Jan12 Term Courses
These are the courses available from which to choose.Courses Available for Additional Purchase from "The Vault"
These offerings are available to members for purchase and immediate download. They are not counted as part of the standard membership and available for an additional fee. If you'd like to find out more about The Vault and how it works, please see our faq.Course Descriptions
AFX203 - After Effects: Project A to Z
Professor: John Montgomery (johnmont)
This course will work through "The Future of DRM" greenscreen project over the duration of the term, with the goal of collaborating with other fxphd members to achieve a final piece. The piece involves a cynical look at where the future of DRM might go. Our talent is sitting at a bar or nightclub having a drink and watching music videos. In order to play the songs, they must work their way through an increasingly complex DRM approval process.
This is a greenscreen project, and we will be distributing all of the shots in the piece as 10-bit RED 1K DPX files, so members will have access to the complete cut for the project. It provides a lot of possibilities for artists to stretch their creative wings -- from designing a virtual environment for the talent (is it photoreal or stylized?) to creating an interactive table UI to developing and integrating a HUD.
The course will be lead by John Montgomery, Mark Christiansen, and Danny Princz, each bringing their own creative thoughts to the process. In addition to After Effects, other applications will be used as well...because in the production of visual effects artists rely on multiple applications. It's a misnomer to think all work for a project is done in one appliation. We will also provide feedback in the forums on member work that is part of the course -- as one of the best ways of learning is to get constructive input from other artists.
This is a greenscreen project, and we will be distributing all of the shots in the piece as 10-bit RED 1K DPX files, so members will have access to the complete cut for the project. It provides a lot of possibilities for artists to stretch their creative wings -- from designing a virtual environment for the talent (is it photoreal or stylized?) to creating an interactive table UI to developing and integrating a HUD.
The course will be lead by John Montgomery, Mark Christiansen, and Danny Princz, each bringing their own creative thoughts to the process. In addition to After Effects, other applications will be used as well...because in the production of visual effects artists rely on multiple applications. It's a misnomer to think all work for a project is done in one appliation. We will also provide feedback in the forums on member work that is part of the course -- as one of the best ways of learning is to get constructive input from other artists.
Click to view individual classes....
Class 1: An overview of the "Future of DRM" project and goals for the term. Brief on tracking the first shot and creating a virtual set. UI creation and alignment with the original footage using Illustrator, Photoshop, and AE.
Class 2: Doing the composite for the first UI closeup scene, using Sapphire plugins to enhance the graphics and comp, and a demonstration of how johnmont likes to approach keying in layers.
Class 3: Cleaning up the Beer Pouring shot, and a preview of the associated table graphics. A look at doing the table luma key in After Effects.
Class 4: Working on the biometric hand scanning shot, adding and x-ray effect and UI graphics.
Class 5: Tackling issues such as refraction when filling up the empty beer glass in the wide shot. Using Trapcode Form to approach the voiceprint verification shot.
Class 6: Keying and grading techniques on the wide shot. Also, a bonus look at keying the scene using another application: Flame's Master Keyer.
Class 7: Tracking the tabletop. Using Mocha for AE, corner pinning, and other techniques to track and finesse replacing the table surface.
Class 8: Event 009, Part 1. Tackling the design of the heads up display using built-in text and modifying animation presets.
Class 9: Event 009, Part 2. Putting finishing touches on the HUD, using lighting and shapes duplication. Also, a look at animating the virtual set LED lights and a render pass tutorial.
Class 10: An overview of the entire project, with and alternate look at the first tabletop scene using expressions and more.
AFX205 - After Effects Motion Graphics II
Professor: Tim Clapham (TimC)
This course first ran in our April09 Term, but still contains a ton of great tips and techniques. We know many of you weren't part of fxphd back then, so we're running this repeat from the archives.
Tim Clapham from Luxx, returns to explore the use of Adobe After Effects for the production of Motion Graphics. The classes will be mostly project based, with tips and tricks for creating stunning visuals. Clapham will demonstrate methods to facilitate an efficient workflow.
As well as working in After Effects, working with 3D applications will also be discussed, specifically utilizing Cinema4D for mulitpass renders, After Effects integration and avoiding common gotchas. The course will encompass the use of expressions to speed up production and enhance creativity. Clapham be using After Effects CS3 (members can also use CS4), with some content being discussed in Cinema4D r11.
Tim Clapham from Luxx, returns to explore the use of Adobe After Effects for the production of Motion Graphics. The classes will be mostly project based, with tips and tricks for creating stunning visuals. Clapham will demonstrate methods to facilitate an efficient workflow.
As well as working in After Effects, working with 3D applications will also be discussed, specifically utilizing Cinema4D for mulitpass renders, After Effects integration and avoiding common gotchas. The course will encompass the use of expressions to speed up production and enhance creativity. Clapham be using After Effects CS3 (members can also use CS4), with some content being discussed in Cinema4D r11.
Click to view individual classes....
Class 1: This class will take a 3D multipass render along with exported 3D data. From this, elements will be isolated using Object Buffers as mattes. Creating a fake blurry reflection. Adding extra content using After Effects 3D layers combined with Object Buffers. Creating text animation using Track Mattes and Text Animators. Offsetting parameters overtime using expressions.
Class 2: Using scripts to generate a 3D Cube, then replacing the sides with graphic patterns. Introduction to Trapcode Form, using Layer Maps. Creating Layer Maps with Radio Waves, Trapcode Particular. Looping keyframes with a simple expression.
Class 3: Overview of alternative effects that work with layer maps, including Card Dance and Particle Playground. Animating a camera using parenting. Animating Illustrator artwork in 3D space. Working with AE Text, per character 3D feature, combined with range selectors and using wiggly selectors for randomizing characters and text colour.
Class 4: Part 1 of 2. This week we will be taking a layered Photoshop file and breaking it into sections to displace over time. We will be adding an expression to control several parameters over many layers at different points in time, then linking them together with expression sliders. We will also use Trapcode Form to create an animated halftone effect.
Class 5: Part 2 of a 2 week class. This week we will complete the project, using Form for the halftone and then distributing the particles in Z space. Adding in text elements and linking the parameters between comps. Adding independent wiggle to XYZ position on the camera using expression controllers.
Class 6: Taking a green screen shot and pulling a key using Keylight. Combining mattes to key out tracking markers. Tracking and Cloning to clean up skin. Isolating skin areas for smoothing.
Class 7: Continuing from last week. Stabilizing the keyed footage. Creating a light wrap effect. Adding in a shape layer background and some type. Trapcode Starglow and Particular for enhancing the shot. Grading in Magic Bullet Looks.
Class 9: Part 1 of 2. This week we will look at creating assets by combining several photographs or scans to give a stop motion stuttering type effect. Creating vector artwork from photos and autotrace. We will then start to assemble a series of shots using continually rasterising vector art and 3D layers. Using expressions to tint the layers based on distance from camera.
Class 10: Part 2 of 2. Using Particular to create a journey through a forest of trees. Finishing the final shot and editing all shots together with transitions.
AFX210 - Introduction to After Effects Scripting
Professor: Lloyd Alvarez (lloydalvarez)
This course, taught by Lloyd Alvarez, will provide an introduction to the main scripting tools available in Adobe After Effects versions CS3 and above. Scripting automates tedious tasks that can be done by hand in After Effects so a good working knowledge of After Effects is strongly recommended before taking this course. After Effects can be scripted in ExtendScript (Adobe’s extended implementation of JavaScript.) on both mac and windows as well as Applescript on the mac and Visual Basic on Windows. This course will only cover ExtendScript because of its cross-platform nature and larger resource base due to its JavaScript foundation.
Teaching programming can be dreadfully boring so this course will aim to teach by example instead of by theory. The course will cover basic scripting and programming concepts that will then be applied to several real scripts that will be created over the term. The scripts that will be developed during the course will be chosen in part by the students so that they can be relevant and the students can participate in the problem solving necessary to successfully create them.
Based in New York City, Lloyd Alvarez is a highly demanded multi-disciplinary freelancer, from art directing and design to compositing and animation. Lloyd began scripting in After Effects to solve workflow problems for his freelance projects and soon began sharing them with the community starting with his very popular BG Renderer script. He has since released several more very popular scripts and is now the curator of aescripts.com, which is the top destination for the best After Effects scripts from the top authors from around the globe.
Most of our intro courses are “100 level”, but due to the base level of After Effects knowledge needed for scripting, this course is targeted at the intermediate level.
Teaching programming can be dreadfully boring so this course will aim to teach by example instead of by theory. The course will cover basic scripting and programming concepts that will then be applied to several real scripts that will be created over the term. The scripts that will be developed during the course will be chosen in part by the students so that they can be relevant and the students can participate in the problem solving necessary to successfully create them.
Based in New York City, Lloyd Alvarez is a highly demanded multi-disciplinary freelancer, from art directing and design to compositing and animation. Lloyd began scripting in After Effects to solve workflow problems for his freelance projects and soon began sharing them with the community starting with his very popular BG Renderer script. He has since released several more very popular scripts and is now the curator of aescripts.com, which is the top destination for the best After Effects scripts from the top authors from around the globe.
Most of our intro courses are “100 level”, but due to the base level of After Effects knowledge needed for scripting, this course is targeted at the intermediate level.
Click to view individual classes....
Class 1: Basic overview of what scripting is and a brief overview of what will be learned over the whole course. We will also begin writing our first script that will cover the fundamentals covered in lessons 1-3. Introduction to the After Effects DOM model and variables. Overview of the resources available for AE scripting and how to use them. Finally a quick overview on how to install and run scripts.
Class 2: Introduction to ExtendScript Toolkit - the full-featured JavaScript debugger that comes with After Effects and the application in which we will create all the scripts in this course. Introduction to variables, operators, arrays and basic user interface controls.
Class 3: Introduction to conditionals, loops and functions.
Class 4: Script assignment 1: DSLR cinematography workflow offline clip creator script. Subjects covered: Basic error checking. Looping through project and create comps from footage items. Add a text layer to each comp with an expression, add items to the render queue and set a custom destination.
Class 5: Script assignment 1 continued.
Class 6: Script assignment 2: Promo version maker script. Subjects covered: Importing data from a text file, iterating through comps, replacing text layers' source text property, adding items to the render queue. Basic regular expressions.
Class 7: Script assignment 2 continued. Subjects covered: Creating and using custom objects.
Class 8: Script assignment 3: Search projects for layers and do... script. Subjects covered: Creating a ScriptUI user interface, searching entire project for layers, working with individual layer properties.
Class 9: Script assignment 3 continued.
Class 10: Script assignment 3 continued.
AFX213 - After Effects Broadcast Design with Red Giant
Professor: harry frank (graymachine)
We're excited to have a new After Effects course lead by a familiar name in the motion graphics industry, designer Harry Frank. This practical, software-based course will focus on creating a professional broadcast graphics package from scratch. Harry has done numerous high-profile national broadcast packages over the year for networks such as NBC, ABC, Fox, and G4TV. One of the strengths of After Effects is its plug in architecture and offerings such as Trapcode Particular, Form, and Lux are workhorses of mograph artists. Over the ten weeks, After Effects will be at the center of the course in conjunction with these and other plug ins from Red Giant Software.
In the broadcast industry, turn-around times for deliverables can be short, which makes efficiency a key component of being a professional motion designer. We need to have the right tools at our fingertips with an in-depth understanding of them to achieve this. This will be the core focus of this course: accelerating your creativity with your tools.
In AFX213, students will be building a graphics package for a broadcast awards ceremony. We will build assets such as a short show open, logo animation, full screen graphic, lower third, and transitional elements. This class will give students the opportunity to be creative, building a graphics package from scratch. Students are encouraged to take advantage of this experience with peer and instructor review in a special work sharing forum on the site. Members have found this level of interaction to be extremely valuable part of the course.
Harry originally studied music engineering and worked in both audio post-production and studio engineering, before entering the motion graphics field 12 years ago. He has worked in Detroit, Chicago, and Los Angeles as a freelance motion designer, with clients such as, Blur Studio, Digital Kitchen, and many more. As an instructor and author, he has authored numerous tutorials and training titles on motion design, After Effects Expressions, Trapcode Particular and Form, and Cinema 4D. In Detroit, he was an Adjunct Faculty at the College for Creative Studies. Harry is the owner of graymachine.com, and host of the networking site, themotionexchange.com
In the broadcast industry, turn-around times for deliverables can be short, which makes efficiency a key component of being a professional motion designer. We need to have the right tools at our fingertips with an in-depth understanding of them to achieve this. This will be the core focus of this course: accelerating your creativity with your tools.
In AFX213, students will be building a graphics package for a broadcast awards ceremony. We will build assets such as a short show open, logo animation, full screen graphic, lower third, and transitional elements. This class will give students the opportunity to be creative, building a graphics package from scratch. Students are encouraged to take advantage of this experience with peer and instructor review in a special work sharing forum on the site. Members have found this level of interaction to be extremely valuable part of the course.
Harry originally studied music engineering and worked in both audio post-production and studio engineering, before entering the motion graphics field 12 years ago. He has worked in Detroit, Chicago, and Los Angeles as a freelance motion designer, with clients such as, Blur Studio, Digital Kitchen, and many more. As an instructor and author, he has authored numerous tutorials and training titles on motion design, After Effects Expressions, Trapcode Particular and Form, and Cinema 4D. In Detroit, he was an Adjunct Faculty at the College for Creative Studies. Harry is the owner of graymachine.com, and host of the networking site, themotionexchange.com
Click to view individual classes....
Class 1: Quantifying the deliverables list and creating a production timeline. Indentifying format and specs. Creating style-frames in Photoshop. How to use Photoshop versions of Red Giant plug-ins and save the settings for use in After Effects.
Class 2: Creating dynamic, looping backgrounds with Trapcode Form and Particular, with additional color effects with Trapcode Starglow and Shine.
Class 3: Creating glitz and glam elements in Particular like falling confetti, atmosphere, dust, smoke and more. Also, using Lux to create volumetric light elements.
Class 4: Part 2 on Trapcode Particular as well as adding additional elements with Knoll Light Factory and Geomancy.
Class 5: Focusing on creative typography and using the After Effects Type Tools and Animators. Integrating the elements we made so far to create a full screen graphic page.
Class 6: Creating the show open and logo animation. Using PlaneSpace to align and distribute images in 3D space.
Class 7: Finishing the show open, and then using the existing design to design and build out lower thirds, as well as using expressions to speed along lower third creation.
Class 8: Creating full-screen transitional elements in with the Trapcode Suite.
Class 9: Finishing & color grading with Magic Bullet Mojo, Looks and Colorista and determining which are the best for you. Also, adding color with Shine and Starglow.
Class 10: A project overview/recap and member requests. Exploring some alternative methods of styleframing this project in After Effects instead of Photoshop.
AUD102 - An Audio Production Primer
Professor: Cory Coken (coken57)
Designed with the graphic artist, effects artist and editor in mind, this course will provide a solid foundation of knowledge of production and post-production audio. Taught by audio mixer/designer Cory Coken, the course will center on four core areas of audio: dialogue, sound effects, music, and mix. The course will be a series of on-camera classes covering techniques and approaches.
Starting with production, we'll cover recording equipment, techniques, and microphone placement to record our own sound effects and dialogue. Next, we'll move into the studio setting, where students will develop aesthetic and technical skills, including sound effects editing, Foley, and sound design. To conclude the class, we'll go over the basics of sound mixing for film, web, and other mediums. We'll discuss and creatively execute the four elements of the soundtrack. The course will generally use an application-agnostic approach, showing various programs such as Nuendo, Soundtrack Pro, and Pro Tools.
Professor Cory Coken began his career in the industry by building an extensive and impressive list of credits. Starting out working on feature films such as Batman Forever, Apollo 13, and Hoop Dreams, Coken developed a versatile background in sound. He eventually transitioned into advertising where he has created, recorded, and designed audio for television and radio commercials. A majority of his career was spent at Avenue Edit in Chicago where he spent 12 years working with clients such as Disney and Coca-Cola. In 2000, he built and created a new state of the art facility-allowing Avenue to provide clients with the best studios for post production sound. Now with over 15 years experience in the industry, Cory brings his knowledge, talent, and passion for audio to fxphd.
Starting with production, we'll cover recording equipment, techniques, and microphone placement to record our own sound effects and dialogue. Next, we'll move into the studio setting, where students will develop aesthetic and technical skills, including sound effects editing, Foley, and sound design. To conclude the class, we'll go over the basics of sound mixing for film, web, and other mediums. We'll discuss and creatively execute the four elements of the soundtrack. The course will generally use an application-agnostic approach, showing various programs such as Nuendo, Soundtrack Pro, and Pro Tools.
Professor Cory Coken began his career in the industry by building an extensive and impressive list of credits. Starting out working on feature films such as Batman Forever, Apollo 13, and Hoop Dreams, Coken developed a versatile background in sound. He eventually transitioned into advertising where he has created, recorded, and designed audio for television and radio commercials. A majority of his career was spent at Avenue Edit in Chicago where he spent 12 years working with clients such as Disney and Coca-Cola. In 2000, he built and created a new state of the art facility-allowing Avenue to provide clients with the best studios for post production sound. Now with over 15 years experience in the industry, Cory brings his knowledge, talent, and passion for audio to fxphd.
Click to view individual classes....
Class 1: A brief overview of the course including defining some general terms. We then dive into our first topic: Dialogue. We cover on-set audio acquisition, including microphone selection, and recording devices.
Class 2: Dialogue, Part 2. We examine studio microphone and recording techniques: microphone types (condenser vs. dynamic), computer audio interfaces, simple techniques to improve the quality of your recordings. Vo and Narration Recording Techniques. Clean up of location audio tracks Buzz, Hum and click repair.
Class 3: Sound Effects, Part 1. Production/Location recording of sound effects. Ideas on which microphones to use and placement of those microphones. We will also examine ways you can database and search your recordings, through applications like iTunes and soundminer.
Class 4: Sound Effects, Part 2. Sound Effects Library. We look at the wide range of sources for sound effects -- from online to libraries for purchase -- and cover the various legal/rights issues for each.
Class 5: Sound Effects, Part 3. Foley. We will have some fun creating sound effects to picture. Which microphones to use and when to use foley vs. when to use another source.
Class 6: Music, Part 1. Original composition and production. Creating music that is specifically for your film or project. We will interview a composer and see what applications and tricks they use.
Class 7: Music, Part 2. Music Libraries. How can you search and find music and the Clearance/legal issues.
Class 8: Editing, We will discuss basic techniques used in Dialogue and Sfx editing. We will edit the voice and Foley we recorded in the earlier classes. In this class we will also talk about Sound Design and what it means.
Class 9: The Mix, Part 1 Setting up your room for the best mixing environment. What does mixing mean and the basic techniques used. We will dive into Plug-ins, Compression, Reverb, and other mix tools. We will discuss mix formats 5.1 through Mono. Proper levels, using meters and making sense of all the numbers.
Class 10: The Mix, Part 2 Deliverables, how do I get my mix on the master in sync. What file formats are used for various end delivery types.
BKD223 - Background Fundamentals Jan12
Professor: Mike Seymour (mikes)
Curiously Engaging: This term's Background Fundamentals (BKD) looks outside the box at curiously engaging content. We move away from large feature film style projects, standard film making or even normal 30 second commercials to projects that are part of a new world of expanded content, especially in terms of getting a message or story across. We also look at why somethings are engaging, how people interact with your message. We look at the the ways you can be involved in innovative projects but far from just stand and gaze at these creative projects, we try and decode them as to why they work. Speaking to leading figures in advertising and in behavioral economics, we will show how people behave anything other than rationally and sensibly.
A lot of what we will discuss is projects that work creatively despite budget, but David Oligvy once said any ad that doesn't sell can't be that creative. So we will explore the cutting edge of new research into behaviorally modification - work so impactful, that some have suggested it be banned explicitly from being used in advertising. Someone also once said that their "ads only worked half the time and they just wished they could work out which half that was" ! - Well, we will speak with founders of some of the most innovative ad or communications companies in the world to explore just how people react to your work, and how you can be amazingly effective by thinking differently. This is not new age hype - this is hard core research from places like Stanford University. fxphd has been researching this for 6 months speaking to university professors and successful 'film makers' alike to bring you this term's BKD
In this our magazine style course that you get free with every term. This term we will move away from traditional to the unusual but curiously engaging, including:
We will also have some fun with some production classes and, of course, our Background Challenges where we provide material and individual online reviews of your submission. These have proven a great tool for both learning and getting polished shots for your reel. This term we will focus on a project that is done throughout fxphd in multiple courses - a micro budget global film - that members themselves helped write, nicknamed Joan of Arc.
While specific class outline/order is still in flux, we have some great classes planned as part of the course. This is our 23nd term of Background Fundamentals and it has always proven to be a very popular component of fxphd.
A lot of what we will discuss is projects that work creatively despite budget, but David Oligvy once said any ad that doesn't sell can't be that creative. So we will explore the cutting edge of new research into behaviorally modification - work so impactful, that some have suggested it be banned explicitly from being used in advertising. Someone also once said that their "ads only worked half the time and they just wished they could work out which half that was" ! - Well, we will speak with founders of some of the most innovative ad or communications companies in the world to explore just how people react to your work, and how you can be amazingly effective by thinking differently. This is not new age hype - this is hard core research from places like Stanford University. fxphd has been researching this for 6 months speaking to university professors and successful 'film makers' alike to bring you this term's BKD
In this our magazine style course that you get free with every term. This term we will move away from traditional to the unusual but curiously engaging, including:
- Behavioral economics
- Original, award winning funding models for feature films
- Using effects tools in the most unusual ways
- The theory of actually changing people's behavior with your work
- Amazing campaigns that generated amazing results with micro budgets
We will also have some fun with some production classes and, of course, our Background Challenges where we provide material and individual online reviews of your submission. These have proven a great tool for both learning and getting polished shots for your reel. This term we will focus on a project that is done throughout fxphd in multiple courses - a micro budget global film - that members themselves helped write, nicknamed Joan of Arc.
While specific class outline/order is still in flux, we have some great classes planned as part of the course. This is our 23nd term of Background Fundamentals and it has always proven to be a very popular component of fxphd.
Click to view individual classes....
Class 1: Breaking the mould. How independent films can work out side the system.
Mike talks to producer and writer of "The Tunnel" - Enzo Tedeschi about funding and distributing the award winning indy film.
Class 2: Behavioral economics in advertising
Class 3: Influencing subconscious behavior.
Class 4: Mike chats with Naked Communications founder Adam Ferrier about the role of behavioral economics in their campaigns.
C4D101 - Introduction to Cinema 4D
Professor: Tim Clapham (TimC)
The Cinema4D 101 course will be a practical approach to learning Maxon's Cinema4D. The course will cover everything needed to obtain a solid foundation in using the application. From understanding the interface, to modeling using the built in primitive and NURBs objects. An exploration of lighting and material creation, through to animation techniques, use of expressions and rendering possibilities. Specifically aimed at new users to the application, some experience of 3D would be advantageous, although not essential. After completing this course, you will have an in-depth understanding of the workflow and techniques required to work with Cinema4D in a production environment.
Based in Sydney Australia, Tim Clapham is a multi-disciplinary animator and compositor. Evolving from a solid foundation in traditional animation using both Film and Video, Tim soon transitioned into the digital domain and has forged a solid career in the world of Motion Graphics. With over 11 years of industry experience, Tim is accomplished with many 3D animation and Digital Compositing applications.
This knowledge has been the bedrock of his many successful training courses as a Professor for fxphd and a continuing relationship with Maxon Computer where Tim has worked as a beta tester for many years, and also contributes tutorials to their online learning resource cineversity.
As the owner of Motion Graphics and Animation company Luxx, Tim is hands on with every project that the company produces. With a history of working with many global Advertising and Broadcast companies, the work Tim produces is both technically challenging whilst maintaining innovation and high quality.
Based in Sydney Australia, Tim Clapham is a multi-disciplinary animator and compositor. Evolving from a solid foundation in traditional animation using both Film and Video, Tim soon transitioned into the digital domain and has forged a solid career in the world of Motion Graphics. With over 11 years of industry experience, Tim is accomplished with many 3D animation and Digital Compositing applications.
This knowledge has been the bedrock of his many successful training courses as a Professor for fxphd and a continuing relationship with Maxon Computer where Tim has worked as a beta tester for many years, and also contributes tutorials to their online learning resource cineversity.
As the owner of Motion Graphics and Animation company Luxx, Tim is hands on with every project that the company produces. With a history of working with many global Advertising and Broadcast companies, the work Tim produces is both technically challenging whilst maintaining innovation and high quality.
Click to view individual classes....
Class 1: An introduction to the Cinema4D interface. Working with position, scale and rotation tools to transform objects. Adjusting and creating custom layouts. Introduction to viewport options.
Class 2: This week we will create a Martini Glass, Cocktail Shaker and Cocktail Umbrella using a combination of Parametric Primitive Objects, Splines, Generators and NURBs Generators.
Class 3: Modeling a car wheel using hyperNURBs. This week will make use of selection tools such as loop selection, modeling tools such as extrude, knife and bridge.
Class 4: Materials, shaders and texture tags. This week we explore the material system in Cinema4D. Creating and organizing materials. Working with texture tags and the different projection types. Finally we create a few materials to use in our scenes.
Class 5: Lights and Cameras. This class will look at the light types available, working with visible lights, shadows and falloff. Using cameras and also a look at creating a depth map.
Class 6: An introduction to Xpresso. Overview of expressions in general. Working with the Xpresso Editor. Using Set Driver and Set Driven. Creating User Data to control Xpresso.
Class 7: An introduction to the MoGraph module. Exploring the various settings of the Cloner object, then combining this with effectors to unleash the possibilities available with the module.
Class 8: Part 1 of a 3 week project. This week we prepare some ExtrudeNURBS objects. Start animating the objects and camera, with an introduction to the timeline and f-curve manager.
Class 9: Part 2 of a 3 week project. Adding materials to the objects. Using the Fracture Object in combination with hierarchies of objects, adding the plain effector to wipe text on. Working with layers and creating object presets.
Class 10: Part 3 of a 3 week project. This week we add in some background elements using Cloner Object combined with the Step Effector. Look at the MoGraph Color Shader and the Random Effector. Finally we create a basic multipass output and composite in After Effects using the 3D data exported from the C4D scene.
C4D102 - Introduction to Cinema 4D II
Professor: Tim Clapham (TimC)
This course will complement the C4D101 course and further develop your skillset when working with Maxon’s Cinema4D. Alongside the core Cinema4D concepts, the 102 course will include classes on using some of the popular modules available for Cinema4D, including Cloth, Sketch & Toon and MoGraph, as well as an introduction to using Bodypaint3D and understanding the concept of UV mapping and texture painting within the application. The classes will be both practical workshops and project based classes, further enhancing your experience of using the core Cinema4D application, Bodypaint3D and the available modules.
Tim Clapham is a multi-disciplinary animator and compositor and one of our members favorite profs. With over 11 years of industry experience, Clapham is an industry recognized expert in Cinema 4D and After Effects. As Company Director at Luxx in Sydney, Australia, Tim works with a wide range of global advertising and broadcast companies, producing world-class content that is both technically challenging and innovative.
Tim Clapham is a multi-disciplinary animator and compositor and one of our members favorite profs. With over 11 years of industry experience, Clapham is an industry recognized expert in Cinema 4D and After Effects. As Company Director at Luxx in Sydney, Australia, Tim works with a wide range of global advertising and broadcast companies, producing world-class content that is both technically challenging and innovative.
Click to view individual classes....
Class 1: Creating a short logo animation part 1. Using subdivided splines for smooth deformation. Fracture object with ExtrudeNURBS and Plain Effector to animate type.
Class 2: Creating a short logo animation part 2. Animating the logo using animation layers. Creating glossy materials and a basic light setup. Rendering with Picture Viewer.
Class 3: Introduction to the Hair Module. Using the Hair Object. Styling hair and working with the Hair Material. This class also covers cloning with Hair and Hair dynamics.
Class 4: Introduction to the Cinema4D cloth module. Exploring the Cloth Tag parameters. Cloth collisions with regular objects. Using ClothNURBS for smoothing and thickness. Belting Cloth to Polygon objects.
Class 5: Working with the Sketch and Toon module to create Non-Photorealistic Renders. Exploring the sketch render options, sketching individual objects with unique materials. Finally creating a watercolour type line from scratch.
Class 6: Introducing Bodypaint 3D. This week we take a look at manipulating UVs and creating UV maps. This will cover different UVW projections, interactive mapping and the Bodypaint Setup Wizard.
Class 7: Texture manipulation with Bodypaint 3D. This week we continue our exploration of Bodypaint, focusing on the texturing features. Subjects covered include working with layers, filters, multichannel painting and projection painting. This class also covers baking textures.
Class 8: Week one of a three week project. Creating a logo animation for Top 100 Countdown. This week we create the text from illustrator artwork. Model a clock dial using Cloner and Shader Effector. Colour the dial with the MoGraph color shader. Animate the effectors using Xpresso.
Class 9: Week two of a three week project. Adding animation to the project. Working with F-Curves. Creating the tunnel of clock dials and other graphic elements using standard particles combined with MoGraph Tracer, Cloner and a combination of effectors. Scene management with layers.
Class 10: Week three of a three week project. An extended class of 1hr 30mins, including bonus 30 minutes working in After Effects. First we add basic lighting and finalise our materials in Cinema4D. Create a geometric zoom from the Top 100 model. Add streaks of light with Tracer. Create a wipe with Cloner and Boolean operations. Set-up multipass and AEC export. Render the 3D passes and then complete basic composite and grade in After Effects.
C4D205 - Cinema 4D and Design II
Professor: Tim Clapham (TimC)
This course is aimed at the intermediate user, but certainly accessible to advanced beginners, this class will cover many features of the Cinema4D toolset. Alongside revealing some of his innovative techniques for working with the MoGraph module, Tim will also cover fundamental subjects and their application within Cinema4D, such as principles of lighting, working with audio, use of Xpresso to streamline workflow, multipass rendering and compositing with After Effects.
Based in Sydney Australia, Tim Clapham is a multi-disciplinary animator and compositor. Evolving from a solid foundation in traditional animation using both Film and Video, Tim soon transitioned into the digital domain and has forged a solid career in the world of Motion Graphics. With over 11 years of industry experience, Tim is accomplished with many 3D animation and Digital Compositing applications.
As the owner of Motion Graphics and Animation company Luxx, Tim is hands on with every project that the company produces. With a history of working with many global Advertising and Broadcast companies, the work Tim produces is both technically challenging whilst maintaining innovation and high quality.
Based in Sydney Australia, Tim Clapham is a multi-disciplinary animator and compositor. Evolving from a solid foundation in traditional animation using both Film and Video, Tim soon transitioned into the digital domain and has forged a solid career in the world of Motion Graphics. With over 11 years of industry experience, Tim is accomplished with many 3D animation and Digital Compositing applications.
As the owner of Motion Graphics and Animation company Luxx, Tim is hands on with every project that the company produces. With a history of working with many global Advertising and Broadcast companies, the work Tim produces is both technically challenging whilst maintaining innovation and high quality.
Click to view individual classes....
Class 1: Creating a Pin Art sculpture - Modeling the Pin Art structure and pins, then assembling the array using the MoGraph Cloner object. Adding the Formula Effector to offset the pins and the Shader Effector to transform the pins creating the impression. This class will also include basic material creation.
