Arnold
Re: Arnold
You can get it now, see posts on page 1.
rob
rob
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!
So long, and thanks for all the Fish!!
Re: Arnold
Impressive (IMHO) work with Arnold:
http://www.cgfeedback.com/cgfeedback/sh ... .php?t=900
at Pag. 3 find a little (not in deep) tutorial
http://www.cgfeedback.com/cgfeedback/sh ... .php?t=900
at Pag. 3 find a little (not in deep) tutorial
Re: Arnold
Yes, Thomas aka Kel Solaar is a gifted artist.
He's also the one who gave us the sIBLGUI application
rob
Here's another spot with some shots done in Arnold. Lot's of ICE in this one:
http://www.youtube.com/watch?v=O_YnvjaQ1_E
enjoy!
He's also the one who gave us the sIBLGUI application
rob
Here's another spot with some shots done in Arnold. Lot's of ICE in this one:
http://www.youtube.com/watch?v=O_YnvjaQ1_E
enjoy!
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!
So long, and thanks for all the Fish!!
Re: Arnold
thanks for this link.
But any info about release date? Solidangle site is under costruction from many time...
Do you know the (possible) price will have this product?
about sibl, my porro english knowledge don't permit me to understand what it is (a new GUI?)
But any info about release date? Solidangle site is under costruction from many time...
Do you know the (possible) price will have this product?
about sibl, my porro english knowledge don't permit me to understand what it is (a new GUI?)
Re: Arnold
All the info you need about sIBLGUI and more:
http://www.hdrlabs.com/sibl/framework.html
I cannot say anything about a public release, as I don't know ;)
We all just have to have patience, but at least we can choose multiple production proven render engines in the near future, like Max and Maya could for some time now.
rob
http://www.hdrlabs.com/sibl/framework.html
I cannot say anything about a public release, as I don't know ;)
We all just have to have patience, but at least we can choose multiple production proven render engines in the near future, like Max and Maya could for some time now.
rob
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!
So long, and thanks for all the Fish!!
- Hirazi Blue
- Administrator
- Posts: 5107
- Joined: 04 Jun 2009, 12:15
Re: Arnold
The "Naruto Tribute" is impressive. "Kel Solaar's" work (online portfolio) seems to be of very high quality, regardless of the renderer used, however...
;)
;)
Stay safe, sane & healthy!
Re: Arnold
The lecture was very interesting. But damn! The dude was running 16 CPUs...
Re: Arnold
Not that uncommon anymore....
A hexacore with HT already shows 12 CPU's in the taskmanager
rob
A hexacore with HT already shows 12 CPU's in the taskmanager
rob
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!
So long, and thanks for all the Fish!!
Re: Arnold
Pretty awesome works there, keep them coming please. I really love Psyop works, most of them.
Re: Arnold
it's a double post on the forum, but I felt this 'belongs' here ;-)
http://timoschaedel.com/index.php?proje ... jectid=40#
Here's Sebastian's description of the project:
the whole production was about 8 weeks long, and softimage only. it was a really crazy time. like you can see in the credits we were a rather small team, but the greatest ive worked with so far. so big up to my "geile typen" ;p
it was the first big project with arnold as render, and our new pipeline (in house project, asset and render management).
as the idea was to create worlds consisting out of car parts we were facing a lot of diffuse reflection..there is glossy all over the place.
and instancing. it is incredible how fast arnold chew through all this data. our farm was rendering for 3 weeks non stop without any failed frames. i really doubt we could do that with mental ray
as being a rather small postproduction house (5 artist at all, 2d and 3d) we are used to have a tight 2d/3d workflow. usually we render a shitload of framebuffer to do the shading in nuke. as we've done a bunch of automotive spots in the past, it worked good so far.
with arnold we've finally had the chance to shade and light to a beauty render in 3d, then passing the raw reflection, diffuse data out to the comp department, recreating that beauty render in nuke to go on further. florian developed shaders for that. he is also the ceo of this place, so we value in house development a lot. in fact the pipeline work was an ongoing project during the subaru job.
at the end it was a great feedback for us, to have a bunch of freelancer work here, which besides tim, never worked with arnold nor with our pipeline before, but they all performed so well, under a very tight deadline.
so thanks once again to those being on the team, after all we had a great time.
-sebastian
If I find out more that can be shown with regards of NDA, i'll post it here.
rob
http://timoschaedel.com/index.php?proje ... jectid=40#
Here's Sebastian's description of the project:
the whole production was about 8 weeks long, and softimage only. it was a really crazy time. like you can see in the credits we were a rather small team, but the greatest ive worked with so far. so big up to my "geile typen" ;p
it was the first big project with arnold as render, and our new pipeline (in house project, asset and render management).
as the idea was to create worlds consisting out of car parts we were facing a lot of diffuse reflection..there is glossy all over the place.
and instancing. it is incredible how fast arnold chew through all this data. our farm was rendering for 3 weeks non stop without any failed frames. i really doubt we could do that with mental ray
as being a rather small postproduction house (5 artist at all, 2d and 3d) we are used to have a tight 2d/3d workflow. usually we render a shitload of framebuffer to do the shading in nuke. as we've done a bunch of automotive spots in the past, it worked good so far.
with arnold we've finally had the chance to shade and light to a beauty render in 3d, then passing the raw reflection, diffuse data out to the comp department, recreating that beauty render in nuke to go on further. florian developed shaders for that. he is also the ceo of this place, so we value in house development a lot. in fact the pipeline work was an ongoing project during the subaru job.
at the end it was a great feedback for us, to have a bunch of freelancer work here, which besides tim, never worked with arnold nor with our pipeline before, but they all performed so well, under a very tight deadline.
so thanks once again to those being on the team, after all we had a great time.
