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Showing posts with label technology. Show all posts
Showing posts with label technology. Show all posts

Tuesday, September 16, 2014

Teenage Mutant Ninja Turtles Facial Animation FX | WIRED

making of , Teenage Mutant Ninja Turtles , Facial Animation,  FX,  WIRED , vfx , ILM , video , images, wallpaper, 3D

Mike Seymour breaks down the tech behind the latest Teenage Mutant Ninja Turtles flick, including the facial animation effects. Plus, find out how an improvised, off-camera moment turned into one of the funniest scenes in the movie.


Making of Teenage Mutant Ninja Turtles Facial Animation FX | WIRED


From | Wired Youtube

Sunday, September 7, 2014

TECH | Dell UltraSharp 27 Ultra HD 5K monitor

TECH, Dell UltraSharp, Ultra HD 5K , monitor , resolution, professional, images, videos, review, wallpaper, professional monitor

Dell has introduced two new monitors, the Dell 55 Monitor and the UltraSharp 27 Ultra HD 5K. While the UltraSharp monitor won't be launching until some time in the fourth quarter of this year, bringing 5K resolution with it.

TECH, Dell UltraSharp, Ultra HD 5K , monitor , resolution, professional, images, videos, review, wallpaper, professional monitor
The world’s first display with Ultra HD 5K resolution (5120 x 2880). Ultra HD 5K is equivalent to four times the resolution of QHD and seven times the resolution of Full HD; offering a revolutionary screen performance for professionals requiring the highest resolution available.

The UltraSharp 27 Ultra HD 5K monitor is the more exciting offering, however, bring with it a 27-inch display with a resolution of 5120 x 2880, Dell's PremierColor tech, edge-to-edge glass, and anti-smudge/reflection. The monitor has six USB ports, a storage card reader, and dual 16watt Harman Kardon speakers.

 

The Dell UltraSharp 27 Ultra HD 5K Monitor is USD $2,499.99 and will be available in the fourth quarter of this year.



Thursday, August 28, 2014

OMOTE | Real-time face tracking & Projection mapping

OMOTE, Real-time face tracking, Projection mapping, CG, VFX, makeup , projection, video , news, CGI, Tech, images, wallpaper, 3D

Project omote is a collaboration between japanese projection mapping specialist nobumichi asai, makeup artist hiroto kuwahara and french digital image engineer paul lacroix. In this Video Projection mapping is done on a Face in real time with the help of face tracking.


OMOTE | Real-time face tracking & Projection mapping



Project Members

nobumichi asai (producer / director / technical producer)
hiroto kuwahara (art director & makeup)
paul lacroix (technical director / programmer - transit digital works)
jin hasegawa (cg designer - spade)
takashi ishibashi (cg designer - spade)

Friday, February 21, 2014

NVIDIA | Introducing the GeForce GTX TITAN Black

NVIDIA, Introducing, GeForce GTX TITAN Black, Titan black , graphic card, price , USA , India, price in India , wallpaper, poster, cover, images , news , tech

Get first look at GeForce® GTX™ TITAN Black, NVIDIA`s elite graphics card built for today's most demanding gamers. See how the world's fastest GPU offers the perfect balance of sleek design, spectacular performance, and groundbreaking technologies that make it the next evolution in extreme gaming.

NVIDIA | Introducing the GeForce GTX TITAN Black



Featuring the same full GK110B chip configuration found in the GTX 780 Ti, TITAN BLACK delivers a staggering 5.1 Teraflops of computing performance per card.

Double down by sliding two GTX Titans into your PC and you can take advantage of a total of 5,760 cores for even more performance..

Each TITAN BLACK also supports up to four displays per card—two DVI, one HDMI and one DisplayPort—perfect for large scale displays or multi-monitor configurations.

Like the original, this new behemoth features a design that evokes the spirit of a supercomputer and the enormous capability within.

 TITAN BLACK, available today for $999. And the Price of the NVIDIA GeForce GTX TITAN Black in India could be around Rs. 80000 - 90000 .

