Thursday, December 22, 2011

16 Digital Photography Tips for Christmas


It’s just a few days until Christmas so I thought a quick tutorial on the topic of Christmas Photography might be appropriate. Hopefully this will give you some good Christmas photo ideas.
Here are 16 Christmas Photography tips and ideas to try that come to mind for digital camera owners wanting to capture the big day:


Read more: http://www.digital-photography-school.com/16-christmas-photography-tips#ixzz1hJihK356



Melancholia: when worlds collide, beautifully



fxguide talks to 'Melancholia' VFX sup. Peter Hjorth, plus Platige Image and Pixomondo, about the visual effects for Lars von Trier's film. Includes a video breakdown of the effects work with commentary by Hjorth.

Tuesday, December 20, 2011

An ad for beer, with deer


In ‘Nocturnal Migration’, a Tooheys Extra Dry spot for agency BMF Sydney, director Garth Davis of Exit Films called on Alt.vfx to help create a gathering of city-dwelling deer having a night on the town.fxguide talks to Alt visual effects supervisor Colin Renshaw about mo-capping real animals, adapting to the needs of the spot, and making deer party.

Sunday, December 18, 2011

More Incredible, Invisible Effects


2011 has been a big year for big visual effects films, but almost as equally prominent have been effects of the invisible kind. In fxguide’s last ‘incredible, invisible effects’ piece we looked at Contagion, Killer Elite, Apollo 18, Drive, Deathly Hallows: Part 2 and Water for Elephants. We’ve also had in-depth coverage of recent releases Hugo, J. Edgar, The Muppets, Tower Heist, In Time and Moneyball. Nowfxguide turns to a collection of more great invisible effects work seen in Tinker Tailor Soldier SpyTwilight: Breaking Dawn – Part 1, Machine Gun PreacherJack and Jill, Young Adult and Dolphin Tale.


Wednesday, December 14, 2011

Adobe Photoshop CS5 - Top 5 Features


Art of Destruction (or Art of Blowing Crap Up)



Destruction pipelines today are key aspects of any major visual effects pipeline. Many current pipelines are based on Rigid Body Simulations (RBS) or otherwise referred to as Rigid Body Dynamics (RBD), but a new solution – Finite Element Analysis (FEA) – is beginning to emerge. In this ‘Art Of’ article, Mike Seymour from fxguidetalks to some of the major visual effects studios – ILM, Imageworks, MPC, Double Negative and Framestore – about how they approach their destruction toolsets.

Thursday, December 8, 2011

Water Splash Photography Technique






We Highly recommend this resource to any photographer who needs to master splash photography technique

Tuesday, December 6, 2011

Three point video lighting tutorial




This video shows how to use a 3 light setup in a coventional 3 point lighting setup he also shows how to light a white background. Although this is for video lighting this would still apply to still photography and these lights are strong enough for portrait photography. Enjoy Got to product http://www.smick.co.uk/sonline/super-softbox-3-head-lighting-for-digital-and-...

Monday, December 5, 2011

Best Camera Trick Ever ! Using Rubber Band



This has to be the best camera tip of all time. If you want to improve the quality of your video's ...this is a must see. You will be amazed at the quality you can add from the most simple idea.

Courtesy : brusspup  

AVATAR Photoshop Tutorial. Become a Na'vi.






In this Adobe Photoshop Tutorial I show you how to turn a photo of yourself or any photo, into a Na'vi from the Avatar movie.
You'll learn how to remove your eyebrows with the clone stamp tool and spot healing tool. You'll learn how to reshape your eyes and nose with the liquify filter. I also show you how to get the most out of Photoshop brushes.
To download the tribal brushes and sparkles go here:
http://www.obsidiandawn.com/

This is a great resource for photoshop enthusiasts.
I'll also show you how to create the AVATAR writing using the Papyrus font.

Have fun guys, I really would like to see what you come up with. I'll do my best to answer any questions you might have.
Thanks for watching.
Kieran
Courtesy to Kieran 

Wednesday, November 30, 2011

Arthur Christmas and Sony Pictures Imageworks


fxguide recently visited Sony Pictures Imageworks to discuss the making of Arthur Christmas with key members of the visual effects and animation team. In this fxguidetv ep, they talk to Doug Ikeler (vfx supervisor), Rob Bredow (C.T.O), Alan Hawkins (supervising animator) and Thomas Hollier (lighting supervisor).

