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Bunkspeed SHOT Ships for 3D Rendering

Posted: 23 Jun 2010 01:51 AM PDT




CARLSBAD, CA, Feb 04, 2010 - Bunkspeed, Inc, a leading global provider of rendering and visualization software for design, engineering, and marketing, announced today it has selected iray rendering technology from mental images to power its next generation software to be called Bunkspeed SHOT - the company's revolutionary easy to use, real-time photorealistic rendering application. Bunkspeed SHOT vastly simplifies the complex process of 3D object rendering, putting the power of photorealistic imagery directly into the hands of designers, photographers, engineers, architects, creative agencies, and all creators of 3D content.

Bunkspeed was the first to offer an intuitive "virtual digital camera" in the form of interactive real-time ray tracing with its introduction of HyperShot, whose simple and elegant workflow enabled digital designers to bring their creations to realistic life, in minutes not hours-freeing them from the complex technical processes so often related to 3D rendering tools, and with much better results.

Bunkspeed SHOT's ability to use either the CPU, GPU or both, promises to be faster than ever before, scaling seamlessly on one or more machines to make optimal use of any particular hardware configuration. Bunkspeed SHOT's integration with mental images' iray rendering technology, fully exploits the powerful parallel processing power of NVIDIA CUDA-enabled GPUs, encouraging more rapid iterations with stunning photorealistic accuracy.

Tightly combining the intuitive and interactive Bunkspeed SHOT workflow with the reality matching accuracy of iray materials and lighting, allows creative users in any field, on any hardware, to intuitively produce the highest quality image output without the steep learning curves of other rendering solutions.

"The combination of Bunkspeed SHOT and iray is an extremely exciting development for us and the industry. It demonstrates our standing commitment to our customers to constantly innovate and improve our products, and to remain the leader in accessible and truly easy-to-use photorealistic rendering for all creators of 3D content." said Anthony Duca, COO of Bunkspeed.

"mental images is very pleased that Bunkspeed has chosen iray as their official rendering technology," says Randy Ochs, Vice President of Business Development and Sales, North America for mental images. "We are excited that iray will allow users of the new Bunkspeed SHOT to create accurate, photorealistic 3D images by harnessing the power of the GPU and NVIDIA CUDA architecture for unbelievably fast photorealism. We welcome Bunkspeed to our list of OEM Partners who have selected mental images technology to enable greater rendering performance in their products. "

Bunkspeed SHOT integrated with iray rendering technology - is a combination of unprecedented power, elegance and accuracy. Bunkspeed is raising the bar once again, enabling users to continue to "Render them speechless".

Pricing and availability

The next generation of Bunkspeed SHOT fully integrated with iray rendering technology will be available starting within the second quarter of 2010 and will be made available as a free 30 day trial, an upgrade to all current Bunkspeed HyperShot customers, and no charge to all those on maintenance or pre order.

For more information about Bunkspeed SHOT, please visit www.bunkspeed.com/shot.

For more information about iray, please visit www.mentalimages.com/iray.

About Bunkspeed

Bunkspeed is a leading global provider of visualization software and services for design, engineering, and marketing. Headquartered in Los Angeles, California, our advanced visualization technologies leverage digital engineering assets and contribute to enlightened decision-making in the digital design process. Our clients gain a cost effective way to deliver sales and marketing imagery, and realize significantly reduced product development costs. Bunkspeed's customers include Nissan, Ford Motor Company, Volvo, Jaguar, Land Rover, Pininfarina, Chrysler, Frog Design, Smart Design, IDEO, Acushnet Company, Dell, Gillette, Gulfstream and many others.

For more information on Bunkspeed's products and services, please visit: www.bunkspeed.com.

Ferrari P4-5

Posted: 23 Jun 2010 01:12 AM PDT

Adobe Audition for Mac: Technology “Sneak” Preview

Posted: 23 Jun 2010 12:55 AM PDT



Adobe's Worldwide Creative Suite Evangelist -- Jason Levine gives us a special Technology "Sneak" Preview of Adobe Audition for Mac. Check out these two videos:




Related links:
terrywhite.com

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

Vue Tutorial: Creating air bubbles

Posted: 23 Jun 2010 12:44 AM PDT



In this Vue tutorial Geekatplay show us how to working with
* Air bubbles material.
* Object distribution.
* 3D ecosystem.
in Vue 8 to creat air bubbles

WATCH HERE!

