
Got some little info on TF3: there will be big action sequences shot in Chicago and Moscow this time around. And it would be in 3D !
Bay's plans to keep things fresh include one simple idea: more.
"You can't just rehash the old," he explained. "We're adding a lot of new elements. We're adding new characters. We're adding a lot of twists." Characters? Twists? "Transformers" fans-- let your speculation begin!
Bay included.
"It's a process we're testing with some 'Transformers' scenes," he said. "How successful it is with my movie in terms of a lot of real stuff coming out of the frame, real dirt, real complicated little particles coming towards the lens, because hopefully that process will work. I've seen some tests that look great on other movies. I just want to see how it looks on my footage."
there will be big action sequences shot in Chicago and Moscow this time around.
Related links:
michaelbay.com
moviesblog.mtv.com
shootfortheedit.com

Pixologic has new tutorials for the new UV Master plug-in
CHECK HERE
>>More Zbrush Recorded
>>More Tutorial Recorded
Related links:
pixologic.com

Were bringing you another behind the scenes look here at NVIDIA. This week we met with Andrew Cresci, general manager of vertical markets, who chatted with us about Adobes Mercury Playback Engine (MPE).
MPE is the newly redesigned video rendering and playback engine that leverages CUDA parallel processing architecture and NVIDIA Quadro professional graphics.
>>More Nvidia Recorded
>>More Adobe Recorded
Related links:
youtube.com

Hayes Davidson has created an interactive London SkyLine
"London's tall buildings polarise opinion and new proposals always attract the attention of an audience sensitive to changes to the city's skyline. It has not always been possible for London to simulate the long term visual implications of planning policies, and opinions expressed are often based on assumptions.
Since the millennium, a number of tall buildings have been proposed for sites across London. Not all have been approved, and some have been 'called in' and reviewed at Public Inquiries. In a number of these cases Hayes Davidson has been asked to provide expert witness evidence on visual perception in urban environments. SkyLine (London) is one of a number of ongoing Hayes Davidson projects that explore visual perception and reactions to alternative townscape that have developed from the research work undertaken for these Inquiries.
SkyLine (London) allows the user to explore changes to the London skyline from different starting points in time; past present and future. Global landmarks have been included for a comparison of scale. As well as seeing the skyline as it would look with London's 'consented' tall buildings, users can build 'what-if' scenarios and explore personal preferences. Users can compare the range of possible outcomes that would have resulted had different choices been made in the past, and can save and share SkyLines to compare results.
We hope you enjoy SkyLine (London) and that it provokes thought. We are conscious of the limitations; the chosen viewpoint from Parliament Hill is only one of many that are considered important to London. Neither have we attempted to address or inform about other factors that influence the design and location of tall buildings."


Have a look! http://www.hayesdavidson.com/skyline
About Hayes Davidson:
Hayes Davidson are an award winning creative agency based in London, UK. The company specialises in combining 3D visualisation and digital media design to communicate space. Website:http://www.hayesdavidson.com
you can share and see other users SkyLine's on Facebook
Related links:
hayesdavidson.com

This week The Gnomon Workshop releases a new series of Dynamic Figure Drawing DVDs by DC Comics artist David Finch. Finch is a veteran comic book illustrator who recently joined DC Comics after a long stint at Marvel Comics working on such titles as Ultimate X-Men, Avengers Disassembled, The New Avengers, Moon Knight and Ultimatum
These new DVDs focus on teaching the techniques artists need in order to draw the human figure from multiple angles and poses without the need for tracing and using reference. Each DVD covers specific areas of anatomy that are often difficult for artists to visualize and translate from their imagination to paper. Finch breaks down the human figure to easily understood forms and reveals some easy to remember shortcuts and tricks for making your figures more convincing. Further, he covers male and female differences in all three titles, and he also delves into exaggerating the form to create realistic looking fantasy characters. Besides being a must have set for all concept artists and illustrators, these titles will also help any artist that needs to visualize dynamic human poses such as a story board artist or animator.
Read the Press Release: click here
All of these titles are available as digital download and are also featured in Gnomon's training subscription plans.
Dynamic Figure Drawing Volume 1: The Head
Dynamic Figure Drawing Volume 2: Hands and Feet
Dynamic Figure Drawing Volume 3: The Body
>>More Training Recorded
>>More GNOMON Recorded
>>More comic Recorded
Related links:
thegnomonworkshop.com