Wednesday, February 19, 2014

Spider-man 3 | Facial Capture Animation Process

Remington, Thomas Haden Church, Sandman, Eddie Brock, Venom, James Franco, Harry Osborne , Goblin, Spider-man 3, Facial Capture Animation , making, vfx, behind the scenes , wallpaper, video , poster

Remington supervised and directed performance capture sessions featuring Thomas Haden Church (Flint Marko / Sandman), Topher Grace (Eddie Brock / Venom) and James Franco (Harry Osborne / Goblin) for "Spider-man 3".

In the 'Birth of Sandman' sequence, Remington worked closely with Animation Supervisor Spencer Cook and Character Setup TD Brian Burks to ensure that the erosion of facial features did not remove Thomas Haden Church's expressiveness that was key to conveying the characters emotional state.

Spider-man 3 | Facial Capture Animation Process


Utilizing clips of performance capture from actor Thomas Haden Church that were recorded before principle photography began, Remington sampled elements of a calibrated library of muscle and facial motion in order to modify the performance for director Sam Raimi's approval. Although timing and actions were recombined and sampled into a new performance, the facial motion retained it's essential uniqueness of Thomas Haden Church's muscle actions, which allowed his personality to 'read' through the digital sand simulated character.

The facial pipeline for "Spider-man 3", including rigging and animation was overseen by Remington.
The Sony Imageworks FACS pipeline was integrated as a secondary system to punch up facial detail such as furrows, wrinkles and deformations where markers didn't exist.

Wednesday, February 12, 2014

Video | NVIDIA Quadro at HP booth at SolidWorks World 2014

Video, NVIDIA Quadro, HP, SolidWorks World, 2014, 3D , computers, laptops , review , news

Brian Allen of HP gives a tour of the HP booth at SolidWorks and shows off NVIDIA Quadro in workstations -- both desktop and mobile, as well as a first time showing of the HP Z1 Gen2 workstation.


Video | NVIDIA Quadro at HP booth at SolidWorks World 2014


Video | NVIDIA Quadro at HP booth at SolidWorks World 2014

Saturday, November 9, 2013

Launch Video | Nvidia GeForce GTX 780 Ti

Launch Video, Nvidia, GeForce GTX 780 Ti , news, details, wallpaper, poster, cover, images

NVIDIA's Andrew Coonrad introduces the newest and fastest graphics card, GeForce GTX 780 Ti. See how it gives gamers the freedom to play the hottest titles at ultra settings and max resolutions. Super fast, whisper quiet and cool, GTX 780 Ti is the best gaming GPU on the planet.

Launch Video | Nvidia GeForce GTX 780 Ti



Go to www.nvidia.com/gtx-700-graphics-cards to learn more.

Thursday, May 24, 2012

Nvidia CEO describes strategic importance of cloud graphics

Nvidia, CEO, strategic, importance, cloud graphics, graphics, gaming, news, how, wallpaper, poster, cover
Nvidia chief executive Jen-Hsun Huang told analysts today just how important cloud graphics will be to the world. The company announced last week that its recently announced Kepler-based graphics chips are capable of cloud graphics. That means they can process graphics for multiple users in a data center and then dispatch the appropriate graphics as needed to the displays of distant remote users.

That allows big new applications for cloud computing in the enterprise. You can, for instance, use your own puny laptop to access huge visual projects such as engineering designs. Your computer will tap the graphics computing power in the cloud to render the images that your laptop could never display in real-time. One graphics processing unit (GPU) in the cloud can supply the graphics for at least four remote users today, compared to just one for prior chips. That makes cloud gaming and enterprise cloud graphics applications far more economical than in the past.

“Now we have a GPU for the cloud, a virtual GPU,” Huang said at Nvidia’s analyst day in Santa Clara, Calif. “What that means is that a whole bunch of users can see one GPU and use it as if it were their own.”

Nvidia has created a lot of software that enables the virtualized GPU, which can take graphics processing commands from a variety of users and process them on the GPU without regard for where those commands are coming from. No longer do the processing tasks have to come from just one computer.

This allows the graphics chip to catch up to the central processing unit, or CPU, which, when combined with hypervisor software originally created by IBM for sharing mainframe computers among many users, can serve many users from a single chip in a data center.

