Visual Effects

Legend of Guardians poszterek

Kijottek ma az uj poszterek 9 kulonbozo Guardians karakterrel...termeszetesen a rosszfiuk viszik a primet. "The poster for Zack Snyder’s animated film Legend of the Guardians: The Owls of Ga’Hoole is now online. Legend of the Guardians is based on the first three books of Kathryn Lasky’s series, Guardians of Ga’Hoole. It follows Soren, a young owl enthralled by his father’s epic stories of the Guardians of Ga’Hoole, a band of warriors who had fought a great battle to save all of owlkind from the evil Pure Ones. When Soren and his owlet siblings fall out of their treetop nest, it’s up to him to make a daring escape with the other brave young owls. Together they soar across the sea and through the mist to find the Great Tree, home of the legendary Guardians of Ga’Hoole, who are Soren’s only hope of defeating the Pure Ones and saving the owl kingdoms. The film features the voice talent of Sam Neill, Geoffrey Rush, Hugo Weaving, David Wenham, Emily Barclay, Abbie Cornish, Emilie de Ravin, Ryan Kwanten, Jay Laga’aia, Miriam Margolyes, Helen Mirren, Deborra-Lee Furness and Jim Sturgess." En meg leadtam a polo rendelest egy fekete alapon harcolo bagolyparra.

Legends of Guardians – mozitrailer

Na, ez mar kozel a vegleges minoseget mutatja :)

Legend of The Guardians: The Owls of Ga’Hoole – Behind-the-Scenes Featurette

Most, hogy meg ugy ket honap van a bemutatoig, kijott a "Guardians" c. film rendezoi kommentekkel bovitett trailere. Tovabbra sem kommentalhatok, szoval mindent a szemnek :)

Legend of Guardians

Kijott a bent csak Guardians-kent emlegetett, eredetileg Guardians of Ga'Hoole, per pillanat Legend of Guardians cimmel futo filmunk elso nyilvanos trailere: Bazinagyban (HD1080P,170MB) En azt hiszem, inkabb nem is fuznek hozza semmit, eleg legyen az, hogy maga a trailer nagyon nem tetszik (illetve egy sajatsagos lenyomata a mostanaban vegbemeno hercehurcanak a film korosztalyba sorolasat illetoen). Ehhez minden jogom megvan, hisz a treler nem sajat termek, elsosorban a studio - ez esetben a Warner Brothers - nezopontjat kepviseli.

Mr. X Recreates Antarctica in Whiteout

A Mr.X sajtokozlemenye a Whiteout cimu filmrol, amin meg Torontoban dolgoztam, elsosorban a cikkben is szinte vegig targyalt hovihar kinezeten es technikai megvalositasanak alapjain (a felmondas utani egy honapban) es nemi masodlagos effekten (pl. snow devilek). Trailer:   Mr. X Recreates Antarctica in Whiteout Using Visual Effects to Build Dramatic Tension in Mystery Thriller TORONTO: September 15, 2009… Whiteout, which opened in theatres this weekend, includes 415 shots completed at Mr. X, one of Canada’s leading creative visual effects houses. Set in Antarctica, the mystery thriller was directed by Dominic Sena and stars Kate Beckinsale. Beckinsale plays a US Marshall who must solve a murder with just days to go before the start of the six-month winter, during which travel to or from their remote base will be impossible. As the lead facility on the project, Mr. X defined the look and feel of the film by creating set extensions and augmentations, which transformed shooting locations in Quebec and Manitoba into the menacingly beautiful landscape of Antarctica. “The primary challenge was to create the illusion of being there,” said Dennis Berardi, founder of Mr. X and VFX supervisor on the film. “The narrative on this film is very much driven by the harsh conditions in Antarctica and the imminent arrival of winter. The director wanted us to make the environment, the bitter cold, and the threat posed by winter real for the audience.” Along with the Antarctic landscapes, the artists at Mr. X did set extensions for the research station, created a CG Otter aircraft, added various atmospheric effects, and killed off a villain, recreating the character entirely ...

Animal Logic

Nagyon regen volt mar szo munkarol, ugyhogy most egy kicsit arrol is. Sajnos a filmekrol (plane a most folyamatban levo Guardians of Ga'Hoole-rol) nem igazan beszelhetek, ugyhogy nehany video beszeljen helyettem a cegrol. Szakmabelieknek nem sok ujdonsag lesz, meg nem is nekik szolnak ezek, de hatha erdekes ettol. Altalanos hype a Happy Feet kapcsan: Az Animal Logic es a HP egyuttmukodese (x): Zareh Nalbandian, a ceg alapitoja/ugyvezetoje beszel a kezdetekrol: Es vegul az uj filmes showreel is megtekintheto a linkre kattintva, majd a FILM REEL-t valasztva. Aussie pride! :)

Panaszkodni jo

Valamiert a VFX iparban dolgozo munkasokra emlekeztet :D

Knowing VFX

A film sok helyen pergett mar premier elott, es a hetvegen meg is volt a bemutato. Igy az elso negativ filmes elemzesek mellett kijott egy cikk is a vizualis effekt oldalrol.

