Method Helps Inspire Ron Howard’s Imagin8ion




Method artists create a VFX-laden spot/trailer to promote Howard’s Project Imagin8ion


Visual effects company Method Studios recently completed work on a :30 commercial entitled "Parade" for Canon via agency Grey NY. The :60 version is set to air early June. This visual effects-heavy spot, directed by Dante Ariola for MJZ, stars director Ron Howard and features a fantastical city landscape filled with astronauts, floating firefighters and a diamond-skinned dog to name a few unusual sights. The spot serves as a trailer to promote Howard’s "Project Imagin8ion," which is the first user-generated contest in history to inspire a Hollywood short film. Eight imaginative photos will be selected to set the stage for his next production.


The Method team was tasked with bringing the contest itself to life, which was no small feat. "Dante has a big imagination himself," commented Method CG Supervisor Jason Schugardt. "The spot is about Ron’s imagination, so we researched movies from his past for inspiration and we really went for it."

Inevitably, the sheer number of resulting CG elements posed challenges to the team. "There are so many whimsical creatures and objects, some reflective, like the 70-carat diamond dog," said Schugardt. "Fitting all of them in was definitely challenging."

Method’s Alex Cannon worked with Production Designer Christopher Glass and Ariola to storyboard the spot in Pre-viz, which helped them to block the myriad characters out as well as help shape the tone of the spot.

The plates (all shot on Canon equipment) were shot on a particularly overcast day, which led to flat lighting, prompting the Method team to make lighting enhancements throughout the spot. "We did sky replacements and separated facets of building, adding light in places to tell the story of where the light was," offered Schugardt. "Once we did that, the spot really popped."

Animation for the spot was created in Maya, effects were created in Houdini and fire was done in Fume FX (a plugin for Autodesk’s 3ds Max). The spot was rendered in V-Ray.

Says Schugardt, "It was great working on such a VFX-heavy project and especially cool bringing Ron’s imagination to life. We’re all really pleased with how it came out and I can’t wait to see the short film."

CREDITS

Title: Parade

Client: Canon

Director: Dante Ariola

Agency: Grey NY
Producer: Lauren Tuttman

Creatives:
Ari Halper – SVP Creative Director
Steve Krauss – SVP Creative Director
Stu Mair – Associate Creative Director
Eric King – Associate Creative Director
Elinor Buchler – Art Director
Kent Koren -Copywriter
DOP – Christopher Soos

Prod Co: MJZ
Producer: Natalie Hill
Editing co: Peepshow Editorial
Editor: Andrea MacArthur

Post Production: Method Studios
Sr. Creative Director – Dan Glass
Sr. Executive Producer – Gabby Gourier

Visual FX Supervisor – Phil Brennan
CG Supervisor – Jason Schugardt

Producer – Darcie Muangman
Coordinator – Anastasia Von Rahl

Lead Compositor – Tim Davies
Compositors:
Jonathan Lagache
Jeff Allen
Caitlin Content
CG

Modelers:
Masa Narita
Lim Bunupuradah
Alex Whang
Toshihiro Sakamaki

Texture Artists:
Brian Ripley
Josh Frontino
Ryan Reeb

Riggers:
Rick Grandy
George Saavedra

Trackers:
Fabio Zapata
Lauren Van Houten
Tom Stanton

Animators:
Steward Burris
Alex Cannon
Les Major
Jonah Austin

Lighters:
David Lo
Alex Lee
Kris Cabrera
David Chan
David Godwin

FX:
Brett Angelillis
Hiro Okubo

About Method Studios
Based in Los Angeles, with locations in New York, Vancouver and London, Method Studios is a leading post production facility providing a full range of visual effects services including conceptual design, look development, 3D animation/CGI, matte painting, compositing and finishing. Method Studios also provides an array of services to stereoscopic film productions, including the creation of stereo 3D content. Method’s sister company, Company 3, maintains a full stereoscopic color-grading suite in the same building as Method’s Los Angeles facility, most recently used for Disney’s Pirates of the Caribbean: On Stranger Tides. www.methodstudios.com

