IO Wrangler – Burbank, California

Company: Technicolor
Location: Burbank, California
Job Title: IO Wrangler
Department: 3D Conversion

Overall Purpose and Objective

The I/O Position will be responsible for managing data in and out of the division as well as internal data integrity. Additionally, monitoring and maintaining control of the render process as well as managing the render farm.

Essential Duties & Responsibilities:

  • Perform and manage inter-office data transfers
  • Renaming files to conform to company standards
  • Monitor, manage, and keep the render farm running at maximum capacity
  • Monitor, manage, and check rendered shots, verifying delivery for dailies
  • Maintain rendering priorities and resource allocations for various productions
  • Coordinate with Systems Administration to ensure files are correctly placed
  • Online and offline files from FireWire, DVD, CD, and other media
  • Good communication skills with production staff
  • Prep files for delivery to clients (conforming to client delivery specifications).
  • Manage disk space on servers
  • Assist in the administration and maintenance of the Technicolor network; render computers, servers, software, editing equipment, printers, workstations, miscellaneous hardware and computer attachments

Job Requirements:

  • Must have FTP and Aspera experience
  • Must be familiar with VNC and Remote Desktop services
  • Unix Shell experience helpful
  • Windows and OSX experience a must
  • Fundamental systems administration skills and general technical troubleshooting experience
  • Demonstrated knowledge of TCP/IP, SCP, SFTP, and FTP Protocols
  • Must be a team player with great communication skills
Local candidates only. Relocation assistance is not available for this opening.

The above are minimum requirements. Resumes from more experienced candidates are welcome. Compensation and responsibilities will depend on experience/qualifications.

EOE M/F/D/V

If you are interested and meet the above qualifications, please send resumes to TDP.Recruitment@technicolor.com

FX Demo Reel 2011

hi everyone …those are some stuff i did most of them are personal R&D
i hope you like it
all comments are welcome
i am waiting

2011 Demo Reel

Maya Fur / Hair / Cloth specialist needed for Tv Commercial

Stardust Studios in Santa Monica , CA are looking for a Maya Fur or Shave ‘n Haircut specialist to work on an upcoming TV spot. This is a freelance position starting around 7th March 2011. Competitive rates of pay based on experience. You must be able to show examples of hair and ideally cloth work in your portfolio. Please email to alex@stardust.tv, include

1. Location
2. link to showreel
3. Resume
4. Daytime contact phone number

Many Thanks

Alex More
Producer
Stardust Studios

WorldPosition pass sl

Hi,

Not sure where to put this cause its not specific for Maya.

I would like to know the command to create a world position pass shader in renderman.

At the moment I have:

surface Worldpass()

normal Nw = normalize(ntransform("world", N));

But not sure how to finish the rest.

Hope someone can help me.

Cheers.

Composting demo reel 2011

hi, this is my new demo reel.

i wait your comments.

thanks

link
http://danielrosso.com/reel2011.html

problem with aftereffects !!

i got the plugin called partilce illusion for after effects CS4 …it’s job is to allow you to import particle illusion (vfx software) emmiters in after effects…….
i have everything set up correctly but when i go into add an effect nothing happens. I lay a video down. go to effect>wondertouch>particle illusion, go through the menu and select my effect (and also the emitter doesn’t appear properly in the preview window) then back to the video and nothing shows up…am i doing something wrong? :confused:

BY the way i have the partilce illusion software and it works prfectly !!

plz help….thx in response 🙂

paint interpolation ( like shake)

So I was looking around in the forums and found part of my answer in this thread:

rotopaint:
– freehand style rotopaint like i found in adobe illustrator (one curve per frame, as you don’t have to maintain the same amount of control point)
– fill color : i want to be able to fill color like photoshop does (doesn’t have to be raster, i once see vector can do this like in retas pro- software for cartoon animation)
– roto stickiness behaviour (again like illustrator ) : so spline can snap.
– option for auto tangent adjustment (like in shake) : while moving control point , the adjacent control point is auto adjusting its tangent respectively.

– animation paint (like autopaint in flame or interpolation in shake)
– why can’t i set parameter before doing roto/painting

My question is: Has this been addressed? Is the rotopaint node capable of a paint "interpolation" like shake?

If not, is there a good workaround to animate my paintstrokes? :fingerscr

Thanks all. 🙂

High Temp on phenom 965

i bought a pc with following config.
Pro:-phenom 2 965 x4 3.4Ghz black edition
Mother board:- msi dka 790 gx
RAM:- 4GB kingston DDR3
cab:- cooler master 690.
Graphics card:- ATI ASUS 5850

i am facing some problem with the temprature of cpu.
it idles at 45c to 50c and when i start rendering in maya or after effects, it goes upto 80c – 90c. and it is pretty noisy than my last pc( athlon). the avg temp when i work on maya is about 55c to 65c.

are these temps common? or what could be the problem? i am afraid my pc will get some permanent damage by this. so please can someone advice me on this?

by the way i am a bit new to this hardware stuff so if any detail is missing pls tell me.

Rainbow CGI is looking for production assistants

Rainbow CGI, has a need for production assistants in our Rome location.

The successful candidate must have years of experience and organizational skills are a must.
Moreover he must have good understanding of CG projects, a professional cv with clear information.

Qualified candidates should submit their resumes to recruiting@rbw-cgi.it .
Showreels should be posted to Recruitment at Rainbow Cgi Animation Studio, 374, Via della Bufalotta, 00139 – Rome – Italy

Strange edge with my ZBlur

Hi,
I currently working on blue screen project
We use blue screen element on card in the nuke 3D environnement

I have some trouble when i use the zBlur node. I try to control the depth between my front element and the others with my depth pass from the scanlineRender.
So i adjust the knob to have my front element sharp and my back blurred.
All is working except that i have a strange stroke around my front element.(i think it’s everywhere but not visible with the depth blur). It’s not a black or color stroke like in a wrong premult. It’s when my element is sharp there is not a smooth transition with the other elements (or cards).
I hope to be clear enough and will try to upload a screenshot of my problem
thanks for your answer
b