“I hear thunder but there is no rain…

...this type of Thunder breaks walls and window pane..." - uvolti a reggae sample a Prodigy albumon, en meg nezem ezt a videot: 2009 januar, Broken Hill (innen nem annyira messze, az Uveghegyen Nagy Vizvalaszton tul. Nature is powerful. Egyebkent van a dolognak VFX vonzata is: a Whiteout cimu, Kate Beckinsale foszereplesevel jo regota keszulo filmben szerepel egy gonosz hovihar, ami kisertetiesen hasonlit erre (leven ilyesmi volt referencia, csak Baghdadbol:) Ott a Houdinis shaderhez tettem hozza valamennyit, mielott eljottem volna Torontobol.

Dante’s Inferno

[QUICKTIME http://motionographer.com/wp-content/uploads/2009/02/dantes_inferno_h264.mov 768 605] A valaha keszult legjobb game trailer. Ever.

Malenkij robot

Paran kerdeztek, hogy miert nem irok mar VFX-rol, Houdinirol, projektekrol, cegrol, es hasonlo, regebben talan fobb temanak szamitol dolgokrol. Roviden a valasz: a futo, meg nem bemutatott projektekrol nyilvan nem irhatok, Houdinit lassan egy eve nem lattam (Mayas dolgokrol meg nem irok, mert abbol csak anyazas lenne)..mi volt meg? Na, azert egy ropke update. Befejeztuk ugye a Knowingot, ahogy mar a szabadsag kezdeten irtam is, most pedig a Guardians of Ga'Hoole cimu, 17 reszes konyvsorozaton (hello herripotter) alapulo animacios film fut fel. Elore lathatolag (IMDB alapjan) jovo juliusban lesz a bemutato, addig biztosan elleszunk vele, mert igen komplex a kepi vilag. Na, ennyi, remelem nem sertettem meg semmi NDA-t :) A Guardiansrol sokat nem lehet tudni, Zareh Nalbandian, az Animal Logic ugyvezetoje/tulajdonosa a 2008-as Game Connecten beszelt valamennyit a filmrol, illetve az AL jatekfejlesztesbe torteno bekacsolodasarol, a ketto kapcsolatarol (illetekeseknek mondom: ez talan Cgblogra erdemes link), amit a Youtubeon meg is lehet tekinteni (joval egy ora folotti hosszal). Houdini: hogy azert megis legyen..ha visszajottem a turarol, szerintem megint nekilatok mar dolognak. Egyreszt mostanra ki is tisztult a fejem, tudok mar vele foglalkozni otthon is, masreszt meg nem akarom teljesen elfejelteni. A 101-en is van par Houdinis fejleszted, de mar lassan nem is emlekszem, hogy tulajdonkeppen mit akartam, elo kell archivumbol szedni a projekteket, aztan meglatjuk. Na, ennyit a szovegbol, inkabb nezzetek meg, mennyire cool arc (muha) itt mindenki :D

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Renderemberek

People with weird names (at least for us, cg geeks) brought to you by Linkedin.

Showreel 2008 (2007)

Mivel valami erthetetlen oknal fogva mostanaban megint sokan kerdezgettek a reelem felol, es idokozben felszabadultak a projektek a titoktartas alol, ezert ugy gondoltam, kirakom mar a tavalyi (igazabol 2007 vegi, tehat bo masfel eves) reelem. Nem, nincs ujabb, ne is kerdezd! For some reason way over the top of my head I've recently been bugged about releasing my showreel to public. Because all the featured projects were released and thus cleared from NDA, I thought it might be an idea to release last year's (edited late 2007) reel. No, there isn't a newer one, don't even bother asking! "Old showreel from October 2007, mostly game cinematics, documentaries and commercials that I've worked on as Cg Supervisor and Technical Director in the UK at Axis Animation and Red Vision using Houdini and Maya." HD

Valsag(?)

Irogattam mar arrol, hogy a begyuruzo valsag talan nem erinti a vizualis effekt (meg ugy altalaban a szorakoztatassal osszefuggo) "ipart". Nem annyira jott be a joslat, sokfelol jonnek a hirek, hogy itt 20 ember, ott 60. Most peldaul a Laikatol 75 embert menesztettek, mikor polcra tettek a kovetkezo (Coraline utani, altalam soha nem hallott) filmet. Tovabba: Nickelodeon: 800 fo Laika: 75 fo Midway games: 150 fo Kisebb cegek: nehany fo Nalunk egyelore meg nincs semmi jele, de ha ide is bejon, akkor sokunknak felforrosodik a talpa alatt a talaj. Megyek is inkabb melozni, amig lehet :)

Knowing hivatalos poszter

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Online photoshop

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Volt mar olyan, hogy hirtelen kellett volna egy PS valahonnan, de mondjuk netes kavezoban voltal, nem engedtek Gimpet installalni (vagy utalod), meg amugy is? Mostantol hasznald a picnik.com alkalmazasat. Ebbol a minta kepbol: sikerult ezt osszehozni: Jo, nyilvan gagyi, de azert azt mutatja, hogy a filteres huszarkodason kivul azert a legtobb atlagfelhasznalo altal igenyelt fotosoppos dolgot viszi. Raadasul bizonyos szintig ingyenesen.

