i am looking into trying out some different de-noise/grain removal software. i currently use neat video which works a treat but i’m interested to know of anyone else’s thoughts on any other softwares that are available. i mainly work in nuke/fusion so something thats a plug-in for these would be really great (aside from neat video!).
thanks for your help 😮
De-Noise/Grain Removal software
Posted in: Beginners Talki am looking into trying out some different de-noise/grain removal software. i currently use neat video which works a treat but i’m interested to know of anyone else’s thoughts on any other softwares that are available. i mainly work in nuke/fusion so something thats a plug-in for these would be really great (aside from neat video!).
thanks for your help 😮
New VFX TV Series
Posted in: The PadIn the first episode to go live on Koldcast TV Arlo shows us how to prep your drums to keep yourself super-efficient when in the studio, Nick will cut Arlos head off in a tip for creating headless humans, well chat to designer Jono Chong about the process of creating his cracking clip for music producer, Spoonbill, look out for a quick tip on keeping your guitar firmly strapped on and we create mayhem in the kitchen with some break beats.
Check it out on the Koldcast website or at the projuice site…
http://www.projuice.org/Series1Ep2.html
Hope you dig it!
Modeling Showreel
Posted in: Demo Reels!here are some of the work i did in 2010 period
most of which are personal work i did to enhance my
technique and skills please leave a comment
cheers guys,
3d showreel
Posted in: Demo Reels!here are some of the work i did in 2010 period
most of which are personal work i did to enhance my
technique and skills please leave a comment
cheers guys,
Lets let it going
Posted in: The PadLet’s get ideas!
Thanks!
Newbreed Visual Effects is looking for a TD/software developer for its R&D department.
Tasks will include: participation in the development and maintenance of our VFX pipeline software, development of plug-ins for third-party software integration in our pipeline and according to specific production needs and development of stand-alone tools for the aforementioned.
Newbreed VFX is looking for a team player, someone with initiative and the ability to think outside the box, with problem solving skills and a good understanding of the production pipeline, and the ability to work and to deliver working solutions and tools within a tight production or development schedule.
Responsibilities :
- Participate in the development of our in-house pipeline software.
- Write plug-ins for the integration of third-party software (3D and compositing packages, etc).
- Create tools and scripts to address specific production needs.
- Work with R&D management to prioritize tasks.
- Keep CG Supervisor informed of progress, changes and issues.
Requirements :
- Experience in tools and pipeline development in the field of CG production.
- Good working knowledge of Python, C/C++, MEL and shell scripting.
- Experience in cross-platform UI development.
- Knowledge of MySQL, Perl, PHP an asset.
- Experience in shader writing an asset.
- Good working knowledge of Maya, Nuke, their scripting languages and APIs.
- Knowledge of Houdini, Mantra, and RenderMan-compliant renderers an asset.
- Good knowledge of Windows and Linux operating systems.
- Good understanding of environment variables in both OS an asset.
- Degree-level qualification in computer science.
- At least 1 year of work experience within the CG/VFX industry.
- Ability to communicate and interact positively in a collaborative environment.
- Fluency in both English and French.
To apply for this position, please send your resume and demo reel to :
jobs@newbreedvfx.com.
Please note that emails with large attachments will be discarded.
If you would like to send us your demo reel on CD, DVD or Blu-ray , please send it to the following address :
attn : Recruitment
240 Notre Dame Ouest, suite 350
Montreal, Quebec
H2Y 1T3
Please note that submitted demo material will not be returned. Please only send in copies of your work.
PipelineFX, makers of Qube! – the leading render farm management software for digital media creation announced today that Base FX has chosen Qube! to manage their growing render farm and the increased complexity of their render pipeline.
Base FX is a visual effects and animation production studio located in Los Angeles with production offices in Beijing, China.
"We work pretty hard to maximize our resources, and when we looked at our render needs and the options available to us, we realized that only Qube! and PipelineFX had the tools and support to solve the issues we were facing," said Christopher Bremble, President and CEO of Base FX. "As weve taken on more and more complexity in our work, and increased our render times, our needs for additional capacity took us a bit by surprise. Wed relied on internal tools for the last five years, which just couldnt keep up with our workflow. We knew we needed to bullet-proof our render management and sought a vendor that not only had an out of the box solution for all the applications we currently use Nuke and Houdini – but also has integration with our next generation of pipeline tools, RV and Shotgun. Qube!’s new web-based reporting feature with Roambi was also a big plus for us. Im data dog, and want to see exactly whats happening, and the Roambi integration had me smiling in seconds.
