A collective of artists and technologists that make and enhance creative content for film and television productions, commercials and the ever-evolving world of experiential and interactive media. He has also released numerous FumeFX training material on DVDs. During his career he’s been working on shows like Star Trek 2, God of War, Superman, Transformers 3, Looper, Flight, The Last Airbender, Priest, Daybreakers, Blade Trinity. Luma, after having collaborated with Sitni Sati on the FumeFX for Maya version during Thor, and the FumeFX Arnold Shader, put all that tech through its paces on Marvel’s “Captain America: The Winter Soldier”™ and “Ant-Man”™ films.Īllan McKay has been in the VFX industry for 18 years and awarded as an Autodesk Max Master by Autodesk, Emmy award winning and also worked on many Oscar winning movies. Over the last 2 years Luma Pictures has worked on several Marvel Films, which heavily relied on FumeFX and its toolset. They have produced FX since 2009 for over 20 clients ranging from tradeshow floor graphics to feature film work. We present you an interview with Will Shepherd, a producer at Spatial Harmonics Group from Los Angeles. Producing stunning live action, animation, visual effects and design for any media platform is the heart and soul of our culture. Established in 1995, Blur is built upon a solid foundation of artistic excellence and technical ingenuity. Blur Studio is an award-winning production company based in Culver City, California.
Sitni Sati brings you exclusive interview with Kirby Miller, FX Supervisor at Blur Studio. In last ten years there have contributed to more than 60 films, including blockbusters such as Thor, Captain America: The First Avenger, The Green Hornet, Harry Potter and the Half-Blood Prince, Pirates of the Caribbean: At World's End and all four films in the Underworld series.
This time we're presenting you an interview with Luma Pictures, a full service visual effects facility located in Santa Monica, California. Joe-Rise of Cobra, The A-Team, Ridley Scott's "Robin Hood", Priest, SuckerPunch(Previz) and many more. He worked on movies like James Cameron's "Avatar", Transformers 4, Star Trek - Into Darkness, COSMOS: A Spacetime Odyssey, The Expendables 3, Northmen - A Viking Saga, G.I. One of the founders of Bottleship in 2013, positioned as FX lead and general co-manager.Īnselm von Seherr-Thoss has been a 3D VFX artist for many years and he's been award winning Visual Effects Technical Director and VES (Visual Effects Society) member with emphasis on particle based effects as well as Fluid Simulations, Shading and Post Production. Very active in the animation community, authored several training packages. – New Cebas? ThinkingParticles controller that allows using TP?s channels to replace AfterBurn values.Hristo Velev from Bottleship VFX made his name creating destruction and particle dynamics on spectacles like ‘2012’, ‘Sucker Punch’, ‘Iron Man 3’, among others. – AfterBurn Daemons user interface is displayed directly inside AfterBurn UI.
New 3D Texture Map allows users to use 3ds max 3D Map as a noise generator inside AfterBurn. – Completely reworked built in noise types are now in form of a plug-ins for AfterBurn that can also be developed by 3rd parties.
– Geometry Clipping option enables that particles that are contained inside geometry do not render outside of it. – AFC View is a new workflow improvement that allows users to edit all AFCs and Gradients from one place. FusionWorks support also brings output to FusionWorks Z-Depth Render Element as well as output to non-clamped colors, used in.
AfterBurn will properly blend with FumeFX, ScatterVL Pro and Standard 3ds max Fog. – AfterBurn no longer needs special type of shadows to be able to calculate self-shadowing effect as it supports standard light?s interface for atmospheric shadows (light?s ?Atmosphere Shadows? option). Speed improvement over Raytraced Shadows in AfterBurn 3.2 can be more than a factor of five for dynamic scenes and even up to factor of ten for static cloud animations. – New AfterBurn Shadow Map brings a great speed improvement without significant shadow quality loss. Here is a short list of what?s new in AfterBurn 4.0: AfterBurn 4.0 delivers rendering speed improvements, workflow enhancements and modularity/extensibility.