Halalos verseny

Kreditet nem kaptam, hiaba volt benne a kezem vagy 70 jelenetben. Mindenki bekaphatja tovig!

Dübörög a világgazdaság…

...kamatvágás, segélycsomagok röpködnek, nem rózsás a helyzet. Aki azonban a filmes-VFX területen dolgozik, talán picit jobb helyzetben van, mint a banki (vagy Ebayes) alkalmazottak. Az USA megint adott egy csomo adókedvezményt Hollywoodnak, meg más, szórakoztató iparágaknak (pl. NASCAR). Nyilván hosszabb válságra keszülnek. True, the movie business would never again enjoy the figures of 1929, when 23,000 theatres were visited by an average of 95 million people a week. By 1936 the number of screens would be shaved by a third. . . The number of weekly filmgoers would also decline permanently, slashed by radio . . . Still, never was escapist entertainment needed more than during the Depression. Hollywood rose to the occasion. As the wolf settled in for a lengthy stay, entertainment provided solace and balm. But reduced prices and varied giveaways were not enough to lure people into trading hard earned pennies for filmed vaudeville. They wanted magic and romance and novelty; stories with happy endings and a chastened wolf. Cirkuszt a népnek, ha már kenyér nem annyira lesz.

Show your own work

Isn't it nice when you see your work (that is not even supposed to be shown in public) shamelessly featured on another artist's reel claiming ownership over not only your contribution but another 2 artists' as well? I mean if you were on the show and your stuff didn't make it because of an editorial decision but you could have done the shot, that's probably fine. But not being present at that time, not even working in that field (fx) at all on the project is a bit too much. Whatever.

Death Race article on VFXWorld

J. Paul Peszko (Peszko Pal?) had an interview with VFX Supervisor/Owner of Mr.X, Dennis Berardi about the 800+ shots delivered for the movie. He covers some of the more challenging fully computer generated Terminal Island shots, the race enhancement elements and some compositing as well. May contain traces of Houdini.

Behind the scenes

While looking after some other kind of information, I've found couple of behind the scenes photos of TV commercials projects I was working on or supervised on set (or in fact, I shouldn't have worked on ;) back around 2001-2002. Interesting experience to look back to not more than 6-7 years ago, yet to see a completely different world. Raiffesen (bank) Matav (T-Online, communications company) AB-Aegon (insurance company) The photos presented here are property of Kreativ.hu.

Max Payne Trailer #2

[QUICKTIME http://movies.apple.com/movies/fox/maxpayne/maxpayne-tlrc_h.640.mov?width=640&height=272 530 240] The second trailer of Max Payne (a movie I was working on a bit back in Toronto at Mr.X) is out, and also there is a release date locked now: 17th October 2008. Gonna be interesting to see this, I think they managed to nail the style a lot better than in the first one. You can watch it in various formats on the Apple trailers site, if you're so inclined.

PrMan turns 20

Let's have a pint at one of the moving forces of the industry: PrMan. It just turned 20, after two decades of hardcore hammering through the most complex stuff seen on the big (and small) screen. Cheers! Hollywood reporter article Pixar's RenderMan is a lasting effect By Carolyn Giardina Aug 11, 2008, 12:00 AM ET RenderMan is celebrating its 20th birthday. Pixar Animation's rendering software first was published two decades ago, and since then it has helped usher in the era of computer graphics in filmmaking. The core technology that led to RenderMan was created by Pixar co-founder and president Ed Catmull, co-founder and chief scientist Loren Carpenter and vp software engineering Rob Cook. "At that time, CG was nowhere in the special effects business," said Catmull, who will be the featured speaker today at Siggraph, the computer graphics confab, where the newest version of RenderMan will be unveiled. "Special effects were done practically or with models." Many have worked to advance the application during the past 20 years. RenderMan has contributed to all of Pixar's CG feature titles as well as to countless additional animated and VFX-driven films, including "The Abyss," "Jurassic Park," "Titanic," "The Lord of the Rings" trilogy and the "Pirates of the Caribbean" films. Rendering is the process of calculating the information in a CG file for final video output -- essentially turning numbers into images. In March 2001, Catmull, Carpenter and Cook received an Academy Award of Merit -- an Oscar statuette -- for the advancements in motion picture rendering exemplified in RenderMan. It was the ...

New Animal Logic TVC reel

Check out Animal Logic's new TV Commercials reel (2008): Unfortunately there is no direct link or embedding capability, so just click on the image, then select "TVC REEL *NEW*".

