Sun 22nd Jan 2012 | News RenderMan On Demand, Pixar's new cloud rendering service sparks a new era for RenderMan and for VFX studios. RenderMan On Demand is an online rendering service for Pixar's RenderMan, offering immediate access to the power of the clouds vastly scalable computing resources without the expense of building and running your own render farm. As announced at the SIGGRAPH Asia Hong Kong RenderMan User Group, RenderMan On Demand is accessible, right now, directly through a service interface developed and administrated by GreenButton, a specialist in cloud service delivery. The service has already been tested rigorously and has delivered thousands of frames for studios in the beta test program.
ist das sinnvoll wenn man Up- und Downloadzeiten berücksichtigt ? by Jan 25
renderman ist eine render-engine (wir benutzen vray) - der artikel beschreibt die möglichkeit, eine renderfarm über "die cloud" zu betreiben. stündliche abrechnung. by Jan 23
Ever smoothed a model in Maya and casually deleted history due to excessive drinking? The recently released Subdivision Reversion for Maya boasts the ability to quickly and easily get lost or flattened subdivision levels back with 100% precision while still maintaining the existing models UVs. Far Out! Check out the Subdivision Reversion Plugin for Maya here for more information on pricing and availability.
ein plug-in für maya, welches das "de-smoothen" von objekten erlaubt. (polygon-objekte werden subdivided bzw. "gesmoothed", um rundungen zu erhalten. ungesmoothste objekte hingegen lassen sich wesentlich einfacher in ihrer form verändern) by Jan 23
ein tool zur polygonreduktion. geeignet, um z.b. gescannte modelle zu reduzieren. fraglich, ob auch nicht-organische formen befriedigend reduziert werden. by Jan 23
This tutorial is about how to transfer a custom rig including animation from Autodesk Maya to a game engine such as Unity. The main problem for this process is that most of what makes up a character rig, such as controls, constraints, connections, expressions will not always get properly imported into the game engine. One way to get around this is to build a rig that includes only the features that can be read by the game engine, which are usually joints and maybe ik controllers. The downside of using such a limited rig for animation is that the animation process itself becomes a real pain because all the nice controls that can make animating a breeze are missing. So, how to get around it?
das video beschreibt den transfer eines in maya animierten rigs nach unity by Jan 23
The following is a list of past technology previews. It appears in reverse chronilogical order. Scroll down the page to learn about technology previews that you can no longer find on the Autodesk Labs site. For each technology preview that has graduated , a link appears for where you can obtain the latest version of the technology. For technology previews that have been retired , no such link exists. It is possible that retired technology preveiws could reemerge in the future.
Cooles Tool ! Erstellt 3D-Modelle aus Fotos. by Oct 28