Monday, December 20, 2010

NUKE 6.2 & NUKEX 6.2 Released

The Foundry is delighted to release NUKE 6.2 and NUKEX 6.2.

Now shipping, this major release encompasses artist feedback to deliver continued refinements to core operations and the latest technology to emerge from The Foundry's highly regarded in-house research team.

Check out the information below to find out more.

This update is free to anyone with valid maintenance. If your maintenance has expired, please contact brad@motionmedia.com

NEW IN NUKE 6.2

NUKE 6.2 gets the eagerly anticipated timeline Dope Sheet, making light work of manipulating animation key frames and interactively positioning and trimming read clips. It also brings significant improvement to rendering performance, flip book playback and 2D tracker interaction, along with enhancements to the expression editor and file browser - all core improvements contributing to improved productivity and workflow.

NEW IN NUKEX 6.2

NUKEX 6.2 adds new image-based modeling tools allowing any artist to easily combine a tracked 3D camera with a selection of 2D image features, automatically creating simple scene geometry. When added to new dense point cloud generation and automatic calibration of projection cameras from 2D images and geometry, NUKEX 6.2 provides new ways to reference and re-apply composited elements more efficiently and realistically into live action scenes.

For those working with CGI rendered elements, NUKEX 6.2 brings Pixar RenderMan Pro Server support to the 3D compositing environment. As an alterative to the in-built scanline renderer, integration with RenderMan aligns NUKE-rendered scenes with the rest of the 3D pipeline, seamlessly matching motion blur and depth of field, whilst providing the compositor with more flexible control of new rendering capabilities such as ray-traced shadows and reflections.

Click Here for More Info or to Purchase

Friday, December 3, 2010

A STORM is coming. Are you ready?

The STORM open beta is now live. FREE to use until the 1st March 2011. Download your copy now!

WHAT IS STORM?

If you work on or near set with RED footage you should take a closer look at STORM.

STORM assists RED Digital Camera workflows. It's quick and easy to navigate allowing producers, directors and editors to view takes in high resolution without interruption or delay.

Anyone who has done basic colour correction and editing will feel comfortable sitting at STORM and cutting together a basic edit or exploring a look interactively with the cinematographer. STORM supports the digital technician, providing simple and intuitive metadata tagging and timeline re-conform speeding up exchange with editorial and post production.


GIVE IT A GO

Why not try it out for yourself by downloading our OPEN BETA which is FREE to use until the 1st March 2011? Just visit our STORM pages where you'll find lots more information about STORM and links to some introductory videos by Nick Shaw from Antler Post.


WHY HAVE AN OPEN BETA?

We really wanted to make our beta publically available to get feedback from as wide an audience as possible. We want to know how STORM fares in different production environments, and to hear your views. So, try it, break it, tell us what's missing and help us build a great product.

NB: This is a beta release and, therefore, not perfect. We urge all our users to be cautious and not to rely upon it during production.


QUESTIONS AND FEEDBACK

We want to hear from you and have a STORM forum on REDUSER.net for this very purpose. Our team will be monitoring and happy to help you out with questions or take your feedback and suggestions.


 

Ted Schilowitz, Leader of the Rebellion at RED, comments:
“Having seen STORM in detail, I’d describe it as REDCine-X on steroids. Well worth the time to investigate it's capabilities if you are involved in post production, working with RED footage. The Foundry have looked at RED workflow in great detail and taken logical integration with RED to a very evolved state. We’re very excited that those shooting and posting RED all over the world will soon have access to this software.”

Ted on The Foundry booth at IBC talking about STORM

Ted on The Foundry booth at IBC talking about STORM

Paul Clements, Digital Imaging Technician on 'Pulp', describes the first use of STORM on a feature length movie:
"The Foundry's STORM is bridging the digital divide and bringing camera and post production closer together. Like many others I have very high hopes for its future and genuinely believe it will become the go to application wherever digital footage is being captured." More...

Using STORM on Pulp

Using STORM on Pulp

 

Colin Hubick, Partner, Minds Eye Entertainment:
"STORM lives up to the reputation The Foundry has established by producing high quality, uncompromising software solutions for the visual effects, and post production community...Even in the current alpha status, the power of this application from Laptop to Desktop is very evident." More...

Thursday, December 2, 2010

Easily Transfer MARI Texture Files into Softimage

I came across the website of Tim Crowson, who created an interesting piece of Python code that takes a lot of the legwork out of importing MARI texture files into Softimage.

You can find the full information on his website, as well as the downloadable script, but here's an excerpt of what it does:

What is this?
This is a Python script that automates the tedious Render Tree setup in Softimage XSI for texture files exported from Mari.  I co-wrote it with Deus Duke at Magnetic Dreams to give us a back-end solution for using Mari in our pipeline. As such, it is tailored to our workflow, with dependencies that work well in our own pipeline. Nonetheless, it may be of use to other XSI users wishing to add Mari to their process.

Usage:
1. Export your channel(s) from Mari.
2. In XSI,  select the material to which you want to add the textures from Mari.
3. Run the script.
4. When prompted, select a directory: navigate to one or paste it in. Be sure the images are properly named! (see below).
5. Next you’ll be prompted to name the channel. This will be the name of the final compound node you see in your Render Tree. The only caveat here is that you can’t use spaces.
6. That’s it! When it’s done, open up your material’s Render Tree and you’ll see  a new compound node ready for you to plug into your tree.
7. At some point in this process, you’ll need to verify that U and V wrapping are disabled in the texture editor for the polymesh in question.

View the full information on his website here