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Saturday, February 28, 2015

Rainmaker Recruiting FX Artist

Rainmaker Recruiting, Rainmaker, jobs, vfx jobs, cg jobs, 3d jobs, Rainmaker hiring, Rainmaker jobs

FX Artist – Next Installment of Open Season

Category: FX Artist
Company: Rainmaker
Location: Vancouver (Canada)
Start Date: immediately
Job Description
We are working with Sony Pictures Animation on the next installment of their OPEN SEASON franchise. Rainmaker is recruiting for FX Artists to work on this direct-to-video animated adventure comedy.
PRIMARY AREAS OF RESPONSIBILITY
Applies, completes and works on shots to be used by the FX department.
Interprets and implements notes and feedback from the Supervisor or Lead in a timely and qualitatively acceptable way.
Collaborates with Lighting and Compositing artists to test efficacy of the special effects, modifying the design/application as necessary.
Delivers assignments per project’s schedule.
Adheres to digital file management protocols.
Interacts respectfully and professionally with colleagues, staff members and clients.
Supports and integrates the values of Rainmaker that being a commitment to innovation, creativity, professionalism and inspiration.
Interacts respectfully with colleagues, staff members and clients.
Additional duties as requested.
QUALIFICATIONS
Education/Experience:
Degree or diploma in fine arts or animation or equivalent experience is preferred.
TV/DVD Production
2-3+ years of experience working in a professional environment within their discipline is preferred however not required.
Knowledge/Skills/Abilities:
Ability to hone in on crafting a variety of FX designs as necessitated by shot/sequences in a given project.
Strong artistic vision, sense of design and composition.
Intermediate understanding of 3D animation, texturing, modeling, lighting and compositing.
Proficiency in using Maya and Nuke for particle simulations, expressions, soft body, rigid body & cloth dynamics.
Experience with Houdini, Real Flow is an asset.
Maintains up-to-date knowledge in the areas of rendering, lighting, shading and compositing.
Ability to communicate ideas clearly and concisely. Practices attentive and active listening. Shares information, methodologies and ideas with others. Incorporates feedback and direction received from the Director/Supervisor.
Solid work ethic and positive attitude. Ability to work under pressure. Self-motivated and pro-active. Consistently strives to expand knowledge base.
Efficient and detail oriented.
Makes decisions in a timely manner. Accepts accountability for own actions.
Encourages open communication between the team and other departments.
Ability to deliver FX assignments per agreed upon specs and schedule.
Apply here:- http://www.rainmaker.com/?/site/careers/156/20

Friday, February 27, 2015

Matte Painting Toolkit V3 for Autodesk Maya

Matte Painting Toolkit V3 for Autodesk Maya
[ #MattePainting #adskMaya ]
The Mattepainting Toolkit (gs_mptk) is a plugin suite for Autodesk Maya that helps artists build photorealistic 3D environments with minimal rendering overhead. It offers an extensive toolset for working with digital paintings as well as datasets sourced from photographs. Version 3.0 of the toolkit is now available for Autodesk Maya 2014 and 2015, it adds support for Viewport 2.0, and a number of new features.

MattePainting Toolkit Version 3 Features:

• Support for Viewport 2.0, V-Ray 3.0, and rendering in other third party renderers such as Arnold.
• Spherical projection mapping and UV mapping in addition to camera mapping.
• The ability to paint mattes on geometry in the viewport and bake textures down to UVs







Availability

The MattePainting Toolkit is currently available through the Autodesk Exchange for $59.00 and is available for Windows, Mac OSX, and Linux. To learn more about the Matte Painting Toolkit for Maya check Glyph Software here, or its home on the Autodesk Exchange

Thursday, February 26, 2015

Making of Ryse Son of Rome The Legend of Damocles by Platige Image

          







Making of Ryse: Son of Rome The Legend of Damocles by Platige Image created Cinimatic for XBOX ONE upcomming Game Ryse: Son of Rome.

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Wednesday, February 25, 2015

Behind the Scenes at New Deal Studios




LA-based world renowned model shop and fully featured post-production facility, New Deal Studios uses The Foundry’s workflow solutions in some very innovative ways.
We go behind the scenes at the studio and find out how MODO, MARI, NUKE and HIERO all help to create visuals on projects including The Lone Ranger and a range of commercials.


