The role of a VFX Supervisor in filmmaking is multifaceted, encompassing pre-production planning, budgeting, team management, on-set supervision, and post-production oversight. They collaborate with directors to understand the creative vision, plan VFX sequences, and ensure seamless integration of digital elements. Their responsibilities include guiding actors, capturing on-set references, maintaining quality control, and overseeing the final VFX integration during post-production. Effective documentation and reporting throughout the process are crucial for successful project completion.
Full breakdown here: https://squarezeroone.wixsite.com/home/post/the-vital-role-of-the-vfx-supervisor-in-filmmaking
1: Introduction Title: Managing a VFX Facility’s Render Wall
2: Daily Overview Title: Daily Management Routine
3: Resource Allocation Title: Efficient Resource Management
4: Job Prioritization Title: Prioritizing Rendering Tasks
5: Queue Optimization and Reporting Title: Streamlining Render Queues
6: Conclusion Title: Enhancing VFX Workflow
adsknews.autodesk.com/news/acquisition-software-from-tangent-labs
Autodesk is acquiring LoUPE, the powerful cloud-based production pipeline technology for artists and studios, and the team that created it.
Tangent Labs founder Jeff Bell will be joining Autodesk with his development team.
www.alexanderrichtertd.com/post/plex-open-source-pipeline
Environments
– OS: Windows | Linux | Mac
– Software: Maya 2020+ | Houdini 15+ | 3ds Max 2020+ | Nuke 12+ | …
– Renderer: Arnold | RenderMan | Mantra | V-Ray | …
Project Features
– Visual Effects, Animation & Game production management system
– file & folder management (settings | create | save | load | publish)
– flexible, portable, multi functional project environment
– additional libraries (api | img | user | shot)
– workflow tracking & reporting
– user-pipeline integration
– SSTP (simple | smart | transparent | performant)
Pipeline Features
Layered Pipeline
– create a company pipeline
– add a project pipeline
– test and develop in a personal environment
Scripts
– desktop app
– save (+ publish) | load | create | render
– get, set and handle data | img | scripts
– template UI (user, report, help, accept, comment, color code)
– setup menu, shelf, toolbar, …
Workflows and Charts
– naming conventions
– software pipeline
– folder structure (project & pipeline)
Data and Helper
– project (resolution, fps …)
– user (name, task …)
– context (shot, task, comment …)
– environment variables (PROJECT_PATH …)
– additional libraries
Feedback & Debug (+ advanced logging)
– inform user about processes
– debug like a king *bow*
Nira is a collaborative platform capable of rendering massive 3D production assets in real time for interactive, web-based review on any device, including smartphones and tablets.
Nira is the perfect solution for entertainment, product design, engineering, and other industries that require secure presentation, review, and organization of digital assets and designs.
To use Tails, shut down the computer and start on your Tails USB stick instead of starting on Windows, macOS, or Linux.
You can temporarily turn your own computer into a secure machine. You can also stay safe while using the computer of somebody else.
Tails is a 1.2 GB download and takes ½ hour to install. Tails can be installed on any USB stick of 8 GB minimum. Tails works on most computers less than 10 years old. You can start again on the other operating system after you shut down Tails.
https://www.cg-wire.com/en/kitsu
Kitsu is a web application to track the progress of your productions. It improves the communication between all stakeholders of the production. Which leads to better pictures and faster deliveries.
CGWire PRESS RELEASE
“We noticed that a good way to improve the quality of CG movies is to improve the communication inside the studio. That’s why we made a software that is easy to use. All the stakeholders of the production can add and get data efficiently. Everyone is better informed and take better decisions.
The most notable features of Kitsu are:
– The listing of all elements of the production: assets, shots and tasks.
– A powerful commenting system that allows to put notes on tasks while changing status and attaching previews.
– A playlist system to view, compare, annotate and comment shots in a row. It’s super easy for the director to perform his reviews.
– A news feed to know in real-time what is happening during the production.
– Quota tables to evaluate the productiviy of the studio.
Aside of that we added other tools to simplify the daily usage : timesheets, scheduling, production statistics, Slack integration and casting management.
Kitsu Today CGWire is deployed in 25 studios. Most of them are split in different locations. So, our users are spread in more than 15 countries working on production of all kinds: TV series, feature films and short movies (our customers are Cube Creative, TNZPV, Miyu, Akami, Lee Film, etc.). Once shipped, all productions tracked with Kitsu met success by receiving awards or getting millions of views on Youtube or on TV.
Another good thing is that Animation Schools really enjoy our product, 10 of them are using Kitsu to manage their end of studies projects (Les Gobelins, Ecole des Nouvelles Images, LISAA, etc.).
