Lighting TD @ Double Negative

Job Title: Lighting Technical Director
Department: 3D
Location: London
Start date: Immediate

Reports To: Head of 3D
Direct Reports: CG Supervisor and Sequence Supervisor

Key Purpose of the Job:

Shot lighting and rendering for various exciting feature film projects.

Needs to Do:

The position of Lighting Technical Director requires someone with a thorough knowledge of 3D Computer Graphics, with several years of experience in a similar role working on broadcast or film projects. Successful applicants will have a well developed ‘eye’, a good working knowledge of art, design and film lighting as well as a solid technical grounding in renderers like Pixar’s Renderman or Mental Ray. Some experience in Look Development and shader setup would be an advantage.

Needs to Know:

• Full knowledge of Maya (Mel knowledge a plus) and/ or Houdini
• Familiarity with pipeline issues
• Demonstrable experience in shot lighting and rendering.
• Showreels featuring ‘photoreal’ work would be preferred.
• A good general TD BG is desirable
• Minimum of 3 years experience in a similar role.

Needs to be:

• Pro-active
• Technically adept
• Team oriented
• Adaptable
• Able to take direction

Measures of Performance

• Delivery of required content, on time
• Continuous improvement

Please send your CV, cover letter, showreel and breakdown to Alice Tuxford at 77 Shaftesbury Avenue, London, W1D 5DU.

If you have any questions please email jobs@dneg.com

A Tale of Two Cities.

2cities-branding

What file format I use for video rendering

People often ask me what kind of video formats I use when I render final animation from After Effects, or preview for clients. So I decided to share my rendering habits with you.
Let’s say you have imaginary 3D project and you need to show it for client, make DVD and upload it to youtube or vimeo. So when your 3D scene is finished you need to render it out and continue working in After Effects.

Cinema 4D
C4D have really comfortable and user friendly render settings panel. Just go to Save section and you have all format settings, but witch one to use? If you have a simple scene, and it looks good, you don’t plan to adjust separate passes like shadow, diffuse, etc. in After Effects, then i prefer to export TARGA image sequence. I can say that .tga is one of my favorite image formats, it can store up to 32 bits image data and extra 8-bit alpha channel. So if it’s simple scene with or without alpha channel, just render out .tga sequence and it will get job done.
If you have complicated scene, where you want to adjust shadow or other passes in AE, cinema 4D have an awesome Multi Pass render option. And then you need two file formats, for Regular image i suggest to leave a old good .tga and for Multi-Pass image I choose Photoshop (psd) image sequences. And there is another option to save After Effects project file. I always use it, then after C4D finishes rendering you need just to open AE project file, and you have all Multi-Passes as separate layers then it’s super easy to adjust them.
With other 3D applications it’s pretty much the same deal.

Modo 401
In modo I always use .tga, what a surprise! Modo multi pass rendering is a bit different than in cinema, in modo you need to create Render Output layers in shader tree and choose what effect it have. One is always Final Color, and you can add other like shadow density, reflection shading, etc. And for each of them you need to set up output filename and format. When it finishes rendering you need manually import it to After Effects.

You can read about After Effects part in my blog

rgb values to integer values conversion possibility..

there are almost 5 thread about topic (little variation) few are little helpful., but in true context, problem remains and exist, so i finally decided to ask and get this solved for myself and others here…

tools using (3dsmax / mental ray and nuke)

BIGGEST QUESTION:
1- is it possible to have ID’s pass as integer values but "antialiased" from 3d app
2- is it possible to convert RGB image to Interger values, in nuke.

CURRENT WORKFLOW:
in 3dsmax:
when rendering EXR, it gave me option to embed id’s inside exr, when i see details, it is called "mono" for encoding option, this is where HUGO gizmo works, except anti-aliasing option doesn’t help much..

if i enable render elements separately, then it created rgb image. it seems best "anti aliased" but HUGO gizmo doesn’t work here.
how can i convert my id’s (rgb) image to INTEGER values. inside nuke??

polygon ids re-assign

I would like to ask if someone knows how to re-assign vertex ids . Maya creates vertex ids by default(when we model),i.e. for example i need the id count to start from nose instead of ear …

simple pointsto3D – failed to work

Hi, i made the simple scene . So i attached the scene (.nk), there you can see i just pipe in directly the original animated camera and the output image (scanlineRender) to pointsto3D to calculate, it calculates the movement of the camera correctly but the exact position is off quite significant. can anyone give me the right clue?

thanx

Attached Files
File Type: nk trackfail.nk (5.7 KB)

I would like to understand UV channels

I would like to understand UV channels in Nuke. I read the user guide, but i have doubts yet. What is the difference between UV coordinate and UV channels? I read Ron Brikmann too, but there isnt a good explanation about UVs.

Making of Hippopotamus

Artist created this 3d artwork using 3ds Max 2010 and here explaining the steps involved in the process. This Hippo is very cool.

Archmodels Vol. 88 is Out

This collection includes 60 professional models of Christmas decorations with all textures & materials. You will find here any…

RaCCoUrCi Short film

Hello!!!

Second Prize, Award, Best Director
Achieved at 48 films project on the film festival from Lille, in the competition “48H to live 2010” organized by the Orange Verte. Topic: From the other side.

http://www.revoasso.fr/les-films/raccourci

Thanks!