Using RED + Zeiss Superspeeds

Hi vfxtalkers,

This Friday I will finally be shooting the plates for my vfx thesis using a RED + some Zeiss Superspeeds. Software involved will be maya, houdini, realflow and nuke for comp.

As far as workflow goes I will be keeping everything at half float exr’s, both .r3d to exr conversions and cg elements. So linear all around.

I already know how to work linear in both maya and houdini so I’m not new to rendering out correct linear exr’s. Few times maya 2009 sp2 x64 has incorrectly flagged the render as sRGB and nuke picks this up, but it is just a matter of changing to linear on read node. Never had that issue with houdini renders. I Also know about cmos and rolling shutter and I believe we have the plugin at school, but as far as my shots are concerned…I dont think I will be running into that problem.

Anyway, I think I have done most of my homework, but wanted to hear about the problems any of you have encountered shooting and using RED footage for FX work or some tips and advice so I can plan out ahead and have no surprises.

Any on set specifics I should know about or inform my dp about?

Most of the shots will be 120fps. I know that when running at 120 the sensor gets a crop applied reducing it to 2k. I heard from my dp that when you shoot at 120fps …the crop factor is applied to the lens like the 1.6x on a non full frame dSRL, does any one know the exact crop factor? When running matchmoves on the plate and setting up cg cameras in both maya and houdini should I use the real focal length of the lens or use result of applying the crop factor?

I’ve read many of the posts about RED footage here on the forum and feel mostly confident, but any input from you guys will be very appreciated.
Thanks!

WANTED: BlueBolt Environment TD’s or Generalist TD’s with solid Model/Texture skills

BlueBolt is currently recruiting Environment TD’s or Generalist TD’s with solid Model/Texture skills.

Details
Position Type: Contract
Start Date: 01.09.10
Based in: London
Type: Paid

(Showreels demonstrating ‘photoreal’ work would be preferred)

Skills/Experience
( We appreciate that candidate may have varying levels of knowledge in the fields listed below)
• Thorough knowledge of the principles of 3D ‘photoreal’ modelling and texturing
• A good working knowledge of polygon modelling and creating UV layouts in Maya
• Good working knowledge of texturing using Photoshop
• Additional experience of working in packages such as Body Paint, Deep Paint, Mudbox or Z-brush an advantage
• Additional knowledge of Lighting, FX and ‘DMP’ techniques are also an advantage

Reporting to
• Head Of 3D

Requirements
• Team orientated, motivated and able to follow a brief
• Able to learn quickly and troubleshoot logically
• Have at least 1 year experience of working in a ‘feature film’ pipeline

(Applicants with long term experience in other areas of visual effects ie: ‘Broadcast’ and ‘Games’ may also be considered)

If you have the relevant skills please apply by emailing a covering letter, and link to CV, ‘Showreel and ‘Showreel Breakdown’ to vacancies@blue-bolt.com quoting reference: TD001

WANTED: BlueBolt Texture Artists London 01.09.10

BlueBolt is currently recruiting Texture Artists to join their growing team. (Candidates who have an interest in broadening their skills towards lighting, DMP etc. are preferable)

Details

  • Position Type: Contract
  • Start Date: 01.09.10
  • Based in: London W1
  • Paid

(Showreels demonstrating ‘photoreal’ work would be preferred)

Skills/Experience

  • Thorough knowledge of the principles of 3D ‘photoreal’ texturing
  • Good working knowledge of texturing using Photoshop
  • Additional experience of working in packages such as Body Paint, Deep Paint, Mudbox or Z-brush is preferred
  • Additional knowledge of Modelling, Lighting techniques etc. are an advantage

Reporting to

  • Head Of 3D

Requirements

  • Team orientated, motivated and able to follow a brief
  • Able to learn quickly and troubleshoot logically
  • Have at least 1 years experience of working in a ‘feature film’ pipeline

(Applicants with long term experience in other areas of visual effects ie: ‘Broadcast’ and ‘Games’ may also be considered)

If you have the relevant skills please apply by emailing a covering letter, and link to CV, ‘Showreel and ‘Showreel Breakdown’ to vacancies@blue-bolt.com quoting reference: TA001

WANTED: BlueBolt Modellors London 01.09.10

BlueBolt is currently recruiting Modellors to join their growing team. (Candidates who have an interest in broadening their skills towards lighting, DMP etc. are preferable)

Details

  • Position Type: Contract
  • Start Date: 01.09.10
  • Based in: London W1
  • Paid

(Showreels demonstrating ‘photoreal’ work would be preferred.)

Skills/Experience

  • Thorough knowledge of the principles of 3D ‘photoreal’ modelling
  • A good working knowledge of polygon modelling and creating UV layouts in Maya
  • Good working knowledge of Z-Brush, Mudbox or equivalent packages
  • Additional knowledge of Texturing, Lighting techniques etc. are an advantage

Reporting to

  • Head Of 3D

Requirements

  • Team orientated, motivated and able to follow a brief
  • Able to learn quickly and troubleshoot logically
  • Have at least 1 years experience of working in a ‘feature film’ pipeline

(Applicants with long term experience in other areas of visual effects ie: ‘Broadcast’ and ‘Games’ may also be considered)

If you have the relevant skills please apply by emailing a covering letter, and link to CV, ‘Showreel and ‘Showreel Breakdown’ to vacancies@blue-bolt.com quoting reference: M001

obj Pivot

Hi..

