
Today April 30th All CS5 products are available for Shipping and download
DOWNLOAD CS5 PRODUCTS
Related links:
adobe.com

Gnomon has just interviewed with a character designer and self-proclaimed “idea boy” Cameron Davis
READ HERE !
Related links:
thegnomonworkshop.com

In this exciting new tutorial Andrew Kramer will show you how to work with keying, tracking, roto-scoping, exporting, integrating, color correcting and a lot more . This 47 minutes tutorial starts out in After Effects and covers generating the 3D building in 3D Max & Cinema 4D. No match-moving or 3D tracking required everything is done with the 2D tracker in AE.
You can even skip the 3D programs and build a sweet building in After Effects alone with the 3D City Tutorial.
Related links:
videocopilot.net

Craft Animations™ announced Craft Director Studio version 10.1.2 is now released.
Windows 32-bit & 64-bit:
3ds Max 2011
3ds Max 2011 Design
Maya 2011
Softimage 2011
OS X 32-bit:
Maya 2011
Linux 64-bit:
Maya 2011
DOWNLOAD !
Related links:
craftanimations.com

Bonus Tools is a free collection of useful Maya scripts and plug-ins. After installing Bonus Tools, users will have a pull-down menu for easy access to the tools that cover all aspects of everyday use: general UI, modeling, animation, texturing, rendering and cloth.
Bonus Tools are provided to you on an "AS-IS" basis; Autodesk® does not provide any support in connection with this collection.
READ AND DOWNLOAD
Related links:
area.autodesk.com

Shane Griffith - Product Manager of 3ds Max & 3ds Max Design talks about Backburner 2011
"Backburner 2011 is the same version of Backburner that is also now shipping with Maya 2011 and other M&E products. Aligning 3ds Max to this release of Backburner required pretty significant changes to the 3ds Max Backburner plugin with in the app. These changes are completely transparent to you as a user, however there are restrictions you need to be aware of before using this new version of Backburner."
What's New in Backburner 2011?
If you do choose to upgrade to Backburner 2011 please investigate using the new Flash based web monitor. A concentration of our efforts since the 2008.1 release have been focused at improving this feature set. Also, there have been improvements to network error messages and fixing a few general networking issues.
Please see the Backburner 2011 Documentation for additional details on these new features or changes in Backburner 2011
* Improved Documentation
* Backburner on Mac OS X (not supported for 3ds Max 2011 exe)
* New Backburner Web Monitor
* Support for Smoke 2010 for Mac OS X
* Support for Maya 2010 on Mac OS X
* Support for 3ds Max 2011
* New Command-Job Adapter
* Combustion Compatibility Break
READ FULL HERE !
Related links:
area.autodesk.com

Chris Black possesses a power that could lead to the destruction of the current regime, and they will stop at nothing to destroy him.
The chase is on as Chris runs for his life in this sci-fi thriller set in an alternate and futuristic Los Angeles.
Producers: Ricardo de Montreuil & Eliz Eskeranli
Writers: Ricardo de Montreuil & Antonio Perez
Cinematographer: Andres Sanchez
Music by: Angelo Milli
Special Effects Supervisor: Aaron Burns
3D Modeling and Animation: Juan Somarriba and Francisco Concha
Visual Effects and Compositing: Ricardo de Montreuil
Editing: Ricardo de Montreuil
Color Correction: Santiago Padilla
Sound Design and Mixing: Martin Seltzer
Budget: $5k
Format: RED 1920x1080
Special thanks: Filmosonido, CO3 and Converse
You can find concept drawings, 3D models, storyboards and production stills at THE RAVEN facebook site:
facebook.com/THERAVENFILM
Contact > info@theravenfilm.com
Related links:
facebook.com/THERAVENFILM
http://theravenfilm.com/

Created as a collaboration between World Wildlife Fund (WWF), Ben Lee and Leo Burnett, "Space Monkey" carries a message about our planet, and features Ben Lee's track, "Song for the Divine Mother of the Universe".
Related links:

Some new Animations from Platige Image:
Nowe Orange Go Minuty za Minuty "Pegaz" - Platige Image Community
DIRECTOR:
Paweł Borowski
AGENCY:
Leo Burnett
OPERATOR:
Arek Tomiak
PRODUCTION HOUSE:
Opus Film
Related links:
http://community.platige.com/

Buck’s latest animation explores a world created by color swatches for paint manufacturer Sherwin-Williams. The first part of a bigger campaign, Buck plans to release two more spots to follow this, which according to creative director Orion Tait, has allowed “a bit more story-telling, which is a natural evolution for the campaign and has officially made this job an office favorite. We love working in the space where storytelling, design and animation meet.”
One of the things I dig the most about this animation is a technique they utilized to pull the spot off within the considerable time constraints they had. I asked Orion if the color grading for the spot was a nightmare since Sherwin-Williams would be considerably more picky then most client on the accuracy of their color choices (imagine color comments along the lines of, “this looks more like Husky Orange than Rave Red”..real names by the way). Orion told me that in order to relieve some of that pressure on the 3d end of the pipeline, Buck decided to render their scenes in grayscale and handle all the color and paint names completely in comp. Making for a much more interactive and controllable color correction experience for Buck.
This technique also accidentally lead to a more unique, illustrative look to the entire spot. A happy accident that creates a gray under-painting to the entire spot leaving it looking..well, more painted then most cg spots would otherwise.
Directed By: Buck
Production House: Buck NY
Creative Director: Orion Tait
Executive Producer: Kate Treacy
Producer: Kevin Hall
Lead Art Director: Ben Langsfeld
Art Director: Joshua Harvey
Design: Ben Langsfeld, Joshua Harvey
Storyboards: Pete McDonald
CG Supervisor: Joshua Harvey
3D Modeling: Arvid Volz, David Soto
3D Animation: Joshua Harvey, Pete Hamilton, Chris Hendryx, Arvid Volz
3D Character Animation: Jordan Blit
3D Rigging: Lee Wolland
3D Lighting/Shading: Kevin Couture, Lars Holmgren, Chris Hendryx, Hanwei Wu
Composite: Daniel Oeffinger, Conrad Ostwald, Joshua Harvey
Additional Design: Jon Gorman
Agency: McKinney
Producer: Josh Eggleston
GCD: Ellen Steinberg
Copywriter: Jenny Nicholson
Art Director: John Hagerty
Color Grade: Company 3
Colorist: Tim Masick
Related links:
http://motionographer.com
http://www.buck.tv/

