3d News World is back


Sunday, June 28, 2009

EVGA Geforce GTX 285 FTW Review

Evga Geforce GTX 285 FTW



PCGHX has done a quick review of the EVGA GeForce GTX 285 FTW (FTW = For The Win). This EVGA’s product is the fastest GeForce GTX 285 on the market and pre-overclocked frequencies almost reach the absolute maximal values.

Here are the features of EVGA’s GeForce GTX 285 FTW:
- GPU: GT200b @ 720MHz (ref=648MHz) / 55nm
- Shader cores: 240 @ 1620MHz (ref=1476MHz)
- Memory: 1024Mb GDDR3 @ 1390MHz (ref=1242MHz) / 512-bit
- 3D APIs: OpenGL 3.1 + Direct3D 10.0

Loudness, cooling and power consumption:

Evga Geforce GTX 285 FTW + FurMark

Especially in the stress test Furmark the fan has to work hard to keep the card cool. It is running at 95 percent and doesn’t leave a big margin for further temperature raises – the noise level reaches 8.7 sone which is quite loud.

Quality Seconds


The virtual residents of Second Life do $1.7 million in business every day. As online worlds expand, 3D entrepreneurs are establishing a lucrative new business model.

Most people would have considered it impossible to make money from a virtual world – but this was before the online 3D environment of Second Life was created in 2003. Here, cyber-land is bought and sold, markets selling virtual goods thrive and a new currency has been created – one that can be exchanged for US dollars). In just a few years, Second Life has enabled entrepreneurs to get rich, even become real-life millionaires.

One of the first people to hit the headlines for making his fortune from Second Life was the self-styled cybersex porn mogul Kevin Alderman, aka Stroker Serpentine. He took his first entrepreneurial steps into the game three years ago: “I didn’t know how to build things, so [selling] sunglasses seemed an easy option. But I quickly noticed there wasn’t much around allowing real interaction.” By this, Alderman means internet sex, an activity in which 40 per cent of Second Life’s resident population now engage, according to his 3,000-strong research group.



To capitalise on these lusty in-world passions, Alderman developed SexGen, a scripted, menu-driven animation system that enables two or more avatars to engage in a colourful array of virtual couplings. “We made a sex bed and they came!” he laughs. And that was just the beginning. In March 2007, he sold his virtual Amsterdam sim for $50,000. The annual turnover of his adult entertainment empire, Eros LLC, now exceeds six figures.

What’s interesting about Alderman’s success from a computer graphics business perspective is that he had no professional background in 3D production. Nor did virtual property developer Ailin Graef, aka Anshe Chung, the first Second Life resident to become a millionaire through profits earned entirely in the virtual world. Nor former Norfolk factory worker Chris Mead, who quit his job to become a stay-at-home dad and now earns over $90,000 selling PG-rated couple animations. In fact, all of the top five developers responsible for creating content for Second Life are newcomers to the 3D industry.

So why have 3D professionals been slow to take up the challenge? Low poly counts and limited texture resolutions have meant that, for some, Second Life is artistically unappealing – a fad, perhaps, or a world for game geeks that serves no useful real-world purpose. But with over 8.2 million residents, and a population rising exponentially, what’s clear is not only that it offers abundant business opportunities, but also that it’s redefining the web as we know it. 25 million users are predicted to enter the world by March 2008. Many are comparing the early days of Second Life to those of the web in 1993. “Virtual worlds are here to stay,” says Chris Carella, creative director at the Electric Sheep Company. “They’re a new emerging medium, and we’re only just starting to scratch the surface of what we can do.”

Developed by San Francisco-based Linden Research Labs in 2003, Second Life is built, owned and inhabited entirely by its residents. Unlike the massive multiplayer online role-playing games that preceded it, Second Life lacks a narrative structure. SL users, known as residents, are free to do as they wish – whether that’s starting a business, taking a job, attending a rock concert, getting involved in a political protest or interacting with strangers from afar.

In this three-dimensional MySpace of the future, anyone who’s anyone is developing a virtual presence – from individuals and educational establishments through major corporations, like Nike and IBM, wanting to attract new customers. Business opportunities in virtual worlds are nothing new, and have been on the rise since 2004, when an island in the MMORPG Project Entropia made headlines by selling for $26,500. With annual global virtual asset trading now estimated at somewhere between $650 million and $1.5 billion, and an impressive $1.7 million traded daily on average in Second Life, it’s not hard to understand why 3D content developers want a piece of the action.

With abundant opportunities, how can the 3D professional best go about earning an income in Second Life? Depending on the kind of account you have and when you created it, you may already be earning an automatic weekly stipend of between 50 and 300 Linden Dollars (L$, the in-world official currency). Given that the exchange rate averages around L$266 to the dollar and virtual T-shirts retail at around L$5, the stipend is enough to buy a decent change of clothes, but isn’t quite going to allow you to pack in your day job. The most straightforward way of earning your second income is by taking a virtual job. Opportunities abound for gigs as a dancer, bouncer or events host, but as with real life, skilled work brings better pay.

BRINGING IN THE PROFESSIONALS
That’s good news for professional 3D artists. Contracting as a modeller, texture artist or scripter can earn between $25 and $60 per hour, according to Brian Regan, COO of digital industry recruitment agency Semper International. Hourly rates still fluctuate wildly, and have yet to be established. “One of the issues is that around 60 per cent of SL residents are from outside the US, and try to charge higher rates that they think the US economy can bear.” Postings for contractors are plentiful on the SL forums. Alternatively contact Semper International directly. They’re currently recruiting a couple of people every month for jobs creating Second Life content.

“There’s a real need for 3D artists in Second Life,” observes SL resident artist Scott Kildall, a former C++ programmer. “Right now, there are a lot of hacks out there and the economy is undervalued. It’s hard to find quality builders who will make custom models and environments. More and more corporations and non-profits are moving in. They have money and will hire out good 3D artists to make their presence known.” If contracting isn’t for you, or the rates are unappealing, what about taking up a staff post with one of the major content developers? You might even be able to work from home. Although it’s based in New York, the Electric Sheep Company employs 12 artists who work remotely from around the US. Most were found because of their impressive folio of work created within Second Life.

For those who aren’t looking to swap their full-time VFX or games studio job for the equivalent daily grind working for an SL developer, why not start off your own business? “If you’re creative, technical and good at dealing with customers, starting out on your own can be very rewarding,” says Catherine Winters, co-author of Second Life: The Official Guide. The largest consumer market in Second Life is for clothing. “People spend hundreds of dollars on having a well-designed avatar,” notes Winters. “It’s a way of personalising the experience. In Second Life, you create a much greater affinity with your avatar than say you would in World of WarCraft. People soon start abbreviating their avatar to “me”. They really build this strong emotional connection. It’s also interesting that the longer people spend in-world the more likely their avatar is to start looking like themselves.”

Developing content within the virtual world is pretty straightforward, particularly for those well versed in 3D. “What’s great is that you can very quickly pick up the tools and they’re fairly robust,” says Winters. “Having familiarity with texture- painting gives a huge advantage, as without great textures, objects in Second Life don’t tend to look that great.” Until the advent of the recently launched sculpted prim, it was generally quicker to model within Second Life, but now models with baked-in, prelit textures can be exported from Maya and other packages, opening up the world to 3D professionals. (See the comprehensive SL Wiki for more.)

