3Ds max mental ray product renders

Hi, Check out mental ray Perfect Product Renders in 3d max with soft shadows,natural studio lighting .use photometric lights (mr sky light) and skylight.download project file 4mb

finalRender 3.5/SE SP1 released

cebas Visual Technology Inc., developer of industry leading visualization software, announces the release of finalRender 3.5 and 3.5 SE Service Pack 1 (SP1), now ready for download at my.cebas.com.

finalRender™ 3.5 and 3.5 SE are the latest generation rendering systems for 3ds Max and 3ds Max Design, offering users unparalleled power, functionality and rendering speed. In its latest incarnation, finalRender 3.5 SE SP1 is the perfect choice for bigger production houses and advanced users seeking the maximum in quality and flexibility, while finalRender 3.5 SP1 is targeted to the mainstream user.

What’s New in finalRender 3.5 and 3.5 SE SP1
This new SP1 improves overall program stability and enhances workflow as well as network rendering behavior. Continuous beta testing and user feedback have made this release possible and ensures that it will perform better than previous releases of finalRender.

Specific fixes that have been made include:
• Harmonics GI: network rendering isolated and solved, massive speed improvements for blend or mix materials, lots of fine tuning and enhancements.
• thinkingParticles instances and opacities: issues isolated and solved.
• "Frame Finished" hang issue tracked down and fixed.
• finalRender Scanline core renderer: enhanced, tolerating better defective meshes.
• 2Sided material: issues with Harmonics-GI isolated and fixed.
• fR-Layer material: issue isolated and fixed.
• Light Sources/Rectangular Light: issues and random artifacting isolated and fixed.
• fR-Light material: possible issue when using multi-sub materials isolated and fixed, considerable speed improvements achieved.
• Alpha Channel: improvements made.
• fR-Proxy objects: rendering and other issues isolated and fixed.
• fR-Architecture material: problems when using "visible area lights cause no highlights" isolated and fixed.
• Anaglyph Stereo: rendering output enhanced.
• Stereo Camera: only left/right not working when MAX Common "save file" unchecked has been fixed.

How to Get this Service Pack
finalRender 3.5 & 3.5 SE SP1 are offered as a free download to all registered customers. Current users of finalRender 3.5 and 3.5 SE should log in to my.cebas.com and obtain the latest SP1 from their "View Product Registrations" account menu. Registered users will automatically see all available download options.

If customers are not currently registered on www.cebas.com, or do not see their SP1 download, they may contact us through the contact menu located on the cebas home page and supply their relevant data (serial numbers).

Receive your own full copy right now — download it directly from our online store.

Supported Platforms: 3ds Max and Max Design 2008-2011, 32-bit and 64-bit.

To learn more about finalRender 3.5 and finalRender 3.5 SE, please visit their respective product pages.

Custom truck project(3d max source file)m9fx


Hello,Here i am sharing with you the commercial project file, lets check out it may help you in max lighting.

http://www.vimeo.com/17253496

skin shader in 3d max (essential tut)

i did experiment on 3d max shaders. i hope it may help u guys.source file available on m9fx blog..
or Download zip

sample video check out

3D max Truck Vechial Rig

Hi recently i used this rig projector bulk sms project. Check out 3d max truck vehicle rigging
Check Sample

Custom truck project(3d max source file)

Hello,Here i am sharing with you the commercial project file, lets check out it may help you in max lighting.

Interview with VFX veteran Michael Fink:: Senior Creative Director, Prime Focus

Michael has been involved with visual effects since he was a young boy, when he created his first miniature shot – a still of a rocket to the moon – in the hallway of his parents’ home. He continued experimenting with photography and effects of all sorts until his college years – building projectors, remote camera systems, and experimenting with pyrotechnics (until his ability was outstripped by the explosive power of his concoctions and he wisely left further research to others).