Related links:
geekatplay.com

VES Production Summit 2010

Posted: 22 Jun 2010 09:28 PM PDT





The Visual Effects Society (VES)annouced event Production Summit 2010
Saturday, 23 October 2010 - 8:00am - 5:00pm Ritz Carlton Hotel - Marina del Rey, CA

The Entertainment Industry is going through a tsunami of change. It's almost impossible for companies to know how to plan for the coming year, much less five years down the line. New technologies, globalization, shrinking post schedules and a vast proliferation of new distribution platforms have dramatically affected how to plan for survival and success in the future.

Globally, competitive operations and markets relentlessly push companies to cut costs and streamline their operations while simultaneously producing more with less. And while the expanded use of technology both energizes and streamlines existing systems, it also creates new challenges and complexity that spirals up and down the production chain. Should companies partner with international entities in order to take advantage of tax breaks and lower wage scales? And how best to create efficient worldwide pipelines without always starting from scratch and spending a fortune?

Additionally, post schedules are growing ever shorter and on-time delivery of crucial elements needed to meet a movie's marketing demands and even its opening date are becoming riskier than ever. With these pressures growing on each and every project, what impact does this relentless time constriction and ever expanding shot count have on companies and artists who work to meet those deadlines and demands?

Distribution models are also undergoing significant change with countless new and shrinking platforms arriving almost daily. How does this impact your business and how can you plan to compete successfully in the future?

These are all realities that are happening now. How do you fit in? Now is not the time to stand still and do nothing. This is not the time to watch from the sidelines. This is not the time to become a dinosaur. How can we get creatives, technologists and those holding the purse strings to work together to create a future for us all?
Get your favorite business model on and join Them for Production Summit 2010 to envision the future!

Related links:
visualeffectssociety.com

Autodesk Maya 2011 in Preview

Posted: 22 Jun 2010 08:57 PM PDT



Video editors, particularly those on the Mac, have a new camera sequencer and a 64-bit OS, to play with inside Maya
The new version of Maya, like its sibling 3ds Max, has a host of focused improvements, as you'd expect, in animation, dynamics and performance. Now video editors working inside Maya, especially those on the Mac, have something to cheer about. Maya 2011 includes support for 64-bit computing within the Mac OS and the addition of a slick new Camera Sequencer, for better 3D editing.

CHECK OUT the Preview article by Mike de la Flor at Studiodaily.com

Related links:
studiodaily.com

Transformers: War for Cybertron

Posted: 22 Jun 2010 08:36 PM PDT



Check out the trailer and some images from Transformers: War for Cybertron game

Trailer


Concept Arts:









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

Texture Tools 2.08 released

Posted: 22 Jun 2010 05:59 PM PDT



Nvidia announced The latest version of NVIDIA's, high-quality GPU accelerated texture compression and workflow tools have been released.

Version 2.08 contains the following improvements:
* Fix float to fixed image conversion. Patch provided by Alex Pfaffe. Fixes issue 121.
* ColorBlock::isSingleColor compares only RGB channels. Fixes issue 115.
* Fix cmake build in msvc. Fixes issue 111.
* Better estimate principal component. Fixes issue 120.

NVIDIA Texture Tools version 2.0.7
* Output correct exit codes. Fixes issue 92.
* Fix thread-safety errors. Fixes issue 90.
* Add SIMD power method. Fixes issue 94.
* Interact better with applications that already use CUDA.
* Faster CPU compression.

NVIDIA Texture Tools version 2.0.6
* Fix dll version checking.
* Detect CUDA 2.1 and future CUDA versions correctly.
* Print CUDA detection message in nvcompress.
* Select the fastest CUDA device.
* Compile squish with -fPIC. Fixes issue 74.
* Fix warnings under gcc 4.3.2.
* Fix nvzoom option typo by Frank Richter. Fixes issue 81.
* Do not use CUDA to compress small mipmaps. Fixes issue 76.
* Compute mipmaps of semi-transparent images correctly.
* Shutdown CUDA properly. Fixes issue 83.
* Fix pixel format converions. Fixes issue 87.
* Update single color compression tables. Fixes issue 85.

