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The Art of Rendering (updated)

The Art of Rendering (updated)

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100 Creative Packages for 2010 Details April 18, 2010 by Tom McCracken It seems that design and branding are finally being taken more seriously in today's business world. Having professional design elements in your product is absolutely crucial for success, and packaging is no exception. A poorly designed package can easily cause a company to fail.

The State of Rendering – Part 2 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 at this term. Making sense of VRay Settings Recently Ryan Lintott and I went to a VRay training seminar by the man himself Vladimir Koylazo (one of the makers of VRay) who went through a number of facets of VRay including a step by step way of breaking down your render settings into logical steps to get the best combination of quality and speed. I thought this was just too gooder process not to share so have decided to put together the following tutorial taking people through these steps he explained so VRay will hopefully become less complicated, and so you can better critique what is happening within your scenes. The real core of this is every scene is different and has different requirements in terms of detail resolution and Global Illumination.

Science of Fluid Sims: Pt 2 – RealFlow Last September we published a piece on fluid sims. The aim was to examine the topic via one primary approach. Here is a second companion piece to that original story that examines the topic via the work of Fusion CI Studios. Creating Ambient Occlusion with transparency texture– Tutorial In my previous post Dissecting the mib_amb_occlusion node. I talked about using transparency in Ambient occlusion, but I didn’t really cover the subject of using texture with alpha and having that casing AO on the nearby object. In this simple scene we have a texture file with alpha assigned to a separate geometry. If we would to render, we get this result. A regular AO pass would look something like so

The State of Rendering – Part 1 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 Each Tuesday at ILM in the Presidio in San Francisco at the former military base on the northern tip of the San Francisco Peninsula overlooking the Golden Gate Bridge there is a lunch for all the ILM visual effects supervisors. Database: Database of Contaminants' Patterns Textures or patterns of the contaminants play an important role for photorealistically reproducing the effects. We model the patterns as 2D optical thickness texture, τ(x,y). To measure τ(x,y), we use the shadow map generated by attenuation from the contaminant layer. The following image shows our setup. The projector illuminates a thin glass slab with contaminants on the far side. Behind it is a Lambertian board, and the camera is on the side.

The Science of Fluid Sims Fluid sims have become such a vital part of so many visual effects films, yet are not well understood by most general artists. We try and explain the science behind the fluid sims, and look at one in particular closely: Naiad, with help from our friends at Exotic Matter. Introduction 3D printing 'Factory of the Future' opens in NYC 3D printing is changing the way creatives can make their designs and ideas a reality, and it's taken another big leap forward, with 3D printing marketplace and community Shapeways cutting the ribbon on its new 'Factory of the Future'. Based in New York and billed to be the world's largest 3D printing factory, it will house 30 to 50 high definition, industrial-sized 3D printers, each capable of producing more than 100 products a day and three to five million products a year. Shapeways' director of industrial engineering Kegan Fisher comments on its website: "We are building a factory that gives everyone the ability to create, where the only barrier to entry is imagination." We are building a factory where the only barrier to entry is imagination