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Tuesday, February 24, 2015

12 Basic Principles of Animation: The illusion of life




The 12 basic principles of animation were developed by the ‘old men’ of Walt Disney Studios, amongst them Frank Thomas and Ollie Johnston, during the 1930s : The Illusion of Life: Disney Animation. Of course they weren’t old men at the time, but young men who were at the forefront of exciting discoveries that were contributing to the development of a new art form. These principles came as a result of reflection about their practice and through Disney’s desire to use animation to express character and personality.
This movie is my personal take about those principles, applied to simple shapes. Like a cube. Video created by Cento lodigiani

The 12 basic principles of animation

1 Squash and stretch
2 Anticipation
3 Staging
4 Straight ahead action and pose to pose
5 Follow through and overlapping action
6 Slow in and slow out
7 Arcs
8 Secondary action
9 Timing
10 Exaggeration
11 Solid drawing
12 Appeal

Monday, February 23, 2015

Making of Big Hero 6





Watch Making of Disney’s upcoming animated film Big Hero 6. Get a peek behind the Disney curtain Walt Disney Animation Studio Chief Technology Officer and the directors of ‘Big Hero 6′ how Disney rendered its new animated film on a 55,000-core supercomputer.
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Sunday, February 22, 2015

Making of How to Train Your Dragon 2




where no one Goes, The Making of How to Train your Dragon 2. watch full 1 hour Dreamworks Animation Making of How to Train your Dragon 2 with Dean Deblois (Writer/Director).

Wednesday, February 18, 2015

Making of Vampire Academy by Prime Focus




The Making of  Vampire Academy by Prime focus is based on the New York Times best-selling book series from American author Richelle Mead. PFW delivered 511 shots including full CG Psi Hounds, CG Raven, fang extensions, CG stakes, wire removal, environment extensions, water, fire and blood effects as ‘magic’ tricks.


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Tuesday, February 17, 2015

CGI VFX Spot HD: 'The Legend Returns' - by WIZZ


Peugeot advertisement showreel

Monday, February 16, 2015

Environment Creation in 3ds Max 2015







This tutorial introduces you to a free script designed to help you set your scene environment. It simplifies creating Daylight Systems, setting backgrounds and adjusting exposure values among others, all from a simplified and unified User Interface.


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Sunday, February 15, 2015

Making of Pompeii by Mr.X Inc Studio


Mr.X Inc Studio released New video Making of Pompeii. Also check early posted video RealFlow Pompeii Case Study: Making of Pompeii by Mr.X Inc and Mr. X Inc Demo Reel 2014

Saturday, February 14, 2015

The Impossible special effects


Making of Teenage Mutant Ninja Turtles

Go Behind the Scenes of Ninja Turtles in this SFX Featurette. NINJA TURTLES 3D & SFX Making Of Video Directed by Jonathan Liebesman Cast : Megan Fox, Will Arnett, William Fichtner





Le Gouffre Shortfilm & Behind the Scene

Le Gouffre Shortfilm & Behind the Scene
www.cgmeetup.net/home/le-gouffre/

Le Gouffre Shortfilm & Behind the Scene
www.cgmeetup.net/home/le-gouffre/
Le Gouffre Shortfilm & Behind the Scene
www.cgmeetup.net/home/le-gouffre/


Thursday, February 12, 2015

Monday, February 9, 2015

3DS Max/Vray/Mental Ray: Ambient Occlusion

Vray Renderer Rollout
Before checking out this post you might want to check out a few other popular 3D lighting techniques!





What is Ambient Occlusion?