Class 2: Animating along paths - An exploration of animating objects along splines within Cinema4D. Examining - Align To Spline, Spline Wrap, Spline Effector. The class will conclude by creating an animation setup using the core particle system combined with Matrix Object, Cloner Object, Effectors and also MoDynamics to create a continual flow of dynamic objects animated along a path.
Class 3: Building a Stereoscopic Camera Rig in Cinema4D Part 1 of 2 - this week we discuss some stereo theory and create the foundation of a toed-in, parallel and offset axis camera using Xpresso and User Data.
Class 4: Part two of a two week class building a stereoscopic rig. This week we continue the rig we started last week. Adding in helper planes, and an anaglyph preview using openGL. Finally a brief look at previewing the 3D effect in After Effects.
Class 5: Baking textures in C4D. Using Bake Object and Bake Texture Tag. Baking Normal Maps from geometry and sub-poly displacements. Baking Displacement maps from geometry. Baking GI for Camera Animation.
Class 6: The first of a two week class discussing lighting. Creating a basic light dome with MoGraph. Light and shadow types. Shadow casting lights. Light include / exclude lists.
Class 7: The second of a two week class discussing lighting. Creating studio type lighting with Global Illumination,then reproducing a similar setup with lights and no GI. Lighting a night time shot then rendering with light passes for manipulation in post.
Class 8: The first of a three week class working with audio. Modeling a speaker using NURBS. Creating a proxy switch setup with Xpresso. Using the Cloner and Shader Effector to create a bank of speakers that says MUSIC.
Class 9: The second of a three week class working with audio. Working with the Sound Effector. Creating the Speaker Textures with MoGraph Color Shader. Building a MoGraph controlled EQ. Working with MoGraph Selections.
Class 10: The third of a three week class working with audio. Baking Sound Effector to keyframes. Linking the data to other effectors. Creating progressive time tracks. Lighting and Rendering in passes.
This class includes an extra 30 minute bonus class where we take the 3D renders and create a basic composite and colour grade in After Effects to showcase the final result.
C4D206 - Using Thinking Particles with Cinema4D
Professor: Tim Clapham (TimC)
In this course, Tim Clapham takes you through the intricate yet powerful Thinking Particles (TP) system for Cinema4D. Throughout the term, Tim will be working with Cinema4D release 13, however the majority of the techniques discussed will be perfectly viable in earlier versions of the application.
Thinking Particles is an event based particle system that offers complete control over individual particles allowing you to define exactly what your particle stream should be doing at any one time. The course will start with some simple examples of building your own Particle Emitters and a brief exploration of the existing TP presets. Then we will move on and look at creating your own network of particle controls. This will explore Particle Groups, Data Channels, Particle Interaction with particles and also other objects within your scene. Techniques discussed will include methods of spawning particles, particles as emitters and fragmenting particles into many pieces. Thinking particles has it's own dynamic effects, but can also be integrated and combined with other tools within Cinema4D such as Dynamics, Hair, Cloth and MoGraph, there will be several classes looking at the close integration between the MoGraph tools, cloning onto particles, generating particles with MoGraph and using MoGraph elements as particle emitters.
Thinking Particles works hand in hand with Xpresso, Cinema4Ds node based expressions editor. This powerful system allows you to create complex relationships between almost any object, material or parameter using a visual language without having to write a single line of code. Xpresso is the backbone of Thinking Particles and throughout the class Tim will break down existing Xpresso networks and built intricate examples for you to explore within your own projects. This will ensure you have not only a deep understanding of the Thinking Particles toolset, but you will also have a solid foundation in the workings of Xpresso itself.
All working files will be supplied at the end of each class which will give you an opportunity to dive in and develop them into your own unique setups, thus ensuring you have a vast and complex library of presets at the end of the course which you can use, develop and explore within your own projects.
Thinking Particles is an event based particle system that offers complete control over individual particles allowing you to define exactly what your particle stream should be doing at any one time. The course will start with some simple examples of building your own Particle Emitters and a brief exploration of the existing TP presets. Then we will move on and look at creating your own network of particle controls. This will explore Particle Groups, Data Channels, Particle Interaction with particles and also other objects within your scene. Techniques discussed will include methods of spawning particles, particles as emitters and fragmenting particles into many pieces. Thinking particles has it's own dynamic effects, but can also be integrated and combined with other tools within Cinema4D such as Dynamics, Hair, Cloth and MoGraph, there will be several classes looking at the close integration between the MoGraph tools, cloning onto particles, generating particles with MoGraph and using MoGraph elements as particle emitters.
Thinking Particles works hand in hand with Xpresso, Cinema4Ds node based expressions editor. This powerful system allows you to create complex relationships between almost any object, material or parameter using a visual language without having to write a single line of code. Xpresso is the backbone of Thinking Particles and throughout the class Tim will break down existing Xpresso networks and built intricate examples for you to explore within your own projects. This will ensure you have not only a deep understanding of the Thinking Particles toolset, but you will also have a solid foundation in the workings of Xpresso itself.
All working files will be supplied at the end of each class which will give you an opportunity to dive in and develop them into your own unique setups, thus ensuring you have a vast and complex library of presets at the end of the course which you can use, develop and explore within your own projects.
Click to view individual classes....
Class 1: Particle Emitters. Exploring the various options available for emitting particles, this will include spline, vertex, polygon and object emitters. We will also look at a method to use parametric objects rather than polygonal objects.
Class 2: Particle Emitters. Exploring the various options available for emitting particles, this will include spline, vertex, polygon and object emitters. We will also look at a method to use parametric objects rather than polygonal objects.
Class 3: Using Particle Groups. This week we cover the principles of working with Particle Groups, starting out with a simple example to introduce the concept, we then move on and build two more in depth examples. This covers assigning particles to specific groups, moving particles from one group to another based on conditions we define or events that occur in the scene.
Class 4: Particles interacting with objects. Using PFollowPosition to move particles onto surfaces and into volumes. More on moving particles between groups based on expression criteria. Making particles look at or target other objects based on distance.
Class 5: Particle Collision. Looking at the options available to control particles colliding, using either spherical collision with a parametric collision surface, polygon objects and also taking the particle geometry into account for more accurate collisions. Particle on particle collision taking mass into account. Moving particles across a surface.
Class 6: Spawning Particles. This class will explore methods of spawning particles, using particles as emitters for even more particles and managing the various groups involved. This will include a practical example in which we build a basic firework setup, finally taking this example even further with the firework explosion forming a logo.
Class 7: Fragmentation. First a quick look at the rather quirky yet unique PBlurp particle generator. Then the class moves on and examines the PFragment generator, a tool that is used for breaking particles into even more particles. We look at a practical example of using PFragment and also discuss a method of triggering the fragmentation through the use of lights.
Class 8: TP & MoGraph Part 1. Thinking Particles and MoGraph go hand in hand and the next two classes demonstrate some of the ways you can use these tools together. Including generating TP with Mograph, cloning onto TP particles and tracing particles.
Class 9: TP & MoGraph Part 2. Thinking Particles and MoGraph go hand in hand and the next two classes demonstrate some of the ways you can use these tools together. Including generating TP with Mograph, cloning onto TP particles and tracing particles.
Class 10: Thinking Particle Data Channels. Data Channels are a way of storing custom information about particles, you can then call upon this data to control the particles on an individual basis. This class demonstrates some uses for data channels to create unique effects that would not be possible without this feature.
C4D211 - Intermediate Cinema4D
Professor: Tim Clapham (TimC)
This class is the logical next step for those that have already completed the Cinema 4D 101 and 102 courses. This is an updated course that is based upon content from the previous and now outdated C4D201 course. Using the latest release of Cinema4D, all the techniques covered will be using the current feature set of the application.
The main focus of the course will be using Cinema4D to create motion graphics. Through all the classes, general workflow and project management will be discussed, including organising your scenes in the object manager, use of layers, and managing layouts.
We will look at practical uses for many of the features, including MoGraph, Thinking Particles, Hair, Dynamics, Cloth, Mocca and Sketch and Toon. This will also involve practical use of Xpresso, material and shader exploration, lighting and rendering techniques.
Throughout the term we will work on both tips and techniques in workshop style classes, as well as project based motion graphics projects. Specifically taking a concept and developing the animation, outputting various render passes and compositing these in After Effects.
Based in Sydney Australia, Tim Clapham is a multi-disciplinary animator and compositor. Evolving from a solid foundation in traditional animation using both Film and Video, Tim soon transitioned into the digital domain and has forged a solid career in the world of Motion Graphics. With over 11 years of industry experience, Tim is accomplished with many 3D animation and Digital Compositing applications.
As the owner of Motion Graphics and Animation company Luxx, Tim is hands on with every project that the company produces. With a history of working with many global Advertising and Broadcast companies, the work Tim produces is both technically challenging whilst maintaining innovation and high quality.
The main focus of the course will be using Cinema4D to create motion graphics. Through all the classes, general workflow and project management will be discussed, including organising your scenes in the object manager, use of layers, and managing layouts.
We will look at practical uses for many of the features, including MoGraph, Thinking Particles, Hair, Dynamics, Cloth, Mocca and Sketch and Toon. This will also involve practical use of Xpresso, material and shader exploration, lighting and rendering techniques.
Throughout the term we will work on both tips and techniques in workshop style classes, as well as project based motion graphics projects. Specifically taking a concept and developing the animation, outputting various render passes and compositing these in After Effects.
Based in Sydney Australia, Tim Clapham is a multi-disciplinary animator and compositor. Evolving from a solid foundation in traditional animation using both Film and Video, Tim soon transitioned into the digital domain and has forged a solid career in the world of Motion Graphics. With over 11 years of industry experience, Tim is accomplished with many 3D animation and Digital Compositing applications.
As the owner of Motion Graphics and Animation company Luxx, Tim is hands on with every project that the company produces. With a history of working with many global Advertising and Broadcast companies, the work Tim produces is both technically challenging whilst maintaining innovation and high quality.
Click to view individual classes....
Class 1: Building a 3 second logotype animation in Cinema4D using Mograph and Particles.
The first part of a two week class. In the first week we shall use the MoGraph Fracture object to animate splines using various MoGraph Effectors.
We will animate the camera and make some f-curve adjustments to fine tune the animation. The class will discuss organizing layouts and object management using layers.
Class 2: Building a 3 second logotype animation in Cinema4D using MoGraph and Particles.
The second part of a two week class. This week we use Particles in combination with MoGraph Cloner and Tracer, working with Plain, Random and Time Effectors.
Create some materials and link the shader properties through user data.
Class 3: A workshop exploring the use of MoGraph and Particles.
We'll look at using the Matrix object to generate Thinking Particles and some of the possibilities and limitations of doing this.
Using the Matrix object to create particles on an object then blending between MoGraph control and Thinking Particles Xpresso control.
Using Particle systems as Falloff on MoGraph Effectors, combining this with the Cloner Sort mode.
Class 4: Part 1 of a 2 week project. Model a logo from illustrator artwork. Create a joint chain with dynamics. Intro to mirror tool. Intro to skinning and using mesh deformer to transfer deformation to parametric objects. Using the Connect object.
Class 5: Part 2 of a 2 week project. Create simple shaders for logo. Add sketch and toon for depth based stroke. Set up multipass renders using colour management and linear workflow. Configure AE project to work with linear colour.
Class 6: Breaking objects apart. Exploration of using ExplosionFX Deformer, Fracture Object, Thinking Particles PBlurp and PFragment and Dynamics. We also take a brief look at two third party plugin solutions.
Class 7: Some alternative uses for Cloth and Hair. Fixing Cloth, Belting Cloth and Cloning onto Cloth objects. Creating a bouncy hairy cloth object. Cloning polygon objects with Hair.
Class 8: Part 1 of a 3 part class.
During the next three weeks we shall take a concept and develop it into a completed animation.
In week one we will look at some simple storyboards and artwork. Take the artwork and use it to construct the initial logos in Cinema4D.
We will use XRefs to combine the scenes ready for the animation. Build a camera rig using User Data and Xpresso, then block out the first stage of the animation.
Class 9: In week two we expand upon the first weeks work. Cloner to animate clones along a spline and randomize clones. Animated offset with texture tags. Using Shader Effector for controlled rotation values. Updating XRefs.
Class 10: In the final week of the project we fine tune the camera move. Work with Sort option and Modify Clone parameter on effectors. Export 3D Data and Object Buffers. Import the AEC to examine the result and possibilities available in After Effects
C4D212 - One Man Band VFX in Cinema4D
Professor: Alexander Lehnert (alehnert)
This intermediate level course, taught by Alexander Lehnert, is targeted towards Cinema4D artists coming from the mograph side of the application. We will look at the more VFX-centric workflows in Cinema4D, and members will learn how to create some great effects for use in production right in the app.
This course is solidly based in C4D, but it also covers the "guerrilla" portion of Lehnert's work experience. We have many specialist courses at fxphd, but the business reality of budgets today often requires artists and facilities in many markets to be flexible in delivering projects quickly and affordably. This opens up opportunities for generalists working in small but strong teams, or even as a freelancers on their own, to deliver products with shorter deadlines and smaller budgets. So in this offering, Lehnert will be going through the production process from tracking, to 3D, to comp and will finish off cool projects which are indicative of the type of work being done in many markets.
We'll dive into object tracking, and object replacement using HDRI lighting in C4D. We'll how to use projection man to create great establishing shots right off of a plane 2D image, and even have a look in how the mograph parts of Cinema4D come in handy when it comes to visual effects. The goal is to show a "One Man Band VFX production“ and explore Cinema4D beyond its well known mograph capabilities.
Alexander Lehnert is a german based VFX Generalist working at Haus&Gross Communications where he is lead compositor and matchmover. Haus&Gross communication is a classic full service ad agency with a post production company directly attached to it, so their requirements are to provide a really fast and intelligent way to serve the need of their clients. They also produce 90% of our their work right within the facility without the need of a production company.
This course is solidly based in C4D, but it also covers the "guerrilla" portion of Lehnert's work experience. We have many specialist courses at fxphd, but the business reality of budgets today often requires artists and facilities in many markets to be flexible in delivering projects quickly and affordably. This opens up opportunities for generalists working in small but strong teams, or even as a freelancers on their own, to deliver products with shorter deadlines and smaller budgets. So in this offering, Lehnert will be going through the production process from tracking, to 3D, to comp and will finish off cool projects which are indicative of the type of work being done in many markets.
We'll dive into object tracking, and object replacement using HDRI lighting in C4D. We'll how to use projection man to create great establishing shots right off of a plane 2D image, and even have a look in how the mograph parts of Cinema4D come in handy when it comes to visual effects. The goal is to show a "One Man Band VFX production“ and explore Cinema4D beyond its well known mograph capabilities.
Alexander Lehnert is a german based VFX Generalist working at Haus&Gross Communications where he is lead compositor and matchmover. Haus&Gross communication is a classic full service ad agency with a post production company directly attached to it, so their requirements are to provide a really fast and intelligent way to serve the need of their clients. They also produce 90% of our their work right within the facility without the need of a production company.
Click to view individual classes....
Class 1: Intro to Projection Man. We're going to dive into the Projection Man interface and create a work-layout for us. Based on an image we're going to create our first projections and create an establishing shot with moving camera.
Class 2: Projection Man Part II - Landscape on the cheap. In this class we're going to create a wide area establishing shot with moving camera. We learn how to use Projection Man's capabilities to fix texture/projection issues and enhance our rendering with some tricks in AferEffects.
Class 3: VFX - The Frame. We´re going to track a handheld shot with Syntheyes and add some CG elements elements to the shot, dealing with tracking, lens distortion, export to Cinema4D. We learn how to animate objects with projected materials and baking textures to fix textures to moving objects. Later on we compose the shot in AfterEffects. We will learn how to create interaction between AE and C4D for a whole VFX shot.
Class 4: VFX - HoloDesk Part I
Part I will be about the tracking of the shot and creating a proper clean plate for later use in 3D and compositing. We use a full manual tracking approach this time to get the shot solved.Than we´ll export the track for creating our clean plate in AfterEffects.
The second part of the class deals with the clean plate creation. We´re going to use a camera projection method to clean up our markers, instead painting every frame to save a lot of time in the cleanup process.
Class 5: VFX - HoloDesk Part II
Part II is all about the 3D and Cinema4D aspects of the HoloDesk shot. We´ll start off with importing our tracking data. After that we´ll start out with modeling our assets for the shot including our desk, some mograph elements etc. After modeling we start out with the materials and lighting and apply some shading to the scene. Beside our DeskLights, we´ll use an on-set HDRI for integration of the Desk into the scene. Once we got all our assets put together, we´ll than move on to create some nice animations to get the shot ready to render, to use our output later in partIII in compositing.
Class 6: VFX - HoloDesk Part III
Final Part of the Holodesk shot. We´ll go through compositing with the shot to fix up last issues and get a look applied to the shot. We cover technical issues to be fixed as well as some artistically effects to enhance the shot in compositing without the need of re-rendering our 3d scene.
Class 7: VFX - Bazooka Part 1. We create a track of an arm using Syntheyes and do all the pre-C4D preparations in part one of this project. We end by importing the newly added py-export-files fromSynthEyes to Cinema4D. We'll cover the creation of an HDRI image to use for lighting later on.
Class 8: VFX - Bazooka Part 2. In part two it ́s all about modeling the bazooka, material creation and getting the modell up to final use in the shot. We'll also set up rendering.
Class 9: VFX - HoloDesk Part 3. Interacting with our CG element, we'll finesse the interactions and animation timings, and prepare for rendering. After that we ́ll create the compositing in After Effects.
Class 10: TBD
DCT301 - Camera Tech and Colour Science
Professor: Charles Poynton (poynton)
Camera operators and assistants, colourists, visual effects supervisors and artists, and others are making the transition to digital acquisition. Digital imaging technicians (DITs), digital intermediate engineers, and technicians are also centrally involved. Leading the course is the incredibly knowledgeable Charles Poynton, who will discuss color and digital cinema acquisition in a manner that’s accessible to cinematographers, colourists, and related craftspeople.
How many stops of exposure latitude does a digital camera offer? What exposure index should be used? What is the“film look” and where should it be imposed? Why does noise arise, and what can be done to minimize it? Should I record and process “log” or “linear”? Is there one kind of “log” and one kind of “linear,” or are those terms ambiguous? Is it valuable to have an on-set display? Where do the LUTs go, and who should determine their content? Under what conditions is on-set colour grading useful?
Poyton will discuss logarithmic coding, camera sensitivity and ISO/EI ratings. He will describe the zone system, and discuss what aspects of that system are valuable in connection with digital acquisition. In addition, the course will cover the tone scale and colour modifications that impart the “film look,” and the roles of camera controls (gamma, knee, slope) and 1D and 3D lookup tables in achieving these modifications.
This course will be suitable for people involved with:
How many stops of exposure latitude does a digital camera offer? What exposure index should be used? What is the“film look” and where should it be imposed? Why does noise arise, and what can be done to minimize it? Should I record and process “log” or “linear”? Is there one kind of “log” and one kind of “linear,” or are those terms ambiguous? Is it valuable to have an on-set display? Where do the LUTs go, and who should determine their content? Under what conditions is on-set colour grading useful?
Poyton will discuss logarithmic coding, camera sensitivity and ISO/EI ratings. He will describe the zone system, and discuss what aspects of that system are valuable in connection with digital acquisition. In addition, the course will cover the tone scale and colour modifications that impart the “film look,” and the roles of camera controls (gamma, knee, slope) and 1D and 3D lookup tables in achieving these modifications.
This course will be suitable for people involved with:
- Cinematographers, assistant cinematographers, and colourists
- HD engineers and Digital Imaging Technicians (DITs)
- Post-production and visual effects supervisors, and post/VFX engineers
- Digital cinema, digital video, and CGI/VFX software developers
- The course will be technical and it will show many graphs and several equations!
Click to view individual classes....
Class 1: Understanding the colour spectrum and the theory of how colours can be represented electronically.
Class 2: Subtractive filter mixing.
Class 3: Color transforms
Class 4: Lightness/Colour/Video terminology, code 100 issue in linear coding and different notions of LOG/LIN.
Class 5: Perceptual uniformity and Video/HDTV camera "Gamma" controls.
HOU203 - Water Effects
Professor: Jonathan Gilbert (itriix)
This intermediate (pushing advanced) level course discusses fluid effects in Houdini. Profs Jonathan Gilbert and John Moncrief will help members of the course become familiar with Houdini’s Dynamics Operators (DOPs) and the different fluid types: SPH, Voxel-Based and FLIP fluids. With this knowledge you will endeavor in a production oriented project to integrate a cg water fountain into a live action background plate. We will explore Houdini’s Rigid Body Dynamics (RBD) for collision detection, FLIP fluids for the bulk of the water effects, DOPs Forces for wind, foam and spray using some built in shelf tools (whitecaps) and lastly, lighting, shading, rendering and compositing the final image.
Gilbert is a freelance VFX artist with over six years of Houdini experience. He graduated with his MFA in 3D Animation and Visual Effects with a concentration in fluid dynamics from the Academy of Art University in San Francisco. He then worked at Side Effects Software Inc. building and teaching a series of basic and intermediate Pyro Effects classes in Santa Monica. More recently, Jonathan finished working on the last Harry Potter and the Deathly Hallows Part 2 as a Technical Director at Gradient Effects. He also is currently a Professor at the Academy of Art University in San Francisco, building and teaching Advanced Houdini.
Moncrief started working in VFX over ten years ago and has experience in Houdini, Maya, 3ds Max, After Effects, Shake, and just about every NLE you can think of. John just wrapped up 6 months working at Side Effects Software Inc. in Santa Monica where he created a library of Houdini training courses on FLIP fluids, DOPs and VOPs for industry professionals from various studios including Blizzard, Sony Entertainment and DreamWorks. He has one insane long-haired cat, horrible allergies, and is currently pursuing a Masters of Fine Art degree in Visual Effects at Savannah College of Art and Design in Atlanta.
Gilbert is a freelance VFX artist with over six years of Houdini experience. He graduated with his MFA in 3D Animation and Visual Effects with a concentration in fluid dynamics from the Academy of Art University in San Francisco. He then worked at Side Effects Software Inc. building and teaching a series of basic and intermediate Pyro Effects classes in Santa Monica. More recently, Jonathan finished working on the last Harry Potter and the Deathly Hallows Part 2 as a Technical Director at Gradient Effects. He also is currently a Professor at the Academy of Art University in San Francisco, building and teaching Advanced Houdini.
Moncrief started working in VFX over ten years ago and has experience in Houdini, Maya, 3ds Max, After Effects, Shake, and just about every NLE you can think of. John just wrapped up 6 months working at Side Effects Software Inc. in Santa Monica where he created a library of Houdini training courses on FLIP fluids, DOPs and VOPs for industry professionals from various studios including Blizzard, Sony Entertainment and DreamWorks. He has one insane long-haired cat, horrible allergies, and is currently pursuing a Masters of Fine Art degree in Visual Effects at Savannah College of Art and Design in Atlanta.
Click to view individual classes....
Class 1: This class is mainly theory and lecture. It lays down the foundation for understanding the more advanced properties of fluid simulations. In this class we discuss the three types of fluid simulations available in Houdini, Voxel Based, SPH (particle), and FLIP. There is a complete breakdown of all three simulation methods including example scenes.
Class 2: In class 2 of the hou203 course, you will build upon your fundamental theories and concepts that you learned in class 1 by learning how to set up volume, sph and FLIP fluid simulations. Also, you will explore the most common and useful parameters of each and gain some insight as to why FLIP is so powerful and the reason we'll be using it extensively in our project.
Class 3: Begin customizing the FLIP fluid simulation by first discussing different methods of emission, setting up clipping limits for efficiency and creating effective collision geometry. Discuss getting data in and out of DOPs and common work flows such as caching methods, writing out .sim data and/or .bgeos and where to find information about distributed simulation.
Class 4: Discuss some of the scene optimizations such as the .bgeo file format and only using one single piece of geometry for our fountain. Explore in detail different techniques and strategies for working with different scene scales in a fluid simulation by adjusting important parameters and using specific DOPs while analyzing the advantages and disadvantages for each of the setups. Cover methods to export .sim data and using an initial state. Quickly go over a couple simple VOP SOPs such as animated noisy volume and a velocity visualization tool.
Class 5: Explore a variety of ways to fill up our water fountain bowls by first using the particle fluid object's initial data option to turn geometry into particles as well as converting the geometry into our own set of points and using the particle field type for the initial data.
Look at working inside the popsolver to source particles from our geometry, the sculpted particle fluid shelf tool to take an initial reference surface and a terrain object to create a field of particles with it's own flip solver and fluid object and the method used in the first pass of the simulation, using another particle fluid emitter to emit particles from custom geometry.
Take a quick tour of the ripple solver and how it could be used to simulate the base water surface of the water fountain as an option to possibly save time by not having to simulate as many particles with flip.
Class 6: In this class we cover some basic secondary effects for our fountain simulation. We float leaves on the water surface. First we show this on the ripple surface, and then demonstrate the technique using the mesh generated by the particle fluid surface. Instead of using shelf tools, we build our on set of custom DOPs nodes in order to push the leaves around in the water using the velocity field from the FLIP solver.
Class 7: We take a closer look at secondary effects for fluid simulations. First, a review of some reference footage so that we may get a better idea of what types of secondary effects we might need. Next we cover advanced DOPs techniques and build our own solver for calculating turbulence. We look at certain SOPs solutions for creating spray on a wave based on the curvature of the surface. We also check out the performance monitor and look at ways of optimizing the fountain scene to get a faster more efficient simulation.
Class 8: Briefly talk about the new simulation and the meshing parameters used to get our fluid mesh. Cover how to set up an environment light with an HDR that has been modified in COPs. Set up an area light for nicer lighting and shadows. Discuss the Mantra ROP and some of the important parameters to look at when rendering liquids and setting up Micropolygon Physically Based Rendering. Talk about Caustics and Photon Map generation. Then set up takes to separate out individual render passes and bring them into COPs where we composite them together. Look at some quick tricks to fake some shadows and lighting changes in our composite.
Class 9: This class addresses the final touches to our fountain project. In this class we take a closer look at the individual elements of a rendered fluid simulation. We discuss how to export out custom foam attribute as a separate image plane by creating custom renderable parameters inside the basic fluid shader. After that the footage is brought into Nuke for the final composite.
Class 10: In class 10 of the fxphd hou203 course, a variety of methods for artistically controlling the motion of a fluid in Houdini is explored. These include creating custom velocity fields to use with the field force dop and gas particle to field dop, using a sop vector field with the gas calculate dop and using POPs attractors along with the ballistic attribute. With all of these different tools for controlling the motion of fluid simulations, pretty much any type of fluid effect can be achieved now.
HOU204 - Pyro Effects in Houdini
Professor: Jonathan Gilbert (itriix)
After a call for an encore from fxphd members, Jonathan Gilbert returns for an intermediate level course covering Pyro FX in Houdini. Pyro FX can be a bit overwhelming when first starting out. This course will simplify and demystify the Pyro FX tools, ultimately giving you the skills needed to create just about any fire and smoke effect that you might need. Members will become familiar with Houdini’s Fireball, Billowy Smoke, Wispy Smoke and Flames Pyro FX shelf tools. These lay the groundwork for learning the basics of a Pyro simulation, these same tools can also over-complicate some of the learning. So we’ll simplify the simulation down to the very bare-bones. From there, we’ll build upon this foundation and achieve a full understanding how each parameter effects the simulation. We’ll explore how to define fluid properties such as viscosity, cooling rate and buoyancy.
Next, we’ll move on to controlling the behavior of the fluid. We’ll use Turbulence, add DOPs Forces and Motion FX to achieve much more interesting and artistically controlled fluid motion. Then we’ll use the Combustion model to ignite fuel and create fire and smoke. Next, we’ll take a journey into some of the more advanced topics such as creating a Pyro simulation from scratch, defining custom attributes, using custom velocity fields to direct fluid motion and modifying the fluid behavior with microsolvers. With this knowledge, members will be able to simulate almost any type of smoke and fire effect you can imagine.
At the end of the course, we’ll explore post processing our fields of data with the more recent volume tools in order to save re-simulating. We’ll setup some simple lighting to have a more accurate depiction of the fluid in the viewport and ultimately a much more beautiful render. Which leads us to an exploration of the Material Shader Builder and the Pyro Shader for shading our fluid. Finally, we’ll cover guidelines for efficiently and effectively rendering volumets with Mantra.
Professor Jonathan Gilbert is a freelance VFX artist with over six years of Houdini experience. He graduated with his MFA in 3D Animation and Visual Effects with a concentration in fluid dynamics from the Academy of Art University in San Francisco. He then worked at Side Effects Software Inc. building and teaching a series of basic and intermediate Pyro Effects classes in Santa Monica. His experience includes work at Asylum on the Black Eyed Peas Dirty Bit music video and more recently, on the last Harry Potter and the Deathly Hallows Part 2 as a Technical Director at Gradient Effects.
Next, we’ll move on to controlling the behavior of the fluid. We’ll use Turbulence, add DOPs Forces and Motion FX to achieve much more interesting and artistically controlled fluid motion. Then we’ll use the Combustion model to ignite fuel and create fire and smoke. Next, we’ll take a journey into some of the more advanced topics such as creating a Pyro simulation from scratch, defining custom attributes, using custom velocity fields to direct fluid motion and modifying the fluid behavior with microsolvers. With this knowledge, members will be able to simulate almost any type of smoke and fire effect you can imagine.
At the end of the course, we’ll explore post processing our fields of data with the more recent volume tools in order to save re-simulating. We’ll setup some simple lighting to have a more accurate depiction of the fluid in the viewport and ultimately a much more beautiful render. Which leads us to an exploration of the Material Shader Builder and the Pyro Shader for shading our fluid. Finally, we’ll cover guidelines for efficiently and effectively rendering volumets with Mantra.
Professor Jonathan Gilbert is a freelance VFX artist with over six years of Houdini experience. He graduated with his MFA in 3D Animation and Visual Effects with a concentration in fluid dynamics from the Academy of Art University in San Francisco. He then worked at Side Effects Software Inc. building and teaching a series of basic and intermediate Pyro Effects classes in Santa Monica. His experience includes work at Asylum on the Black Eyed Peas Dirty Bit music video and more recently, on the last Harry Potter and the Deathly Hallows Part 2 as a Technical Director at Gradient Effects.
Click to view individual classes....
Class 1: In class 01 of the HOU204 Pyro FX course, we discuss the overall expectations and the level of experience necessary to get the most from the course. Afterwards, we take a brief tour of the the Fireball, Billowy Smoke, Wispy Smoke and Flames Pyro FX shelf tools, then use the Flames tool to setup a very simple Pyro simulation. We then use this to discuss some of the basics of volume-based fluids such as the fluid container, voxels, fields and solvers. We look at the basic dynamics network that was setup by the shelf tool which included a smoke object, pryo solver, source apply, gravity force and the up-res tools. Then we looked at a simple example of a 2d grid with an image applied to it and how at a low resolution, the image isn't very detailed or accurate but at a higher resolution it becomes much more detailed at accurate. We then apply this concept to a 3D volume and look at the concept of voxels and their importance in determining a high resolution and more accurate simulation versus a low voxel resolution simulation which will have less detailed and not as accurate fluid simulations. Finally we took a look at the DOP I/O SOP that is used to import field data from DOPs to be light, shaded and rendered. Which also led to a brief discussion on the Volume Visualization SOP that is used to modify the viewport representation of our field data. The rendered geometry however is set to the DOP I/O SOP which has a Pyro Shader applied to it, which will get used to shade the object to look like smoke and fire.