Sunday, November 27, 2011

The Muppets: It’s time to raise the curtain


Renowned puppeteer Jim Henson created The Muppets more than half a century ago. Since then they’ve had their own show, movie and several other spin-offs. Now the Muppets star in a new film directed by James Bobin in which they have to save their precious theater. Look Effects visual effects supervisor Max Ivins recounts his studio’s joy at working on 350 shots for the latest Muppet adventure.

Wednesday, November 23, 2011

Immortals: Q&A with VFX sup. Raymond Gieringer



For Immortals, director Tarsem Singh called on visual effects supervisor Raymond Gieringer to oversee a wide range of environments, battles, natural phenomena and ‘blood and guts’ action. In this fxinsider interview, Gieringer delves into the planning stages and on-set virtual sets and live-viz systems used to help create the visual effects.

ISO Settings in Digital Photography


(you can see larger sized images of both shots here for the 100 ISO and here for the 3200 ISO)

What is ISO?


In traditional (film) photography ISO (or ASA) was the indication of how sensitive a film was to light. It was measured in numbers (you’ve probably seen them on films – 100, 200, 400, 800 etc). The lower the number the lower the sensitivity of the film and the finer the grain in the shots you’re taking.

In Digital Photography ISO measures the sensitivity of the image sensor. The same principles apply as in film photography – the lower the number the less sensitive your camera is to light and the finer the grain. Higher ISO settings are generally used in darker situations to get faster shutter speeds (for example an indoor sports event when you want to freeze the action in lower light) – however the cost is noisier shots. I’ll illustrate this below with two elargements of shots that I just took – the one on the left is taken at 100 ISO and the one of the right at 3200 ISO (click to enlarge to see the full effect).


100 ISO is generally accepted as ‘normal’ and will give you lovely crisp shots (little noise/grain).

Most people tend to keep their digital cameras in ‘Auto Mode’ where the camera selects the appropriate ISO setting depending upon the conditions you’re shooting in (it will try to keep it as low as possible) but most cameras also give you the opportunity to select your own ISO also.

When you do override your camera and choose a specific ISO you’ll notice that it impacts the aperture and shutter speed needed for a well exposed shot. For example – if you bumped your ISO up from 100 to 400 you’ll notice that you can shoot at higher shutter speeds and/or smaller apertures.

When choosing the ISO setting I generally ask myself the following four questions:

  1. Light – Is the subject well lit?
  2. Grain – Do I want a grainy shot or one without noise?
  3. Tripod – Am I using a tripod?
  4. Moving Subject – Is my subject moving or stationary?

If there is plenty of light, I want little grain, I’m using a tripod and my subject is stationary I will generally use a pretty low ISO rating.

However if it’s dark, I purposely want grain, I don’t have a tripod and/or my subject is moving I might consider increasing the ISO as it will enable me to shoot with a faster shutter speed and still expose the shot well.

Of course the trade off of this increase in ISO will be noisier shots.

Situations where you might need to push ISO to higher settings include:

  • Indoor Sports Events – where your subject is moving fast yet you may have limited light available.
  • Concerts – also low in light and often ‘no-flash’ zones
  • Art Galleries, Churches etc- many galleries have rules against using a flash and of course being indoors are not well lit.
  • Birthday Parties – blowing out the candles in a dark room can give you a nice moody shot which would be ruined by a bright flash. Increasing the ISO can help capture the scene.

ISO is an important aspect of digital photography to have an understanding of if you want to gain more control of your digital camera. Experiment with different settings and how they impact your images today.


Read more: http://www.digital-photography-school.com/iso-settings#ixzz1eaOZsj8q

Courtesy : Digital Photography School

Wednesday, November 9, 2011

Mission Impossible Theme Music In Indian Version




Check this out. Mission Impossible Indian Classical Version. Composed & Programmed by: Mr Aloshya Peter, Clusters College For Media & Design, Trivandrum Campus

Tuesday, November 8, 2011

The Foundry releases OCULA 3.0


It has been three years since The Foundry introduced OCULA, a plug-in toolset for Nuke designed to assist with the integration of elements and help correct common stereo-3D defects. Releases have come regulary since then and today OCULA 3.0 was released.