-sebastian
If I find out more that can be shown with regards of NDA, i'll post it here.
rob
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!
So long, and thanks for all the Fish!!
Re: Arnold
This info was added on the si mailinglist:
robHello list,
My name is Florian Bruchhaeuser and I am the ceo/founder/TD of Lafourmi Postproduction.
Thanks a lot for interest and the great response regarding the Subaru "Car Parts" Commercial. I will try to give you some insides about our workflow in addition to the info Sebastian allready gave you.
Key to this project was and is Arnold and the great integration into XSI. We bought our first 5 licences 4 weeks before starting this project and another 5 one week into the project. Sebastian, Tim and the other artists allways complained about the difference between there beauty render and the first beauty Compositing. Since openEXR we render around 20 passes. After rendering the compositors start setting up there trees or use a nuke gizmo to combine the stuff. In the days of MR shaders there was no way to get a 100% match in comp to the beauty render of the 3D Dept. So I asked Marcos from Solidangle about the insides of the Arnold Standard shader - 10 minutes later I had the source code! We started taking the standard and wrote every information out to AOVs - everything - direct diff, indirect diff (with shadow and without) spec, refl Fresnel, PP, Nf etc.. 20 in total. Then we rebuild the combination of this information inside the standart shader into a nuke gizmo and wrote a simple export tool to get the shader setting from xsi to nuke. Now compositing had to import the AOVs, autoconnect to the gizmo, import the settings and everything looked like the beauty render in 3D. The compositors now had the same standard shader interface in the gizmo. We ended up with 54 AOVs.
In addition to our new laa_suepershade we wrote a shader for simple ambient env lighting (renderman style SIG 2001 - ILM) called laa_envSphere and laa_textureSwitch to switch textures and change there exposure with ice attributes. We also used the Nuke API for the first time to create some relighting tools to use the Nf, PP and I AOVs for simple lambert, phong\blinn speculars and rim lighting in nuke.
Regarding the pipeline question of MAC: Everything here is based on Rubi on Rails. Great to get data in and out of a database without spending weeks with php and mysql syntax. First of all there is JOB.Bitch in development for the last 2 years. This is the major tool for artists to get information about the project there are working on. Shotlists with thumbnails, tasks, progress etc. This database is also called by our inhouse opener and saver tools. The artist sees the information through a web interface or directly in XSI when saving or opening. There is also a kind of subversion system for saving - so no more finalFinalV66.scn. All this on a per artist base, so can see and open the last scene Sebastian was working on etc. Same system used for nuke opener and saver. So our freelance nuke artist (with own machines) had to connect to our tools and where able to open and work on shots right away.
New and used since this project is Render.Bitch - also based on ruby on rails with webinterface etc. Each renderfarm machine runs a client (python) which communicates with this database. The "renderOnFarm" command get the information about the project from the JOB database - shot, renderversion, framerange, resolution - The artist defines if he want to do the Arnold export on the farm or local (good for not baked sims) - On submit the command puts the information (xsi scenefile, package size etc) into the database - Now every free client on the farm checks for new jobs in the database starts to render and reports progress to the database. Update in the webinterface is realtime with the possibility to see error logs, requeue frames, manage pools etc. The python client was developed by Philipp Oeser and thanks to Arnold and this system we where able to render 1,98 million files in 8 weeks with around 50 error frames total on 10 machines!
Again, thanks to all the artists working like crazy on this piece and thanks to Solidangle for the greatest support ever!!
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!
So long, and thanks for all the Fish!!
Re: Arnold
Interesting, thanks, cool naming scheme for the inhouse tools
whole thread here, archived in google groups
whole thread here, archived in google groups
softimage resources section updated Jan 5th 2024
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- Moderator
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Re: Arnold
Hello all,
Some more commercial work done with Softimage and Arnold:
2011 Work:
Korona - Nozon
Lamborghini Aventador - Sehsucht
Cooler Graveyard - Talvi Digital
Audi A6 "Manipulation" - Glassworks London
BIRTH Foundation Against Cancer - Glassworks London
Wrigley's "Everyone" - Glassworks London
IGA "Vraiment Frais" - SHED
Subaru "The Car Parts" - Lafourmi Postproduction/Directors Cut
ATT "Coverage is a Beautiful Thing" - The Mill
2 0 1 0 work
Vinamilk "Jump" - The Frank Barton Company
Vinamilk "Jump" - The Frank Barton Company
La Ronde - SHED
Helsingin Sanomat - Talvi Digital
Enjoy!
rob
Some more commercial work done with Softimage and Arnold:
2011 Work:
Korona - Nozon
Lamborghini Aventador - Sehsucht
Cooler Graveyard - Talvi Digital
Audi A6 "Manipulation" - Glassworks London
BIRTH Foundation Against Cancer - Glassworks London
Wrigley's "Everyone" - Glassworks London
IGA "Vraiment Frais" - SHED
Subaru "The Car Parts" - Lafourmi Postproduction/Directors Cut
ATT "Coverage is a Beautiful Thing" - The Mill
2 0 1 0 work
Vinamilk "Jump" - The Frank Barton Company
Vinamilk "Jump" - The Frank Barton Company
La Ronde - SHED
Helsingin Sanomat - Talvi Digital
Enjoy!
rob
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!
So long, and thanks for all the Fish!!
-
- Moderator
- Posts: 169
- Joined: 26 Oct 2009, 10:04
Re: Arnold
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!
So long, and thanks for all the Fish!!
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