Coke Quest from Paranoid US on Vimeo.
Director Edouard Salier and production company Paranoid US deliver another amazing football themed spot in time for the World Cup. This time working for Coke, they tell a story in almost mythic grandeur of a boy’s quest for a personal and unique celebration. The spot elegantly shows the spirit of the game and isn’t too blatant in it’s delivery. Kudos to Coke for once again trusting in their audience to have some intelligence.
The track is by: K’naan
Coca-Cola “Quest”
Global Brand Director – Shay Drohan
Project Lead – Emmanuel Seuge
Creative Excellence -Jonathan Mildenhal
Agency – SANTO, Buenos Aires
Creative Directors – Sebastian Wilhelm, Pablo Minces
Art Director – Maximiliano Anselmo
Copy Writer – Pablo Minces
Producer – Ezequiel Ortiz
Account Director – Ignacio Diez
Planner – Martin Cole
Production Company – Paranoid US
Director – Edouard Salier
Executive Producers- Claude Letessier, Cathleen O’Conor
Flame Artist – Christophe Richard
Flame Assistant – Amandine Moulinet
Producer – Anne Lifshitz
Graphic Designers – Yué Wu, Corentin Rouge, Marthe Salier, Damien Martin, Julien Michel, Xavier Reyé, Florent Gombeau
Post Company – Digital District
Post Supervisor – Peggy Tavenne
Executive Producer – David Danesi
VFX Artists- Marc-Thomas Cave, Jean Lamoureux, Thomas Marque, Florian Rihn
Modeling – Jimmy Cave
Animation – Romuald Caudroit, Remi Gamiette, Margaux Durand-Rival, Nicolas Dabos
Lighting – Nicolas Belin, Nicolas Vion
Audio Company – X-Track
Mixer/Engineer – François Roy
Executive Producer – François Roy
Track Artist – K’NAAN
Related links:
http://www.paranoidus.com/latest/
http://www.edouardsalier.com/
http://www.myspace.com/knaanmusic

Wondering what you can expect to see in ZBrush 4? Well, ZBrushers, we have a little Friday treat for you. Pixolator has just released a new test movie on ZBC that we thought you might like to see. The video is a sneak peek of a few new features that will provide you more ways to showcase your art. Ready to be amazed?
CHECK IT OUT !
Related links:
zbrushcentral.com

With MTV’s latest branding initiative, the pop-culture giant lets their hair down with the help of Realise Studio in England. In this new MTV identification spot, Realise used Houdini to bring Mr. Furry to life as he struts along looking cool. Along the way, his fur changes shape, texture and color to a high-tempo synthed-up soundtrack.
The Mr. Furry character was created and then groomed by VFX artist Amir Bazazi. In this spot Mr. Furry’s eccentric looks vary from spiky to shaggy to colorful to coarse and curly taking on many of the looks reflected through MTV’s history since 1981.
Read full here !
Related links:
sidefx.com

Occasionally its nice to be able to use a HDRi environment together with a vraysun, for when you want stronger shadows than the HDRi supplies. The trick is in aligning the sun with the HDRi so that.... Read the rest in Peter Guthrie's blog here.
HERE
Related links:
http://www.peterguthrie.net

Give a look to this recent Nike spot by ilovedust, the UK-based design boutique. The team worked alongside AKQA to produce the piece, which was aimed at the South East Asian market.
http://ilovedust.com/
http://www.akqa.com/

The production company Seagulls Fly was recently called in to help launch the new Adobe CS5 Production Suite. FlavioMac directed this spot that shows off a number of production methods that artists might use with the new suite.
Agency: Goodby, Silverstein & Partners
Producer: Yogi Graham
Creative Director: Keith Anderson
Art Director: Alex Lyman
Writers: Tom Carter and Steve Payonzeck
Production: Seagulls Fly
Writers:
Anderson Gaveta
FlavioMac
Igor Maia
Luciana Jordão
Paulo Visgueiro
Director: FlavioMac
Producers: Luciana Jordão and Rafael Elia
Art Director: FlavioMac and Paulo Visgueiro
Concept Artists:
Flavio Hoffe
Paulo Visgueiro
Renan Lima
3D Artists:
Alan Camilo
Fabricio Moraes
Felipe Lobo
Felipe Luis
FlavioMac
Fernando Reule
Gabriel D'Orazio
Gustavo Schinner
Raoni Nery
Post-Production
FlavioMac
Fernando Reule
Music: Human
Sound Design: Henry Boy
Related links:
http://www.seagullsfly.com/
http://www.adobe.com/products/creativesuite/production/

