Compositing Supervisor

Starz Animation located in downtown Toronto is looking for a Compositing Supervisor to work on a stereoscopic live action feature film. This role collaborates with the Art Director and the VFX Supervisor to influence the aesthetic and technical “look” of the composited shots and promotes the success of team members and general morale within the studio. This is a 5-6 month contract position.

Duties and Responsibilities:
· Work with the Compositing APM to help create schedules
· Work with the Department Head to create staffing models
· Work with the VFX Supervisor and Pipeline Supervisor to design efficient workflows and build upon and enhance existing Compositing tools and pipeline when required
· Assist Compositing Leads in the resolution of technical issues
· Troubleshoot and debug shot problems
· Escalate technical issues as required
· Monitor overall progress within Compositing department
· Collaborate with members of other departments as necessary to ensure proper completion of shots and to ensure a smooth production
· Remain current and up-to-date in lighting techniques through industry research and training
· Perform additional duties as required

Skills and Experience:
· 8+ years of CG compositing experience, with proven knowledge of and skills (prior Lead or Supervisory experience an asset)
· Feature film experience required
· Stereoscopic experience is preferred
· Strong understanding of Lighting is an asset
· Completed post-secondary education in classical or 3D animation, art fundamentals, or other relevant related area of study
· Advanced working knowledge of Maya and a thorough knowledge of Mental Ray
· Advance knowledge of Fusion, Nuke or similar node-based compositing package
· Python and UNIX knowledge an asset
· Strong leadership skills with the ability to recognize strengths and weaknesses of artists to establish Compositing teams
· General understanding of animation styles and techniques as well as an excellent comprehension of animation production for film and/or television
· Great understanding of the animation production pipeline as a whole with an understanding of adjacent department workflows as well as how the Lighting and Compositing Department interacts with the overall production process
· Superior creative and technical problem solving skills with the ability to check own work
· Ability to learn quickly and comprehend custom in-house production tools
· Strong communication skills with the ability to interact effectively with key stakeholders
· Ability to prioritize tasks, meet tight deadlines, and perform to standard in a fast-paced environment while motivating others to do the same
· Ability to balance multiple priorities while retaining and encouraging a high level of enthusiasm and excellence within the team

Qualified applicants can apply online to Starz Animation at www.starzanimation.com/careers Please ensure you attach a link to your demo reel including your reel breakdown and resume.

We would like to thank all applicants however only those considered for an interview will be contacted.

Lead Compositor

Starz Animation located in downtown Toronto is looking for a Lead Compositor to work on a stereoscopic live action feature film. This role plans out sequences for the assigned project, influences the technical and aesthetic aspects of the final composited shots and works to resolve technical issues. This is a 5-6 month contract position.

Duties and Responsibilities:
· Lead assigned team in ensuring that all compositing deliverables are completed fully and in line with production schedule and Director’s overall vision
· Support team members by providing compositing direction and assisting with technical difficulties
· Assign work to team members based on individual specialties, and oversee individual progress and performance
· Maintain production schedules for project and provide regular team progress updates for Assistant Production Manager
· Monitor rendering efficiencies of comp networks
· Review and ensure sequence continuity for all compositing shots prior to review by Compositing Supervisor/Director/Clients
· Composite personally assigned quota of key shots and production shots based on direction from Compositing Supervisor and VFX Supervisor
· Ensure that personally assigned shots are completed according to schedule, and communicate timeline and delivery schedule issues to the appropriate stakeholder(s)
· Build compositing networks to be used for propagation
· Attend compositing/lighting reviews for assigned sequences
· Ensure resolution of technical issues
· Troubleshoot and debug shot problems
· Escalate technical issues as required
· Work with look development artists if needed for assigned project and plan out assigned sequences
· Assist with Lead visual development work and testing if needed
· Collaborate with members of other departments as necessary to ensure proper completion of shots and to ensure a smooth production
· Ensure efficient organization of individual work/files
· Remain current and up-to-date in compositing techniques through industry research and training

Skills and Experience:
· 5+ years of CG/VFX compositing experience in a Maya production environment, with proven knowledge of and skills (prior Lead experience an asset)
· Feature Film experience required
· Stereoscopic experience is an asset
· Working knowledge of various renderers including Mental Ray is an asset
· Advanced knowledge of Fusion, Nuke or similar node-based compositing package
· Strong background in traditional art / photography with an excellent sense of light and colour theory is nice to have
· Completed post-secondary education classical or 3D animation, art fundamentals, or other relevant area of study
· Superior creative and technical problem solving skills with the ability to check own work
· Python and UNIX knowledge an asset
· Strong leadership skills
· Strong communication skills with the ability to interact effectively with key stakeholders
· General understanding of animation styles and techniques as well as an excellent comprehension of animation production for film and/or television
· Great understanding of the animation production pipeline as a whole with an understanding of adjacent department workflows as well as how the Lighting and Compositing Department interacts with the overall production process
· Ability to learn quickly and comprehend custom in-house production tools
· Demonstrated ability to work productively and willingness to take initiative in a team environment
· Ability to prioritize tasks, meet tight deadlines, and perform to standard in a fast-paced environment
· High level of independence and strong sense of reliability

Qualified applicants can apply online to Starz Animation at www.starzanimation.com/careers Please ensure you attach a link to your demo reel including your reel breakdown and resume.

We would like to thank all applicants however only those considered for an interview will be contacted.