Michael received a Bachelor’s degree in Business from California State University, Northridge, in 1966, and was promptly drafted into the Army. Following the Army, he worked as an investment manager in San Francisco. Michael then took a leave of absence to attend the Art Institute of San Francisco, receiving a B.A. in 1973. In 1975, after moving to Los Angeles, he received an M.F.A. from the California Institute of the Arts.

Michael began working in film on "China Syndrome" in 1977 to support his fine arts career. He was seduced by the film business in short order, finding in it a perfect environment for his creative side. He "cut his eye teeth" on films such as "Star Trek the Motion Picture" and "Bladerunner" before becoming a Visual Effects Supervisor.


INTERVIEW

Illuminate Hollywood 3D Picks Qube! New 2D to 3D conversion studio ramps up pipeline

Los Angeles, CA – February 10, 2010 – PipelineFX, makers of Qube!™ – the leading render farm management software for digital media creation announced today that Los Angeles-based Illuminate Hollywood 3D has picked Qube! to manage their stereo conversion render pipeline.

Illuminate Hollywood 3D is a wholly owned company of Illuminate Hollywood, the leader in innovative technology services for film, television and advertising production and is focused on helping clients convert their productions to 3D. Illuminate 3D has successfully developed "front to back" digital 3D solutions for stereoscopic productions. Illuminate 3D offers 2D to 3D conversion, stereo3D finishing, full post production for stereoscopic titles, stereoscopic CGI effects, titles and motion graphics, 3D CGI modeling and animation, matte painting, motion tracking, rotoscoping and image stabilization services.

"When launching the new division of Illuminate Hollywood we wanted to hit the ground running with applications that work out of the box but are also flexible enough to integrate with our custom software," said Ron Sabatino, VP Head of Production at Illuminate Hollywood 3D.

Illuminate Hollywood 3D was setting up a 2D to 3D conversion facility with a known toolset of applications including Nuke, Maya and Fusion. When looking for a render management solution the main challenge was to find a system that had a mature and flexible python api.

“I have worked with several other commercially available render managers and wanted a solution that was robust enough to quickly fulfill our current pipeline needs,” said Chris Reid, Lead Pipeline Developer at Illuminate Hollywood 3D. “I needed something that could grow and change as we grow and change, our choice had to seamlessly integrate with our in-house libraries and give the ability to create our own jobtypes and custom submissions as necessary. From experience I wanted something database driven and completely accessible by command line.“

“Being a pipeline developer, you know that you are always going to have to grow your tool set,” continued Reid. “So flexibility and the API were the most important things for me, but we also wanted a render manager that had a GUI interface that was usable by our artists. Something simple but robust enough for them to get the information they need easily. Qube! had all of those things right out of the box."

"Support from PipelineFX has been amazing, really the best ever for me," added Reid. "Responses to cases have been almost instantaneous. I’ll just throw something out there if I can’t find it quickly in the docs and someone will send me a couple lines of command line or something that I need right away. I’d definitely say PipelineFX support is top notch."

"Stereo work is taking the industry by storm and we are proud to be the render management platform of choice for the leaders in 2D/3D conversion," said Richard Lewis, CEO of PipelineFX. "Illuminate Hollywood 3D is building a flexible, high-performance pipeline and we are excited to be working with them as they grow their stereo conversion business."

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 digital media pipeline requirements and works out of the box with all leading content creation applications including Autodesk® 3ds Max®, Autodesk Maya®, Autodesk XSI®, NUKE™, Shake®, Adobe® After Effects®, Pixar’s 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 render farm management solutions for digital content creation, PipelineFX helps organizations reduce the burden of rendering in computer graphics work. Nearly 500 customers worldwide include BaseFX, BBC, Digital Domain, Electronic Arts, Fisher Price, General Motors, Herman Miller, L.A. Film School, Laika Studios, LMU, Lockheed Martin, Method Studios, MTV, NBC, NHK, Pratt University, Procter & Gamble, Rainmaker Entertainment Inc., Reel FX, Smoke & Mirrors, South Park Studios, Starz Animation, 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.