NVIDIA Texture Tools version 2.0.5
* Fix error in single color compressor. Fixes issue 66.
* Detect mismatch between CUDA runtime and driver, and disable CUDA in that case.
* Fix cmake files when compiling NVTT as a shared library.
* When linking nvtt dynamically on unix, link all libraries dynamically.
* Select fastest CUDA device.

NVIDIA Texture Tools version 2.0.4
* Fix error in RGB format output; reported by jonsoh. See issue 49.
* Added support RGB format dithering by jonsoh. Fixes issue 50 and 51.
* Prevent infinite loop in indexMirror when width equal 1. Fixes issue 65.
* Implement general scale filter, including upsampling.

NVIDIA Texture Tools version 2.0.3
* More accurate DXT3 compressor. Fixes issue 38.
* Remove legacy compressors. Fix issue 34.
* Check for single color in all compressors. Fixes issue 43.
* Fix error in fast downsample filter, reported by Noel Llopis.

NVIDIA Texture Tools version 2.0.2
* Fix copy ctor error reported by Richard Sim.
* Fix indexMirror error reported by Chris Lambert.
* Fix vc8 post build command, reported by Richard Sim.
* Fix RGBA modes with less than 32 bpp by Viktor Linder.
* Fix alpha decompression by Amorilia. See issue 40.
* Avoid default-initialized constructors for POD types, reported by Jim Tilander.
* Add single color compresor for DXT1a.
* Set swizzle code to ATI2 files. See issue 41.

NVIDIA Texture Tools version 2.0.1
* Fix memory leaks.
* Pre-allocate device memory for CUDA compressor.
* Add single color compressor. Thanks to Amir Ebrahimi.
* Better CUDA error checking.

NVIDIA Texture Tools version 2.0.0
* Fixed PSNR formula in nvimgdiff.
* Added support for arbitrary RGB formats.
* Add support for DXT1a. Solves issue 1.
* Refactor and improve compression quality of fast compressors.
* Add cmake scripts to detect processor and chose compiler options.
* Fix normal map decompression.
* Evaluate angular deviation error for normal maps in nvimgdiff.
* Fix DXT1 compression with custom color metrics.
* Fix error in normal map generation from heightmap mipmaps.
* Fix errors in estimateSize.
* Fix errors when maxLevel is used.
* Enable the use of BC5 not just for normal maps.
* Add mirror wrapping mode, use by default.
* Implement polyphase filters. Solves issue 3.
* Add box and triangle filter sampling.
* Refactor nvtt public interface.
* Add resizing input options (setMaxExtents, setRoundMode). Solves issue 12.
* Plain C and C# wrappers. Solves issue 22.

NVIDIA Texture Tools version 0.9.4
* Added support for input DDS files, including cube maps.
* Added support for input PSD files.
* Added nvdecompress tool.
* Added nvimgdiff tool.
* Added nvddsinfo tool.
* CUDA compressor 22% faster.
* DXT3 & DXT5 CUDA compressors.
* Faster DXT5n CPU compressor.
* Many bug fixes.

NVIDIA Texture Tools version 0.9.3
* Fix non power of two textures.
* Fix estimateSize with rgb format.
* Fix error in cuda compressor block limit.

NVIDIA Texture Tools version 0.9.2
* Improved alpha compression.
* Improved fast DXT1 compression.
* Documentation and release notes.

NVIDIA Texture Tools version 0.9.1
* Bug fix release.

NVIDIA Texture Tools version 0.9.0
* Private beta prerelease.


Check Here!

