Apr12 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
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.
AFX217 - After Effects & Red Giant in Broadcast Design
Professor: harry frank (graymachine)
Dive deep into the powerful world of motion graphics and visual effects using the go-to app After Effects, paired with tools from Red Giant. Frank's previous offering at fxphd was a hit with members, and this one is sure to be no exception.
This course is based around the type of work any mograph designer might be called upon to build: the creation of packaging and IDs for a broadcast network. The project for this course will be for a fictitious broadcast network, with design motifs revolving around the basic elements of water, fire, wind and earth. Using these themes, members will work towards creating dazzling visual effects and motion graphics in After Effects using the various tools available from Red Giant, including Trapcode Suite, Knoll Light Factory, Magic Bullet Looks and more. By popular request, the course will take the time to explore key mograph plugins such as Form and Particular, providing hard core tips and techniques that will help take intermediate users to an advanced skill level.
Harry is a designer, animator and product guru for Red Giant. You can see his numerous tutorials on RGTV at redgiantsoftware.com/videos. As freelancer, Harry has worked on numerous projects with clients such as Blur, Bl:nd, Digital Kitchen and more.
This course is based around the type of work any mograph designer might be called upon to build: the creation of packaging and IDs for a broadcast network. The project for this course will be for a fictitious broadcast network, with design motifs revolving around the basic elements of water, fire, wind and earth. Using these themes, members will work towards creating dazzling visual effects and motion graphics in After Effects using the various tools available from Red Giant, including Trapcode Suite, Knoll Light Factory, Magic Bullet Looks and more. By popular request, the course will take the time to explore key mograph plugins such as Form and Particular, providing hard core tips and techniques that will help take intermediate users to an advanced skill level.
Harry is a designer, animator and product guru for Red Giant. You can see his numerous tutorials on RGTV at redgiantsoftware.com/videos. As freelancer, Harry has worked on numerous projects with clients such as Blur, Bl:nd, Digital Kitchen and more.
Click to view individual classes....
Class 1: Examining the styleframes and planning our animation. We will creating particle assets and prep additional artwork that we’ll need for our animations.
Class 2: Basics of Trapcode Form and Particular. Here we’ll create a basic space scene for a simple “Earth” ID. We’ll import some renders from Cinema 4D and add basic particle exhaust to a space ship.
Class 3: Starting the “Air” ID. Here we will dive further into an intermediate overview of Particular. We’ll explore how to quickly create 3D atmospheric, fog and cloud effects.
Class 4: Creating the “Water” ID. In week 4, we will explore underwater effects with Particular, including bubbles, flocking fish and subsurface water effects with Psunami and Shine.
Class 5: Finishing the composite of the underwater effects with Lux, Knoll Light Factory and Magic Bullet Looks. Creating the “Fire” ID, using Form and Particular. Focusing on Creating smoke, fire and sparks. Integrating footage
Class 6: Finishing the “Fire” ID. Here we’ll also create some interesting transitional effects for ID endpages.
Class 7: Starting the second “Earth” ID with a forest/jungle design. Using various AE tools to bring static images to life, and integrate
Class 8: Finishing the second “Earth” network ID. Forum questions and special topics TBD.
Class 9: Creating a generic network ID with just the logo, and doing deep integration between C4D and After Effects/Form/Partcular/Light Factory.
Class 10: Creating lower-third variations, end pages, transitions, etc. Special topics and forum questions.
AFX218 - After Effects Project: The Trailer
Professor: Danny Princz (rendernyc)
This course builds upon our extremely popular After Effects project-based courses, with a creative concept that has a bit of a laugh with some of Hollywood's current offerings. For this course, the profs and members will be creating effects, graphics, and animation for a :30 trailer promoting our fictional movie "Chutes and Ladders". As a stark giant to giant killer robots -- or battleships -- New York City is "invaded" by giant smiling cardboard cutout characters who build ladders between buildings and run slides to the street.
