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>> No.637998 [View]

>>637237
Amy is that yooooooooooooooou

>> No.577000 [View]

>>576791
heat rises senpai

>> No.508127 [View]

>>508107
Disney created Xgen. Autodesk bought it form them. Disney has a lot of tools that remove the headache involved with xgen, but it's still xgen.

I have friends at Disney who've talked more or less about the process used. I'm not sure why Disney using xgen is under question.

>> No.508103 [View]

>>508044
/**
* @file rxuv.cpp
* @brief Simple program to illustrate reading in xuv files.
*
* <b>CONFIDENTIAL INFORMATION: This software is the confidential and
* proprietary information of Walt Disney Animation Studios ("WDAS").
* This software may not be used, disclosed, reproduced or distributed
* for any purpose without prior written authorization and license
* from WDAS. Reproduction of any section of this software must include
* this legend and all copyright notices.
* Copyright Disney Enterprises, Inc. All rights reserved.</b>
*
* @author Thomas V Thompson II
*
* @version tthompso 09/12/08 Initial Version
* @version tthompso 10/06/08 Update for xgen6 version of xpd
*/

>> No.507940 [View]

>>507934
Tell that to Disney

>> No.507781 [View]

>>507770

Too much clumping. Not enough detail in the hair, if you didn't, hair needs to be rendered with GI set to lc as secondary and brute force as main. Its mostly the mom's face that ends up looking like mush.

I'd lift the blacks on the horns / nose / mouth. Also looks like you put noise over the whole image, not just the cg elements to match the plate. Also light wrap.

>> No.506849 [View]

>>506709
depends on how long it takes to render. Its about 90 cents a machine hour. It takes half as much time to render on a 2.8Xlarge node as it does on my dual socket workstation.

>> No.506681 [View]

I run a 30 node backburner farm on ec2, what do you want to know?

>> No.505277 [View]

>>505229
>>505231
Solid, you have scratches / distress in your diffuse, but they aren't showing through your spec map.

Either up the bump, or make it more noticeable in spec.

>> No.505137 [View]

>>505049
not surprising, it lacks a lot of detail, and isn't a close up.

Not that it looks bad, but it would never pass as photo real to be used against a live action plate.

>> No.504572 [View]

>>504518
They use Xgen. Autodesk bought it and Maya as of 2014 has it.

Super easy to use, but a pain in the ass to render on the farm with any sort of dynamic collision.

>> No.504135 [View]

>>504062
drop the music. I just muted it. Nothing in your reel kept my attention, skipped through a lot.

I guess that's why you're a student

>> No.501016 [View]

>>501009
You need to double polarize the subject. Having done a fair amount of photogramatry, to get good results you do have to take time. Lots of pictures, lots of pictures with markers.

The mesh clean up is easy, but its easy to be on set and think you've taken everything to find out later your missing some shots. Then you have to mess around and it isnt a simple retopo job.

Also even with high resolution images you'll usually have to do some clean up sculpting because you get blobs around the mesh.

>> No.498122 [View]

>>498111
2d was never my strength, but 2d and 3d kind of go hand in hand. Yes your mechanical skill might not really be there, due to lack of experience. But there is a great need to have an eye, and look at your work and say ok what's wrong with this piece. What do i need to do to get this asset / shot approved.

A lot of studios do not / will not babysit you. Yea you'll have meetings / pow wows and go over stuff, but your sup / director has a lot of other things to do / deal with and you cant be bothering them to point out what's wrong all the time. You can ask coworkers, but it gets kind of annoying.

>> No.498110 [View]

>>498107
I got in years ago, but i think they are still stressing traditional art portfolio. They need to know you have a good eye, and are serious. They are expanding and such, so maybe they are more lax on the submission to get more money.

When i first applied i got rejected, but they were straight forward in what they were looking for from me. took some drawing classes, worked hard, and got in next term.

>> No.498106 [View]

>>498097
Gnomon has been making a push for video games. Alex / Travis / Darrin were all film guys, and with all the teachers coming from film studios down in la they were all film. But with the film studios taking advantage of subsidies in other countries / ILM being in SF, many of the old teachers arent around and most of the guys in the area are games / commercial.