Were also really excited about the API, and our ability to take the great platform Qube! offers and make adjustments quickly and easily to match our pipeline. We have a lot of younger artists in the company, so weve scripted checking tools into the pipeline to make sure were being smart and efficient. Qube! has made that process very straightforward. The support has been amazing.
Base FX is currently working on projects for all the major studios, including Soul Surfer, Conan the Barbarian, Roadkill, and Boardwalk Empire. The company recently won an Emmy for their work on HBOs hit series The Pacific, and provided a large number of shots for HBOs currently running series Boardwalk Empire.
"We are excited to be working with such a fast-growing studio in China," said Richard Lewis, CEO of PipelineFX. "Base FX has done the work to build a talented team and an efficient pipeline that is paying off in terms of speed of shot turn-around and maximizing artist productivity."
About Qube!:
Qube! is a robust and highly scalable render management solution that can be quickly integrated into any production workflow, and is backed by world-class technical support. Qube! can be easily tailored to any pipeline requirements and works out of the box with all leading content creation applications including Autodesk® 3ds Max®, Autodesk Maya®, XSI®, NUKE, Shake®, Adobe® After Effects®, Pixars RenderMan®, DNA Research’s 3Delight, Eyeon® Digital Fusion and many more. Qube! runs on Windows®, Linux®, and Mac OS®X operating systems.
About PipelineFX:
As the leading provider of renderfarm management solutions for digital content creation, PipelineFX helps organization reduce the burden of rendering in computer graphics work. Nearly 500 customers worldwide include BBC, Digital Domain, Electronic Arts, Fisher Price, General Motors, Herman Miller, Imagemovers Digital, Laika Studios, Lockheed Martin, MTV, NBC, NHK, Rainmaker Entertainment Inc., Reel FX, Smoke & Mirrors, Reliance Mediaworks, South Park Studios, Starz Entertainment, Technicolor and Telemundo. PipelineFX is headquartered in Honolulu, Hawaii, and has offices in Los Angeles, San Francisco, San Diego, Portland, Austin and Las Vegas.
For more information, please contact Richard Lewis, CEO of PipelineFX: richard@pipelinefx.com, Phone: 808-685-7823, 1000 Bishop Street, Suite 509, Honolulu, Hawaii, 96813, USA.
So I was thinking, and I came up with a way (which would have to be built into nuke) to streamline this scenario.
Attached is an image of a mockup of how it would look in the interface.
Basically, you have two operators. IterationsIn, and IterationsOut.
An image goes into the first input of InterationsIn, and then from there you hook up whatever nodes you want to repeat the set amount of times.
After the nodes, you have IterationsOut, which would refeed it’s resulting image into IterationsIn, until the set amount of repeats has been reached, at which point it spits out a real output.
This obviously goes against Nuke’s top to bottom approach. Since the Out goes up into the In. But I dont think this would cause any infinite loops or anything like that, and programatically it would be the same as pasting clones of the original nodes the set amount of times. They’d simply have to add one exception to the rule that’s there to prevent loops. Since this would have a set number of times to run, it would never create an infinite loop.
I think the hardest thing programatically on this would be getting two different outputs on the bottom Out node. Or in theory it could be the same thing, and not report being done processing to nuke until the set iterations is reached.
Anyways, this is probably an extremely confusing post, but it’d basically be a for loop in nuke. And it should be possible I think. Though I’m sure a bit would have to change behind the scenes to make ti possible. I know it’d be impossible with the current limits put in place on how connections can be made to prevent infinite loops.
If anyone is interested, the project that got this idea going, was the second image I attached. It was nothing but a radial, and the same 3 nodes repeated over and over, about 200 times. (a blur, edge detect, and an alpha to RGB shuffle). Oh, and the color gradient came in Photoshop, but that’s it. I’ve been doing some Chaos Theory themed art recently 😉