HELP with removing straps/harness from actor

hey guys,
so am working on this freelance project in nuke and cant figure out a good way to remove these straps that the actor is wearing. the footage is very grainy and all though the straps are green they don’t key very well. The most difficult part is actually finding something to replace the straps with. any way im attaching a quicktime so you guys and take a look at it and hopefully lead me in the right direction.
thanks!

Attached Files
File Type: mov VFX_Talk.mov (3.75 MB)

Village

Hi
guys this is my new work.
Village made with

3ds max, mental Ray, PS.

hope u like it.
feel free about C & C.
thanks

Bye

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Moving bits of the GUI

Hi all… new user to Maya here. 🙂

I have a dual monitor set up and I would like to be able to pull bits of the GUI over to the other screen to give myself more room to work with. I understand that some of the tools can be opened in a window by their little ‘click-box.’

But… is there a way to move or create ‘shelves’ onto the second monitor?

Thanks!!
–Jud

Desert 3D Matte Painting / VFX sequence

Hi,

im doing a mixed reality visual effects shot as my final year project for my degree and wanted some constructive critisism as this is my first attempt at a visual effects shot.

the concept of the shot is that someone will be working on a multitouch interface navigating through a futuristic travel website, when they choose to ‘live preview’ a tropical beach paradise destination – the wall crashes down and reveals a desert. the shot needs to look handheld and shot on a low quality consumer DV camera.

all footage has been matchmoved, however a matte for the footage plate has not been completed so i didnt include it. desert created in vue and photoshop, camera mapped onto geometry within 3ds max. mental ray was used to render the room.

to make the footage look filmed on DV, chromatic aberration, auto-exposure/focus, lens flare/glare and motion blur were added (please note DOF blur has not been done yet).

does the room look like it is in the same environment as the desert? do the camera effects look like it could have been filmed on a cheap consumer camera?

any critique is welcome! thanks

http://dl.dropbox.com/u/1686288/chromaticaberration.mov

How to use Boujou tracks in Fusion

Ok well I’ve been bumping this thread in the Fusion forum for quite a while and not getting an answer to my concern so I thought I’d post it here:

So basically what I found in the Fusion forum was a link to a video tutorial of how to use Boujou tracks in Fusion, but this was in Fusion 5 I believe. I use Fusion 6, and the method shown in the video does not work for me, here is a quote from the original thread:

Quote:

Originally Posted by taz0x
(Post 119216)
Quote:

Originally Posted by durexlw
(Post 118749)
Given my ISP is offline, all these free tutorials are now made available on my hotmail skydrive: http://cid-3b795a01f6723a14.skydrive…n%5E_Tutorials

I downloaded the videos from your Skydrive and took a look at them. i mainly use Fusion 6 at the moment for my school and I noticed that in the step where the guy says to turn on the Light view, it should overlay your clean plate on top of the original plate.

though it’s not doing that for me, instead it’s just giving me this plate that is light by some sort of light and the image plane becomes black (and my actual clean plate i want to use is BEHIND the image plane).

this is what happens when i put the Light on Merge3D:

http://img695.imageshack.us/img695/9332/ieimage.png

so what am i doing wrong here? or is it because the version used in the video is older it does different things?


I am hoping someone here can be knowledgeable regarding this topic. Thank you in advance.

Boujou and Maya prob!!! need help asap!

hi…i am a newcomer in matchmoving……I am using boujou and maya 2008 softwares…..my prob is; I matchmove the shot almost perfectly, if not 100% perfect, as well as test it using add geometry option in boujou!…and it works perfectly there!..i.e. geometry perfectly matchmove with the shot thier in boujou!……but the prob starts when i export the camera and other info in maya…..and when i add a geometry or anything else there so as to match it with my matchmoved camera in the shot…it, i.e. the geometry,..does not match perfectly….after some frames it does not match the shot/video!!…..

So, I want to know wht am I doing wrong in that?….what can I do to correct this prob?…..as far as i know now i understand most of the things in matchmoving after spending lots of time in watching tutorials and reading stuff related to matchmove….but this prob is very frustrating for me :(…..as i am not able to create something for my showreel …….so please anyone there can help me out here!!!….hopefully will get some positive response from this forum!!!…:confused:

thanks in advance!!

Southpaw Technology Lands Legend 3D

Toronto, Canada – April 8, 2010 – Southpaw Technology, a leading developer of production digital asset management (DAM) technology for digital entertainment and enterprise companies, announced today that it has rolled out its flexible DAM solution, TACTIC, to digital intermediary Legend 3D, to speed its 2D to 3D conversion workflow. Digital media systems integrator, Integrated Media Technologies Inc., assisted Southpaw with the studio-wide roll out.