Huang said this cloud GPU will be valuable to the world’s 25 million product designers around the world. These users now buy Quadro-based graphics workstations in the millions each year. Power graphics users then make use of those designs and then share them. Other enterprise workers have to access high-end graphics, but in the enterprise, many of them don’t have beefy computers.

Virtualization gets around that problem, so you can run high-end graphics applications on a device as simple as an iPad. Hundreds of millions of enterprise users could benefit from cloud graphics, Huang said.

“That is completely empowering,” Huang said.

The Nvidia technology can handle virtualization quickly. It doesn’t use a software layer, or emulation, because that approach is too slow. The hardware has been tweaked for virtual GPU tasks.
“We wanted to put this in the cloud and for the first time, a GPU needs to be aware that a display may not be directly connected to the GPU,” he said. “It could be anywhere in the world. You just tell the GPU an address, and the bits coming out of the chip are sent to that address” to display the graphics on a distant computer.

Huang demonstrated an iPad running Windows and other demanding PC graphics applications running on the cloud. The iPad was able to show a high-end design program displaying a photorealistic image of a car. A total of 1,536 Kepler cores were accessible to the iPad, so it could handle the computing task easily.

As far games, Nvidia wants to use cloud graphics to make games instantaneously convenient to play as TV shows. This taps a technology dubbed the GeForce Grid. You no longer have to download a big game for hours and have a powerful computer to play it. That’s similar to the vision that OnLive and Gaikai have, and both are partners with Nvidia in cloud graphics.
“This will do the same for video games what TV has done for video,” Huang said. “We think it could expand the market.”

Of course, high-end games that are played remotely could suffer from lag, where the inputs that a gamer makes aren’t immediately translated into actions in the game.  So serious gamers are playing online games on PCs, rather than consoles, since the delays on a high-end PC are about 65 milliseconds and they are 166 milliseconds on an online console.

With the GeForce Grid powered by Gaikai, Nvidia can reduce the lag of the cloud graphics games to 161 milliseconds, or essentially just as fast as a game console. That could enable large numbers of casual gamers and non-gamers to play high-end games on relatively simple computing devices, Huang said.

Huang showed a demo of Hawken, an upcoming high-end 3D downloadable game, working in a cloud-based environment.

“For the game developer, we can expand their reach,” he said. “Today, you need to have the right hardware. But we can make it run on any hardware.”

On top of that, cloud-based games are piracy free, Huang said.

Source | venturebeat

Tuesday, May 1, 2012

Video | Digital Domain using V-Ray in Real Steel | Blake Sweeney

Video, Digital Domain, V-Ray, Real Steel, Blake Sweeney, how to, making behind the scenes, wallpaper, poster, cover

Digital Domain takes us behind the scenes of Real Steel. Lead Lighting Artist Blake Sweeney tells us all about how they used V-Ray to light and render all the Oscar-nominated VFX action Movie. A Video by

Video | Digital Domain using V-Ray in Real Steel | Blake Sweeney

Sunday, April 29, 2012

NEWS | NVIDIA Unveils GeForce GTX 690 | Dual Graphics Card

NEWS, NVIDIA, Unveils, GeForce GTX 690, Dual Graphics Card, 28nm Kepler GPUs, May 3, review, wallpaper, photo, leaks, press, test

NVIDIA unleashed GeForce GTX 690 at  Shanghai Game Festival. The NVIDIA GeForce GTX 690, packs two 28nm Kepler GPUs, Trumping the recently released GTX 680 as the "worlds fastest graphics card," it`s also loaded with a 3,072 Cuda cores. The outer frame is made from trivalent chromium-plated aluminum, while you'll find thixomolded magnesium alloy around the fan for vibration reduction and added cooling. Aiding in cooling even further, the unit also sports a dual vapor chamber and center-mounted fan. It's cost id for $1,000, sales start from May 3rd.