Class 2: Introduce the Pyro FX shelf tools. This includes the Fireball, Billowy Smoke, Wispy Smoke and Flames. Discuss in great detail the the Smoke Object, Pyro Solver and the Source Apply. Use the Smoke Object to define the fluid container, initial States, Wind Tunnel and Boundary conditions. Then use the custom visualization options to view the important fields. Discuss some conflicts between the Source Apply and the Pyro Solver’s Source emission parameters. Define an emission source and apply animated noise to it to get more interesting emission results. Investigate how Temperature effects buoyancy causing fluids to rise or fall.
Class 3: Simplify the Billowy Smoke simulation. Use this as a base to build upon to get a better understanding of how each parameter truly effects the Pyro simulation. Begin an in-depth look at the Pyro Solver. Start exploring the basic properties of the fluid such as viscosity, cooling rate and vortex confinement. Add turbulence to create more interesting motion in the smoke. Explore the difference between Seeding vorticles and using Vortex Confinement to introduce spinning swirly motion in the fluid. Then use diffusion to blur the temperature, density or fuel fields over time. Use Motion FX to add animated noise to the initial velocity of the smoke. Then discuss the use of the Forces parameters in the Pyro Solver for global scaling control over all forces in the Pyro simulation.
Class 4: The combustion model used for creating fire and smoke. This allows fuel to ignite and create fire. The burning can release heat, gas, soot and smoke. Use the Fireball and Flames tools to assist in the exploration. Compare the differences in the Pyro setup for smoke and fire. Explore how to catch dynamics objects on fire.
Class 5: Learn to paint attributes such as fuel and temperature in SOPs. Then use these attributes to drive a Pyro simulation. Afterwords take a quick look at how to use RBD objects to ignite fuel on fire.
Class 6: Explore how DOPs Forces can be used to effect the behavior of the Pyro simulation. We’ll discuss some of the more commonly used forces such as wind, uniform force, noise field, vortex and magnet. Look at how to setup a simple smoke stack effect.
Class 7: A brief tour of lighting, shading and rendering smoke and fire. This will include looking at the Material Shader Builder and the Pyro Shader. Then we’ll talk about guidelines for rendering volumetrics in Mantra to get an efficient and high quality result render.
Class 8: We’ll use the Pyro FX shelf tools to automatically setup a Pyro simulation with Up Res Pyro tools. Then we’ll have a brief discussion how to take the base simulation and upres it into a much higher resolution, more detailed looking pyro simulation.
Class 9: Custom velocity fields in SOPs to artistically direct the fluid motion in DOPs. We’ll look at multiple methods for creating the velocity fields and different ways to make use of this in DOPs. It will require a discussion and use of the Field Force, SOP Geometry, SOP Vector Field, Vector Field, Vector Field Visualization, Gas Particle to Field, Gas Calculate, Gas Diffuse and Gas Dissipate.
Class 10: All of the Pyro simulations were required to exist inside a pre-defined fluid container. In this final class, we’ll look at a method to automatically resize the fluid container so that the Pyro simulation can move freely anywhere in the scene. Next we’ll look at different methods for post-processing the simulation with Houdini’s volume tools. Artistically sculpting and manipulating the data without needing to re-simulate the entire simulation from scratch will be invaluable. With all of these tools, you should be able to quickly and effectively create whatever fluid effect you’ll want! Introduce the idea of burning a piece of paper. Setup an automatically resizing fluid container so that the Pyro simulation is free to move where it wants.
MAX202 - Visual Effects Techniques with 3DSMax
Professor: Hristo Velev (Glacierise)
The course goes into the techniques used in doing visual effects work with 3DS Max and its plugins - Thinking Particles, Rayfire, and FumeFX. Coming from a feature film production background, the focus is on quality and efficiency. It is a holistic view of the process - from planning, through fragmentation, rigid bodies, particles, fire/smoke, down to management and assembly.
Hristo Velev is an effects artist at Pixomondo, delivering FX for projects like '2012' and 'Sucker Punch'.
Hristo Velev is an effects artist at Pixomondo, delivering FX for projects like '2012' and 'Sucker Punch'.
Click to view individual classes....
Class 1: Modeling for dynamics - We'll go through the needs and pecularities of modeling for effects - which the FX artist needs to either do or supervise, to get the necessary assets.
Class 2: Previz and layout - The power and importance of composing effects scenes in the previs and layout stage is one of the big lessons in FX. We'll get into how rough sketches, simple animation and particle effects are used to plan a shot, laying its foundations and setting it on the right course.
Class 3: Fragmentation - We'll go over the techniques used to fragment and prepare the assets for dynamics. The treatment of different types of materials like wood, concrete, glass, etc. Fitting the level of detail into the plan of the shot.
Class 4: Rigid body dynamics and procedural fragmentation - Goes into setting up a solid and extensible structure for ridid body dynamics (RBD) in Thinking Particles. Then we take a look at procedural activation and fragmentation, how and when to use them.
Class 5: Structures - Going further into what can be done with rigid bodies, we'll look at different ways to create and destroy interconnected structures of rigid bodies.
Class 6: Additional animation - Adding art-directed secondary animation to enrich the RBD simulations, and adding effects that are otherwise less practical to achieve.
Class 7: Secondaries - Adding layers of secondary dynamics like chunks, debris, splinters, shrapnel and funny accidentals.
Class 8: Interactions - Making the existing RBD simulation interact with the environment, producing some more elements like sparks, dust, mounds of earth and secondary destruction.
Class 9: Fluids - Fire and smoke are essential in almost every shot. We'll look at working both ways - from the solids to the fluids, and from the fluid to the solids, setting up and controlling FumeFX simulations.
Class 10: Management - Looks at the key points of managing the FX process, start to finish. A way to set up a good base for any FX element in the start, and assembling all the pieces of the puzzle together for rendering.
MOD301 - Advanced Environment Modeling
Professor: Wayne Robson (WayneRobson)
For our first environment modelling-centric course at fxphd, Wayne Robson will be covering the creation of the highly detailed cathedral interior of Durham Cathedral in England. Its final use is as background to fair number of green screen live action plates, so a photo real asset is needed. Robson will cover the creation , texturing and final lighting and materials using combination of Mudbox and 3DSMax. Although these apps are used, other applications can be used as well using the same or very similar methods to those shown. The course will show from how to break down and plan a highly complex model to the final model and renders themselves which can be then used along with tracking data in the final shot.
The course is for the vast part practical and targeted to the more advanced cg modeler. Whenever possible, Robson will show more than one way of achieving a goal so that the viewer has options when making models of their own when dealing with complex architectural forms such as the ones found in the cathedral interior of this course.
Robson is the only digital sculptor to receive the Autodesk Master award for Mudbox. He has worked as a freelance digital artist and taught 3D & digital sculpture around the world and has lectured at the Vienna science academy. He is the programmer behind 'MudWalker' and the 'Wayne's Vector Displacement Shader' and as a freelance artist his work can be seen in TV, Games and Film. Robson is also the Author of many DVD tutorials, books and articles on 3D and has give the Autodesk Masterclass on Mudbox in 2009 & 2010. He is also an Autodesk Authorised Developer and Publisher. He is also a beta tester for more 3d applications than it is possible to list here.
The course is for the vast part practical and targeted to the more advanced cg modeler. Whenever possible, Robson will show more than one way of achieving a goal so that the viewer has options when making models of their own when dealing with complex architectural forms such as the ones found in the cathedral interior of this course.
Robson is the only digital sculptor to receive the Autodesk Master award for Mudbox. He has worked as a freelance digital artist and taught 3D & digital sculpture around the world and has lectured at the Vienna science academy. He is the programmer behind 'MudWalker' and the 'Wayne's Vector Displacement Shader' and as a freelance artist his work can be seen in TV, Games and Film. Robson is also the Author of many DVD tutorials, books and articles on 3D and has give the Autodesk Masterclass on Mudbox in 2009 & 2010. He is also an Autodesk Authorised Developer and Publisher. He is also a beta tester for more 3d applications than it is possible to list here.
Click to view individual classes....
Class 1: Planning and reference - As with any challenging project the planning and preparation stage is of vital importance. The more complex the model, the more planning you are going to be required to do. This 1st lesson covers planning out how we will model and texture the interior of Durham Cathedral to a photo real level for use as a chroma key background. It'll also cover how to get photo reference of a place that you aren't allowed to take photos of (as is the case with Durham cathedral where absolutely no photography is allowed.)
Class 2: Blocking out the main architectural forms - With a model as complex as this one it can be very easy to either lose your way or just try and 'wing it ' as your going along. A much lower stress way is to do a low res block in of the major forms of the cathedral interior as we'll do in this lesson.
Class 3: This week we cover the creation of some repeatable assets for our model of Durham Cathedral's interior.
Class 4: This week we're going to complete most of the many different types of column deigns and also create the asset for the vaulted ceiling.
Class 5: In this weeks class we finish off the remaining columns and model the rose window. We also create the vaulted ceiling for the transepts which differs from the main nave vaulted ceiling.
Class 6: Sculpting and adding the Gargoyles - Durham doesn't have any gargoyles in its interior, but as these have been requested by the art director we will make and place these gargoyles in a way that is both sympathetic to the architectural design and in a non offensive way. (Which is often of prime importance when you are creating a religious building.)
Class 7: Detailing and Damaging - So far we have a nice cathedral but it looks like it was just built last week, so it's time to cause a bit of wear and tear to it. So in this lesson we'll cover how tm sculpt a convincing stone damage and add the damage of hundreds of years to our cathedral.
Class 8: Texturing Durham Cathedral - Texturing a model this size can be a complex and long job if not approached with an eye to how the asset is to be used. So as we cover the creation of our texture sets, we'll also cover a few tips and tricks.
Class 9: Materials & Lighting - It's time to put our maps into some proper materials and give our cathedral an overall lighting scheme.
Class 10: Setting up our render passes and doing our final renders - As well as covering the final stage for this model to be taken to a final render stage for each shot, we'll also be recapping what we have covered during this course and answering any question that have popped up about the workflows on the forums.
MOD302 - 3D Digital Environments
Professor: Wayne Robson (WayneRobson)
This advanced course will cover the creation of not one, but a number of full 3D production quality mattes, all highly detailed and photoreal. We will be covering a lot of ground across multiple shots taken to final in our 10 classes. With the continuing rise on stereoscopic 3D in films and television, there are an increasing number of occasions when a 2D or 2.5D matte just won't cut it anymore.
Not only will we be using Vue 10 but also other applications such as Autodesk Mudbox and Autodesk Maya to get each shot to final using the features each applications brings to the table. As well as covering the creation of detailed photoreal mattes in full 3D, we'll be covering some of the most common types of environments that may be asked to do.
The benefit of being in full 3D and not camera projected, is that far more complex camera shots can be achieved far more easily giving our director far more creative freedom. We'll be finishing the course off with a complex match moved shot featuring the exterior of the cathedral interior that we created in MOD301 along with Vue elements to create the external establishing shot to the interior shots created in MOD301.
We will be covering a lot of ground and feature final, practical examples both as standalone 3d mattes and for use in the short referenced in the lesson description. Some knowledge of Vue, Maya and Mudbox will be required, although as much as can be will be explained in the time available. However this is not a beginners course. Also where applicable we'll be covering composting in Nuke to truly take each shot to a final level.
Wayne Robson was the first digital sculptor to receive the Autodesk Master award for Mudbox. He has worked as a freelance digital artist and taught 3D & digital sculpture around the world and has lectured at the Vienna science academy. He is the programmer behind 'MudWalker' and the 'Wayne's Vector Displacement Shader' and as a freelance artist his work can be seen in TV, Games and Film. Robson is also the author of many DVD tutorials, books and articles on 3D and has give the Autodesk Masterclass on Mudbox in 2009 & 2010. He is also an Autodesk Authorised Developer and Publisher and a beta tester for more 3D applications than it is possible to list.
Not only will we be using Vue 10 but also other applications such as Autodesk Mudbox and Autodesk Maya to get each shot to final using the features each applications brings to the table. As well as covering the creation of detailed photoreal mattes in full 3D, we'll be covering some of the most common types of environments that may be asked to do.
The benefit of being in full 3D and not camera projected, is that far more complex camera shots can be achieved far more easily giving our director far more creative freedom. We'll be finishing the course off with a complex match moved shot featuring the exterior of the cathedral interior that we created in MOD301 along with Vue elements to create the external establishing shot to the interior shots created in MOD301.
We will be covering a lot of ground and feature final, practical examples both as standalone 3d mattes and for use in the short referenced in the lesson description. Some knowledge of Vue, Maya and Mudbox will be required, although as much as can be will be explained in the time available. However this is not a beginners course. Also where applicable we'll be covering composting in Nuke to truly take each shot to a final level.
Wayne Robson was the first digital sculptor to receive the Autodesk Master award for Mudbox. He has worked as a freelance digital artist and taught 3D & digital sculpture around the world and has lectured at the Vienna science academy. He is the programmer behind 'MudWalker' and the 'Wayne's Vector Displacement Shader' and as a freelance artist his work can be seen in TV, Games and Film. Robson is also the author of many DVD tutorials, books and articles on 3D and has give the Autodesk Masterclass on Mudbox in 2009 & 2010. He is also an Autodesk Authorised Developer and Publisher and a beta tester for more 3D applications than it is possible to list.
Click to view individual classes....
Class 1: Creating the Promo image. To warm for the course, we're going to tackle the easiest shot , creating the atmospheric promo image with our female hero standing on a cliff high above the clouds. This will cover the creation of the cliffs in Vue before exporting to Mudbox for some higher res detailing and the creation of the dense cloud layer. The shot will be tweaked if we need to so that it fits with the final locked down script.
Class 2: The Photoreal Tree Lined Road Part 1. This lesson will cover the creation of a full 3d tree lined photo real road plate, starting out by creating the custom tree in Vue and how we can use other applications such as Autodesk Mudbox to vastly improve our final result above and beyond usual Vue quality.
Class 3: The Photoreal Tree Lined Road Part 2. Continuing on from the last lesson, after finishing off our scene we'll be moving onto lighting the whole scene and showing my own way to quickly get our lighting right. Then it's time to sort out all the passes we need to export ready for use.
Class 4: Joan of Arc: Shot list Matte #1. This lesson will be creating the first of the photoreal scenes from the final locked down script. This could be a scene containing anything from set extension to a full 3D shot or match move.
Class 5: Joan of Arc: Shot list Matte #2. This will be the creation of our 2nd photoreal scene needed from the final shot lists. Again at this stage we don't know what these are going to be, this all depends on the final script and shot list. Should the shot be something simple we'll also be creating 'filler shots' completely in 3D for the story.
Class 6: Detailed Water Scene / Joan of Arc: Shot Light Matte #3. To over as much ground as possible we'll also be covering the creation this week of a detailed scene that includes water in the shot and show how we can sculpt things that will make our live easier in external applications such as Mudbox. Should there be a 3rd (or more) matte shot on our shot list to do, we will do these instead of the Water Scene this week.
Class 7: The Epic Lighting Week. This week concentrates on lighting and we'll take the same scene of a castle in a dense valley and show different ways we can light both night and day and different seasons. As an extra we'll show ways we can get the one pass missing from Vue...the cloud pass. We'll create its own depth and alpha pass to enable fine tweaking at compositing level later.
Class 8: Joan of Arc: Cathedral External Match Moved Shot Part 1. Continuing on from the interior shots created in MOD301, for this lesson we'll start tackling out main scene with the big cathedral external reveal which needs us to match all lighting and materials to a shot with no HDRI available. So we'll start by importing our tracking data into Maya and blocking out the positions for everything before sending it for approval by our art director in time for week 9.
Class 9: Joan of Arc: Cathedral External Match Moved Shot Part 2. Making any changes that have been requested we'll import everything into Vue and add final materials and lighting, add any extra set dressing and test our final composite.
Class 10: Joan of Arc: Last Minute Shots / Tips and tricks. As well as catching up on any last minute shots that have been handed to us at the last minute we'll cover a healthy dose of tips and tricks to help get out of sticky situations on a full 3D Matte as well as go back over what we've done in previous weeks and answer any outstanding questions.
MOG204 - Typography in Title Design
Professor: mark bowey (mark bowey)
This course is about all things Titles; with a specific focus on TYPOGRAPHY and THE CRAFT of TITLE DESIGN.
We begin by looking at a short history of some of the most innovative and influential graphical and typographical sequences: from Saul Bass's groundbreaking opening sequences for Hitchcock, and the graphical expression inherent in iconic Sixties movies such as James Bond and Clockwork Orange, via 'Alien' and 'Se7en', and right through to current notable typographic milestones including 'Kiss Kiss Bang Bang' and the stable of Imaginary Forces work.
This early focus on the 'language' being used by the typography then takes a practical turn, as we put together two very different genre title sequences- but using the same base footage- to very different effect, due to typographical approach and graphical styling.
Along the way we will look at many different examples of how fonts and layout express themselves: through sci fi and horror, to comedy, historical epics, thrillers- each genre seems to employ different type faces to signify a specific language. Throughout, we will look at how branding, and generic usage of typography give and add real presence and impact to a movie, effectively expressing it's characteristics and personality, and adding to the narrative early-on in the piece.
We'll also look at and breakdown several 'real world' examples. We will look at where to source these fonts, and how to use them- and where to manipulate them so they always sit-up clearly onscreen.
Software includes Illustrator, After Effects, Photoshop, Maya, Mocha, Final Cut
We begin by looking at a short history of some of the most innovative and influential graphical and typographical sequences: from Saul Bass's groundbreaking opening sequences for Hitchcock, and the graphical expression inherent in iconic Sixties movies such as James Bond and Clockwork Orange, via 'Alien' and 'Se7en', and right through to current notable typographic milestones including 'Kiss Kiss Bang Bang' and the stable of Imaginary Forces work.
This early focus on the 'language' being used by the typography then takes a practical turn, as we put together two very different genre title sequences- but using the same base footage- to very different effect, due to typographical approach and graphical styling.
Along the way we will look at many different examples of how fonts and layout express themselves: through sci fi and horror, to comedy, historical epics, thrillers- each genre seems to employ different type faces to signify a specific language. Throughout, we will look at how branding, and generic usage of typography give and add real presence and impact to a movie, effectively expressing it's characteristics and personality, and adding to the narrative early-on in the piece.
We'll also look at and breakdown several 'real world' examples. We will look at where to source these fonts, and how to use them- and where to manipulate them so they always sit-up clearly onscreen.
Software includes Illustrator, After Effects, Photoshop, Maya, Mocha, Final Cut
Click to view individual classes....
Class 1: A brief look at key sequences and movie titles, with a specific slant on graphical and typographic milestones. Everyone has their favourites- and indeed their dislikes. These are ones I think really contributed to our current rich titles pool.
Class 2: In Class Two we complete our brief journey through the 'greats' of title design, before taking a detailed look at Optical Flares- an essential part of a designer's toolkit. Using Flares, Mark completes the typography and title reveals for 'The Sheik' end promo.
Class 3: Can you say you 'trust' a font? We look at several different examples showing how different type faces create different moods or interpretations in title sequences, when set. Some fonts may say 'comedy'; others 'thriller'... We hone in on a suitably 'trustworthy' font, one appropriate, perhaps, for wildlife documentary titles...
Class 4: We kick off the first of our real world title briefs. Mark meets Carlos Ledesma, the director of 'Incendia', and talks about the brief for the titles for this sequence. We also look at combining optical flares with other bundled AE effects to create a finished title string.
Class 5: How to choose and find your font: Mark takes us across several online type foundries looking for a fresh typeface for the "Incendia" titles. We look at different characteristics and traits of various possible fonts before closing in on a new release which is a strong choice for the project. We "road test" it prior to purchase
Class 6: Other genres [ part one ]. A look at other generic typo treatments, and places to source type for these.
Class 7: We conclude Brief #1, and critique our progress.
Class 8: Working up the initial and contrasting Brief #2. Research, typo sourcing, style frames.
Class 9: We continue to develop Brief #2; and also contrast with our earlier brief.
Class 10: Other genres [ part two ]. More ways to generically treat sequences using typo to gain different effects and impressions. Sourcing. Conclusion of Brief#2, and Course Conclusions.
MOG210 - The Broadcast Ident
Professor: Tim Clapham (TimC)
Tim Clapham returns with a brand new course aimed at motion graphic designers and animators. This term, it's a bit of a departure from Clapham's previous typical course structure as he will be taking you through the development and animation of a channel ident from the initial concept stage, right through to the final rendering and delivery part of the process. In a previous term at fxphd, members were invited to design a logo for a fictional TV channel. The chosen design is the logo we will be using for our ident.
The structure and workflow of this course will be similar to the typical studio workflow you would find when working on a real world production. Starting with design and concept, we then move on to discuss the shoot itself. Working with footage which was shot on the RED Epic, we will be choosing selects from our bin of clips and exploring various grade options within RED Cine. Next, we will take the selected clip into the animatic stage within Adobe After Effects, using this as a tool to block out our basic design and timing. Once the animatic is complete, the footage will be tracked and the 3D solution exported ready for match moving.
An important part of any production is the design process and this will be an integral part of the course. Alongside creating our animatic and completing technical tasks such as tracking and modelling, we will also be exploring design options throughout the production. We will be working with Adobe Illustrator to develop various designs and graphic features. Creating elements using 3D modelling and texturing techniques in Cinema4D. Bringing all of this together in the form of style frames which will be the foundation for the ident look, grade and overall feel.
The term will continue with elements being animated in both 2D and 3D. The indent will progress as the 3D multipass renders are output and the composite is developed. Finally, 2D graphic elements will be added and animated in post and the grading completed ready for final rendering.
The structure and workflow of this course will be similar to the typical studio workflow you would find when working on a real world production. Starting with design and concept, we then move on to discuss the shoot itself. Working with footage which was shot on the RED Epic, we will be choosing selects from our bin of clips and exploring various grade options within RED Cine. Next, we will take the selected clip into the animatic stage within Adobe After Effects, using this as a tool to block out our basic design and timing. Once the animatic is complete, the footage will be tracked and the 3D solution exported ready for match moving.
An important part of any production is the design process and this will be an integral part of the course. Alongside creating our animatic and completing technical tasks such as tracking and modelling, we will also be exploring design options throughout the production. We will be working with Adobe Illustrator to develop various designs and graphic features. Creating elements using 3D modelling and texturing techniques in Cinema4D. Bringing all of this together in the form of style frames which will be the foundation for the ident look, grade and overall feel.
The term will continue with elements being animated in both 2D and 3D. The indent will progress as the 3D multipass renders are output and the composite is developed. Finally, 2D graphic elements will be added and animated in post and the grading completed ready for final rendering.
Click to view individual classes....
Class 1: Concept Development - We look at the initial boards created for the ident and the concepts and scripts behind them. From this selection of ideas, one is chosen and we discuss a practical approach to shooting the footage. Tim shares his experiences of working with the RED Epic and after a brief overview of working with RED Cine, we choose our selects from the RED footage. This is then narrowed down to one shot. Whilst working with RED Cine we explore some of the looks we could output when we grade our shot.
Class 2: This week we create the animatic for the ident using Adobe After Effects CS5.5. Although the work is quite simple, it is an essential part of the process and this will create a solid foundation for building upon over the following weeks.
We will work with masks, 3D layers, parenting, shape layers and time-remapping. We will also discuss important concepts such as file management and organising your projects.
Class 3: Model the joystick in Cinema4D. Covering many of the most commonly used tools when modelling with hyperNURBS including, knife, edge cut, extrude, loop and ring selection. We also look at an alternative method available when using the Correction Deformer.
Class 4: Tracking the tunnel shot in Syntheyes. Using supervised tracking we will track and solve the tunnel shot. Covers general workflow in Syntheyes. Solving difficult shots. Clean up trackers. Creating a coordinate system. Exporting python script for C4D.
Class 5: Style Frame, Render and Comp - Taking the tracking data into Cinema4D we can start to incorporate 3D elements into the live action plate. We will build proxy elements of the live action plate from the tracking data which we will use as shadow catchers and other composite helpers. This will also allow us to develop our 3D - 2D pipeline for the project, discovering which passes need to be rendered. Any problems associated with this and allowing us plenty of time to find solutions. Outputting out a still frame using multipass render layers will give us the opportunity to develop our style frame.
Class 6: 3D Animation, Render and Comp - In this class we will animate the 3D elements. This is the first blocking stage and we will attempt to animate all the elements and prepare them for output. The render passes will be created, output and brought into the composite for review.
Class 7: Creating the graphic elements in Cinema4D. Using the knife tool to create cuts for generating splines from the tunnel geometry. Cloner Object to clone graphics along the splines. SplineWrap to deform geometry along the splines.
Class 8: Animating the graphic elements appearing through the shot. Working with effectors to control scale, visibility and time offset keyframed animation of cloned objects. Using constraints for dynamic parenting. Morphing with Pose Morph and baking the resulting morph to point level animation.
Class 9: Finding and correcting errors in the scene so far. Creating some basic materials for the graphics, using formula effector and multishader. Generating geometry through collision using Bool, Matrix object and Tracer. Preparing file for multipass rendering.
Class 10: Final Grade and Output - In this class we will take our 3D elements and bring them into the composite we have been building over the last few weeks. Our 2D graphic elements will be finalized and the grade completed. The comp will be setup for final render, we will then review the result and discuss the overall project process.
MYA103 - Introduction to Maya 2012 I
Professor: Matt Leonard (mattdleonard)
Taught by Matt Leonard, this first of our two part introductory Maya curriculum is aimed at those who have little or no experience in 3D, or artists who know another system, such 3DS Max or Softimage but want to expand their software skills. The course will lay the groundwork by focusing on a single project called ‘A Robot’s Surf Shack’. We'll be cover modeling, animation, lighting, shaders and working with cameras along with rendering, render passes, and finally a small section covering compositing which will be done in Nuke. Throughout the term we'll be looking at many of the new features found in Maya 2012 including ‘Alembic’ I/O, the Camera Sequencer, the Node Editor, and ‘Ptex’ support.
Leonard has been in the 3D and visual effects industry for 19 years and has produced work for feature films, commercials and large corporate projects. He has spoken at various events and shows on behalf of Autodesk, The Foundry and eyeon Software and has had articles published in magazines and journals. He has worked as a beta tester for Maya, Mari, Mudbox, Nuke and Fusion. He currently runs his own on-site training company in the UK and has trained artists from companies such as Double Negative, Ghost VFX, Dreamworks Animation and Framestore.
Leonard has been in the 3D and visual effects industry for 19 years and has produced work for feature films, commercials and large corporate projects. He has spoken at various events and shows on behalf of Autodesk, The Foundry and eyeon Software and has had articles published in magazines and journals. He has worked as a beta tester for Maya, Mari, Mudbox, Nuke and Fusion. He currently runs his own on-site training company in the UK and has trained artists from companies such as Double Negative, Ghost VFX, Dreamworks Animation and Framestore.
Click to view individual classes....
Class 1: Polygon and Sub-Division modeling. We start the class with a short look at
Maya’s user interface and project setup. We then quickly move onto looking at Polygon Primitives,
their make-up and various modeling tools including Extrude, Bevel, Interactive Split Tool, Fill
Hole and more. We then finish the class looking at Sub-Division modeling and various modeling
techniques including Polygon Cage and Crease tools.
Class 2: In class 2 we continue to look at modeling.
We start the class looking at various Curve types and their makeup before moving on to using the Revolve, Loft and Extrude surface tools. Along the way we cover various topics including World vs. Object Axis orientation, Polygon tessellation methods, the HyperGraph, Dependancies, Object vs. Component modes and various selection methods. We finish up the class looking at Alembic I/O and the Hotbox.
Class 3: In class 3 we look at animation.
During the class we cover setting up parent and child relationships, assigning an object to follow a path, keyframe animation, and procedural animation (in the form of an expression).
We also look at both the Graph Editor and the Dope Sheet before finishing up the class looking at Animation Layers.
Class 4: A focus on cameras and the optical effects they can be produce, including depth of field, flares and the like.
Class 5: Continuing with our robot project, we add Shaders and Textures to our models. We'll look specifically at how Maya now supports Ptex via Viewport 2.0 and how Shaders can be created and applied via the Hypershader. We'll also look at how Textures are used and applied via UV mapping techniques. Finally we cover some basics of Rendering and the IPR.
Class 6: In class 6 we look at Lighting. Continuing with our robot project, covering the main lights in Maya including: Point, Directional, Spot and Area. We also look at the two different types of Shadows supported along with Light Linking and Fog (in light.)
Class 7: Rendering. This class we focus on rendering with mental ray. We look at the Common controls, and the Quality settings. We then move on to look at Render Layers and Render Layer Overrides before moving to Render Passes. We finish up the class looking at Contribution Maps.
Class 8: In class 8 we look at all the renderers that come with Maya. We cover the 'Maya Software', 'Maya Hardware', Maya Hardware 2.0' and 'Maya Vector' renderers. We then look in more detail at 'mental ray' specifically covering 'Final Gathering', 'Global Illumination', 'Physical Sun and Sky' and 'Image Based Lighting'. We finish up the class talking about 'RenderMan', 'V-Ray' and '3Delight'.
Class 9: In class 9 we look at AOV or Utility render passes and the different ways you can look at them in Maya. The passes covered include: zDepth, Motion Vector, Point, Normals, Mattes, Fresnel and UVs.
Class 10: In our final class we look at rendering an Ambient Occlusion Pass and using that as part of our final master Nuke composite. We also look at Linear Color Workflow between Maya and Nuke, and finishing up with a brief look at the Camera Sequencer.
MYA104 - Introduction to Maya 2012 II
Professor: Matt Leonard (mattdleonard)
Taught by Matt Leonard, this Maya course is aimed at those who have little or no experience in 3D, or post-grads who know another system, such 3DS Max or Softimage but want to expand their software skills. It covers many new features of Maya 2012 and the Subscription Advantage Pack.
This course continues where MYA103 left off. We start by looking at character rigging and animation using the new Characterization Tool. We then move on to look at nDynamics (nParticles, nCloth) and Maya’s new Effects Assets. After break week we shift gears to look at Fur and Hair followed by Maya’s Fluid dynamics system and the new Liquid Simulations tool. Finally we finish up the term looking at the new Digital Molecular Matter plugin suite which can be used for various types of destruction effects.
Leonard has been in the 3D and visual effects industry for 19 years and has produced work for feature films, commercials and large corporate projects. He has spoken at various events and shows on behalf of Autodesk, The Foundry and eyeon Software and has had articles published in magazines and journals. He has worked as a beta tester for Maya, Mari, Mudbox, Nuke and Fusion. He currently runs his own on-site training company in the UK and has trained artists from companies such as Double Negative, Ghost VFX, Dreamworks Animation and Framestore.