New WETA site

check out the new reels

Dreamworks, Intel, Larrabee

DreamWorks switches to Intel, creates 3D movies with Larrabee By Wolfgang Gruener Tuesday, July 08, 2008 11:26 Santa Clara (CA) – Intel is partnering with another big name to create credibility for its upcoming visual computing technology consisting of Nehalem processors and Larrabee accelerator units. DreamWorks will use Larrabee to create its first stereoscopic 3D film called Monsters vs. Aliens, which is slated for a March 2009 release. Intel said that it will provide DreamWorks with “the latest high-performance processing technologies, including future chips with multiple processing cores” to “meet the increased demands of creating 3-D animated feature films.” Intel spokesman Nick Knupffer told TG Daily that the “future chips” note refers to Nehalem CPUs as well Larrabee cGPUs, an upcoming multi-core graphics and floating point accelerator architecture. First Nehalem chips are planned to be released in late 2008; Larrabee is expected to be introduced in the second half of 2009. DreamWorks so far has been a strong supporter for AMD and heavily pitched its partnership with AMD following the production of Shrek 3 and the introduction of the Opteron quad-core processor with Barcelona core. Intel now claims that DreamWorks is “converting its computing infrastructure to an Intel-based system”, which could be considered a major blow to AMD and a big credibility and marketing statement for Intel’s new technology. "Our objective is to significantly heighten the movie going experience using DreamWorks Animation's ground-breaking 3-D filmmaking tools," said Jeffrey Katzenberg, CEO of DreamWorks Animation, ...

Knowing

The first trailer of Knowing, the other movie apart from Australia I will be working on at Animal Logic was just released. In 1958, as part of the dedication ceremony for a new elementary school, a group of students is asked to draw pictures to be stored in a time capsule. But one of the students, a mysterious girl who seems to hear whispered voices, fills her sheet of paper with rows of apparently random numbers instead. Fast forward 50 years to the present: A new generation of students examines the contents of the time capsule and the girl’s cryptic message ends up in the hands of young Caleb Myles. But it is Caleb’s father, professor Ted Myles (Nicolas Cage), who makes the startling discovery that the encoded message predicts with pinpoint accuracy the dates, death tolls and coordinates of every major disaster of the past 50 years. As Ted further unravels the document’s secrets, he realizes it foretells three additional events—the last of which hints at destruction on a global scale and seems to somehow involve Ted and his son. KnowingWhen Ted’s attempts to alert the authorities fall on deaf ears, he takes it upon himself to try to prevent more destruction from taking place. This gripping supernatural thriller charts one man’s faltering steps towards belief in the ultimate order of the universe even as he finds himself surrounded by mounting chaos. With the reluctant help of Diana Whelan (Rose Byrne) and Abby, the daughter and granddaughter of the now-deceased author of ...

Killzone 2 – prerender vs. game footage

So it was a bit over 3 years ago we finished the Killzone trainer for the E3 2005. I found an article comparing it to the 2007 state of the game engine look. I've got to say they did a quite amazing job matching (and in some aspects surpassing) it.

Interview with Caleb Howard on CgTalk.ru

I accidentally bumped into this old interview with Caleb Howard (back then FX Supervisor at R&H). Interesting read, talking about the industry, Houdini's role, the early days at SESI...etc.

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Death Race trailer #1 released

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Universal released the trailer of Death Race, an action heavy movie I spent about 3 months working on at Mr.X Inc., the lead VFX provider on the movie. I can't really reveal any details just yet about what was being done, it will have to wait for the release date on the 22th August 2008, but for now some publicly available stuff instead: Terminal Island, New York: 2020. Overcrowding in the U.S. penal system has reached a breaking point. Prisons have been turned over to a monolithic Weyland Corporation, which sees jails full of thugs as an opportunity for televised sport. Adrenalized inmates, a global audience hungry for violence and a spectacular, enclosed arena come together to form the 'Death Race', the world's biggest, most brutal sporting event. Five-time NASCAR champion Jensen Ames is a man who has become an expert at survival. After eight years of hard time, he has only six weeks before reuniting with his family. But when Weyland demands a driver to headline the big game, Ames is forced to submit. Donning the costume of mythical rider Frankenstein, the racer becomes an instant crowd favorite, an unequaled sporting superstar. His face hidden by a metallic black mask, one convict will be put through a brutal three day challenge, with the trophy being the ultimate prize: freedom. The only catch is that he must survive a gauntlet of the most vicious criminals in this post-industrial wasteland to claim it. Driving a monster car outfitted with machine guns, ...

Australia (the movie)

"AUSTRALIA is an epic and romantic action adventure, set in that country on the explosive brink of World War II. In it, an English aristocrat (Nicole Kidman) travels to the faraway continent, where she meets a rough-hewn local (Hugh Jackman) and reluctantly agrees to join forces with him to save the land she inherited. Together, they embark upon a transforming journey across hundreds of miles of the world's most beautiful yet unforgiving terrain, only to still face the bombing of the city of Darwin by the Japanese forces that attacked Pearl Harbor. With his new film, Luhrmann is painting on a vast canvas, creating a cinematic experience that brings together romance, drama, adventure and spectacle." [QUICKTIME http://movies.apple.com/movies/fox/australia/australia-tlrc_h.640.mov 530 298] It's the next movie I will be working on once I make it to Sydney, looks like a nice one. Not exactly what you call a VFX driven film, but based on what I've seen/heard it's a worthwhile experience to be part of. Also, there is soon going to be (where are they already?) two trailers released that I was working on recently, Death Race (a remake of the old Death Race 2000) and Max Payne, both coming to cinemas around late summer.