This week, The Gnomon Workshop expands its training for the Unreal® Development Kit to include a comprehensive tutorial on Materials. Waylon Brinck delivers an excellent lecture that explains the tools and processes for creating Materials, while covering advanced features along the way. Topics include: basic material setup, tuning controls, organization, emissive materials, working with channels, material instances, vectors, performance and optimization, and much more. As noted with the release of the Intro to the Unreal® Development Kit Editor DVD, Waylon’s extensive experience teaching Unreal at the Gnomon School of Visual Effects and at various workshops, is reflected in his thorough and methodical breakdown. Visit the website for more details and to purchase this tutorial on DVD, as a digital download, or access the tutorials immediately by joining Gnomon's online subscription.
"One of the most unique and talented individuals in the games industry; Waylon embodies talent that crosses a very rare gap of art and engineer. His methodical approach to problem solving has made him a valuable sounding board to everyone on our team. He has grown a lot in his time at EA, from Background Artist to CG Supervisor – the rapid progression illustrates that he is not only a valid member of the team, but also a mentor, an example of quality, a partner, a leader, and someone who our team cannot do without."
Lance Powell
Art Director, Medal of Honor
DVD Description:
In this video, Waylon Brinck teaches the fundamentals of creating materials in the Unreal Development Kit. Waylon begins by showing examples of what’s possible to create in Unreal, then dives directly into the basic features of the editor. With an eye on developing a deep fundamental understanding of the tools, Waylon covers a variety of progressively more advanced features, with plenty of examples along the way. You’ll also receive a brief introduction to more advanced features like vector math and reflections, as well as performance optimization. Whether you’re new to material creation in general, or just new to Unreal, this video contains everything you need to get up to speed quickly.
Instructor Bio:
Waylon Brinck has been designing and creating video games since he was a young child. He began his professional career in 1998 when he co-founded Guild Software, an indie game development house, in his hometown of Milwaukee, Wisconsin. In the intervening years he’s racked up game dev experience in multiple disciplines including art, design and engineering. He is currently a CG Supervisor at EA Los Angeles on the Medal of Honor franchise, and he teaches game development classes at the Gnomon School of Visual Effects. Most recently Waylon shipped Medal of Honor: Airborne, one of the first titles released on the Unreal® Engine 3.
thegnomonworkshop.com

The Previsualization Society announced a special one-day Previs conference in Los Angeles. This event will include an open round table discussion forum with industry luminaries from all aspects of production to discuss the benefits of the previs process.
View samplings from multiple previs projects within the film industry by major previs production houses around the globe.
After the event there will be a reception at the Sofitel Hotel.
Register here.
Related links:
previssociety.com

Blender.org announced Blender Conference 2010, 29-30-31 october in Amsterdam
"
The 9th annual Blender Conference will be again in Amsterdam, and again we have (tentatively) hold of the former 19th century court building "De Balie". This grand cafe / theatre / cinema is right in the center of Amsterdam, on the Leidseplein, the heart of Amsterdam's music, theatre and clubbing nightlife.
In De Balie we will get a cinema/theatre with 160 seats, the smaller "Salon" with 80 seats, and we'll rent a third room with 60 seats, and sufficient informal space to meet, relax and lunch in our own grand cafe. The entire venue has free Wifi.
De Balie offers great multi-camera streaming services, and stores most talks on their servers for later viewing.
New in Blender Conference 2010

For the 2010 edition, based on visitor feedback, we will try a couple of new things:
1) More developers should visit the Conference: each person with svn write access to the official release can get free Conference tickets! If you successfully had 2 or more patches applied, you can get a free ticket too.
2) A room for meetings on special or regional topics. For example, for Spanish or German user groups, or for Film / Compositing enthusiasts, or for a Physics developer sprint. The conference venue has a third permanent room (cinema setup) for us, this will get a three-day schedule, open for anyone to arrange sessions (no extra fee required).
3) Market place: we will reserve a couple of tables, each with a Linux workstation and 26 inch display, for companies or studios or publishers or whomever to present their work or business. Such tables will be available for an additional fee of 250 euro per day, workstation+screen for 100 per day. The market will be saturday and sunday.
4) Sponsors: a growing conference makes it more expensive, and harder to use volunteers as well. Last year's conference costed about 26,000 euro, of which only 12,000 was covered by conference ticket sales. Blender Foundation can keep sponsoring the conference with 10k per year, but another sponsor would be welcome!
Call for papers
We invite Blender developers, artists, educators, professionals, scientists, to present work they've completed with Blender, to show great new ideas for Blender or propose to do round-table discussions, workshops, demos or courses. You can send proposals to email address foundation at blender.org until august 15th 2010.
Google map to De Balie
The conference venue is 20-25 minutes walk from the central railway station. Alternatively you can take Tram lines 1 2 or 5 too (exit Leidseplein).
Suzanne Award / Animation Festival
"De Balie" has a real cinema with excellent projection facilities. We seek submissions this year to assemble a great 90 minute Short Film festival, which will run friday evening. The quality of submissions in 2009 was that high, that the venue considers to add the festival screening in their program, for three days and with 5 screenings.
Submission deadlines and details will be announced later.
Parallel sessions/conferences
In past years we've had parallel sessions organized by Blender community members in many cities world wide. If you like to organize a day (or two), contact foundation at blender org!
Contact ton at blender.org for further inquiries!
"Related links:
blender.org