This course continues where MYA103 left off. We start by looking at character rigging and animation using the new Characterization Tool. We then move on to look at nDynamics (nParticles, nCloth) and Maya’s new Effects Assets. After break week we shift gears to look at Fur and Hair followed by Maya’s Fluid dynamics system and the new Liquid Simulations tool. Finally we finish up the term looking at the new Digital Molecular Matter plugin suite which can be used for various types of destruction effects.
Leonard has been in the 3D and visual effects industry for 19 years and has produced work for feature films, commercials and large corporate projects. He has spoken at various events and shows on behalf of Autodesk, The Foundry and eyeon Software and has had articles published in magazines and journals. He has worked as a beta tester for Maya, Mari, Mudbox, Nuke and Fusion. He currently runs his own on-site training company in the UK and has trained artists from companies such as Double Negative, Ghost VFX, Dreamworks Animation and Framestore.
Click to view individual classes....
Class 1: We start with Character Rigging. We begin to explore Maya’s joint system by rigging a cartoon style mouse which we’ll be using for a few classes. We look at how joints can be created and edited, along with Forward Kinematics
and Inverse Kinematics and the use of Constraints.
Class 2: We continue with our Character Rigging. We start by looking at IK Handle and IK Spline Handle setups. We then look at the Connection Editor, Expressions and Set Driven Key. From there we attach the Joints to the Mesh using Smooth Bind and start to Paint the Weights of the CV's help help the Mesh and Joints interact properly. Final we look at the Human IK system.
Class 3: Class 3: We finish with our Character Rigging project.
We start by animating a simple walk cycle of our character, from there we cover various secondary animation systems such as Maya's Jiggle deformer. Finally we look at Maya's non-linear animation system, Trax.
Class 4: We start a new two class project looking at nDynamics including nCloth and nParticles. We start the class by building, texturing and lighting our 3D terrain. From there we create a water tower and fill it with particles. We go on to look at the Nucleus Solver and how it affects the particles. Finally we simulate the particles pouring out of the water tower and down the modeled 'dry river bed'.
Class 5: We continue in this class looking at nDynamics.
We start by looking at nCloth and how you can create both rigid and soft systems. We then look at how they can both interact with our particle water. From there we look at nConstraints and how an nCloth object can be 'pinned' and then released. Next week look at creating an nCloth bag and filling it with particle balls before finishing up the lesson looking at Rigid Body's though the creation of a wooden sign swaying in the wind before breaking.
Class 6: We return to characters in the form of a furry alien. We’ll start off looking at Hair and how to apply it to our pre-built and animated character. We’ll look at how you can control hair with constraints and collision objects, along with various combing techniques. We’ll finish up the class looking at rendering the hair.
Class 7: We move from Hair to Fur. Working with a cat model we’ll look at how Fur works inside of Maya, how it can be edited and how we can animate it. We’ll also look at various styles of Fur such as curly, clumpy, baldness and more. Finally we’ll look at rendering fur and the use of Deep Shadows.
Class 8: We begin our look at Maya’s Fluid Effects. In this first week we’ll focus on the Open Water Simulations along with the new Liquid Simulations tool.
Class 9: Our look at Maya Fluids continues, focusing on various types of Fluid Effects such as cloud, smoke and fire, and how the Fluids can be controlled and made to interact with each other and geometry. Finally we’ll look at rendering the Fluid effects.
Class 10: In the final class we explore Maya 2012’s new plugin DMM (Digital Molecular Matter) which can be used to help you create highly realistic shatter, destruction, and deformation simulations that can include multiple interacting materials.
MYA213 - Maya Rendering and Lighting
Professor: Matt Leonard (mattdleonard)
Taught by Matt Leonard, this course is aimed at those who want to gain a greater understanding of digital lighting and texturing using both mental ray and Pixar's RenderMan for Maya. The course will cover not only what the tools do, but also why and when you would use then.
Through out the course we'll remain as project focused as possible while also going in-depth into functionality and some compositing tricks (Nuke 6.2) for integrating CGI with live-action. Other topics will include Global Illumination, Final Gathering, Deep Shadows, HDR Lighting, mental ray Shaders, RenderMan Passes, and Camera Effects.
Leonard has been in the 3D and visual effects industry for 19 years and has produced work for feature films, commercials and large corporate projects. He has trained and spoken at various events throughout the world and has been on the beta test teams for Maya, Nuke, Fusion, and Mari.
For those of you who took the previous MYA211 course, this updated one is still going to be of benefit. Firstly because Maya's rendering system has changed dramatically over the last three years. Secondly mental ray has introduced new Shaders which tap directly into it's new render-pass system which we'll be touching on. Also RenderMan for Maya has drastically changed as well both in functionality and speed. Lastly the course is going to be more filmic based with less of a focus on archetectual visualisation.
Through out the course we'll remain as project focused as possible while also going in-depth into functionality and some compositing tricks (Nuke 6.2) for integrating CGI with live-action. Other topics will include Global Illumination, Final Gathering, Deep Shadows, HDR Lighting, mental ray Shaders, RenderMan Passes, and Camera Effects.
Leonard has been in the 3D and visual effects industry for 19 years and has produced work for feature films, commercials and large corporate projects. He has trained and spoken at various events throughout the world and has been on the beta test teams for Maya, Nuke, Fusion, and Mari.
For those of you who took the previous MYA211 course, this updated one is still going to be of benefit. Firstly because Maya's rendering system has changed dramatically over the last three years. Secondly mental ray has introduced new Shaders which tap directly into it's new render-pass system which we'll be touching on. Also RenderMan for Maya has drastically changed as well both in functionality and speed. Lastly the course is going to be more filmic based with less of a focus on archetectual visualisation.
Click to view individual classes....
Class 1: Working with lights in Maya. A detailed look at Maya’s lights and their use including Ambient, Directional, Point, Spot, Area, and Volume. We’ll cover the main attributes, lighting effects, shadows, along with light and shadow linking. We’ll finally touch on Maya’s Software Renderer.
Class 2: Mental ray and Maya Lights, Part 1. A general look at the extra functionality mental ray adds to Maya's existing lights; including Area Lights, Caustic and Global Illumination, Shadows, Shadow Map Overrides and Detailed Shadow Map Attributes. We'll also touch on mental ray's renderer.
Class 3: mental ray and Maya Lights, Part 2. Continuing on from Class 3 we cover mental ray’s Custom Light Shaders, along with a more detailed look at the mental ray Renderer including Environment, Ambient Occlusion and more.
Class 4: Pixar’s RenderMan for Maya, Part 1. A beginners guide to Pixar’s RenderMan covering Lighting, Render Attributes, and Passes.
Class 5: Pixar’s RenderMan for Maya, Part 2. An intermediate guide to Pixar’s RenderMan as we continue to covering Lighting, Render Attributes, and Passes.
Class 6: CGI and Live Action Integration, Part 1. In this class we’ll look at building, lighting and texturing 3D elements which will be composited into a live action plate next week.
Class 7: Pixar's RenderMan for Maya, part 3. In this class we focus on Slim, Pixar's shader builder for RenderMan.
Class 8: mental ray Shaders, Part 1
In this class we focus on various mental ray shaders including: dgs_material, dielectric_material, mi_car_paint_phen_x_pass, mi_metallic_paint_X_pass, mia_material_x_pass, mib_illim_blinn, mib_illum_cooktorr, and misss_fast_simple_maya.
Class 9: mental ray Shaders, Part 2
In this class we focus on more mental ray shaders including: misss_fast_skin_maya, misss_fast_shader_x_passes, mib_amb_occlusion, and mia_roundcorners.
Class 10: Cameras: In this class we look at Depth of Field, Motion Blur, and Camera Shaders for both RenderMan and mental ray.
NUK103 - Introduction to Nuke
Professor: Sean Devereaux (filmsoup)
Taught by Sean Devereaux, this new introductory course will expand upon the Foundry Nuke tutorials produced by fxphd. Nuke version 6.1 software will be available over the VPN to fxphd postgrads for non-commercial use (OSX, Linux, and Windows versions). Devereaux has pushed pixels on over 25 feature films and 50 commercials. He is currently a vfx supervisor at ZERO VFX in Boston. His feature credits include Transformers, The Proposal, Peter Pan and Vanilla Sky and he has worked with some of the best studios in the world including Pixar, Digital Domain and Industrial Light+Magic.
Click to view individual classes....
Class 1: Nuke the interface. For the first class we will go through all the ins and outs of nuke's robust interface and touch briefly upon a few different tools to get us up and running very quickly.
Class 2: Cookie cutting, rotoscoping and fun with splines in an introduction to nuke's powerful roto tools.
Class 3: 2D/Pattern tracking and all the in's and out's of image transformations in nuke, including shot stabilization and corner pins!
Class 4: Jumping into our first production shot utilizing the RotoPaint tool, special keying techniques and boatloads of challenges to keep you comping for hours and hours.
Class 5: Seeing Green: The starting foundation for a long career of keying and edge work starts here.
Class 6: Introduction to nuke's third dimension!
Class 7: An introduction to the great and powerful CameraTracker and the even more great and powerful project3D node. Your compositing life will never be the same again!
Class 8: A detailed introduction to the power, uses and flexibility of Mulit-pass Compositing. This class also covers more detail and function in nuke's unique channel operations.
Class 9: Part 02 of a detailed introduction to the power, uses and flexibility of Multi-pass Compositing. We'll also introduce some 3D re-lighting and re-texturing techniques.
Class 10: We end the term with a intensive look into camera projections, tracking rotation only camera moves and a shot that will allow your creative juices to flow freely.
NUK204 - Intermediate Nuke
Professor: Sean Devereaux (filmsoup)
Our new second-level intermediate Nuke X course picks up where the 100 level offering leaves off. Using Nuke X version 6, professor Sean Deveraux will work through concepts in the app as well as lead several project-based classes. The 3D compositing environment of Nuke is one of its strengths, so several classes will dive fully into this feature with practical, real-world examples. Deveraux will also be covering the nuts and bolts of setting up Nuke for automation as well as taking a first look at Gizmos, Nuke's "macro" functionality. The focus is on the type of work that any compositor might run into while working at a facility.
Deveraux is our lead Nuke professor at fxphd. He has been using Nuke since 2000, working as a compositor at Digital Domain on Hollywood blockbusters such as How the Grinch Stole Christmas, I, Robot, and Star Trek: Nemesis. Using a variety of compositing packages, his freelance work has taken him to ILM (Transformers), Hydraulx (Rise of the Silver Surfer), and others. He is currently working at Brickyard VFX in Boston.
This course serves as a replacement for NUK202, updated for Nuke version 6/X which will be available on the VPN once the release ships.
Deveraux is our lead Nuke professor at fxphd. He has been using Nuke since 2000, working as a compositor at Digital Domain on Hollywood blockbusters such as How the Grinch Stole Christmas, I, Robot, and Star Trek: Nemesis. Using a variety of compositing packages, his freelance work has taken him to ILM (Transformers), Hydraulx (Rise of the Silver Surfer), and others. He is currently working at Brickyard VFX in Boston.
This course serves as a replacement for NUK202, updated for Nuke version 6/X which will be available on the VPN once the release ships.
Click to view individual classes....
Class 1: An in-depth look at Nuke 6's RotoPaint tool, covering everything from soup to nuts.
Class 2: Inside NukeX's Camera Tracker and Lens Distortion tools and how to use the data they collect in production.
Class 3: Fun with Gizmo's! We'll create and customize a "film look" gizmo, learn a little python and even customize nuke's menus and toolbars!
Class 4: A two part class on keying in nuke with a difficult shot. This class is focuses on keylight and the mind set when approaching a difficult key. Part two will final the composite and go through assembling a key from multiple keyers.
Class 5: Part two of our multi layered keying class. This class goes beyond theory and into practical production problem solving to final an above average difficulty shot.
Class 6: Multi-pass compositing! The joys of controlling just about everything in the comp and how to maintain all those extra channels and layers properly and efficiently.
Class 7: Multi-Multi-pass compositing! Way beyond just diffuse, reflection and specular passes. Full relighting and retexturing in nuke using normals and uv passes.
Class 8: Super Pan N Tile Setup: Feature film level quality tiles supplied and ready for your imagination. This is a massive 18 tile, 300 degree, multi tiered system that will wow your friends and influence your employers.
Class 9: Matte Painting 3D Extraction: How to bring life into you static, placid and all around flat image.
Class 10: Final touches, grain matching and tips tricks featuring The Foundry's Furnace Core!
NUK213 - Nuke Stereoscopic Workshop
Professor: Daniel Smith (daniel3D)
Taught by Daniel Smith, this intermediate level class builds upon the Nuk203 course and takes stereoscopic techniques to the next level. We will be looking at Nuke 6.2 and using its new tools like Point Cloud generator, Dope Sheet, and Modeler tools to enhance stereo production. We will address the significant changes that have happened to Ocula and delve deeper into the robust tool.
The class will tackle each topic and then implement the technique into a few shots building them into a final comp from a FXPHD stereo short film. High quality footage with be provided and render passes to work along and build your reel. Later in the course we will cover using XYZ color space and creating DCI compliant DCP's for cinema projection.
Daniel Smith has worked as an animator, compositor, and VFX supervisor for over 20 years. Daniel's career took him to pioneering previz on Judge Dredd, animating the famous M&M characters, compositing on films such as Harry Potter and the Prisoner of Azkaban and Spy Kids 3D. He has also been involved with stereoscopic film making for over a decade. Daniel is now the stereoscopic director and Nuke instructor for the Digital Animation and Visual Effects school in Orlando Florida.
The class will tackle each topic and then implement the technique into a few shots building them into a final comp from a FXPHD stereo short film. High quality footage with be provided and render passes to work along and build your reel. Later in the course we will cover using XYZ color space and creating DCI compliant DCP's for cinema projection.
Daniel Smith has worked as an animator, compositor, and VFX supervisor for over 20 years. Daniel's career took him to pioneering previz on Judge Dredd, animating the famous M&M characters, compositing on films such as Harry Potter and the Prisoner of Azkaban and Spy Kids 3D. He has also been involved with stereoscopic film making for over a decade. Daniel is now the stereoscopic director and Nuke instructor for the Digital Animation and Visual Effects school in Orlando Florida.
Click to view individual classes....
Class 1: Intro to the term, understanding 3D spatial relationships, camera implementations, and building 3D camera Rig Gizmo. We will build a new camera gizmo that will be used in many classes to come.
Class 2: Intro to the new tools in Nuke 6.2 and how they can be leveraged for stereoscopic production. We start planning for our stereo shot that will be used for the rest or the term.
Class 3: Stereo Tracking with Nuke X and getting your data out of Nuke and into to Maya and other 3D apps.
Class 4: Using World Point Space passes. Taking advantage of World space passes in Maya to integrate and visualize our 3D
Class 5: We will use projection techniques to generate elements in our stereo shot, add more render layers, fix issues, and plus the shot.
Class 6: Ocula In Depth. An in depth look at the plugin and understanding of the Ocula's many uses.
Class 7: Fixing Problem shots with Ocula. We will take a shot that has many problems from polarization errors, color differences, and geometric distortions and use Ocula to make it perfect.
Class 8: Using Nuke X Furnace tools to fix shots without Ocula. If you do not have Ocula I will show you how to use NukeX to accomplish many of the same tasks on a budget. We also look at the new features in Ocula 2.2
Class 9: Lighting and rendering With Nuke. Integration and generating elements from inside the comp. We will create new elements for a stereo shot and render them right inside of Nuke. We will also discuss the creation and use of floating stereoscopic windows.
Class 10: Dealing with 3D Projection setups and creating DCP for cinema delivery, Seeing it big! How to encode our 3D movies for the theater.
NUK216 - NUKE and Maya: Joan of Arc Project
Professor: Sean Devereaux (filmsoup)
Jeremy Brown and Charles Lapage team up for another great NUKE production course designed by long time nuke prof Sean Devereaux. This is a fully production based course and a GREAT reel builder while also sharing boat loads of real world visual effects production tips, techniques and even a few secrets.
More and more NUKE is becoming the hub not only for composting but for overall production pipelines. It is as important for 3D artists to know NUKE as it is for compositors. This course is designed as a marriage of those two worlds with NUKE as the common language that bridges the gap. Jeremy and Charles will take you through several challenging shots throughout the term that are both comp and 3D heavy. You'll pull difficult keys, deal with what seem like impossible tracks, paint work and touch upon tasks most professional compositors deal with on a daily basis.
One of the most exciting aspects of this course will be side steps into Maya where Jeremy and Charles will teach compositor specific skills that is sure to amp up your reel and make you even more marketable. No more waiting for matte passes or an occlusion pass. You will learn how to go into a pre-existing Maya scene and render the passes you need for the comp as well as other powerful techniques that all compers should know.
More and more NUKE is becoming the hub not only for composting but for overall production pipelines. It is as important for 3D artists to know NUKE as it is for compositors. This course is designed as a marriage of those two worlds with NUKE as the common language that bridges the gap. Jeremy and Charles will take you through several challenging shots throughout the term that are both comp and 3D heavy. You'll pull difficult keys, deal with what seem like impossible tracks, paint work and touch upon tasks most professional compositors deal with on a daily basis.
One of the most exciting aspects of this course will be side steps into Maya where Jeremy and Charles will teach compositor specific skills that is sure to amp up your reel and make you even more marketable. No more waiting for matte passes or an occlusion pass. You will learn how to go into a pre-existing Maya scene and render the passes you need for the comp as well as other powerful techniques that all compers should know.
Click to view individual classes....
Class 1: Part 1 of 2. In this two part class in which we will augment existing reflections on a sword being drawn from a scabbard, and replace a background. In class one, we model and match move the geometry in maya, then shade and render the reflections. In class two, we will take the rendered reflections and integrate them into the shot, as well as pull a key on a green screen for background replacement.
Class 2: Part 2 of 2. In this two part class in which we will augment existing reflections on a sword being drawn from a scabbard, and replace a background. In class one, we model and match move the geometry in maya, then shade and render the reflections. In class two, we will take the rendered reflections and integrate them into the shot, as well as pull a key on a green screen for background replacement. Please note: The original footage and the image used for reflections were included in the class 01 files for download.
Class 3: In Today’s lesson, Charles Lapage takes you on journey into the land of UV’s. He explains the importance of having well laid out UV’s as well as how to properly lay out UV’s if you do not have them, as we battle on with Joan of Arc. Enjoy!
Class 4: In this class, we look into the wonders and wizardry of the UV pass. We will revisit maya and learn how to create a shader to generate a UV pass. Then, it is back to the world of nuke to se how to really flex your muscles.
Class 5: Charles Lapage takes this class on an adventure of matte combinations, grading techniques and finishing tips. We will look at adjusting a camera move, creating and using an rgb matte, and even dive in to the lens flare.
NUK303 - Nuke Stereoscopic Master Class
Professor: Russell Dodgson (dodger)
Professor Russell Dodgson will be throwing you in the deep end with a 10 week look at a full stereo production exercise. Based around the presentations from the Foundry’s recent Masterclass, Dodgson will be examining the project in intricate depth taking students from a raw plate through a variety of stereo production techniques including Ocula, Camera Projection, UV Mapping, Keying, 3d Texture Painting for compositors, Camera Tracking, Depth Grading and of course… clean up.
If you attended or watched the class in London, why should you join this course? While the masterclass was a great overview of the techniques used, this course will go into much greater detail and show much more specifically how the shot was finished. As with most fxphd courses, you'll also get access to the footage so that you can finish the shot yourself. By approaching the shot from a variety of angles the course will take you in detail through a wide range of nukes capabilities and how these techniques can all be used to assist you in creating a successful stereo result, all on a shot pushing 1000 frames!
Dodgson in currently Senior Nuke Compositor at Framestore Commercials in London and is heavily involved in developing their commercials stereo pipeline. He was an early convert to Nuke and has been working closely with the Foundry for several years as a beta tester, helping influence the development of some of their more recent additions to Nuke. This year he was heavily involved in the Foundry’s stereo Masterclass in London, both directing the shoot and teaching at the event. His recent work has included Harry Potter, the latest Kia campaign and the cinematic for Activision’s DJ Hero. A firm believer in the importance of having a thorough understanding of the production process Russell is co-founder of the creative partnership One Red Pixel, and has extensive experience in shoot production and supervision. He is also a budding director.
If you attended or watched the class in London, why should you join this course? While the masterclass was a great overview of the techniques used, this course will go into much greater detail and show much more specifically how the shot was finished. As with most fxphd courses, you'll also get access to the footage so that you can finish the shot yourself. By approaching the shot from a variety of angles the course will take you in detail through a wide range of nukes capabilities and how these techniques can all be used to assist you in creating a successful stereo result, all on a shot pushing 1000 frames!
Dodgson in currently Senior Nuke Compositor at Framestore Commercials in London and is heavily involved in developing their commercials stereo pipeline. He was an early convert to Nuke and has been working closely with the Foundry for several years as a beta tester, helping influence the development of some of their more recent additions to Nuke. This year he was heavily involved in the Foundry’s stereo Masterclass in London, both directing the shoot and teaching at the event. His recent work has included Harry Potter, the latest Kia campaign and the cinematic for Activision’s DJ Hero. A firm believer in the importance of having a thorough understanding of the production process Russell is co-founder of the creative partnership One Red Pixel, and has extensive experience in shoot production and supervision. He is also a budding director.
Click to view individual classes....
Class 1: An introduction to the shot that we will be working on throughout the course. We’ll look at the shoot material and assess the plates for in-camera issues. We’ll then go through the workflow for the shot and what needs to be done to the plate before handing it off to other departments. This will include lens distortion and several methods of approaching a global colour match. Note: heroplate is split into 8 downloads. The first 4 are distributed here, the next 4 will be distributed next week.
Class 2: Moving onto using 3d Camera Projection and UV Projection to remove lens flares and grip equipment.
Through these techniques we learn how fixing one eye with projection we get the fix for the other eye for free.
Class 3: A more in-depth examination of the plate fixing process. We’ll be removing lens flares and grip equipment, and fixing polarization issues.
Class 4: Ready. Set. Pain! We’ll be looking at paint, roto and keying in stereo. [Pre- and post-class meditation is strongly advised.]
Class 5: This week we delve into Maya to layout our scene. We begin with a 10 min intro to Maya for total beginneres and then move on to learn to layout organise our geometry before fbx exporting it into Nuke. We then rebuild the scene in Nuke and learn to set up Image planes to match the way we are working in Maya.
Class 6: This week we first setup our past script as a precomp and then move on to writing a python tool to speed up our workflow. Following this we delve into UV space with a quick explanation of its principals and then a demonstration of how we can take advantage of it Nuke. We then finish up with our road extension.
Class 7: This week we pick up from last weeks look into Nuke’s UV Space by learning how we can incorporate 3d texture painting software such as Mudbox into our workflow. We then move over to Maya to see how we can bake out Occlusion Maps into UV space. We then take a look at how these elements go together to make a fully uv’d asset in Nuke.
Class 8: This week, we finish up learning the techniques required to allow students to move on with the rest of the shot. This includes finishing up the topic of uv’ing, layering up some cg renders and taking a look at a collection of extra assets and how they are put together.
Class 9: This week we learn how to finish our stereo shot up. We learn how to do our depth grade using Ocula and discuss the application of grain in stereo shots. We also learn some magic using ST Maps!
Class 10: In the final class we take a look at Camera Tracking our stereo shot inside of Nuke. We go through the iterative process of getting a good solve and also discuss the relationship between the focal length and our film back.
PFM101 - Introduction to PFMatchIt
Professor: Victor Wolansky (victorw)
PFMatchIt is The Pixel Farm's first tracking package to come from a new internal architecture that was built from the ground up. it also offers a much more affordable price-point than the company's previous offerings. Teaching our first course in the application is Victor Wolansky, who has been using PFTrack for years and was part of the PFMatchIt beta program.
Wolansky's tracking courses have been perennial favorites at fxphd and this one is sure to be no different. While this is an introductory course designed to get you up and running with a solid foundation, as usual Wolansky will be pushing the learning level higher during the course.
PFMatchIt will be available on the fxphd VPN so that members may follow along in the software.
Wolansky's tracking courses have been perennial favorites at fxphd and this one is sure to be no different. While this is an introductory course designed to get you up and running with a solid foundation, as usual Wolansky will be pushing the learning level higher during the course.
PFMatchIt will be available on the fxphd VPN so that members may follow along in the software.
Click to view individual classes....
Class 1: An Introduction to the interface, basic node based tracking, project setup and management, LUTs and color manipulation, and using the keyer to improve tracking.
Class 2: Green screen enhance, auto tracker vs manual tracker, manual re-linking of media, and how to influence the solver with manual animation.
Class 3: All about distortion, lens distortion, rolling shutter, and building lens presets.
Class 4: Tips on tracking, smoothing camera curves, rolling shutter, and using multiple solvers.
Class 5: Finishing high distortion workflow, and re-distortion of EXR files.
Class 6: Survey solver, use of still to solve a static camera, fast pan, and the new 2D tracker.
Class 7: Stereo tracking, techniques, tips, and issues.
Class 8: Stereo tracking part two, techniques, tips and issues, object tracking.
Class 9: Object tracking from a camera motion, footage replacement, and converting a camera motion to object motion.
Class 10: Interactive tracking, aligning two cameras, getting a correct point cloud for a rotation-only shot, and variable lens distortion and zoom.
PFT303 - Advanced PFTrack - 3D Tracking Masochism
Professor: Victor Wolansky (victorw)
In this advanced PFTrack course, the focus is on complex shots, long shots, and those shots that make you lose your sleep. fxphd favorite Victor Wolansky will also be focusing on the critical details and skills that can take your tracking ability to the next level and really stand out in your job.
We'll be covering workflows for extremely distorted footage, from fisheye Canon 4.5mm shots and to special EPIC shoots in 5K. Wolanksy will be using user survey info to solve shots which are in other ways impossible to solve. This will include extracting information from an exclusive fxphd LIDAR shoot and scan, perfectly matching cameras to the scan. Wolansky will also cover the tracking of objects in scenes. The course will also naturally cover all the beauty and complexity now possible with the nodes and trees available inPFTrack. This brings a power never-before seen in 3D tracking, with almost infinite combinations to adapt to the artist's needs.
Wolansky started working in postproduction 20 years ago… in Argentina, about 12 years ago and discovered what was 3D tracking, and since then he was unable to stop tracking shots, even if just for fun. He discovered that was the most fundamental skill needed to master in order to do anything on any shot. "All starts by a 3D tracking right? If you don’t have a 3D tracking," says Wolansky, "you can't put the CG in there. right?" Postproduction took him from Argentina to Chile in 2000 and to the US in 2005 where he has worked at E3 post since then.
We'll be covering workflows for extremely distorted footage, from fisheye Canon 4.5mm shots and to special EPIC shoots in 5K. Wolanksy will be using user survey info to solve shots which are in other ways impossible to solve. This will include extracting information from an exclusive fxphd LIDAR shoot and scan, perfectly matching cameras to the scan. Wolansky will also cover the tracking of objects in scenes. The course will also naturally cover all the beauty and complexity now possible with the nodes and trees available inPFTrack. This brings a power never-before seen in 3D tracking, with almost infinite combinations to adapt to the artist's needs.
Wolansky started working in postproduction 20 years ago… in Argentina, about 12 years ago and discovered what was 3D tracking, and since then he was unable to stop tracking shots, even if just for fun. He discovered that was the most fundamental skill needed to master in order to do anything on any shot. "All starts by a 3D tracking right? If you don’t have a 3D tracking," says Wolansky, "you can't put the CG in there. right?" Postproduction took him from Argentina to Chile in 2000 and to the US in 2005 where he has worked at E3 post since then.
Click to view individual classes....
Class 1: Use of survey data to solve the motion of a totally flat object.
Class 2: Tracking of a very long shot, Part 1. How to deal with the accumulated error product of long shots, including creative ways to solve these problems using nodes.
Class 3: A long shot and problems related to error accumulation. Tips and tricks to get the perfect track.
Class 4: A long shot and problems related to error accumulation. Tips and tricks to get the perfect track. Part 2.
Class 5: Anamorphic shot, lens distortion, manual tracking, multiple possible solutions caused by moving objects by wind and very few usable tracking points.
Class 6: Using Lidar survey information, Part 1
Class 7: Using Lidar survey information, Part 2
Class 8: TBD based upon feedback from members.
Class 9: TBD based upon feedback from members.
Class 10: TBD based upon feedback from members.
RED302 - RED EPIC Grading Workflow
Professor: Mike Seymour (mikes)
In this advanced technical look at grading and managing EPIC footage, we will aim to both build upon our earlier EPIC production courses and our color science understanding. This course presents a range of detailed options for EPIC workflow. It will present some simple workflows but also aim to cover more complex issues leading into grading. All EPIC footage is shot to be graded, and while we will cover some effects work, our primary aim will be to present a way to get great graded footage from the EPIC and make sure that what you are shooting produces the best possible footage.
Because the EPIC landscape changes so quickly, this course may not be repeated since it will deal with the latest workflow, software builds, and EPIC products. fxphd has had an EPIC M since March 2011 and then one of the first EPIC X (#22) as well as one of the first field EPIC Canon mounts.
We will have a series of micro shoots in the term so we can examine a really wide range of material from Macro food shots to luxury cars, from Primates to exotic night fire shoots. Material will be made available as .r3ds for you to download and explore.
Because the EPIC landscape changes so quickly, this course may not be repeated since it will deal with the latest workflow, software builds, and EPIC products. fxphd has had an EPIC M since March 2011 and then one of the first EPIC X (#22) as well as one of the first field EPIC Canon mounts.
We will have a series of micro shoots in the term so we can examine a really wide range of material from Macro food shots to luxury cars, from Primates to exotic night fire shoots. Material will be made available as .r3ds for you to download and explore.
Click to view individual classes....
Class 1: An unconventional use of the HDRx feature of the Epic and grading Epic stills in Lightroom.
Class 2: Grading with the feature rich and yet free RedcineX Pro.
Class 3: Advanced color logic
Class 4: A look at grading Epic footage in Assimilate Scratch 6 on Mac.
Class 5: Working with HDRx materials in Nuke, Scratch, and Resolve, looking at Luma keys, simple blends and Add compositing mode.
Class 6: Dealing with noise and grain in Epic footage and a look at the differences in image quality with/without the Red Rocket.
Class 7: Mike looks at the various permutations when shooting daylight vs tungsten on blue screen vs green screen with the Epic.
Class 8: Mike shows the power of Mistika for RED and stereo projects. Its use of optical flow and GPU makes it the perfect tool on a lot of the large stereo projects currently in production and a product to keep an eye on.
Class 9: Mike talks about his workflow of dealing with noise and HDRx in Flame.
Class 10: A look at the Adobe Epic workflow, including Lightroom beta 4 and Johnmont's tips and tricks in Premiere Pro/After Effects.
RTO202 - Tools of Roto and Paint
Professor: Ben Brownlee (benbrownlee)
A lot of focus is often placed on the tools we use for post-production work. The truth is, there is a good amount of crossover between applications when working on most projects. This course takes a deeper look at different techniques for common roto, matte creation and paint projects, using a range of applications. Our main toolset includes mocha and SilhouetteFX, but we also delve into compositing programs, Nuke and After Effects and 3D tracking.