Death Race cars

Uhm..some more leaked images from Death Race (2008)

Graphics Chums

A Hollywood gyar

Mert, ha hiszed, ha nem, tényleg azt mondom, a jót is meg lehet szokni. De mennyire! Talán ez az egyik legrégibb klisé. Kellemetlen, de igaz. Amerikában értettem meg, akármilyen olcsó fordulatnak is látszik, mégis igaz. Ha az álmaink hétköznapivá válnak, s már a másoké sem tűnik olyan izgalmasnak, jön az előremenekülés. Egyre értékesebbet kell álmodni. Az elvárás egyre feljebb kúszik, alattomosan, hol magad, hol meg más miatt. Ok, de ez nem a magasugrás, ahol a lécet egyre feljebb lehet tenni. Még azt sem tudod megéri-e. Akkora lesz a nyomás, hogy ezt át sem tudod gondolni. A bensőd követelőzik, miközben a legtöbbször varriációkat gyártasz egy témára az újdonságra való törekvés kényszerű szorításában. Egy idő után nem csak a munkában, a magánéletben is. Olvasom az elejetol fogva, akartam is mar ajanlani: Szipal Peter (Hollywood nofotosa hazatert).

.dotfiles

Looking at some ways of making shader writing easier in vim, I bumped into dotfiles.com that contained a surpisring amount of example config files related to a number of *nix editors and tools. Might be handy if you need to do a lot of dev work without an IDE.

RaceDriver Grid trailer

Axis just released one of their recent trailers they've done for Codemasters, great looking visuals, some heavy environment stuff (and slightly cheesy looking animation, especially when considered this should be a less arcady style game). Good to see they've put the Maya-Houdini-mantra pipeline to some hardcore testing :) EDIT: here is a HD version...gives away more, I liked the smaller one better, to be honest

Houdini history

Lucio asked on the SESI list if there was a Houdini history timeline on the SideFX site..y'know to show what features where introduced when, just a bit of nostalgic fever. Anyways, I did a bit of digging in the area and found (again) this goldmine called Archive.org. Couple of quotes you might find interesting, if you're follower of the H. Whether it's procedural animation, modeling, or motion and audio editing---Side Effects Software have proven time and time again to be industry innovators. Did you know that Side Effects Software was the first to introduce these breakthroughs in a high-end commercial 3D animation package: 1987 first to put a GUI on a procedural modeling system 1988 first to incorporate an expression language in the user interface 1989 first to add metaballs first to have a polygon reduction tool (greduce) 1992 first to include a particle system first to have a morphing package (mojo) 1993 first to have integrated motion capture (moca) first to include time frame sampling (tima) 1995 first to support NURBS, polygons, and Beziers as "equal citizens"including the ability to skin these mixed primitive types first to integrate all components (modeling, animation, rendering, compositing) into one executable 1998 first to have audio editing (CHOPs) first to put a GUI on a procedural particle system first to have audio synthesis first to have localized 3D sound first to introduce hierarchical splines 1999 first to announce plans to port to the Linux O/S And the year when I got on board with the software and started my roughly 10 years of occasional fiddling somehow managing to avoid ...

Oh, yes (aka Python)

Multithreading & Gpgpu, A quick tour…

A fellow od[Force] member, malexander posted this article, I found it a great resume of the $SUBJECT: There's been a lot of talk about threading & GPGPU, so I thought as a developer with a fair amount of experience in both I'd write up a bit of what's going on, both in the hardware industry and software development. I've tried to be as non-techie as possible. Hopefully it'll shed a bit of light on what's involved in developing software using these techniques. Cheers, M.

New Mr.X website and Work Permit progress

Two good news for a day. First of all, I've finally got all the documents needed by the Embassy to process my application for the work permit, so it should all be sorted by the end of next week..then fly. Second is that Mr.X has a new website, new reel with some Houdini making of..check it out. [flv:http://mrxfx.com/media/reel-2008Montage.flv 530 298]

The flu

The Academy annouced both their nomination shortlist but more interestingly the winners of the Sci-Tech awards. It looks quite surprising how many fluid related research projects they found to be worthwile. Essentially they did a round over all the leading VFX companies (ILM,D2,R&H,Scanline) but also developers of commercial software (Autodesk, Scanline) and awarded them all to the same extent. Let's see this impressive list: "To Victor Gonzalez, Ignacio Vargas and Angel Tena for the creation of the RealFlow software application. RealFlow was the first widely adopted, commercially available, easy-to-use system for the simulation of realistic liquids in motion picture visual effects. To Jonathan Cohen, Dr. Jerry Tessendorf, Dr. Jeroen Molemaker and Michael Kowalski for the development of the system of fluid dynamics tools at Rhythm & Hues. This system allows artists to create realistic animation of liquids and gases, using novel simulation techniques for accuracy and speed, as well as a unique scripting language for working with volumetric data. To Duncan Brinsmead, Jos Stam, Julia Pakalns and Martin Werner for the design and implementation of the Maya Fluid Effects system. This system is used to create simulations of gaseous phenomena integrated into the widely available Maya tool suite, using an unconditionally stable semi-Lagrangian solver. To Stephan Trojansky, Thomas Ganshorn and Oliver Pilarski for the development of the Flowline fluid effects system. Flowline is a flexible system that incorporates highly parallel computation, allowing rapid iteration and resulting in detailed, realistic fluid effects. To Dr. Doug Roble, Nafees Bin Zafar and Ryo Sakaguchi for the development of the fluid simulation ...