The Terrain Toolkit is an integrated set of tools for the Unity Editor which is designed to streamline and improve the workflow involved in creating realistic terrains for games. The toolkit enables the creation of large scale, realistic and playable game worlds within a very short time span.
Unity already has a powerful terrain engine as one of its core features. The Terrain Toolkit expands on this by providing the user with the ability to rapidly create a variety of different landscapes directly within Unity without needing to use third party software. An additional advantage is that landscapes can now be generated dynamically at runtime. This means a Unity game can have a potentially infinite number of levels or landscapes with a negligible impact on the file size.
Integrated terrain creation tools
The Terrain Toolkit provides an intuitive interface within the Unity Editor allowing a Unity artist to simply generate, erode and texture terrain objects. Quick and easy-to-use presets are provided for first time users, while advanced users can tweak low level settings such as rainfall and evaporation to get exactly the result they are after.
Watch the tutorial video to learn more about using the Terrain Toolkit:
A powerful runtime API
The Terrain Toolkit comes with a powerful API that allows developers to call any of the terrain generation, erosion and texturing scripts at runtime.
This Unity web player shows the Terrain Toolkit API in action: http://www.sixtimesnothing.com/terraintoolkit/APIExample.html
The planned features for future versions of the Terrain Toolkit:
- Texture presets
- User defined presets
- The ability to apply pre-defined presets through the API
- Realtime destructible terrain
- The ability to create multiple, maskable terrain ‘layers’
- An advanced hydraulic erosion filter based on a shallow water model
- Glacial erosion
Documentation
Comprehensive documentation for the Terrain Toolkit and the API is included in HTML format. The latest version of the documentation can also be viewed here: http://www.sixtimesnothing.com/terraintoolkit
Questions and support
If you have any questions about the Terrain Toolkit, the API, or any suggestions for improvements or new features, please feel free to contact Nekharoth on the Unity forums or through Nekharoth's developer blog: http://sixtimesnothing.wordpress.com
<Related links:
blogs.unity3d.com
sixtimesnothing.wordpress.com

Annosoft announced Lipsync 4.0 is available. Version 4.0 of the Lipsync Tool is the most substantial update to date. This update focuses on the user experience with new tools and features that aid in the production of high quality lipsync data.
Key New Features
Advanced Phoneme editing – Tweaking phonemes for 3D lipsync just got a whole lot easier. A mixer approach that is easy to use and generates smooth lipsync curves without curve editing.
Improved Autodesk Maya integration –The Maya toolset has been rewritten from the ground up with production environments in mind.
Project System – New project system creates a centralized management point for all a projects lipsync needs.
New text based languages supported - Chinese, Japanese, and Korean.
Customizable and improved UI – Toolbars can be customized and the entire “brightness” of the tool can be adjusted to taste.
Detailed New Features
Phoneme Editing
Phoneme editing has been rewritten from the ground up, creating a much more interactive experience. Designed to work similar to a video editing tool, each phoneme works as a “piece” of the timeline with its own value and duration. Users now have the ability to quickly and easily edit any phoneme value within the timeline using a familiar interface.
- Adjust length and value of phonemes interactively in the timeline.
- Fully interactive timeline elements allow for quick and easy editing of each phoneme from directly within the timeline.
- Real time feedback of phonetic adjustments.
- All adjustments provide real time feedback in the Character Viewport.
- Group adjust phonemes values quickly
- By selecting a group of phonemes, the user is able to adjust that range of values quickly and easily.
- Phonemes retain their relative spacing even when all are set to a value of 0, giving the user many options for editing.
Autodesk® Maya® Integration
The Autodesk® Maya® pipeline to and from the Lipsync Tool has been completely rewritten, and now supports any deformation function from within Autodesk® Maya® (including bones). Character setup and integration has been designed with production pipelines in mind, and can be integrated into any workflow.
- Automatic Phoneme Mapping
- The new Autodesk® Maya® tools contain functions that generate all the necessary viseme to phoneme mappings, making the setup process almost transparent.
- Create Character
- Creating a character is a simpler and less time intensive process. Simply create your scene as you normally would and run the character script. After selecting the base viseme set, the tool will create all the necessary mappings in the scene for importing and exporting of data. The Annosoft Controls can be mapped to ANY data in a Autodesk® Maya® scene using expressions, set driven keys, or whatever best suits your workflow!
- Import Data
- Gone are the days of mapping data from the Lipsync Tool to Autodesk® Maya®. Simply run Import Data from the Annosoft menu and select the .anno file you wish to load. Once loaded, your scene will be fully animated.
- Based on freeform workflow
- Built with both technical directors and novice riggers in mind, the Autodesk® Maya® tools offer a simple yet effective set of tools that can integrate into any workflow.
- Create point on curve controls
- New feature for using Autodesk® Maya’s® pointOnCurveInfo node to automatically create a curve/locator infrastructure that can be used to drive bones (see tutorials for more information).
Project System
The new Project System makes working in teams on large sets of files easier and more organized. Users now have a single point of reference for an entire project’s audio needs.
- Single point of reference for all the files for a given project.
- The project contains all the information about languages and associated files. Both directories and individual files are supported, including recursive directory searches. Project setup is easy. simply select the langauges and add the necessary files.
- Visual lipsync completion
- Each lipsync file shows whether or not is has a .anno file and a .txt file. Additionally each file can be “checked” off the list as done giving a total view of the project in its entirety.
- Easily manage all languages in one place
- The project list is filterable by language. The languages available to the project (selected a setup) will determine the list.
- Batch functionality
- With the Batch functionally, users can now directly connect to the command line tools for batch processing of the entire project. The Lipsync tool can now be used as a central hub or management tool for all the lipsync in a project from inception to delivery. Annosoft Lipsync SDK is required for batch functionality support within the tool.
UI
- Fully Modular UI
- All windows are dockable or removable, giving the user infinite options for creating a custom and comfortable workspace.
- Timeline scrubbing
- Users can now scrub the timeline and see the results in real time in the character viewport
- Added UI Skins and Tinting features
- Adjust the overall look and feel of the interface.
- Additional viewport manipulation controls
- Added Viewport panning Shift + Left Button or Middle Button
- Scrollwheel zooming of viewport
- Added ctrl NUM + and ctrl NUM – to zoom in and out on the timeline
Languages
Continued support for additional language continues as Annosoft had added double byte support! Newly added Asian languages allow easy and fast deployment of localized content to the Asian Market. For a complete list of all languages supported, please visit www.annosoft.com for more information.
- Japanese
- Korean
- Chinese
>>More Software Recorded
Related links:
annosoft.com