Once you’ve textured your model, and possibly animated it within Maya, Blender or Poser, you can duplicate it and sell as many copies as you want. Then it’s just a question of choosing how you want to sell the items. There are a number of virtual marketplaces including the SL Boutique and SL Exchange, or you could set up your own virtual shop, in-world. Bear in mind you’ll have to choose a suitable plot, purchase the land, pay monthly maintenance fees (from $5 up), and build the shop yourself.

”Most merchants use SL Exchange in addition to having locations in Second Life to increase their exposure,” says Jay Geeseman, aka Apotheus Silverman, founder of SL Exchange. Items are listed for free, and a small commission is taken from sales. May 2007 saw 140,000 items and L$40 million traded in the marketplace. “There’s a big push toward highly usable environments, and a relative lack of professional quality items that could be used to provide or enhance such environments. Good products exist, but mostly they show an overall lack of that professional quality we are used to having with other software.” The business model for selling consumer goods in Second Life is through micro-payments. Given that an average T-shirt retails at just a few Linden dollars, you’ll have to shift several thousand before you start making a reasonable income. Uniqueness adds value, so creating one-off customised scripts or personalised avatars is a good way of increasing your turnover.

The big money lies in developing virtual shop-fronts and environments for the corporate market. If you’re considering this, remember Second Life is primarily a social space. “The major design challenge is in understanding how people will use a space. That’s why we create people-centric projects,” explains Carella. ”In many ways a virtual world is like a TV channel or a blog. People tune in to see fresh content. In Second Life we create that through events, having musicians play live, trivia nights, etc.”

Events aside, for architects and industrial designers Second Life is proving its worth in virtual prototyping. Real-life architect Jon Brouchoud runs Wisconsin-based Crescendo Design with his wife. They use Second Life to allow clients to explore their designs for new houses. Clients can give feedback on the feel of the space, landscaping, even the paint colours and furnishings. “It was a little challenging at first, having our clients learn how to use their avatars. But as most of our clients are young and tech-savvy, they tend to think Second Life is cool and want to engage with it.”

Second Life offers ample opportunities, many of which have yet to be conceived. Established 3D studios have been slow to respond to the potential, but that’s changing. Framestore CFC has been investigating Second Life and other alternative worlds for some time. “Our in-house design team are looking into creating a Framestore CFC island on Second Life to showcase their abilities,” says Amy Smith, recruitment and HR officer. The project is still in its early stages, but the London-based VFX and animation studio has plans for a recruitment presence to tap into the huge amount of talent that exists within the Second Life world. Across the pond, VFX studios are taking a similar view – these are early days, but progress in Second Life and alternative worlds is being carefully monitored. “We don’t conduct interviews within Second Life as of yet, although I’m sure it will happen in the future,” says Diane St. Clair, executive director of Digital Production at Sony Pictures Imageworks.

Until the major film and games studios jump on the bandwagon, the gates are wide open for CG artists to establish themselves on the frontiers of 3D. While the roads are still uncharted, there are business opportunities here, ripe for the picking. If you want that second paycheck, now’s the time to get on board. “Find an untapped niche market and expand. Don’t try and reinvent the wheel,” advises Kevin Alderman. “Making money in Second Life is like making money in the real world,” adds SL Exchange’s Jay Geeseman. “It takes a great idea, a well thought- out business plan, and the will to make it happen. There is plenty of money to be made, and as Second Life’s technology and economy continue to improve, things are only going to get better.”


The Ten Commandments of Second Life
Considering going it alone in Second Life? Here are our top ten tips for starting and succeeding with your own business in a virtual world

1 Research your new marketplace. Spending time getting to understand Second Life is vital. Talk to other residents about services or goods they might need, or how existing products could be improved.

2 Look carefully at what opportunities might have opened up with the latest release of Second Life. The recent release of sculpted prims, for example, means a new market for sculpted modelled designs.

3 Play to your strengths. If you have never been any good at creating organic models, launching yourself as a bespoke avatar designer probably isn’t your best bet.

4 Check out the competition. List the strengths and weaknesses of other competitor products, and consider why SL residents will buy from you instead of the existing vendors in the market.

5 Plan carefully what you’re going to need to launch your new business. Can you set up alone, or are you going to need to recruit staff and hire workstations?

6 Avoid unnecessary financial costs. It’s better to be paid in L$ than through PayPal, which will charge you for every transaction. Similarly, remember that converting money to and from L$ will incur fees.

7 Bear in mind that some products will cost less to make than others. Sound files, textures and animations all cost L$10 per upload.

8 Consider whether you’ll need to buy land and build your own shop to sell your goods in SL. If so, factor the expense into your budget.

9 Setting up a venture in Second Life is just like starting any business. UK residents who are keen to take it seriously can sign up for free mentoring and inexpensive business courses at www.businesslink.gov.uk.

10 Price your product according to the marketplace. Make sure you cover your overheads, then thoroughly research the pricing of the competition, before you decide.

cmiVFX Launches Blender Organic 3D Modeling Techniques

Watch High Definition Training Videos For The Visual Effects Industry Instantly From Anywhere In The World.

Princeton, NJ., June 28th, 2009 — cmiVFX | cmiStudios launches a brand new video for the open source project called Blender. This application has set the bar for open source development everywhere. Its robust set of tools were created by the world, for the world. Blenders recent builds have put it in the upper echelon of the animation production pipeline. It can be used to do everything from Painting to Compositing and everything in between. This video release focuses on true, tried and tested modeling techniques that can be used for production level animation. Since Blender is free, we suggest that everyone takes a look at this video. it will NOT disappoint! 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. cmiVFX Video Player Online Store http://cmivfx.com/store/Browse.aspx?Category=6

Product Announcements — Blender "Organic 3D Modeling Techniques"
http://cmivfx.com/Blender3D_Trainin...es/default.aspx

Blender in production process and setup:
Take your Blender skills to the next level! This video will take you through the process of creating a high-detail model of a mammoth in Blender. You will learn how to make efficient use of Blender’s modeling tools, including not only box-modeling and poly-by-poly-modeling, but also how to use the modifier stack and how to use multi-resolution, sculpting and the re topology-tools.

Foundation Workflow:
Setup background-images to have your reference-pictures right in the viewport. Use the grease-pencil to trace images to create a better outline. Paint in 3D-space, use layers and define custom-colors to create flexible and even animatable modeling-references.

Mesh Modeling:
Learn how to efficiently use Blender’s mesh-modeling-tools. See how the knife-tool works and how you can easily control the edge-flow with the knife in combination with loop-cuts. Rotate edges and faces to quickly adjust your topology.

Modifiers Interoperability:
One of the many nice features in Blender is the modifier-stack. By combining multiple modifiers like for example mirror, array, mesh deform, smooth and subsurf-modifier you can create complex shapes out of just a few vertices.

Weight Mapping For Manipulation:
Use vertex groups to control the area that should be affected by a modifier and use weight-painting to have an intuitive way of controlling the influence of that vertex-group. All that can be done easily and in a non-destructive workflow that let’s you make changes and corrections until you are satisfied and, if needed, let’s you finally apply the modifiers and make these changes “real”.

Sculpting Tools That Rival Expensive Commercial Solutions:
Another great feature in Blender are the sculpting-tools. Especially for organic modeling there couldn’t be an easier and more intuitive way of working than just paint volumes onto your mesh, pinch areas, smooth details and so on without having to care about vertices. Use multi-resolution to interactively subdivide your mesh and work on the different levels. Rough out the volumes on lower resolution levels and fine tune your mesh on high res-levels. Customize your brush with procedural textures, or create your own brushes by using blenders built in image editor.