Digi-tutors Houdini introduction DVD

Looks like a Houdini-news day :) January 4, 2008 – Already known throughout the CG community for a host of excellent tutorials and DVDs, Digital-Tutors is now creating learning materials designed to help artists quickly learn Houdini. In November, they began posting free introductory Houdini tutorials online that have already helped Houdini and Houdini Apprentice artists build their skills from the ground up. As 2008 begins, these lessons have been quickly followed with a Houdini DVD.

Young houdnik

DTWO*

Now this (the so called D2 IPO) was announced on all the possible VFX news websites during last week. Still not many blogs commented on it to a larger extent. I guess it takes a lot more (or at least different background) than being an average CG geek to come to some kind of conclusion regarding this announcement. I'm not a business analyst myself (sometimes I wish I was) still I find the published company background information an insightful bedtime read (about the whole VFX business) for next couple of days (c'mon, it's 100+ pages of business data). *DTWO is going to be the stock exchange key for D2 if they make it

New Houdini book on the horizon

In case you missed it, this is a heads up for a new book coming in early 2008 from Andy Lowell, a music and Houdini guy who is working on bringing the two areas close together. Check out this teaser of what's coming up in the book. Definitely looks like a nice addition to the fairly thin CHOPs knowledge base but most importantly an inspiring way of looking at Houdini and learning about lot more general concepts while having fun. Some of my favourite links in the subject: Derivative Inc. Andrew-Lowell-Productions.com El Kabong A related odForce discussion

3D engine article series

So Beyond3D is very proud to present the first part of an on-going series featuring one man's thoughts and experience on modern engine development. As you'll see, as we publish subsequent parts, Rodéric has a valuable story to tell. Rodéric and Beyond3D's foremost intention is that it sparks up insightful and informed comment on the forums, where everyone can learn something new about what's still a bit of a dark art in programming terms. I just skimmed through the first episode, looks like a good introductory read for non-programmers as well.

Thomson and Dreamworks hand in hand

"Thomson today announced that its Technicolor Services division has formed a strategic alliance with DreamWorks Animation SKG, Inc. (NYSE: DWA) to develop world-class animation capabilities in India. The alliance leverages Thomson’s recent investment in Paprikaas Animation Studios, a leading animation and game content provider in Bangalore, India. Paprikaas Animation Studios offers creative, technical and production capabilities to design and produce computer-generated animation for feature films, television programming, commercials and video games, with a strong focus on digital 3D content [...]" - sais the press release. Interesting how much Technicolor (Thomson) invests recently in VFX and positions itself as one of the most important companies that span across the globe. Last year they opened a facility in Beijing trying to leverage the Asian highend VFX market, then they announced the rebranding and upsizing of TCS Vancouver (under the flag of MPC) and now buying into an already established studio in India - Paprikaas Animation Studios isn't exactly unknown if you kept your eyes open last couple of years. This, together with Dreamworks means a lot of connections brought in the country and on the continent (they also operate a DI facility in Singapore and Shanghai). Now, you could say they're just bringing the gruntwork. Think again. Some places do that. Make almost thousand people work 100+ hour weeks or in three shifts doing roto/spot removal/touchups. On the other hand, studios like R&H India are already into the heavy lifting and as experience accumulates, this is going to be more and more the case. ...

With great power comes great responsibility

Scott Squires posted this great article in his fine blog, the EffectsCorner. I can just recommend subscribing to his feeds anyways as they provide the audience with articles, podcasts and even videocasts (is that a word?) ranging from introductory level to industry insights. Anyways. This article in the Variety is about the paradigm shift in the world of VFX Supervisors from a more post-touchup role to a first league creative contributor of any VFX-heavy movie. Great powers, great responsibility. And as a side effect we get more recognition. Win-win situation.

3K barrel

Impressive.

metal mill

This grinds everything from CGFX to the mental ray shader API through an intermediary shading language called MetaSL. If you don't believe it, they made the demo version of the beta available so you can get your hands on it. If you feel lazy, at least check out this video (it's a bit long though). There is also couple of documents you might want to see: Features Functional overview (aka whitepaper) A tutorial for Maya realtime shader usage And for the TD minded: MetaSL quick guide

mental images pwned

And an announcement before the yanks wake up: mental images, is a wholly-owned subsidiary of NVIDA and operates under its brand and leadership team, including founder Rolf Herken as the CEO/CTO, from its headquarters in Berlin, Germany as well as its other worldwide locations in Europe, North America, and Australia. The combination of mental images and NVIDIA united some of the greatest talents in the visual computing industry. Yes, you heard it. mental images is now officially owned by nVidia. Couple of questions: - What's going to happen to Gelato? My bet is that they will have an inhouse team at nVidia's working together with the mr team in Germany. - What's going to happen with the Cell development announced in August? My bet is that it will go down the drain. - How does it stand up against Larrabee? On one hand, they have a mature product (mr) that's ready to launch, it's already industry standard..so it definitely will on the rendering side (at least for the short/medum term) but from what I see Larrabee is a lot wider range of applications..we have yet to see this. Exciting times.

