pipeline development theory 2005-06-16 - By Marc-Andre Carbonneau
Back Something about streamlining a pipeline but also...proof that the FX/Tree is not a bad thing in XSI! LOL!
Quoted from Wired article about Spielberg's War of the Worlds
********************************************************* Another thing that helped keep Spielberg and company on schedule was ILM's Zeno software package - the first major overhaul of its proprietary visual-effects pipeline since the mid-'90s. Previously, ILM effects artists used a dozen or so programs - one to model creatures, another to light them, a third to simulate explosions, yet a fourth to put it all together into a single image. Zeno, developed over the past seven years by Lucas' in-house programmers, puts all of these components onto a single platform with a common user interface. The big advantage is speed: Now the person who creates the aliens can light them as well. It also means fewer bottlenecks and fewer opportunities for information to get lost or misunderstood in transmittal from one animator to the next. And because the software used for, say, creature development employs the same algorithms as the software that simulates explosions, compositors can marry creatures and explosions without spending extra hours adjusting for those minor mathematical discrepancies that can shatter the illusion of reality. All that was great - but it also meant that, aside from dealing with the computer crashes that come with any new software system, the artists had to learn a whole new way of working. *********************************************************
Complete article there: http://www.wired.com/wired/archive/13.06/war.html?pg=3&topic=war&topic_s et=
MAC
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