Legend 3D is the creator of a patented 2D to 3D conversion technology that seamlessly enhances filmmakers’ storytelling through pixel perfect™ 3D. Merging his expertise in graphic arts and neuroscience, Legend 3D’s founder, Dr. Barry Sandrew, developed the process that integrates sophisticated technology with skilled artistry, offering filmmakers incredible flexibility and customizable conversion of film, television, advertising, online and mobile content from 2D to 3D. The company is now deploying TACTIC across its San Diego studio to manage all of the digital assets in its conversion projects.

Designed by veterans of film, visual effects and video game productions, TACTIC gives studios an open, flexible solution that speeds the creation of digital assets across highly complex digital productions. Combining asset management, workflow management, project management and communication tools with a dynamic Web-based interface, cross-platform support and robust API, Southpaw enables vast teams of artists and animators to work with terabytes of digital assets the way they want to, rather than forcing them into a specific workflow. This significantly
speeds and secures the creation process, while minimizing the costs of training large teams on completely new and closed systems.

“We were originally using an inflexible system that was forcing us to work within the confines of its complicated interface and toolset,” said Barry Sandrew, founder, president and COO of Legend 3D. “We understood pretty quickly that our team was accustomed to working a specific way, and what we really needed was a smarter, more flexible solution to keep our assets secure and our teams productive. TACTIC gave us an easy-to-install, easy-to-use system that we could quickly customize to our specific workflow.”

“Having worked with some of the largest studios around, we’ve learned that no two productions are alike,” said Gary Mundell, CEO of Southpaw Technology. “We designed TACTIC from the ground up to speed the production process by adapting to any workflow. We look forward to working closely with our integrator IMT and the talented team at Legend 3D to further refine our solution to their individual needs.”

###

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Photorealism

Straight from social networking, Marcus Leite shared this page showcasing 30 Photos You Thought Were Real, a collection of photo realistic CGI. Warning: the first image is a little risque.

The Fusion 6.1 overview looks kind of interesting

The Fusion 6.1 overview looks kind of interesting.;)
http://www.eyeonline.com/web/eyeonwe…6/fusion6.aspx

Some teaser videos:
http://www.youtube.com/watch?v=JX0pEZwhEEw
http://www.youtube.com/watch?v=w-hxm30mF50
http://www.youtube.com/watch?v=1KhAidXLTrs

Some highlights:

Relighting

In 6.1 the 3D system has been greatly refined with full importing of scenes with matched animation curves, stereo cameras, lighting and multi level materials from all the major 3D applications. The GPU render outputs multiple layer types for later processing at extraordinary speed. The ability to directly have scenes in the compositing artist hands opens up creative possibilities and relieves the dependence on other departments. Now with Renderman renderer support via eyeon’s open source SDK this further demonstrates how productive, flexible and extensive the problem solving capabilities of Fusion have become.

RenderMan® Support

Fusion 6.1 now supports the Renderman renderer directly. This demonstrates the open plugin flexibility of the 3D rendering system. Making the production pipeline integration between rendering and compositing better by supporting this industry standard. This is released as open source in the 3D SDK for studios to modify and integrate.

Python Scripting

The MOST requested feature this year! Fusion 6.1 now supports Python 3.1 right within the interface, giving your scripting gurus the choice of using the built in eyeonscript or Python languages when creating Utility, Tool and Comp scripts. Both eyeonscript and Python will work together so existing scripts will continue to work, making the change over painless and allowing better integration for pipelines that prefer a single language.

RED Camera Mysterium X™ Support

With the continued popularity of the RED camera platform, it’s no mystery why the R3D™ file format in Fusion 6.1 now includes support for the new Mysterium X sensor and color science.

Particles & Geometry

Fusion’s ground-breaking particle system now allows the artist to use geometry as particle regions. Emit particles from the surface or interior of an imported FBX mesh, make a primitive 3D shape which acts as an attractor, or bounce particles from any geometry, dramatically improving the particle interaction with 3D scenes.

Particle Caching

Now Fusion 6.1 particle solutions can be cached to disk! No more waiting for particles to recalculate once the particle system has been solved.

OpenCL GPU Supercomputing

Fusion 6.1 now supports the OpenCL language, which allows tools to take advantage of the GPU in modern NVidia and ATI graphics cards to achieve blazing speed increases. How fast? We are seeing improvements as much as 1000% on some of the most processor intensive tools in Fusion (e.g. Defocus, Noise generators). Insert OpenCL code directly into Fuse tools to create your own GPU-accelerated tools. OpenCL’s open computing language is a framework that utilizes the massively parallel operations of GPU’s for general computing. Instead of just doing 3D OpenGL rendering on graphics cards, more general processing can be achieved at orders of magnitude faster than possible with just CPU’s.

Distorted Kids Store

Distorted Kids now have a store full of awesomeness.