Two NVIDIA GeForce GTX 690 can run together in SLI as an effective quad-core card. With that said, NVIDIA claims that a single 690 runs 4dB quieter and handles about twice the framerate as a duo of GTX 680s in SLI . NVIDIA says, it runs Crysis -- 2 Ultra to be exact -- at 57.8fps. Lets wait for some reviews soon. Going to get this one.

Monday, April 23, 2012

Adobe CS6 | Adobe Creative Suite family | Adobe Creative Cloud | Out in market

Adobe CS6, Adobe Creative Suite family, Adobe Creative Cloud, Out in market, released, logo, wallpaper, poster, cover

Introducing Creative Suite 6

Adobe® Creative Suite® 6 software delivers a whole new experience for digital media creation, enabling you to work lightning fast and reach audiences wherever they may be. Now, for the first time, CS applications are also available through Adobe Creative Cloud™, giving you the flexibility to download and install them at any time. Plus, access additional applications, publishing services, and new products and features as they are released.


Adobe Creative Suite 6 Design Standard

Adobe Creative Suite 6 Design Standard

Produce high-impact print designs and digital publications.


Adobe Creative Suite 6 Design & Web Premium

Adobe Creative Suite 6 Design & Web Premium

Deliver innovative ideas for print, web, tablets, and smartphones.


Adobe Creative Suite 6 Production Premium

Adobe Creative Suite 6 Production Premium

Master the art of post-production, from planning to playback.

Adobe Creative Suite 6 Master Collection

Design and deliver across media.

Creative Cloud
Adobe CS6, Adobe Creative Suite family, Adobe Creative Cloud, Out in market, released, logo, wallpaper, poster, cover

Adobe Creative Cloud

Get all the CS6 apps, sync and store files, publish apps and websites, and more.


What is Creative Cloud?

Adobe® Creative Cloud™ is the digital hub that lets you download and install every Adobe Creative Suite® 6 application; access online services for file sharing, collaboration, and publishing; and benefit from new apps and features as soon as they're released — giving you the freedom to create anything you can imagine.


Adobe CS6, Adobe Creative Suite family, Adobe Creative Cloud, adobe cloud use, Out in market, released, logo, wallpaper, poster, cover


Get the world’s best tools

Get the world's best tools

Download and install any of the new Adobe Creative Suite 6 apps you want, plus a host of additional tools and services, including Adobe Acrobat® and the Adobe Touch Apps*, for creativity on the go. Think of Creative Cloud as a magic toolbox that gives you the right creative tool the moment you need it.

Store and share

Store and share

Use cloud-based storage and device syncing capabilities to access and share your work wherever you are. Now, it’s a snap to share files with colleagues and clients, anywhere and anytime.

Publish anywhere

Publish apps and websites

Creative Cloud breaks down the barriers to getting your content out to the world. You can easily publish your website using Adobe's hosting services. And with Adobe Digital Publishing Suite, Single Edition (coming soon to Creative Cloud), you'll be able to deliver stunning digital publications to tablets. Your work deserves an audience, and that audience just got a whole lot bigger.

Stay a step ahead

Stay a step ahead

Your affordable monthly membership includes upgrades to all new versions upon release, plus new features and services between releases — because the way you create and share is always changing, and your creative tools should keep up.

Wednesday, April 18, 2012

Imagineer Systems Releases mocha v3 | New Features Overview

Imagineer Systems, mocha v3, New Features, Overview, logo, video, wallpaper, poster, cover, test, beta

Imagineer Systems today announced the immediate availability of its newest versions of mocha Pro™ and mocha AE™, and will debut them at NAB 2012 in Las Vegas this week. As part of this launch, Imagineer has also streamlined its product family and simplified its upgrade pricing strategy to ensure Imagineer’s intelligent Planar Tracking utilities are that much more accessible for post production and VFX professionals.

mocha v3 has undergone extensive beta testing among Imagineer’s community of post production and VFX professionals and they are weighing in on the milestones in this newest version.

mocha v3 New Features Overview



Ben Brownlee of Curious Turtle is a long-time mocha Pro user, and is a respected visual effects professor with fxphd.com. “From a user's point of view, I think that this release of mocha is a huge leap forward. The improvements to the rotoscoping toolset, coupled with the core strength of the planar tracker, creates such large time savings when dealing with larger roto jobs. The new grouping and transformation controls mean I can now adjust my complex, 20-layer shapes with a single click. This means fewer keyframes, better accuracy and much quicker turnaround times.”