# # #

Media Contact:
Jeremy Monsayac
jeremy.monsayac@bydeluxe.com
818.260.6267

Cinesite announces four winners of its 2011 Inspire internship program

Cinesite announces four winners of its 2011 Inspire internship program

London, UK, June 1, 2011 – Cinesite, one of the world’s leading film visual effects houses, today announced that it has awarded places on its 2011 Inspire internship program to four exceptional candidates – Luke Armstrong, Ruairi Twohig, Eleanor Bond and Tom Flavelle. The winners were chosen from more than 200 applicants for their exceptional compositing, modeling and texturing skills. The placements will commence in June and run for six weeks.

Luke Armstrong is from Reading, Berkshire, and is graduating from Portsmouth University this summer after studying for a Bachelor of Science degree in Computer Animation. He was chosen for his broad range of basic compositing skills. Ruairi Twohig from Sandymount, Dublin, has graduated from the Dun Laoghaire Institute of Art, Design and Technology with a Bachelor of Arts in Animation. His interest is in compositing, but he was chosen for his good understanding of vfx disciplines across 2D and 3D. Both Luke and Ruairi will be mentored by Cinesite’s compositing team.

Eleanor Bond and Tom Flavelle are both graduating this summer from Bournemouth University with a Bachelor of Arts degree in Computer Visualization and Animation. Eleanor, from Sheffield, South Yorkshire, was chosen for the detailed sculpture, realistic shading and textures demonstrated by her showreel. Tom was chosen for his mix of environment and character work. His hometown is Truro in Cornwall. Both interns will be mentored by Cinesite’s modeling and texturing team.

The judging team was overwhelmed by the level of talent demonstrated by this year’s entries. “All of the candidates’ showreels conveyed enthusiasm and hunger to break into the visual effects industry,” commented Antony Hunt, managing director of Cinesite. “We see great benefit for the industry in continuing to grow the Inspire program year-on-year as it’s this next generation of talent that will enable our industry to evolve. I wish Luke, Ruairi, Eleanor and Tom the best of luck with their placements and hope they enjoy their time with us.”

Cinesite’s Inspire internship program is in its second successful year. Last year’s winners, Alex Betancourt and Chris Mulcaster, were both given full-time roles at the company after completing their placements, working on The Chronicles of Narnia: The Voyage of the Dawn Treader and Pirates of the Caribbean: On Stranger Tides. They’re both now working on the upcoming Disney/Pixar film, John Carter of Mars.

About Cinesite
With one of the largest and most comprehensive facilities in Europe, Cinesite’s visual effects team has the capacity and creativity to produce all manner of effects, both digital and physical, for feature films and broadcast projects of all scales. Their award-winning team of highly talented visual effects artists take filmmakers’ ideas and turn them into spectacular cinematic reality.

Cinesite is currently working on Harry Potter & The Deathly Hallows: Part 2 (Warner Bros.) and John Carter of Mars (Disney/Pixar). The company has recently completed work on Pirates of the Caribbean: On Stranger Tides (Disney/Bruckheimer) and X-Men: First Class (Twentieth Century Fox).

For more information please visit www.cinesite.com.

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MatchMove problem

hi,
Guy’s i need help, m facing problem when i try to import camera solve from boujou to 3ds max. when i run max script there is some error, m not able to import camera solve in 3ds max i would really appreciate any response

digital domain buys site license of katana

http://www.fxguide.com/quicktakes/di…nse-of-katana/

The Foundry announced today that Digital Domain has purchased a site license for KATANA, making them the first customer of the product since The Foundry took over development in 2009. We caught up with Bill Collis for an update on this news as well as more info about open source and support of the recent deep compositing spec that’s part of OpenEXR 2.0.

The first sale of a product is always significant and the fact that the first customer is a facility with a stature as Digital Domain. Digital Domain is currently using a pre-release version of KATANA, since the product isn’t shipping at this point in time. While DD has been testing the software since the very first alpha releases, Bill Collis, CEO of The Foundry, says that “a number of other large post houses are now working with KATANA and are quite interested in the software.”

