MPC Digital seeks Graphics Programmer

MPC Digital seeks Graphics Programmer

MPC’s Digital Department is dedicated to the creation of stunning content for broadcast across multiple platforms whether it be web based, interactive, in-store, tube screen or handheld. MPC Digital seeks a C/C++ Graphics Programmer to fuse together the creative talent and technology that is shaping the future of creative media.

The successful applicant would be working with an established team, developing interactive applications, software solutions and interfaces. Development on Windows platform and C/C++ is essential with a good working knowledge of OpenGL and 3D graphics in general. Some web knowledge would be preferential, as would iPhone development. Applicants should be creative problem solvers who enjoy working in a team with good communication skills and works well with others with diverse skill sets.

Salary: Competitive remuneration package
Location: London
Start date: immediate

This is an exciting opportunity to work in the dynamic world of visual effects. If you are interested please click on the following link and apply online.http://www.moving-picture.com/index….rcials&loc=ldn

Shader needed for MPC London

Shader Writer

MPC currently requires a Shader Writer to join our Features Division.

Primary responsibilities:
Design and write RenderMan shaders and DSO’s to create a photorealistic
look for film.
Apply procedural shading and scripting techniques.
Develop rendering tools for creatures, environments, props, and visual
Effects.
Write surface, light, displacement and volume shaders.
Use lighting and rendering techniques, including HDRI and Global
Illumination.
Work in conjunction with lighting TD’s and R&D Programmers to ensure
shots can be delivered to the very highest standard.
Translate artistic ability into technical applications.
Provide shader support to the lighting team throughout production.

Experience and skills:
-Proven experience in feature film/broadcast visual effects production
-Excellent understanding of RenderMan’s Shading Language and RAT Slim’s templates.
-Thorough understanding of techniques and technologies relating to shading, lighting and rendering, with a showreel to back this up.
-Previous experience shading cloth, fur, feathers, water, FX (fire, smoke, dust, …) and hard surfaces in a photorealistic fashion is a plus.
-Experience with HDRI and Global Illumination.
-Good understanding of the entire visual effects process, from shooting to modelling to texturing, animation and lighting and rendering.
-Good computer skills, particularly with UNIX/Linux command line interface.
-RAT Alfred scripting/mental ray shader programming/ MEL programming a plus
-Maya API and generic C++ programming is also beneficial.

Salary: Competitive remuneration package
Location: Vancouver
Application Closing Date: Ongoing recruitment

This is an exciting opportunity to work in the dynamic world of visual effects. If you are interested please apply online here: http://www.moving-picture.com/index….nology&loc=ldn

NEW SIGNAL NOISE

Check out the updated SignalNoise, Digital home of James White. And while you’re at it, stay tuned for Jame’s upcoming exhibition at Resistor Gallery later this month.

Nintendo DS screen replacement: how?

I’m supposed to work on a nintendo ds game commercial and I’m wondering how to act to set up the screen replacement.

The real problem is the user interaction. My actor will have to interact with the game footage on screen, but we are looking to find a way to shot the console, adding the game footage later in post.

– We will have to track the screen since it will not be a lock shot.
– We need to keep the reflections on the screen
– We need to have the hand of the actor interacting with the game.

I have a couple of different solutions in mind, but I would like to ask if some of you has already done something like this to have some advice.

Thanks 🙂

Idiot Land: Shohei Otomo (aka Hakuchi)

Jaw Dropping ball-point pen illustrations and Manga from Shohei Otomo ~ aka Hakuchi.

multiple ramps?

Hi all,
I posted this problem before, but I can’t find it. So sorry to ask again.

I need to create a solid square 720 X 480. On all 4 sides, I need to have the color fade towards the middle. (like a radial but square)

I thought I would take a ramp node and fade in one side, then add 3 more ramps and do the other 3 sides.
This of course, does not work and I knew that, however, I can’t for the life of me remember the work around.

Has anyone have a work around?
Thanks,
lou

Romain Loubersanes

Paris based Motion Designer Romain Loubersanes’ first reel is quite impressive. Audio: New Theory by Washed Out. Check out more of Romain’s work.

google streetview stereoscopic

http://maps.google.co.uk/maps?f=q&so…=0,359.98071&z

first off…how cool is the seagull…second, check the stereoscopic view option (below the zoom and pan tools on the left)

🙂

How to duplicate fields in PAL interlaced footage?

Hi

I have problem with interlaced footage, in some fields are drops, is it possible to duplicate fields from odd to even or inversely to correct it? Can I use FieldSelect and copy node to do that?

For example:

Correct field

Incorect field; (three horizontal lines) and I would like to change some fields from picture above..

Thx for answer
Muchomor

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RealflowMeltShaderMR & DeeX Diffuse Pass

Hey guys,

Need serious help, and I kind of posted this in the Maya section too but I don’t really know which category to post this under. DeeX and Realflow and two different and pretty uncommon to a certain degree so I have no idea which will get the proper readers I am hoping for.

Anyway I am using the realflow shader called realflowmeltshaderMR that basically combines three shaders together and assigns them based on the liquid assignments.

I am trying to render using the DeeX workflow involving the DiffuseLevel, DiffuseRaw, Indirect AO, Spec and reflection. Unfortunately, it isn’t working. I think the shaders are stacking ontop of each other and adding prior to writing to buffer. Causing this weird look. Is there a way to feed out the result into another deex shader but still maintain the realflowmeltshader assignment? I was thinking of feeding it into the DeeX_buffer_writer but am not getting the desired results. HELP Please =(

HighRes

Thanks guys, I am really desperate for an answer.