SpeedShape

Check out the SpeedShape website..I have a mixed feeling with usability (might just be a preconception with Flash built up during the years) but it's definitely attractive and provides a strong presence to the company.

Quicktime/H264 gamma solution

This was mailed to the 3DPro mailing list by Robert Moodie, thanks for that. It's a solution for the famous and hated gamma issue when using the H264 codec in a Quicktime container. From the Frantic Films forum post (posted by Mark Wiebe): Quicktime has a feature, mostly hidden from users, which is designed to adjust the display gamma of quicktime movies on different machines to compensate for display difference. Deep within the file, there is sometimes a little tag called 'gama' lurking which tells the Quicktime player what gamma correction the file was encoded with. While this is well-intentioned, motivated by the difference in display gamma between PCs and Macs, the Quicktime player offers no way to view this tag and change it. When you're using a tool such as cineSpace to calibrate your display, you want to give full control over your colors to it and for Quicktime to just display the data as it is. Unfortunately, if there's a 'gama' tag in your Quicktime, this won't happen. On a Mac, it will look darker than on a PC, because it is compensating for the gamma difference. Most PC displays use a 2.2 gamma, as specified by the sRGB standard, while Mac displays use a 1.8 gamma. The Solution To work around this issue, we have created a small tool that strips the 'gama' tag out of offending quicktimes. It's a very simple tool which operates on all the file names and folders given to it. To use it, copy the executable to a ...

Houdini 9.1 Public Beta

Side Effects Software is pleased to announce that the Houdini 9.1 release candidate is available for download. This update is focused on stability and optimization and is being released to the community for a final testing phase. Our goal is to announce Houdini 9.1 as gold in early January once the community has confirmed that it is stable enough for production. During this testing phase, the release candidate version will use your existing Houdini 9 license. This will make it possible for everyone to begin testing Houdini 9.1 right away. Please contact your sales representative in January to acquire your new licenses using either your existing Annual Upgrade Plan or an Upgrade fee. Houdini Apprentice HD customers will be getting their upgrade to 9.1 for free. Please be sure to put Houdini through production-style scenarios. Report all bugs using the Support > Submit H9 Bugs menu at www.sidefx.com and be sure to give us as much information as possible about the problem. Thank you for assisting us with the testing of Houdini 9.1. We look forward to getting this release production-ready for early 2008. Cristin Barghiel, Director of Product Development Side Effects Software

CEO’s blog

I always find a bit awkward when I run into a CEO's blog..especially if it has a personal taste. Somehow I feel like if it was giving away secrets that no one else should be aware of...or maybe point out how unstable and quick changing your situation might be. On the other hand I enjoyed spending last hour reading Marc Bourbonnais' blog about setting up his feature VFX startup: Modus. Maybe because I was in the same boat for a while when launching Droidworx, the short lived post house but I find his real life comments encouraging still full of worries...which is a good thing when you're in your first year, never sit back and look backwards for too long when you're in this business. Goog luck to them! PS: while trying to link in our old Droidworx website I managed to find our Demoreel from 2002...it's a weird experience to watch it again. [QUICKTIME http://droidworx.hu/demo/droidworx.mpg 530 390]

Ding!

What was your relationship with the guys at Digital Domain? Basically, what you do — I don’t know how familiar you are with this crap — they bring you in there, and you have a little bell and you ding it when the shot is done. You go ding!. And everyone applauds. There were 103 shots in the sequence. The first attempt I see, I go, “That’s terrible.” And I was really depressed. You give them notes. “Go back and do this, this, and this to it.” Sometimes you don’t know why it doesn’t look right. You just know it looks phony. So they do another version. They keep adding elements, subtracting elements, doing this and doing that. Finally they hit it — version 36 is the one you go with, and you go ding! and everyone claps. That’s the process. And you have to do this with every shot in the sequence. - interview with James Gray on StudioDaily.

Old stuff

For those who might not know, PRISMS was the predecessor of Houdini from SideFX. Michael Fuchs/CAMF Productions posted this old tutorial on the odForce website, I found it an interesting read. If already in a nostalgic mood, you could check this out as well. Archive.org snapshots more popular sites on a monthly basis and makes it available surprisingly as archives. It's interesting to roll back to as early as 1997 and see the content of the SESI site back then. And finally a user manuals from the old Sydney VisLab website: PRISMS.

Intel Inc. presents: The advent of GPGPU

Warning. This article approaches the subject from a specific point of view and largely based on speculation so further reading suggested. Please see reference material at the end. As it stands The VFX industry has been waiting for quite a while on the glorious day of widespread GPGPU usage in CG related tasks: from rendering through various simulations to compositing, everyone could benefit from the number crunching performance of GPUs. Although there is a lot of development already in place in all the mentioned areas, still it feels like a difficult beast to untame. We have yet to see a major breakthrough in this area. None of the industry standard renderers support GPU acceleration properly and there is no publicly available simulation package that would use an nVidia cluster. You could say public domain isn't always the issue when it comes to VFX. There is a certain amount of truth in this but on one hand not all the companies can afford to roll their own General Purpose GPU (GPGPU) parallel fluid solver and then run it on a dedicated (or seriously rethought) farm. It costs a lot of money and effort to develop GPU accelerated (especially parallel) applications and running on a mixed X86 + 3rd party GPU farm has a huge cost implication as well as it requires special ingredients: more footprint, more power, different administration tools and maybe even OS changes. No wonder major players of the domain tried to facilitate this effort: nVidia introduced CUDA, ATI has its own ...