Pixologic is proud to announce the release of UV Master. A plugin for ZBrush 3.2 Mac and ZBrush 3.5R3 WIN.
With UV Master , you can quickly create high quality and artist-friendly UV maps. It's as simple as 1-2-3
1. Select your model's lowest subdivision level.
2. Click UV Master's Unwrap button.
3. Actually, there is no step 3. You're done!
UV Master will unwrap your model's UVs in a way that's easily understood by the human eye and without texture distortion. It's incredibly fast, with results so clean that you can paint on the unwrapped model in a 2D image editor of your choice. (This includes ZBrush's 2.5D canvas.)
UV Master was also built with several innovative features to help control its automated UV creation. It can:
Use your model's polygroups to create UV islands. In this way you can for example unwrap the face separately from the rest of the body. Or have different texture space for the inner and outer surfaces.
Use Control Painting to protect parts of the model from UV seams and attract them toward places where they'll be out of sight. For example, a couple brush strokes can move the unwrap seams to a model's back where they will be out of sight. This is ideal for normal maps, which are typically very sensitive to UV seams.
You can also use Control Painting to change how the UVs make use of the available texture space. If your model's face is where most of the detail needs to be, a single stroke with the paint brush can tell UV Master to give it more texture pixels.
UV Master can even combine any or all of these options, giving you remarkable control while saving hours of tedious work. UV Master will free you from the labor of creating UVs, giving you more time to release the Artist inside you and focus on your sculpting and texturing!
UV Master Feature List:
Create high quality UV Unwrap in one click.
Control of UV seam placement through control painting: seam Protect and seam Attract options.
Specialized Ambient Occlusion algorithm to automatically create seam Attract painting, which you can then refine if desired.
Density mode to paint areas in which UV space will be increased or decreased to give the most texture pixels where it really matters.
Flatten mode to literally unwrap your model as a flat surface based on its UVs. You can then use TransPose or the ZBrush sculpting brushes to adjust your UVs.
Check Seams mode to display the UV seams on your model so that you can identify potential problems before you begin painting.
Use UV seams created in other packages, but remap for better use of the texture space and zero distortion.
Unwrap by polygroups.
Includes several checkerboard maps to visualize the results of the UV unwrap.
Work On Clone feature instantly sets your model up for control painting without putting your existing sculpting or painting at risk.
Copy UVs and Paste UVs to easily transfer UV mapping back to your original model, or even to another model with the same topology.
Full documentation with tutorials.

What to know about UV Master:
UV Master has been designed as a one-click UV Unwrap solution, with extra controls for if you wish to change or improve this first result.
UV Master's purpose is to create UVs quickly with a result that will suit the needs of 95% of artists.
UV Master creates and manages the UV seams system automatically. You do not use it to try and draw specific UV seams.
You can "drive" UV Master to attract or protect UV seam creation in parts of the model by painting large areas. The plugin has been designed to work with large painted areas rather than requiring you to focus on specific seam placement.
UV Master is a UV creator plugin and not a full UV editor. However, it can make use of the seams from a full UV editor for those rare situations where precise seam placement is required while still giving the benefits of UV Master's distortion-free unwrapping.
More info HERE!
>>More PIXOLOGIC Recorded
>>More Zbrush Recorded
Related links:
zbrushcentral.com

Maya Shading Networks 2nd Edition is a practical guide to creating shading networks in Autodesk Maya. The second edition has been completely revised and updated and features crystal clear 1080p high definition video.
Through a series of in-depth lessons, visual effects artists, Andrew Hazelden and Russell Hazelden, share countless tips and techniques that will help you create more realistic shading networks.
Essential topics include aging a shiny metal surface by adding a layer of tarnish, using the Mental Ray IPR renderer to interactively preview shading networks, creating 2D and 3D procedural textures, adjusting specular highlights, exploring various ways to assign materials to objects, using environment maps to create reflective materials, and adjusting 2D texture placement attributes.
Learn how to use incandescence and glow to simulate materials that emit light. This effect is often used when creating materials for light fixtures, television sets, and glowing hot lava.
Discover how PSD networks can be used to simplify the creation of shading networks that contain multiple file textures.
Advanced topics include: using light linking to control scene illumination, adjusting shader glow normalization values, viewing render statistics in the Maya render log, and utilizing shared nodes to make shading networks simpler to maintain.
No steps are left out and every detail is explained with easy to follow step-by-step instructions.
More info
>>More Autodesk Maya Recorded
Related links:
doverstudios.com

The script allows you to change the properties of VRayMtls, VRayLightMtls, VRayFastSSS, VRayFastSSS2, Standard & VRayMtlWrapper mats across the scene, selection or material editor.
Unzip the attached file to your maxroot/UI/macrosripts.
Overwrite/delete any previous revision of the script.
After restarting Max you'll find it under the "Olly's Utilities" category in "Customize User Interface..."
DOWNLOAD
>>More Script Recorded
Related links:
scriptspot.com
foundationcgi.com