Leading the course is fxphd prof Danny Princz, who is serving as co-director of the project along with the The Diamond Brothers (Jason and Josh Diamond). The course will cover a variety of subjects during the term, starting out the actual shoot as well as a discussion about the concept, since it's the creative that drives everything else down the line. Next, Jason and Danny will work through the edit and talk about prepping the files for post.
Danny will be heading up the compositing for the course, but he's brought in some friends to help with the various tasks. Michelle Higa will work through the process of character animation. Instead of using a separate 3D program, she'll be working through how to work in After Effects with the most flexibility. She'll start by building a reusable character rig in After Effects and then work on animating the character for one or more of the scenes (as time allows). She'll also work through the caveats of working in AE, such as the various angles from which we'll see the characters. Also, Lloyd Alvarez will spend several classes creating the titles for the trailer as well.
Due to the wide scope of the "Chutes and Ladders" trailer, this project will also include a second course during the July12 term at fxphd. But even if you don't take the second course, you'll still get a variety of HD shots to work with this term that you can put on your reel.
Michelle Higa started her career in the animation trio Mixtape Club. During that time, Mixtape Club directed videos for Yeasayer and J Dilla, and produced commercials for Google and Showtime. The team won an ADC Young Guns award, a “Best Music Video” award at SXSW, and appearances on “Best of the Year” lists for MTV2 and Pitchfork.com. Since leaving Mixtape Club, Michelle has been working on interactive public artworks and served as the assistant editor at Motionographer.
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 destination for the best After Effects scripts from the top authors around the globe.
Leading the course is fxphd prof Danny Princz, who is serving as co-director of the project along with the The Diamond Brothers (Jason and Josh Diamond). The course will cover a variety of subjects during the term, starting out the actual shoot as well as a discussion about the concept, since it's the creative that drives everything else down the line. Next, Jason and Danny will work through the edit and talk about prepping the files for post.
Danny will be heading up the compositing for the course, but he's brought in some friends to help with the various tasks. Michelle Higa will work through the process of character animation. Instead of using a separate 3D program, she'll be working through how to work in After Effects with the most flexibility. She'll start by building a reusable character rig in After Effects and then work on animating the character for one or more of the scenes (as time allows). She'll also work through the caveats of working in AE, such as the various angles from which we'll see the characters. Also, Lloyd Alvarez will spend several classes creating the titles for the trailer as well.
Due to the wide scope of the "Chutes and Ladders" trailer, this project will also include a second course during the July12 term at fxphd. But even if you don't take the second course, you'll still get a variety of HD shots to work with this term that you can put on your reel.
Michelle Higa started her career in the animation trio Mixtape Club. During that time, Mixtape Club directed videos for Yeasayer and J Dilla, and produced commercials for Google and Showtime. The team won an ADC Young Guns award, a “Best Music Video” award at SXSW, and appearances on “Best of the Year” lists for MTV2 and Pitchfork.com. Since leaving Mixtape Club, Michelle has been working on interactive public artworks and served as the assistant editor at Motionographer.
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 destination for the best After Effects scripts from the top authors around the globe.
Click to view individual classes....
Class 1: Preproduction/shoot. The concept drives the project, so Jason and Danny sit down to discuss the creative. We then travel around New York City grabbing shots from ground level as well as various rooftops.
Class 2: Creative edit and post setup. Jason works through the editing of the spot, from logging to completion. He'll be showing the creative edit process, sharing early cuts that were later tossed out or revised.
Class 3: Character Design/Rigging. Michelle Higa takes over, covering how to build a suitable animation rig with the puppet tool and expressions.