The main focus this term are fundamental tricks for keeping your roto and matte creation fast and the results appropriate and accurate. The shots we are working on often require a holistic approach, blending some tough motion tracking, rotoscoping and paint. We start with beauty retouch and different rotoscoping techniques. As the course continues, we add some cleanplate creation and rig removal.
Ben Brownlee is a VFX artist, digital media specialist and instructor with 11 years of industry experience across a number of disciplines. He works extensively with leading Scandinavian fashion brands as co-owner of Husk Os (www.huskos.com) and has worked on various broadcast, TVC and feature projects across the globe.
The main focus this term are fundamental tricks for keeping your roto and matte creation fast and the results appropriate and accurate. The shots we are working on often require a holistic approach, blending some tough motion tracking, rotoscoping and paint. We start with beauty retouch and different rotoscoping techniques. As the course continues, we add some cleanplate creation and rig removal.
Ben Brownlee is a VFX artist, digital media specialist and instructor with 11 years of industry experience across a number of disciplines. He works extensively with leading Scandinavian fashion brands as co-owner of Husk Os (www.huskos.com) and has worked on various broadcast, TVC and feature projects across the globe.
Click to view individual classes....
Class 1: Introduction to the Philosophy of Roto. It's important to establish the set of principles we will be working with throughout the course. What constitutes a "good roto"? What are the main tools and why do we favour a certain approach with some shots? In this session we will be creating rotoshapes to use for a beauty retouch session.
Class 2: Beauty retouch. Continuing from the last session, we put the shapes to use to do some beauty retouch work. We look at natural looking skin-smoothing techniques that do not compromise texture or create a plasticky surface. We repurpose last class's work to reshape the features of our subject.
Class 3: Dissecting a roto. Simple roto requires simple shapes. Complex roto requires lots of simple shapes! Managing these is a challenge and the basis for huge time-savings. We look at a mixture of soft and hard objects, and how to approach edge consistency, motion blur and out of focus elements.
Class 4: Building a depth map - rotoscoping buildings. Rotoscoping still objects should be easy. Camera movements, perspective changes and lens distortion all help to make these jobs harder. Again, planning and using the right tools to fix these problems, makes a painful shot a lot easier to handle.
Class 5: Car pack shot - Bringing things up a notch now and pushing our planar tracking forward. We've got a moving subject, a moving camera and a tight deadline. Where are the best places to spend our time tracking and at what point do we decide to get in to manual rotoscoping work? We also take a look at stabilization and how to effectively use it.
Class 6: Background enhancement. Following from the previous class, we look at 3D tracking and how this can speed up certain roto tasks. We also put these results together with the car shape to add more impact to an ordinary background.
Class 7: Background cleanup. This is another two-part class. In the first section we look at creating cleanplates, simple wire removal and some more complex motion tracking.
Class 8: Human roto. Improving on the techniques we've been using up to now. Rotoscoping the human form can be immensely time-consuming. We explore a couple of ideas about how to work the most effectively and still get the accurate results we need. We can now finish the shot from last class.
Class 9: TBA, based upon course member feedback
Class 10: TBA, based upon course member feedback
SIL201 - Intermediate SilhouetteFX
Professor: Ben Brownlee (benbrownlee)
Like it or not, root and rig removal are the foundation of any compositor's skillset. SIL201 is designed to help take some of the pain out of these tasks. It explores a number of different workflows to approaching mask and matte creation in SilhouetteFX. An emphasis is placed on shot analysis prior to picking up the pen, and deciding which tools are most appropriate for a particular task.
We will use a wide range of the toolset to tackle common yet challenging tasks, such as character roto, hair and motion blur. The creative decisions and possibilities for tackling such shots are also discussed, so you get a better understanding of why a particular approach was taken.
Ben Brownlee is a VFX artist, digital media specialist and instructor with 11 years of industry experience across a number of disciplines. He works extensively with leading Scandinavian fashion brands as co-owner of Husk Os (www.huskos.com) and has worked on various broadcast, TVC and feature projects across the globe.
We will use a wide range of the toolset to tackle common yet challenging tasks, such as character roto, hair and motion blur. The creative decisions and possibilities for tackling such shots are also discussed, so you get a better understanding of why a particular approach was taken.
Ben Brownlee is a VFX artist, digital media specialist and instructor with 11 years of industry experience across a number of disciplines. He works extensively with leading Scandinavian fashion brands as co-owner of Husk Os (www.huskos.com) and has worked on various broadcast, TVC and feature projects across the globe.
Click to view individual classes....
Class 1: Motion tracking. Tracking is key to fast and accurate rotoscoping work. In this first project we explore different techniques to get the most useful track we can. This is not necessarily as straightforward as object tracking.
Class 2: Approaching a shot. In this project we analyze a shot to see how we can tackle it in the shortest time possible without compromising the result. We focus on the main roto toolset, tackling camera motion and motion blur.
Class 3: Wire Removal - This week we look at wire removal and the Paint node. When prepping this shot for fast and consistent results, we will build on our motion tracking skills.
Class 4: Anamorphic and cropped footage. Tweaking SilhouetteFX's inner preferences make working with anamorphic and scanned footage a whole lot easier. Hair is the focus of this class, how do we blend mattes and masks to create the best result.
Class 5: Hands. Breaking down extremities is never easy. We will build up a hierarchy to keep this complex shot manageable and understandable for another artist to complete.
Class 6: Power matte. This week we look at how to create a detailed matte using the Power Matte node. We look at maintaining motion blur and fine edge detail. Use quick shapes rather than keyers or accurate rotosplines to speed through the shot. Finally, what to do when we need to clean up the results manually.
Class 7: Human roto part 1. Predictably irrational movement is the focus this week. How do we start to tackle large movements, rotation, spinning and obscuration.
Class 8: Human roto part 2. Carrying on the project from last week. More focus placed on limbs and joints.
Class 9: Stereoscopic workflow. As stereoscopic 3D becomes increasingly part of the everyday workflow, how do our techniques have to change? We explore a typical SilhouetteFX workflow to get the pixel accurate results we need.
Class 10: Interoperability. The data we have been creating in SilhouetteFX cannot exist in a vacuum. We can export to a number of different formats, with their own advantages and disadvantages. As importantly, we will also import tracking and shape data from other applications to SilhouetteFX to speed our work up.
SMK104 - Introduction to Smoke on Mac
Professor: Randy McEntee (jayrandall)
The release of Smoke on Mac has opened up the software to a much wider variety of users than any other Autodesk systems product. This course, taught by Randy McEntee, will provide an advanced introduction to Autodesk Smoke on Mac. Focusing on real-world finishing, color correction and visual effects tasks, we’ll be working through several projects and tasks, taking footage and turning it into a finished piece, exploring the breadth of Smoke's toolset along the way. Particular consideration in this course will be paid to transitioning users familiar with desktop applications into the Smoke on Mac mindset.
Smoke and Flame Artist McEntee joined The Mill New York in 2007. There he has finished spots for Apple, Coca-Cola, Chrysler, Cadillac, Verizon, AT&T, Virgin Mobile, ESPN, Mercedes, Skittles, Microsoft, and Nike, some of which have gone on to win awards from DA&D, AICP, Cannes, and the Daytime Emmys. Previously,McEntee began his post career at Mode Project in Chicago as an Assistant Editor, later moving on to Filmworkers Club Chicago. He has a passion for mastering visual effects toolsets and an even greater passion for teaching.
Members will be able to license Smoke on Mac 2012 via the fxphd VPN, lifting the short 30-day demo version restriction so that they may dive more fully into the software.
Smoke and Flame Artist McEntee joined The Mill New York in 2007. There he has finished spots for Apple, Coca-Cola, Chrysler, Cadillac, Verizon, AT&T, Virgin Mobile, ESPN, Mercedes, Skittles, Microsoft, and Nike, some of which have gone on to win awards from DA&D, AICP, Cannes, and the Daytime Emmys. Previously,McEntee began his post career at Mode Project in Chicago as an Assistant Editor, later moving on to Filmworkers Club Chicago. He has a passion for mastering visual effects toolsets and an even greater passion for teaching.
Members will be able to license Smoke on Mac 2012 via the fxphd VPN, lifting the short 30-day demo version restriction so that they may dive more fully into the software.
Click to view individual classes....
Class 1: Launching the first time - For editors who haven't worked in Smoke or Flame before, the UI will be a new experience. Here's what you need to know and what to ignore (for now!)...covering the UI, Projects, Users, and diving right into a conform using Final Cut Pro 7 XMLs.
Class 2: XML Conforming - Picking up where class 1 left off, we'll continue with the process of conforming a spot.
Class 3: The Timeline - The Smoke timeline is where everything happens. In this class we'll cover Soft Effects and develop our timeline skills as we finish the conform and start the cleanup.
Class 4: GMasks, Color Correction and Tracking - the foundations of compositing. In this class we will cover roto, tracking, and the Color Corrector and Color Warper
Class 5: Action I - In this class we'll tackle our first composite and explore Smoke's 3D compositing tools.
Class 6: Action II - A continuation of the last class. We replace the textures in our scene and show how Clip History and the Modular Keyer can be used to string together composites in Smoke.
Class 7: Action III - Surfaces, blending modes, filtering, and a tour of the Action's Node Bin.
Class 8: Action IV and Paint. In this class, we will cover the Desktop Paint and Batch Paint modules, as well as Smoke's variety of keyers.
Class 9: Finishing up our Action lessons with Reflection and Displacement Maps for clever 2D solutions. A bit of Lens Flares, typing and setting legals, and starting our look at Flame FX tools.
Class 10: The finishing touches. Flame FX continued, Mastering, Slates, and Sparks.
SMK205 - Intermediate Smoke/Flame IV
Professor: John Montgomery (johnmont)
We continue our curriculum of Autodesk systems offerings with a new combination Smoke/Flame course featuring multiple artists. As more and more of the creative tools merge across the applications, including Smoke Advanced which contains all the features of Flame's Action module, the combo courses have been incredibly popular.
This course brings a mix of projects and approaches that will help take your skills to the next level. From daily tasks that improve your workflow to high end Action tips to motion graphics, we've got a great slate of profs sharing session-proven techniques.
About the profs:
John Montgomery has worked on Flame for years, as well as Smoke (actually it was called Fire) since the very first pre-release beta. Concentrating on commercials post, Montgomery has worked on flame for over ten years. He now owns a combination Smoke/Flame system which is used by fxphd and our post partners Hootenanny in Chicago.
Brian Mulligan has been working in broadcast television for 20+ years. He has been working with Smoke since v5, and has been a part of the beta testing program for the past 6 releases. Brian uses Smoke for promo and commercial work... using Smokes tools for editing and graphic work.
Victor Wolansky is a Flame artist who works at e3post in Virginia. With 19 years of experience on the VFX world he fell in love with Flame about 5 years ago.
Randy McEntee is a Smoke artist at The Mill, New York City, where he specializes in working on national television commercials.
Paul Carlin is a Smoke Artist at Company 3 in Santa Monica. His most recent accomplishments have been Jack the Giant Killer, Underworld 4, Pirates of the Caribbean: On Stranger Tides and the trailers for Avatar. He specializes in stereoscopic digital intermediates at the moment, but comes from diverse background that includes the Imagineer Systems product line, SynthEyes, After Effects as well as Avid Media Composer and the product formerly known as Final Cut Pro. Paul has 15 years of Smoke experience and comes from a tape-based linear online background.
This course brings a mix of projects and approaches that will help take your skills to the next level. From daily tasks that improve your workflow to high end Action tips to motion graphics, we've got a great slate of profs sharing session-proven techniques.
About the profs:
John Montgomery has worked on Flame for years, as well as Smoke (actually it was called Fire) since the very first pre-release beta. Concentrating on commercials post, Montgomery has worked on flame for over ten years. He now owns a combination Smoke/Flame system which is used by fxphd and our post partners Hootenanny in Chicago.
Brian Mulligan has been working in broadcast television for 20+ years. He has been working with Smoke since v5, and has been a part of the beta testing program for the past 6 releases. Brian uses Smoke for promo and commercial work... using Smokes tools for editing and graphic work.
Victor Wolansky is a Flame artist who works at e3post in Virginia. With 19 years of experience on the VFX world he fell in love with Flame about 5 years ago.
Randy McEntee is a Smoke artist at The Mill, New York City, where he specializes in working on national television commercials.
Paul Carlin is a Smoke Artist at Company 3 in Santa Monica. His most recent accomplishments have been Jack the Giant Killer, Underworld 4, Pirates of the Caribbean: On Stranger Tides and the trailers for Avatar. He specializes in stereoscopic digital intermediates at the moment, but comes from diverse background that includes the Imagineer Systems product line, SynthEyes, After Effects as well as Avid Media Composer and the product formerly known as Final Cut Pro. Paul has 15 years of Smoke experience and comes from a tape-based linear online background.
Click to view individual classes....
Class 1: Top Agency Requests, Part 1. The fast turnaround world of television commercials requires a variety of skills for the Smoke or Flame artist. In this three part series of classes, Randy McEntee shares his top tips for working on jobs. Even for artists who don't work on commercials, confidence in these everyday tasks will make you a hero with your clients. In part 1 we look at different techniques of tracking, placing, and compositing elements onto ground planes and walls.
Class 2: Top Client Requests Part 2: Screen composites. In this class we tackle one of the most common types of composites, learn a few simple tricks to make it easy, quick, and photo-real, and cover the fundamentals of working in BFX.
Class 3: Top Client Requests Part 3: Tips and Tricks Class! Displacement, Optics, Distort Edges, Exporting, and more.
Class 4: Popular feature film digital intermediate requests. In this class we will cover three of the most common requested tasks when doing a feature film digital intermediate. This includes a split screen, timewarp match and a resize, as well as how to handle AAFs. While these may sound simple, you will learn many tips and tricks along the way.
Class 5: Making the most out of Action, Part 1. Utilizing the toolset in Action, we create a car stereo using displacement mapping and creating natural lighting with projectors. Using the Autostab node as a planar tracker to patch a logo and using Gmask to create 3D objects in Action to patch a logo on a moving object.
Prof: Victor Wolansky
Class 6: Making the most out of Action, Part 2. Continuation of Part 1. Prof: Victor Wolansky
Class 7: Broadcast Motion Graphics Part 1. Fun with Type - using Smoke for Motion Graphics. It's not After Effects but you can do some interesting work with motion graphics and text design. Exploring 3D text, 3D path, and painting with light in Action. Prof: Brian Mulligan
Class 8: Making the most out of Action, Part 3. Building Multi level beveled 3Dtext, Using particles to create 3D Strokes, Tips for performance in Action Batch, Using of different shaders and substance textures. Batch Cache tips. Prof: Victor Wolansky
Class 9: Broadcast Motion Graphics Part 2. In broadcast promos sometimes you have to create something from just a few stills or even from nothing. How to use BFX and Action to achieve some motion graphic title effects. Prof: Brian Mulligan
Class 10: User submitted topic - keying and a bit of beauty. Prof: Randy McEntee
SYN102 - Introduction to SynthEyes 2011
Professor: Victor Wolansky (victorw)
In this course course, participants will be learning the fundamentals of 3D tracking, creating good starting point to understand several techniques of 3D tracking and image modeling. We will look at how to tackle several problems that are the day to day in 3D tracking, and understand how to avoid them or how to work around them, we will look at workflows of lens distortion correction, from start to end (including compositing) and stereo tracking.
Taught by our fxphd tracking specialist, Victor Wolansky, the course will be using the SynthEyes 2011 release.
Taught by our fxphd tracking specialist, Victor Wolansky, the course will be using the SynthEyes 2011 release.
Click to view individual classes....
Class 1: Tracking, solving a general look at the interface and learning about focal length and film back or sensor size and why it is so important.
Class 2: A bit of 3D tracking theory and a look at the manual tracker. Different kinds of motions. Regular motion and nodal pan.
Class 3: Lens Distortion and how to measure and fix it.
Class 4: Finishing lens distortion and rolling shutter track workflow with compositing.
Class 5: A look at tracking stationary cameras on tripods with and without zooms. Also, a look at orientating the camera on a still or locked off shot.
Class 6: 3D Stabilization, Tracking and dealing with interlaced material, compression artifacts, and an intro to masking.
Class 7: Texture extraction and orientating lines in perspective.
Class 8: Interlaced footage, distortion and stabilization of a helicopter shot.
Class 9: Finishing stereo tracking.
Class 10: More stereo tracking with calibration and stabilization.
SYN203 - Intermediate SynthEyes 2011
Professor: Victor Wolansky (victorw)
Victor Wolansky's tracking courses have been favorites at fxphd and this course should be no exception. In SYN203, Wolansky will be tackling common issues in 3D tracking such as techniques for working with manual tracking to help difficult solves. Also, he’ll look at getting objects in the correct position when they go offscreen and then come back on after long gaps such as 1000 frames. And finally, as usual, he promises to find and conquer “whatever twisted and complicated shot I can find to make course member’s lives miserable”.
Wolansky started working in postproduction 20 years ago… in Argentina, about 12 years ago and discovered what was 3D tracking, and since then he was unable to stop tracking shots, even if just for fun. He discovered that was the most fundamental skill needed to master in order to do anything on any shot. "All starts by a 3D tracking right? If you don’t have a 3D tracking," says Wolansky, "you can't put the CG in there. right?" Postproduction took me him Argentina to Chile in 2000 and to the US in 2005 where he has worked at E3 post since then.
Wolansky started working in postproduction 20 years ago… in Argentina, about 12 years ago and discovered what was 3D tracking, and since then he was unable to stop tracking shots, even if just for fun. He discovered that was the most fundamental skill needed to master in order to do anything on any shot. "All starts by a 3D tracking right? If you don’t have a 3D tracking," says Wolansky, "you can't put the CG in there. right?" Postproduction took me him Argentina to Chile in 2000 and to the US in 2005 where he has worked at E3 post since then.
Click to view individual classes....
Class 1: Use of manual tracking to force correct rotation. Lights in SynthEyes.
Class 2: Using the curves editor. In order to deal with tough footage, knowledge of the editor is critical. We'll cover the editing of curves, polishing bad trackers, and several tricks and techniques to deal with problem footage.
Class 3: Tracking a difficult anamorphic shot and dealing with its distortion.
Class 4: Difficult anamorphic shot part 2: supervised tracking.
Class 5: Getting a real point cloud out of a rotation only shot. Mixed shots with regular and pan only, how to handle it. Taking care of zooming.
Class 6: Use of survey data to solve a track of a flat moving object. Different ways to obtain and use the survey info into SynthEyes.
Class 7: Introduction to Mocap, and some tricks to calibrate the cameras easily.
Class 8: Continuation of motion capture. Tricks to calibrate cameras with difficult shots.
Class 9: New lens distortion tools and solving a track for a shot with zoom.
Class 10: Stereo shot, with manual tracking.
TYP102 - Using and Understanding Type
Professor: mark bowey (mark bowey)
This course is a thorough introduction to typography. From understanding common typefaces to designing custom fonts -- even a look at the traditional letterpress process and how those methods have evolved into the digital age.
Professor Mark Bowey has a long track record as an Art Director and visual stylist working on features, broadcast design, and even installation projects.
Bowey was Videographics Art Director on two James Bond movies: \"Die Another Day\" and \"Tommorow Never Dies\", as well as Conceptual Graphics Designer on Luc Besson’s \"The Fifth Element\". After moving to Sydney in 2004, he joined Digital Pictures Sydney, and worked on TV channel SBS’s re-brand- as well as designing titles sequences for \'The Alice\', \'Hell Has Harbour Views\', and \'The Colony\', As DP\'s Creative Director he oversaw the re-brand of Win News. He became Omnilab Media\'s Creative Director in 2006, where he directed and designed the titles for The Umbilical Brothers’ \"The Upside Down Show\", which won a Daytime Emmy Award for \"Most Outstanding Titles Design\" in 2007. He currently works as an Art Director at Foxtel Design in Sydney, Australia.
Professor Mark Bowey has a long track record as an Art Director and visual stylist working on features, broadcast design, and even installation projects.
Bowey was Videographics Art Director on two James Bond movies: \"Die Another Day\" and \"Tommorow Never Dies\", as well as Conceptual Graphics Designer on Luc Besson’s \"The Fifth Element\". After moving to Sydney in 2004, he joined Digital Pictures Sydney, and worked on TV channel SBS’s re-brand- as well as designing titles sequences for \'The Alice\', \'Hell Has Harbour Views\', and \'The Colony\', As DP\'s Creative Director he oversaw the re-brand of Win News. He became Omnilab Media\'s Creative Director in 2006, where he directed and designed the titles for The Umbilical Brothers’ \"The Upside Down Show\", which won a Daytime Emmy Award for \"Most Outstanding Titles Design\" in 2007. He currently works as an Art Director at Foxtel Design in Sydney, Australia.
Click to view individual classes....
Class 1: INTRO - Introduction to typography and an outline of the areas the course will cover. A look at how letterpress, and the process used to arrange and layout type has evolved into the digital age- with many terms and methods still with us today. This includes footage of our visit to a working letterpress studio, with practical demos in setting type, standard type sizes, as well as showing the origins of ‘leading’ and ‘set solid’- and how ‘kerning’ used to involve copper and brass strips, and ‘en’ and ‘em’ quads. We will also see a galley of type inked and proofed. We will also look at how modern technology enables type and images set on a computer to then be printed on letterpress.
Class 2: KNOWING YOUR FACES Part 1 - Background to Typo Part 1: Serifs and 'Egyptians' - 10 Essential Fonts Part 1: their make-up, needs, advantages- and ways to set them, so your typography always looks professional. And, places and people who care about type and supplying good contemporary fonts to you. Also boutique print and letterpress studios.
Class 3: KNOWING YOUR FACES Part 2 and 3 - Background to Typo Part 2: The Modern Sans - Background to Typo Part 3: 'The Space Age'… Digital Explosions. 10 Essential Fonts Part 02.
Class 4: KNOWING YOUR FACES Conclusion - Background to Typo Part 4: 'Rad V Trad'- Who's looking fresher ? 10 Essential Fonts Part 03.
Class 5: KNOWLEDGE of SELF - A brief history of the 'recent' and the 'now': type design and typography, right here and right now. 10 Essential Fonts Conclusion.
Class 6: In this class we road-test and compare some of the great and classic sans serif typefaces, and look at ways to identify fonts even when there are no distinctive letterforms appearing in the copy. We discover that fonts which can appear to be almost identical still speak with very different voices once set.
Class 7: OPTICAL RULES AND RHYMES - Optical typo rules [such as layout, kerning, optical justification, ligatures etc.] and other advanced characters and settings.
Class 8: Concluding our look at the development and usage of type, and leading to the final course section where we create our own font, Mark chats informally with two cutting-edge typographers about their methods, influences and passion for type, branding and typography. Mark Stott is an internationally acclaimed designer and a former Creative Director at Attik. Although much younger, Ben Crick's striking typography and imagery is already turning heads where he is working at Sydney's awarded design agency Maud.
Class 9: The first part of this class gives a broad introduction to using Fontographer; before we move across and look at ways to generate your letterforms. The second part of the class shows how pencil outlines for Mark's font are generated, and then placed as templates into Fontographer. We also look at generating bezier outlines using the drawing tools within the program.
Class 10: This class concludes our journey through Fontographer as we look at key stages in the development of a 26 character caps titling font, with variations. Starting with initial outlines, we follow the font's prototyping ups and downs and conclude by looking at Fontographer's Metrics window and character spacing options.
VUE201 - A Comprehensive Guide to Vue
Professor: eran dinur (erandinur)
Taught by Eran Dinur, this course offers a comprehensive approach to learning Vue, with an emphasis on workflow and techniques needed for effectively using it in various professional production scenarios. From creating assets for matte painting and compositing to animating and rendering complete 3D scenes. Vue has gained a prominent position in the industry as a tool for creating rich and detailed 3D natural scenery and there's an ever-growing demand for competent Vue artists.
We will first cover all of the main aspects of Vue - the different atmospheric models, polygonal and procedural terrains, EcoSystems, animation, materials and plant editing, and then dig deeper into more complex areas such as fractal functions and multi-layered shaders. Keeping in mind the needs of matte painting and compositing, we will also explore Vue's extensive multi-pass rendering, matte generation and export options.
Dinur has worked for several years a senior digital artist at ILM Singapore and at Framestore NY, and is currently compositing supervisor at Brainstorm Digital NYC. He has created visual effects for films such as "Clash of the Titans", "Salt", "Transformers: Revenge of the Fallen", "Surrogates", "Terminator Salvation", "Star Trek", "Iron Man" and "Indiana Jones and the Kingdom of the Crystal Skull". Dinur is a true Vue veteran, and has been using the app extensively since version 2 in numerous projects. He has written Vue tutorials for various publications, including 3D World Magazine (for which he is a regular contributor), and has created many sample scenes for Vue xStream, Infinite and Esprit.
Members of fxphd will be able to purchase the educational version of Vue to use for non-commerical purposes. Details will be available beginning the week of July 5th.
We will first cover all of the main aspects of Vue - the different atmospheric models, polygonal and procedural terrains, EcoSystems, animation, materials and plant editing, and then dig deeper into more complex areas such as fractal functions and multi-layered shaders. Keeping in mind the needs of matte painting and compositing, we will also explore Vue's extensive multi-pass rendering, matte generation and export options.
Dinur has worked for several years a senior digital artist at ILM Singapore and at Framestore NY, and is currently compositing supervisor at Brainstorm Digital NYC. He has created visual effects for films such as "Clash of the Titans", "Salt", "Transformers: Revenge of the Fallen", "Surrogates", "Terminator Salvation", "Star Trek", "Iron Man" and "Indiana Jones and the Kingdom of the Crystal Skull". Dinur is a true Vue veteran, and has been using the app extensively since version 2 in numerous projects. He has written Vue tutorials for various publications, including 3D World Magazine (for which he is a regular contributor), and has created many sample scenes for Vue xStream, Infinite and Esprit.
Members of fxphd will be able to purchase the educational version of Vue to use for non-commerical purposes. Details will be available beginning the week of July 5th.
Click to view individual classes....
Class 1: Introduction to Vue - We will look at some of the strengths and unique capabilities of Vue. Then we’ll build a simple scene, which will allow us to get familiar with the interface and various editors.
Class 2: Plants and EcoSystems - After examining Vue’s SolidGrowth plants, We’ll take a close look at Vue’s fantastic distribution system. We’ll explore the different approaches to setting up EcoSystems, from free-hand painting to defining distribution and interaction rules.
Class 3: Atmosphere and lighting - Mastering the atmospheric models in Vue is essential for achieving good looking renders. We will devote most of the class to the Spectral atmosphere and volumetric clouds, and will also take a short look at the standard model and environment mapping.
Class 4: Terrains - We’ll go through the different terrain types (height field, procedural, large scale and infinite), and explore terrain hand-sculpting and erosion techniques, as well as basic function editing, and spherical terrains.
Class 5: Materials and natural distribution - We will create textured and procedural materials and layer them using natural distribution rules. We will also create water material and explore transparency, refraction and murkiness.
Class 6: The function Editor - In this class we will dig deep inside Vue’s powerful node-based function editor, and learn how to create elaborate terrains and materials using fractal algorithms and filters.
Class 7: Animation - The curve editor, animation render settings, wind and breeze, ventilators, animating clouds, water waves, tracking and linking.
Class 8: Vue and compositing - We'll take a look at Vue's powerful multi-pass rendering and learn how to take advantage of the various passes by improving a Vue render in a Nuke compositing session.
Class 9: Projections and camera mapping: We'll see how it's possible to drastically reduce animation render times by projecting parts of the scene onto planes. We'll also take a look at synchronizing the Vue camera to cameras from other software.
Class 10: Rendering optimization - we will look at those areas in Vue that cause longer render times, and will discuss ways to create more render-friendly scenes.
XSI203 - A Mixed Pipeline with Maya and Mudbox
Professor: Perry Harovas (renderer)
Taught by Perry Harovas, this course will cover what a mixed pipeline is, what the pluses and minuses are, and why people use a mixed pipeline. The reality is that artists need to rely on multiple tools, so this course aims to show ways in which you may more successfullly using the strengths of various applications. Due to the availability of the Autodesk Autodesk Maya Entertainment Creation Suite, this type of workflow is becoming much more commonplace.
Over the duration of the term, the course will work through the creation of a scene, focusing on the workflow involved (as opposed to the creative techniques). The scene is geared to be rendered in Softimage and (partly) in Maya, and will cover creating and transferring assets between the applications (including Mudbox). Students will be creating a war-‐torn environment that looks like it has been recently bombed, with smoke rolling through the scene, a torn cloth of a fictional country flapping in the wind, and assets created using the tools and strengths of all.
This course is appropriate for students already familiar with concepts of 3D, with Maya (and preferably) with either one or both of the other two applications (Softimage and Mudbox).
Perry Harovas has been in the VFX and animation industry for 21 years, creating work for legendary film producer Roger Corman doing digital VFX starting back in the 1990's. He was the co-author of the best selling book 'Mastering Maya Complete 2' which was used around the world at places like ILM and Midway Games to train their artists. He has created VFX for clients such as CSI: Miami, Universal, Saban, HBO, Showtime, Lionsgate, ESPN, The Discovery Channel, The History Channel, the WB Network, Radio City Music Hall, among others. About 4 years ago, Perry created the VFX/Animation department for a new school in Chicago called Tribeca Flashpoint Media Arts Academy. He wrote the entire curriculum, taught many of the courses and ran the department until leaving to move back to the east coast. Harovas now freelances in New York and L.A. doing VFX for features, TV, and special venue attractions.
Over the duration of the term, the course will work through the creation of a scene, focusing on the workflow involved (as opposed to the creative techniques). The scene is geared to be rendered in Softimage and (partly) in Maya, and will cover creating and transferring assets between the applications (including Mudbox). Students will be creating a war-‐torn environment that looks like it has been recently bombed, with smoke rolling through the scene, a torn cloth of a fictional country flapping in the wind, and assets created using the tools and strengths of all.
This course is appropriate for students already familiar with concepts of 3D, with Maya (and preferably) with either one or both of the other two applications (Softimage and Mudbox).
Perry Harovas has been in the VFX and animation industry for 21 years, creating work for legendary film producer Roger Corman doing digital VFX starting back in the 1990's. He was the co-author of the best selling book 'Mastering Maya Complete 2' which was used around the world at places like ILM and Midway Games to train their artists. He has created VFX for clients such as CSI: Miami, Universal, Saban, HBO, Showtime, Lionsgate, ESPN, The Discovery Channel, The History Channel, the WB Network, Radio City Music Hall, among others. About 4 years ago, Perry created the VFX/Animation department for a new school in Chicago called Tribeca Flashpoint Media Arts Academy. He wrote the entire curriculum, taught many of the courses and ran the department until leaving to move back to the east coast. Harovas now freelances in New York and L.A. doing VFX for features, TV, and special venue attractions.
Click to view individual classes....
Class 1: We cover what a mixed pipeline is, what it’s benefits can be, how cross-app communication has changed over the years, and how it can hinder a production.
Class 2: We start creating a scene in Softimage, creating assets, deciding on scene scale, creating a camera move, etc. We then start transferring data to Maya for creating some other elements that really lets Maya shine using what it is great for. We cover getting the data over to Maya, what transfers, what doesn’t transfer, and what to be careful of.
