New features in The Foundry’s compositing software include: [more...]
The new 3DS Max PM has launched a blog on Autodesk’s Area that will be used by the 3DS Max development team to post news and communicate with users. More on the Max Makers’ blog.
The new version of Kinect for Windows will offer an expanded field of view, an infrared camera that enables it to see and track movements in the dark, the ability to track even the slightest gestures (a simple squeeze of your hand will result in precise control over an application) and voice technology that lets the sensor know who to listen to, even in a crowded space. Dutch artist Jasper Brekelmans has published a video showing a preview of some of the upcoming features. Watch it on YouTube.
Tandent Vision Science has posted a number of videos demoing the features of its application for separating textures and lighting components from images. Watch the videos on Vimeo.
The Moving Picture Company has posted online its latest VFX film reel. Watch it on Vimeo.
Allegorithmic announced the development of a new 2D and 3D painting application that includes physics-driven particle brushes for simulating natural wear and tear effects, multi-channel brushes, etc. Watch a video and find out more on Allegorithmic.
A detailed tutorial on using V-Ray’s VRayDistanceTex to make render-time booleans. The tutorial explains how to setup the 3D file using Maya, but mentions the same process is used for 3DS Max. Watch it on The Render Blog.
The latest version of Next Limit’s renderer brings over 30 new features, enhancements and optimizations. New features include: [more...]
3d-io has released Spotmask, a plugin that offers additional precision render elements for Mental Ray that allow to make flexible adjustments in post. The world position pass enables artists to better select and retouch any region of the image or animation after it has been rendered. Unlike Z-depth, the world position data saves location data independently of the camera view: even if the camera moves or the object is out of camera view it still remains masked.
The UVW-Pass allows to alter each texture of your image or animation after it has been rendered. The advanced velocity pass repairs the default Mental Ray malfunctioning G-Buffer and Velocity render element. A normal pass is also available that stores the directions in which all surfaces are facing (in world space, object space and camera space) allowing for accurate real-time relighting in post. [more...]