Our goal in 2020 is to make the ingestion process even better with a stronger import system, software integration and production templates. With these features, we want to be the reference software for building animation productions, especially for TV series.”
https://jo.dreggn.org/home/2018_manuka.pdf
http://www.fxguide.com/featured/manuka-weta-digitals-new-renderer/
The Manuka rendering architecture has been designed in the spirit of the classic reyes rendering architecture. In its core, reyes is based on stochastic rasterisation of micropolygons, facilitating depth of field, motion blur, high geometric complexity,and programmable shading.
This is commonly achieved with Monte Carlo path tracing, using a paradigm often called shade-on-hit, in which the renderer alternates tracing rays with running shaders on the various ray hits. The shaders take the role of generating the inputs of the local material structure which is then used bypath sampling logic to evaluate contributions and to inform what further rays to cast through the scene.
Over the years, however, the expectations have risen substantially when it comes to image quality. Computing pictures which are indistinguishable from real footage requires accurate simulation of light transport, which is most often performed using some variant of Monte Carlo path tracing. Unfortunately this paradigm requires random memory accesses to the whole scene and does not lend itself well to a rasterisation approach at all.
Manuka is both a uni-directional and bidirectional path tracer and encompasses multiple importance sampling (MIS). Interestingly, and importantly for production character skin work, it is the first major production renderer to incorporate spectral MIS in the form of a new ‘Hero Spectral Sampling’ technique, which was recently published at Eurographics Symposium on Rendering 2014.
Manuka propose a shade-before-hit paradigm in-stead and minimise I/O strain (and some memory costs) on the system, leveraging locality of reference by running pattern generation shaders before we execute light transport simulation by path sampling, “compressing” any bvh structure as needed, and as such also limiting duplication of source data.
The difference with reyes is that instead of baking colors into the geometry like in Reyes, manuka bakes surface closures. This means that light transport is still calculated with path tracing, but all texture lookups etc. are done up-front and baked into the geometry.
The main drawback with this method is that geometry has to be tessellated to its highest, stable topology before shading can be evaluated properly. As such, the high cost to first pixel. Even a basic 4 vertices square becomes a much more complex model with this approach.
Manuka use the RenderMan Shading Language (rsl) for programmable shading [Pixar Animation Studios 2015], but we do not invoke rsl shaders when intersecting a ray with a surface (often called shade-on-hit). Instead, we pre-tessellate and pre-shade all the input geometry in the front end of the renderer.
This way, we can efficiently order shading computations to sup-port near-optimal texture locality, vectorisation, and parallelism. This system avoids repeated evaluation of shaders at the same surface point, and presents a minimal amount of memory to be accessed during light transport time. An added benefit is that the acceleration structure for ray tracing (abounding volume hierarchy, bvh) is built once on the final tessellated geometry, which allows us to ray trace more efficiently than multi-level bvhs and avoids costly caching of on-demand tessellated micropolygons and the associated scheduling issues.
For the shading reasons above, in terms of AOVs, the studio approach is to succeed at combining complex shading with ray paths in the render rather than pass a multi-pass render to compositing.
For the Spectral Rendering component. The light transport stage is fully spectral, using a continuously sampled wavelength which is traced with each path and used to apply the spectral camera sensitivity of the sensor. This allows for faithfully support any degree of observer metamerism as the camera footage they are intended to match as well as complex materials which require wavelength dependent phenomena such as diffraction, dispersion, interference, iridescence, or chromatic extinction and Rayleigh scattering in participating media.
As opposed to the original reyes paper, we use bilinear interpolation of these bsdf inputs later when evaluating bsdfs per pathv ertex during light transport4. This improves temporal stability of geometry which moves very slowly with respect to the pixel raster
In terms of the pipeline, everything rendered at Weta was already completely interwoven with their deep data pipeline. Manuka very much was written with deep data in mind. Here, Manuka not so much extends the deep capabilities, rather it fully matches the already extremely complex and powerful setup Weta Digital already enjoy with RenderMan. For example, an ape in a scene can be selected, its ID is available and a NUKE artist can then paint in 3D say a hand and part of the way up the neutral posed ape.
We called our system Manuka, as a respectful nod to reyes: we had heard a story froma former ILM employee about how reyes got its name from how fond the early Pixar people were of their lunches at Point Reyes, and decided to name our system after our surrounding natural environment, too. Manuka is a kind of tea tree very common in New Zealand which has very many very small leaves, in analogy to micropolygons ina tree structure for ray tracing. It also happens to be the case that Weta Digital’s main site is on Manuka Street.
The purpose of Open Image Denoise is to provide an open, high-quality, efficient, and easy-to-use denoising library that allows one to significantly reduce rendering times in ray tracing based rendering applications. It filters out the Monte Carlo noise inherent to stochastic ray tracing methods like path tracing, reducing the amount of necessary samples per pixel by even multiple orders of magnitude (depending on the desired closeness to the ground truth).