Work on KATANA by The Foundry began back in November 2009, after acquiring it from Sony Pictures Imageworks (SPI) in a deal which included a site license of NUKE. Rob Bredow, CTO of SPI, referred to KATANA as “a pretty fully featured suite of tools that handles almost all the backend of our pipeline – everything after the animation is done and any processes are simulated – really KATANA takes over from there. It gets everything ready for the renderer and then does all the compositing”.

fxguidetv episode #111 includes a primer on KATANA with Jeremy Selan of SPI and The Foundry product manager Andy Lomas. The episode also includes a discussion regarding Open Source software with Weta digital’s CTO Sebastian Sylwan. At FMX2011, Sylwan announced that they were contributing their deep opacity tech to the upcoming OpenEXR 2.0 specification. In addition, they are licensing their deep opacity compositing tools to The Foundry for inclusion in NUKE.

“We’ve been following the deep opacity tools since Weta had been using them in Shake,” says Collis, “and they were interested in us putting them in NUKE but it didn’t make sense at the time. Peter Hillman then implemented them as NUKE plugins.”

However, The Foundry wanted to wait until file format specifications were nailed down as it didn’t make sense for them to develop support for several different types of files. “We had implemented some very basic deep opacity plugins….the basic operators…but Weta had pushed the technology much further,” says Collis. “They had put a huge amount of effort into the tech, so it made sense for us to improve and build upon what we had done in house.”

The relationship that The Foundry has with Weta in developing Mari has certainly helped facilitate this process, but is even simply the fact that they are also a NUKE customer. “The idea of The Foundry just staying really close with its customers and listening and watching and being part of what they’re doing. And then when it makes sense to try and bring that to the mainstream NUKE or some other mainstream product.”

It’s these two separate items — the open source OpenEXR 2.0 file format/deep opacity spec and the licensing of tools — that have served to bring deep composting to the wider masses. Tools will be available in NUKE 6.3 which is due to ship before the end of June. This is actually before the final OpenEXR spec is released, so there will be an additional release shortly afterwards that supports the open source format.

At the FMX2011 open source discussions, one thing that was mentioned time and time again is that the best open source contributions are developed in use at facilities on productions. Effectively, battle tested. Bredow and others at the talks said they feel it is incredibly unlikely to have open source software adopted by facilities that hasn’t been used in production. “We believe the best technology is made in the head of a film,” says Collis. “It’s where the best ideas come up. And if we can take those ideas that have been created when time is pressing and you’re just getting the job done…and then later spend the time to commercialize them…that just works brilliantly.”

Another common thread of the FMX panels was that it was clear what works best as open source and what doesn’t work so well. Standards, file formats, and specific tools work; large scale applications don’t. This is why we’re seeing open source offerings such as OpenEXR, Ptex, and Alembic, and others.

For applications, there are several issues that serve as roadblocks. First, there are legal issues: can a company ensure that every single line of code is 100% their IP. This isn’t to say that the code isn’t theirs…it’s simply that the time and cost of vetting the code is prohibitive.

Second, it takes time to clean up and comment code to the level that makes it useful for other programmers to contribute to it. Code at facilities is written in production and under tight pressure….this means structure and commenting sometimes isn’t up to the level needed and when there are comments maybe they’re not the best things. Cleaning up this code takes a tremendous amount of time as well…it’s one reason it takes time to get the tech out of facilities and into open source.

In addition, managing large scale applications and the interaction between various modules is a very complex process. In addition, one generally needs a strong personality leading development of a software product — the key product manager. This is much more difficult to have happen when working with open source software.

As far as developing and maintaining applications in house, the industry has trended towards moving continued app development out of house and to a third party such as The Foundry. You see this reality with Nuke, Mari, and Katana. Collis says all of these facilities are “trying to get away from the idea of massive in-house engineering teams. And I’m sure if you ended up with an open source compositor you’d end up with a very large in-house engineering team. We have source code licenses of NUKE out there and no one touches it. What people actually want is a supported, developed, maintained, documented bit of software with people they can shout at when it doesn’t work to have them help make it work.”