They also are mostly about concept / model / texture. Some light and comp, and not so much dynamic / TD. The dynamics is more so the lack of infrastructure. student shares are limited to 30gb, so you need to keep everything on a drive. Saving / loading sim data over a 30mb/s connection, and being able to render only on a single machine hurts.

A lot of what they teach can be learned through their DVDs. But you'll miss out on the connections.

>> No.478257 [View]

>>478226
do you have photon emission for the lights enabled? Final gather on?

>> No.478214 [View]

>>478210
Yea, what's why every one used SouP in Maya, because Maya's particle system is so great. MEL / Python is shit with nparticles, and regular particles. It's incredibly slow.

Anyway, if a house is going to go through the trouble of spending days writing mel/python scripts to get a particle system how they want in maya, they'll just do it in Houdini. At least the places i've been at, maya for the previs / experimenting on the look the client wants, then send it over to Houdini to get finalized, or just straight Houdini.

>> No.478157 [View]
File: 1.23 MB, 1920x1080, CausticsNuke.jpg [View same] [iqdb] [saucenao] [google]
478157

>>478140
So you are using maya because you need a water sim to produce caustics, which you dont need to do to produce caustics. Even if you needed a top for your pool, you wouldn't need a water sim, use hotocean to generate the water geo. You'd still be able to generate volumetrics with it, and no one will be able to tell the projected caustics from the water.

There are a bunch of ways to do it in max, but you feel the need to do it in maya, and your frustrated that you cant do anything in maya because you dont know maya. The approach to do it in either program is more or less the same.

Here's a screen shot of a set up i made in nuke, with the nuke scanline render. Caustics are projecting at 2k, and pixilate on some of the geo, so i'd have to go back and re render them at 4k. Anyway, you can take the hard if you want, but there are much easier ways to achieve the look you want.

>>478141
Max is great for large scenes. It has a much better instancing system than Maya. Maya is great for character work, and if you have a lot of people working on the project. Max is great for prop and environment creation, as well as particle work. So much more flexible than maya's particles with just pflow box#3 data operator. Then you have Krakatoa, and thinking particles, which work much better in max than the maya versions. KrakatoaMX even has some nifty operators that are not available in MY. Though i much prefer Vray for maya than i do in max, it ends up giving me less issues with the image quality of deep files.

>> No.478136 [View]

>>478081
I'm not understanding how you'r making something so simple, so difficult. To set up all the elements your looking at about a days worth of work. Maybe more for the animation of your blobs. It'll take some item for the render, but scene set up is pretty fast.

sculpt your tiles or w/e, then tile them and make a displacement map out of them. Since you already have them in maya, set up a camera perpendicular to the tiles, frame your tiles and render out a zdepth. take that into photoshop, play with the levels. Bam displacement map.

Put said displacement map on what ever area of your pool you want to have tiles. Render out a caustic map in substance viewer, project said map onto the pool from a light. You can run some water / ocean shader for the water at the top, exlude this from the caustics projection. Grade your render in post with the zdepth as a mask to lift / color the farther areas of the image to drive a sense of light dispersion that you find in water.

you can add floaty particle things in the pool, something small, but enough of them so that with the applied DoF your camera with catch one or two close by and will move faster than the rest of the scene giving a sense of scale.

>> No.476604 [View]

>>476603
yes. Your saving the image out in linear colorspace (gamma of 1.0). In your program of choice, AE, Nuke, you can apply different LUTS(look up tables). Some people use sRGB, other people use Rec709, or something else depending on the camera that the footage was shot with.

it's like when people shot on film and used different film speed to get a different look. Also, read in teh files as linear, with your viewport LUT to what ever the final output LUT will be. This way your not baking in the colorspace and your adds and mults of render elements ect work well.

>> No.471028 [View]

>>470787
looks good, but there is a fair amount of sampling noise going on.

>> No.467859 [View]

>>467753
Render, mountains look like worldmachine mountains with that erosion, there should be more glacial features.

>> No.467858 [View]

>>467755
Render, foreground foliage leaves are planes, have no bend, and look very thin.

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