Panait Mihai shows us how to create the Ground Cracking by using Thinking Particles
READ THE TUTORIAL FROM community.ro
>>More Tutorial Recorded

A videotorial by Duber.TV demonstrating the power and flexibility of finalRender Stage-1 R2's fastSkin shader. The techniques demonstrated here can be very easily applied to any other renderer or shader, since everything is explained in the sense of 'why' not 'how'.
Play videos tutorial HERE
>>More Tutorial Recorded

Today E-on Software announced that A free, feature-rich Vue 8.4 update is now available for Vue 8 xStream and Vue 8 Infinite!
Vue 8.4 adds many new features together with significant improvements to existing breakthrough technologies, and overall productivity and workflow enhancements.

What's New in Vue 8.4?
The new Vue 8.4 update adds the following new functionality to Vue 8:
- Improved Displacement Mapping: computation and rendering of displaced materials on standard terrains is significantly faster and more memory efficient.
- Multi-Materials: new Multi-materials allow you to change all materials of any given object in a single operation. Multi-materials can be saved for future use, copy-pasted or drag-dropped between different objects in the scene.
- New Material Control: new "Relative to sea" material mapping option, and "Sea level" input node.
- User-definable units in Function Graphs: "External Dependency", "Distance to object below", "Distance from camera", and other position-related nodes now express object dimensions in user-definable real-world units.
- Easier Pose/Motion Handling: the new Motion Browser lets you visually select and interactively preview preset poses and motions for rigged meshes.
- EcoSystem Display Improvements: the rendering of shaded EcoSystem billboards is improved to provide more accurate coloring and reduce flickering when moving around the scene.
- Other Artistic Control Improvements: the render area and the collections browser can be locked to avoid accidental modifications, materials mapped in World coordinates are now accurately previewed in OpenGL, GPU resources can be easily monitored in the status bar, objects can be copy-pasted to hidden or locked layers, and more...
- Other Performance Improvements: faster high quality previewing in OpenGL, automatic resizing of render buckets to maximize use of all cores on small renders, faster handling of complicated group hierarchies, default views are automatically resized to adjust according to internal units, and more...

Availability
Vue 8.4 for Vue 8 xStream and Vue 8 Infinite is initially released as a beta update. It is immediately available for download through the software update page.
The Vue 8.4 update for the Vue product line for 3D Artists will be released in English later in the week, and in German and French shortly thereafter.
>>More Vue Recorded
>>More E-on Recorded
Related links:
e-onsoftware.com

Princeton, NJ (February 22, 2010) — cmiVFX launches its latest Eyeon Fusion training video in the new cmiDirect product variety. Learn crucial information about specific topics immediately after purchasing. The cmiDirect system teaches you exactly what you need to know without the need to search through hours of pointless verbatim often found in the typical training videos around the world.
We take the black art of object removal and turn it into a well explained, follow along scenario, so that artists will be able to inject more creativity into their shot list and stand above the typical lower budget looking shots found way to often in the industry today.

Learn how to remove unwanted objects, reflections, stabilize 3D camera movement and much more. We have included footage shot on Red Camera with Cooke lenses to provide the ultimate challenges for our training lessons.
Introduction
Start off by taking a look at the raw film footage and its problematic areas. The overview here is to remove the grey control box in the centre of the image and its reflection, one of the train wagons, and add an additional window to the front building.
Patch Projection – Removing Control Box
Discover how to integrate the creation of a clean patch to cover up the control box. Utilize the paint tool to clone the surrounding areas allowing the ability to conceal the box, while learning to project the result onto a plane in 3D space. Using 3D tracking data, match and integrate the patch to the general movement of the shot.
3D Geometry – Stabilizing 3D Footage
Film footage shot with a freely moving camera can be extremely difficult to work with and stabilize. Everything is shifting; nothing remains stable and there are very limited constant factors. Utilizing simple geometry and a projection camera, learn how to simplify this complex problem and create stabilization of the 3D footage.
Time Offset –
Recovering the Wheel
Parts of the train wheels were covered by the control box, which was previously removed, creating a problematic issue. The need to identify a quick solution or method to recover the wheels is crucial to continue the project. Painting the wheels in place would be a daunting and tedious task; the best solution is to copy the wheels from an area where they are not covered. The wheels now can appear on the patch before the train arrives and the time offset is the solution.
Roto in 3D – Getting Rid of the Wagon
Learn in detail how the 3D environment can help with rotoscoping. The film footage has been stabilized from the previous work and now being able to exploit that footage, the process of rotoscoping out the train wagon can be conducted on the stabilized shot.
Bitmaps & CC – Removing the Box Reflection

Streamlining the project is crucial and if there is way to use a simple solution for a complicated task, then do it! Painting out the reflection of the control box from the moving train wagons could take uncountable hours. Assuming the removal will not have to be perfect, the best solution would be to map out the shape of the reflection and color it to match the rest of the train, this method proves to be much more efficient.
Adding Additional Elements
Using the 3D environment can really be a bonus to any project. Simply lining up images behind one another in 3D space can create convincing parallax effects. The use of simple 3D geometry or FBX meshes can be of even more benefit. Receive a quick overview of how a window with a view into the room could be achieved by utilizing this technique.
This video is available today at the cmiVFX store. cmiVFX Video Player Online Store:
cmiVFX | Fusion_Object_Removal_Techniques
http://cmivfx.com/store/
About cmiVFX
cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. To test drive the new cmiVFX TVOD © system, visit cmiVFX Video-on-Demand Player For additional information about cmiVFX, visit cmiVFX.com.
>>More Training Recorded
Related links:
cmivfx.com

