RANDOM POSTs
-
DMesh++ – An Efficient Differentiable Mesh for Complex Shapes
https://sonsang.github.io/dmesh2-project
An efficient differentiable mesh-based method that can effectively handle complex 2D and 3D shapes. For instance, it can be used for reconstructing complex shapes from point clouds and multi-view images.
-
OpenAI releases o3-mini
https://openai.com/index/openai-o3-mini
OpenAI o3-mini is our first small reasoning model that supports highly requested developer features including function calling(opens in a new window), Structured Outputs(opens in a new window), and developer messages(opens in a new window), making it production-ready out of the gate.
o3-mini does not support vision capabilities, so developers should continue using OpenAI o1 for visual reasoning tasks.
ChatGPT Plus, Team, and Pro users can access OpenAI o3-mini starting today, with Enterprise access coming in February. o3-mini will replace OpenAI o1-mini in the model picker, offering higher rate limits and lower latency, making it a compelling choice for coding, STEM, and logical problem-solving tasks.
As part of this upgrade, we’re tripling the rate limit for Plus and Team users from 50 messages per day with o1-mini to 150 messages per day with o3-mini.Starting today, free plan users can also try OpenAI o3-mini by selecting ‘Reason’ in the message composer or by regenerating a response. This marks the first time a reasoning model has been made available to free users in ChatGPT.
-
KDENLIVE – free Non-Linear Video Editor
Read more: KDENLIVE – free Non-Linear Video Editorhttps://kdenlive.org/en/about/
Non-Linear Video Editor. It is primarily aimed at the GNU/Linux platform but also works on BSD and MacOS. It is currently being ported to Windows as a GSOC project.
-
Google Gemini Robotics
Read more: Google Gemini RoboticsFor safety considerations, Google mentions a “layered, holistic approach” that maintains traditional robot safety measures like collision avoidance and force limitations. The company describes developing a “Robot Constitution” framework inspired by Isaac Asimov’s Three Laws of Robotics and releasing a dataset unsurprisingly called “ASIMOV” to help researchers evaluate safety implications of robotic actions.
This new ASIMOV dataset represents Google’s attempt to create standardized ways to assess robot safety beyond physical harm prevention. The dataset appears designed to help researchers test how well AI models understand the potential consequences of actions a robot might take in various scenarios. According to Google’s announcement, the dataset will “help researchers to rigorously measure the safety implications of robotic actions in real-world scenarios.”
-
Magic Leap reportedly laying off 1,000 employees and dropping consumer business
Bloomberg writes that in addition to laying off what amounts to half its workforce, the company will wind down its consumer-focused business, which included video games and entertainment apps.
It will focus on enterprise uses, potentially including a partnership with a large unnamed health care company
EDIT 20200522
Magic Leap raises $350 million and puts layoffs on hold
https://www.engadget.com/magic-leap-raises-350-million-puts-layoffs-on-hold-034824726.html
-
AnimationXpress.com interviews Daniele Tosti for TheCgCareer.com channel
You’ve been in the VFX Industry for over a decade. Tell us about your journey.
It all started with my older brother giving me a Commodore64 personal computer as a gift back in the late 80′. I realised then I could create something directly from my imagination using this new digital media format. And, eventually, make a living in the process.
That led me to start my professional career in 1990. From live TV to games to animation. All the way to live action VFX in the recent years.I really never stopped to crave to create art since those early days. And I have been incredibly fortunate to work with really great talent along the way, which made my journey so much more effective.
What inspired you to pursue VFX as a career?
An incredible combination of opportunities, really. The opportunity to express myself as an artist and earn money in the process. The opportunity to learn about how the world around us works and how best solve problems. The opportunity to share my time with other talented people with similar passions. The opportunity to grow and adapt to new challenges. The opportunity to develop something that was never done before. A perfect storm of creativity that fed my continuous curiosity about life and genuinely drove my inspiration.
Tell us about the projects you’ve particularly enjoyed working on in your career
I quite enjoyed working on live TV projects, as the combination of tight deadlines and high quality was quite an incredible learning platform as a professional artist. But working on large, high end live action feature projects was really where I learnt most of my trade. And gave me the most satisfaction.
Every film I worked on had some memorable experiences. Right from Avatar to Iron Man 3 to Jungle Book to The Planet of the Apes to The Hobbits to name a few.