On top of the methods mentioned above (which are only a few techniques), there are further ways to supplement and provide depth to lighting within an image. A frequent way of adding natural shadow falloff and density into areas of an image is ambient occlusion. Unlike Final Gather and Photon lighting, that are concerned with bounced light and multi-bounce transparency, it focuses on detailing the absence of light in order to develop a successful shading method. Created in 2001 by artists at ILM for the film Pearl Harbour after being challenged by Michael Bay, it was a natural evolution of the reflective occlusion shaders created for the proceeding film, Speed 2, “Ambient occlusion was a way of trying to address global illumination and ray tracing but with far less expense. The key to this technique is to make a single ray-traced occlusion pass that is generated independently of the final lighting and final rendering.”. The theory behind ambient occlusion is that there is an ever present light source in the scene (Irrespective of our lighting system). The amount of shading is distinguished by how much of the geometry is hidden, or blocked, “What happens internally is that the area above the point to be shaded is sampled for blocking geometry. If any is found, the percentage of blockage translates directly to an occlusion factor.” (Van der Steen 2007: 14). It therefore calculates based on their visibility how much shading the pixels should get.

Why use it?

Historically in computer graphics, Ambient Occlusion was created to solve the problem of unnatural looking indirect illumination. Specifically, its ambition was to develop a better model to ‘weight’ shadows and contact areas between geometry and complicated shaded sections of a scene. Ambient renders at the time provided environmental light, but it was very one dimensional and did not take into account the necessary falloff that occurred when light bounced around and under geometry.

But this was over ten years ago? Surely you can generate these shadows using methods now?

Yes! It is possible to achieve a very good lighting setup straight out of commercial renderers, that provide multiple methods to achieve very accurate contact and weighted shadowing. Often this occurs within a material, or directly in the renderer and ways to do both are shown both for VRay and Mental Ray later in this post.

So why still use it if this is possible?

Working in 3D graphics is never as simple as clicking a button to create a beautiful image. People might put forward that facade, especially those that do not use the software on a daily basis to justify a certain approach, but in reality the software packages, shaders and renderers are tools that are only as successful as the people that use them. Project deadlines, problems in a model, or even just a specific look, or challenge requires knowledge of a wide variety of techniques within the software and at many points during a commission constraints may arise that require the use of more than just a ‘brute force’ approach. Consequently, there are multiple reasons why you might want to make use of an Ambient Occlusion shader and an example could be the need to reduce render time during an animation. For instance, Final Gather is an approximated method of lighting, this means that creating a map with a lower point density spread over a larger ‘smoothed’ catchment area will be a very quick (And dirty) way of computing a lighting pass for Mental Ray, but it will also often lead to areas of the scene losing definition. An ambient occlusion pass can therefore be created to supplement this quicker solution and bring back contrast into the image. This allows for a much faster turn around than using a high density Final Gather pass and it puts a lot more of the responsibility for the final look in the hands of the artist. In many areas of the graphics world, having this control is absolutely vital to achieving a look, saving time or providing a professional service (Or all of these).

AO For Mental Ray

Create a separate render pass

In Mental Ray there are two native ways of bringing this shader into effect. The first, and arguably the most flexible way to do it is to place the Ambient/Reflective Occlusion material into the surface shader option of a MR material and then drag this into the material override slot, which can be found in the processing tab of the render dialog (F9). Final Gather, exposure and Global Illumination should all be turned off to allow the shader to create its independent ambient calculation. For visual feedback, this is a good way to achieve this result, although it is also possible to split the Occlusion out into a render element alongside the beauty render.
AO OptionsThe Ambient/Reflective Occlusion Shader in Mental Ray
The options for the shader include providing increased samples to smooth out the solution, specifying the colour of the bright and dark areas of the image, the sharpness of the spread and the max distance that the engine looks to sample occluded points. You can also specify object ID, reflective occlusion and the strength of the falloff. A few examples of Ambient Occlusion passes can be seen below.
AORender
LookngSouthAOExamples of ambient occlusion passes

The Arch and Design Shader

A second way of adding Ambient Occlusion is to use the Arch and Design shader, specifically created to work with Mental Ray. If you are not experienced with the historical evolution of the internal shaders, it is advised that you stick to using this material because it is has been built to manage the correct transfer of energy between the different shading parameters within Mental Ray. For example, if you were to increase the reflective nature of an A & D material, it would work out a physically possible amount to take from the diffuse to achieve this result, whilst other shaders may allow the creation of effects that are not constrained by mathematical principles. Therefore, unless you are very knowledgeable about the software (Or aiming for a specific look), it is best to stick with this shader when working in Mental Ray. To enable AO within this shader, you need to go down to the special effects dialog shown below.
AmbientOcclusionArch and Design Special Effects rollout