Best ever use of Youtube

Now you thought that Youtube is for sharing exotic car racing videos, music videos or emos talking shit about the heights of their private life? Wrong. I've found the best ever use of Youtube. Donny, a mathematician of age 22 from Singapore has an awesome but slightly weird hobby of posting dozens if not hundreds of calculus and other math related teaching videos in his collection. If you're a fellow TD lacking in some of these areas, instead of banging your head against some hard to digest textbooks, you should check these out. A bit difficult to understand at the start but you get over it quickly and simply enjoy being back at school and learning something interesting and useful. And don't forget to say thanks to him for this huge effort.

New Axis Animation website

Axis Animation, my ex company just launched their new website and I got to say it was just about time to do so. I hope this new site will bring them the love even though they still seem to suffer a bit on the front of being able to showcase their best work. There is definitely a larger selection of featured works on the site still the best seems to be gone for ever. Such a shame. Anyways, good luck to them with the new site, make sure you check it out as you can see some of the work I contributed to (either as TD or CgSup) or maybe find a job opportunity.

Great Call of Duty 4 post mortem article

I tried the demo couple of days ago on my bro's not so great PC and my jaw just dropped. Mind you I'm not a games dude, I hardly ever play anything else last couple of years than driving games. Only because that's the only kind of game that let you to just drive couple of laps without spending ages trying to get into it but also you can spend the occasional 3-4 days gaming session just by trying to perfect your laps and unlock cars. Ok, you also got to be a car addict to do so but hey.. Anyways. If you're curious what makes such a good game, read this post mortem article about COD4 that seem to spread like fire on industry/gaming related website. Accidentally it happens to also describe quite precisely where most companies go wrong with productions. Now my perfect Chrismas gift would be COD4 on the 360. Please.

RAYZ

Heh..it feels like if it was another life. I bumped into this article on LinuxJournal talking about using RAYZ on various (back then) upcoming VFX blockbusters. Heh..I can't even remember the times when that package was still around, it feels like it was ages ago...all this talk about Alphas, Linux's position on the VFX market, Cineon/Chalice..etc. Then I look at the date and it's only from 2002. Now is time passing fast or slow? You be the judge.

Colorfront+Korda = ?

Looks like a day full of industry related posts. I've just got this press release from a friend of mine and I was astonished by the amount of development/money that goes into this two projects: Korda Studios and Colorfront. One of the most modern studios teaming up with maybe the best DI facility in a 1500 miles circle..not a bad move. Today they announced that CF will deploy some satellite offices wired to their headquarters in the city providing onset services to big productions coming to shoot in Hungary. I can't add more to this but welcome their cooperation and hope it will give that huge push to the Hungarian VFX market that it was starving last couple of years. To be honest I can hear a lot of people whining about this subject but if I look around in similar countries, we are miles ahead when it comes to infrastructure, salaries..and maybe even know-how in some areas. I guess we just need some big projects such as Hellboy2 that is being shot at Korda's but also some of the (simpler) post work is done at CubeEffects. From what I've seen at another facility (FocusFox) that also had a connection to the film processing services of Kodak Cinelabs, I'm expecting the following pattern: - most of the films shot at Korda's will be scanned/transferred at CF: rushes, telecine..etc will be a common practice - less of it will also run through the final grading (hopefully more than at Fox) - not many but some will use the VFX ...

Frankie goes to Bollywood?

No, I don't want to write about cheesy pop music. Rather I post this article I just found about Prime Focus, a VFX company based in India that just acquired Frantic Films. You thought that US companies are going East to deploy their roto units, right? "Prime Focus currently owns six visual effects and post-production facilities across India and four facilities in London. Now it will add new facilities in Los Angeles, New York, Vancouver and Winnipeg, along with ownership of 55,000 square feet of prime real estate in Hollywood and 200 new staff members. Prime Focus Group facilities in India service the country's thriving $2 billion film industry; its London facilities service European film and television projects and in North America will continue to service the domestic film market" Now think again.

Resident Evil: Extinction

As part of digging up some information about Mr.X (as I told you I'm gonna be starting an exciting position with them in January) I was watching the movie yesterday. It's not as bad as I expected but I was a lot more keen to see the werk. VFX is more present and complex compared to my expectations during the whole movie. CGsociety did a coverage of what Mr.X's involvement was during the project, features some niceties of using Houdini on a 500+ shot VFX project..take a look yourself.

Marketing lunatics

Isn't it fun when a lot of work goes into a project, client happy, planning to extend their campaign worldwide using the material produced, so all sounds wonderful. Then they hire some "PR guru" for couple million bucks who convinces them that it doesn't fit with his "vision" (must be a good one if it's worth that money) and they just pull the plug on it. Couple of hundred thousands (pounds) spent on production, same spent on airtime already bought..and all goes to the trash cause of some lunatics.