Class 3: We start creating assets within Maya, we cover the nCloth simulation environment, the fluid simulation for smoke, and check out the camera to make sure it is working with the Softimage camera animation by sending the raw fluid simulation back to Softimage to check alignment (not for rendering).
Class 4: We cover rendering differences in Maya and Softimage, how their default settings need to be changed to match, how both handle linear color space settings (within the app and for renders) and how to cache the simulations to make it possible to render in a different app than the simulation was created in.
Class 5: Modeling in Softimage and modeling in Maya: what some of the prime differences are (symmetry, user normals, UV’s, extrusions). Sending data from Maya to Mudbox versus sending data from Softimage to Mudbox.
Class 6: Using references: how Maya and Softimage handle them, why they are necessary for some productions, and what to look out for when using them.
Class 7: Painting the textures on the walls in Mudbox, and getting out all the textures needed (AO, color, vector displacements, bump, etc.).
Class 8: When using the hardware renderer is appropriate, and how it can save time for background elements. We cover hardware rendering in Maya, and how to set up your scene for rendering out hardware elements properly.
Class 9: Bringing all the elements together into (almost) one environment. The models are brought back from Mudbox, the nCloth simulations are brought back from Maya, and the rendered hardware images are brought inside Softimage to check if they line up and to help give the student a sense of what the final will look like.
Class 10: Final fixes to timing may be needed for some of the elements, especially the nCloth speed. We use the built-in non-linear editor for this inside Softimage to slip the start time for the simulations and to adjust the speed. We also briefly cover how it will all get composited together inside of Nuke, giving the students an idea of what they can expect from the end result.
AFX301 - A Guerrilla Filmmakers Guide to After Effects
Professor: Gareth Edwards (GarethEdwards)
One of the most popular articles in recent months over at fxguide was our story about Gareth Edward's work on Atilla the Hun. Edwards was one of the first traditional film students to combine live-action drama with digital effects. After graduating, he went on to work at many of the UK's leading post-production facilities as a freelance visual effects artist. Eventually becoming frustrated with the "factory approach" to every project, he soon branched out on his own creating many high-end computer graphics for television clients including BBC and Discovery, all of which were completed entirely on own "from his bedroom". Some of his work went on to win various accolades, including a British Academy Award and Emmy nomination.
He has since returned to his filmmaking roots directing the BBC drama "Attila the Hun", which contained over 250 HD visual effects shots, all of which were created by himself in less than five months. The post used After Effects, Premiere, Photoshop, Mocha, and 3dsMax -- all easily accessible tools for visual effects artists. Needless to say, we thought this whole experience would make a great "real-world" fxphd course and are excited to be adding this new course to the mix at the site. The course will cover a ton of techniques and approaches Edwards uses on the job, focusing on the art, the artist's eye, and the craft. If you're a compositor who doesn't use After Effects you'll still pick up a ton of useful information from the course.
Edward's course will begin by breaking down shots, techniques, and workflow used in the actual production of Atilla the Hun. This in-depth coverage of the real world project will then shift gears into producing a complex visual effects shot with footage shot specifically for the course. Members will recreate the techniques used in one of the signature shots of the project -- that of 30,000 Huns storming across an open field in an aerial shot.
He has since returned to his filmmaking roots directing the BBC drama "Attila the Hun", which contained over 250 HD visual effects shots, all of which were created by himself in less than five months. The post used After Effects, Premiere, Photoshop, Mocha, and 3dsMax -- all easily accessible tools for visual effects artists. Needless to say, we thought this whole experience would make a great "real-world" fxphd course and are excited to be adding this new course to the mix at the site. The course will cover a ton of techniques and approaches Edwards uses on the job, focusing on the art, the artist's eye, and the craft. If you're a compositor who doesn't use After Effects you'll still pick up a ton of useful information from the course.
Edward's course will begin by breaking down shots, techniques, and workflow used in the actual production of Atilla the Hun. This in-depth coverage of the real world project will then shift gears into producing a complex visual effects shot with footage shot specifically for the course. Members will recreate the techniques used in one of the signature shots of the project -- that of 30,000 Huns storming across an open field in an aerial shot.
Click to view individual classes....
Class 1: An introduction to the course workflow, using the Adobe suite, Premiere and Excel. Initial set up for an effects shot in After Effects. Tracking in AE using nulls for multiple track points and exporting a time-remapped frame for a clean background plate in Photoshop. Illustrating the power of the Adobe suite in creating a quick proof of concept.
Class 2: Creating a matte painting. Follows a breakdown from initial sketch to importation of photographic elements and eventual rendering into a completed matte. Multiple examples using pre-rendered 3D and ways to add realistic details with photos and video to nest them further into a realistic matte.
Class 3: Tricks within After Effects focused on crowd duplication recycling elements to create variation. Tips for rotoscoping quickly, and using other programs such as Mocha and Boujou. Faking 3D space with a 2D image in After Effects using created or imported layers.
Class 4: Issues with parallax when creating drag and drop armies. Keying tips. Using a plug-in for 3DSmax to export camera data directly into After Effects.
Class 5: The "poor man's" Massive shot. Detailed example into using particle systems to animate huge crowds using avatar loops and tracking with multiple layers in both 3D and After Effects.
Class 6: Creation of another massive crowd charge, but using primarily After Effects instead of 3D particle clouds. 3D tracking in Boujou to provide tracking for a helicopter pass. Step by step process of constructing a proof of concept trial for the scene with provided footage.
Class 7: Making changes to the previs shot before committing to a finalized look. Randomizing the group of tourists further with additional avatars.
Class 8: A trick for grouping layers to simplify randomizing of avatars. Preparation of individual avatar passes for final composite.
Class 9: Additional passes are added to the composition to add further effects and grounding, including dust, bush intersection, color correction, light grading and glints.
Class 10: Reconsidering aspects of the shot for possible correction or tweaks. Correcting shadows and motion blur. Further example of a "poor man's" Massive with a different background plate, and class conclusion.
BKD102 - Collection: General Interest
Professor: Mike Seymour (mikes)
This general interest Background Fundamentals collection includes some of our most popular Background classes to date. It consists of both magazine style interviews and complex on-screen compositing demonstrations, including stereo work. Mike talks ABOUT Photo Jounrnalism, with the team at ILM and RealViz, and gives us his own take on the future of Post Production, and how to have a successful career as a vfx artist.
Click to view individual classes....
Class 1: Photo Journalism discussion with Sean Hobbs (bkd206-01)
Class 2: An interview with the ILM Sabre Team (bkd203-09)
Class 3: Solving problems with a stunt shot from the short film Spider - Director: Nash Edgerton, Production Company: Blue Tongue Films (bkd203-10)
Class 4: Solving problems with a stunt shot from the short film Spider - Pt2 (bkd203-11)
Class 5: Solving problems with a stunt shot from the short film Spider - Pt3 (bkd203-12)
Class 6: Making Episodic TV - Interview with McLeod’s Daughters’ Post Production Supervisor, Benita Carey (bkd203-01b)
Class 7: Stereo compositing in Shake for Duran Duran Music video with Damian Allen (bkd204-02)
Class 8: The Future of Post Production lecture (bkd204-03)
Class 9: 3D Tracking, Image and Interview with Luc Robert, CTO, REALVIZ (now Autodesk) - (bkd203-01 and 02)
Class 10: Genius, Talent and Luck - What it takes to be successful in the vfx industry (bkd213-03)
BKD103 - Collection: Lights, Camera, ... Action
Professor: Mike Seymour (mikes)
This Background collection covers on-set issues. Whether you're running your own production, or going on-set as a representative of your post facility, you'll find here a wealth of information on topics from basic lighting, lens selection and on-set behavior to more more unique situations such as shooting Super 8 and underwater photography. In addition to lectures and demonstrations by the crew at fxphd, a number of very experienced DOPs and other experts appear as guests.
Click to view individual classes....
Class 1: Mike discusses the most important tool of a VFX supervisors kit: the 35mm SLR (bkd212-02)
Class 2: How to work on Set and what you should take with you (bkd212-04)
Class 3: The role of the 2nd Unit Director (bkd212-10)
Class 4: Shooting Super 8 film (bkd213-08)
Class 5: Discussing lenses, from mounts to aperture and how we have made the choices for the Moving Day project (bkd213-02)
Class 6: Lighting - different types of light and their applications (bkd214-09)
Class 7: Underwater Photography with George Evatt, underwater DOP (bkd214-01)
Class 8: Lecture on 35mm lens adaptors and lenses, including Tom Gleeson, DOP (bkd206-08)
Class 9: Looking at the work of Kerner Optical based off a speech by Optical DOP Marty Rosenberg (bkd205-08)
Class 10: Nick Nicolaou from Make Up Effects Group, MGE (bkd203-06)
BKD104 - Collection: LUTs, Gamma and 3D
Professor: Mike Seymour (mikes)
This package consists of a collection of our efforts to explain and demystify one of the most challenging issues in day-to-day vfx workflows: dealing with LUTs, gamma, and general color pipeline issues. Taking advantage of the technical nature of this collection, we've also included some classes on 3D, Virtual Cinematograhy, and rendering with Renderman and Mental Ray. And, for a fun break from the tech talk, there is a round table discussion about Directing Live Action and Animation.
Click to view individual classes....
Class 1: 2D and 3D LUTS (bkd206-09)
Class 2: Monitors, calibration and modern LCD’s (bkd207-08)
Class 3: Gamma and linear workflow (bkd211-10)
Class 4: How to get the right colours in front of your audience by understanding your colour workflow, with colorist Warren Eagles (bkd208-05)
Class 5: Duncan Brinsmead, developer from Autodesk on nCloth, Fluids, etc for Maya (bkd206-06)
Class 6: Directing Live Action and Animation - with Rob Coleman, Animation Director, Dr D Studios -- Eric Leighton, Animation Director, Animal Logic -- Peter Sohn, Director, Pixar -- Lucas Martell, Director, Pigeon Impossible (bkd213-06)
Class 7: Virtual Cinematography in Pixar’s Up (bkd213-09)
Class 8: Talking with Zap Andersson about car shading techniques using Mental Ray (bkd209-05)
Class 9: Understanding the function of the BRDF, Biderectional Reflectance Distribution Function (bkd209-08)
Class 10: A chat with Per Christensen about Pixar's Renderman rendering techniques (bkd209-07)
BKD210 - VFX Supervisors
Professor: Mike Seymour (mikes)
This term, to mark our 10th Background Fundamentals, we've got a blockbuster in store for fxphd members. Throughout the term, we'll look at what it means to be a Visual Effects Supervisor. What are the pressures, the roles and how do you manage a large Hollywood film?
To find out, we engage in lengthy discussions with the world's best supervisors including John Knoll, Scott Squires, John Dykstra, Pablo Helman, Dennis Murren, Mike Fink, Ken Ralston, Kim Libreri and others. These are some of the finest visual effects specialists in the industry with a stunning 5 technical or special Oscars, 24 Oscar nominations and 14 Academy Award wins between them. This truly one of the most accomplished group of visual effects experts ever assembled.
To find out, we engage in lengthy discussions with the world's best supervisors including John Knoll, Scott Squires, John Dykstra, Pablo Helman, Dennis Murren, Mike Fink, Ken Ralston, Kim Libreri and others. These are some of the finest visual effects specialists in the industry with a stunning 5 technical or special Oscars, 24 Oscar nominations and 14 Academy Award wins between them. This truly one of the most accomplished group of visual effects experts ever assembled.
Click to view individual classes....
Class 1: How to break down a script and pick approaches, Part 1
Class 2: How to break down a script and pick approaches, Part 2
Class 3: A look at pre-viz and storyboarding
Class 4: On set issues with choices to be made
Class 5: Working with both the Director and other crew
Class 6: Selling the shot and managing the team, Part 1
Class 7: Exploring the team; a look at the world of TVC and managing multiple houses.
Class 8: Studio pressures, working well with other houses
Class 9: Pipeline, infrastructure, R&D and the negatives of being a VFX supervisor.
Class 10: What it takes to become a serious member of the VFX community.
BKD221 - Background Fundamentals July11
Professor: Mike Seymour (mikes)
They July 2011 Background Fundamentals focuses on color, gamma, LUTS, HDR and a piece of VFX History, the optical printer. Special guests John Alexander, Stu Maschwitz, Matt Leonard, and Charles Poynton talk to Mike throughout the course.
Click to view individual classes....
Class 1: A piece of VFX history - Mike talks to ILM's John Alexander about the use of optical printers and Stu shows us how it can be simulated in After Effects.
Class 2: Mike talks to industry guru Dennis Muren about HDR.
Class 3: Understanding colour basics, starting from the camera.
Class 4: Mike explains the advantages of OLED monitors and discusses LUTs and Gamma.
Class 5: Mike talks to Charles Poynton about color science, demystifying some of the important concepts.
Class 6: In part 2 of discussion, Mike continues his chat with Charles Poynton about LOG vs LIN and the 10 guidelines for digital acquisition.
Class 7: Mike and Charles continue the chat about scene linear workflow, OpenEXR and ACES.
Class 8: Understanding lighting in environments by shooting HDR video on the Epic and capturing stills and converting into 3D geometry with Photofly.
Class 9: QnA with Charles and on set HDR shooting with the Epic for this term's 2nd challenge.
Class 10: With the help of Prof Matt Leonard, Mike shows the OpenEXR/ACES workflow in Flame.
DOP210 - DSLR Cinematography
Professor: Mike Seymour (mikes)
Every day more and more productions are exploring the use of high end DLSR for HD video. Stu Maschwitz rejoins the team and the guys in Tokyo to give the most comprehensive guide to the new phenomenon of DSLR cinematography. In this course we will cover:
Mostly shot in Tokyo and Kyoto, but as a special event later in the term, we will go on base with the US Army 55th Combat Camera Unit to look at the Canon 5D Mk II in war zone correspondent use, an unparalleled and unprecedented chance to see how these cameras are used in the most dangerous and unforgiving environments imaginable. Literally, we hope to have Stu and John putting the camera through its paces with Blackhawk helicopters and some of the bravest cameraman and women in the world with the US Army's Canon 5D Mk II specialists. A rare honor, and one we are most appreciative to have the chance to bring you.
- What it takes to shoot cinematically with camera such as the Canon 5D MkII
- How to shoot for post
- Tricks and techniques for camera control and camera movement, including the Red Rock Micro and the Mini-Steadicam
- Compression and camera settings recommendations, covering 24P, Manual settings, Tricks of compression etc.
- Rules of thumb for evaluating what camera and lenses you need
- Color grading DLSR video footage for Hollywood professional looks
- Sensor and optical 'behind the scenes' including rolling shutter
- reviews of 720 P with the Nikon D90, Full HD with the Olympus PEN, Panasonic GH1 and the Canon 5D MkII
Mostly shot in Tokyo and Kyoto, but as a special event later in the term, we will go on base with the US Army 55th Combat Camera Unit to look at the Canon 5D Mk II in war zone correspondent use, an unparalleled and unprecedented chance to see how these cameras are used in the most dangerous and unforgiving environments imaginable. Literally, we hope to have Stu and John putting the camera through its paces with Blackhawk helicopters and some of the bravest cameraman and women in the world with the US Army's Canon 5D Mk II specialists. A rare honor, and one we are most appreciative to have the chance to bring you.
Click to view individual classes....
Class 1: Establishing the pro's and con's of DSLR cinematography and getting outside to shoot on the streets of the Ginza district in Tokyo with the 5D mk2.
Class 2: Part of the Ginza shoot post workflow and looking at the difference between the main camera's in the DSLR cinematography market.
Class 3: Shooting on the sly in the Tsukiji fish market and how to shoot with grading in mind. Stu walks us through grading in AE with Magic Bullet.
Class 4: Shooting on the busy streets in Harajuku, Stu discusses lenses and lens choices and how they effect composition and storytelling.
Class 5: Dealing with camera mobility and adding virtual weight to your shots.
Class 6: Using optical filters vs digital filters in post and the problem of rolling shutter.
Class 8: Using the 5D Mark II in rugged and combat situations. With 1st Lieutenant Tyler Ginter of the US Army 55th Signal Company
Class 9: A technical look at the files produced by DSLR's including image quality, processing, and keyability.
Class 10: A continuation of a keying example from last week, a discussion of the Canon 5d vs. 7d, a look at the new Magic Bullet Mojo plugin, and a wrap up conversation with Stu. Plus, a bonus class looking at ND filters and Canon 7D settings, both default and custom.
DOP211 - DSLR Cinematography: Nature
Professor: Mike Seymour (mikes)
DSLR video is a growing if not exploding area of cinematography. In our second DSLR course we contrast the urban intensity of our Japan course with the majestic intensity of the landscape of Yellowstone national park. Without a doubt the best person we could think of to teach this course is Captain Tyler Ginter of the 55th Combat Camera Company. Tyler is well known for his work in helping the Army's camera company move to DSLRs and has worked in some of the most rugged and unforgiving environments on Earth. No one is better suited to discuss what you should take into the field to shoot away from the protected environment of the studio than Tyler.
Click to view individual classes....
Class 1: Scouting locations and preparing for a shoot
Class 2: Tyler and Mike discuss Tyler's background, field gear, 50mm prime lenses, and compare the Canon 1D mk4, 7D, and 5D mk 2 in terms of ISO and FOV.
Class 3: Shooting wildlife
Class 4: Tyler and Mike compare telephoto lens options and discuss the use of lens extenders.
Class 5: Tripods and sliders
Class 6: Looking at cards and card readers, as well as filters in front of the lens (ND, grads, polarizers...) and what they all mean to your pictures.
Class 7: Tyler shows us how to approach a non scripted story, from shooting through to post.
Class 8: Tyler shows the process of doing a night timelapse using a motion controlled slider.
Class 9: Tyler goes through some useful web apps to keep your projects better organised, John shows various DSLR audio recording tools and Mat shows how PluralEyes works.
Class 10: Tyler talks to Capt. Rock Stevens about getting ready for field photography in hostile environment.
FLM102 - Introduction to Flame
Professor: John Montgomery (johnmont)
Our new introductory flame course is designed to get artists up and running in the software so they can be confident working on scenes and spots in the app. We get a lot of questions from potential flame artists asking if they should take the course even though they don't have easy access to a flame or flint system. The answer is an emphatic "yes". The course is designed with the understanding that your time might be limited on the system -- for instance, maybe you're a junior artist who can only get on the system at night or you will be doing an internship at a facility in the coming months. By taking FLM102, when you get time on a flame, you won't have to waste hours finding your way around the software.
Taught by fxphd co-founder and longtime flame artist John Montgomery, the course begins with an exhausting overview of the system and the UI. This is important considering flame doesn't follow many of the standard desktop conventions users might be familiar with. Once that is done, we'll quickly dive into the various modules with a project-based approach to learning them. Our goal is to have course members be able to execute entry to intermediate level jobs on the flame by course completion. At the end of the term, an online certification exam will be available in order for you to test your knowledge.
Taught by fxphd co-founder and longtime flame artist John Montgomery, the course begins with an exhausting overview of the system and the UI. This is important considering flame doesn't follow many of the standard desktop conventions users might be familiar with. Once that is done, we'll quickly dive into the various modules with a project-based approach to learning them. Our goal is to have course members be able to execute entry to intermediate level jobs on the flame by course completion. At the end of the term, an online certification exam will be available in order for you to test your knowledge.
Click to view individual classes....
Class 1: An overview of the flint/flame, including hardware, the software and UI conventions you need to know.
Class 2: The start of a multi-class tv ident project. A first look at action, paint, masking and more.
Class 3: Our first in-depth look at Action. Using the camera to create a 3D environment for the ident, layering types, creating the black/white city look and more.
Class 4: Continuing the indent, with a look at keying techniques in Action.
Class 5: Finishing off the ident. Premult v. unpremult action layers, adding graphics with reflections, cheating the 3D look with layering.
Class 6: Beginning an example tv commercial project, starting with an EDL assembly from videotape. A comparison between a standard NTSC assemble and using 24P mastering to make life easier.
Class 7: Timeline editing basics: trimming, sliding, swapping shots. Grading a shot and layering water effects on the scene to set the look of the spot.
Class 8: Batch, Pt 1 of 3 A simple batch tree, recreating the colour grading and layering done in the previous class, context viewing, and outputting. Also, a brief look at two timewarps.
Class 9: Batch, Pt 2 of 3 Beginning the opening shot using a mix of Action nodes and direct nodes in batch. A quick look at desktop paint to fix up a water drop for distorting.
Class 10: Batch, Pt 3 of 3 The Distort node, Text, Optics, and Sapphire Sparks all help take the opening graphic to completion.
FLM203 - Flame in Production II
Professor: Mike Seymour (mikes)
This course is in the spirit of our most popular courses here at fxphd: doing some cool shots and providing the footage for you to work along on the shots yourself. Professor and Dean Mike Seymour will be compositing a bunch of shots and looking at a range of new features in the 2009 versions of Flint/Flame. In addition to compositing shots using Flame's built-in tools, this course will also use the Foundry's Furnace plugins to tackle the work.
Areas covered over the course of the weeks:
Generally we will just work through shots we have done and along the way explain the new features of Flame while also using the extremely cool Furnace plugins. Mike and John have done entire courses in the past on Furnace and these new classes hit our favourite plugins and cool tricks to do with them. It will also explain some of the theory behind the tools.
Areas covered over the course of the weeks:
- Flame and HDR, grading and working in high bit depths
- Keying and working with Digitally captured material
- Wiretap Central
- Workflow Improvements
- 3D Tracking
- Updates on keying and tricks for better keys
Generally we will just work through shots we have done and along the way explain the new features of Flame while also using the extremely cool Furnace plugins. Mike and John have done entire courses in the past on Furnace and these new classes hit our favourite plugins and cool tricks to do with them. It will also explain some of the theory behind the tools.
Click to view individual classes....
Class 1: A quick look at Flint/Flame 2009, Furnace plugins and a sniper's scope shot.
Class 2: Getting to know your plug-ins and getting the most out of them particularly the use of optical flow.
Class 3: Part 2 of exploring Foundry plugins.
Class 4: Exploding car shot - part 1
Class 5: Exploding car shot - part 2
Class 6: Helicopter shot - part 1
Class 7: Helicopter shot - part 2
Class 8: Tackling valley explosion shot - part 1
Class 9: Tackling valley explosion shot - part 2
Class 10: A look at some of the Furnace plugins used on Red Dwarf.
FLM204 - Flame, Smoke, Expressions and More
Professor: John Montgomery (johnmont)
Recent versions of Flame and Smoke have blurred the line between products, as Smoke gains BatchFX and Flame gains a more versatile editing timeline. This class is designed to be appealing to artists and editors alike, covering topics which are generally applicable across both products. The common thread throughout the term will be taking a look at expressions and how they can help you as an artist and editor. Professor and Dean John Montgomery will tackle a wide variety of workflow expressions -- ones any artist can use on a daily basis to simply changes to more esoteric, hard core maths which demonstrate both the power and limitations of the feature.
In addition to expressions, Montgomery will also be covering other aspects of the software such as infrastructure (Configuring for Open FS vs. Stonefs, Wiretap Central) and working with RED and XML/AAF.
This course will deal with some subjects and material that has been covered in other (now retired) fxphd courses such as the FLM201 expressions course. However, with changes in the 2009 and 2009X1 releases a lot has changed in the software, so we felt a need to retire the old create a new course. We realize many of you have taken our past offerings and will keep this in mind to bring new and useful material into this offering.
In addition to expressions, Montgomery will also be covering other aspects of the software such as infrastructure (Configuring for Open FS vs. Stonefs, Wiretap Central) and working with RED and XML/AAF.
This course will deal with some subjects and material that has been covered in other (now retired) fxphd courses such as the FLM201 expressions course. However, with changes in the 2009 and 2009X1 releases a lot has changed in the software, so we felt a need to retire the old create a new course. We realize many of you have taken our past offerings and will keep this in mind to bring new and useful material into this offering.
Click to view individual classes....
Class 1: Expressions An overview of what will be covered in the course and then diving directly into creating expressions you can use daily. Also includes bonus material on how to maintain clean images in Action.
Class 2: BatchFX and the Timeline Flame artists find the timeline overwhelming. BatchFX is a new paradigm for Smoke editors. This class will find the common ground for both and show why the 2009 improvements are so powerful.
Class 3: BatchFX and the Timeline, Pt. 2A look at editing in batch with source and record clips, as well as more bfx features.
Class 4: Expressions A look at effecting Media layer blur through simple expressions and more complex positional expressions.
Class 5: Expressions Timing adjustments with expressions using the eval() function. Tips for building your expressions to be as flexible as possible.
Class 6: Expressions Using expressions to animate OpenEXR textures on 3D geometry to create a completely graphical spot.
Class 7: RED DPX from Avid Hints for working with RED footage in Avid, exporting DPX for EDL assembly, traps when assembling from images, and unlinking/relinking footage.
Class 8: DPX Soft Import and RED from FCP A look at soft import issues, using the spot from class #7. Also, converting a RED footage based sequence in Final Cut Pro into QuickTime-based XML for flame/smoke.
Class 9: Working with FCP XML Tips and tricks for getting XML sequences into flame/smoke. Covers custom Compressor scripts and a quick look at Tether.
Class 10: By Popular Request Expressions for animating a counter, blend modes, camera tracking. A brief look at batch scripts.
FLM205 - Flame on Red Dwarf
Professor: Jeff Heusser (neonmarg)
We've finally been able to tap fxguide co-founder Jeff Heusser to teach a course at fxphd, and he'll be showing work he did for the Red Dwarf: Back to Earth production. A long time flame user, Jeff has worked on commercials, feature films, TV shows, music videos and network promos in Los Angeles, New York, Chicago and San Francisco. He will share his experience working in small shops to large as well as the freelance world.
Jeff will start out with an overview of setting up a project on flame, gleaned from his variety of experiences over the years. Next, he'll start tackling shots and share tricks for dealing with various compositing problems which come up on the jobs we do every day. Probably the most common shot of all in visual effects is the monitor replacement shot and this show is no different. With shots ranging from a fairly basic 8 monitor replacement (complete with depth of field and keying issues) and switches gears to the mother of all monitor shots -- 20+ televisions at all angles and depths, a camera move, varying levels of bluescreen, depth issues, and more. Next, several shots from another sequence will be tackled as we work through this job including topics such as green screen with RED footage, compositing tricks, a look at the next release of flame, and more
The course members will receive full quality footage to follow along and complete the composites themselves.
Jeff will start out with an overview of setting up a project on flame, gleaned from his variety of experiences over the years. Next, he'll start tackling shots and share tricks for dealing with various compositing problems which come up on the jobs we do every day. Probably the most common shot of all in visual effects is the monitor replacement shot and this show is no different. With shots ranging from a fairly basic 8 monitor replacement (complete with depth of field and keying issues) and switches gears to the mother of all monitor shots -- 20+ televisions at all angles and depths, a camera move, varying levels of bluescreen, depth issues, and more. Next, several shots from another sequence will be tackled as we work through this job including topics such as green screen with RED footage, compositing tricks, a look at the next release of flame, and more
The course members will receive full quality footage to follow along and complete the composites themselves.
Click to view individual classes....
Class 1: Overview of Red Dwarf work, a look at Shot Runner for organizing vfx work, show standards, and setting up for a large project.
Class 2: Looking at rough cuts to go through the thought processes involved with breaking down individual shots. Preliminary work on a multiple monitor replacement, tracking, keying.
Class 3: Continuation and refinement of the monitor shot 3518 from the previous class. Polishing the comp by adding glows and edge treatments. A look at the "mother of Monitor shots" for next week.
Class 4: A long moving shot with more monitor comps and the introduction of 3D tracking with extensive keying.
Class 5: Taking a break from monitor comps to un-break a table for a fall gag. Creating a clean plate and finally reinserting the footage into the background monitor for an infinity mirror effect.
Class 6: Keying for close up green screen footage on the RED with removal of orange tracking markers, light wrapping and z-defocusing the background.
Class 7: Tracking and hand painted clean-up using the source node for wire removal against green screen.
Class 8: A few tips, tricks and improvements made to Flame 2010.
Class 9: A comparison between two similar shots created by different artists. Mixing in CG elements directly onto the live action plate.
Class 10: Three shots showcasing various problems: keying with depth of field, last minute rush comping, and unexpected issues with hair keys.
FUS101 - Introduction to Fusion
Professor: Matt Leonard (mattdleonard)
Matt Leonard leads our Fusion course at fxphd. His sphereVFX company has been doing Fusion training for years, including creating an intermediate level DVD for the app. Leonard has worked in the animation and visual effects industry for over sixteen years producing state-of-the-art work for feature films, broadcast and commercials in the UK and US markets.. He has set up and run animation divisions in five companies, overseen animators and compositors, worked as a CG Supervisor on various projects and has overseen live-action shoots.
Click to view individual classes....
Class 1: This class looks in depth at the user interface of Fusion 5.2 and shows how to create your first composite
Class 2: This class looks at replacing a sky in a scene along with adding a sign and video screen to the side of a building. We are mainly at Transform and Warping nodes within Fusion but we also cover some Colour Correction Matte and Effects Tools
Class 3: In this class we look at the colour correction tools inside Fusion 5.2, Depth Pixel tools for utilizing additional colour channels such as U, U and Normals, and a quick look at openEXR
Class 4: In this class we look at the Masks and rotoscoping tools, specifically Rectangle, Triangle, Elipse, Bitmap, Mask Paint, Wand, BSpline and Polygon Mask
Class 5: In this class we look at the Keying and Matte tools along with Light Wrap techniques and Macros
Class 6: In this class we cover Tracking, Stabilization and Corner Pinning
Class 7: In this class we cover Paint, and the time manipulation tools
Class 8: In this class we cover all the main aspects of 3D in Fusion
Class 9: In this class we cover more of the 3D functionality in Fusion, focusing on Point Cloud data, Camera Projections, and .fbx and 3rd part data importing
Class 10: Introduction to particles, and a bonus class covering 25 new nodes not covered in the other lessons, along with a more detailed look at Fusions Graph Editor
FUS202 - Intermediate Fusion 6
Professor: Matt Leonard (mattdleonard)
Our new Fusion course follows directly on from the 100 level course helping artist to get even more out of eyeon’s flagship compositing system. Utilizing all the power of Fusion 6 including the much anticipated enhancements in its 3D environment, this course covers the essentials need to move forward as a proficient compositor. Topics covered by Professor Matt Leonard in this course include keying, tracking, roto, 2½D matte painting, plate cleanup, particles, 3D, motion graphics and the much talked about stereoscopic workflow.
Leonard's sphereVFX company has been doing Fusion training for years, including creating an intermediate level DVD for the app. Leonard has worked in the animation and visual effects industry for over sixteen years producing state-of-the-art work for feature films, broadcast and commercials in the UK and US markets..
Leonard's sphereVFX company has been doing Fusion training for years, including creating an intermediate level DVD for the app. Leonard has worked in the animation and visual effects industry for over sixteen years producing state-of-the-art work for feature films, broadcast and commercials in the UK and US markets..
Click to view individual classes....
Class 1: We look at the new UI and 2D enhancements to Fusion 6 along with Editors and Displace View updates.
Class 2: We look at the new 3D tools including: Blend Modes, Mattes, UVW Mapping, Material & Object IDs, Materials, Textures, FBX, Fog, Renderers, and lots more.