Vision Game Engine Goes Mobile

Trinigy to extend its modular, cross-platform Vision Game Engine to developers of mobile, handheld, and browser-based games

Eningen, Germany – Feb 10, 2010Trinigy, an industry leading 3D game engine provider with offices in Germany, Austin, TX and Seoul, Korea, today announced that it has launched a new corporate strategy called “Vision on the Go” to support the development of games that can be played on the go. The new strategy will drive Trinigy’s development of mobile- and handheld-specific versions of its Vision Game Engine, as well as advance its WebVision technology for browser-based gaming. Trinigy will officially put the strategy into action at GDC 2011, where it will publicly display browser-based games built with WebVision, as well as privately demonstrate prototypes of games built for iOS and another soon-to-be-announced handheld gaming device.

Engineered for modularity and cross-platform performance, the Vision Engine’s mature technology has already been used to create graphically immersive 3D games on most major gaming platforms, including Windows® (DX9-11), Xbox360®, PlayStation®3, Nintendo Wii™, XBLA™, PSN™ and WiiWare™.
The new strategy – which unofficially began with the launch of Trinigy’s WebVision technology for browser-based game development last summer – now extends that same mature, flexible technology to developers working on games for smartphones, tablets and handheld devices. Development has already begun on an iOS version of the Vision Game Engine, as well as a version that supports a soon-to-be-announced handheld device.

“We’ve always believed that technology should enhance, not hinder, creativity in game making, which is why we’ve built such a modular, cross-platform technology,” said Felix Roeken, general manager at Trinigy. “Our mobile strategy is designed to offer developers of browser-based, mobile and handheld games the same performance, the same flexibility – the same limitless freedom – our technology and support provide to PC game and console game developers.”

To check out Trinigy’s WebVision, including games created with the technology, stop by the Trinigy booth at GDC (booth 1810). To schedule a private demonstration of the Vision Game Engine for mobile and handheld devices at GDC 2011, or to find out more information, contact sales@trinigy.net.

About Trinigy
Based in Germany, Austin, TX and Seoul, Korea, Trinigy is a privately owned company committed to providing groundbreaking game engine technology and first-class support to video game and serious game development studios across the globe. Engineered to provide more creative and technical freedom, the company’s Vision Engine is currently in use in more than 150 commercial game productions by well-known companies such as Ubisoft, Take 2, Dreamcatcher, NeoWiz, Spellbound, TimeGate Studios, Robot Entertainment, Nitro Games and more.

The Vision Engine has proven its versatility in a multitude of game genres, including real-time strategy, racing, first-person shooters, role-playing games and massively multiplayer online (MMO) games. It is available and optimized for performance on Windows®(DX9, DX10, DX11), Xbox360®, PLAYSTATION®3, Nintendo Wii™, XBLA™, PSN™, WiiWare™, Windows-based browsers, and now, mobile devices.

For more information about Trinigy, its Vision Engine or its technology partners, please visit: www.trinigy.net.
© 2011 by Trinigy and its affiliates. “Trinigy” is a registered trademark. All other products, company names, and logos are trademarks or registered trademarks of their respective owners.

Chaos Group Announces Acquisition of U.S. Based Software Developer, ASGVIS

Chaos Group of Sofia, Bulgaria – the world leader in the development of software solutions for the computer graphics industry – has acquired Baltimore-based software developer and visualization firm, ASGVIS, LLC. The acquisition will consolidate V-Ray for Rhino and V-Ray for SketchUp development within the Chaos Group brand, and confirms establishment of a new Chaos Group company in the United States that will enhance services and support to customers in North America.

ASGVIS will officially be renamed Chaos Group USA. Peter Mitev, CEO of Chaos Group, will provide overall guidance for the new company, but there are no planned changes to the structure or employees as of this announcement.

Click here to read more.