Retopology:
Sculpting often leads to high-density meshes that are great for stills or texture-baking but completely unusable for animation. The solution for that is to rebuild the geometry by using Blender’s retopo-tools. Simply paint your vertices and edge-loops onto the mesh according to the topology and let Blender take care of the rest.

Shrink Wrapping:
Combine the retopology tools with the shrinkwrap-modifier and paint props like cloths, coat or armor right onto the mesh while using an offset that will prevent your meshes from intersecting. Create perfectly smooth surfaces with the subdivision-surface-modifier and use the crease-tool end edge-split-modifier to create sharp edges.

About the Author:
Sebastian K?nig is a german 3D-artist who is working as a freelancer and CG-instructor for several years now. During his studies for Education of Art he discovered the joy of modeling and creating 3D-Animations with Blender and hasn’t stopped ever since. Being a passionate Blender-User he has been teaching Blender at the University of Art and Design Halle/Germany and is also giving online-classes. He has been working for various studios and companies as a 3D-Artist and freelancer. During the dozens of projects and jobs he completed with Blender he got a profound knowledge of almost every aspect of this great Open-Source 3D-application.

About cmiVFX
cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. To test drive the new cmiVFX TVOD © system, visit http://www.cmivfx.com/cmi_vod.html For additional information about cmiVFX, visit www.cmivfx.com.
© 2009 cmiVFX | cmiStudios. All rights reserved.

Cars Website Gets Revamped

Rev your engines for the completely redesigned Cars website!

The updated official site doesn’t just focus on the movie like it did previously but also on products and even theme park attractions! When you first log on, you’ll notice the Radiator Springs themed home page featuring character’s you can scroll through and a video player, nice touches.

The menu includes everything a Cars fan would love. The Videos section features clips from the movie and Cars Toons. You can find Games like the The World of Cars Online and others found throughout Disney.com conveniently compiled on the site. An especially cool feature is the Characters section that profiles 16 memorable cars with bios, specs, downloads, photos and videos for each. Of course there are many other links to explore pertaining to the movie and the expanded universe.

Cars 2 and Carsland aren’t acknowledged on this site at all, so we should expect a huge update on the page in the next year!

Custom 'I'vor Contest : NaP & SILO

Here's a chance to use your favourite apps and take a premade mesh and UV supplied by the great Glen Southern and tear it apart to create your own 'I'vor!!!

Pop on over to NurbsAndPolys to use any applications to modify your 'I'vor.

Or, if you prefer you may head over to Nevercenter for the SILO only version of the contest.

10 defining moments in CG history


In the early days of the 1970s, just a few seconds of computer generated 2D animation was expensive to produce and considered a huge innovation. But today entire motion pictures are being produced using 3D animation and released in stereoscopic digital 3D. All the hard work of the modellers, FX supervisors and animators jumps right out into your lap. None of it would have been possible without these top groundbreaking moments in the history of CG...

Futureworld (1976)

The little-known sequel to Westworld was the first picture to use 3D computer animation. Computers were used by Triple-I to render a hand and face that were then composited traditionally into a shot. The following year, Star Wars used vector 3D visuals when the pilots are being briefed for trench run attack on the Death Star. (Yes, we know the trailer‘s in German – if you can find an English version, let us know!)

Tron (1982)

It made no money for Disney but with 17 minutes of CG including the jaw-droppingly stunning light-cycle sequence, Tron inspired a generation that was growing up with computer games. MAGI and Triple-I were responsible for the groundbreaking CG, which also included an early facial animation, depicting the Master Control Program.

Dire Straits - Money For Nothing (1985)

The Money for Nothing video was the first predominantly computer generated music promo, as well as an early mainstream attempt to animate people. The CG magic was done by Ian Pearson and Gavin Blair who went on to found Mainframe Entertainment.

Jurassic Park (1993)

Just as those giant footfalls sent ripples through that glass of water as the T-Rex approaches for the first time, the 6.5 minutes of footage showing totally believable 3D dinosaurs in this film sent their own tremours through the special effects industry. After their incredible work on this, Terminator 2 and The Abyss, ILM had come of age.

ReBoot (1994)

Running until 2001, ReBoot was the first full-length, full-CG animated TV series. Produced in Vancouver by Mainframe Entertainment, it featured the artwork of ex-2000AD artist Brendan McCarthy. Like Tron it takes place inside a computer, with various characters named after 3D processes, such as Ray Tracer, Phong and Dot Matrix.

Luxo Jr (1996)

The Oscar-nominated short Luxo Jr launched catapulted the small studio Pixar into the limelight, and launched the career of director John Lasseter. It paved the way for later releases like Toy Story. Today Lasseter is Chief Creative Officer at both Pixar and Disney. The first use of Renderman, and the first all-CG Academy Award nominee.

Bunny (1998)

Hairy creatures and a number of other techniques Blue Sky Studios were experimenting with (such as radiosity) went on show in this highly entertaining film directed by Chris Wedge. Bunny won an Oscar and the studio went on to make the Ice Age movies, inspired their many competitors, and were taken over by Fox Filmed Entertainment.

The Matrix (1999)

Voted the number one 3D movie of all time by 3D World readers, The Matrix featured Academy Award-winning visual effects by Manex. The key moment is its innovative bullet-time sequence where Keanu Reeves is captured by 122 cameras in sequence dodging gunfire. The cameras were removed from the scene, replaced by a virtual backdrop.

Final Fantasy: The Spirits Within (2001)

Like Tron, The Spirits Within was a box-office bomb. But this gutsy piece of innovation avoided the cartoon route most animated features take, presenting a sci-fi story in convincingly realistic full CG. Its digital actors have inspired FX directors across the industry.

Chicken Little (2005)

Disney’s film about a baseball-playing chicken had a forgettable story, but it was first full length 3D movie released in regular movie theatres using the RealD 3D system. Today, a slew of stereoscopic digital 3D movies are being released, with plastic glasses distributed to viewers, and the technology is being touted as the future of cinema.

HitMonsters.com Logo Contest

HitMonsters.com, new groundbreaking website (coming soon), "the new home for music makers and music lovers", needs a logo.

We need the logo to be a high-def 3D monster (in the vein of The Hulk...) holding the name "Hit Monsters" between his fists. We are open to other kick-ass ideas.

This is a great way to promote your work! International exposure!

Submit your work to hitmonsterscontest@gmail.com before July 6.

The Beatles: Rock Band Intro

This is pretty awesome!

http://vimeo.com/4989545?pg=embed&sec=

WALL•E Lands a Saturn

No, you have not gone back in time, it seems that it’s still awards season for our favorite little robot!

WALL•E recently took home the Saturn Award for Best Animated Feature! The Saturn Awards honor the best in Science Fiction, Fantasy, Horror and Action/Adventure/Thriller movies and TV. Of course, the awards show was dominated by big summer blockbusters like The Dark Knight and Iron Man.

It’s ironic that around the same time the Academy announces that it will have 10 Best Picture nominees instead of 5, this awards show takes place. For now the Saturn’s are the only place where it’s a sure bet Sci-Fi and big summer movies will be treated equally. Last year, movies like WALL•E and The Dark Knight would’ve benefited from this change as well as the Oscars itself which are suffering in the ratings department. I guess a movie like WALL•E was needed to finally change this for movies like Up.