mental mill SE is a complete visual development environment that allows users to quickly assemble complex shader graphs from the provided library of shaders and tweak the parameters, and includes powerful debugging capabilities and shader authoring features for the MetaSL™ shading language. While shaders can be read natively in Autodesk® 3ds Max® and Autodesk® 3ds Max® Design 2010 & 2011, and mental ray® 3.8, mental mill also provides exporters to targeted DCC and CAD software including Autodesk® 3ds Max®, Autodesk® Maya® and Autodesk® Softimage®, Dassault Systémes CATIA®, and customizable back-end plug-ins for HLSL, GLSL, and CgFX.
What is new in version 1.1?
MetaSL 1.1 support
Among the host of updates in the 1.1 release is support for new features introduced by the MetaSL 1.1 shading language, including the Material Definition. A new concept to help you create optimized material shaders, the Material Definition bundles the most fundamental shading characteristics of a shader in one single node. A Material Definition has predefined material components to which the user can link a shader node or an entire shader graph. These material components represent a certain aspect of a material, such as the surface shader or a surface BSDF. Organizing the shader in smaller sub-graphs optimizes the material definition for export to different target rendering platforms.
Graph View workflow
The Graph View workflow is significantly improved by a wide variety of enhancements including parameter grouping, intuitive node sizing, re-ordering of Phenomenon parameters, reduction of wire clutter, parameter selection, highlighting of compatible attachments and instant parameter renaming.
Parameter Editor
The parameter editor is upgraded by the addition of three-state edit controls, the ability to easily edit structure and array items, and the ability to group parameters.
Toolbox and Shader Manager
Recognizing that the toolbox is a critical component in the mental mill workflow, a number of important improvements have been introduced, including a new set of filters for hiding default shader classes, built-in shaders, and Phenomena and shaders that can be stored outside of the default path. In addition, it is now possible to work with search results only.
A new Shader Manager tool has been introduced. The shader manager provides users with the ability to search the Toolbox for shaders or locate shader files in which the shaders are defined. The shader manager facilitates managing the shader Toolbox as users can drag and drop search results onto the graph view or into other toolbox folders.
Predefined Shaders and Phenomena
mental mill SE 1.1 Beta comes with an extended set of shaders and example Phenomena, including examples of the new Material Definition.
Participate in the Standard Edition 1.1 Beta program
mental mill SE 1.1 Beta is free. The public beta program features a publicly accessible forum for beta user support and feedback to mental images. To participate and gain access to Beta builds please register in the mental mill Forum and download mental mill Standard Edition 1.1 Beta.
More information and Download !Related links:
mentalimages.com

Arion is the new software developed by RandomControl company - mostly known for their other product - fryrender. Arion is able to use all the GPUs and CPUs in your system at the same time, as well as on other machines among the LAN network. This concept makes Arion the first hybrid-accelerated unbiased rendering engine.
Jakub Dabrowsk wrote down an article Preview the version Arion ver 1.0.01
CHECK IT HERE!
Related links:
evermotion.org