“The flexibility of the data you can get out of mocha has always been its strength. Whether you want rock solid tracking data, fast and accurate rotospline shapes or now even 3D camera tracking, there is a place for it in your pipeline. In my working day, I have to use a range of software to finish the task at hand. mocha Pro v3 is the Swiss Army knife that I keep reaching for.”

David Scott of stereoscopic 3D film studio Identity FX added, “mocha v3 is a milestone in rotoscoping and tracking software. At Identity FX, we have used mocha consistently on major studio films and commercials over the past several years, including our latest project for Nike. The new roto tools such as the Transform Tool helps us edit roto quickly and easily, and the new layering and grouping tools are the perfect addition to our existing precomp workflow. In the 2D to 3D conversion environment, trackers are a necessity and for years we have been using mocha's amazing Planar Tracker to accomplish normally impossible tracking shots. Additionally, now that mocha includes 3D Camera Solve in its application, we are excited to continue using this amazing tool as part of our 3D pipeline. mocha v3 also includes the same familiar design and layout from mocha v2 making it virtually seamless for artists transitioning to the new version.”

What’s New in Version 3:

Imagineer Systems has worked closely with its customers to improve its family of intelligent Planar Tracking utilities. All mocha v3 products have been updated to add new features and improve core areas for customers: from large facilities that require advanced layer management tools for film effects and roto pipelines, to creative boutiques and artists who’ve been asking for true 3D camera support for years. Among the new developments in v3 are:

New Rotoscoping Tools:
Transform Tool and Join Layers designed to create and edit roto masks more efficiently;
New Layer Management: View, organize, color code and group mocha layers. Increase artists productivity;
Project Management: Easily merge and share projects between artists for large scale roto and vfx pipelines;
3D Camera Solver: The advanced Planar Tracker now includes 3D Camera Solver for After Effects and FBX formats (Nuke, Maya, Cinema 4D and more);
Dopesheet: New keyframe layout for adjusting timing and animation;
Even More Improvements: Keyboard shortcuts and interface improvements enhance the entire Planar Tracking-based workflow for tracking, roto, removal and more.

mocha AE is Imagineer’s stand-alone Planar Tracking and roto utility optimized for After Effects, Apple Final Cut Pro and Motion users. The advanced mask creation tools, simple user interface and copy/paste exchange with After Effects helps take the complications out of motion tracking and reduces keyframing tedium.

mocha AE is available in two version: mocha AE CS6, which comes as a free bundle with every copy of the newly launched Adobe After Effects CS6 and is specifically optimized for After Effects; and the mocha AE v3 standalone application, which adds new Camera Solve features and additional support for Apple Final Cut Pro, Motion and Boris FX and is available for purchase directly from Imagineer Systems. mocha AE v3 also is backward compatible with older version of Adobe’s Creative Suite.

mocha Pro v3 is Imagineer’s intelligent Planar Tracking utility for post production and visual effects professionals that combines advanced roto, motion tracking, lens analysis, object removal, insert compositing, stabilization and 3D camera solve features into a single desktop application. mocha Pro integrates seamlessly with industry-popular editing, compositing, and animation applications and is the ideal post production companion software for managing challenging shots and projects.

mocha Pro has gained notoriety as a result of the significant impact the Planar Tracker has made in the production of the Hollywood visual effects laden films such as The Black Swan, X-Men: First Class, and Captain America: The First Avenger. Additionally, mocha Pro has proven invaluable to customers at major post production and stereo conversion facilities around the world, and has greatly streamlined the stereo conversion pipelines on such 3D blockbuster sensations as Harry Potter and the Deathly Hallows Parts 1 and 2, Transformers: Dark of the Moon, and Journey 2: The Mysterious Island.

