3d News World is back


Thursday, July 2, 2009

StudioGPU ships MachStudio Pro, promising 3D workflow with real-time finishing and compositing.


StudioGPU has announced the immediate availability of MachStudio Pro, a professional 3D workflow and rendering package created by artists for artists. MachStudio Pro offers a seamless way to create and interact with cinematic quality 3D objects and environments in a non-linear workspace by leveraging the horsepower of off-the-shelf professional graphics processing units (GPUs) to deliver real-time and near real-time workflow performance on a desktop workstation.

MachStudio Pro streamlines real-time 3D workflow, allowing artists to easily manage and interact with complex lighting, caustics, cameras, shaders, materials, ambient occlusion, and color grading. With MachStudio Pro, render times can be dramatically reduced from hours to minutes and minutes to seconds or sub-seconds. Comparable final scenes are consistently rendered with MachStudio Pro at rates of 500 to 900 times faster than traditional rendering packages. A complex 1.98 million polygon high-definition image, for example, renders in 14 seconds using MachStudio Pro while the same scene rendered with a traditional rendering package can take more than three hours to complete.

“Attempts at real-time workflow on workstations for the past 30 years have been futile—until now,” said Dr. Jon Peddie, founder and CEO, Jon Peddie Research. “Designed by real studio pros at StudioGPU, the MachStudio Pro product provides a design environment that professional artists and technical directors should recognize immediately. This software is fast, and it can run even faster using GPUs for real-time or near real-time 3D workflow,” Peddie emphasized. “MachStudio Pro could very well change the way things are done for real-time productivity and rendering on the desktop.”

“MachStudio Pro is a core part of our previsualization pipeline,” said Jericca Cleland, director and CEO of Twenty One Inc., a cross-media film development and preproduction studio in Vancouver, British Columbia. “It removes the stranglehold traditional CG lighting and rendering has placed on production and provides a way for directors, supervisors, and artists to creatively explore and render lighting on the fly, enabling significant increases in efficiency throughout the process,” Cleland explained. “With the fluidity of lighting in MachStudio Pro, we remain visually focused instead of technically focused during lighting, which greatly enhances our ability to host interactive sessions and deliver quality results to our clients without losing control of the budget.”

Powered by a real-time rendering engine, MachStudio Pro software fits into the creative pipeline after all 3D models are produced and provides lighting, cameras, materials, compositing and finishing capabilities. The MachStudio Pro workflow is akin to a virtual 3D real-time studio environment, allowing artists, designers, directors, and TDs to work with lighting, camera views and multi-point perspectives for a real-time view of frames as they will appear in the final rendered format.

MachStudio Pro features and benefits
Developed and continuously proven in a true high-end production environment, MachStudio Pro empowers creativity with real-time 3D workflow and rendering features that eliminate the need for expensive render farms. Key features include:

· Optimized shader and material pipeline
· Ability to adjust and view all render passes independently
· Full materials library
· Interactive ambient occlusion (AO)
· Fully configurable lighting and animation constraint system
· Animatable and keyframeable properties for all materials
· Real-time High Dynamic Range (HDR) cameras and lighting
· Real-time depth-map shadows and depth-of-field
· Exporters to support a wide range of file formats, including .fbx
· Customizable interface with hot keys, drag-and-drop tabs and scene manager
· Support for the creation of unlimited lights and gels
· Simulated global illumination, reflections, refractions and subsurface scattering
· Resolution independent with support for all popular final file formats and codecs
· Full Python scripting support

MachStudio Pro ships with an AMD ATI FireGL V8650 3D workstation graphics accelerator card featuring 2GB onboard graphics memory and a parallel processing Unified Shader architecture. Supporting a wide range of industries—from CAD visualization and 3D animation to top-quality film and broadcast projects— MachStudio Pro offers seamless interoperability with leading professional 3D modeling, animation, and 3D CAD software packages. Artists, designers, and producers facing tight deadlines, hardware limitations, or rendering bottlenecks will ultimately benefit from the real-time workflow and GPU rendering performance advantages of MachStudio Pro.

“The ongoing commitment at AMD to offer its professional customers the fastest and most innovative GPU accelerated workstation graphics performance led to our technology relationship with StudioGPU,” said Janet Matsuda, senior director, Professional Graphics, AMD. “The cutting-edge speed and performance that MachStudio Pro software offers, paired with the graphics performance of the ATI FireGL V8650 3D professional graphics accelerator card, removes performance barriers and gives production artists and technical directors a competitive edge vital to today’s ‘finish it yesterday’ delivery expectations.”

MachStudio Pro is now shipping for Microsoft Windows XP Professional and Windows Vista operating systems, and comes standard with an AMD ATI FireGL V8650 3D workstation graphics accelerator card. The special introductory price of MachStudio Pro is US$4,999, which includes a full year of technical support and product maintenance updates. Education and volume licensing is also available upon request.

Related links:
StudioGPU

Rainmaker produces game trailer for 'Best of E3' "Splinter Cell: Conviction".