Related links:

news.developer.nvidia.com

Boris FX Announces New Boris Continuum Unit: Beat Reactor

Posted: 22 Jun 2010 05:50 PM PDT



Audio-driven Keyframe Generation for Adobe After Effects

(Marlborough, Massachusetts--June 22, 2010)
Boris FX, the leading developer of integrated effects technology for video and film, announced that a new Boris Continuum Unit, Beat Reactor, is now available. The Boris Continuum Beat Reactor Unit offers fast, precise, and flexible ways to use audio to influence the animation of visual effects parameters in Adobe After Effects compositions - resulting in dynamic, high-energy effects that are tightly integrated into compositions.

Beat Reactor can be used within Adobe After Effects to generate keyframes based on an audio track within the composition. The keyframes can be used to affect parameters within the composition by using AE expressions or by copying and pasting the generated keyframes.

"The Boris Continuum Beat Reactor Unit can be used to influence almost any parameter in an Adobe After Effects composition," commented Boris Yamnitsky, president and founder, Boris FX. "The filter makes it easy to generate audio-driven effects such as a pulsing light, a glow, or even an image wipe that follows along with the beat of an audio track."

The Boris Continuum Beat Reactor Unit is immediately available for an MSRP of $99 USD. Beat Reactor supports Adobe After Effects CS5, CS4, and CS3 under 64-bit and 32-bit operating systems. Customers who purchase the Boris Continuum Beat Reactor Unit or any other Boris Continuum Unit may credit the price of the Unit towards the full Boris Continuum Complete plug-in suite. For more information, please visit the Boris FX web site at http://www.borisfx.com.

About Boris FX
Founded in 1995, Boris FX is the leading developer of integrated graphics and effects technology, delivering 3D compositing and vector graphic products for broadcast, post-production, film, and multimedia. Boris products have grown to serve millions of artists worldwide. The company's success lies in its ability to integrate and leverage technologies through strong partnerships with industry-leading developers such as Adobe, Apple, Autodesk, Avid, Grass Valley, and Sony.

Beat Reactor Movies
Video Tutorial: Create Audio-driven Effects with Beat Reactor
Beat Reactor jittering an AE text layer
Beat Reactor affecting several filters and parameters at once
Beat Reactor affecting BCC Particle Array (with propagation)


Related links:
borisfx.com

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

Trapcode Particular Tutorial: Particle Types and Properties

Posted: 22 Jun 2010 05:49 PM PDT



Tutor Harry Frank presents an overview of different particle types in Particular 2, how their properties can be set and manipulated over time, and how they might be used to achieve specific effects like sparks and explosions, fireworks, or smoke and fog. This tutorial is excerpted from Class on Demand's brand-new DVD, Complete Training for Trapcode Particular 2.

CHECK HERE! (Login Required)


Related links:
studiodaily.com

Krakatoa 1.6 Call For Beta Testers

Posted: 22 Jun 2010 05:42 PM PDT




Prime Focus Software, the R&D arm of Prime Focus, is seeking visual effects companies and individuals to participate in the Beta Testing program for Krakatoa 1.6. The software toolset is Prime Focus' production-proven volumetric particle rendering, manipulation and management toolkit that creates believable natural phenomena like dust, smoke, silt, ocean surface foam, plasma and even solid objects. Beta testers will get a sneak-peek at Krakatoa 1.6, which will be loaded with a host of new features and performance enhancements. This is an open beta program, so you don't have to be a current client to join.

Krakatoa 1.6 will be unveiled at the SIGGRAPH annual conference, to be held in Los Angeles, Calif. from July 27-29 at the Los Angeles Convention Center at the Prime Focus booth #747. The actual release of Krakatoa 1.6 is scheduled for late August.

This new update will include the following:

* Overall improved performance, as all aspects of particle rendering are now multi-threaded.
* The addition of a dedicated Shadow Generator, compatible with other Autodesk 3ds Max renderers including Default Scanline, V-Ray and Brazil.
* Added support for dedicated Render Elements that utilize the Autodesk 3ds Max Render Elements management system.
* New operators and workflow improvements introduced for Magma, Krakatoa's particle channel editor.
* Optimized navigation and performance of the user interface based on direct user feedback.