Cinesite recreates 18th Century London in 3D for Pirates of the Caribbean

Cinesite recreates 18th Century London in 3D for Pirates of the Caribbean: On Stranger TidesLondon, UK, May 26, 2011 – Cinesite, one of the world’s leading film visual effects houses, has completed more than 300 stereoscopic visual effects shots for Pirates of The Caribbean: On Stranger Tides. For their first full stereo 3D project, Cinesite were tasked with creating large-scale photorealistic 3D environments for a dramatic carriage chase through London.

Directed by Rob Marshall, the fourth installment in the highly successful Disney/Bruckheimer series sees Jack Sparrow (Johnny Depp) and Barbossa (Geoffrey Rush) embark on a quest to find the elusive fountain of youth, only to discover that Blackbeard (Ian McShane) and his daughter (Penelope Cruz) are after it too.

Working closely with overall visual effects supervisor Charles Gibson, Cinesite’s visual effects supervisor Simon Stanley-Clamp spent several weeks on location in Greenwich and at historical buildings Hampton Court Palace and Middle Temple, as well as being on set at Pinewood Studios. The film was shot in native stereo 3D using Red One cameras and Pace 3D camera rigs.

Starting inside St James’ Palace and progressing through three different exterior London environments, the carriage chase sequence was shot against three large blue screens on location in Greenwich and comprises more than 200 back-to-back shots. Cinesite created complex 3D environments including full CG street builds with detailed period buildings, as well as set and background extensions. Atmospheric smoke, smog and fog were added to create an old London feel, and extras, shot in stereo against a blue screen, were seamlessly composited to enhance the busy London street.

As well as the challenge of recreating such a large-scale location, Cinesite also faced challenges due to the stereoscopic nature of the film. Head of visual effects technology, Michele Sciolette, led Cinesite’s efforts to build the stereo production pipeline and develop a number of new tools to meet these challenges. These included csStereoColourMatcher, a fully-automated tool designed to compensate for color differences between stereoscopic image pairs. csPhotoMesh was used extensively by Cinesite’s environmental specialists to quickly build CG sets for environmental work.

Other shots Cinesite worked on include creating Barbossa’s peg leg throughout the film by replacing the blue sock Rush wore on set with a digital peg leg. They also created highly detailed CG poison dart frogs in four different colors. In addition to their proprietary tools, Cinesite relied on Nuke, Maya, Houdini and RenderMan.

“We’re very proud of what we’ve achieved on our first full stereo 3D project,” said Antony Hunt, managing director, Cinesite. “The complexities that stereoscopic work introduces combined with the sheer scale of some of the scenes we worked on presented some big challenges. But by drawing on our extensive experience in creating photorealistic CG environments and our expertise in motion analysis and color correction, we were able to create some outstanding 3D visual effects.”

About Cinesite

With one of the largest and most comprehensive facilities in Europe, Cinesite’s visual effects team has the capacity and creativity to produce all manner of effects, both digital and physical, for feature films and broadcast projects of all scales. Their award-winning team of highly talented visual effects artists take filmmakers’ ideas and turn them into spectacular cinematic reality.

Cinesite is currently working on Harry Potter & The Deathly Hallows: Part 2 (Warner Bros.), John Carter of Mars (Disney/Pixar), and X-Men: First Class (Twentieth Century Fox).

For more information please visit www.cinesite.com.

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DAZ 3D Releases DAZ Studio 4 for Hobbyists and Professionals

Today DAZ 3D introduced DAZ Studio 4, the latest version of DAZ 3D’s character creation, art and animation tool. DAZ Studio 4 makes the creation process fun, while setting the new standard for 3D figure design tools by introducing the Genesis figure platform.