Class 3: 3D Project, Part 2: This is the second of a three class project going in-depth into the new 3D features of Fusion 6. We’ll be covering FBX I/O, Materials, Textures, Blend Modes, Mattes, UVW Mapping, Material and Object ID’s, Fog , GPU (openGL) Rendering and much more.
Class 4: 3D Project, Part 3: This is the final of a three class project going in-depth into the new 3D features of Fusion 6. We’ll be covering FBX I/O, Materials, Textures, Blend Modes, Mattes, UVW Mapping, Material and Object ID’s, Fog , GPU (openGL) Rendering and much more.
Class 5: In this class we look at Keying techniques including UV Blur, Screen Correction, Hard / Soft Mattes, and creating a custom Add Mix setup.
Class 6: Stereoscopic: In this class we’ll be looking at Stereoscopic compositing inside of Fusion 6. We will not only be working with stereo live action footage and rendered material from Maya but also creating our own stereo source material from inside of Fusions 3D environment.
Class 7: In this class we look at plate cleanup, 3D rotoscoping, paint and wire removal.
Class 8: In this class we look at a 3D screen including imported Maya geometry,
camera projections, particles and more.
Class 9: 2.5D Matte Paint: This class looks at creating a 2.5D matte painting utilizing both 2D and 3D techniques. Also we’ll be working with 3D geometry, projections and other techniques.
Class 10: Motion Graphics, Fusion and Photoshop: In our final class we’ll look at building a typical corporate / network indent using both the 2D and 3D techniques but heavily utilizing Photoshop elements and layers inside of Fusion 6.
HOU101 - Introduction to Houdini
Professor: Valerie Cripps (ValCripps)
Taught by Valerie Cripps, this new introductory course will give you an introduction to Houdini 9.5, getting you familiar with the interface, procedural workflow, and some basic fx principles. The software is vast and used in most of the big production houses for many types of film effects. Getting these basics is a great way to open the door to creating killer visual fx for film production. Over the course of the term, you will learn the building blocks necessary to create a foundation for further production lessons in Houdini with a mind to creating film effects. The course begins with a solid overview of the UI and application principles and then dives into a sample project for the rest of the term.
Cripps worked at Side Effects Software for 7 years before going into production in 2003. She has worked as a freelance fx and lighting artist at Sony Imageworks, CBS and Rhythm and Hues on films such as Superman Returns, Spiderman 3, and Mummy 3, among many others, working on effects such as swarms of flying locusts, flames, crowds, snow, dust, clouds and more.
Members may use the Houdini Apprentice addition, which is available as a free download from the Side Effects web site. For only $99, a Starving Artist Edition of the software is also available which allows for watermark-free renders up to HD resolution -- perfect for adding a shot to your demo reel. Both versions of Houdini Apprentice include all of Houdini Master's features except for the ability to render to third party renderers. Files created using the Apprentice versions cannot be opened in the full version of the software. However, upon upgrading to the full version, Side Effects will do a one time conversion of all your non-commercial work to Houdini's commercial format.
Cripps worked at Side Effects Software for 7 years before going into production in 2003. She has worked as a freelance fx and lighting artist at Sony Imageworks, CBS and Rhythm and Hues on films such as Superman Returns, Spiderman 3, and Mummy 3, among many others, working on effects such as swarms of flying locusts, flames, crowds, snow, dust, clouds and more.
Members may use the Houdini Apprentice addition, which is available as a free download from the Side Effects web site. For only $99, a Starving Artist Edition of the software is also available which allows for watermark-free renders up to HD resolution -- perfect for adding a shot to your demo reel. Both versions of Houdini Apprentice include all of Houdini Master's features except for the ability to render to third party renderers. Files created using the Apprentice versions cannot be opened in the full version of the software. However, upon upgrading to the full version, Side Effects will do a one time conversion of all your non-commercial work to Houdini's commercial format.
Click to view individual classes....
Class 1: Intro to the Interface, Part 1 Get an intro to Houdini's node based, procedural workflow, learn about all of the different types of editors (from modeling to compositing), get your work flow and personal settings going, and find out where to get help, plug ins and more.
Class 2: Intro to the Interface, Part 2 Now that I've shown you where most everything is, let's get used to the interface via a very simple example and put into practice what we learned in the first lesson, so we'll be rockin' as we go through the rest of the term.
Class 3: Continuation.. We use planning and 'trickery' to adjust our source geometry to avoid the problem of our particles not colliding correctly. We also talk about adjusting color preferences for the interface, coloring nodes, adding notes to nodes, bypassing nodes, accessing primitive numbers and using them in the group parameter of SOP nodes, as well as displaying and adjusting point normals to create initial thrust and velocity for our particle system. We then get into the stamp feature of the copy SOP, using a random variable to create varied sizes for the spheres in our particle system.
Class 4: In this lesson, we learn how to load in the dragon object, and load in a back plate. We make point groups to isolate different parts of his body. We then use the soft transform node to adjust the model, and also to create some rudimentary animation on the dragon for our project. Since in production, we'd normally get the file and animation from modeling and animation, we're not doing rigging in this class, and instead continuing to focus on introductory concepts and our focus on fx. We also cover some more concepts of working with nodes and the Houdini interface. Now we will be ready for next week's lesson, where we can take this animated dragon and use the intersection of his wings with the ground and their velocity to drive our particle system that will be used for the dust hits.
Class 5: We continue our dragon dust hits project by learning how to write out the dragon file to disk using a geometry ROP. We'll also continue learning interface tricks, learning to create a netbox to organize our nodes, and discuss adding a Null SOP at the end of node chains to work cleanly. We'll also discuss the object merge node, and how to set up the attribute transfer so that when the wing intersects the ground plane, a point group is created from which we will eventually birth particles. Finally, we'll discuss the geometry spreadsheet as a mode to view point attributes and detailed information in a table format.
Class 6: Continuation, using the point group we created that happens every time the dragon wing intersects the ground plane. We use this point group to birth particles and explore a variety of parameters in the Source POP, including per frame birthing, setting initial velocities using the normal variables, and other information. We then learn about additional POPs to shape and control the particles.
Class 7: In this Lesson we will continue working with pops and finish setup up the motion of the particles. We will also prepare for the lighting and rendering stage.
Class 8: In this lesson we will get a new camera with a better track for our shot, and set up the lighting for the shot. We talk about 3 point lighting, rendering with mantra rops, using mplayer, bundles, shading, shadow mattes, and writing out sequences.
Class 9: In this class we set up a Houdini environment variable, render motion blur and learn about deleting extra attributes. Then we take the passes of the dragon and dragon shadow that we rendered and brought them into cops where we composited them. We also start our shading for the particles, and add an extra attribute to set opacity so that the shader can recognize it. Finally we set up out hold outs for the particles layer.
Class 10: In our final class we will put an fxcomp of all of our elements and see our result. After seeing the comp we will fix some obvious issues that become apparent. Then we will work in VOPs to further develop our dust shader and learn about the rest positon sop. We will also talk about what else could be done to complete the shot and how we would have done the rendering in production if we had those resources.
HOU201 - Houdini Production Techniques
Professor: Valerie Cripps (ValCripps)
Val Cripps and Lori Smith are teaching the course, two Houdini fx artists who have worked on their share of fx for film. Val will be presenting the class, and Lori will be working with Val behind the scenes to get the material together. The topic for HOUD201 is debris, a staple, bread and butter type of fx work that happens on many films and commercials, and that you will do at least once in your fx career. This could include pieces of glass kicked by a cg character's foot, for example in The Incredible Hulk, or bits of dirt crumbling down a roof from a character climbing, like some shots I worked on in They Came From Upstairs/Aliens in the Attic, or many other situations where debris helps set the CG into the live action, or must help to tell the story.
We'll start with a general introduction and overview to these types of effects and dynamics in Houdini, and then we'll complete a simple shot with debris flying into the scene, much like fx work that Lori did on Pirates of the Caribbean at Digital Domain. This will include traditional and procedural modeling techniques with instancing, techniques and tricks for DOPs (dynamic operators), POPs, (particle operators) and of course, some shading, rendering and compositing to get everything layered together.
Cripps worked at Side Effects Software for 7 years before going into production in 2003. She has worked as a freelance fx and lighting artist at Sony Imageworks, CBS and Rhythm and Hues on films such as Superman Returns, Spiderman 3, and Mummy 3, among many others, working on effects such as swarms of flying locusts, flames, crowds, snow, dust, clouds and more. She received her Master of Fine Arts in Electronic Visualization from Mississippi State University in 1997.
Smith has worked in CG for 4 years at Digital Domain and 1 year at Rhythm and Hues. During this time she worked on commercials and films such as Aeon Flux, Flags of Our Father, Pirates 3, Speed Racer, Mummy 3, Cirque du Freak and Land of the Lost as a technical director and fx artist. She received her Master of Science in Visualization Sciences from Texas A&M University in 2003.
We'll start with a general introduction and overview to these types of effects and dynamics in Houdini, and then we'll complete a simple shot with debris flying into the scene, much like fx work that Lori did on Pirates of the Caribbean at Digital Domain. This will include traditional and procedural modeling techniques with instancing, techniques and tricks for DOPs (dynamic operators), POPs, (particle operators) and of course, some shading, rendering and compositing to get everything layered together.
Cripps worked at Side Effects Software for 7 years before going into production in 2003. She has worked as a freelance fx and lighting artist at Sony Imageworks, CBS and Rhythm and Hues on films such as Superman Returns, Spiderman 3, and Mummy 3, among many others, working on effects such as swarms of flying locusts, flames, crowds, snow, dust, clouds and more. She received her Master of Fine Arts in Electronic Visualization from Mississippi State University in 1997.
Smith has worked in CG for 4 years at Digital Domain and 1 year at Rhythm and Hues. During this time she worked on commercials and films such as Aeon Flux, Flags of Our Father, Pirates 3, Speed Racer, Mummy 3, Cirque du Freak and Land of the Lost as a technical director and fx artist. She received her Master of Science in Visualization Sciences from Texas A&M University in 2003.
Click to view individual classes....
Class 1: In this first class for Houdini 201, we very briefly touch on what's new in Houdini 10. Check out www.sidefx.com for complete information, and for the apprentice version of Houdini we'll be using in class. We discuss our topic for class, which is Debris in fx production. We then begin with an introduction to DOPs (dynamic operators), covering how to get started with a few simple examples, a look at the interface and a few key points to keep in mind.
Class 2: In this second class for Houdini 201 we continue our introduction and overview of DOPs. We cover the following topics: Creating and tweaking rotational movement in DOPs, Friction and Dynamic Friction, Collisions, and Interaction and Animated Objects.
Class 3: FX Shot for HOU201. We'll introduce the shot we'll be working on this term, and delineate the elements needed to create a shot similar to the pirates shot. We'll highlight some typical issues in production, including: naming conventions, director changes, digital assets for working on many shots, and more. We'll get into what's needed to get started on our shot, including creating the chunks that will be flying into the scene.
Class 4: Blowing chunks. We'll finish up any modeling for our chunks, get them moving and tweak things, and discuss topics such as moving chunks and interacting with ground (rotation and sliding), volumes and adjusting resolution for additional control and static vs animated geometry and more.
Class 5: We'll discuss workflow issues, such as: preroll, sims (creating, saving and importing sims), fps and playback, troubleshooting, and consolidating tools into digital assets for production.
Class 6: Setting up lights, shaders, and render passes for the Chunks.
Class 7: In this class we continue to develop our digital asset as we work through the look of our shot, making exploding chunks, and fine tuning the control panel of our debris tool.
Class 8: In this class we continue to add to our digital asset, using a magnet force to improve our explosion, adding a clumps element which includes using the stamp along with other POPs tips, and get ready to render next week.
Class 9: In this class, we set up all of our render objects and outputs and discuss related issues to rendering all of our elements.
Class 10: In this class, we finish up our class with a final look at the settings and add in some dust impact elements as a final bonus.
MIN201 - Stop Frame Animation and Miniatures
Professor: Mike Seymour (mikes)
In one of the most exciting courses ever in our production stream, we work with Adelaide based Anifex. Formed in 1985 by Richard Chataway and Michael Cusack, Anifex is one of Australia's leading animation companies. The company has long maintained a reputation for producing some of the world's finest commercial animation. In addition to its work in advertising, which has earned the company many national and international awards, Anifex has also produced several acclaimed short films. With an experienced production team and world class facilities, Anifex has an amazing collection of talent and equipment including motion control.
We will also visit some of the world's leading model shops and look at general miniature photography. Shot primarily on location at the film studios, this course will provide you with the fundamentals, process and the tricks & tips of stop frame animation and miniatures.
We will also visit some of the world's leading model shops and look at general miniature photography. Shot primarily on location at the film studios, this course will provide you with the fundamentals, process and the tricks & tips of stop frame animation and miniatures.
Click to view individual classes....
Class 1: An introduction to miniatures and stop frame animation and a look at the importance and process behind correct character lip sync
Class 2: Miniature Lighting part 1
Class 3: We look at practical lighting and large set lighting
Class 4: Part 1 of 2 - We see how a model begins its life as a 2D drawing, then with the help of a few smelly/sticky chemicals/clays & resins, becomes a three dimensional character
Class 5: Part 2 of 2 - More on molding chemicals and the process of creating a character using foam latex
Class 6: Practical rules of miniature photography and interview with Kerner Optical.
Class 7: An in-depth discussion with Ian Hunter and Matthew Gratzner of New Deal Studios about the miniature work they did on Batman: The Dark Knight.
Class 8: Richard Chataway and Michael Cusack talks about the front-light back-light matting technique
Class 9: Michael Cusack talks about miniature animation techniques and Jonathan Rossiter talks about miniature prop making
Class 10: Go Motion techniques and tricks
MOC101 - Introduction to Mocha
Professor: David Blum (dmblum)
Welcome to the world of planar tracking. David Blum’s course will show you from the ground up how to use mocha to get accurate tracks without relying on traditional tracking marks (feature tracking) and how to export that data to AE. Mocha is another great tool to put in your box. You’ll also learn a much easier way to perform rotoscoping including the use of the mocha Shape plug in for AE CS4. Each of the lessons will build from the previous one and will include practical tips and applications using alphas, embedded mattes, edge controls, off screen, and on screen tracking examples. This is the perfect class to get you into Mokey, Motor, and Monet.
The best way to learn any software is to use it, so this course will be heavily project based. Blum,a part-time instructor at the Art Institute of Phoenix, has been teaching and training artists how to use planar tracking for the last five years with great results. Blum will be covering the interface as tracks are solved, so you get the “feel” of the software from the first lesson. It’s not as easy as it looks. Having spent over a decade feature tracking, Blum will show why planar tracking requires a complete change in the dynamics of how to solve a shot. It will take you a little while to get over the “hump” but the reward is worth it. Over the last six years, he’s relied almost exclusively on the Imagineer planar tracker to solve both the easy and the tough shots.
David Blum has been involved in high-end post production for years. As Senior Editor at Varitel Video in Los Angeles, he created the first digital laboratory in Los Angeles. In the early 2000’s Blum worked on films including “Charlies Angels”, “Matrix”, and “Seabiscuit”. In 2004, Mr. Blum opened a new office of his five year old company, Catalyst FX, in Phoenix. The visual effects and post production company combines design, supervision, and implementation. He also supervises DI workflows from acquisition to final conform and has been involved in over 15 independent features both in Los Angeles and Phoenix.
Mocha in various flavors (standalone, After Effects, Final Cut) will be available to fxphd members over the VPN.
The best way to learn any software is to use it, so this course will be heavily project based. Blum,a part-time instructor at the Art Institute of Phoenix, has been teaching and training artists how to use planar tracking for the last five years with great results. Blum will be covering the interface as tracks are solved, so you get the “feel” of the software from the first lesson. It’s not as easy as it looks. Having spent over a decade feature tracking, Blum will show why planar tracking requires a complete change in the dynamics of how to solve a shot. It will take you a little while to get over the “hump” but the reward is worth it. Over the last six years, he’s relied almost exclusively on the Imagineer planar tracker to solve both the easy and the tough shots.
David Blum has been involved in high-end post production for years. As Senior Editor at Varitel Video in Los Angeles, he created the first digital laboratory in Los Angeles. In the early 2000’s Blum worked on films including “Charlies Angels”, “Matrix”, and “Seabiscuit”. In 2004, Mr. Blum opened a new office of his five year old company, Catalyst FX, in Phoenix. The visual effects and post production company combines design, supervision, and implementation. He also supervises DI workflows from acquisition to final conform and has been involved in over 15 independent features both in Los Angeles and Phoenix.
Mocha in various flavors (standalone, After Effects, Final Cut) will be available to fxphd members over the VPN.
Click to view individual classes....
Class 1: An explanation of what planar tracking is and how it works followed by the first tracking exercise. The track is exported and proved in After Effects CS3. The basic mocha interface is explored. Suggestions for additional tracks and homework finish the lesson.
Class 2: Tracking multiple objects and objects that become obscured. We go over one of the uses for Adjust Track, more mocha interface options, and export corner pinning data and manipulating it in After Effects CS4.
Class 3: Using mocha for AE for Rotoscoping without using the export shape functionality. Explaining how adjust track is used to control the surface properties and the use of the "Align Surface" function. Examples of how to use tracking techniques for Rotoscoping in After Effects. Using multiple tracking shapes on a single layer, tracking multiple objects in the same shot, and more tracking tips.
Class 4: This is a two part lesson. The first part deals with objects that either enter the frame or leave the frame during the tracking process. The second part deals with exporting tracks that may not start or end at the beginning or end of the shot. More interface explanations, tracking tips, and export options.
Class 5: All about tracking organic objects (no tracking marks required). We track a head and an arm using different techniques for both including using color correction to improve tracking results. Additional tracking tips and software interface information is included.
Class 6: This is all about tracking the crazy stuff. We work with extreme perspective tracks, tracking rotation and perspective, as well as tracking perspective on rotational shots where the rotation is not a required track element. There are a lot more tips and interface information included.
Class 7: We get into using the export shape data function combined with the mocha shape plug-in for After Effects. This is probably the fastest and easiest way to rotoscope you've ever seen. There's more interface tips including how to attach multiple shapes to a single track and how to track footage with 3:2 pulldown.
Class 8: Rotoscoping and shape export is featured in this lesson. We go over how to rotoscope organic shapes and objects with more than one motion axis. We use the interface to create a motion blur edge that is manually controlled through key framing. This is also the first introduction to the curve editor and some great new tools in the interface.
Class 9: More tracking and Rotoscoping techniques and tips. There are three separate projects in this lesson and one designed specifically for reality television.
Class 10: The toughest track yet. We use just about every technique learned to solve this one including some new tips. We also talk about predictive tracking and more solutions for reality television. Finally we look at ways to use mocha to help make solving 3D camera tracks easier.
MRY201 - Production Rendering Techniques with Mental Ray
Professor: Zap Andersson (MasterZap)
This course will teach techniques and concepts for rendering realistic, physically based CG elements in a visual effects context (i.e. for integration into live action shots). As it is a hands-on course in using Mental Ray to do these things, it will start with a fundamental treatment of everything from light and pixels through to cameras, response curves and compositing, as well as "learning to see". The course will be performed using the 3ds Max application, but most things apply to Maya and Softimage as well.
Professor Hakan 'Zap' Andersson has been working as "Shader Wizard" at mental images since 2004 and is the author of numerous mental ray shaders, such as the subsurface/skin shaders, the car paint shader, as well as the architectural and production shader libraries. Originally educated as an Engineer in Electronics, Zap's passion for computer graphics caused his graduation year "special project" to be an actual hand-built and hand-wired graphics card, for which he wrote his first ray tracer. Today Zap spends his days (and nights) writing shaders, documentation and tutorials for mental ray, and sometimes makes presentations at user events and conventions, as well as maintains a mental ray tips blog mentalraytips.blogspot.com.
Professor Hakan 'Zap' Andersson has been working as "Shader Wizard" at mental images since 2004 and is the author of numerous mental ray shaders, such as the subsurface/skin shaders, the car paint shader, as well as the architectural and production shader libraries. Originally educated as an Engineer in Electronics, Zap's passion for computer graphics caused his graduation year "special project" to be an actual hand-built and hand-wired graphics card, for which he wrote his first ray tracer. Today Zap spends his days (and nights) writing shaders, documentation and tutorials for mental ray, and sometimes makes presentations at user events and conventions, as well as maintains a mental ray tips blog mentalraytips.blogspot.com.
Click to view individual classes....
Class 1: Pixels vs. Light - What is a pixel? The units of light, and how they map to the RGB values we encounter every day. Shows how the math we apply to pixels can break, and how, if we are not careful, two plus two can end up ten.
Class 2: Lighting - Understanding the quality and quantity of light. Understanding how real-world lights map to computer graphics lights. Understanding how light gathers and reflects off a surface.
Class 3: Cameras - Understanding how a real world cameras function map to their computer graphics counterparts. Understanding what film and digital cameras do to the image before you even see it.
Class 4: Materials I - Using the physically based Arch&Design material to simulate real world surfaces. Learning to see the world, so that one can translate it to CG.
Class 5: Materials II - More about materials. Using the mental ray skin shader for realistic characters.
Class 6: Interaction between CG and the Real World - Using the production library shaders to seamlessly integrate CG objects in real-world background plates with reflections, bounce light, shadows, etc.
Class 7: Interaction between CG and the Real World part II + "What Not To Do". Advanced interaction topics like smoothing out glossy reflections of HDRI environments and masking. Also discusses things you should avoid; Walks through the topics of previous classes and deals out some "no-no's".
Class 8: Compositing - How stuff that comes out of the renderer goes together, and what can (and should) and can't (and shouldn't) be delegated to compositing.
Class 9: Pixels, Samples and Filtering. Discusses anti-aliasing methods, and the different primary ray acceleration techniques, and demystifies the various mental ray methods for motion blur.
Class 10: Indirect illumination in animation. Avoiding flickering in Final Gathering in animated scenes. Also does a final course wrapup.
MSV101 - Introduction to Massive
Professor: Geoff Tobin (geoff_tobin)
This course, taught by Geoff Tobin, aims to give an introduction to the inner workings of Massive from the ground up, introducing core concepts such as fuzzy logic and how it relates to creating an AI brain for a Massive agent. In order to demonstrate each of the aspects of Massive we'll develop a vehicle agent and show how a simple traffic simulation can be created. Massive is the artificial-life crowd simulation software developed for The Lord of the Rings trilogy and used on major motion pictures, TV shows and commercials.
Tobin is a Lead Massive TD working at Weta Digital in Wellington, New Zealand. He started working in the industry in 1993 as an animator using SideFX Prisms, Alias PowerAnimator and Maya. Geoff has been working with Massive since 2000 and was involved with its early development in creating the crowd scenes for The Lord of the Rings trilogy. He has since used Massive in motion pictures such as I-Robot, King Kong, X-Men 3, Eragon, Bridge to Terabithia and The Day the Earth stood still.
Tobin is a Lead Massive TD working at Weta Digital in Wellington, New Zealand. He started working in the industry in 1993 as an animator using SideFX Prisms, Alias PowerAnimator and Maya. Geoff has been working with Massive since 2000 and was involved with its early development in creating the crowd scenes for The Lord of the Rings trilogy. He has since used Massive in motion pictures such as I-Robot, King Kong, X-Men 3, Eragon, Bridge to Terabithia and The Day the Earth stood still.
Click to view individual classes....
Class 1: Getting started The first class in this Introduction to Massive course will give an overview of the Massive software. We will cover the theory of fuzzy logic and how that differs from conventional ideas of boolean or binary logic. I'll give a brief outline of the whole pipeline of creating a Massive agent, then go through the Massive user interface showing each section - the scene, body, brain and motion pages and how they work together. I'll finish by showing one of the ready-to-run Massive agents as an example of a production agent.
Class 2: Body Shop In this class we will look at the Body page in Massive where you define the physical characteristics of a Massive agent. We'll cover agent parameters and look at the various aspects that make up the body of a Massive agent. We'll take a detailed look at the body segments which comprise the skeleton and build a skeleton and collision-shape body for our car agent.
A simple brain will be created which will allow us to drive the car around and we'll finish up with a brief demo of dynamics in Massive.
Class 3: Brains! Part 1 This lesson will be the first of a two-part set looking at brains in Massive. It will give detailed coverage of each of the brain nodes, how each one functions "under the hood" and the different ways they can be connected together. We'll discuss fuzzy logic in the context of a Massive brain and show how the brain nodes implement fuzzy logic to control the agent's behavior.
Class 4: Brains! Part 2 We will use what we learned last week to start building the brain of our car agent. We'll set up fuzzy logic networks to handle controls for turning the wheels based on the forward velocity of the car, steering the car by the amount the front wheels are turning left and right, acceleration and braking controls as well as simulating effects such as weight transfer - the way the car's body leans during turns and pitches forward and back when accelerating.
Class 5: Senses In this class we'll cover how a Massive agent uses it's senses such as vision, sound and a new feature of Massive 3.5 called agent fields to allow it to be aware of and react to other agents. We'll continue building the car brain by using the agent's senses to control the systems we set up last lesson such as speed and steering.
Class 6: Environment, Part 1 This lesson will look at how a Massive agent senses and interacts with it's environment and adapts its behavior to match the terrain. We'll also look at how a Massive agent navigates in its environment using flow fields, terrain maps and lanes.
Class 7: Environment, Part 2 We will use what we learned in the previous class to create a simple city environment for the car agents to inhabit. We will set up the lanes for our city environment and look at how to set up all the possible choices of which way to go at different kinds of intersections. We will set up the brain of the car agent to be able to decide which of the lanes to follow depending on which direction it wants to go and the available directions at each intersection.
Class 8: Environment, Part 3 and Variation This lesson we will complete our city environment by creating a traffic light agent to control the flow of traffic at the intersections. We'll also add some rules to allow the cars to give way to cars already on the intersection and avoid collisions. Then we'll look at how you can use agent variables to modify an agent in order to create different kinds of vehicles that share a common brain.
Class 9: Pedestrians In this class we'll finish our simulation by adding pedestrians to our city scene and show how they can interact with each other and the cars.
Class 10: Detailing The final class in this course will cover attaching geometry to an agent and assigning materials to allow us to create a production quality render using Massive's built in hardware based Velocity renderer. We'll also revisit variation and variables in the context of geometry and materials. We'll look at how to create a complete render including shadows as well as separate beauty and shadow passes for compositing.
MSV201 - Massive in Production
Professor: Geoff Tobin (geoff_tobin)
Geoff Tobin returns to take this follow up to the introductory MSV101 course. While the 100 level course gave an overview of the Massive software, this course will cover the pipeline and workflow for setting up a typical Massive shot. From planning the mocap sessions and importing and processing the motion through to designing the brains, running the sims and finally rendering with a Renderman compliant renderer. It will also cover advanced features such as dynamics and cloth as well as integration with other software such as Maya.
Massive is the artificial-life crowd simulation software developed for The Lord of the Rings trilogy and used on major motion pictures, TV shows and commercials.
Tobin is a Lead Massive TD working at Weta Digital in Wellington, New Zealand. He started working in the industry in 1993 as an animator using SideFX Prisms, Alias PowerAnimator and Maya. Geoff has been working with Massive since 2000 and was involved with its early development in creating the crowd scenes for The Lord of the Rings trilogy. He has since used Massive in motion pictures such as I-Robot, King Kong, X-Men 3, Eragon, Bridge to Terabithia and The Day the Earth stood still.
Massive is the artificial-life crowd simulation software developed for The Lord of the Rings trilogy and used on major motion pictures, TV shows and commercials.
Tobin is a Lead Massive TD working at Weta Digital in Wellington, New Zealand. He started working in the industry in 1993 as an animator using SideFX Prisms, Alias PowerAnimator and Maya. Geoff has been working with Massive since 2000 and was involved with its early development in creating the crowd scenes for The Lord of the Rings trilogy. He has since used Massive in motion pictures such as I-Robot, King Kong, X-Men 3, Eragon, Bridge to Terabithia and The Day the Earth stood still.
Click to view individual classes....
Class 1: Introduction: The first class will cover the planning stage of setting up a typical Massive shot. Starting with a client brief we'll look at deciding what sort of actions are required for the shots. We'll cover the technical requirements of capturing motion for Massive agents, and use Massive to design an initial motion tree to assist with the capture process.
Class 2: Importing the motion: This class covers the steps required to import and process the raw mocap into a set of actions which can be triggered by the brain. We'll also look at creating IK controls for the actions so they can be adapted to the environment (eg. placing the feet on uneven terrain).
Class 3: Controlling Actions: This class shows how to trigger the actions both directly from the brain and via the motion tree. We'll also cover procedural adaptation using IK.
Class 4: Skinning Geometry: This lesson covers how to attach geometry to an agent using Massive's 'bones' skinning. We look at how to set up optional geometry such as different kinds of clothes as well as using blend shapes.
Class 5: Action! In this class we'll set up the brain of the agent to control its general behaviour as well as perform the specific action required for the shot.
Class 6: Dynamics: This lesson looks at the dynamics features of Massive including rigid body dynamics, cloth, springs, forces and wind.
Class 7: Running Sims: This class covers running the simulation and the various data which needs to be output in order to render the sim. We also look at running multiple pass sims, using the result of one sim as input to the next pass.
Class 8: Maya Integration: In this class we look at how Massive can integrate with other software such as Maya. We'll look at how Massive can import skeletons and motion, as well as cameras and lights from Maya, and export Massive skeletons and motion to Maya. We'll also see how to export particle data from Massive to enable us to import a Massive sim onto a Maya particle system.
Class 9: Advanced Rendering: This class will cover setting up a Renderman compliant renderer for rendering the Massive sim.
Class 10: Bonus: In this last lesson we take a look at some bonus features of Massive including spawning projectiles and getting the agents to paint onto the terrain (eg. for creating footprints)
MTH101 - Mathematics for Visual Effects and Design
Professor: Mike Seymour (mikes)
This course aims to provide a basis for Maths for the Artist that says "If I'd known Maths would have been central to effects and animation I would have paid attention in school!" Mike Seymour works through the major areas of maths that are useful to understand for visual effects and animation. This really is a maths course, teaching you both actual maths and the principles of areas of maths in more advanced areas. The aim is to equip you with the tools you need and to demystify the jargon - so you can understand the principles and approaches we use maths for everyday in production and post.
Click to view individual classes....
Class 1: Introduction to Maths - some useful concepts and an outline of the major areas of maths
Class 2: Co-ordinate systems, simple matrix, vectors and dot product. Plus, a tutorial on some of the basic concepts covered in the class
Class 3: Vector addition and Subtraction - normals
Class 4: Fibonacci sequence, Pi, the Golden ratio, noise and turbulence.
Class 5: Algebra and factoring equations
Class 6: Equation solving using Matrix multiplication and the Unity Matrix
Class 7: Velocity, Acceleration and Gravity
Class 8: Calculus part 2: Integral and Differential equations
Class 9: Fourier Transforms
Class 10: Putting it all together: how everything you have learnt this term can unlock a Siggraph paper
MYA301 - Maya in Production: Moving Day
Professor: Matt Leonard (mattdleonard)
This course, taught by Matt Leonard, is going to be slightly different from our other Maya offerings because we’re going to be working alongside a new and very exciting project called ‘Moving Day’. This short film is being directed by award wining director Jason Wingrove. ‘Moving Day’ tells the story of a young girl and her fight against the fairies who inhabit the garden of her new home. Our short film is literally being produced throughout the term and we’ll have first hand experience of working in post during a live project.