From The Foundry Press Release:

OCULA 3.0 is our most significant upgrade to date. Stereo‐3D has seen substantial growth in the three years since OCULA was launched and sustained collaboration with customers on ambitious stereo projects has provided the opportunity to considerably improve OCULA’s efficiency and workflow. OCULA 3.0 brings new tools to help fix mis­‐focused camera pairs and retime in stereo as well as a range of workflow tweaks and improvements to speed up day­‐to‐day OCULA use dramatically. It is cleaner and more accurate giving better results from all OCULA operations.
Bill Collis, Chief Executive Officer, comments, “The Foundry aims to innovate in the area of high end visual effects and invests heavily in research and the support of emerging industry trends. OCULA was developed in conjunction with customers facing the reality of delivering ambitious live action stereo projects. There is no other tool like it on the market. It also reinforces NUKE, with its native stereo workflow, as the only real choice when compositing stereo-3D.”
OCULA 3.0 is available immediately and works on the same platforms as NUKE/NUKEX.
The OCULA team have released some videos that demo the new disparity mapping, focus and re-timing in OCULA 3.0:


Breaking Bad: the end of Gus


In ‘Face Off’, the final season four episode of AMC’s Breaking Bad, the notorious Gus character meets his gruesome end via a homemade bomb detonated inside a nursing home. Gus’ death is revealed in a single shot, showing first the explosion and then actor Giancarlo Esposito’s disfigured face, before he collapses. Visual effects supervisor and producer William Powloski of Velocity FX takes us through the practical and digital work for the stunning shot.

fxg: How was that particular sequence conceived, in terms of what would be shot live action and what would be a visual effect?
Powloski: It was a real team effort from just about everybody on the show. In January this year, I was having a meeting with one of the producers when Vince Gilligan – the creator of the show and the writer and director of this particular episode – popped his head in and said, ‘I want to do a shot where there’s an explosion, somebody comes out of the room, the camera sweeps around and we see that half of his face is gone.’

Follow the link : http://www.fxguide.com/featured/breaking-bad-the-end-of-gus/

Friday, October 28, 2011

The Foundry ships first version of KATANA. ILM buys in.



The shipping of KATANA 1.0 is a significant milestone for The Foundry. ILM joins Digital Domain as the two companies which have invested in site licenses of KATANA. There is a third large facility which has invested in the software, but cannot be named publicly at this point in time. That makes three big companies who have bought in, even before the formal release of the software.
Since they acquired the tech from Sony Pictures Imageworks, they set a fairly concise plan for rolling out the product. While it brings many tools that could be useful for smaller to midsize facilities, in the early days of the product rollout, The Foundry has been concentrating on the larger facilities. But this won’t last for long.
According to The Foundry’s CEO Bill Collis, “we see KATANA as being something that should be useful to any company with an asset based  approach. At present there are some technical requirements, in particular studios currently have to provide their own shader libraries, but a lot of our focus is now on turning KATANA into a fully featured product useful to all companies large and small.”
KATANA was acquired almost two years ago, and much of the development time since that point has been focused on making the software more open and be able to be integrated into a variety of pipelines. Since it was initially developed in-house at SPI, it was set up to work strictly within their pipeline. “In particular there are now APIs for integrating exisiting asset management and renderfarms systems into KATANA,” says Collis. “There is even an API for plugging completely new renderers into KATANA, which is invaluable to many of the big studios.”
This opening up of the software was an important part of having ILM dive in with a site license. Working out of the box with Alembic was also a great help to them. Most of the big studios are interested in flexibility and extensibility,” says Collis, “so a key part of our development for companies like ILM has been a proper C++ APIs to write plugins to KATANA (what we call ‘Scenegraph Generators’ and ‘Attribute Modifiers’).”
KATANA can bring a lot of efficiency to a studio pipeline. People commonly think of costs for 3D as being driven by large render farms, but the fact is that the time the artists spend working on the scenes are a significant cost. If they are spending less time managing and dealing with assets, more time can be spent on the creative things that matter. “KATANA has a great reputation with its existing users as a powerful tool that can deal with the ‘unreasonable demands’ (as Sony put it) of modern production,” says Collis. “They have a saying that ‘there’s always a way to do it in KATANA’, and I think one of the big things the studios we’ve been working with have found is that artists can turn around changes to even the most complex shots very fast.”
Pricing for KATANA is similar to NUKEX, but all purchases so far have been site licenses so, it has been (probably obviously) “very much bespoke pricing” according to Collis. For those unfamiliar with the Queen’s English or British slang, it basically means that by the very nature site licensing, pricing has been individually targeted on a customer by customer basis.
As far as rolling the product out over the next twelve months, Collis hopes that a “significant proportion of the large sites” will have adopted KATANA and we’ll have KATANA 2 ready for  release. KATANA 2 should be more suitable for smaller sites.”
For a bit of background about KATANA, check out this past fxguide content:

The Foundry Releases KATANA 1.0
To the reception of ILM
London, 27 October 2011 – Today leading visual effects software developer The Foundry (www.thefoundry.co.uk) announces the release of KATANA 1.0, a look development and lighting tool, replacing the conventional CG pipeline with a flexible recipe based asset workflow. In tandem with this release Industrial Light & Magic (ILM), a Lucasfilm Company, has purchased a site license of KATANA.
Currently in use for upcoming productions, ILM made this significant investment to boost their production pipeline across their ILM and Lucasfilm companies. As a KATANA site license holder ILM will deploy the software both in their San Francisco and Singapore studios.
KATANA is specifically designed to address the needs of a highly scalable asset based workflow to:
  • Allow updating of assets once shots are already in progress.
  • Share lighting set-ups, such as edits and overrides, between shots and sequences.
  • Allow use of multiple renderers and specifying dependencies between render passes.
  • Allow shot specific modification of assets to become part of the lighting ‘recipe’ for shots to avoid having to deal with large numbers of shot specific asset variants.
Furthermore, KATANA is built from the ground up with the needs of modern productions in mind. Extensive APIs mean it integrates with current pipelines, shader libraries and workflow tools, whilst its collaborative nature allows it to scale to meet the needs of even the most demanding productions.
The main attraction of The Foundry’s KATANA stems from the flexibility of the product. KATANA has the ability to produce incredibly complicated shots while allowing artists to retain control.
John Knoll, Visual Effects Supervisor at Industrial Light & Magic said “We worked closely with The Foundry over the past year on specific features and functionality we wanted to see in KATANA and after implementing it in production, we believe the package shows great promise and we look forward to our continuing relationship with The Foundry as we integrate technologies such as KATANA into our production pipeline.”
Bill Collis, Chief Executive Officer, comments, “We’re pleased to release KATANA, a product highly anticipated by pipeline engineers and Lighting supervisors. The Foundry is proud of its close association with industry leaders such as ILM. KATANA is yet another validation of The Foundry as the partner of choice for the VFX industry.”
KATANA is backed by The Foundry, a highly regarded provider of high-end visual effects tools, and has been production-proven on over 20 shows since 2004 at Sony Pictures Imageworks.
For more information please visit www.thefoundry.co.uk/products/KATANA

Tuesday, October 25, 2011

Mikros image: the making of the Canal+ bear



We had such a big reaction to the piece we published earlier in the week about Canal+ ‘The Bear Rug’, that we decided to speak directly to the team at Mikros image in France responsible for the visual effects for this amazing spot that will surely go on to clean up at Cannes and the other award shows. We spoke to VFX supervisors Laurent Creusot and Guillaume Ho at their studio in Paris.


Saturday, October 22, 2011

Mr X. and The Three Musketeers


Paul W.S. Anderson’s take on The Three Musketeers mythology is a steampunked reinvention of the swashbuckling tale, complete with airborne battles and all in native stereo. Visual effects studio Mr. X Inc. delivered the bulk of the work with 274 shots, and fxguide got the details from VFX supe Dennis Berardi. Warning: contains spoilers.
Also, the film opens with a main titles sequence that literally maps out the conflicts of Europe at the time of Louis XIII, as the camera flies above miniature soldiers caught mid-battle on a parchment map. Mr. X Inc. creative lead James Cooper takes fxguide through the distinctive 1,642 frame, tilt-shift inspired opening.


Friday, October 21, 2011

New vfx and filmmaking books - ILM and Star Wars



I'm a big fan of 'making of' books. Some of the best over the years have been ones about ILM - in fact there are now three, ILM: The Art of Special Effects, ILM: Into the Digital Realm and, most recently, ILM: The Art of Innovation. At fxguide, we received an early copy of this latest book. We also got to speak to Lucasfilm author J.W. Rinzler about the limited edition Star Wars: The Blueprints release. Here's thecoverage.

Thursday, October 20, 2011

Real Steel: case study in CGI / live action integration




Digital Domain (DD) has an outstanding reputation for the integration of live action and computer graphics. From films such as Apollo 13 to The Curious Case of Benjamin Button, and more recently on Transformers: Dark of the Moon, DD have proven they can combine live action and digital almost better than anyone in the industry. So we thought we would use Real Steel to learn from the best and explore some of the tricks and techniques of integrating CGI and live action.
Real Steel is a gritty, white knuckle story, set in the near future, where robot boxing is the world’s top sport, and a struggling promoter’s son feels he’s found a champion in a discarded robot. During the robot’s hopeful rise to the top, the former boxer Charlie Kenton (Hugh Jackman) re-discovers he has an 11-year-old son, Max (Dakota Goyo), and together they take their robot Atom to a Rocky-esque showdown.
Click here  http://www.fxguide.com/featured/real-steel-case-study-in-cgi-live-action-integration/