For Vray

VRayDirt

In Vray, there is a very similar shader to the Ambient/Reflective Occlusion found in Mental Ray, but with slightly more features. To activate VRayDirt as an AO shader, it should be plugged into a VRayLightMtl and then in exactly the same way as shown earlier, it is possible to either achieve a scene wide ‘pass’ in the ‘override material’ section of the ‘VRay Global Switches’ window, or as an element using the ‘VRayExtraTex’. Unlike the Arch and Design materials that provide AO as an extra shading option, VRay also has a separate tab for the application of Ambient Occlusion into the native render, found in the Indirect Illumination roll out (Below).

So, why is it called VRayDirt?

It is becoming increasingly common for people to use occlusion driven shaders not just as an extra indirect light supplement, but also as a mask to mimic the effect of wear, or the accumulation of dust within the crevices of objects. VrayDirt is often primarily used for this purpose and it has therefore become a very powerful tool that allows artists to slowly deconstruct complicated materials and build them from the ground up procedurally. This use is actually quite ironic, as the standard way of applying Ambient Occlusion in post production (Multiplying it over an existing beauty render), is actually not the envisioned workflow for it and often it inadvertently creates a mix between supplementing an image and creating a ‘dirty’ look. Examples of this and how to correctly apply it are discussed below.

The ‘purist’ way to composite Ambient Occlusion?

The reason that multiplying AO onto a ‘beauty’ render is not the purist way to implement it, is due to its original purpose. When it was created by ILM (mentioned above), it was as a shader to supplement the environmental lighting. Therefore, it is not in its nature to deal with direct light, or reflection and it shouldn’t be influencing those areas of the image. Often, when people simply multiply an ambient occlusion pass in Photoshop, or After Effects, they are doing so onto elements of a shot that it was not intended to support. This can lead to it clashing with directly illuminated parts of an image and washing out, or simply having an undesired ‘dirty’ look.
AOComparing the common method of compositing AO with the ‘correct’ way
What can be seen in the image above is that when multiplied over the entire beauty pass, the result is overbearing. This often leads to people reducing the opacity of the pass to compensate for how contrasted it makes the image look, instead of simply reordering where it should be included in the compositing process. The ‘correct’ method to apply AO is to multiply it directly onto the diffuse/ambient and under everything else so that it is isolated and does not overrule the reflection, or the direct lighting. When looking at the GIF above it is clear to see the difference between the approaches in the ladder opening. In the image labelled ‘Multiply Ontop’ it has been applied as a final step, whilst in ‘Multiply Under’ it has been layered on-top of the diffuse element only. It is important to remember that when compositing it should be done in a linear fashion so that the underlying lighting adds up correctly. A common side effect of not doing this forces people to use the ‘screen’ method instead of ‘add’, which can be specifically noticed with very bright highlights (hotspots). To achieve a look similar to what you see in your render window, you will also need to apply a gamma correction curve to suit your final output and below this has been set in the adjustment layer to 2.2.
CompExample of the composite workflow

Two Easy Methods for Rendering Ambient Occlusion Passes in 3ds Max

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The first thing you’ll need to do is open up the Material Editor in 3ds Max. So go up to Rendering>Material Editor>Compact Material Editor.mental_ray_1
This ambient occlusion is going to be applied as a map to a new material. So select one of the default materials and scroll down to the Basic Parameters. For this you can plug it in to the Self-Illumination color. Now, you could map it to the diffuse color but mapping it to the Self-Illumination ensures it receives no direct illumination. Go ahead and check the Color box and select the box next to the Self-Illumination color. This will open up the Material Browser.


Rendering Ambient Occlusion (AO) is a key component in your final render and is often part of the many rendering passes. Not only is it great to use in conjunction with other rendering passes but it also looks pretty great by itself and can often be used to represent a model’s wireframe. Rendering ambient occlusion is a vital technique to master because it can serve many different purposes. Whatever you decide to use it for, you’ll learn step-by-step the different methods for setting up an AO pass in this article.
If you want to learn more about Ambient Occlusion and how it works be sure to check out Understanding Ambient Occlusion.