But this is a post about WALL•E’s millionth victory and not about bias at some ceremonies, just thought I’d bring that up! So congratulations to Andrew Stanton and the WALL•E crew for yet another extremely deserved award! Check out the full list of winners here and a list of nominees here!

r|shaders for 3ds max news

I just like to say that I'm updating my website, and there's
some news regarding my r|shaders for 3ds max plug-in, and
infos about my new portfolio as freelance artist

Actually you can see some additional infos about the
software and more in depth about the Ice, Snow and Ocean
shader.

The product is still under development, but I can
pre-ordered in a full suite or shader by shader.

this is the link : http://www.alessandrocangelosi.com
direct link to the product page : http://www.alessandrocangelosi.com/html/products.html

Transformers 2 :: Production Focus

Plastic Wax created the cinematic for the Transformers 2 game. Check out the work, the animatics and the cool explosive works. Click the image.

Terminator Salvation Case Study



Read about how Asylum VFX used Houdini's auto-rigging tools to help bring T-600 robots and the robot version of Marcus Wright to life. Given the detail needed to set up a realistic robot, Houdini was used for both the rigging and animation. Asylum chose Houdini because of its digital asset pipeline which would allow several different people to work on the same rig at the same time making it easier to bring all the parts together for final output.:

http://www.sidefx.com/index.php?opt...=1539&Itemid=68

Specs appeal


Put away those blue-and-red glasses. Stereoscopic films may be back in vogue, but the new breed of projection systems have little to do with the old anaglyph technology. We probe Hollywood’s claim that true 3D filmmaking is here to stay.

The term ‘3D’ may have belonged to stereoscopic cinema long before CG came along, but that’s not necessarily something to be proud of. True, stereo films were wowing audiences as far back as 1903 when the Lumière brothers made a blurry train wobble about on the screen for up to a minute, but until recently, the format has yielded more novelty than substance.



Stereoscopic films briefly came back into vogue with the moviegoing public during the 1950s and 1980s. But their B-movie shock tactics and disorientating technology left audiences with nothing more than a mild headache. Anaglyphic projection, and those iconic blue- and-red specs, are now just a footnote in cinema history. Stereoscopic film making is a gimmick, a cinematic dodo too stupid to survive. It’s rightly dead.

So why is every studio of note intent on digging the corpse back up? Sony Imageworks shocked life into the beast when it had success with 3D screenings of Open Season and Polar Express, using the new breed of digital stereoscopic display systems. Then Disney Digital 3D let the monster loose on the townsfolk by running 3D versions of Chicken Little that pulled in a per-screen box office average two to three times that of the 2D version. When Meet the Robinsons came out in March this year in the US, the 13 per cent of the cinemas showing the 3D version took over a quarter of its opening weekend’s box-office gross.

You don’t need the new generation of polarised 3D glasses to see that projected earnings have been the first things studios have tried to reach out and touch. Addressing industry analysts at a Bank of America conference, Michael Campbell, CEO of the top US movie theatre chain Regal, pointed out the value of switching to the new digital projection systems. He claimed that box-office results from the handful of films made with digital 3D technology released so far have convinced him that audiences are happy to pay $2.50 to $4 on top of the regular ticket price, preferring them by a two-to-one margin to standard screenings.

Now DreamWorks has announced that by 2009, by which time nearly 6,000 cinemas in the US will be 3D compatible, its animated films will be produced using stereoscopic 3D techniques. The new wave is here, and experts predict that there will be well over a dozen live-action and animated 3D films in theatres by the end of the decade.

Chequebooks have flipped open and several big-league directors have been appointed to the helm of mega-budget 3D projects. James Cameron has confirmed that his big-screen comeback, Avatar, will be a state-of-the-art sci-fi movie filmed entirely in 3D. Director Robert Zemeckis is bringing Germanic poetry to life (metaphorically) with Beowulf. And although details about DreamWorks’ Monsters vs Aliens flick are sketchy, it has announced that the film will open on the lucrative Memorial Day weekend holiday in the US in 2009, the same day as Avatar.

3D treatments of 2D films look like a financially viable way of dusting off old films for a second money-spinning airing as well. Tim Burton’s The Nightmare Before Christmas is being converted by ILM and Disney into 3D for an October US release, and George Lucas has said he’ll open the vaults to certain space- based epics in his back catalogue. Even Irish rock gods U2 will be competing for theatre space after their full-length concert film U2 3D wowed the preview audience at Cannes in May. Nearly every household-name movie studio has at least one or two 3D titles in production, though few release dates have been written in stone. But as DreamWorks’ CEO Jeffrey Katzenberg observes, making animated films in 3D adds close to $15 million to the costs of production. This means that while it might be an expense that fat-cat studios can write off, it’s not an option that small-budget films can try as well. “The mainstream of moviemaking is going to be the 3D experience,” says Katzenberg. “And consumers will pay a premium.” It looks like the studios are willing to spend money to make money, but even a cursory flick through the history books suggests that stereoscopic 3D has no real staying power. So why do they think that it will be any different this time around?

POLARISING OPINION
Technology that actually works is the driving force behind this resurgence. Stereo viewing systems have come a long way from the old anaglyph days, and cinemas have come a long way from the B-movie fleapits. Although there are competing digital technologies in the works, including a highly anticipated system by Dolby, LA-based company Real D is the only one commercially available today. Promising 1,000 installations in US cinemas by November this year, Real D is working with virtually every major studio, and about 25 different production companies, to develop 3D-ready projects to run on them.

Advancements in technology mean that Real D’s projection quality creates a seamless perception of depth, allowing the audience to forget all about the ‘effects’ and engage in a world of rich perspectives and pin-sharp detail instead.

Joshua Greer, president and co-founder of Real D, says the technology “is finally at a point where you can deliver an incredibly high quality, comfortable 3D experience.” The technique requires its own brand of glasses with circular polarised lenses, crucially allowing wearers to move their heads without losing the 3D effect. The set-up includes a single projector, with a liquid-crystal screen placed in front of the lens, and a specially formulated silver screen. Images are then beamed to the audiences’ left and right eyes at a frame rate of 72fps, making the image look continuous and appear to leap out of the screen in a credible way. Like all new technology, however, it carries a hefty price tag. If a theatre already has digital projection, an upgrade to a Real D system costs about $40,000 to $50,000 upfront, with annual fees of about $25,000 on top of that.

It is costly advancements like this that are out to shame the distorted blue-and-red images that the early attempts at 3D yielded. The new aim is to make the 3D elements of a movie vital to the story so that audiences engage with the plot rather than just ‘coo-ing’ at the cheap effects. “What is really exciting is the way that content producers are thinking about 3D,” says Greer. “They realise that this is simply not a fad or a gimmick, but a whole new way to tell stories and entertain. Films like Robert Zemeckis’ Beowulf should really elevate the medium when they’re released.”

IN-DEPTH STORYTELLING
Buzz Hayes is the senior producer of stereoscopic feature films over at Sony Pictures Imageworks, the studio responsible for creating Beowulf. He’s seen 3D cinema come and go, but thinks if it’s to have any staying power this time around it will have to be developed as a complementary layer to the film narrative, rather than just a gimmicky effect. The art form must develop alongside the technology, it seems. “It’s nice to have the novelty of 3D. But it must have a reason to be in the story,” says Hayes. “Success will be down to what I call ‘stereoscripting,’ where the 3D version of the film is produced in tandem with the 2D version. In Monster House [the production crew] started the 3D take on the film two months before the 2D version was finished. This meant the 3D team had to go into the archives and set up two cameras to turn the shots into 3D, which was difficult as you’ve got artists re-working shots that they hadn’t seen being made. With Beowulf, we are shooting both at the same time.”

