Ray Harryhausen CH
Wednesday, May 22th, 2013 by Margarete Kitel
A pioneer in the field of animation and special effects recently passed away with 92 years. He was an important person for the Science Fiction development.
The film King Kong that he saw with 13 years inspired and fascinated him. The special effects in the film that were made by Willis O'Brian captivated him. He started to create his own figurines and practiced the stop-motion technique at a young age. He got in touch with Willis O'Brian who tought him.
Willis O'Brian employed Ray Harryhausen as his assistant for the production of Mighty Joe Young. He studied gorillas at the zoo to make the movements look more realistic. Willis O'Brian employed Ray Harryhausen as his assistant for the production of Mighty Joe Young. He studied gorillas at the zoo to make the movements look more realistic. In the course of time he optimized the stop-motion technique and collaborated on a lot of famous film productions.
His creatures in popular films like “The 7th Voyage of Sinbad”, “Clash of the Titans“ or „Jason and the Argonauts“ have inspired a lot of famous directors and special effect artists, and still do. In contrast to today's computer animation technique, Ray Harryhausen worked with small movable figurines and brought them to life with stop-motion technique.
You can read more about the technique and biography of the VFX and animation artist on the official website:
http://www.rayharryhausen.com/index.php
Ray Harryhausens career in pictures:
http://www.youtube.com/watch?v=KuU_w8KGuAE
Tim Burton, a famous film director meets Ray Harryhausen. They are talking about the career of Ray Harryhausen, the animation technique and his impressions:
3ds Max 2014 CH
Monday, May 20th, 2013 by Margarete Kitel
Autodesk recently released its latest version of 3ds Max that comes with a couple of great new features that offer new opportunities for creating 3D scenes.
Apart from the improved viewport system the improvements include an advanced Particle Flow System that helps to create more complex and realistic particle simulations with a simple operation in less time.
The Perspective Match Tool simplifies combining a 2d photograph with 3d objects. You can easily set up the camera views in your scene to match the perspective of the background.
A great feature is the Populate crowd animation. This tool provides you with the opportunity to bring your 3D scene to life. You can easily create crowds in background situations, that are moving along a path or are situated in idle areas.
Another neat feature is using vector graphics for maps on materials. This guarantees a high quality of the textures no matter how much the object is zoomed in. It is possible to create textures that change over time with the PDF support that includes animated page transitions.
For more information of the new features in 3ds Max 2014 you can check out the Autodesk website:
http://area.autodesk.com/2014unfold/products/3dsmax.html#whats-new
WE PROMOTE YOU CH
Thursday, May 2th, 2013 by Margarete Kitel
RebusFarm is searching for a 3D artist whose work we will promote on the RebusFarm websites and newsletter for a whole month. You can participate easily: Just visit our facebook page, upload one of your self-made 3D images and send us your email address as personal message. We'll choose the best image and will contact the winner.
The promotion will run for 5 months and each month we will choose another winner.
The first deadline is May 26th.
Take your chance and promote yourself on RebusFarm!
Show us your desk CH
Tuesday, April 9th. 2013 by Margarete Kitel
The „Show us your desk“ contest on facebook is over. We received lots of interesting pictures of your desks which made the decision to choose the winner not easy.
Now we present you the three winners, who have the most peculiar desks:
Third Place
The third place goes to Matteo Curzi, who has a really extraordinary workplace, but have a look yourself! He receives 200 Renderpoints that he can use on RebusFarm
Second Place
Second place goes to Pedro Conti. This is the second time that he won in one of our contests. He is the winner of our last "Rebusfarm Open 3D Award" contest in the category Shortfilm. His prize for the second place in the "Show us your desk" competition is 500 Renderpoints.
First Place
And finally the first place goes to Varjan Yurtgulu, it looks like somebody is working hard on this place!
His prize: 1000 Renderpoints
Congratulations to our winners and thanks to all participants!
Open 3D Award Winners CH
Wednesday, December 12th, 2012 by Margarete Kitel
The Rebusfarm Open 3D Award is now closed. Thanks to all for the great participation!
