playback.
  • Cache playback can now be linked to an object or multiple objects for unlimited instancing of caches.
  • Sophisticated out of range control for recorded caches has been added.

Scripting thinkingParticles functions

thinkingParticles R4 incorporates the best ever MAXScripting support of all releases so far. Now, it is possible to even write complete thinkingParticles operator Nodes with inputs and outputs that just behave like native thinkingParticles operators! If we forgot something to add - you can now script it on your own.

In addition to fully functional operator Nodes written in MAXScript, full MAXScript access to DynamicSets and Node properties has been implemented into thinkingParticles R4. Find below a short example of such an access via MAXScript

The script below demonstrates how, with a selected thinkingParticles system, a new particle group is created and renamed "MyGroup".

gr=$.GroupManager.CreatePGroup()
gr.SetPGroupName(0) "MyGroup"

MAXScript thinkingParticles 4

Rendering Enhancements

thinkingParticles R4 enhances the interoperability with finalRender R3 - thinkingParticles R4 now supports spin motion blur for rotating particles.

The best ever vessel for FumeFX effects!

thinkingParticles R4 has become the standard tool for FX professionals in this industry; the flexibility and the sheer unlimited power it offers, makes R4 a natural choice.

Renowned 3rd Party developers like SitniSati also offers advanced FX tools; FumeFX for example, perfectly integrates into thinkingParticles to create the most amazing fluid effects ever. No other product combination on the market is as hot and perfect at the same time, as thinkginParticles and FumeFX!

Imagine: 100% rule based bi-directional fluid effects perfectly interacting with a fast Rigid Body Particle Solver, all from right within thinkingParticles.

tP and Fume



Related links:

cebasstation.com

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Carbon Scatter

Posted: 03 Jun 2010 08:59 PM PDT




Carbon Scatter: The Power Of EcoSystems With Native Instancing!



June 03, 2010. Beaverton, Oregon: e-on software, maker of the leading Digital Nature solutions, today announced the upcoming availability of Carbon Scatter, a set of plug-ins that will allow the creation of complex populations using the native instancing technologies of leading DCC applications.

The Carbon Scatter plug-ins will integrate e-on's powerful EcoSystem™ algorithms directly into the host applications, allowing users to populate native scenes with millions of instances, and render them with their renderer of choice. Actual release date of Carbon Scatter is not disclosed at this point.

"Carbon Scatter lets users create complex populations in a very straightforward manner thanks to the use of native instancing capabilities", said Nicholas Phelps, president of e-on software.


Carbon Scatter for 3ds Max Testers Wanted

E-on software also announced that is currently looking for talented 3ds Max users willing to take part in the beta testing of Carbon Scatter for the mental ray™ and V-Ray™ renderers.

No knowledge of Vue is required in order to become a qualified beta tester. However, candidates must possess the following qualities: persistence, imagination, and a desire to influence the final product, time, and of course testers should be proficient with 3ds Max and either the V-Ray or Mental Ray renderers.

Artists interested in beta-testing Carbon Scatter, should send an e-mail with samples and a description of their work to carbonscatter@e-onsoftware.com.

More information on Carbon Scatter will be revealed at a future date.



About e-on software

E-on software is the leading developer of solutions for the creation, animation, rendering and integration of natural 3D environments. Offering a wide array of Digital Nature products and applications, e-on software provides solutions adapted to every project and budget. E-on software products are used worldwide by the film, television, architecture, game, science, educational and entertainment industries.

E-on software products were used in features film such as "Avatar", "Clash of The Titans", "The Wolf Man", "2012", "The Imaginarium of Doctor Parnassus", "GI Joe – The Rise of The Cobra", "The Proposal", "Land Of The Lost", "Terminator 4, "The Curious Case of Benjamin Button", "Indiana Jones 4", "Monster Vs Aliens", "Australia", "The Spiderwick Chronicles", "KungFu Panda", "Pirates of the Caribbean 2" and TV series such as "Battlestar Gallactica", "Stargate Atlantis" and more. Read more on these stories in e-on software's Spotlights section: www.e-onsoftware.com/spotlight.

E-on software was founded on the premise that powerful graphics tools should never get in the way of the designer's creativity. By investing significant resources into research and development, e-on software is able to deliver cutting-edge, user friendly technologies that produce stunning Digital Nature scenery.

E-on software is based in Beaverton, Oregon with a European office in Paris, France.

Visit their website at http://www.e-onsoftware.com.


Related links:

Cinema 4D Ultimate Learning System Volume 6 | MOGRAPH

Posted: 03 Jun 2010 08:55 PM PDT




High Definition Training Videos for the Visual Effects Industry

Princeton, NJ (June 2nd, 2010) – cmiVFX launches its latest training video in the highly anticipate Cinema 4D Ultimate Learning System Series, called MOGRAPH.

This video was created to help extend the tool sets of standard Cinema 4D artists to encompass one of the most popular software modules on the planet, Mograph and Modynamics. cmiVFX breaks down each tool one by one with fast and easy chapter references designed for even faster muscle memory. cmiVFX continues to deliver the training and content you need, quickly, efficient and affordably. When it comes to high end CG and VFX training, there is only once choice... cmiVFX! This video is available today at the cmiVFX store for a Special Introductory Price!

Cinema 4D Ultimate Learning System Volume 6 | MOGRAPH
Cinema 4D Ultimate Learning System 6 - Mograph

The Cloner Object, Our New Best Friend
Take a look at the cloner object in each of its four different forms; examine the basic parameters and the way the cloner object creates its clones. The cloner object is one of the primary tools utilized in the Mograph module and can be integrated with every other tool within the module. Understanding its basic functions is crucial to working with and understanding the others.

Intro to Effectors
Take a broad look at each of the different effectors. Effectors are used to control and animate the position, scale and rotation parameters and can be used to control any object with an effectors tab (the majority of the Mograph objects). Their ability to control more than one object (multiple cloner objects for example) allows for extremely powerful and complex animation with very little set up.

Intro to Modynamics
A favorite aspect of the Mograph 2 module, Modynamics allows for complex rigid-body dynamic simulations that can be set-up instantly and adjusted infinitely. Modynamics can simulate from dominoes falling to glass shattering with unparalleled ease and speed. A breakdown of the basic setup and a couple of examples will get you on your way to creating phenomenal dynamics.

The Other Objects
Learn more about other objects including the Matrix, Text, Fracture, and Instance Objects. Explore the differences and similarities of the Matrix and Cloner objects as well as how to use them in tandem. Mograph's Text Object is an incredibly powerful way to generate text which the spline text tool simply cannot contend with. The Fracture Object allows for animated (or dynamic) deconstruction and separation of polygonal objects and the instance objects is great for creating trails of objects.

Mograph's Spline Tools
The spline tools offered by Mograph are examined briefly here with a basic overview of their creation and a couple of ideas for using them. They are extremely useful for creating splines from motion (creating spline trails from each vertex of a moving object for instance) or for generating organic and repetitive splines that can be cloned and even effected by forces or dynamics.

Mograph's Deformation Tools
The deformation objects allow for extremely powerful deformations of any object. From the displace deformer, which creates visible (in the viewport) deformations based on shader channels to the spline wrap, which can align or stretch objects along a spline. These tools create very easy shortcuts to problems that would have needed to involve much more complex solutions otherwise.

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Houdini 11 Sneak Peek Demos

Posted: 03 Jun 2010 08:49 PM PDT




Kim Davidson introduces Houdini 11 with some exciting new demo videos showing key features. From dynamic fracturing to FLIP fluids to hardware rendering to shading and lighting improvements, there is a little bit for everyone.






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