Hayes thinks that what will sell these new 3D films is subtlety, as opposed to the constant big wow factors the previous waves of movies employed. “You’ve got to mix up the subtle with the exaggerated,” he says. “It’s tempting to make everything jump out, but while foreground objects can give good perspective, for instance, they can become distracting if constantly brought out. You need to focus on the action, like on who is talking. There is no need to beat people over the head with 3D in every frame.”

Despite the hype surrounding 3D, it is clear that the movie business is driven by content as well as format. 3D veterans like Hayes understand the potential novelty trap of 3D and he knows that this new film technique will require a different approach to normal movies. Hayes’ way to do that is by recognising that the brain needs an extra beat to take in the 3D image on the screen, which is why he employs longer shot lengths to give viewers more time to linger on all the information they’re presented with. “On Monster House the average shot length was four seconds,” says Hayes. “With Beowulf we aimed for eight.”

PROJECTED EARNINGS
Damian Wader from In-Three, the California-based stereoscopic 3D facility tapped to produce 3D versions of Lucas’ Star Wars franchise, notes that the new 3D technology has emerged at the same time as advancements in digital cinema systems and CGI film production. He thinks this makes true 3D a more viable option than ever. “The quality is there, both in production of content and the projection of it,” he says. “The dramatic impact has always been there, even when [the quality] was lousy, but now that new standards are being set, it’s starting to create a groundswell of excitement in moviegoers.”

With current spirits high and the money flowing, it looks like the 3D bubble is expanding healthily. Theatre owners are sold on the prospect of wrestling the dwindling numbers of patrons from the comfort of home cinemas, and studios have found a counter-attraction to the cheapness of pirated movies. But is this just the boom before the bubble bursts again? Will production reach a plateau and level off like it has in the past? Buzz Hayes sees through the ‘second coming’ hysteria, resigning this new wave of 3D to a niche, but profitable, market in the future. “I think it’s unlikely that every new film will be made solely in 3D,” he says. “But I do think that 3D films will fill a similar role to today’s blockbusters. It’s conceivable that, just as VFX films comprise the majority of big box-office releases today, 3D could take over this segment of productions in the not-too-distant future. It’s already proven that 3D films are more attractive to audiences than their 2D counterparts, as most 3D films in the past three years have taken nearly three times as much of their gross.”

So can we avoid a new case of been there, done that, got the headache? If this new wave of 3D technology is going to succeed in reinvigorating the cinematic blockbuster, it will have to learn from its past mistakes. But if the fledgling industry can keep on developing a comfortable and unobtrusive format, for filmmakers that are sensitive to the subtleties of 3D storytelling, then it just may be time to raise those glasses in appreciation of stereoscopic 3D again.

8 great free texture sites

There are gazillions of free textures out there but they’re scattered all about the place. Check out the following sites to try out high end textures, dabble with a variety of environmental images, or to genuinely start giving colour and substance to the 3D world you are creating

CG Textures

The world’s largest free texture site, it says. Let’s say you need a bison hide texture for your model, well you’ll find it here along with 30,000 other free samples. Some might need a bit of work, but you can spend days searching this site.

Mayang’s Free Texture Library

Expect the unexpected with Mayang. The current collection numbers 3800 free textures, including all kinds of environment images, including doorways, walls, streets and eight flavours of litter.

Marlin Studios

Hit the Samples section of the Marlin Studios site and soak up freebies from 19 of their texture packs, as well as some free models thrown in. Great for games artists. This window is from the Rustic Settings collection.

Michael Kotek

Another slightly unexpected one, this 3D artist gives away hi res textures in 20MB morsels. His first texture pack includes about 150 free hi res textures. You can also download some 3D trees.

Arroway Textures

Fantastic surfaces on offer, and Arroway’s neat system lets you download lower resolution examples of just about any texture they sell, for free. The only restriction is that is must be for non-commercial use.

Environment Textures

There aren’t millions of free ones to download here, but what you do get is quality and variety. This oil drum jostles for position with environmental textures like statues, as well as your usual array of seamless tiling arrangements.

TexturePortal

There are two great things about TexturePortal. Firstly you can download free hi res textures from most of their main sets. Secondly, you can download their entire sets at low resolution (150×150) to try out. Bump maps, specular maps, everything.

3D Texture Gallery

Hundreds of free textures are available across numerous categories like walls, sky and metal. Some may take a little work as the quality varies and some files are fairly small.

Post Download issue 119's Short Cuts animation Made by a group of Supinfocom students, Machu Picchu Post takes a simple concept and flies it into the

Made by a group of Supinfocom students, Machu Picchu Post takes a simple concept and flies it into the unknown. Find it here



Made by students at leading French animation school Supinfocom, the charming short Machu Picchu Post sees an airmail pilot in the mountains of Peru losing some letters over a young boy‘s home.

When the boy takes one of these letters and builds a paper aeroplane with it, everything he does becomes mirrored by the real plane… and the pilot finds himself on a psychedelic rollercoaster ride.

You can read more about the making of ‘Machu Picchu Post‘ in issue 119 of 3D World.

Download 'Macchu Picchu Post' (43MB)
Right-click on the link and select Save Target As to download the movie

The video requires QuickTime 7
Get QuickTime Player

Pixar Oscar Hopes Expand with Best Picture Category

Fans of Up now have lifted hopes for the film’s chances at an Academy Award nomination for Best Picture.

The Motion Picture Academy has decided to return to including ten nominees in the most coveted category at the 82nd annual ceremony in 2010 for the first time since 1943. "There were 10 best pic noms for most of the Academy Awards’ first decade. In 1935 there was a bumper crop of 12 nominees."

The decision comes into response to controversy that many deserving films are shut out from even competing in the category like high grossing action flicks and of course animated films which have their own Best Animated Feature category. Only one animated film, Disney’s Beauty and the Beast in 1992, has ever been nominated for Best Picture, and that was nearly a decade prior to the birth of the animation category.

The recent critical and box office success of animated films, particularly from Pixar, as well as major action films like last year’s The Dark Knight have many in the industry believing these films can compete in the category. The Academy hopes the change will make that possible. The new rule should have a particularly significant impact this year as no early front runners have emerged on scene as awards season approaches.

ZeniMax Media Acquires id Software

Brings together two of world’s best game studios

Library of powerhouse franchises will include DOOM, Fallout, The Elder Scrolls, QUAKE, Wolfenstein and RAGE

June 24, 2009 (Rockville, MD) – ZeniMax Media Inc., parent company of noted game publisher Bethesda Softworks, today announced it has completed the acquisition of legendary game studio, id Software, creators of world-renowned games such as DOOM, QUAKE, Wolfenstein, and its upcoming title, RAGE. The acquisition by ZeniMax Media joins together two of the finest, most respected videogame developers in the world, combining the first person shooter (FPS) expertise of id Software with acclaimed role playing game (RPG) developer Bethesda Game Studios – creators of the 2008 Game of the Year, Fallout 3, and the 2006 Game of the Year, The Elder Scrolls IV: Oblivion. Bethesda Softworks will publish the titles of id Software other than upcoming releases previously committed to other publishers.