“We’re excited to share our new technology as it provides a fun and easy-to-use platform for both our hobbyist and professional customers who want to create high-quality graphics,” said Dan Farr, CEO of DAZ 3D.

DAZ Studio 4 provides an advanced platform for versatile 3D human models. This platform is the basis for the new Genesis series of figures from DAZ 3D. The Genesis series allows for a virtually limitless set of figure variations that can all be built from a common base. These variations can range in both size and proportion while sharing a single joint system.

“Everything from muscle-bound freaks and curvy super-heroines, to toon-style kids or frightfully disgusting monsters can all be created and combined together in infinite combinations, limited only by the artist’s imagination, to form a completely new custom 3D model,” explains Dan Farr.

DAZ Studio 4 utilizes a new file format that is lightweight, easy to transfer and exists in an open format for easy editing. No longer satisfied with the inherent constraints of building upon a third-party platform, DAZ 3D established a new, open platform. DAZ 3D has also announced that they will support any other vendors that offer this file format within their tools.

Key DAZ Studio 4 features include:

TriAxTM Weight-Map System: Artists now have unparalleled flexibility with our patent-pending weight-map per-axis joint system.

Auto-Rigging: Artists can now take the base Genesis mesh and push or pull it into virtually anything imaginable. Both proportions and mass of the figure can be altered in a variety of ways. DAZ Studio 4 automatically adjusts the Genesis base skeletal rig to fit within the new shape. http://bit.ly/m0QhAz

Auto-Fit Plug-in: This tool, available separately, allows customers to up-convert clothes and hairstyles from DAZ 3D’s prior generation of figures for use with the new Genesis series so that their past investments are protected. http://bit.ly/im8s9S

Smart Content: This new content tells DAZ Studio 4 what type of asset it is, and what other assets are compatible with it. DAZ Studio 4, in turn, can then filter out anything that’s not compatible with what the artist is working on.

Content Management Service (CMS): This allows customers to easily find their content by keyword, category and/ or compatibility by using a standard meta-data structure. http://bit.ly/iut1Vg

Pricing and Availability

DAZ Studio 4 is available now for free download in both Macintosh and Windows formats. The Auto-Fit plug-in is priced at $99.95 and both are available via the DAZ 3D website at http://www.daz3d.com/studio.

About DAZ 3D

Based in Draper, Utah, DAZ 3D is the leading publisher of personalized 3D digital characters, software and accessories for creative professionals and 3D enthusiasts. Known for its large catalog of inter-operable and versatile 3D models and accessories, DAZ 3D is a growing technology company focused on developing next-generation 3D models and supporting tools. Founded in 2000, DAZ 3D provides a central solution to create, customize and share professional-quality digital creations. More information on the company, its 3D catalog and tools, and the Genesis series is available online at www.daz3d.com

VFX FOUNDATION STARTED

http://occlude.wordpress.com/2011/05/25/vfx-foundation/

Occlude/Joe Harkins has started the VFX FOUNDATION

this is day one. Join us brothers and sisters in vfx!
—————————————————————–
I think this is a step in the right direction to help artist be heard and respected. Please check out the website.

Question about Nuke and Flame

So lately I’ve been wanting to learn Autodesk Flame more than Nuke, but someone told me that Flame is going out of popularity…this true? I mean I’m a visual effects major but I’d rather learn Flame more than Nuke.

If anyone has any input to this question I’d love to hear.

VES’s Open Letter To VFX Artists

Source

An Open Letter To VFX Artists And The Entertainment Industry At Large Visual Effects Society: 2.0

As an Honorary Society, VES has led the way in promoting the incredible work of VFX artists but so far no one has stood up to lead the way on the business side of our business. No one has been able to speak out for unrepresented artists and facilities – or the craft as a whole – in any meaningful way.