Since 2007, Genseisha from Tokyo, has been working on a TV series airing several times a week on Nippon Television Network named The Leaders Of The World. Featuring 200 CG caricatures of the world leaders such as Barack Obama, Gordon Brown and Nicolas Sarkozy. So far, more than 190 short episodes of this humorous CG animated series have been produced using Autodesk Softimage.
"The project is based on creating an animation from the daily news." explained Masuda Eiko, from Genseisha. "Since the animation is on air on the evening news program, the whole production is completed within about 5 hours, from modeling to compositing and including animation."
Masuda reveals: "Each character’s face is rigged with bones and custom parameters in order to be ready for the animators to use. The body animation and the facial expression (other than the lip sync) are all manually keyframed by the animators, We are using Voice-O-Matic to speed up the lip sync process. We started with US President Obama's inauguration speech animation."
Voice-O-Matic automates lip sync animations with any 3D character rig in any language and help reduce production time drastically. Voice-O-Matic from Di-O-Matic is available as plug-in for Autodesk 3ds max, Autodesk Maya as well as Autodesk Softimage.
"Since there is never a time when a character speaks without emotion, additional 'acting' was needed in addition to the lip sync. Which included tweaking the overall shapes and animation curves as well as animating eyes and eyebrows. Our criteria for choosing Voice-O-Matic were quality, flexibility and cost efficiency. It was also very important for us to easily implement Voice-O-Matic within our existing production pipeline." reveals Masuda.
In addition to Voice-O-Matic, Genseisha has also recently acquired Facial Studio (Windows Edition) from Di-O-Matic. "Facial Studio helps us speed up character modeling. Because of the tight schedule of daily broadcasting on the nightly news program, reducing the time on pre-production allows the animators to take more time and improve the quality of the animations we produce." concludes Masuda.
Di-O-Matic technologies once again proved their reliability in production, this time as a key component of the facial animation pipeline of The Leaders of the World tv series produced in Japan at Genseisha.
Try Voice-O-Matic or Facial Studio (Windows Edition) to speed up your production pipeline like Genseisha.
Related links:
di-o-matic.com

When VFS was getting set to announce the official partnership between VFS and Pixologic, makers of the industry-leading ZBrush, one of the first names that came to mind was ‘Intervain’.
‘Intervain’ is Magdalena Dadela, a 2005 graduate of VFS 3D Animation & Visual Effects program and an active and well-respected member of a number of online communities, notably Pixologic’s own ZBrushCentral.
She’s a talented 3D modeler who works at Ubisoft Digital Arts in Montreal, what the venerable game developer calls a digital cinema creation studio. Her work was last seen in Assassin’s Creed: Lineage, the well-received 36-minute film Ubisoft created in the run-up to the splashy debut of their game Assassin’s Creed II.
In light of the partnership, it seemed like the perfect time to catch up with her and find out a bit more about her background, her VFS experience, and her life as an artist.
Read the Interview at VFS blog
>>More Interview Recorded
Related links:
vfs.com/blog

Expanded CINEMA 4D and BodyPaint 3D Resources Now Available to Italian-Speaking Creative Professionals.
MAXON's award-winning professional animation tools CINEMA 4D and BodyPaint 3D are used at state-of-the-art production facilities and by freelance artists in over 80 countries worldwide and versions of the software are available in ten languages, including English, German, Spanish, French, Italian, Japanese, Korean, Russian, Chinese and Czech. MAXON also currently hosts dedicated websites in English, German, French, Spanish Russian and Japanese, providing customers around the world widespread access to valuable information and resources.
"The translation of the MAXON website to Italian makes the whole wealth of CINEMA 4D and BodyPaint 3D-related content, including the latest product information, news, customer stories and events even more accessible to Italian users." said Harald Egel, CEO and co-founder of MAXON Computer.
Foreign language accessibility to MAXON software remains a priority. Harald Egel continues, "We are excited about the expanded resources - the localized website will let Italian-speaking customers to better understand our technology and help them achieve their creative goals."
>>More Maxon Recorded
Related links:
maxon.net

The Clavilux 2000 is an interactive instrument for generative music visualization, which is able to generate a live visualization of any music played on a digital piano. The setting of the installation consists of three parts: A digital piano with 88 keys and midi output, a computer running a vvvv patch and a vertical projection above the keyboard.
For every note played on the keyboard a new visual element appears in form of a stripe, which follows in its dimensions, position and speed the way the particular key was stroke. Colours give the viewer and listener an impression of the harmonic relations: Each key has it's own color scheme and "wrong" notes stand out in contrasting colors.
All stripes stay and overlap each other in an additive way, so at the end a kind of pattern remains – a summary of the music – which will be always unique since the notes of the composition aswell as the interpretation of the piano player are influencing the outcome. Furthermore the piano player can switch between the standart 2d view and an additional 3d view of the visualization while playing.>>More Training Recorded
Related links:
http://jonasheuer.de/index.php/clavilux-2000/