Rainmaker Entertainment has produced the game trailer for Ubisoft's "Tom Clancy's Splinter Cell: Conviction," which was named Best of E3 360 Game by 1up.com, Best Xbox 360 Game by GameFocus.ca, Best Xbox 360 Title by Goonline.com, Best of PC E3 2009 Awards by IGN.com and nominated for Best of Show and Best Action/Adventure Game by the Game Critics Awards. The fifth game in the "Splinter Cell" series is a tentpole franchise for game giant Ubisoft, the Paris headquartered publisher and developer. The series, an action stealth game, is based on the Tom Clancy novels and lead character Sam Fisher. The trailer also got a 9.2 rating on GameTrailer.com.

"We approached this project as storytellers," states Catherine Winder, Rainmaker's President. "When the 'Splinter Cell: Conviction' development team at Ubisoft Montreal came to us and wanted a 'wow' factor for this trailer, we totally immersed ourselves in the game and developed the overall concept and script," continues Winder. "We then edited together various footage with character tests, and when we pitched the concept and reel, Ubisoft liked what they saw and entrusted us with one of their highest selling games."

Shea Wageman, Rainmaker's Director, Producer on the project adds, "Ubisoft wanted to give Sam Fisher more character and emotional depth. Our mission was 'to give Sam a soul.' They wanted us to create a fully realized cinematic character in order to put him on par with the complexity of Jason Bourne or James Bond." Wageman continues, "It meant we had to deal with photoreal CGI facial and eye movements, and in very constrained time frame. We studied various live action and CG films to understand what truly denotes emotion, and it really comes down to the eyes and subtle facial movements."

Rainmaker was responsible for concept and design, art direction and storyboarding. Primary characters were provided by Ubisoft which Rainmaker uprezzed. Mo-cap was done at Rainmaker's motion capture stage. The Rainmaker team rebuilt all the geometry and created the shading, textures, rigging and facial movements for the primary characters. All the sets and secondary and background characters, as well as all the animation, lighting, visual effects and compositing, was done by Rainmaker. Concept and creative took three months and production five months.

Related links:
Rainmaker Entertainment
Tom Clancy's Splinter Cell: Conviction

GameJam!



SIGGRAPH 2009 and Sandbox are hosting the first annual GameJam! in New Orleans!

"We wanted something that would introduce attendees to video game creation, and GameJam! is that opportunity," explains Tina Ziemek, the GameJam! Chair, from the University of Utah. "Many attendees may be well versed in what it takes to create computer graphics for video games, but GameJam! will let them witness the entire process of game creation first hand. We hope that GameJam! will give attendees a greater appreciation for game design, and maybe it will even inspire some artists to consider working in video game development."

The biggest challenge in planning GameJam! for Ziemek and her team was making certain participants could accomplish the task assigned to them in 24 hours. "Many competitions run longer than 24 hours, so we had to pay special attention to making the task challenging yet feasible." There was plenty of advice from the organizers of the older and experienced sidekick FJORG!

GameJam! could count on expert guidance regarding the logistical issues of hosting a day-long competition. "These details range from ordering 15 gallons of coffee to having a quiet space for participants to rest and decompress," she said.

During GameJam! participants will take part in mini-competitions to compete for assets like texture, or ten minutes of internet time. What participants will have to do to win these competitions will only be revealed at the event. Attendees will also be able to watch the GameJammers create their characters, worlds, and gameplay via a live feed (monitors in the hallway will display participants desktops so the attendees can see the games as they are created).

The Prizes
Entrants will compete to win in a variety of categories, including:

  • Best of Show - The best overall game. This game is fun, looks and sounds great, and utilizes the theme.
  • Best Game Play - Regardless of how the game looks or uses the theme, this game is the most fun to play. Of all the entries, it has the best mechanics.
  • Best Appearance - Best looking game. This is a combination of the quality of graphics, effects, and art direction.
  • Best Sound Design - The game that makes the best use of audio and sound effects.
  • Crowd Favorite - The game that earns the most votes from attendees.
  • Epic Failure - The game that failed, in one way or another, while trying to do something new and novel. The failure can be that it is not fun, not finished, broken, etc. The important thing is that what was attempted was new, risky, and completely insane.

All GameJam! games will be showcased on Thursday in the Sandbox area. "SIGGRAPH attendees are invited to drop by, play a game and vote for their favorite GameJam! game," explains Ziemek. "The votes will be tallied to determine the crowd favorite prizes. Speaking of prizes, GameJam! and FJORG! are teaming up to have a joint prize ceremony! The ceremony will highlight all of the FJORG! animations as well as the GameJam! games. It will be a great way to honor all the hard work, and sleepless hours that occur during our competitions."

Related links:
GameJam!
SIGGRAPH 2009

QUIDAM 3 Review by 3DM3

3DM3 reviewed QUIDAM 3 from n-sided company. Read more information about new features and tools in this great 3D soft.

Read more >>

AniSculpt 0.7 with new features (video)

I just upload a new version of AniSculpt (see previous post) with a couple of new features.

AniSculp 0.7 new features:
- Don?t need vertex cache animation with Blender Rigs, just regular blendshapes/morphers
- Import Camera animation form Maya

See a demonstration video here: http://vimeo.com/5399813
an the AniSculpt scripts for Blender and Maya in www.pepeland.com

Cheers!

Daniel

Genetica 3.5 Revealed

A new version of Genetica has been announced that adds seamless texture generation from photographs. Find the video here.