Disney’s new Production Renderer ‘Hyperion’ – Yes, Disney! Posted by Mike Seymour ON October 13, 2014 At the Eurographics Symposium on Rendering last year, Brent Burley and a team from Walt Disney Animation Studios presented a paper called, ‘Sorted Deferred Shading for Production Path Tracing’. This was the first major signal that Disney Animation was developing their own new production renderer f
In this test case, instead of 32x faster with 32 threads, it’s only 1.3x faster. “Which means that 30 of the cores are idle and you are wasting your money,” he adds. … The move to Ptex is driven by issues with taking a 3D ‘skin’ and flattening it to a 2D flat representation – traditionally as a UV mapping. Namely that: faces don’t flatten nicely, this is inherent with a 3D surface in a 2D world th
Side Effects: Houdini 13 – we ask them about their FEA Posted by Mike Seymour ON October 31, 2013 Finite Element Solver A finite element solver is one of the main features of Side Effects Software’s Houdini 13, released today. The new software also includes multithreaded particle architecture that Side Effects has integrated into Houdini’s existing dynamics setup. And there’s a new lighting workfl
Art directing effects for inFAMOUS: Second Son Posted by Ian Failes ON April 9, 2014 In Sucker Punch Productions’ PS4 open world game inFAMOUS Second Son, players control character Delsin Rowe, a Conduit who is able to summon superhuman powers from his environment and other Conduits. In order to realize the necessary particle effects for the game’s signature smoke and neon powers, Sucker Punch rel
When he was hired the team was looking at new ways to light and render MU, which included looking at point bleeding and irradiance. They were also looking at spherical harmonics (SH), along the lines of the systems being used so well at places like Weta Digital. Surprisingly then, Hery said “no, no no … now we should do ray tracing.” The film started being rendered with RenderMan 16, but finished
The tech of Crytek’s Ryse: Son of Rome Posted by Ian Failes ON March 20, 2014 When Microsoft announced the Xbox One in May 2013, Ryse: Son of Rome was confirmed to be one of the first titles available for the next-gen console. For Crytek, that provided a chance to develop a game with characters and environments seen in a level of fidelity they had not previously tackled. “In the past,” Crytek art
“We’re very excited…It’s nice to have a standard implementation that’s going to produce the same results in all software. This is huge for interoperability between software packages.” OpenSubdiv is an open source initiative that saw Pixar allow use of key patents and technology in the general community. Pixar has heavily promoted OpenSubdiv in an effort to one day have a powerful interchange forma
The state of rendering – part 2 Posted by Mike Seymour ON July 17, 2013 In Part 1 of The State of Rendering, we looked at the latest trends in the visual effects industry including the move to physically plausible shading and lighting. Part 2 explores the major players in the current VFX and animation rendering markets and also looks at the future of rendering tech. There is more about rendering a
The state of rendering – part 1 Posted by Mike Seymour ON July 15, 2013 Part 1 of 2. This part deals with the rendering trends in the VFX industry today. Part 2 includes a run down of 14 of the most popular renderers for VFX. Many of the issues in this special two part series will also be covered in more depth in the July term at fxphd.com. Introduction: which renderer? Each Tuesday at ILM in the
Game environments – Part B: rain Posted by Mike Seymour ON June 5, 2013 In examining the concept art for Remember Me, it is easy to see that the team at Dontnod had to produce wet complex urban environments, often in the rain. The team set to work to produce the most realistic and yet flexible environment to allow the game level designs the maximum impact, flexibility and rendered quality. Here is
Game environments – Part A: rendering Remember Me Posted by Mike Seymour ON June 4, 2013 Sébastien Lagarde of Dontnod Entertainment explores the world of complex game environments especially for accurate wet simulations with a case study on the incredible new game Remember Me. This is part 1 of a 3 part series where we explore game environments. Part 2 focuses on the rain, and part 3 on the materi
Mike Seymour talks with Paul Franklin from Double Negative about their work on Batman Begins. Part two of two. Read In our continuing ‘Art of …’ series we turn to one of the central issues for compositors – keying. This weeks fxpodcast, which accompanies the article, covers the Primatte keying plugin with Scott Gross of IMAGICA Corporation of America. Read In our continuing and popular “Art of…” s
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