Mato Atom for WWF: We Are All Connected

A brilliant idea finds a comfortable home in a beautifully crafted spot, brought to you by Mato Atom. This work doesn’t require any comments, as it’s subtle simplicity speaks for itself.


Title: We Are All Connected
Length: 60 Sec
Client: WWF – World Wildlife Foundation

Agency: Ogilvy & Mather Mexico
VP Creative Director: Jose Montalvo
Creative Directors: Victor Alvarado, Fernando Carrera
Agency TV Producer: Juan Pablo Osio

Production Company: Troublemakers
Director / Art Director: Mato Atom
Producer: James Hagger
Assistant Producer: Mélanie Aguilar Fauconnier
Storyboarder: Leonardo Weiss

Post Production: Digital District
Post Producer: Peggy Tavenne
Managing Director: David Danesi
SFX: Thomas Marqué
Animation: Romuald Caudroit
Modeling: Jimmy Cavé, Kevin Monthureux
Lighting / Renders: Nicolas Belin
Compositing / Flame: Seif Boutella
Assistant Flame: Amandine Moulinet

Music: Human

Posted on Motionographer

DOF & Motion Blur

Hey all,

I have a problem that I have been messing with for a while and haven’t found a fully acceptable solution across the board. There may not be one.

When producing Maya renders I have found it extremely difficult to nail down a good pipeline for motion blur and DOF. I usually prefer to render with Mental Ray. It has better anti-aliasing, filters, outputs and the obvious additions of GI and Final Gather. However, the motion blur and DOF renders are murder on render times! The sampling rates go through the roof if I want a nice smooth render. Maya software seems to handle DOF as a post effect and is beautifully smooth for almost no additional cost to the render. But its maya software. MS motion blur is pretty crappy as well.

I have experimented with motion vector passes and Depth passes to use in compositing and have received mixed results. When using the mr passes system to output motion vectors I get weird results as 3D objects pass in front of one another moving different directions. I have briefly used Toxic and RSMB for AE. Would using something like Nuke handle MV passes better?

Also the Lens blur filter in AE is decent, but pretty slow as well.

What are the processes you all use to achieve DOF and Motion Blur that doesn’t totally swallow up chunks of time and resources?

Thanks all!

Brad

composition Demo reel

Hi
I am searching sponsorship for working in canada..

This is my first composition demo reel, software used nuke 6.1v1,photoshop, Air render and massive prime..

http://www.vimeo.com/19371855

New VFX Short: Anomaly

Hi People!

We are 3d computeranimation and visual effects students from the HKU in the Netherlands and we are pleased to announce our graduationproject ‘Anomaly’. We are making a short movie that takes place in and around the nuclear wasteland Chernobyl.

This are the first images of our project:


For more information about the story and film please check our website:

www.anomaly2011.com

On our website you can find our first teaser, breakdowns and our blog.

Da Vinci System

Hey everyone,

I have been working in 3D animation and effects for companies for about 9 years now. Most of the work I have done has involved 3D work in Maya and simple(ish) compositing in After Effects. Recently I began working on VFX gigs on my own and have quickly realized that what works really well for 3D alone, doesn’t necessarily work for the best for Compositing, Editing etc.

At the moment I am a one man shop and would like to purchase a system that (While not fully optimized for any one task) works pretty well for the main hit points of a VFX pipeline. I have read quite a few posts on this site (Awesome!) and have a decent idea of what works well, but couldn’t really find anything that describes my Da Vinci needs. Mainly that I am doing a bit of everything and need a system to do it pretty well across the board.

Here is my understanding of what I should be looking at.

3D:

1. Best Processor I can afford and a mobo that supports it.
2. Good Graphics card (Quadro FX?) Any other recommendations?
3. at least 16 of RAM?
4. Enough fast storage to handle HD mult-channel EXR render passes.

Compositing:

1. I would imagine the Proc from the 3D side will work here as well, though probably not as required as is for 3D rendering.
2. Obviously the more RAM the better?
3. What part does GFX play in something like AE, Nuke?
4. Fast eSATA drives with hardware raid 5?

Capture / Editing:

For Editing I imagine that having fast hard drives is the way to go for real-time playback. What in the way of cards do I need to get those kinds of data rates. I will likely be using Premiere for editing or (if I go Mac Pro) Final Cut.

I don’t do much in the way of capture at the moment, but will be doing more soon. What is the best setup for capturing from something like RED, Cannon DSLR’s, Cannon HD DV tape? For tapes I will need a deck of some kind but how does Processor, Hard drives, GFX, RAM play into this.

I will likely be building my own 64bit Windows 7 Box as the cost of doing so will be much cheaper than a Mac Pro. However, I do really like OS X and wouldn’t mind going that route if the cost point/ return actually makes sense.

I have also read about using SSD drives for the OS drive and cache drive. Would I use this for all (live) projects copied from other fast storrage drives? Or simply use this for doing complex nuke/AE/Maya cacheing?

I hope what I am looking for makes sense to everyone. Overall I am not looking for the best 3D, best Compositing, best Editing system out there. Just a system that will do all three as well as I can for a decent price.

Thanks everyone!

I look forward to hearing what everyone has to say.

Brad

how do i make a 2d track to a 3d track??

how do i make a 2d track to a 3d track in nuke??

Read Nodes: Auto name & Filename

I’m trying to make an "autoread node" or something like that…, which:

1.-Autoset its name sequentially: TAKE_000, TAKE_001 (3 or variable digits padding)
2.-Autoset the knob ‘file’ setValue to a constant and variables folders, for example:

Z:/PROJECT/Material/SCENE_002/TAKE_014/CHARACTERS/char/%vCam/Sce02_Take14_%03d.exr’)

The red characters should be taken from the node name, and increase with this. So, it shol look like this:

for Read named TAKE_011

Z:/PROJECT/Material/SCENE_002/TAKE_011/CHARACTERS/char/%vCam/Sce02_Take11_%03d.exr’)

I’m reading the nuke PDF…, but I think it’s not enough..

r=nuke.createNode(‘Read’)
r.setXYpos(0,0)
r.setName(‘TAKE_000’,uncollide=True)
nuke.toNode(‘TAKE_000’).knob(‘file’).setValue(‘Z:/PROJECT/Material/SCENE_002/TAKE_014/CHARACTERS/char/%vCam/Sce02_Take14_%03d.exr’)

because when I create the next node, the number change to one digit…

In few words, what I need is a number sequencer python command… and a character catcher like:

[lindex [split [lindex [split [metadata input/filename] /] 8] ._] 1]

Or something like that…

Is it possible? or just need sleep much? 😀

Thank you in advance…

I don’t want you resolve my life, i’m not a coder…, but i’m interested in learn python. Just show me the way, please!:p

Onesize – Showreel

Abbiamo parlato più volte di questa agenzia… iniziando dal 2006. Oggi vi proponiamo l’ultima showreel, molto interessante. Buona visione!

Wire removal

Can any one give wire removal tutorials plzz it’s urjent.

Fbx framerate issues

Hi all!

I’m having some issues getting a cameratrack done in nuke, over to max. I hope you can help me

In nuke, the project settings are set to 25 fps. I export the camera using the writegeo node (connected to the scene node) When i import the fbx from nuke into max, and load up the image sequense I tracked, the camera animation doesnt sync up unless i set max to 24fps.

I’ve did some googling before posting this, and though I’ve found a few people who have the same issue, I haven’t seen any solution yet.

It seems max thinks the fbx is 24 fps. Does nuke always export fbx in 24 fps or is max not interpreting it correctly?

I read somewhere that some animation packages ignored the framerate in the fbx file…

Anyone have any ideas?