April 15, 2010. Beaverton, Oregon: e-on software, maker of the leading solutions for Digital Nature, pre-released today Vue 8.5 xStream and Infinite, its professional solutions for the creation, animation and rendering of natural 3D environments.
New features of Vue 8.5
Vue xStream and Vue Infinite are the company’s flagship solutions for the creation of natural 3D environments. While Vue Infinite is a standalone application, Vue xStream operates seamlessly inside 3ds Max, Maya, Softimage, LightWave and Cinema4D. Specifically designed for graphics professionals, these products combine a multitude of cutting edge features that easily integrate into existing production pipelines.
Release 8.5 of Vue adds a number of breakthrough features:
- Global Gamma Control: the ability to fully control the gamma in Vue ensures perfect coherence all along the user’s pipeline and will result in much higher fidelity of color and light in the final images. Users can fully control input and output gammas as well as the gamma used for displaying textures and colors inside the application.
- Interactive Cloud Control: cloud layers can be manipulated, rotated or resized interactively using the standard manipulation gizmos. They can also be animated using standard animation tools.
- Animated Planetary Cloud Density Maps: users can define animated maps to control the density of cloud layers on a planetary scale (e.g. to create animated hurricane shots).
- Diagnosis Render Passes: users can easily detect rendering bottlenecks and optimize render times by using the diagnosis render passes. For each pixel in the image Vue can indicate total render time of the pixel, number of anti-aliasing rays, number of texture anti-aliasing samples, total number of sub-rays in the pixel, total number of shadow rays, max recursion depth reached by a sub-ray, and number of final gather samples for that pixel.
- Unlimited Material Painting: the material painting tool allows painting distribution maps with any arbitrary number of materials. These painted materials can also be used as paint masks to constrain painting of other materials inside existing distribution maps.
- Zone Extraction: specific areas of a procedural terrain can be extracted by simply selecting a zone and converting it to a separate procedural terrain. This is ideal to create customized textures on specific areas for instance.
- New Terrain Sculpting Tools: Vue 8.5 introduces 4 powerful new sculpting brushes: Pinch, Flatten, Plateau and UniSlope. Also new in Vue 8.5 is the ability to use a bitmap for reference when sculpting in the terrain editor.
- Advanced EcoSystem Control: with Vue 8.5, artists can easily control the influence of the color variations on EcoSystem populations, drag multiple objects or plants from a browser into the EcoSystem population list, EcoSystem painting can be constrained using the underlying EcoSystem material rules (for instance, using influence of slope and altitude or the coloring rules) and more...
- Improved OpenGL Engine and Viewport Display: auto-exposure is now reflected in OpenGL views, terrain maps can be viewed directly in the terrain editor, the display quality of EcoSystem instances can be changed on individual population elements, OpenGL preview displays normal mapped surfaces, the EcoPainter brush size is now displayed in xStream for 3ds Max and C4D.
- Other improvements: the Z-Depth buffer can now be (optionally) anti-aliased, preview a Dynamic EcoSystem anytime by clicking the Preview button in the EcoSystem material, the user may define his own shortcuts in editors (panning, rotating, etc – for instance to match settings of other applications) together with many other improvements.
Vue 8.5 Available as Pre-release
Vue 8.5 is available free of charge for all users under maintenance. Users of Vue 8 who are not under maintenance and wish to advance to Vue 8.5 should purchase maintenance today (they will receive Vue 8.5 and the Vue 9 upgrade free of charge).
If they wish, users under maintenance can immediately download a pre-release version of Vue 8.5. Users of Vue 8 who subscribe to a maintenance plan today will also be granted access to this pre-release version.
Vue 8.5 xStream and Vue 8.5 Infinite are expected to ship during Q2 2010. Customers who purchased Vue 8 xStream or Infinite within 30 days of the release of Vue 8.5 will receive Vue 8.5 at no cost as part of the Free 30 Day Maintenance included with all new purchases.
More information on e-on software’s maintenance plans can be found at:
www.e-onsoftware.com/maintenance
Standard Retail Price:
Vue 8.5 xStream will retail for $1,790 with one year maintenance ($1495 without maintenance). A one year standard maintenance plan for xStream costs $395.
Vue 8.5 Infinite will retail for $1,090 with one year maintenance ($895 without maintenance). A one year standard maintenance plan for Infinite costs $295.
Upgrades from Vue 7.x xStream to Vue 8.5 xStream will be available for $595. Upgrades from Vue 7.x Infinite to Vue 8.5 Infinite will be available for $395.
Annual subscriptions for Educational licenses of Vue xStream and Infinite are available respectively for $149/year/seat and $99/year/seat. Upgrades to Vue 8.5 are free for owners of active educational licenses of Vue 8.
Site licensing discounts are available, contact e-on software for further details and pricing information.
Availability:
Vue 8.5 xStream and Vue 8.5 Infinite will be available in English for Windows XP, Windows Vista and Windows 7, for both 32 and 64 bit, and on Mac OSX 10.5+ as a 32 bit application - Mac Intel only (a beta version of Vue 8.4 and 8.5 for Cocoa 64 bit will be released during Q2 2010).
Vue 8.5 xStream is compatible with the following renderers: Mental Ray for 3ds Max, Maya and Softimage (integrated and MR satellites), V-Ray for 3ds Max and Maya, Maya Software, as well as the native Cinema 4D and LightWave renderers. Other renderers are under consideration. Vue 8.5 xStream adds compatibility with 3ds Max 2011, Maya 2011 and Softimage 2011.
Related links:
e-onsoftware.com

Created for the London Sci-Fi Film Festival / Life in 2050 Exhibition / Curated by Stuart Tolley of Transmission.
Life in 2050 Ident from FutureDeluxe on Vimeo.
Related links:
Created by FutureDeluxe / http://futuredeluxe.co.uk/
Programming - Matt Pearson / http://zenbullets.com/
Audio - Harmonic 313 / Quadrant 3
Courtesy of Warp Records / http://warp.net/
http://www.life-in-2050.com/

London-based production company Not To Scale and director Ubik mustered their talents for agency BMB and discount hotel booking service LateRooms.com in “Bubbles.” The :30 advert presents the world’s vacation destinations as microcosmic scenes contained in bubbles that drift lazily through a sun-drenched kitchen.
The soft lighting, stylized modeling and texturing of the CG elements and cheery soundtrack all combine for a subtly nostalgic effect, channeling just the right mixture of whimsy and wonder.
To know more about behind the scenes Check it out here.
Related links:
http://laterooms.com/
http://nottoscale.tv/
http://motionographer.com/
http://www.ubik.tv/

This 3dsmax script allows you to create 3D renderings
• Supports ColorCode 3-D (Amber/Blue), Red/Cyan, Green/Magenta, and Stereo Pair
• Animated Output (Image sequence)
• See "Info" for general instruction
• Download & unzip to MAXROOT\ui\macroscripts\
• In Max: Customize > Customize UI > Toolbars (under "R e n d e r 3 D" category) > drag to a toolbar to create a button
• Pick Target Camera, adjust settings, choose output location and settings; render
• The result is a composited stereoscopic image using the chosen anaglyph
• You may want to invest in some 3D glasses 
TO DO List:
• Add support for Vray cameras
• Add more Output Format options
Related links:
thedour.net
Check out this nice commercial and get inspired,The original idea was to recreate a stylized Liverpool, London and New York.
Characters design and animation by Rob Valley.
The commercial was directed by Pete Candeland.
for ful credir check out: passion-pictures.com
Related links:
http://www.passion-pictures.com/

In this Tutorial Fietter Chalim will describe the creation of his 1st place winning ‘Winter Interior’ scene, created for the IDVN Design Visualization Render Challenge 2009
READ TUTORIAL !
Related links:
ronenbekerman.com