Founded in 1991, id Software established itself as an industry leader with some of the best-selling and most critically acclaimed video games of all time. id Software created the original first-person shooter, Wolfenstein 3D, and subsequently set new standards in the genre with the blockbuster releases of its DOOM and QUAKE titles. In addition, id Software developed cutting edge, proprietary technology with the id Tech engine which powers many notable FPS titles, and continues to make great advances in game technology under the direction of John Carmack, one of the country’s technology leaders and a member of the Academy of Interactive Arts and Sciences (AIAS) Hall of Fame.

Todd Hollenshead, CEO of id Software, commented on the transaction: “This was a unique opportunity to team with a smart, sophisticated publisher like Bethesda Softworks where the interests of the studio and the publisher will be fully aligned in the development and marketing of our titles. In addition, we will now have financial and business resources to support the future growth of id Software, a huge advantage which will result in more and even better games for our fans.”

id Software will continue to operate as a studio under the direction of its founder, John Carmack. No changes will be made in the operations of id Software in the development of its games. All the principals at id Software have signed long-term employment contracts, assuring they will continue in their roles developing games at the studio.

“This puts id Software in a wonderful position going forward,” said John Carmack, who will continue to serve in his current role as Technical Director. “We will now be able to grow and extend all of our franchises under one roof, leveraging our capabilities across multiple teams while enabling forward looking research to be done in the service of all of them. We will be bigger and stronger, as we recruit the best talent to help us build the landmark games of the future. As trite as it may be for me to say that I am extremely pleased and excited about this deal, I am.”

Robert Altman, the founder, Chairman & CEO of ZeniMax Media stated, “We, along with many others, consider id Software to be among the finest game studios in the world, with extraordinary design, artistic and technical capabilities. They have demonstrated, repeatedly, that rare ability to create franchise properties that are critical and commercial successes. Our intention is to make sure id Software will continue to do what they do best – make AAA games. Our role will be to provide publisher support through Bethesda Softworks and give id Software the resources it needs to grow and expand.”

ZeniMax Media Inc, which is privately held, was founded in 1999 to create quality interactive entertainment products to meet the growing worldwide demand. The Company is headquartered in Rockville, MD and maintains offices in Hunt Valley, MD, London and Tokyo. Among its wholly owned subsidiaries are Bethesda Softworks, a premier publisher of video games, Vir2L Studios which develops games for the casual market, and ZeniMax Online Studios, a studio dedicated to massively multi-player online games (MMOG).

Bethesda Game Studios, the development group at ZeniMax Media, is one of the top video game studios in the world. Its most recent release, Fallout 3, was the 2008 winner of more than 60 Game of the Year awards, including The Associated Press, Official Xbox Magazine, Yahoo, PC Gamer, IGN, Game Critics Awards, Game Developer Choice Awards, and Gamespy. Bethesda also created the 2006 PC and Xbox 360® Game of the Year, The Elder Scrolls IV: Oblivion, and the 2002 PC and Xbox® Game of the Year, The Elder Scrolls III: Morrowind. Bethesda Game Studios has created 2 of the 10 best games of all time, Fallout 3 and Oblivion, on the Xbox 360 and PlayStation® 3 platforms, as reported by the industry scoring system found at www.metacritic.com and www.gamerankings.com.

James Cameron Previews 24 Minutes of Avatar!

Michael here. People have been requesting a bit more detail regarding the look of the Na'vi and avatar characters. The same source who gave us that awesome reaction to the footage tells us about them below. He also gives the latest on the trailer from Cameron and provides some nice pictures and anecdotes from the festivities:

hey man,

Expo's over so finally have some time to give you a more detailed N'avi description.

The previous art is nothing like what the movie's N'avi ended up like. No blue lines, no floating (as far as I've seen).
The best description is luminescent (living) Blue tall people with a lot of Lion influences in the face.
They're about 10ft tall, so think more like double/triple the size of humans.
They all seem to have long hair in a braid and a tail best described as Lionesque (to connect to the Banshees or whatever they're called)
Their eyes are a lot bigger than human eyes, and bright yellow. It's also one of the features that most draws you into believing this world.
I saw the 'A Christmas Carol' footage and although it's an advancement from Beowulf, it's not an evolution from it because the muscles around the eyes and eyelids are still dead. They don't move, and really push the reality of it being mocap instead of people.
That just doesn't live. It's still very much a fantasy world created as a story device/enhancement. Avatar is more about the world where the story happens to take place. If that makes sense.

The clothing is very basic/tribal, so just cloths and belts.
Neytiri wore a beaded headband with beads down her forehand, reminding me a bit of indian/mayan headwear. Jake had a rifle gun, Na'vi sized which he parades around a lot in the first scenes described. Norm has a bag with him (probables with vials to take samples)

I was also asked about the glasses we wore during the presentation. I have them right here, they're the standard RealD 3D non colored glasses they use for cinema screenings around the world. I didn't find them taking anything away off the experience, it's just something you completely forget because you're so immersed in discovering the world displayed on screen.
We saw Ice Age 3D that morning with different glasses which used the 'old' red/green technology and those for me were a lot more disturbing.

Michael's note: The following material - from his experience at the after party - was included in the source's original email, but he just gave me the go-ahead to post it:

Cameron's wife says what I feel the best. "I took friends to the sets, they signed waivers and stuff. But really, when you would TRY to explain what you saw, you can't. It wont do justice to whatever you experienced or what they will when they see it." This movie is made of stuff we didn't think would happen for 10 years. This movie makes it possible.

Afterparty was amazing, talking with Cameron for about 10/15 minutes was just mindblowing. He is so proud of this movie and still handles it with great suave like he just folded a paper plane. I asked how long the movie is right now. He answered with, "I don't want too say how long. That implies it's TOO long. Epic is more of the right word."
He really shined when he told us how Steven Spielberg and Peter jackson are now working on TinTin with this and how he gave them to the studio for a week to 'play with it'. I am just mindbaffled how a genius like that can contain himself with something like this.

He told me he has a trailer, but isn't done with it. He wants it to showcase what the world is like, rather than impress with 3D because in his opinion most people will watch the trailer online.

He told me nobody had seen this stuff outside of production (even most of the studio flew down, I heard) and that he was truly happy to share this. When he saw the backdrop of the stage of the party with the artwork, he gasped and said "Whoa". When I joked he could take it home he said, "I wish, I just dont have walls big enough for it! ;) "
It was historic, and talking to the man afterwards was a true pleasure. Also Sam Worthington was flown in by private jet from the Clash of the Titans set so didn't attend the afterparty. Talking to Zoe Saldana at the party was cool too. She said during the presentation she wanted to create, "a fearless memorable action heroine" and when I told her she already did with Uhura, she actually became shy. Not hollywood shy, but very down to earth and said: "That makes me incredibly humble. I really want to thank you for saying that!". Then the convo turned to Amsterdam (i'm born and raised here) and she just seems so down to earth.

Seeing this today together with the real costumes, on-set footage and props from Burton's Alice in Wonderland made this such a day to remember.

The source also sent the following regarding the trailer:

Hey man,

Just heard from my contact that the cut of that trailer isn't final. It's what Cameron has now to give FOX an idea of the direction he wants to take the trailer. It was shown to fox execs at the Expo this morning. It'll be heavily tweaked and won't be expected until mid/end august to be shown online/cinema's etc.

I can tell you we saw 2 full scenes from A Christmas Carol that are 85% finished and everyone afterwards gushed on how Avatar is so completely beyond that mo-cap.


More at:http://www.comingsoon.net/news/avatarnews.php?id=56535
http://www.slashfilm.com/2009/06/23...vatar-screened/

DX Studio 3.1 released

Software developers Worldweaver Ltd, based in Pinewood Studios (UK), have just announced a new release of their 3D platform “DX Studio”.