But above all, the technical challenges and the high quality we reached in each and every of the projects that I worked on, the best memories come from working with amazing and skilled artists, from a variety of disciplines. As those were my true mentors and became my best friends.
Post Production, Animation, VFX, Motion Graphics, Video Editing …
What are some technologies and trends that you think are emerging in the VFX Industry?
In the last few years there has definitely been a bias from some major studios to make VFX a commodity. In the more negative sense of the word. When any product reaches a level of quality that attracts a mass of consumers and reaches a plateau of opportunities, large corporation tend to respond with maximising its sale values by leveraging marketing schemes and deliverable more than the core values of the product itself. This is often a commoditisation approach that tends to empower agents who are not necessarily knowledgeable of a product’s cycles, and in that process, lowering the quality of the product itself for the sake of profits. It is a pretty common event in modern society and it applies to any brand name, not just VFX.
One challenge with VFX’s technology and artistry is that it relies on the effectiveness of artists and visionaries for the most. And limiting the authority, ownerships and perspective of such a crowd has definitely directly impacted the overall quality of the last decade of productions, both technically and artistically. There are very few and apart creative forces who have been able to deliver project that one could identify as a truly creative breakthrough. While the majority of productions seem to have suffered from some of these commoditisation patterns.
The other bigger challenge with this current trend is that VFX, due to various, historical business arrangements, is often relying on unbalanced resources as well as very small and feeble economic cycles and margins. Which make the entire industry extremely susceptible to marketing failures and to unstable leadership. As a few recent bankruptcies have demonstrated.
It is taking some reasonable time for the VFX crowd to acknowledge these trends and learn to be profitable, as the majority has never been educated on fair business practices.
But. Thankfully, the VFX circle is also a crowd of extremely adaptable and talented individuals, who are quite capable at resolving issues, finding alternatives and leveraging their passion. Which I believe is one of the drives behind the current evolution in the use of artificial intelligence, virtual reality, virtual production, real time rendering, and so on.
There is still a long path ahead of us but I hope we are all learning ways to make our passion speaks in profitable ways for everyone.
It is also highly likely that, in a near future, larger software and hardware corporation, thanks to their more profitable business practices, large development teams and better understanding of marketing, will eventually take over a lot of the cycles that the current production houses currently run. And in that process allow creative studios to focus back on VFX artistry.
What effect has the pandemics-induced lockdown had on the industry?
It is still early to say. I fear that if live action production does not start soon, we may see some of the economic challenges I mention above. At both studio and artists’ scale. There is definitely a push from production houses to make large distribution clients understand the fragility of the moment, especially in relation to payment cycles and economic support. Thus, there is still a fair risk that the few studios which adopted a more commoditised view to production will make their artists pay some price for their choices.
But, any challenge brings opportunities. For example, there is finally some recognition into a momentum to rely on work-from-home as a feasible solution to a lot of the current office production’s limitations and general artistry restrictions. Which, while there is no win-win in this pandemic, could be a silver lining.
What would you say to the budding artists who wish to become CG artists or VFX professionals?
Follow your passion but treat this career as any other business.
Learn to be adaptable. Find a true balance between professional and family life. Carefully plan your future. And watch our channel to learn more about all these.Being a VFX artist is fundamentally based on mistrust.This because schedules, pipelines, technology, creative calls… all have a native and naive instability to them that causes everyone to grow a genuine but beneficial lack of trust in the status quoThe VFX motto: “Love everyone but trust no one” is born on that.What inspired you to create a channel for aspiring artists?
As many fellow and respected artists, I love this industry, but I had to understand a lot of business practices at my own expenses.
You can learn tools, cycles and software from books and schools. But production life tends to drive its own rhythms and there are fewer opportunities to absorb those.Along my career I had some challenges finding professional willing to share their time to invest into me. But I was still extremely fortunate to find other mentors who helped me to be economically and professionally successful in this business. I owe a lot to these people. I promised myself I would exchange that favour by helping other artists, myself.
What can students expect to learn from your channel?
I am excited to have the opportunity to fill some of the voids that the current education systems and industry may have. This by helping new artists with true life stories by some of the most accomplished and successful talents I met during my career. We will talk about technology trends as much as our life experiences as artists. Discussing career advises. Trying to look into the future of the industry. And suggesting professional tips. The aim through this mentor-ship is to inspire new generations to focus on what is more important for the VFX industry. Take responsibilities for their art and passions as much as their families.