Submission Deadline: May 14, 2010
Classes Selected and Speakers Notified: June 17, 2010
Autodesk University (AU) is the premier annual event for Autodesk users from around the world, offering outstanding training classes and exhibits, and networking opportunities—onsite and virtually—that help design professionals advance their careers and gain a competitive advantage
Attendees look to Autodesk University for Autodesk and partner solutions that can help their organizations achieve success in today's fast-changing industries. Each year, AU offers an excellent curriculum presented by outstanding speakers who are leaders in their industries.
The Autodesk University 2010 User Conference and Exhibition will be held at one of the world's finest meeting and convention facilities.
Date: November 30-December 2, 2010
Location: The Mandalay Bay Hotel, Las Vegas, NV
At the same time, customers from around the world will have the opportunity to attend Autodesk University Virtual 2010. AU Virtual classes will be recorded in Las Vegas at the AU 2010 conference and broadcast via the Internet to technical professionals worldwide from the AU 2010 conference in Las Vegas. Many of those classes will be offered exclusively on AU Virtual. This year, virtual classes will be presented in Spanish, Portuguese, German, and English.
To be considered as an AU 2010 speaker, AU invites you to submit a proposal online. They welcome multiple submissions from experienced presenters. To help you prepare your proposal, use this convenient AU 2010 Proposal Checklist.
Speakers will be notified by June 17 about their class status.
Jon Landau's excellent presentation on Avatar and MotionBuilder from Autodesk University
SUBMIT HERE!
Related links:
autodeskevents.com

CS5.org listed the videos feature of CS5 Products
TERRY WHITE’S TOP 5 ADOBE PHOTOSHOP CS5 FEATURES
Join Worldwide Design Evangelist Terry White as he runs through his 5 favorite Adobe Photoshop CS5 features. Included are new enhanced selection abilities and noise reduction tools.
.
TOP 5 ADOBE ILLUSTRATOR CS5 FEATURES
Join Worldwide Design Evangelist Terry White as he runs through his 5 favorite Adobe Illustrator CS5 features. Included are Perspective Drawing, The Width Tool, The Shape Builder Tool and more!
.
TOP 5 ADOBE DREAMWEAVER CS5 AND ADOBE FLASH CS5 FEATURES
Join Worldwide Design Evangelist Terry White as he runs through his 5 favorite Adobe Dreamweaver CS5 and Flash CS5 features. Included are new Live View Features and BrowserLab.
.
TOP 5 ADOBE INDESIGN CS5 FEATURES
Join Worldwide Design Evangelist Terry White as he runs through his 5 favorite Adobe InDesign CS5 features. Included are Multiple Page Sizes, Spanning, Splitting and the Gap Tool.
Videos of all products on Adobe TV
Related links:
cs5.org

Adobe’s new release of Photoshop has improved content awareness.
Here are some feature videos
Adobe Photoshop CS5 Extended – Complex selections made easy
Adobe Photoshop CS5 – Content-Aware Fill
Adobe Photoshop CS5 Content-Aware Fill Sneak Peek
Adobe Photoshop CS5 – Superior HDR imaging
Adobe Photoshop CS5 – Extraordinary painting effects
Adobe Photoshop CS5 – Puppet Warp
Adobe Photoshop CS5 Extended – Enhanced 3D realism and rich materials
Adobe Photoshop CS5 Extended – 3D extrusions with Adobe Repoussé
Related links:
cgchannel.com

Today NVIDIA announced the immediate availability of OpenGL 4 drivers for Linux as well as OpenGL 4 WHQL-certified drivers for Windows. Additionally, support for eight new extensions is provided:
- ARB_texture_compression_bptc – provides additional texture compression functionality specific to the BPTC and BPTC_FLOAT compressed texture formats (called BC7 and BC6H respectively in DirectX 11)
- EXT_shader_image_load_store - provides GLSL built-in functions allowing shaders to load from, store to, and perform atomic read-modify-write operations to a texture object.
- EXT_vertex_attrib_64bit - provides OpenGL shading language support for vertex shader inputs with 64-bit floating-point components and OpenGL API support for specifying the value of those inputs.
- NV_vertex_attrib_integer_64bit - provides support for specifying vertex attributes with 64-bit integer components, analogous to the 64-bit floating point support added in EXT_vertex_attrib_64bit.
- NV_gpu_program5 - documents the common instruction set and basic functionality provided by NVIDIA's 5th generation of assembly instruction sets supporting programmable graphics pipeline stages.
- NV_tesssellation_program5 - provides assembly programmable shaders for performing tessellation.
- NV_gpu_shader5 - provides a superset of the features provided in ARB_gpu_shader5. This includes support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, and more. Additionally, it allows patches (created in the tessellation stage) to be passed on to the geometry shader, used as input to transform feedback, and even passed to fixed-function rasterization.
- NV_shader_buffer_store – lifts the restriction from the Bindless Graphics extension NV_shader_buffer_load that disallows writes to buffer objects. The shading language is extended to allow shaders to write through (GPU address) pointers. Additionally, the extension provides built-in functions to perform atomic memory transactions to buffer object memory.
The drivers and extension documentation can be downloaded from http://developer.nvidia.com/object/opengl_driver.html
Related links:
developer.nvidia.com

In this article, CreativeCOW leader Brendan Coots takes a look at Imagineer's Mocha Version 2, a standalone 2D tracking and rotoscoping tool. Read on to see what impressions Brendan's experience with this powerful and innovative tool yielded.
READ HERE
Related links:
library.creativecow.net