From the outset we will be discussing the post workflow, file and image formats, storyboards, and how we’ll be taking the shots through to completion. Very quickly we’ll be in the full flow of production covering the modeling of fairy wings, rigging and photo-real shader and lighting setups. Once background plates start to be fed through we will be tracking the live action fairies with a view to attaching our CG wings to them, getting the animation underway and the shots rendered in multipass ready to move on to compositing. Once we have shot approval from the Visual Effects Supervisor, our own Mike Seymour, we’ll move into compositing the CG elements seamlessly into the live action backgrounds and getting the finished shots delivered.
Our main 3D software will be Maya 2010 which gives us access now to both Matchmover and Maya Composite (Toxik). We’ll also be using Photoshop, PFTrack and Nuke 5.2, our main compositing system.
Leonard is especially looking forward to this term because of the unique nature of this course. As a member you will have the opportunity to work on a live project and be involved not only in producing real elements and shots but also having your say in how we progress though the production. There is not a week to week outline specifically because we will be working in a more fluid non-linear fashion but by the end of the term we will have produced some amazing shots for this new and exciting project.
Leonard has been in the 3D and visual effects industry for 17 years and has produced work for feature films, commercials and large corporate projects. He has been involved in setting up post production departments, overseeing small teams of animators and compositors, along with acting as CG Supervisor on a number of projects. He has spoken at various events and shows on behalf of Autodesk and eyeon, had various articles published in magazine and journals and has beta tested Maya, Nuke and Fusion. He currently runs his own company, Sphere VFX, which is based in the UK.
From the outset we will be discussing the post workflow, file and image formats, storyboards, and how we’ll be taking the shots through to completion. Very quickly we’ll be in the full flow of production covering the modeling of fairy wings, rigging and photo-real shader and lighting setups. Once background plates start to be fed through we will be tracking the live action fairies with a view to attaching our CG wings to them, getting the animation underway and the shots rendered in multipass ready to move on to compositing. Once we have shot approval from the Visual Effects Supervisor, our own Mike Seymour, we’ll move into compositing the CG elements seamlessly into the live action backgrounds and getting the finished shots delivered.
Our main 3D software will be Maya 2010 which gives us access now to both Matchmover and Maya Composite (Toxik). We’ll also be using Photoshop, PFTrack and Nuke 5.2, our main compositing system.
Leonard is especially looking forward to this term because of the unique nature of this course. As a member you will have the opportunity to work on a live project and be involved not only in producing real elements and shots but also having your say in how we progress though the production. There is not a week to week outline specifically because we will be working in a more fluid non-linear fashion but by the end of the term we will have produced some amazing shots for this new and exciting project.
Leonard has been in the 3D and visual effects industry for 17 years and has produced work for feature films, commercials and large corporate projects. He has been involved in setting up post production departments, overseeing small teams of animators and compositors, along with acting as CG Supervisor on a number of projects. He has spoken at various events and shows on behalf of Autodesk and eyeon, had various articles published in magazine and journals and has beta tested Maya, Nuke and Fusion. He currently runs his own company, Sphere VFX, which is based in the UK.
Click to view individual classes....
Class 1: In our first class we look at the Moving Day storyboards, Script and Animatic. We then go on to look at our Maya multipass render setup and how we'll be compositing that inside of Nuke. We also cover render time predictions and other pre-production issues.
Class 2: In our second class we begin by looking at reference material gathered over the week. We then go on to look at some basic fairy wings built in Maya with the aim of producing some reference animation.
The second half of the class is centered on building a UV pass in Maya and using it in conjunction with the STMap tool in Nuke.
Class 3: In our third class we look at some shots from on-set and begin modeling the wings.
Class 4: Class 4 begins a two week test for Moving Day. This week we will be modeling, rigging and animation our fairy wings using the green screen plate as a reference guide along with PFTrack data.
Class 5: Class 5 continues on in our Moving Day test. This week we add textures to our wings, light the scene based on the background plate, setup the render passes and finally the other render settings. We then move into Nuke for the second half of the class to composite the CG into the background plate, pull a key on the green screen fairy element and add reflections.
Class 6: In this class we look at creating a dynamically driven ragdoll which can be animated via dynamics instead of keyframing.
Class 7: Guest prof Yannick Meillier covers matchmoving the farie shots.
Class 8: In this class we look at Maya custom project settings, new wing setup, animation, shaders and render layers, Nuke compositing, particle Instancing and particle Sprites.
Class 10: This class is Part 2 of a 2 part series looking at compositing for Moving Day. In this class we look at multipass compositing and making a custom edge blur tool.
PFT202 - PFTrack in Production
Professor: Victor Wolansky (victorw)
fxphd's popular camera tracking specialist Victor Wolansky teaches this course using PFTrack version 5 in production situations. The reality of post production compositing and visual effects is that an artist is often called upon to use several tools over the course of a job. Even at large facilities where artists' work is incredibly specialized, being familiar with workflows and other applications is incredibly helpful -- knowledge is power. That's where this course comes in.
Throughout the term, Wolansky will cover tracking situations in the latest release of PFTrack. But in addition, for several of the shots, he'll not solve the camera, but spend several classes taking the scene into other applications and finish them off. This might include doing previs in Flame, compositing in After Effects, or using 3DSMax to model, animate, and render. One project for the term will be sharing work he did for a client, creating a fighter jet fly through a cloud scene. He started by tracking the camera in PFTrack and then took the track into Flame where he could quickly and interactively animate the jet during a session supervised by the director. Next, he exported that data and did the final rendering in 3DSMax before compositing the footage.
PFTrack version 5 also introduced new features such as stereoscopic tracking and reference frames, which will be covered during the term. Members will have access to stereo footage filmed specifically for this course -- and Wolansky will solve the camera and use that data to generate 3D renders. As always, The Pixel Farm has been kind enough to provide access to their software via our secure VPN. The software is only to be used for educational purposes or building shots for a personal (individual) demo reel.
The specific class outline and schedule is dependent upon the projects -- rest assured that members who have taken Wolansky's courses in the past have not been disappointed.
Throughout the term, Wolansky will cover tracking situations in the latest release of PFTrack. But in addition, for several of the shots, he'll not solve the camera, but spend several classes taking the scene into other applications and finish them off. This might include doing previs in Flame, compositing in After Effects, or using 3DSMax to model, animate, and render. One project for the term will be sharing work he did for a client, creating a fighter jet fly through a cloud scene. He started by tracking the camera in PFTrack and then took the track into Flame where he could quickly and interactively animate the jet during a session supervised by the director. Next, he exported that data and did the final rendering in 3DSMax before compositing the footage.
PFTrack version 5 also introduced new features such as stereoscopic tracking and reference frames, which will be covered during the term. Members will have access to stereo footage filmed specifically for this course -- and Wolansky will solve the camera and use that data to generate 3D renders. As always, The Pixel Farm has been kind enough to provide access to their software via our secure VPN. The software is only to be used for educational purposes or building shots for a personal (individual) demo reel.
The specific class outline and schedule is dependent upon the projects -- rest assured that members who have taken Wolansky's courses in the past have not been disappointed.
Click to view individual classes....
Class 1: Tracking of a hand held camera with some problems caused by motion blur and lack of parallax. Part 1 of 2
Class 2: Second part of first class, check for errors and make the end to not slide because of the lack of parallax. Edit fcurves to fix the camera path.
Class 3: Tracking of a shot from DV and interlaced, which makes it a good candidate for tracking problems. Tracking of the camera plus a moving object. Shot will be used later for integration with 3D elements.
Class 4: How to use reference frames to solve a nodelock shot and reconstruct the real position of the trackers.
Class 5: Tracking of a shot that need to be perfect because we are going to replace the roof, and there is problems to detect the right focal length. Part 1 of 2
Class 6: Continuation of class05, modeling based on tracking, texturing and compositing.
Class 7: Part 1 of tracking clouds for the Jet shot.
Class 8: Compositing tricks for the Jet shot
Class 9: Tracking of a stereo shot
Class 10: Finishing and compositing the stereo shot.
PFT302 - Advanced PFTrack II
Professor: Victor Wolansky (victorw)
Note: this course is taught on PFTrack 5. Victor Wolansky's tracking courses have been perennial favorites at fxphd. In his new advanced course, he’ll be covering many high level issues which come up during production. For instance, he’ll take a look at dealing with lens distortion - a big problem which is sometimes overlooked. Bad tracks can often be attributed to a bad lens distortion correction and he’ll show you how to avoid these pitfalls.
The course will also include different approaches on how to set the workflow to work with lens distortion and CG, fixing the BG and tracking, fixing the FOV after tracking, and more. Rolling shutter is a big problem of many of the popular new digital cameras, and Wolansky will work through how to deal with the issue. The course will also work with stereo footage and look at the advantage of the extra parallax provided by this footage. He’ll also include some face tracking, object placing, and much more over the course of the term.
Victor’s classes have always been well received at fxphd and this one should be no exception.
The course will also include different approaches on how to set the workflow to work with lens distortion and CG, fixing the BG and tracking, fixing the FOV after tracking, and more. Rolling shutter is a big problem of many of the popular new digital cameras, and Wolansky will work through how to deal with the issue. The course will also work with stereo footage and look at the advantage of the extra parallax provided by this footage. He’ll also include some face tracking, object placing, and much more over the course of the term.
Victor’s classes have always been well received at fxphd and this one should be no exception.
Click to view individual classes....
Class 1: In this first class we take a look at lens distortion and how to deal with it, FOV calculation to increase resolution, and a quick introduction to rolling shutter distortion.
Class 2: In this first class we track a shot with two groups of motion, use camera and lens information, and correct distortion for a proper tracking.
Class 3: Continuation of class02 and some tips for 3D animation and modeling based in tracking points.
Class 4: In this class the we cover the rolling shutter distortion and take a look at the new plugin from The Foundry to fix this problem.
Class 5: 3D stabilization
Class 6: Continuation of class 05, techniques for 3D stabilization using MAX and Flame, and adding motion to a static camera.
Class 7: Tracking in groups, in reverse order
Class 8: Tracking hell part 1 – 1300 frames of 1080P
Class 9: A continuation of class 08
Class 10: Tracking stereo footage
PHT201 - Digital Photography
Professor: Tim Wheeler (Tim Wheeler)
There are a lot of aspects to photography, so we have decided to make it commercial and focus on all sorts of everyday issues.
Professional photographer Tim Wheeler will show how to shoot high-end professional photographs.
Professional photographer Tim Wheeler will show how to shoot high-end professional photographs.
Click to view individual classes....
Class 1: Photographing shiny objects
Class 2: Discussion of cameras, sensors and film versus digital.
Class 3: Photographing the sunrise
Class 4: Working with digital photos in Adobe Lightroom
Class 5: Portraits, Part 1 : Beginning shooting portraits with Angie from fxguidetv
Class 6: Portraits, Part 2: continuing from class05 on shooting different styles of portraits with Angie
Class 7: Flash photography - location shoot with Tim Wheeler
Class 8: Long exposure with lights and laser
Class 9: Food photography
Class 10: Drinks photography
PHT202 - Digital Photography for VFX
Professor: Steven Anderson (steveanderson)
We are joined by Steve Anderson who will focus on photography for VFX artists. The course will cover generating textures, HDR, shooting for matte paintings, timelaspe, how to photography normal mattes, and much more. This terms focus is really on specialist photography and showing how a DSLR can be the number one tool for a VFX supervisor on set. If you do on set work and provide assets to other members of your team this course will show you a number of ways to provide better material and speed up both workflows and render times on larger projects.
Steve is a highly award visual effects supervisor with a very strong 3D background. Many of the classes will be relevant to people with 3D skills, as well as 2D. Steve is also a very accomplished stills photographer in his own right.
Steve is a highly award visual effects supervisor with a very strong 3D background. Many of the classes will be relevant to people with 3D skills, as well as 2D. Steve is also a very accomplished stills photographer in his own right.
Click to view individual classes....
Class 1: Photography for normal mapping
Class 2: Shooting for textures - part 1
Class 3: Shooting for textures - part 2, post production
Class 4: Gear and gadgets
Class 5: Shooting timelapse
Class 6: Photographing for sprites
Class 7: Photographing for HDR - part 1
Class 8: Photographing for HDR - part 2
Class 9: Mattepainting and Painting with Light
Class 10: Lens Calibration
PST201 - Building a Post Boutique: Hootenanny Case Study
Professor: John Montgomery (johnmont)
Just over a year and half ago, Liz Tate and Jim Annerino opened up their new boutique editing facility Hootenanny. They had previously worked at Avenue Edit, at one time Chicago’s largest post house and felt it was a good time to strike out on their own. One could argue that it was one of the most difficult times to start a new business, considering the worldwide economic downturn. However, the business thrived due to their creative strengths in addition to the smart ways they structured their new venture.
This course will examine how Tate and Annerino formed their business, starting from the early days of planning and budgeting though their first year of business and need to move to a new facility after only 18 months. The majority of the course will be discussion based as they share their personal insights, trials and tribulations, and suggestions that they’ve learned over the last year. If you’re not looking to build your own facility, this course will give you valuable insight in how the business works from the perspective of owner-artists.
This course provides the type of perspective that you can only get at fxphd -- real world experience with the desire to share knowledge with others.
This course will examine how Tate and Annerino formed their business, starting from the early days of planning and budgeting though their first year of business and need to move to a new facility after only 18 months. The majority of the course will be discussion based as they share their personal insights, trials and tribulations, and suggestions that they’ve learned over the last year. If you’re not looking to build your own facility, this course will give you valuable insight in how the business works from the perspective of owner-artists.
This course provides the type of perspective that you can only get at fxphd -- real world experience with the desire to share knowledge with others.
Click to view individual classes....
Class 1: New Beginnings. Placing the new post house in perspective. Hootenanny owners Jim Annerino and Liz Tate on their background and the beginnings of creating the business.
Class 2: The Business Side. A conversation with Ben Webber about starting a company from financial and legal perspective. The approach is United States centric due to Ben's background, but the base business issues are the same worldwide. Webber has a Kellogg MBA, and many years of experience as chief operating officer and CFO of post houses and other creative services companies.
Class 3: The Space and Buildout. It might seem easy to find space in big city like Chicago, but it's not as straight forward as one would think. Jim and Liz discuss the issues -- esthetic, structural, and financial -- in their search for the perfect home for Hootenanny.
Class 4: The People. One of the largest and most important expenses at a facility is its employees. How they prioritized staff costs and ramping up over the first year of Hootenanny.
Class 5: The Equipment, Part 1. Avid vs. Final Cut. Software updates or not? How did they decide how to outfit the facility?
Class 6: The Equipment, Part 2. A look at the machine room equipment and a recap of the entire picture.
Class 7: The Second Move. A year into business, Liz and Jim learn that they're tearing down the building where Hootenanny and fxphd are housed. The search for a new space, including one company's bad fortune turning into good fortune for Hoot.
Class 8: Bidding and Agencies. One of the key aspects of a successful company is correctly bidding projects and managing the finances of jobs. We separate the myths from the reality and show how the staff of Hootenanny gets this done.
Class 9: Affordable Infrastructure. The building of a network which is affordable and reliable, but doesn't break the bank. Backing up critical data and archiving in a cost effective way.
Class 10: Wrap Up. Closing the course and questions from members.
RED203 - RED One Production
Professor: Mike Seymour (mikes)
How to understand and shoot with the RED camera. We will explore the theory and practice of shooting with the RED, discuss how the Mysterium sensor works and how to get the most out of it, and test the RED lenses. We'll also examine what .r3d files are, how they are encoded, rate and explore recording media, and compare RED with other common capture tools and show how to use it on set and show how to use the latest RED software builds and versions. This course would be ideal if you have just gotten or are about to get a RED camera.
Note: This course replaces RED 201 which will no longer be repeated. It contains some footage from the previous RED 202 course, but is primarily new footage
Note: This course replaces RED 201 which will no longer be repeated. It contains some footage from the previous RED 202 course, but is primarily new footage
Click to view individual classes....
Class 1: Chat with DOP Peter Holland about the RED in General, and how the .r3d data is encoded. Comparisons to other modern digital cameras.
Class 2: Looking at the accessories and addons for the Red One camera.
Class 3: Lens comparison: the Red 18-50mm, the Cooke 75mm and the new Red 18-85mm lens.
Class 4: Understanding Color space, Gamma space and LUTs
Class 5: On set - a look at monitor calibration and on set monitoring
Class 6: This week we look at the pro's and cons of the new FCP and colour workflow
Class 7: How to rate your Red an tops for avoiding that "video" look
Class 8: Time-lapse, stop motion and ramping
Class 9: Interview with senior colorist Warren Lynch, specifically talking about working with Red files.
Class 10: Comparison of shooting green screen in daylight and tungsten
RED220 - EPIC on Location
Professor: Mike Seymour (mikes)
In this course we will explore the new EPIC camera. Stu Maschwitz will anchor the course, which was filmed on location on New Zealand\'s beautiful South Island. With some help from Mike Seymour the course shows how this new camera performs in variety of situations from helicopters, cars, sliders, boats and even 70km/hr through the NZ forest on wires.
While this course will focus on production issues, it will also include some key post-production approaches, as they are released during the term. As most of you know, fxphd had RED ONE #22, and we are really proud to be the first training company in the world to get to work with the EPIC.
While this course will focus on production issues, it will also include some key post-production approaches, as they are released during the term. As most of you know, fxphd had RED ONE #22, and we are really proud to be the first training company in the world to get to work with the EPIC.
Click to view individual classes....
Class 1: Stu and Mike share their first impressions of the new Epic camera.
Class 2: Stu and Mike discuss lens options for the Epic, plus an update on lenses from Mike after NAB. And, a walk-through of the Epic menus.
Class 3: Mike and Stu discuss current Epic workflow options.
Class 4: DLSR style lightweight rigging options, in particular, using the Kessler Pocket dolly with the Epic and a quick look at the Redmote.
Class 5: Using Epic with professional gear, such as Steadicam, gyroscope and Technocrane.
Class 6: Stu and Mike talk about exposure on the Epic, also a look at different compression.
Class 7: HDRX explained
Class 8: Rigorous testing in a studio environment.
Class 9: High speed on the Epic and finding a balance between frame speed and frame size.
Class 10: An update on developments at Red since the shoot, including an interview with Ted Schilowitz.
SYN201 - Intermediate SynthEyes
Professor: Victor Wolansky (victorw)
Our Introduction to SynthEyes course got members up and running in the software as well as being able to address common problems that come up in post. This course will build upon the knowledge and tackle trickier and more complex tracks in SynthEyes than were addressed in the 101 course. Taught by our fxphd tracking expert Victor Wolansky, he'll dive into more detail in how to make sure you get the most accurate track possible and minimize camera drifting.
This course will also support the Advanced After Effects 302 course, providing 3D tracks for use in the main project for the term.
This course will also support the Advanced After Effects 302 course, providing 3D tracks for use in the main project for the term.
Click to view individual classes....
Class 1: A preview of the shots that will be tracked throughout the term. Manually tracking to guide and improve an auto track. Fine tuning manual trackers. Cleaning up the auto track, and solving the camera. Stabilizing the background, adjusting the trackers to match, and resolving.
Class 2: Working with tracking markers that leave and re-enter the frame. Adjusting Feature Size to get smaller, more accurate tracking points. Using the graph editor to identify and fix or delete bad tracking points. Using Lines to establish x, y, and z axis. Adding geometry for the screens, and exporting to 3DS Max.
Class 3: A continuation of the look at tracking for monitor replacement, using a new shot with many monitors. Dealing with motion blur. Using lines to calculate lens distortion. Additional methods for creating screen geometry.
Class 4: Continued practicing of previously learned techniques on a long, difficult shot, to master the basics before moving on in subsequent classes.
Class 5: Tracking of the car on the airport shot, learning about correct orientation and scaling so the car can be tracked and automatically be in the right place because of the correct scale between the two tracking.
Class 6: Second part of the car shot, now tracking the moving object
Class 7: Dealing with the "I Love Sarah Jane" bicycle shot, a shot that needs a lot of manual tracking and one of the most difficult ones to solve.
Class 8: Showing some tools that are very useful and unique like the green screen tool, the coalesce nearby trackers and the add many trackers with the lasso tool.
Class 9: Again the bike shot, but the very start, going through the big cloud of smoke with almost no visible trackers, how to deal with it.
Class 10: A BIG distortion shot and the whole workflow to deal with it.
VFX101 - Intro to Compositing with Ron Brinkmann
Professor: ron brinkmann (ronbrinkmann)
Each week, Ron Brinkmann and Mike Seymour explore the fundamentals of visual effects compositing. Brinkmann is well known throughout the industry; a visual effects supervisor who co-founded Nothing Real and helped create Shake. More recently he has served as an advisor on The Foundry's Nuke compositing software. He is author of the recently released second edition of The Art and Science of Digital Compositing (Morgan Kaufmann). This book forms the foundation of the course, and the weekly discussions expand upon the principles found in the text.
Click to view individual classes....
Class 1: Accuracy vs Art. And how our minds can be tricked. It is art and science.
Class 2: Compositing hierarchy: who has what roles?
Class 3: Camera issues and greenscreen
Class 4: Resolution, colour space and formats
Class 5: Roto and keying
Class 6: 3D tracking and on set
Class 7: Matte painting. morphing, and telegraphing effects
Class 8: 3D multipass rendering and lens curvature
Class 9: Bit-depth, compression, codec and aspect ratio.
Class 10: Selling the shot
VRY101 - Introduction to V-Ray
Professor: Daniel Buck (danielbuck)
This course, taught by Daniel Buck, runs through the basics of V-Ray, from lights, to shaders, to render settings and a few optimization tips. Buck's professional career has been vehicle related, so the course will focus more on vehicle related things than other things, since that's his specialty. He will, however, present basic principals so that the knowledge gained applies to other things, not just purely vehicle related issues.
Buck will assume that course participants have at least basic knowledge of Maya, and preferably some knowledge of lighting and shaders in general. No advanced knowledge of any other rendering software is necessary, but for those that do, Buck will go through a few areas where V-Ray differs from other rendering software. He will be using Maya during the term, but operations are very similar between 3dsMax and Maya. It renders identically, and all the options and settings are very similar...the differences are in how you apply properties and find the settings.
The course will focus on the creation and manipulation of lights and shaders, as well as some basic V-Ray settings. It won't get into to much of the technical nuts and bolts of V-Ray, just giving practical approaches to using the renderer. Ultimately the content will involve setting up a scene where we are creating shaders and lighting for a vehicle. Global illumination will not be covered very much in this lesson, as the main focus will be lights and shaders, as well as touching on basic render settings.
Professor Daniel Buck is located in Los Angeles and has worked at Sway, Method, and currently at Digital Domain. He is a specialist in look development and shaders. More info about Daniel can be found at his web site.
Buck will assume that course participants have at least basic knowledge of Maya, and preferably some knowledge of lighting and shaders in general. No advanced knowledge of any other rendering software is necessary, but for those that do, Buck will go through a few areas where V-Ray differs from other rendering software. He will be using Maya during the term, but operations are very similar between 3dsMax and Maya. It renders identically, and all the options and settings are very similar...the differences are in how you apply properties and find the settings.
The course will focus on the creation and manipulation of lights and shaders, as well as some basic V-Ray settings. It won't get into to much of the technical nuts and bolts of V-Ray, just giving practical approaches to using the renderer. Ultimately the content will involve setting up a scene where we are creating shaders and lighting for a vehicle. Global illumination will not be covered very much in this lesson, as the main focus will be lights and shaders, as well as touching on basic render settings.
Professor Daniel Buck is located in Los Angeles and has worked at Sway, Method, and currently at Digital Domain. He is a specialist in look development and shaders. More info about Daniel can be found at his web site.
Click to view individual classes....
Class 1: Intro to Vray. I'll give a bit of information on Vray, go through the basic Vray settings, and we'll get ourselves familiar with how Vray is setup.
Class 2: Working with lights. We'll look at the basic vray lights, their main settings, and where they function best. Sphere light, rectangle light, and dome light.
Class 3: A closer look at lights in Vray, how to use HDR files and flat texture files into dome and rectangle lights, a quick look at IES lights and the sun & sky system in Vray. Lastly, a look at the cutoff threshold of the lights, as a way to optimize the calculation of the lights.
Class 4: Basic VRay Shader overview, looking at the VRayMtl. Spending most of the time on reflection/refraction (as this is a big part of the VRayMtl), and how VRay handles specular highlights and various aspects of reflections/refractions. Also a quick look at how to control reflections by using maps to break up reflection strength and glossiness.
Class 5: A look at the VRayBlendMtl, and a few ways of blending shaders together to create more complex shaders, we'll look at creating a car paint shader, as well as blending to create a few other types of looks, and then finally a bit of optimizing on the shaders reflection tracing, and how far it can actually be taken.
Class 6: Additional vray shaders. We'll look at some of the other vray shaders and textures, such as the the vray dirt, light Mtl, and the fastSSS2 shader.
Class 7: Looking at utilities in VRay, including object properties, subdivision, displacement, as well as multi-matte and extra tex render elements. Ways to provide mattes and utility textures for compositing.
Class 8: Shaders for vehicle project. For this lesson, we'll start creating some of the main shaders for our vehicle project. We'll look at rubbers, plastics, glass, chrome, and car paint.
Class 9: General car/model geometry setup for rendering, things to avoid and how to fix them. Making sure glass objects have proper geometry thickness, and making sure normals are facing the correct direction. Quickly touching on using imbedded matte channels through refractions.
Class 10: Final vehicle project lighting and shaders setup. Here we'll be doing final tweaks to our lighting and shaders for a better look, as well as running through a few ways to optimize the render settings, lights, and shaders.
XSI201 - Lighting in XSI
Professor: Lucas Martell (LucasMartell)
This production-centric course will explore a variety of lighting techniques, and how to get the most out of XSI's lighting tools. The first half of the course will focus primarily on the technical skills required to light a shot, while the second half will apply these skills to real world scenarios and explore ways to enhance storytelling through lighting. The class will be taught by Lucas Martell, a freelance visual effects artist best known for his video podcast about the making of his animated short film "Pigeon: Impossible."
Click to view individual classes....
Class 1: Lighting Techniques: Lighting a basic scene with 3 different techniques: a traditional setup, global illumination, and HDR. Special attention will be paid to the strengths and weaknesses of each technique and their place in modern production pipelines.
Class 2: Multipass Lighting: This class covers the basics of passes, partitions and overrides. It follows the process of lighting a simple shot from scratch using a multi-pass approach, compositing with XSI FXTree, and then tweaking settings to improve the look of the shot. We also cover basic mental ray settings, establishing a light-rig for texturing purposes, and tips for dealing with XSI's pass editor.
Class 3: This class covers more advanced pass setups and how to override specific parameters for better interaction between objects. It continues where class02 left off and completes the setup and final comp for the pigeon shot. We also cover depth passes and the more advanced visibility parameters for rendering purposes.
Class 4: This class covers a variety of tips to help render large scenes. We discuss optimizing materials, reflection passes, merging materials, referenced models, .map files, breaking scenes into z-slices, geometry approximation, and combining multiple scenes.
Class 5: This class covers additional ways to speed up your renders including occlusion optimization, rendermaps, splitting up expensive raytracing techniques by using multiple passes, and 2D motion blur. We also cover how even a scripting novice can harness the power of the event logger to dramatically increase their productivity.
Class 6: This week's class focuses on some techniques for lighting CG elements to be incorporated into visual effects. We cover topics ranging from final gather to linear workflows, and a cool trick to create environment maps using a variation of the "shiny ball" trick often used on set to capture lighting setups.
Class 7: Class 7 is back to Pigeon: Impossible, but focuses on lighting the interior of the briefcase using an all-in-the-render approach. We balance quality with render times, show how you can use photographs of lights to create more realistic renders, and explore several of the more creative aspects of CG lighting.
Class 8: This class addresses several questions from the forums and also introduces geometry deformers and the math that goes into them.
Class 9: Class 9 covers some techniques to add mood to a scene, as well as a further discussion of composition and how to lead the viewer's eye with lighting. We also discuss color and light direction through three different setups for a product shot of a scooter; the classic "white void" setup, a heroic setup, and a scary setup.
Class 10: Class 10 continues with the scooter product shots from the previous week. We cover a few aesthetic issues as well as some ways to make the volumetric light look more realistic. We also discuss some tips on interacting with clients as well as an exploration of lighting setups for different times of day.
XSI202 - Production with XSI
Professor: Lucas Martell (LucasMartell)
Lucas Martell returns with his second course, this time covering production concepts using XSI. The primary objective of the class is to introduce some of the more technical aspects in a way that artists can immediately and confidently take advantage of. The course begins by discussing rigging, but in a way that's designed to ease post-grads into scripting, expressions, and eventually lead into the second half of the term which applies the same concepts to the visual programming nature of ICE. Along the way we'll also discuss pipeline considerations, including custom tools to help speed up production, as well as some useful tips for taking control of simulations. The class is aimed at a wide range of people, from younger students who generally have not dealt with some of these higher-level issues, to experienced artists who could benefit from a more intricate knowledge of Softimage's inner workings.
Lucas Martell is a freelance animator who recently completed the 5-year production cycle on his short film "Pigeon: Impossible." In addition to his own projects, he has taught through the training site: fxphd and is widely known for his weekly podcast that chronicles the techniques and obstacles he's faced throughout the course of producing his films.
Lucas Martell is a freelance animator who recently completed the 5-year production cycle on his short film "Pigeon: Impossible." In addition to his own projects, he has taught through the training site: fxphd and is widely known for his weekly podcast that chronicles the techniques and obstacles he's faced throughout the course of producing his films.
Click to view individual classes....
Class 1: Expressions This class covers expressions from basic construction, to more advanced scenarios with nested functions and condition statements. Several examples are shown including IK feedback and a rig for horizontal window blinds.
Class 2: Synoptic Editor This class begins with an intro to some fundamental scripting issues, and moves onto some basic scripts that are tied together into a control panel using the synoptic editor.
Class 3: Autorigging This class creates a vehicle rig using some more advanced expressions, then builds an autorigging script that can assemble the rig on the fly from a guide model.
Class 4: Building a pipeline An in-depth look at the data pipeline for PI, some useful tools, and best-practices.
Class 5: This class picks up several things we couldn't fit into the first 4 classes. We discuss some additional rigging and pipeline tips, as well as some very cool uses for scripted operators.
Class 6: ICE particles This class discusses several tips and tricks with ICE particles. We create our own custom force compound and introduce state machines. We also cover some handy tricks to keep in mind when rendering ICE particles.
Class 7: This class addresses several questions from the forums including getting data in and out of ICE, shading smoke and fire, and using ICE kinematics to create custom constraints.
Class 8: ICE deformers Creating your own custom deformers using ICE.
Class 9: Simulation Case Studies Several tips and tricks for getting the most out of simulations. We cover loopable cloth simulations, blending simulations, and several Rigid Body techniques.
Class 10: In this final class we address several questions from the forums including selective particle trails, changing particle colors based on a texture map, a very cool dominoes simulation with ICE and some final scripting tricks for creating folders within XSI.