It should not come as a surprise to anyone that the state of the visual effects industry is unsettled. Artists and visual effects companies are working longer hours for less income, delivering more amazing VFX under ever diminishing schedules, carrying larger financial burdens while others are profiting greatly from our work. As a result, there has been a lot of discussion recently about visual effects and its role in the entertainment industry. Many feel VFX artists are being taken advantage of and many others feel that VFX facilities are operating under unsustainable competitive restraints and profit margins. There have been calls for the creation of a VFX union to represent artists’ interests while others have pushed to create a trade organization for VFX facilities to better navigate today’s economic complexities.

As globalization intensifies, the process of creating visual effects is becoming more and more commoditized. Many wonder if the current business model for our industry is sustainable over the long term. Indeed, multiplying blogs are questioning why artists are forced to work crazy overtime hours for weeks or months on end without health benefits and VFX facilities are forced to take on shows at a loss just to keep their pipelines going and their doors open (they hope).

As good as we are at creating and manipulating amazing and ground breaking images, VFX professionals have done a terrible job of marketing ourselves to the business side of the industry. In short, no one has been able to harness the collective power of our efforts, talents, and passions into a strong, unified voice representing the industry as a whole.

VES may not have the power of collective bargaining, but we do have the power of a voice that’s 2,400 artists strong in 23 countries — and the VES Board of Directors has decided that now is the time to use it. We are the only viable organization that can speak to the needs and concerns of everyone involved in VFX to meet the challenges of a changing global industry and our place within it.

The work we do helps a lot of people make a lot of money, but it’s not being shared on an equal basis, nor is the respect that’s due us, especially considering that 44 of the top 50 films of all time are visual effects driven(http://www.imdb.com/boxoffice/alltimegross).

For VFX ARTISTS (NOT computer geeks, NOT nerds), we do not receive the kind of respect that measures up to the role visual effects plays in the bottom line. And that’s expressed in a number of very obvious ways:

Credits – we are frequently listed incompletely and below where we should be in the crawl.
Benefits – in the US, you likely do not have ready access to health care. Or a vision plan. Or a pension plan. Outside the US, unless you’re a citizen of a country with national health care, you likely do not have health care coverage either. Or have the ability to build hours for your pension. Or are eligible to receive residuals. On a UNION show we are the ONLY department that is not union and therefore not receiving the same benefits as everyone else on the set.
Working conditions – if you are a freelancer (it’s generally agreed that almost half of all visual effects workers are freelancers), because you are not covered by collective bargaining, you may be forced to work 70 – 100 hour weeks for months on end in order to meet a delivery date. And for that privilege (in the U.S.) you will also likely be considered an Independent Contractor and have to file a 1099 – and then pay the employer’s share of the tax contribution.

Many small to medium-sized VFX companies around the world are struggling to survive (or have gone out of business – (RIP Café FX, Asylum, Illusion Arts and many others). By now almost everyone in the industry is familiar with the quote from a few years ago by an unidentified studio executive that if he ‘didn’t put at least one VFX company out of business on a show, he wasn’t doing his job.’

The concern exists at every level of the VFX chain — artist, facility and studio – how the impact of a “Fix” would affect the industry. Would it drive work elsewhere? Would it cut into the dwindling profit margins of VFX companies and put them out of business? Would it make VFX artists unhireable?

No matter one’s perspective, the interests of VFX artists can no longer be ignored.

In the coming weeks and months, VES will shine a spotlight on the issues facing the artists, facilities and studios by way of editorial pieces in the trades and VFX blogs, virtual Town Hall meetings, a VFX Artists’ Bill of Rights and a VFX CEO’s Forum (for the companies that actually provide the jobs that everyone is working so hard to safeguard).

There are solutions and we will find them.

We want the studios to make a respectable profit. We want facilities to survive and thrive in this ever changing fiscal environment. And we want artists to have high quality jobs with the commensurate amount of respect for the work they do on a daily basis. Therefore, VES will take the lead by organizing meetings with all participants in our industry in which we will make sure that all the issues discussed above are put on the table.

We are the VES and the time to step up has arrived. VES 2.0 is here and ready to lead.

If you’d like to share a comment with us you can contact us at eitherleadership@visualeffectssociety.com or through the leadership forum on the VES website at: http://www.visualeffectssociety.com/…adership-forum.