A video clip carried out by the artist and illustrator Takafumi Tsuhiya alias Takcom, 2010 Video for the Portland band AU, from their new release Versions,title “Ida Walked Away".
Ida Walked Away from takcom™ on Vimeo.
>>More Training Recorded
Related links:
http://www.takafumitsuchiya.com/
http://au-au-au.com/
http://www.myspace.com/peaofthesea
http://www.aagoo.com/

Peter Guthrie shows us a quick tutorial on how he uses the HDRi Skydomes as Sky Lighting
READ THE CONTENT HERE
>>More Tutorial Recorded
>>More HDRI Recorded

6 time Oscar®-winning master of make-up effects. Maker of monsters, heroes, aliens and Klumps. Special fondness for werewolves, including An American Werewolf in London and The Wolfman
The Wolfman’s Rick Baker talks about his work on the film and his easy transition from traditional to digital sculpting.
“It was like love at first sight. [ZBrush] was so much more like real-world sculpting but on a computer … I call it no fear sculpting and it freed me up design wise.”
Here is an interview
>>More PIXOLOGIC Recorded
Related links:
pixologic.com

Aharon Rabinowitz shows you how to create the look of a holographic interface, using Red Giant Software's Holomatrix
Watch video tutorial HERE
>>More Tutorial Recorded
>>More After Effect Recorded

New Digital Painting Products Provide Comprehensive Tools for Home, Education, Skilled Hobbyist and Professional Artist
Windows XP, Vista, or Windows 7
Mac OSX 10.4 or later with 1GHz processor (Intel/AMD or PPC G4/G5)
1024 x 768 screen size, 512MB Memory, 100MB disk free.
Languages: English, French, German, Dutch interface. English manual.
>>More Software Recorded
Related links:
artrage.com

From Nvidia Channel Nvidia has just posted 2 new videos features NVIDIA PhysX technology in the PC game Dark Void
The videos show various enhanced effects when using weapons, the grenade and the jetpack. NVIDIA PhysX technology has been fully integrated into the dangerous and exciting world of Dark Void to bring you a more realistic and physics based experience in the Void. In fact, Dark Void has the distinction of being the first game to use dynamic, accurate smoke effects and smoke trails for the games innovative jetpack, UFOs, and spaceships, all of which will be hardware-accelerated by GeForce GPUs when played on compatible PCs.
Dark Void PC Game Comparison Video Featuring NVIDIA PhysX Technology
Dark Void PC Game Technology Trailer Featuring NVIDIA PhysX Technology
>>More Nvidia Recorded
Related links:
youtube.com

Alessandro Cioffi talks about his work on NINJA ASSASSIN and how Trixter has managed this ambitious project.
READ THE CONTENT HERE
>>More interview Recorded
>>More vfx Recorded

Autodesk releases videos feature and improvements in future 3ds Max and 3ds Max Design . It could be 3d smax 2011 3ds Max Design 2011
Introducing "caddies" for soft selection (and other modeling functions)
New 3D Painting features and render surface improvements:
3D Object painting:
>>More Autodesk Recorded
>>More 3dsmax Recorded
Related links:
cgchannel.com
youtube.com

Leading rendering solutions provider ArtVPS has appointed bluegfx as the first UK reseller of its flagship interactive rendering software, Shaderlight. bluegfx specialises in supplying leading edge technologies to the film, design, architectural and games industries and as an Autodesk Gold reseller (Media & Entertainment) is well placed to take Shaderlight to market.
Shaderlight is a powerful new render plug-in to 3ds Max that unlocks the workflow bottlenecks faced by 3D artists. The software allows users to change materials, environments, lighting and textures at any stage in the rendering process and see the results instantly, meaning it is no longer necessary to compromise on image quality or waste time waiting for the image to re-render.
Commenting on the appointment, ArtVPS marketing director Kate Marshall said: “ArtVPS is looking to appoint resellers in all major territories and bluegfx is the first in the UK. The company has significant knowledge and experience of the industry and the quality of service and support they offer means they continue to grow their customer base. Shaderlight has the potential to fundamentally change the way 3D artists refine their images. bluegfx will help us get this innovative technology into the hands of 3ds Max users and make sure it is given the greatest opportunity for success.”
bluegfx co-founder, Matt Allen adds: “We are delighted to have been appointed by ArtVPS and to have the opportunity to take this cutting-edge product to market. The ability to make changes to a final image without having to re-render represents a fundamental, exciting new workflow speed enhancement for users and will deliver a serious productivity boost in a fast-paced industry where time is money.”
Anyone wishing to try Shaderlight can take advantage of a free 14-day trial, available at: http://artvps.com/content/download or call bluegfx now for more details and pricing.
About ArtVPS
ArtVPS leads the way in the development of photorealistic rendering solutions that generate visually accurate representations of 3D scenes. Its revolutionary flagship rendering technology, Shaderlight™, is a physically based, progressive ray-tracer that enables interactive, nonlinear changes to the key MELT attributes (materials, environments, lighting and textures) at any stage within the rendering process – even on production-ready images.
Shaderlight is aimed at 3D artists and computer graphics professionals within the product design, architecture, engineering and media industries. The technology will transform 3D visualisation workflows, and represents a dramatic boost to both productivity and creative freedom when compared to traditional linear ray-trace renderers, which require the rendering process to start again whenever image parameters are changed.
Founded in 2002, ArtVPS quickly established itself as the leading developer of dedicated rendering hardware, developing the first processor designed exclusively to accelerate ray tracing of 3D data. ArtVPS is now pioneering the development of rendering software that fully exploits the increased capabilities of today’s processor technology.
www.artvps.com
About bluegfx
bluegfx is a leading European 3D reseller in the Media and Entertainment industry supplying software, hardware, training, engineering and services to the games, film/TV, design visualisation and education markets.
The company is constantly delivering new innovative solutions to the industry in partnership with our suppliers and strives to offer innovative and future proof technology to our clients. We have a single-minded focus on delivering a service level and support infrastructure that is second to none.
bluegfx is delighted to have won the coveted award for the third consecutive year - Autodesk North European M&E Channel Partner, 2010.
bluegfx.com
>>More Shaderlight Recorded
Related links:
artvps.com
bluegfx.com