3DEqualizer linup mode

Hello again.

Why can be locked left mouse button in ‘Linup mode’? So:

Shift+RMB — works OK (z axis).
Shift+MMB — works OK (x/y axis)
Shift+LMB — DON’T WORK (rotation)

Scene is tracked and solved.. Any ideas? :confused:

MatchMove scene – 3D mask possible?

Hi,
I’ve tracked a shot in and set up the scene in Nuke, I’ve then used the smae camera in Houdini for a snow man that I’ve created. Upon importing the exr sequence into Nuke, I now need to introduce a mask to the scene as the ‘snow man’ is supposedly outside, meaning I need to mask the window frames.

I’ve tried and tried multiple ways. I got close when I hooked a roto up to a card, plugged that into the scene, then merged the scanline render output with the the snow man exr, still didn’t deliver the desired result though. I either end up with the roto not sitting in 3D space correctly, or it just not being a mask by the time it comes through the scanline.

Any ideas what I’m doing wrong? (Hopefully this makes some kind of sense).
Thanks in advance.
Chaz

Laptop Querry

Hi to all. it feels gud to b back. after a long hiatus.

Guys/gals, i have a query. Kindly help me.

I a vfx artist and has bought a laptop for my personal use . I want to use software like maya, max, fusion, and others. My issue is that can i use pirated software on genuine OS like Windows 7. Is it safe to install pirated software on genuine Os. does windows still gets it dues( updates nd all stuff). Guide me.

Hope to receive Comments from you all……….

Thanks in advance,
Annkur Kumar

Correct way to set up Wacom tablet for nuke

Hey…

is there a standardized way to set up the pen and tablet in nuke so that multiple artists can work on the same workstation.

im also interested in how u guys set up the buttons on the pen …

mine is as follows… would like to know the common key assignments so that others might not have an issue..

Intuos4 Question

If anyone here uses the Intuos 4 maybe you can help me.

Im finding that in photoshop the pressure i use on my pen is affecting brush flow (i think is the word… >.> blanking out. If i go light the line is very thin, the harder i press the larger it gets to maximum brush size) though i seem to remember this affecting opacity when i first bought it, which i prefered.

AM i just remebering BS or is there a way to set that?

Matchmoving Showreel 2011

Hi guys, here is my new showreel wanted to put it up here for some crit.

Hopefully its all right to send out near enough as need something out there to see if i can get some interviews. Know it has quite a few bits of tutorial shots.
Most shots are manually tracked.

http://www.vimeo.com/17519085

Edit – I think I might change the last plate with my details to something more plain and clearer.

Attached Thumbnails

Click image for larger version

Name:	showreel.jpg
Views:	N/A
Size:	172.2 KB
ID:	11092
 

Matte refining (RGB bleeding technique)

Hi there community

i’ve got a question about one of the approaches on how to fix a comp when you have black or white fringing on the talent’s edges while having the opposite values in the BG to be comped.

I’ve seen seasoned compers extending the useful rgb color pixels until they cover the unwanted areas while keeping the matte untouched.

Can anyone lead me towards the node workflow of that in Nuke?
I’m intested in understanding the process.

thank you!

Graphics Programmer – Full Time

OOOii Realtime is a premiere Visual Effects and Technology Developer located in Hollywood, CA and we are in the process of building a new team that will be using game technology for very high-end visual effects development. As an instrumental part of a new era in the company’s successful 14-year history, this new team will be responsible for enhancing cutting edge game engine technology to create compelling cinematic sequences in some of Hollywood’s highest profile blockbusters. Being part of the OOOii team will put you into face to face collaboration with top Hollywood directors such as Steven Spielberg, Michael Bay, and JJ Abrams.

OOOii is seeking a talented Graphics Programmer to work on OOOii’s distributed realtime renderer targeting Hollywood movie aesthetics on multiple displays at resolutions well beyond HD. The successful candidate will first work with the graphics lead in developing image-based human tracking software based on Z-depth cameras and GPU compute shaders. This work will lead into developing realtime visual effects and shaders within the renderer.

To apply to the following position, please submit your resume, link to your online website/portfolio and salary requirements to:
Andy Cheren | Director of Staffing
Email: andy.cheren@ooo-ii.com

NO PHONE CALLS OR DROP-INS PLEASE

Responsibilities

  • Collaborate with lead to develop an image-based human tracking system
  • Maintain tracking system and evolve into coding one or more areas of the renderer such as buffer management, LOD/runtime data processing, front-end culling/sorting lighting model, particle system, lighting model, shader effects, physics (hair, water) effects.
  • Tackle unfamiliar problems through research and experimentation
  • Must be responsive to pressure and tight deadlines
  • Must be available to work on-site with core team during company core hours

Experience

  • 4+ years C++ experience
  • 2+ shipped titles in a graphics role
  • Experience with full-vertical integration of graphics features from content authoring to pixel shader and optimization
  • Familiarity with deferred rendering techniques
  • Thorough understanding of realtime rendering data structures
  • Competence with Perforce and Visual Studio a must

Preferred Skills

  • Ability to accurately and realistically break down complex tasks into smaller points of achievement
  • Ability to complete tasks in a predictable manner with a high degree of quality
  • Excellent written and verbal communication skills to contribute to the creative process as well as take direction from creative directors and leads
  • Prior experience with industry leading game engines such as UE3, CryEngine, idTech and/or proprietary 1st Party engines would be a plus.