Stay tuned!

Eric Roth
VES Executive Director

Cebas Releases finalRender for Maya Free Trial Version

Get Your Free finalRender for Maya Trial Now!

The free, unlimited-time trial version of finalRender™ 2 forMaya offers full functionality, the software’s complete feature set, and blazing rendering speed. It is ready for download from the cebas website to all registered users. The advanced rendering system is based on the standalone Stage-2 core that enables the same renderer to work with multiple applications. The software is being used by Ghost Studios (Denmark), Das Werk (Germany), Super 78 Studios (Hollywood), Walt Disney, and many others.

finalRender images created by Benjamin Ziegler

Key Selling Points

What makes finalRender for Maya unique in the eyes of its user base compared to competitive and Autodesk-native solutions:

  • It offers the only complete integration into the Maya GUI: users never have to leave the GUI when using finalRender (not so with competitive solutions).
  • The Render Elements are unique and not available from other vendors.
  • It features the best and most complete set of shader materials.
  • ShaderGrind™ empowers users to create their own materials.
  • It’s faster with global illumination, ray-tracing and many other features.
  • It takes less time to learn.
  • It’s easier to use.
  • It offers the best flexibility for integration into a production pipeline.
  • The light transport model is physics based, creating a more photo-realistic and higher quality image.
  • It is market tested and robust. The second generation software is available today, including its just released first free Service Pack SP1.
  • No need to invest in expensive high-speed graphics cards
  • No need for complicated Python or Mel programming in Maya, since finalRender natively supports Hypershade and other Maya shaders.
  • What some vendors tout as new and revolutionary, finalRender has offered for years, such as separate options for camera motion blur and optic motion blur, stereo camera support, and Open EXR as used in 3ds Max.

Highly Competitive Pricing

Cebas recently introduced a new pricing scheme that makes finalRender the most cost effective third party Maya renderer on the market today:

  • finalRender 2 for Maya, including five render farm licenses: $995
  • Additional pack of five render farm licenses: $695
  • finalRender R1 to 2 for Maya upgrade, including five render farm licenses: $495

Future-Proof ShaderGrind

In addition to the many custom shaders, finalRender for Maya includes the exceptional ShaderGrind technology. This feature allows users to develop their own materials that can be saved, and used in other and future applications making them perfect for integration into a production pipeline.

Feature Set

  • True distributed network rendering
  • Updated licensing model: <32 cores per license (16 local plus 16 remote)
  • Enhanced multi-core support for even faster translation times
  • Network rendering support
  • High resolution bitmap rendering >20k
  • Particle rendering
  • Support for image file formats including OpenEXR, RPF and RLA
  • Real-world physical camera exposure model
  • Supported polygons, render time subdiv, NURBS
  • Advanced fast NURBS tessellation
  • Dedicated, ready-to-render finalRender material
  • Highly optimized skin shader
  • Advanced texture baking
  • Particles, including support of per-particle data (even on particle-instanced geometry)
  • Ultra fast, flicker free GI
  • Photometric and real area light support
  • True area shadow support
  • Fast 3d motion blur
  • Advanced caustic rendering effects
  • Special multi-million polygon rendering mode
  • Automatic and scene-dependent ray tracing optimization
  • Multiple real world cameras
  • True micro-triangle displacement support
  • Efficient geometry instancing
  • Native support for ReelSmart Motionblur (2d)
  • Sub-division surfaces at render time

Autodesk Maya Support

  • Maya 2010, 2011 and 2012, 32- and 64-bit
  • finalRender supports Maya’s Hypershade and nearly all available native shaders in addition to its own advanced ready-to-render shaders, e.g.
  • finalRender supports the Architectural Material natively
  • Full Maya stereo camera rendering, Shading Network, and hierarchical subdivs without exceptions

finalRender for Maya ships with finalRender shader SDK and a floating license manager. It is available through the cebas online store and more than 60 resellers worldwide, as well as distributors in Russia, Japan, and India.