To learn more and to join the Krakatoa 1.6 Beta Program, please contact: krakatoa-support@primefocusworld.com

Related links:
cgchannel.com
primefocusworld.com

Beakingnews : 6 New Hot Fixes for 3Dsmax today

Posted: 22 Jun 2010 05:18 PM PDT




Today 3ds Max Dev team has just released 6 New Hot Fixes for 3ds max included
3ds Max 2009
3ds Max Design 2009
3ds Max 2010
3ds Max Design 2010
3ds Max 2011
3ds Max Design 2011
This is possibly the largest grouping of Hot Fixes that the 3ds Max Dev team has assembled to date. It's certainly been a busy couple weeks fixing the issues and packing the builds for releases all the way back to the 2009 releases. With the wide variety of issues covered hopefully many of you will find something of interest. please make sure to read each readme carefully before installing as some require special uninstall instructions, and also make sure you have the correct package for the flavor of the product you are using.

Resolved Issues in the Autodesk 3ds Max 2009 and Autodesk 3ds Max Design 2009-2010.06.07 Hot Fix

3ds Max 2009
3ds Max Design 2009

Autodesk® Backburner™

* 3ds Max 2009 and 3ds Max Design 2009 is now render compatible with Backburner 2011.
* In various cases when changing frames while using to render strips from the Backburner Monitor, the incorrect frames were rendered. The correct frames are now be rendered.
* Changing render width in a job when rendering strips from the Backburner Monitor rendered a blank error frame. The blank frame is no longer rendered.
* When rendering with bitmaps, a program error could occur due to memory not being released; the memory is now released properly.
* Render To Texture (RTT) would not render to an IPv6 network. This is now possible.

Biped

* When loading a Biped BIP, Xtra bones would not scale properly; they now scale correctly.

Performance

* The program error on start-up, when using sixteen or more CPU cores has been fixed; also, all cores are now used.

Resolved Issues in the Autodesk 3ds Max 2010 and Autodesk 3ds Max Design 2010-2010.06.08 Hot Fix

3ds Max 2010
3ds Max Design 2010

Autodesk® Backburner™

* 3ds Max 2010 and 3ds Max Design 2010 is now render compatible with Backburner 2011.
* In various cases when changing frames while using to render strips from the Backburner Monitor, the incorrect frames were rendered. The correct frames are now be rendered.
* Changing render width in a job when rendering strips from the Backburner Monitor rendered a blank error frame. The blank frame is no longer rendered.
* When rendering with bitmaps, a program error could occur due to memory not being released; the memory is now released properly.
* Render To Texture (RTT) would not render to an IPv6 network. This is now possible.

Biped

* When loading a Biped BIP, Xtra bones would not scale properly; they now scale correctly.

Performance

* The program error on start-up, when using sixteen or more CPU cores has been fixed; also, all cores are now used.


Resolved Issues in the Autodesk 3ds Max 2011 and Autodesk 3ds Max Design 2011-2010.06.07 Hot Fix

3ds Max 2011
3ds Max Design 2011

utodesk Materials

* A program error occurred if the Autodesk Materials were uninstalled and Autosave or Save was used. The error no longer occurs and the files are saved correctly.
* Autodesk Materials presets failed to load correctly on operating systems that used commas to define decimals; these presets now load correctly in this environment.

Autodesk® FBX®

* An empty scene was created when loading RPC assets from Autodesk® Revit® through FBX. An empty scene is no longer loaded.
* When using Autodesk Revit 2011, FBX texture maps were using GUID labels for naming texture maps; texture maps now use their appropriate file names.

Help

* The "Download Vegetation" link in the Help menu now loads the proper page.

Lights

* When importing IES lights their orientation would rotate, this rotation no longer occurs.

mental ray®

* When using mental ray proxies and setting mental ray to use BSP2 when rendering to a sequence, some of the memory was not released . This has been fixed.
* When setting mental ray to use BSP2 in 64-bit versions of 3ds Max, speckled artifacts could appear when rendering; these artifacts no longer occur.

Performance

* The program error on start-up when using sixteen or more CPU cores has been fixed; also, all cores are now used.

Slate Material Editor

* When minimizing the Slate Material Editor, the keyboard kept selection focus with the result that the Delete key wouldn't work; this has been corrected.


Related links:
area.autodesk.com

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