mocha v3 Pricing and Availability

The new mocha v3 family is available immediately and is priced as follows:

mocha Pro v3: $1,495.00 USD
 

Upgrade Pricing:
mocha Pro v3 Upgrade from Adobe CS4-CS6: $795.00 USD
mocha Pro v3 Upgrade from mocha AE v2.5: $695.00 USD
mocha Pro v3 Upgrade from mocha v2.5: $595.00 USD
mocha Pro v3 Upgrade from mocha Pro v2.5: $495.00 USD

mocha AE v3: $295.00 USD
Upgrade Pricing:

mocha AE v3 Upgrade from any mocha AE (bundled with After Effects): $195.00 USD
mocha AE v3 Upgrade from mocha AE v2.5: $95.00 USD

For more information on, or to purchase mocha v3, please visit http://www.imagineersystems.com/.

2012 NAB | Demos Showing NVIDIA GPUs | After Effects CS6 | 3D

2012 NAB, Demos, NVIDIA GPUs, After Effects CS6, 3D, video, 3d camera tracking, nvidia quadro, nvidia tesla

"GPU computing is a key component of our innovation roadmap," said Dave Story, chief technology officer of Lucasfilm. "To achieve the breakthroughs we're known for, we constantly evaluate the tools and technology that our artists rely on for uncompromising quality and maximum efficiency. To that end, we're developing our own tools and using commercial software to leverage the immense power available to us through NVIDIA CUDA architecture and both NVIDIA Quadro and Tesla GPUs."

To improve the creation process -- from importing and processing high-resolution camera data through the entire post-production process -- leading software providers are expanding the breadth and depth of their GPU-accelerated product offerings. One example is Adobe® Systems Incorporated, which is demonstrating at NAB a landmark upcoming new release of Adobe® Creative Suite® 6 that uses NVIDIA GPUs to accelerate Adobe Premiere® Pro CS6, Adobe SpeedGrade® CS6, Adobe Photoshop® CS6, and, most notably, Adobe After Effects® CS6, which benefits from a new 3D ray tracing feature that is up to 27 times faster1 on NVIDIA GPUs.

2012 NAB, Demos, NVIDIA GPUs, After Effects CS6, 3D, video, 3d camera tracking, nvidia quadro, nvidia tesla


Okay, u want to see a hands on video or preview of the new features in after effects cs6 3d camera tracking.

From the new Adobe After Effects CS6 to Chaos Group V-Ray RT, check these demos showing how NVIDIA GPU technology and the NVIDIA CUDA architecture are accelerating and transforming the digital content creation workflow like never before. NVIDIA offers a guided tour of the highlights from the NVIDIA booth at the 2012 NAB Show.

2012 NAB | Demos Showing NVIDIA GPUs | After Effects CS6 | 3D

Teaser | Adobe Creative Cloud | CS6 Launch

Teaser, Adobe Creative Cloud, CS6 Launch, April 23rd is the launch, logo, wallpaper, poster, cover

April 23rd is the launch of Adobe Creative Cloud and Creative Suite 6. Yes, you have read it right April 23rd.

Join Adobe for a live webcast April 23rd at 10:00 Am Pacific time to hear how Adobe is reinventing the creative process and be the first to experience the Lastest innovations withing Adobe Creative Cloud and Creative Suite 6.

Visit http://adobe.ly/CCle12 for more information.

Teaser  | Adobe Creative Cloud | CS6 Launch  
 

Sunday, April 15, 2012

VIDEO | After Effects CS 6 - Sneak Peak | Felt Tips

VIDEO, After Effects CS 6, Sneak Peak, Felt Tips, logo,wallpaper, poster, cover, how to, 3d match mover
 
A couple of Felt Tips favourite features in the new After Effects CS6. They have tested the New After Effects CS 6. And below is what they got to say about the features in After Effects CS6

After Effects CS6 now has a simple, built-in match mover and for the first time has built-in, GPU accelerated ray-traced rendering for making simple 3D extrusions.

After Effects CS 6 - Sneak Peak






Felt Tips real favourite feature, Global Performance Cache is in part 2. That's a workflow feature that speeds up the way you work.