BARCELONA, Spain – Feb. 15, 2010 – Today at Mobile World Congress 2010, Microsoft Corp. CEO Steve Ballmer unveiled the next generation of Windows® Phones, Windows Phone 7 Series. With this new platform, Microsoft offers a fresh approach to phone software, distinguished by smart design and truly integrated experiences that bring to the surface the content people care about from the Web and applications. For the first time ever, Microsoft will bring together Xbox LIVE games and the Zune music and video experience on a mobile phone, exclusively on Windows Phone 7 Series. Partners have already started building phones; customers will be able to purchase the first phones in stores by holiday 2010.
“Today, I’m proud to introduce Windows Phone 7 Series, the next generation of Windows Phones,” said Steve Ballmer, chief executive officer at Microsoft. “In a crowded market filled with phones that look the same and do the same things, I challenged the team to deliver a different kind of mobile experience. We believe Windows Phone 7 Series is a phone that truly reflects the speed of people’s lives and their need to connect to other people.”
Video Microsoft's Joe Belfiore demonstrates the new touch interface of its latest phone operating system at Mobile World Congress in Barcelona from BBC

Designed for Life in Motion
With Windows Phone 7 Series, Microsoft takes a fundamentally different approach to phone software. Smart design begins with a new, holistic design system that informs every aspect of the phone, from its visually appealing layout and motion to its function and hardware integration. On the Start screen, dynamically updated “live tiles” show users real-time content directly, breaking the mold of static icons that serve as an intermediate step on the way to an application. Create a tile of a friend, and the user gains a readable, up-to-date view of a friend’s latest pictures and posts, just by glancing at Start.
Every Windows Phone 7 Series phone will come with a dedicated hardware button for Bing, providing one-click access to search from anywhere on the phone, while a special implementation of Bing search provides intent-specific results, delivering the most relevant Web or local results, depending on the type of query.
Windows Phone 7 Series creates an unrivaled set of integrated experiences on a phone through Windows Phone hubs. Hubs bring together related content from the Web, applications and services into a single view to simplify common tasks. Windows Phone 7 Series includes six hubs built on specific themes reflecting activities that matter most to people:

* People. This hub delivers an engaging social experience by bringing together relevant content based on the person, including his or her live feeds from social networks and photos. It also provides a central place from which to post updates to Facebook and Windows Live in one step.
* Pictures. This hub makes it easy to share pictures and video to a social network in one step. Windows Phone 7 Series also brings together a user’s photos by integrating with the Web and PC, making the phone the ideal place to view a person’s entire picture and video collection.
* Games. This hub delivers the first and only official Xbox LIVE experience on a phone, including Xbox LIVE games, Spotlight feed and the ability to see a gamer’s avatar, Achievements and gamer profile. With more than 23 million active members around the world, Xbox LIVE unlocks a world of friends, games and entertainment on Xbox 360, and now also on Windows Phone 7 Series.
* Music + Video. This hub creates an incredible media experience that brings the best of Zune, including content from a user’s PC, online music services and even a built-in FM radio into one simple place that is all about music and video. Users can turn their media experience into a social one with Zune Social on a PC and share their media recommendations with like-minded music lovers. The playback experience is rich and easy to navigate, and immerses the listener in the content.
* Marketplace. This hub allows the user to easily discover and load the phone with certified applications and games.
* Office. This hub brings the familiar experience of the world’s leading productivity software to the Windows Phone. With access to Office, OneNote and SharePoint Workspace all in one place, users can easily read, edit and share documents. With the additional power of Outlook Mobile, users stay productive and up to date while on the go.
CNN's Jim Boulden sits down to try it out.
>>More Microsoft Recorded
Related links:
en.akihabaranews.com
cnn.com/video
news.bbc.co.uk

