Guderian
Member | Редактировать | Профиль | Сообщение | Цитировать | Сообщить модератору negotiator007 Цитата: самый используемый (читай -- единственный) способ рендеринга 3D в фильмах | О, пришел компетент из голивуда. Только она взяла оскар не за самый лучший рендеринг, а за "impact on the motion picture industry". А мы здесь обсуждаем рендер. Как думаешь, компания Pixar рендерила Bug's Life в Maya или в Pixar RenderMan? А в чем рендерились Terminator 2, Jurassic Park, Starship Troopers, Star Wars I, Stuart Little, Monsters Inc.? Как ни странно в PRMan! Цитата: The same PRMan renderer used in ABL was also used for Terminator 2, Jurassic Park, Starship Troopers, Star Wars I, Stuart Little, and many other films that people consider extremely realistic. Larry Gritz, Pixar Animation Studios, Richmond, CA | Я тебя не сильно удивлю, если скажу, что студия диснея тесно сотрудничает с Pixar? А раз уж вспомнили про оскара, так возьмем Шрека. Цитата: At PDI we continue to use our own inhouse proprietary renderer. Currently we are in the middle of a major code update that will be used in Tusker. Shrek is using the same basic system as was used on Antz, but of course there have been many improvements and new shaders developed specifically for Shrek and our other effects work. Daniel Wexler, R&D Staff, Pacific Data Images | Или вакансии того же PDI-Dreamworks (октябрь-ноябрь прошлого года). FX Animators. 3+ years experience with particle systems and other advanced techniques for the creation of natural phenomena and other similar effects. Must have ability to work collaboratively in high-end software environment. Unix and RenderMan required. Strong background in computer programming, preferably in C or C++, is a plus. Experience with Mel, rigid body and fluid simulation is desirable. Requires a reel of work for review. FX Developers. 3+ years working on technical solutions to FX problems that include, but are not limited to, writing shaders, procedural textures, and generating procedural models in the form of scripts or C programs. Responsible for own coding and providing support and documentation for tools created. Must have experience developing the look of an effect based on creative direction. Experience with one or more of the following is highly desirable: RenderMan development; Maya API Development; MEL, C, C++ development; RenderMan DSL and other development of interactive graphics tools. Requires a reel of work for review. Department TD. The Department TD is responsible for defining and supporting the technical production process and throughput of high quality computer animation and is the technical support for all departments including modeling, layout, motion, lighting. Desired skills: Mel, Perl, Python, C/C+, RenderMan Shading Language; Maya, RenderMan, Mental Ray, and a degree in computer science or other similar background. 3+ years in a production environment is highly desirable. Production Technical Support. Seeking production technical support personnel with a desire to work in fast-paced, challenging production environment. Problem investigation and resolution skills are a must. This multifaceted position requires skills in: Computer systems setup and maintenance Render and disk space management Excellent communication skills Linux proficiency Ability to prioritize and juggle multiple requests. Scripting ability - Perl, csh, etc. Entertainment-specific 3rd party application familiarity (e.g. Maya, RenderMan, MentalRay, Shake). Как видно, рендерман упоминается не реже майи и хватает задач для ментал-рея, шейка и програмистов сишников (для их любимого "proprietary software"). Так что я нисколько не умаляю достоинства Maya, но ее рендер, насколько я знаю, не был использован еще ни в одном фильме. Связка Maya+MTOR - может быть. И здесь я придерживаюсь мнения ILM. Цитата: ILM artists working on A.I. used a variety of software from Alias|Wavefront, an SGI company, relying heavily on PowerAnimatorTM for modeling, Maya® for procedural animation, and Avid Softimage primarily for animation, supplemented with a large amount of ILM's proprietary software-all running on Silicon Graphics O2 systems. | Так что не на одной ней свет клином сошелся и перед тем как нести чушь в виде "читай единственный", надо быть в теме, чтобы изначально не воспитывать в начинающих невежество по отношению к другим продуктам. зы. могут тебя еще удивить, houdini (а точнее его prisms) тоже получил награду киноакадемии за Цитата: Through a procedural building-block process, the Houdini software is used to simulate natural phenomena using particle effects and complex three-dimensional models. |
| Всего записей: 382 | Зарегистр. 07-05-2002 | Отправлено: 10:32 14-02-2003 | Исправлено: Guderian, 10:36 14-02-2003 |
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