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pipeline development theory

pipeline development theory

2005-06-16       - By Marc-Andre Carbonneau

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Reply:     <<     11     12     13     14  

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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