F-Tools works with the standard SuperSpray in 3DS MAX and using different algorithms to generate fountain animation.
The process of creating animation, using F-Tools, is reduced to the following stages:
1. Setting the scene in 3DS MAX. (creating an environment, particle systems (collectors), etc.). Each independent group of nozzles (SuperSpray) preferably placed in a separate layer for easy work.
2. Setting up a system of particles. F-Tools includes a tool for easy configuration of SuperSpray.Use it to quickly raise the jet to the desired height, to give them some thickness and other physical properties.
3.Creating animation. F-Tools provides a variety of processing algorithms, systems of particles, which are suitable for creating a dynamic and musical fountains. Thus you can generate a variety of water paintings. To create a musical fountain should be included playing music track in 3DS MAX.
4.Animation illumination of the fountain. This phase is recommended to do at the end.Animation illumination of the fountain is also based on key frames and uses the G-Buffer object.Create an animation lights should visualize in VideoPost.
5.Final stage. Visualization and composing.
More Information and download Here
>>More Script Recorded
Related links:
ftools.blog.com
scriptspot.com

Just clapped our eyes on two new Massive Attack videos so thought we'd share them...
First up is this stunning CG film directed by Edouard Salier for track Splitting the Atom - from Massive Attack's new album, Heligoland
Massive Attack have commissioned films to accompany each of the tracks from the new album so expect to see more in coming weeks and months. To keep up to date with the project, check out heligoland-films.massiveattack.com/. In the meantime, here's Ewan Spencer's film for track Flat Of The Blade :
Related links:
http://www.edouardsalier.com/
http://www.heligoland-films.massiveattack.com/

Allan Mckay Shows us a very brief tutorial just explaining the simple process of generating particles and having them adopt their mapping coordinates off of their emitter object, and then lastly pathing them through Krakatoa as well. So this way particles adopt the texture of their emitter object and lock onto each individual particle.
>>More Krakatoa Recorded
>>More Tutorial Recorded
Related links:
vfxsolution.com

These dark wintery days are long and cold, filled with shadowy danger. We need a hero; someone who can shed some light. Step forth Mr. Inuit! Like a well insulated cross between James Bond and Batman – he ski’s! He bobs! He sleds! He even curls pretty darn well!
In this latest offering for BBC’s Winter Olympics coverage, Studios AKA’s Marc Craste pits a bleak terrain with all it’s inherent treachery against our hero whose sole Herculean feats can win the day. AKA’s trademark sparse geometry plays nicely off co-designer Jon Klassen’s environmental touches with pitch perfect animation to boot. Gold!
Related links:
http://www.studioaka.com/
http://www.burstofbeaden.com/

In this tutorial Mateusz Pietruszka shows you process of making decorative element for interior
READ HERE
>>More Tutorial Recorded
>>More 3dsmax Recorded

After a mysterious atmospheric occurrence aboard the international space station causes a tragic event, a small group of people wake up to realize that their entire lives have been a lie. They are in fact aliens disguised as humans. Now they have to make a choice: Live amongst men, or try to find a way back home.
Earthling is both written and directed by New York City-born filmmaker Clay Liford, who directed a few comedic short films and was a cinematographer before making his feature directorial debut with this.
Related links:
http://www.imdb.com/name/nm0509828/
http://sxsw.com/film/screenings/films

Roger shows us how to creat a photo realistic interior in 3ds max
READ THE TUTORIAL HERE
>>More Making of Recorded
>>More Tutorial Recorded

Archmodels vol. 74. High detailed models of green energy and air conditioners design with all textures, shaders and materials. It is ready to use, just put it into your scene.
Download
>>More Evermotion Recorded
Related links:
Evermotion.org

Adobe is working on a playback and rendering engine for Adobe Premiere Pro called the Mercury Playback Engine. This new engine is NVIDIA® GPU-accelerated, 64-bit native, and architected for the future. Native 64-bit support enables you to work more fluidly on HD and higher resolution projects, and GPU acceleration speeds effects processing and rendering.
The Mercury Playback Engine offers these benefits:
> Experience real-time results when applying multiple color corrections and effects across more than three video layers – but only if the system has Quadro
> Enjoy smooth scrubbing and playback of complex projects with
real-time effects
> Refine effects-rich HD and higher-resolution sequences in real-time
> Work in real-time on complex timelines and large projects with
thousands of clips – whether your source is SD, HD, 2K, 4K or beyond
Check out some videos on YouTube of its Quadro GPU rapidly accelerating Adobe's Mercury Playback Engine.
Adobe Mercury Playback Engine & Overlays and Compositing
Adobe Mercury Playback Engine & Color Correction
Adobe Mercury Playback Engine & Video Encoding
Adobe Mercury Playback Engine & Picture-in-Picture
Adobe Mercury Playback Engine & Keying Effects
Also Watch as Obin Olsen from Dv3 Productions demonstrates from IBC 2009 the Adobe Mercury Playback Engine fueled by Quadro.
Ensure your system is ready to take advantage of the Mercury Playback Engine in a future version of Adobe Premiere Pro. The Mercury Playback Engine works hand-in-hand with NVIDIA® CUDA™ technology and the following graphics cards are now available:
- GeForce GTX 285 (Windows and Mac)
- Quadro FX 3800 (Windows)
- Quadro FX 4800 (Windows and Mac)
- Quadro FX 5800 (Windows)
- Quadro CX
>>More Nvidia Recorded
>>More Adobe Recorded
Related links:
nvidia.com
adobe.com

Step-by-step instructions to install the free trial of Autodesk Smoke - The video editing and finishing software on Mac
Download Autodesk Smoke here
Find Out More About Autodesk Smoke 2010:
View New Tutorials
Explore the Features
Watch Demonstration Videos
>>More Autodesk Smoke Recorded
Related links:
autodesk.com