Rendering AO with a Shader

As with most other 3D applications you can setup an ambient occlusion pass through a shader, so let’s walk through that method first as it’s probably the easiest of the two.
By default the only materials that are visible are the standard materials, which show the materials available to us based off the default render engine in 3ds Max. Since you’ll be rendering through mental ray, select the drop down menu in the Material Browser and choose Show Incompatible.
This will show all the available materials. Scroll down until you find the mental ray materials and choose the Ambient/Reflective Occlusion material.
You may notice that the material hasn’t changed appearance in the material editor, that’s because you’ve plugged in a mental ray material. To fix this simply go to your render settings and scroll down until you find Assign Renderer and choose mental ray. Now you should see a completely white material.
You could simply drag this AO material directly onto your model, but if you’re using this as a separate AO pass to composite onto the final render then you probably don’t want to override the materials that are already on your object or scene. To avoid this you can temporarily apply a material override to objects in your scene by changing the render settings. So open up your Render Setup and under the Processing tab check the Enable box under Material Override. Now select the “None” button.
This opens up the Material Browser again. Scroll down toward the bottom until you find Sample Slots. Choose the Ambient Occlusion shader you’ve created.
Now run a test render. You should see a decent looking ambient occlusion pass. However, it’s probably not as smooth as it could be. So let’s go back into the material editor.
Select the box next to the Color in the Self-Illumination parameters to open up the setting for the ambient occlusion shader.
One of the first things to adjust is the Samples. The higher the samples the smoother the results are going to be. For this the samples have been bumped up to 256. If you run another render you should see right away that the AO pass is much smoother. Of course, it increases render time so you might need to find a happy medium between fast render and good results.
If you find that you’re getting pretty blown out results go back into your material by selecting the Go to Parent button and select the Diffuse color. You can darken this value, the darker this color the less blown out your AO pass is going to be. You can play around with the diffuse color until you get the results you want.
Not bad, right? You can take this AO pass and throw a wireframe on it for a breakdown in a demo reel or composite it onto the final render in a program like Photoshop.

Rendering AO with Scanline Renderer

This next method is a little easier to setup than the first technique, but might not produce the most accurate or flexible results because it’s done through the render settings. However, it’s still a good way to render out an AO pass and depending on your workflow either technique will get the job done.
The first step is to open up your material editor and select one of the default materials.
Select the Diffuse color and change it to completely white. This will act as the AO material. Next select the objects in your scene and apply this new material.
Now select the Render Setup button to open up the render settings and navigate to the Advanced Lighting tab. You want to make sure you’re using the Default Scanline Renderer for this method.
Open the dropdown menu in the Advanced Lighting tab and choose Light Tracer. You should now see the AO parameters displayed. Before doing any adjusting to these settings there’s one more key element to this method in order to properly create an AO render and that’s to drop in a light.
Go to Create>Lights>Standard Lights>Skylight and drop the skylight anywhere in the scene. The skylight will provide even illumination throughout the entire scene, which is what you want.
Now run a test render and see the fruits of your labor! You can go back into the render settings and adjust the Light Tracer attributes to fine-tune the AO results. One of the most important parameters to keep in mind is Global Multiplier which basically controls the brightness and the Rays/Samples.
If you find that the white material you created is a little dark you can open up the material editor and bump up the Self-Illumination color to brighten the color of the material.
You can see that this method is quite a bit faster and easier to setup but it doesn’t give you as much flexibility because you have to render with the Default Scanline Renderer and the AO results are fine-tuned based on the render settings. You’ll also need to hide any lights you have in your scene and setup just the skylight.
Either one of these methods is a great way to quickly render an AO pass for your models. While the first method gives you more control over the AO and is best used when compositing your AO pass, the second technique is faster to setup. For more great tutorials visit the Digital-Tutors library to learn the entire 3D production pipeline with in-depth tutorials from the creative professionals who know the industry.