LAS VEGAS--(BUSINESS WIRE)--At NAB 2010 — Autodesk, Inc. (NASDAQ: ADSK) announced the 2011 releases of its creative finishing products for visual effects, editorial finishing and color grading: Autodesk Flame, Autodesk Flare, Autodesk Flint, Autodesk Smoke and Autodesk Lustre. The 2011 releases offer new creative tools, improved interoperability and introduce an end-to-end stereoscopic 3D (S3D) finishing workflow for TV and film.
Autodesk creative finishing products helped create stunning content for films (“Avatar,” “The Hurt Locker,” “Inglourious Basterds” and “Shutter Island”), popular TV shows (“CSI NY,” “NCIS,” “Mad Men” and “Big Love”) and many commercials (E*Trade Super Bowl campaign, Snickers “Game,” “The Beatles: Rock Band” video game trailer and “American Idol” music videos).
“Film and TV production is a highly competitive, high-stakes game, whether competing for viewers or tackling new technology challenges such as stereoscopic 3D,” said Stig Gruman, Autodesk vice president, digital entertainment. “The 2011 releases of our creative finishing products are designed to help customers stand out from the crowd, helping them create the kind of unique content that turns heads. 3D is core to what we do at Autodesk, so being a leader in end-to-end stereo workflow capabilities is a natural extension for us.”
Demand for S3D in TV and film is on the rise with ESPN, Sky, Discovery and other TV networks launching stereo programming this year, including this year’s Masters Tournament. Seventy percent of the gross for “Avatar” came from S3D screens, and Hollywood is expected to release at least 20 stereoscopic films this year.
Autodesk will showcase the 2011 releases of Autodesk Smoke for Mac OS X, Flame, Flare and Lustre software products at booth SL2020 during the National Association of Broadcasters (NAB) Show in Las Vegas, April 12–15, 2010. Customer presentations and product demonstrations will be streamed live from Autodesk’s booth to Virtual NAB on the AREA -- Autodesk’s digital entertainment community.
Stereoscopic 3D Workflow
The 2011 releases of Flame, Flare, Smoke and Lustre offer stereoscopic 3D finishing capabilities, augmenting the stereo computer graphics (CG) capabilities of Autodesk Maya 2011 software while providing familiar and proven creative workflows for visual effects, editorial finishing and grading. The new stereoscopic capabilities are designed to help implement S3D finishing with minimal disruption to existing creative workflows. Key new features:
- Cross-product support for the Autodesk FBX 2011 software stereoscopic 3D camera rig
- New stereoscopic camera rig and object support in Action, the Flame and Smoke 3D compositing environment
- Concurrent stereoscopic visual effects, editorial finishing and grading workflow
- Stereoscopic monitoring and preview modes in products
Customers Praise Stereoscopic Workflow
“The Flame stereoscopic workflow and toolset are so powerful and intuitive. I finally have all the tools I need to help deliver stereo shots easily.” — Ara Khanikian, Senior Flame Artist, Rodeo FX (Canada)
“Stereoscopic compositing was hard to do, until now.” — Ivar Beer, Head of Digital Production, CinePostproduction (Germany)
“That’s really what’s impressive… it’s like the stereoscopic functions were always there. It’s hard to imagine the release without stereoscopic workflow. I don’t need to learn any new software or techniques or a new language. I already speak the language.” — David Klinkowize, Designer and Editor, Creative Group (United States)
“Having stereoscopic functionality in Flame means that our team of artists do not have to learn a completely new system. That’s a huge bonus for us, both from a workflow point of view and a financial perspective. The 3D functions in Flame work in a very similar and familiar way so setting up complex projects is fairly easy.” — Jonathan Hancock, 2D VFX Manager, BSkyB Creative (United States)
Autodesk Smoke 2011
Launched in December 2009, Autodesk Smoke for Mac OS X is rapidly gaining ground in Mac-based creative workflows by offering, for the first time on that platform, an all-in-one editorial finishing solution. With integrated tools for editorial, conform, color correction, keying, tracking, paint, rotoscoping, compositing and 3D visual effects, Smoke is designed to help reduce the need for editors to work with multiple applications to deliver higher-quality finished content. Smoke is also available as a turnkey solution for the Linux operating system. New Smoke 2011 features:
- New tools for editing, viewing and compositing stereoscopic 3D content
- Drag-and-drop conform of AAF or XML files from Apple Final Cut Pro or Avid Media Composer
- Native in-application support for RED RAW media and H.264 QuickTime
Autodesk Flame 2011
The new 2011 releases of Flame and Flare add new creative tools and help further integrate advanced 3D capabilities at the core of their premier visual effects, design and finishing toolset:
- New GPU-based pixel shader rendering pipeline that helps improve the quality of rendered results and enables support for new texture mapping and lighting effects
- New Substance procedural texture library with at least 100 near photorealistic textures that can be applied to 3D objects, 3D text or surfaces
- Native in-application support for RED RAW media and H.264 QuickTime
- Support for individual rendering layers when soft importing OpenEXR media files
- 3D compositing enhancements — supports multiple outputs in Action: z-depth, normal and matte passes; new support for diffuse, parallax, reflection and specular mapping
Autodesk Lustre 2011
Autodesk Lustre features S3D capabilities that enable advanced creative look development by helping give colorists control over color and lighting effects in both stereoscopic and standard grading workflows.
- New support for grading of OpenEXR media files
- RED workflow enhancements: support for RED Rocket through Mac Wiretap Gateway
- Open management of grading metadata
This year, the original developers of Lustre received a Scientific and Engineering Academy Award for design and development of the Lustre technology. First used on the “Lord of the Rings” trilogy, Lustre helped usher in a new era of digital intermediates for color grading and look development.
Product Availability
Autodesk anticipates that the 2011 releases of Flame, Flare, Flint, Inferno, Lustre, Smoke for Mac OS X and Smoke Advanced will be available later this month. For features and benefits, visit the Flame, Flare, Flint, Inferno, Lustre, Smoke for Mac OS X and Smoke (for Linux) product centers.
Some Feature videos from fxguide.com
New Import/Library Workflow
Smoke on Mac Stereoscopic Editing
Action/Batch Stereoscopic Compositing
Action: Multiple Outputs
Action: Rendering
About Autodesk
Autodesk, Inc., is a world leader in 2D and 3D design, engineering and entertainment software for the manufacturing, building and construction, and media and entertainment markets. Since its introduction of AutoCAD software in 1982, Autodesk continues to develop the broadest portfolio of state-of-the-art software to help customers experience their ideas digitally before they are built. Fortune 100 companies -- as well as the last 15 Academy Award winners for Best Visual Effects -- use Autodesk software tools to design, visualize and simulate their ideas to save time and money, enhance quality and foster innovation for competitive advantage. For additional information about Autodesk, visit www.autodesk.com.
Related links:
fxguide.com
news.autodesk.com