Here we present you the winners of each category:
Architecture Still
Jury winner:
Community winner:
Architecture Animation
Jury winner:
Community winner:
Shortfilm
Jury winner:
Community winner:
Product/Image Animation
Jury winner:
Community winner:
Product/Image Still
Jury winner:
Community winner:
Congratulations to our winners!
Open 3D Award CH
Monday, October 1th, 2012 by Margarete Kitel
RebusFarm is organizing the Open 3D Award 2013! You can win “jury-prizes” and “community-prizes” in 5 different categories . We will choose the jury-prize winners in each category together with our sponsors. But also the community has the opportunity to vote for his favorite by awarding stars. In each category the community chooses a winner who will receive a “community-prize”.
The main category is the short film. The winner of the “jury-prize” in this category receives a lifetime Maxwell Render License.
Here are the categories:
Architecture Still
Architecture Animation
Products/Image Still
Products/Image Animation
Shortfilm Animation
We are looking forward to see your 3D work!
Cinebench: Measure your CPU performance for 3D Rendering
2012年6月14日, 星期四 by Nicole HoltIn the ever-evolving landscape of digital content creation, the performance of your CPU plays a crucial role. In a world dominated by visual effects and 3D animations, it's essential to consider the tools and benchmarks that can help you assess and optimize your computer's processing power.
Rendered at RebusFarm: RUIN Short Film
Monday, March 19th, 2012 by Ralph Huchtemann
RUIN has been 100% rendered at RebusFarm in 2012 by Los Angeles-based Oddball Animation studio, with most of the modeling and animation done by Wes Ball.
Rendering and Modelling: modo
Animation: Lightwave
http://www.conceptruin.com
FUNK BLASTER is a music video of KOAN Sound, a British dubstep group, directed by Los Angeles-based artist and filmmaker Scott Pagano.
Software: Maya and V-Ray
REBUS Renderfarm Blog
由Ralph Huchteman写于2009年9月30日,星期一
Konrad Zuse 创造的超级计算机 G3 (1960)
通过实现新概念并利用大量的开发时间,德国公司REBUS农场努力通过使用插件把它的18,000GHz的渲染农场直接整合进3D软件包。
一个商业型渲染农场提供多种用户配置文件,主要分为三个类型:
- 当最后期限逼近时它就是救世主
- 用户无需购买新硬件就能避开高峰期,所有花费都已包含在渲染农场的预算中
- 持续使用渲染服务是基于其花费成本而非其自身硬件