After Effects CS 6 - Sneak Peak 2

ssf

Saturday, March 31, 2012

LEARN | F-Stop, Shutter Speed & ISO | Explained by Film Riot

LEARN, F-Stop, Shutter Speed, ISO, Explained, Film Riot, wallpaper, poster, cover, video
Film Riot goes back to some filmmaking 101 with explanations for the three most important camera setting to know: F-Stop, Shutter Speed and ISO setting!
If you don`t know what is F-Stop, Shutter Speed and ISO setting. Then this is the video to watch, to learn the EASY WAY

LEARN | F-Stop, Shutter Speed & ISO | Explained by  Film Riot

Thursday, March 29, 2012

SIGGRAPH 2012 | Real-Time Live | Trailer

SIGGRAPH 2012, Real-Time Live, Trailer, logo, wallpaper, poster, cover

Video From SIGGRAPH 2011 | Real-Time Live | Trailer


SIGGRAPH 2012 | Real-Time Live | You can take PART 

The official trailer for the SIGGRAPH 2012 Real-Time Live! component of this year's Computer Animation Festival (CAF). The deadline for this year's Real-Time Live! is April 9th, 2012. SIGGRAPH are looking for submissions from all industries. You can find out more information on the SIGGRAPH 2012 web site at http://s2012.siggraph.org/submitters/real-time-live.

Wednesday, March 28, 2012

Video | Maya 2013 | Viewport Technology | More

Maya 2012, Viewport 2.0, Technology, Preview, video, review

Maya Viewport 2.0 Technology Preview

New Viewport 2.0 features: Viewport 2.0 now supports animation and rigging features such as HumanIK, joints, motion paths, ghosting and playblast. Image plane support is also included as well as a new depth peeling transparency algorithm. In addition, support for several other shaders and tools, and polygons, NURBS and dynamics features have been added. Furthermore, Viewport 2.0 now includes widespread improvements in tumble performance of large scenes
and in animation performance with large or complicated scenes.


New render passes added: Two new multi-render passes have been added: UV pass and world position pass. A UV pass converts UV values to R/G values and creates a rasterized version of UV space. Using a UV pass, you can replace textures in 3D renderings as a post-process without the need to track new textures in place. A world position pass converts position (x,y,z) values to R,G,B values. Use the world position pass for relighting workflows in compositing.

Mandelbrot 2D and 3D texture: The new Mandelbrot node allows you to texture your model with the Mandelbrot set. You can create a 2D version of this node (Mandelbrot), a 3D version of this node (Mandelbrot 3D), or shade a fluidShape node using the built-in Mandelbrot texture. The Mandelbrot set is a set of mathematical points in the complex plane, the boundary of which is an interesting fractal shape. Through this node, you can select the Mandelbrot Set, the Julia set, the Mandelbox set and other hybrid evaluations. Using this node, you can add interesting effects to your Mandelbrot set fractal, such as circles, leaves, points, checker patterns, and Pickover stalks. Choose among different shading methods and customize the range of the color values used to represent your
Mandelbrot set points.

New substance textures and functionality: You can now automatically bake a substance texture to disk to render it with mental ray for Maya, IPR, or other 3rd party renderers. The following new substance textures have also been added: Clouds_2_Animated,  Impact_01, Make_It_Tile, metal_plate_009,  Plasma_Animated, Space_Ship, Sunshine, Water_Drips, Waves, Windscreen_Glass_01. The new Make_It_Tile substance texture allows you to easily and seamlessly tile a file texture.

New callbacks command added: The new callbacks command allows you to extend the Maya UI with your own components. Use this command to add your own callbacks to standard Maya hooks without the need to overwrite Maya MEL files. Currently, Maya hooks are provided for the Hypershade, the Create Render Node dialog, and Attribute Editor templates.

Free image planes: You can now create a free image plane. A free image plane is an image plane that is not attached to the camera; one that you can select and transform in your scene. Select Create > Free Image Plane to create one.

mental ray rendering support for GPU cached Alembic files: mental ray supports the rendering of GPU cached Alembic files, including baked diffuse
color information if the GPU cache was used to create the Alembic file.

