December 2009
73 posts
3 tags
Dec 29th
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V-Ray/Blender: Hair geometry generation http://vray.cgdo.ru/forum/viewtopic.php?f=10&t=277
Dec 28th
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Dec 28th
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Killer feature – Multifluid interactions at last... →
Dec 27th
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Dec 27th
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Dec 26th
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Dec 26th
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Dec 26th
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超速ボロノイ図(Fortune's algorithm) →
Dec 26th
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Meindbender - Interview ! →
Meindbender http://www.meindbender.com/index.html
Dec 26th
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Pose to Pose Organized Keyframe Animation Article →
Dec 26th
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Dec 25th
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Dec 25th
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Backburner for Mac OS X  →
Dec 24th
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Barra - NVIDIA G80 GPU Functional Simulator →
Dec 24th
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Dec 20th
1 note
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東工大、スクウェアエニックスがCUDA実装事例を紹介 →
Dec 20th
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HYPERbolic Enterprises Time-in-motion →
I hope everyone notices this. As some of you may have known I was working on Roland Emmerichs’ 2012. I was woking on the Pipeline and creating lots of Maxscript tools for Uncharted Territory. The best news from all of this is that Uncharted Territory has allowed me to retain the tools I created and I can post them to my site. I have created a slew of new production tools and tweaked a lot...
Dec 20th
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Sculptris →
This is a work-in-progress sculpting tool that I’ve been developing since early December 2009. Its main feature is dynamic mesh tesselation that will provide additional detail where necessary, without the user needing to worry about it. I’ve released an alpha version that is available for anyone who wants to try it out. Be aware that it’s an early build though, and it is known...
Dec 20th
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COP15 Identity [Processing] →
Dec 19th
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ILM steps in to help finish 'Avatar' visual... →
Dec 19th
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スクエニ、「FFXIII」のリアルタイムカットシーンワークフローを公開  →
Dec 19th
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セガ、ゲーム開発を支える社員教育のノウハウを公開... →
Dec 19th
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Automatic Bounding of Programmable Shaders for... →
Dec 19th
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Softimage Voronoi Test 02
Dec 18th
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Real-Time Subsurface Scattering using Shadow Maps →
Physically-based lighting provides a high level of realism in 3D games and VR systems. Subsurface scattering of light makes the appearance of the media translucent, soft, and smooth. In this article, we use shadow maps as a key solution for real-time subsurface scattering. By using shadow maps, we can we can avoid costly ray tracing and exploit the power of...
Dec 17th
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ハリウッドで活躍中のCGアーティストが語る、CGクリエイターになる方法とは →
Dec 17th
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Dec 16th
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Dec 16th
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5 Designers Reveal Secrets Of James Cameron's... →
Dec 16th
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DL3D XToon shader →
mental ray standalone 3ds Max 8, 9, 2008, 2009, 2010  Maya 8.5, 2008, 2009, 2010  Softimage 7.5, 2010 
Dec 16th
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Dec 16th
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Dec 15th
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NIGHT OF THE WEREHOG - CG Society →
Dec 15th
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ZBrush 3.5 R3 New Features →
Dec 15th
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mbFeatherTools Feature Tour mbFeatherTools is a plugin for Autodesk Softimage (formerly Softimage|XSI) which features styling, animation and simulation of feathers. For more information visit feathertools.michael-buettner.com
Dec 14th
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Houdini + Bullet + Voronoi Fracture
Dec 14th
7 tags
Ocean shaders →
Platforms Shaders compatible with : mental ray V-Ray for 3ds Max 3ds Max 9, 2008, 2009, 2010  Maya 8.5, 2008, 2009, 2010  Softimage/XSI 7.5, 2010 
Dec 14th
4 tags
Introduction to iray →
Michael Kaplan, VP Strategic Development at mental images
Dec 13th
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Nvidia to Demo Stereo 3D Blu-Ray at CES As... →
Dec 13th
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Dec 13th
5 notes
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Dec 12th
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Dec 11th
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50+ Free Vintage Photoshop Brush Sets to Download →
Dec 11th
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15 Features Vying for VFX Oscar® →
Dec 11th
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The creatures of 'Avatar' were 15 years in the... →
Dec 10th
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Vorlex - ICE Rigid Body →
VorleX - is a set of ICE compounds that allows simulate any polygonal object as rigid body, independently of point clouds, instances etc. Note that the center of object must be placed in the object geometrical center to work correctly ( Transform -> Move Center to Vertices ). But it’s not necessary. I hope VorleX would be usefull. Test it please to help me fix bugs.
Dec 10th
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Pixelux announces autocage for DMM plugin →
DMM (Digital Molecular Matter) is a technology to simulate “material physics”, or the dynamic behavior of objects made of realistic materials. DMM handles soft-body, plastically deforming (e.g., bending metal) and breakable objects all within the same system. These capabilities distinguish DMM from rigid-body systems, which are limited to idealized rigid materials and are unable to...
Dec 10th
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GoPro HD →
Dec 9th
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プレゼンを通すために絶対必要な“4つ”のこと →
Dec 8th