The main focus for version 3.1 has been on large environments and the engine now comes with an advanced terrain and shadow mapping system which allows users to create massive seamless outdoor environments. The design moves beyond the traditional height field and, due to the use of a freeform mesh based approach, allows for overhanging cliffs, caves and vertical terrain.

Hardware skinned meshes and shadows are also supported which helps DX Studio display large numbers of characters and dense foliage in the same scene without hitting performance.

Other new release features include an integrated web browser with Flash support, an expansion of DX Studio’s PhysX capabilities, new resource management and file sharing systems for larger projects and Wiimote support.

“We are especially pleased with the performance of the new terrain system as we have just been commissioned to assist in the development of a new global naval training simulator using DX Studio,” said CEO and founder Chris Sterling.

Full details of all the new features in v3.1 can be found at www.dxstudio.com/.

Superhero animation competition from HP and Intel

HP and Intel announce six week challenge to create a short film based on a superhero character, Mr. Z.


To support the launch of the Z-Series Workstation, HP and Intel today announced the start of a six week challenge to create a short film based on a 3D Superhero character, Mr. Z.

Armed with a suite of design tools that can adapt to any crisis, Mr. Z is a Superhero designer that shares the characteristics and strengths of the new Z-Series Workstation and Intel Xeon Processor 5500 series’; performance, style, speed and reliability.

Some of the UK’s leading creative/design agencies have agreed to take part in the challenge whereby they will each create a 30 second film clip using the Mr. Z character. Inspired by the game ‘Consequences’ each of the participating agencies will be allowed to use their own creativity and specialist skill sets in 3D and 2D animation, graphic design or video to create their clip. At the end of the challenge, each of the clips will be combined to create an innovative short-film capturing ‘A Day in the Life of Mr. Z’.

To create their clips, each of the agencies will be given a Z-800 Workstation, a DreamColor monitor and a selection of Adobe’s latest Creative Suite software including AfterEffects, Premiere Pro and Photoshop.

All the film clips will be located on a designated website www.hp.com/uk/MrZ. On the website, there are also links to Mr. Z’s Facebook and Twitter pages, as well as end user reviews supplied by each of the agencies trialing the equipment.

Jane Zeal, Personal Systems Strategic Planning & Marketing Manager, at HP said: “We specifically wanted to enable end users to trial the equipment and really put it through its paces. The Mr. Z challenge will not only allow the agencies to trial the product, but do so in an innovative way.”

“By providing a fairly open brief, each of the agencies will be able to utilise the versatility of the Z-Series for a range of applications. We have some of the country’s most creative minds working on this project and we’re looking forward to seeing the end result.”

At the end of the competition, all participants will be invited to a ‘Movie Premiere’ where a panel of judges will present a Z-Series Workstation, fully loaded with Adobe’s Master Collection Creative Suite to the participating agency that produces the most creative individual clip.


DC_SIGGRAPH meeting on June (Demo Reel Night)

DC_SIGGRAPH meeting on June 30




When: Tuesday, June 30, 2009 from 7pm to 9pm
Where: BAE Systems, 8201 Greensboro Drive, Suite 1200, McLean, VA 22102

As we approach the SIGGRAPH Conference in New Orleans, many people are asking me about interviewing there: What makes a good demo reel? How long should it be? Where can I find information about making a demo reel?

Join us on Tuesday, June 30, 2009 from 7pm to 9pm as DC_SIGGRAPH seeks to discover the answers to these questions and more at our Annual Demo Reel Night. Please RSVP to dc_siggraph@mail.com and indicate if you will be bringing a demo reel to share. You can also put you're demo on a website and we can try to link to it. (Note: BAE blocks some sites such as YouTube, so we advise bringing a CD or DVD)

Students, Interns, Rookies and Veterans are invited to take part in an open discussion and review of what works and what doesn't when it comes to the one thing that shows your skill, talent, and experience... your demo reel or portfolio. If you are preparing to interview at the SIGGRAPH Conference, looking for a way to improve your present position, or shopping around for a new one, the time to polish up your demo reel is now. If you're looking to hire, this will be a great opportunity to see a range of fresh new talent. So, burn off a DVD or grab your demo-laden laptop and meet us Tuesday, June 30 at BAE Systems from 7 to 9pm.

Light snacks will be provided (soda and chips). After the meeting, we can walk next door for continued networking and thirst quenching.

Check out our Google Group at: http://groups.google.com/group/dc-siggraph

DC_SIGGRAPH is the Washington D.C. Professional Chapter of ACM SIGGRAPH. ACM SIGGRAPH is dedicated to the generation and dissemination of information on computer graphics and interactive techniques. We are a membership organization that values passion, integrity, excellence, volunteerism, and cross-disciplinary interaction in all of our activities. For more information on ACM SIGGRAPH go to: http://www.siggraph.org

Interview On the End Titles in WALL•E

The part of the film that many moviegoers unfortunately take for granted is the credits sequence.

It’s a shame because oftentimes they’re beautiful works of art, especially with Pixar films. Some have even suggested that there should be an Oscar category for Best Titles. Last year that buzz was carried by WALL•E. The Art of the Title Sequence sat down with the artists responsible for WALL•E’s credit roll.

It’s no surprise that director Jim Capobianco and animator Alexander Woo have lots to say about this sequence. "Unlike… in the past, the main goal of the credits was to finish the story." We don’t usually get to read much about this aspect of the movie, so this interview is pretty informative and inspiring. The segment was, of course, inspired by the progression of art through history. Find out where the idea for the 2D animation and 8-bit graphics came from (and much more) in this intriguing interview.

Miyazaki's Ponyo Trailer is Online

Here you go guys:


http://www.apple.com/trailers/disney/ponyo/hd/


Glassworks VFX purchase Spheron HDR Camera

Glassworks has just purchased a state of the art Spheron camera! With its patented 32bit HDR panoramic capture facilities and toughbook onboard control centre, allied with the top of the range bomb proof industry standard Gitzo tripod, the Spheron camera is equipped to go anywhere and take pictures of 360 degree panoramic images in the most hazardous of conditions. It has already been pressed in to service in such exotic locations as Black Island studios and Malcolm Ryan's south London studio, as well as various stations, offices and parks!! ...

details - http://www.glassworks.co.uk/

15 tips for impressive fluid effects

Five of the industry’s leading fluid experts provide a selection of tips designed to help avoid that sinking feeling when simulating (and faking) fluid-filled scenes.

Movie effects and natural phenomena have always been awkward bedfellows. The real- world behaviour of fluids is almost impossibly complex, with a huge number of variables all affecting how liquids and gases move, transform, intermingle and disperse.

Then there’s the challenge of bringing such amorphous volumes to the screen. Rendering fluids, with their ever- changing densities, opacities, degrees of reflection and levels of refractivity, is something that requires many calculations to accurately trace and render. Little wonder the visual effects industry avoided CG water for so long.

Increased processing power, better renderers and regular research paper updates and breakthroughs have all helped to push the technology on, however, enabling both broadcast and film projects to benefit from spectacular effects shots featuring all-digital or digitally enhanced fluids. And like any cutting-edge technique that quickly becomes commonplace at a professional level, so the methods and tricks used to create convincing fluids have now trickled down to general user level.