New mental ray BSDF shaders: Built in BSDF (bidirectional scattering distribution function) shaders from NVIDIA mental images are now exposed in Maya. You can find them by selecting Window > Rendering Editors > Hypershade > mental ray > Materials. For more information about these shaders, please see the mental ray shader documentation.

mental ray version 3.10: Maya now uses mental ray version 3.10.

Video | Autodesk Maya 2013 | ATOM Animation Transfer

Video, Autodesk Maya 2013, ATOM Animation Transfer, Trax Clip Matching, logo, wallpaper, poster, cover, beta

ATOM Animation Transfer
Now artists can transfer animation between characters via the new ATOM (Animation Transfer Object Model) offline file format—another element of the new Open Data initiative. ATOM natively supports keyframes, constraints, animation layers, and Set Driven Keys, enables artists to more easily repurpose existing animation data as new characters are created.

Trax Clip Matching
Artists can now more easily visualize how motions within two or more Trax clips match in order to adjust how they blend together. Clip Ghosts enable animators to view the start and end frames of clips as skeletal wireframes in the 3D view; clips can be manually matched with the help of these visual cues, or automatically matched using a choice of options for translation and rotation

Video | Autodesk Maya 2013 | ATOM Animation Transfer

NEWS | Autodesk Announces Entertainment Creation Suites 2013

NEWS, Autodesk Announces Entertainment Creation Suites 2013, maya 2012, logo, wallpaper, features, demo
Autodesk has recently announce the new line of Media and Entrainment packages with 2013 updates to Autodesk Maya 2013, Autodesk 3ds MAX 2013, Autodesk Softimage 2013, Autodesk MotionBuilder 2013, Autodesk MudBox 2013, and Autodesk Flame 2013 in a media event that set the focus on Autodesk’s larger picture roadmap to cloud technologies as well as smaller and more portable tools to enhance desktop tools which would be aimed to liberate some workflows from desktop computers.

 

Here is a brief rundown of the Maya 2013 features:

Autodesk Maya 2013 features include:

Enhancements to workflow with:
  • Viewport 2.0 Enhancements:
    Evaluate your work in a higher fidelity interactive environment in order to make better creative decisions.
  • New Node Editor:
     Create, edit, and debug node networks more easily with the new Node Editor.
  • File Referencing Workflow Enhancements: Segment your scenes more easily, to work in parallel and better manage complexity, thanks to targeted improvements to both the user interface and the underlying architecture for file referencing.
  • Heat Map Skinning:
    Enjoy a more accurate initial binding of geometry to skeletons, thanks to a new Heat Map Skinning method that is better able to assign skin to the intended bone as opposed to an adjacent but unrelated one and requires less manual refinement.
New Features in Dynamics: (Click here for Videos and more features about Dynamics in maya 2013)
  • Bullet Physics:
    Simulate both soft and rigid bodies in a single system, with the high-performance open source AMD Bullet Physics engine.
  • Maya nHair:
    Create stunning, highly realistic hair and other curve-based dynamics with the new Maya® nHair module for the Maya® Nucleus unified simulation framework.
  • Alembic Caching:
     Read and write the Alembic open source computer graphics interchange framework format, co-developed by Sony Pictures Imageworks Inc. and Lucasfilm Ltd.

    New Features in Animation: (Click here for Videos and more features about Animation in maya 2013)
  • HumanIK Enhancements:
    Gain the ability to map and retarget Autodesk® HumanIK® animation to and from a custom rigged character; a unified character context for increased usability; character views that can be customized to fit specific requirements; continuous rig alignment during manipulation and playback; and greater control over Roll Bone influences. Graph Editor Enhancements: Enjoy the increased efficiency resulting from a new interactive Retime tool, and a stepped preview mode for pose-to-pose animation in the Graph Editor.
  • Trax Clip Matching:
     Visualize how Trax clips overlap in order to build complete character performances from individual animations.
  • ATOM Animation Transfer:
     Transfer animation between characters via the new ATOM (Animation Transfer Object Model) offline file format, in order to repurpose existing animation data as new characters are created.