上述设置决定了渲染农场需满足交货速度和用户友好方面的需求。那些落后于预定计划的客户不可能等到第二天才得到结果,就算是一般的客人也不能忍受渲染农场出现重复或繁琐的提交程序。
渲染农场系统的最初概念
到目前为止,不同的渲染农场系统提供手动和半手动的项目提交方法。手动的系统不能满足快速反应的需求,出现的最差的情况是等到第二天才有反应。即使在一个理想的情况下,建立联系和调整项目都需要一个费时的过程。半自动系统为提交作业提供一个WEB界面,它承诺马上开始渲染程序。不幸的是现实总是有所出入:没有任何一个系统能识别3D软件的版本号和其渲染引擎。作为同一项目文件倾向于在不同的软件版本上渲染,这是非常重要的——但意外的结果总是不可避免。此外还不能识别丢失的插件和纹理,而昂贵的渲染程序却依然在进行。
Farminizer概念
没有任何一个现存的手动或半手动系统能说服REBUS农场的运营商。根据开发商自己的需求和专业知识,一个基于几乎安全无忧原理的全自动服务成为可能。上述思想产生了一个新的、基础明显的方法: 用户的项目必须在他的3D软件中得到完整性和兼容性的检查——只有在那里所有的项目信息才仍然有效。Farminizer插件把工作提交给在渲染农场负责管理工作的渲染管理器。在后台Farminizer插件执行对项目文件的一些调整,同时收集软件版本及渲染引擎信息,以便于用户与渲染农场相匹配。基本上渲染农场与项目协调一致。这确保在渲染农场禁用错误的渲染工作时能保持最佳的整合性。一般规则:如果插件提交了工作,那项目文件就会在渲染农场得到正确的渲染。不正确的渲染是不可能出现的:如果有,那就真新奇了。此外,在提交之前还会对项目进行用户常见错误检查,为用户节省不必要的开支。Farminizer插件会生成一个ZIP文件并输出到渲染农场管理器,管理器负责上传项目、运行渲染程序并把渲染完成的影像保存到用户本地输出文件夹。渲染农场的管理器是FTP客户端和渲染监视器的组合体。添加了能允许从其它3D应用程序输入项目文件,该程序能从其本身输出与渲染农场相兼容的项目。如此,渲染服务就从支持Maxwell开始了。
开发
因为所有已知的软件包都必须从一开始就被支持,所以必须为3ds Max, Maya, Cinema4D和Softimage XSI开发独立插件。Farminizer插件实现在3ds Max中的应用开始于2009年,由于开发商的早期支持,它是能支持数量最多的第三方插件。原来,在大多数情况下,Farminizer中3ds Max的算法可以被转化为Cinema4D, Maya, Lightwave, Softimage|XSI和modo,然而,对于不同应用程序的独立软件架构和用户工作流程都需要做出很大的调整。所连接的渲染农场管理器就舒适度和速度方面保持不断增长。它的一大特点是一键点击技术,它允许以全自动模式控制项目,直到完成的渲染文件能在用户的本地输出文件夹中找到为止。
该软件的执行编程是由 at2实现的。经验丰富的团队孜孜不倦的解决每一个难题,让所有雄心勃勃的项目都成为可能。这体现在一个可伸缩的系统中,可进一步扩展3D应用程序、渲染引擎和软件平台。在 Cinema4D社区中,该软件开发商因它的插件SPLURF,enDOFin和ReferenceShader而著名,他们还能够将Cinema4D的专门技术融合进这个项目中。
用户优势
这是一个强大的,以实践为导向的应用程序,它让用户的生活因有了渲染农场而更加轻松,又由于其若 干特点,构成了这基本无形的渲染农场。现在用户不必担心其纹理、输出路径、代理服务器、GI地图、外部参照和HDR文件、插件、复杂的FTP客户端设置等许多问题。目前只有一些非常简单的项目才能不需渲染农场操作或用户采取行动就能完成渲染的。现在即使有高度复杂的项目,Farminizer软件也能 做到在最高程度的可靠性和发货速度的情况下完成。REBUS农场的Farminizer建立一个到渲染农场的无缝链接,并把18,000GHz 的计算能力推送至用户桌面。除了增加的渲染速度之外,跟本地渲染没有任何区别。
实践中
在RebusFarm主页可供免费下载Farminizer软件,同时可安装Farminizer插件和渲染农场管理器。可以免费试用并马上开始渲染。营业费用以GHzh为计算单位,它相当于租用一个1GHz的单核CPU一个小时。当然,现在的CPU都是由更高GHz的多核组成的。Farminizer插件根据它们的个体工作平台整合进3ds Max, Maya, Cinema4D和Softimage|XSI中。例如,在3ds Max中,你可以通过下拉表单 “Rendering”- “Render with REBUSfarm…”启动插件。使用Farminizer软件原来如此有用,开发商的生产单位REBUSmedia利用它把自己的项目提交到渲染农场。用户受益于比现代个人电脑快上600倍的渲染速度。或许更具体的说:一个通常需要25天完成的渲染工作,现在可以在1小时内完成并已能在用户的输出文件夹中找到。
前景
新的渲染农场概念给了3D社群新的动力。渲染农场行业作出的很多承诺都得到实现,并简化了各种规模的3D-studios的工作。可以料想,尽管最后焦点将会缩小的只剩几个重要的供应商,但外部渲染农场的市场还在不断增长。REBUS农场以其Farminizer软件作为技术市场的领导者,感到配备良好,作好了充分准备迎接将要到来的事情。