Harnessing fluid dynamics in a packages such as Maya or using a dedicated off-the-shelf fluids application like RealFlow now gives any 3D artist a massive head start. But access to these tools doesn’t automatically make realistic fluids effects easily achievable. There’s also an art involved here. In part, this involves knowing which elements to focus simulation work on and which can be safely ignored or downplayed, and in part it’s about knowing when cheats and tricks will work just as effectively as more complex solutions.

Ultimately the aim is not only to create realistic-looking effects, but to do it as efficiently and painlessly as possible. Here, five experts from leading film and broadcast studios explain how to stay in control – and stay sane – when building convincing scenes of computer-generated fluid splendour.

START SMALL
When starting out with a fluid effect, it’s best to work on a low-res grid, while at the same time using the sort of resolution you think you’ll end up using. Spend time seeing what parameters you need to change to get the high-res simulation behaving the same. With this approach, you’ll see the differences you get from upping the resolution while using the same parameters; so you can iterate on the shot at a low-res, then have a good idea what parameters to alter to get the high-res sim behaving right. [GG]

TRY NOT TO SIMULATE
Try to make as few things dependent on the simulation itself as possible. Use plug-ins and tools for getting the rough fluid shape out of some geometry, or for pushing fluids around with regular meshes an animator can work with. You can get something that has the look of a fluid by doing an initial fluid sim that’s moving roughly the way you want, then caching that fluid and switching to particles. You make the cached fluid push the particles about, but any tweaks to the movement can come from doing the rest of the effect with particles that get driven by additional fields, meaning more interactive tweaks to the movement. [GG]

KEEP IT SIMPLE
Sometimes the easiest way to create a fluid sim is to tell your 3D application explicitly where the fluid should go. Rather than trying to capture everything using a simulation, you can instead hand-sculpt movement to an extent. Try painting a 2D grid with velocity vectors to create a template, then applying this as a force to the 3D sim. [GG]

GO FAST, THEN CLEAN UP
Running fast simulations and then cleaning them up makes it possible to get more shots into dailies. But tweaking simulations to run as fast as possible can create an unwanted side-effect: particles might not ‘find’ surfaces and so appear to teleport through them. Strategically placing kill objects at major leak points can be used to catch most of these, while a script to kill off very high-velocity particles will provide further clean-up. Any remaining ones can simply be painted out in comp. [SC]

CONSIDER ANGLES
One of the most important things with water is to get the reflective and transmitting qualities right. Water reflects light to a different degree depending on the angle it hits the surface. When looking down at a clear, shallow lake, for example, you should be able to see straight down to the bottom; but when looking across, the surface becomes more mirror-like as the distance increases. This is because light striking at oblique angles will be reflected, and light striking head-on will be refracted. In 3D, this is determined by a Fresnel function, which can be easily applied whether you’re putting your own shader together or using an off-the-shelf one. Within mental ray, for example, this can all be done with the mia_material under the brdf section. [DS]

DISPLACE FOR FREE
For the displacement of surface water, the usual trick is to layer up several noise patterns at reducing amplitudes – each of which approximates the shape of waves – but to vary their alignment with each other to represent different smaller wind forces and localised currents acting on the water surface. Alternatively, an open-source application such as the Houdini Ocean Toolkit will give superior high-end ocean displacement. [DS]

DIVIDE TO CONQUER
When trying to coax particles through small, tight regions, such as through a network of enclosed chambers and pipes, it’s sometimes easier to close off areas by building invisible walls, then positioning corresponding emitters in this position, with settings tweaked for that particular region of geometry. [SC]

FAKE FOAM
Foam can be difficult to create using a simulation, so instead consider using textures to create surface foam. Placing layered projection textures onto geometry that matches the displacements obtained at render time (again, a package like Houdini Ocean Toolkit can be used for this) will give a foam effect that deforms with the water surface as it moves. [DS]

SIMPLIFY SPRAY
Get around the problem of needing a large number of particles to give good definition of spray by using a flocking system to make particles coalesce to form globules. This gives a better impression of liquidity than just a simple particle spray simulation. By running a low-density simulation, involving collisions and other expensive calculations, then passing its motions on to a much larger number of particles, it’s also possible to obtain very granular renders without the simulation overhead. [DS]

MAKE YOUR WATER WHITE
In nature, quickly moving water is usually not crystal clear: in fact, it’s usually very white and opaque. Fast-moving water entrains a lot of air as fine bubbles, becoming foamy almost instantly – and foam has amazing light-scattering properties. So when shading CG water, remember that foam is common – in a lot of situations, it’s nearly 100 per cent of what you see. [MS]

RENDER SPRAY
When it comes to rendering spray, the ‘whitened’ appearance that everybody knows comes from the layering up of refraction and reflection, where millions of reflective/refractive surfaces add together like tiny mirrors to form a perfect diffuse reflection – in other words, white. With a renderer such as mental ray, something close to this can be achieved with mia_material. [DS]

USE PRACTICAL FOAM ELEMENTS
If the water is lit from below, you may find you’ll need shaders that involve a lot of subsurface scatter, but otherwise you can save a lot of render time by using practical shots of foam for texture-mapping your white water instead. [MS]

THINK 2D
It can sometimes be useful to use a rendered 3D simulation as a texture map. Think of dense clouds of bubbles rising to an ocean surface, as seen from above the surface. Because of the depth queue in the water, the dense cloud can only be seen to a shallow depth. A true particle simulation of the dense bubble cloud may require very high counts and be difficult to control. Instead, render a variety of much smaller fluid-smoke or fluid-particle simulations to animated textures from the approximate perspective of the camera and with appropriate depth queue. Then map these animated textures onto the water’s surface mesh. Since the depth queue is rendered into the animated textures, the illusion of fine bubbles as particles rising through the depth will be maintained. [JC]

BLEND IN 2D
Consider two opaque liquids being mixed together in a vat. Rather than a complex 3D simulation, use a 2D height field wave simulation to deform a surface mesh, and a 2D fluid simulation to create an animated texture map that mixes diffuse colours of the two liquids to apply to the surface mesh. [JC]

CHEAT!
For small running streaks, it’s often quicker to use a consumer progressive-scan video camera to shoot a real, dark-coloured liquid droplet running down a sheet of white poster board, preferably with a matte finish. It’s fairly easy to generate an alpha channel from the luminance. Then map your streak onto your mesh or grid-warp it into your comp as needed. If you want the streak to turn, you can simply turn the poster board as the droplet runs. Remember to add some tracking markers for stabilisation. [JC]

The Experts

MARK V STASIUK
A CG supervisor and co-founder of Fusion CI Studios, Mark’s credits include The Guardian, Poseidon and Primeval

GAVIN GRAHAM
A CG supervisor at Double Negative, Gavin’s credits include Stardust, Harry Potter and the Goblet of Fire and Doom

SAM COLE
Sam is a TD at Fuel VFX. His credits include Charlotte’s Web, The Painted Veil and House of Flying Daggers

JAMES COULTER
James works in Frantic Films’ R&D department. His credits include Final Destination 2, Blade: Trinity, and Superman Returns

DAN SEDDON
Dan is a TD at Framestore CFC. As well as his broadcast credits, his film credits include Alien vs Predator, Troy and Blade II

Autodesk 3D Technology Road show 2009 : London & Birmingham

Autodesk in collaboration with BlueGFX are holding a 3D Technology road show at Birmingham and London. See the following website for more details:

http://www.bluegfx.com/roadshow.php

Event Agenda can be downloaded here:

http://www.bluegfx.com/3dtech_agenda.pdf