And, in the process, to feel empowered to materialise from their imagination more and more of those creative, awe inspiring moments that this art form has gifted us with so far.
-
DNEG announces pay cuts of up to 25% and artists’ repayment loans
Read more: DNEG announces pay cuts of up to 25% and artists’ repayment loansEDIT 20230919
Revised Proposal: Initially met with backlash, DNEG has revised its proposal over the weekend. They’ve introduced a third option that focuses on reducing work hours instead of salaries, along with additional paid leave to compensate for the income reduction.
- A salary reduction of 20% to 25% for seven months, with paid leave to compensate.
- A temporary 50% salary reduction, supplemented by a company loan, totalling 90% of the original salary, repayable over three years.
- Reduced working hours to a 3-day week for seven months, with no hourly rate reduction.
https://www.linkedin.com/posts/avuuk_animation-visualeffects-dneg-activity-7107674426275442688-Fd1d
Today, we want to address a concerning development at DNEG. They very recently announced pay cuts of up to 25% for its employees, coupled with a rather unconventional approach to compensate for these losses through ‘loans’, which their staff need to repay overtime.
As of now, DNEG is imposing these pay cuts for a period of 7 months. To ‘help’ offset the financial impact on their staff, the company is offering ‘loans’ to their employees. While offering financial support during challenging times is usually commendable, the repayment terms are causing deep concern within the Animation & Visual Effects community, especially around their legality.
The loan offered by DNEG comes with a significant catch: employees are required to pay back the loan over a three-year period. This means that even after the pay cuts are reinstated, employees will be obligated to allocate a portion of their salaries to repay the company. Aledgedly, there is no interest on the loan (tbc). This approach has sparked a considerable backlash within our industry.
We at the Animation & Visual Effects Union voice very strong concern and opposition to the pay cuts, as well as the loan method. We believe pay cuts should not be compensated through loans with long-term repayment plans, placing a heavy burden on the employees who are already facing financial challenges.
This situation underscores the importance of open dialogue and collaboration between employers and employees during challenging times. While businesses often need to make tough decisions to navigate economic uncertainties, it’s crucial to strike a balance that doesn’t disproportionately impact the livelihoods of their dedicated workforce.
What can be done about this?
If you are a member of the Animation & Visual Effects Union, get in touch with us immediately and do not accept any pay cuts yet. You can email your BECTU official Stefan Vassalos stefan.vassalos@prospect.org.uk to get advice and organise with your colleagues at DNEG.
Remember, you MUST give your consent for a paycut. It is ILLEGAL to impose a cut without it. You DO NOT have to consent to a pay cut. Legal action can and will be taken against paycuts without consent. Anyone affected please get in touch with us immediately so we can represent and protect you and your livlihood as much as possible. BECTU has the power and resources to challenge moments like this, so it is imperitive YOU take action and contact us. Talk to your colleagues and get in touch. It is only through solidarity and collective effort that we can address these challenges and shape a brighter future for our industry.
Please feel free to share your thoughts and insights on this matter. Your input and perspective are valuable as we navigate these unprecedented times together.
-
Open source Cycles render implemented into Gaffer
Read more: Open source Cycles render implemented into Gafferhttps://github.com/GafferHQ/gaffer/releases/tag/1.0.3.0
https://github.com/GafferHQ/gaffer/pull/4812
This release introduces support for the open source Cycles renderer. This is introduced as an opt-in feature preview intended for early testing and feedback as breaking changes can be expected while we continue to improve Cycles integration in future releases. As such, the use of Cycles is disabled by default but can be enabled via an environment variable. Additionally we’ve added support for viewing parameter history in the Light Editor, automatic render-time translation of UsdPreviewSurface shaders and UsdLuxLights for Arnold and made the usual small fixes and improvements.
-
Ennio Morricone RIP
Read more: Ennio Morricone RIPhttps://www.hollywoodreporter.com/news/ennio-morricone-dead-prolific-italian-composer-was-91-858358
COLLECTIONS
| Featured AI
| Design And Composition
| Explore posts
POPULAR SEARCHES
unreal | pipeline | virtual production | free | learn | photoshop | 360 | macro | google | nvidia | resolution | open source | hdri | real-time | photography basics | nuke
FEATURED POSTS
Social Links
DISCLAIMER – Links and images on this website may be protected by the respective owners’ copyright. All data submitted by users through this site shall be treated as freely available to share.
