cmiVFX

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cmiVFX launches its latest Full Feature training video in E-on’s premiere digital environment generation tools names Vue. Whether your in the need for a digital back drop or detailed environment, Vue’s highly capable solution is right for you. The cmiVFX users have been requesting this training video for quite some time, and we agreed that the majority of both CG artists and VFX artists should have this knowledge for better completing their pieces of work. Never before have we felt so strongly about every artist watching one of our videos before now. This video is a MUST SEE. Compositors will use it for sky replacements and element fill. CG generalists will uses it for the construct for the majority of their scenes. Vue is highly compatible with most animation packages, so getting data back and forth is only a few clicks away.

Chapter 01 – DEM
A digital elevation model (DEM) is a digital representation of ground surface topography or terrain. It is also widely known as a digital terrain model (DTM). A DEM can be represented as a raster (a grid of squares, also known as a height map when representing elevation) or as a triangular irregular network. DEMs are commonly built using remote sensing techniques, but they may also be built from land surveying. DEMs are used often in geographic information systems, and are the most common basis for digitally-produced relief maps. In order to build a terrain based on a real location we need to find the elevation data first. We are going to find the data online, convert it to a Vue friendly format and import it into vue to start working. We will go over a couple of different ways of doing it.

Chapter 02 – Framing and Lighting
Lighting in Computer Graphics refers to the placement of lights in a scene to achieve some desired effect. Vue and other animation packages all contain different types of lights that can be placed in different locations and modified by changing the parameters. Too often, people who are creating images or animations ignore or place little emphasis on lighting. This is unfortunate since lighting is a very important part of image synthesis. The proper use of lights in a scene is one of the things that differentiates the talented CG people from the untalented. This is not a new topic as a large amount of work has been done on lighting issues in photography, film, and video. Because we will be working with a terrain which can’t be changed of moved, we will do what photographers do. We will find the best angle and frame for the scene with the camera alone. Then we will “wait” for the right light (by moving the sun around) to get the perfect light for our landscape.

Chapter 03 – Materials
Many real life surfaces are not just colored but also have textures and patterns. Many also have small or large surface displacements or bumps, gouges, etc. Texture mapping is used to simulate these surfaces and thus make images more realistic. Three techniques can be used to achieve the impression of natural colors, textures, and appearances: Texture Mapping, Bump Mapping, and Displacement Mapping. Here we are going to create materials based on photo references. We are going to create bump maps and specular maps, together with color. We will work on the distribution of the materials to create the randomness found in nature. An we will combine different material layers to achive the overall material.

Chapter 04 – Ecosystem
The EcoSystem behaves just like a regular material! You can save it as a material and create a whole library of EcoSystems, which can be used later for other scenes and objects. It also means that, just like mixed materials, you can mix two or more EcoSystems, with environment influences such as altitude, slope and orientation! Thanks to Vue’s Ecosystem technology we won’t have to plant each individual plant, but we will control the entire plant population with just a couple of buttons and sliders. We will control the density, altitude and color of the ecosystem, to keep it just where we want it to be.

Chapter 05 – Painting Details
Photoshop Digital painting thrives mostly in production art. It is most widely used in conceptual design for film, television and video games. Now that we have our Vue base render we will use Photoshoop to add more details. We will fix some texture issues, paint cracks on the rocks. Add some sediment under water and maybe a bit of extra land somewhere. Overall making the landscape look more believable. By now your probably worries that we are dealing with a 2d solution? BUT DON’T WORRY! We have found the fastest way to get the details that you need in the positions that you need it!

Chapter 06 – Camera Mapping
Camera Mapping is any method of mapping three-dimensional points to a two-dimensional plane. As most current methods for displaying graphical data are based on planar two-dimensional media, the use of this type of projection is widespread, especially in computer graphics and we will demonstrate that here. At this point we have our final painting. Now we just need to make it move. To do that we will create a camera projection inside Vue in a couple of simple steps. Then we will animate a camera to create the shot and prepare the file for final render. After that, well yes, we will render!

Chapter 07 – Compositing in After Effects
Adobe After Effects is primarily used for creating motion graphics and visual effects. After Effects allows users to animate, alter, and composite media in 2D and 3D space with various built-in tools and third party plug-ins, as well as individual attention to variables like parallax and user-adjustable angle of observation. Using After Effects, we’ll go over the project used to make the final animation. We will add some extra elements to bring the shot to life. Including birds, sound and lens flare. No stock footage here…everything will be hand made.



http://www.url-dead/file/1053687534/Vue Moving Matte Paintings.part1.rar
http://www.url-dead/file/1053687434/Vue Moving Matte Paintings.part2.rar

http://www.fileserve.com/file/6DZCgQW/Vue Moving Matte Paintings.part1.rar
http://www.fileserve.com/file/ypk4ZaK/Vue Moving Matte Paintings.part2.rar

http://www.uploadstation.com/file/aGbKVqJ/Vue_Moving_Matte_Paintings.part1.rar
http://www.uploadstation.com/file/PE6DuEt/Vue_Moving_Matte_Paintings.part2.rar


http://www.wupload.com/file/1920785/Vue Moving Matte Paintings.part1.rar
http://www.wupload.com/file/1920972/Vue Moving Matte Paintings.part2.rar


http://cgpeers.com/torrents.php?id=3197


THANKS TO PDK FOR THE SUPPLY
AND PROVEE FOR RECORDING

cmiVFX
cmiVFX – Houdini Hip Tricks Volume 1 & 2 | .m4v | project files | 724Mb
cmiVFX launches its latest training for the SideFX Houdini premiere digital visual effects animation software package. Why build one kick ass VFX video when two is twice as nice! We have never been more fired up to release a training video in the history of this company.

