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Massive releases AI-controlled crowd simulator for 3ds Max

Massive releases AI-controlled crowd simulator for 3ds Max

Each character in a crowd scene is an autonomous agent. Massive, the specialist in crowd simulation software, today announces a version of its Academy Award-winning crowd simulation software for Autodesk 3ds Max. Massive is the only crowd simulation software that uses artificial intelligence (AI) to control characters. Each character—and there can be thousands—is an autonomous […]

By July 26, 2016 Read More →
The Foundry ports Katana to Windows

The Foundry ports Katana to Windows

The popular look-and-lighting tool also adds new support for Renderman, V-Ray, Arnold, and 3Delight.   The Foundry’s popular professional look development and lighting tool Katana is now available on Windows. Until now only available on Linux RHEL Centos 6, Katana 2.5 will also support 64-bit Windows 7. Katana is used in VFX, broadcast, and animation as […]

By July 20, 2016 Read More →
Headliners set for 43rd Siggraph Annual Computer Animation Festival

Headliners set for 43rd Siggraph Annual Computer Animation Festival

Always a highlight of Siggraph, the festival is an official entry way for Academy Award nomination. The 43rd Siggraph Computer Animation Festival has announced award winners for 2016. As always, the festival was adjudicated by professionals and experts from varying fields of computer graphics, animation, gaming, advertising, and education. The competition is recognized by Academy […]

By July 18, 2016 Read More →
Redshift render engine update links with 3ds Max

Redshift render engine update links with 3ds Max

GPU-based biased rendering is catching on as a more efficient path to an acceptable result. GPU-based render Redshift is out with an update that integrates with Autodesk 3ds Max, the popular 3D design and visualization software. Other features in Redshift 2.0 include realistic volumetrics, enhanced subsurface scattering and new materials. Existing named Redshift customers include […]

By July 13, 2016 Read More →
The Foundry moves new Cara VR out of beta

The Foundry moves new Cara VR out of beta

Nuke users can now do all their virtual reality post-production work in one place. The Foundry has moved its new toolset for virtual reality from beta to the marketplace. Cara VR is a plug-in to Nuke, The Foundry’s popular post-production visual software. Cara VR adds a new set of tools to Nuke’s existing native support […]

By July 7, 2016 Read More →
VRX: The rise of a new content form

VRX: The rise of a new content form

It isn’t film, it isn’t TV. What do we call new content made specifically for virtual reality?  Attached is a short video interview of Jim Chabin, AMD’s point man in support of virtual reality. He recommends the special content now being created for VR—including the Emmy-winning Sleepy Hollow Virtual Reality Experience—deserves its own name as […]

By June 29, 2016 Read More →
Modo gets procedural with 10.01

Modo gets procedural with 10.01

The first point update adds procedural modeling to the renown direct modeling engine. Modo 10 was released in March as three upgrades, all of which will become available to purchasers when they buy Modo 10. Modo 10.0 offers enhanced workflows for creating real-time immersive content including games and virtual reality. Support for Unity and Unreal […]

By June 24, 2016 Read More →
Blockbuster films and theme parks secrets on the agenda for Siggraph Production Sessions

Blockbuster films and theme parks secrets on the agenda for Siggraph Production Sessions

Discover the CG behind Deadpool’s skills and take a tour into the world of Star Wars. Major film and game productions of the past year including Deadpool, Zootopia, Star Wars: The Force Awakens,Captain America: Civil War, and more will be featured in “Render the Possibilities,” the 2016 installment of the popular Siggraph Production Sessions. Siggraph […]

By June 21, 2016 Read More →
Working with visual effects in real time to create Disney’s The Jungle Book

Working with visual effects in real time to create Disney’s The Jungle Book

The director and crew used Animatrik performance capture technology to see both the real and the virtual during filming.   Jon Favreau’s The Jungle Book is a modern-day reimagining of the 1967 animated Disney classic. All the familiar characters are brought to life on screen, including the young man-cub Mowgli, the wolves who raise him, […]

By June 20, 2016 Read More →
Allegorithmic updates Substance Painter

Allegorithmic updates Substance Painter

3D texturing tool now compatible with Linux; UDIM workflow management for high-res assets. Allegorithmic has updated its 3D texturing software Substance Painter with support for Linux, 8K map exports, and more. Substance Painter is a 3D painting application for direct application of physically based rendering (PBR) materials directly onto a 3D model. It allows the […]

By June 8, 2016 Read More →