I ve imported OBJ mesh from Boujou … and i want to translate them.. but…

my imported obj placement are correct but my that OBJ pivot located in center of Nuke Grid.. not in center of imported OBJ. so every time i ve to adjust my pivot to my obj’s center..

. is any other way to get pivot in center of object…

find exported OBJ I ve attached

Thanks

Attached Files
File Type: zip test_boujou_obj.zip (2.0 KB)

Legend 3D (San Diego) Open Position: Nuke TD

Legend 3D, the cutting-edge 2D to 3D conversion studio located in beautiful San Diego (Del Mar) has an opening for an experienced Nuke TD to help define and integrate Nuke into the Legend 3D compositing pipeline. The Nuke TD will spearhead the implementation of Nuke as part of Legend 3D’s compositing software backbone and write scripts and incorporate them into the pipeline, enabling the artists to efficiently prepare deliverables for the next phase of production.

The successful candidate will have a minimum of 4 years of experience in VFX production; a high-level knowledge of Nuke and a demonstrated track record as a stereoscopic compositor; experience with programming/scripting languages such as python, perl, etc; strong artistic and technical skills; excellent communication and organizational skills; creative problem solving skills; mentoring ability; an even keel to deal with high pressure and deadlines. The successful candidate must also be a team player, committed to fitting into and developing the team-first environment of Legend 3D.

Legend 3D’s patented 2D to 3D conversion technology seamlessly enhances filmmakers’ storytelling, deepening their connections with audiences through pixel perfect™ 3D. Legend 3D’s conversion process integrates sophisticated technology with skilled artistry, offering filmmakers incredible flexibility to create an immersive 3D experience for the audience. Legend 3D also offers a competitive salary and benefits package for our employees in addition to an outstanding work environment.
Qualified candidates interested in a challenging and crucial role with a cutting-edge company located in a beautiful area of Southern California should submit their resumes to Marc Shea (postrecruiting@yahoo.com) in Legend 3D’s Recruitment Department. Subject line must read “Nuke TD”.
Legend 3D is an equal opportunity employer.

Lighting/Rendering Pipeline Developer

BlueBolt is looking for a Lighting/Rendering Pipeline Developer to join their growing team.

Details

  • Postion Type: 1 year fixed term contract/freelance
  • Start Date: Immediately
  • Paid:
  • Based in: London W1

Essential skills

  • Thorough understanding of general 3D rendering concepts and technologies
  • Renderman shader language and experience of writing shaders for production
  • C++ / Python
  • Maya Mel scripting
  • Unix & Linux
  • Experience developing and/or supporting VFX pipeline tools
  • Experience troubleshooting renderfarm related issues and supporting lighting TDs

Reporting to

  • Head Of 3D

Responsibilities

  • Rendering pipeline development
  • Writing shaders and lighting tools
  • Render management/distribution support
  • Provide day-to-day support to lighting teams

Requirements

  • Minimum of 1 years VFX industry experience
  • Be self motivated and demonstrate initiative, able to learn quickly and troubleshoot logically

If you have the relevant skills please apply by emailing both a covering letter and CV to vacancies@blue-bolt.com quoting reference: LPD001

Batch Render problem

Hi, I was wondering if there should be any differences between just a standard single frame rendered image in maya and a batch rendered image.

Basically I have been having trouble rendering shadows off of maya fluids, in this instance fire. If I render a single frame from the maya viewport I can see the shadows are all present and correct, but as soon as I go to batch render it the shadows disappear. A secondary difference is the glow on the flames is much stronger on the batch rendered version.

As far as I know the render setup is sync’d to both ways of rendering and therefore should emmit the same result. Am I doing something wrong?

Twitter?

Working as a freelancer for 3D Advertisments, Creating VFX Tutorials and 3D Product design. Please follow me on Twitter

http://twitter.com/arvidurs

Junior Compositor and Roto Artist

I am a freelancer alternating between editing and compositing/roto work and recently moved to London.

I am interested in paid roto and compositing work either locally or virtually.

My reel can be seen here: http://vimeo.com/12902972

I am passionate about my work and have a strong knowledge of lighting and photography (I have worked in on-set lighting and as a lighting cameraman).

I recently took a life-drawing course and am in continuing software training through online resources.

Software: Shake (good), Nuke 6/X (moderate), Avid MCP (Strong), FCP (Good), Photoshop (good), After Effects (moderate), Mocha for AE (basic), PFTrack (basic)

Tel: ++44 (0)7786 1022 18
thexdan@yahoo.it

Attached Files
File Type: doc Daniel_Mark_Miller_Jun 2010.doc (38.0 KB)