Everything you wanted to know, delivered fast and furious through our ground breaking, ever evolving web based delivery player system. In these two videos, you?ll learn how to make production ready user friendly tools that will captivate your audience time and time again. Since Houdini is way more than just a 3D application, you will see it from a framework point of view. You`ll understand how you can solve any kind of situation you might encounter, using the tools in ways they were never dreamed to perform in that way. As a testament of the power and flexibility of Houdini, we?ll try to keep it simple and understandable by encapsulating some very interesting areas of Houdini. When you?re done with this set, you?ll have several tools to use, and have lots of ideas of how approach and develop your own tools. To call it Magic, is a true understatement. How can you put a guarantee on perfection?

Brief Introduction
Welcome to the highly anticipate “HIP Tricks” video set, created by CMIVFX and Varomix. A partnership like no other, this joint venture shows the true comradery that is a true CG pipeline. There is a reason that cmiVFX stands alone in the high end market?. IT’S NOT EASY TO DO! However true, we take pride in our sadistic need to provide the latest and greatest training in our industry so that digital entertainers can tell their story. We will work with ANYONE that has something fantastic to offer? wether it is a student half way around the world, or another training company that wants to work with us on a video title. We will always pull together with the right people to make the best training the world has to offer. Expect great things? ALWAYS!

A Hip Autopsy
In this first volume you will learn how to dissect any Houdini Hip scene, and figure out how that scene is put together. This is great for exploring sample scenes, other artists scenes to assist you in the creation of your own. We will also go over some tips to make your projects more solid and show you were you can get help from the great Houdini Artist Community.

Feather Tool
For this chapter set we will build a hero feather system used for close-up shots. This tool will give the artist total control using Houdini’s ramp widgets so that it makes for a great user experience. In the process we’ll learn how to map ramp parameters to control parameters of our tool.

Earthquake and Fischer Cracks.
In this section we will create a multi-purpose ground cracking tool, putting special attention on making it easily modifiable, and in realtime. The art of making it solid and getting predictable result, doesn’t mean that its simple. The final result is a very high end production ready tool that can be used in many scenarios. This chapter alone is work the price of the entire volume set.

Alvaro Castaneda
Alvaro Castaneda, best known as “Varomix” is a 33 years old CG Generalist TD. He lost a little of his self back in 1993 at a Jurassic Park screening, and that totally changed his life. Toy Story finished the job in 1995 – there was no turning back!. He started his way in 3D back in 1998, first using 3ds Max, then Cinema4D and finally in 1999, I met Maya 2.0. Since then I’ve done CGI for print, web, TV, Film, DVD, I guess anything that has pixels in it!. He started using Houdini in 2002 shortly after Side Effects launched the Houdini Apprentice Program. He had also done on-set VFX Supervision and DOP Assisting. He’ll soon move to Toronto to continue his career as a Houdini Generalist.

Project files are included

Hip Tricks Volume 2 has much to offer the future or current FX TD, in robust ways of showcasing inventive research and development technology. We go all out, showing you how to achieve new and interesting tools, so you can continue to create and wow the general public with your accomplishments. The content in this video is based on years of fulfilling user requests, and taking those requests to new levels. When it comes to high end CG and VFX training, there is only once choice… cmiVFX!

Row Row Row Your Boat
Using Houdini Ocean Tools plug-in (HOT), we’ll create and ocean that emits foam and splashes. We then we’ll add a ship that floats on the ocean in which the movement of the ship will be driven by the ocean. Once we do that, we’ll use the floating, moving ship to deform the ocean as it advances and emits spray at collisions with the waves.

Pixelated Game
Believe it or not, we’ll will build a complete playable game inside Houdini, using out-of-the-box tools and a little bit of Python code. This project is a real statement that Houdini can do just about everything that you can throw at it. Don’t think of Houdini as a 3D app, think of it as a 3D Operating System.

Alvaro Castaneda
Alvaro Castaneda, best known as “Varomix” is a 33 years old CG Generalist TD. He lost a little of his self back in 1993 at a Jurassic Park screening, and that totally changed his life. Toy Story finished the job in 1995 – there was no turning back!. He started his way in 3D back in 1998, first using 3ds Max, then Cinema4D and finally in 1999, I met Maya 2.0. Since then I’ve done CGI for print, web, TV, Film, DVD, I guess anything that has pixels in it!. He started using Houdini in 2002 shortly after Side Effects launched the Houdini Apprentice Program. He had also done on-set VFX Supervision and DOP Assisting. He’ll soon move to Toronto to continue his career as a Houdini Generalist.

Project files are included

Download:
http://www.url-dead/file/763025531/cmiVFX-Houdini_Hip_Tricks_Vol1-2.part1.rar
http://www.url-dead/file/763103801/cmiVFX-Houdini_Hip_Tricks_Vol1-2.part2.rar


http://www.url-dead/file/763163911/cmiVFX-Houdini_Hip_Tricks_Vol1-2.part3.rar

—mirror—
http://www.fileserve.com/file/6T6gNn3/cmiVFX-Houdini_Hip_Tricks_Vol1-2.part1.rar
http://www.fileserve.com/file/WbwQQMU/cmiVFX-Houdini_Hip_Tricks_Vol1-2.part2.rar


http://www.fileserve.com/file/DadPrq4/cmiVFX-Houdini_Hip_Tricks_Vol1-2.part3.rar

?cmiVFX: Houdini L-Systems Essentials

Upon general request,this is the first video ever released about this immense and yet not well-known field of computer graphics. L-systems are a very useful language for describing fractal looking objects and branching structures. It’s mainly used in environmental design, both artistic and scientific, to create realistic plants and trees and to simulate complex botanical animated phenomena. It has been used in special effects in a great variety of films to create anatomical patterns such as neurons in Fight Club or vessels in Hollow-Man 2.

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