lynda.com, the award-winning online training provider of computer skills education for consumers, businesses and schools, announces the release of 12 courses covering the products in the Adobe Creative Suite released.
Course topics include
Adobe Photoshop CS5,
Adobe Dreamweaver CS5,
Adobe Flash CS5,
Adobe Illustrator CS5,
Adobe InDesign CS5,
Adobe After Effects CS5,
Adobe Premiere Pro CS5,
Adobe Flash Catalyst CS5,
Adobe Fireworks CS5,
Adobe Encore CS5,
and Asobe Bridge CS5 tutorials.
10 percent of the tutorials in each of these courses are free to non-members.
lynda.com now has over 24 hours of Adobe CS5 training available, with more being released in the coming weeks. The CS5 courses augment the already over 340 Adobe Creative Suite courses in the lynda.com Online Training Library®, from early CS versions, CS2, CS3, and CS4 titles. On April 30, lynda.com will be releasing over 75 hours of additional CS5 training.
“We have worked tirelessly to complete this training in tandem with Adobe’s release dates,” said Lynda Weinman, co-founder of lynda.com. “Our goal is to help Adobe CS5 users to get up to speed on all the applications in this collection of top Adobe products, and to help others with making upgrading decisions. Our course selection underscores our commitment to providing high-quality video training content for a wide range of Creative Suite users, no matter what version, including those wanting to learn on the go with our free iPhone App.”
“Adobe Creative Suite 5 brings an impressive array of features to the table designed to help creative minds and business professionals bring their ideas to life,” said Lea Hickman, senior director, design and web segment at Adobe. “lynda.com online training shows our customers just how many new elements are available in CS5 that covers 64-bit performance, integration with Adobe Flash Catalyst, importing RED r3d Files, and the Mercury Playback Engine.”
lynda.com New Features titles explore the latest basic to advanced tools and techniques within the CS5 version of each Adobe Creative Suite product. Topics include exploring the interface and tools, explaining each key feature, and describing the software’s capabilities and significant improvements over previous versions. Adobe CS5 Essential Training titles delve deeper into these features using example projects to demonstrate techniques, improve workflow, and much more.
To view the free segments of all the Adobe Creative Suite training tutorials, please visit lynda.com Adobe CS5 Tutorials and Training.
| Level | Duration | ||
| Adobe After Effects CS5 New Creative Techniques | | 2 hrs 37 min | |
| Topics include: - Reviewing After Effects’ 64-bit system requirements | Watch Trailer | ||
| Adobe After Effects CS5 New Features | ![]() | 1 hrs 21 min | |
| Topics include: - Comparing Adobe After Effects CS4 and CS5 | Watch Trailer | ||
| Adobe Dreamweaver CS5 New Features | ![]() | 1 hrs 33 min | |
| Topics include: - Comparing Adobe Dreamweaver CS4 and CS5 | Watch Trailer | ||
| Adobe Encore CS5 New Features | ![]() | 44 min | |
| Topics include: - Building multipage Blu-ray disc menus | Watch Trailer | ||
| Adobe Fireworks CS5 New Features | ![]() | 30 min | |
| Topics include: - Using document templates | Watch Trailer | ||
| Adobe Flash Catalyst CS5 Essential Training | ![]() | 4 hrs 36 min | |
| Topics include: - Organizing a Flash Catalyst project with layers and pages | Watch Trailer | ||
| Adobe Flash Professional CS5 New Features | ![]() | 58 min | |
| Topics include: - Comparing Flash CS4 and Flash CS5 | Watch Trailer | ||
| Adobe Illustrator CS5 New Features | ![]() | 1 hrs 54 min | |
| Topics include: - Creating complex art from basic shapes with the Shape Builder tool | Watch Trailer | ||
| Adobe InDesign CS5 New Features | | 2 hrs 45 min | |
| Topics include: - Adding spanning heads over columns and splitting columns | Watch Trailer | ||
| Adobe Photoshop and Bridge CS5 for Photographers New Features | ![]() | 2 hrs 47 min | |
| Topics include: - Browsing and opening files from Mini Bridge | Watch Trailer | ||
| Adobe Photoshop CS5 New Features | ![]() | 2 hrs 47 min | |
| Topics include: - Performing Content-Aware Fill and spot healing | Watch Trailer | ||
| Adobe Premiere Pro CS5 New Features | ![]() | 1 hrs 30 min | |
| Topics include: - Importing assets from DVDs | Watch Trailer |
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