Tuesday, July 25, 2006


On July 24, 2006, AMD and ATI announced a plan to join forces, in a transaction that will combine AMD’s technology leadership in microprocessors with ATI’s strengths in graphics, chipsets and consumer electronics. The result is a processing powerhouse: a new competitor, better equipped to drive growth, innovation and choice for its customers in commercial and mobile computing segments and in rapidly-growing consumer electronics segments. The transaction, valued at US $5.4 billion, is expected to close in Q4 2006 subject to approval by ATI shareholders, court approval, regulatory approvals and other customary closing conditions.

Monday, July 24, 2006

Making of | The Naked Mole Rat

New making of by Anna Celarek using Softimage and 3dsmax on creating The Naked Mole Rat.

Sunday, July 23, 2006

Trailer | Teenage Mutant Ninja Turtles

The first teaser trailer for Teenage Mutant Ninja Turtles has been released. TMNJ is a CGI feature created by Imagi Animation Studios

Saturday, July 22, 2006

Maya Implemenation of Blender's Unwrap tools

Quality of Life Enhancement Device for Computer Artists

Every now and again something new in the computer graphics world will make your jaw drop like Maya's Paint Effects. Blender's LSCM and ABF uv unwrapping tools are another example. If a good proportion of your life is spent in front of Maya, texture mapping polygon meshes, then you should probably install this plugin and mel script.

Maya has really solid and reliable texture mapping tools but it's automatic unwrapping can produce very inefficient results which have to be manually tidied up. Blender's automatic mapping tools are very fast even on complicated meshes. The results need very little tidying up if at all. Have a look at the following Blender documentation and example movies.

The most beautiful CG girl #3 - [VOTING]

3DM3 have opened voting in competition of ready artworks - The most beautiful CG girl #3. You can vote for your favorite cg girl. Voting booth will close on: August 20th, 2006

Friday, July 21, 2006

Warhammer: Mark of Chaos

‘Mark of Chaos’ is one of those absorbing games that draws the player into a world chock full of legend, fiery battles and gore. When the Budapest crew took on the project for the Warhammer cinematic trailer, they knew that both a good understanding of what the client wanted, and the development of a good workflow, would help them along the way.

Digic Pictures’ production of the Warhammer ‘Mark of Chaos’ intro took six months with 25 people involved. “Everybody did a great job and deserves to be mentioned individually,” says Gabor Marinov, Creative Producer. Marinov is speaking from Budapest, where the CG industry has recently been given new lease on life. He enthusiastically introduces me to his close crew

VRay 1.5 at SIGGRPAH 2006

Chaos Group to reveal V-Ray 1.5 at SIGGRAPH 2006, Boston

V-Ray 1.5 builds on the existing foundation of the V-Ray rendering engine, extends its capabilities and adds many new features:

# Full render elements support inside 3dsmax with nearly 30 render elements available;
# Physically based sun and sky for simulating the natural daylight illumination of the Earth;
# Physically based camera model with real-world parameters (exposure, distortion etc);
# New material types (VRayBlendMtl for layering materials in an efficient manner, VRay2SidedMtl for simulating thin translucent surfaces, VRayFastSSS for simulating subsurface scattering in translucent materials like humnan skin, and more);
# Detail enhancement for the irradiance map - a blend between the irradiance map and QMC GI to bring the best of both worlds;
# Adaptive path tracing;
# VRayDirt texture map for simulating dirt or ambient occlusion;
# Improved distributed rendering;
# Improved V-Ray virtual frame buffer;
# Multi-platform SDK for extended virtually any part of the rendering engine;
# and much more...

VRMesh 3.0 released

After one year of development based on the needs of manufacturing designers, VirtualGrid is proud to announce the release of VRMesh 3.0, a sketch-based free-form 3D mesh modeler for arbitrary triangle mesh creating and processing. It is a huge step forward in technology, performance, and speed. The interface and interaction are redesigned, more than sixty new features are added, and everything is speeded up, e.g., converting one million point clouds to meshes takes only a few minutes on a regular PC.

Thursday, July 20, 2006

Making of | Route Kanal

Kristijan Stuhli takes through the making of his recent gallery image 'Route Kanal'

Wednesday, July 19, 2006

YafRay 0.0.9 Released

Blender 2.42 is out and YafRay needed to be updated for working with it. So we have new YafRay release, about a year later of 0.0.8 version. In fact, this is a maintenance release with few (but important) changes. Greatest change is the project manager ;-) because Mathias Wein, a.k.a. Lynx, is at the head of YafRay development. Good luck, Lynx and thank you for getting involved in this insane project!

Here is a 0.0.9 changelog:

* New SAH-kdtree for mesh objects, which is hopefully mature now. Improvements include: Smaller memory footprint, more robust traversal (so holes in meshes should be history), faster ray-scene-intersection (depending on scene) due to new building algorithm (surface area heuristic and triangle clipping, preparing scene can take a bit longer though)
* Image loading code is more careful when trying to load files with unknown extension (crash-fixes)
* Added -p command line option for Linux to specify an alternative plugin path when rendering XML (yafray executable), YafRay also prints used plugin path and number of plugins loaded to console now.
* Changing number of threads with blender plugin now takes effect without restarting blender (blender 2.42 and later only)
* Fixed some minor bugs, code cleanups/updates for newer compilers and build-environments