Class 4: Character Design/Rigging
Class 5: Comp Scene #1
Class 6: Title Design
Class 7: Title Design
Class 8: Comp Scene / Animation TBD
Class 9: Comp Scene / Animation TBD
Class 10: Comp Scene / Animation TBD
BKD224 - Background Fundamentals Apr12
Professor: Mike Seymour (mikes)
This term we return to our magazine style format where each week is covering a different aspect of the industry that we feel you will find helpful and informative as background to your daily work. The term will cover both interviews and some hands on effects work. We start the term with an in-depth catch up and interview with Paul Debevec of the ICT in California. Paul is a good friend to fxphd having features since term 1. Mike sits down with Paul to discuss the latest Lightstage X and the advances in facial relighting and scanning. These techniques have been recently used in Underworld and Journey 2. Mike and Paul geek out over the latest techniques and cutting edge research.
Later in the term we will be looking at composing various effect sequence from a couple of fxphd projects as well as discussing the newest developments unveiled at NAB in Las Vegas. These will include new optical flow and stereoscopic workflows.
As always we will have two BKD challenges and their reviews for all members, plus loads of material for you to download for your reel.
Later in the term we will be looking at composing various effect sequence from a couple of fxphd projects as well as discussing the newest developments unveiled at NAB in Las Vegas. These will include new optical flow and stereoscopic workflows.
As always we will have two BKD challenges and their reviews for all members, plus loads of material for you to download for your reel.
Click to view individual classes....
Class 1: Mike talks to Paul Debevec about his advancement in Light Stage X.
Class 2: Mike talks to Vik Sohal about DMM (Digital Molecular Matter) using FEA (Finite Element Analysis) for visual effects work.
Class 3: Understanding depth, displacement and position maps.
Class 4: Understanding depth, displacement and position maps part 2.
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.
C4D207 - Cinema4D and Design III
Professor: Tim Clapham (TimC)
Tim Clapham from Luxx returns with another course for Cinema4D and After Effects users. Primarily aimed at intermediate users, some knowledge of Cinema4D is definitely useful. However, Clapham is very thorough with his explanations and most competent users should be able to follow along without any problem.
The term is compiled from a selection of classes that were previously included in our C4D203 and C4D205 courses. Due to advances in the application and our industry in general, many of the techniques that Clapham covered have been superseded by superior features and methods. Therefore, we felt it was a good idea to remove the redundant and update the relevant. Clapham will be using Cinema4D release 13, although users of release 12 should also be able to follow the course. Although the emphasis is on working with Cinema4D, The course will certainly be dipping into After Effects from time to time, specifically to cover the workflow when transferring 3D information between Cinema4D and After Effects.
The updated and re-written classes discuss and explore lighting in Cinema4D, as well as multipass rendering and compositing in After Effects. The classes have also been updated to include the latest features of Cinema4D such as Linear Workflow and the Physical Renderer, as well as configuring your project settings in After Effects to ensure the correct composite. This course covers many useful features in Cinema4D such as MoGraph, Xpresso, Multipass Rendering, Lighting and Animation Techniques. Tim also covers smaller but incredibly important issues such as scene management, render optimisation and workflow.
The term is compiled from a selection of classes that were previously included in our C4D203 and C4D205 courses. Due to advances in the application and our industry in general, many of the techniques that Clapham covered have been superseded by superior features and methods. Therefore, we felt it was a good idea to remove the redundant and update the relevant. Clapham will be using Cinema4D release 13, although users of release 12 should also be able to follow the course. Although the emphasis is on working with Cinema4D, The course will certainly be dipping into After Effects from time to time, specifically to cover the workflow when transferring 3D information between Cinema4D and After Effects.
The updated and re-written classes discuss and explore lighting in Cinema4D, as well as multipass rendering and compositing in After Effects. The classes have also been updated to include the latest features of Cinema4D such as Linear Workflow and the Physical Renderer, as well as configuring your project settings in After Effects to ensure the correct composite. This course covers many useful features in Cinema4D such as MoGraph, Xpresso, Multipass Rendering, Lighting and Animation Techniques. Tim also covers smaller but incredibly important issues such as scene management, render optimisation and workflow.
Click to view individual classes....
Class 1: Week one of a two week class. Using a python script to import Adobe Swatches. Building a stylized mirrorball using a Cloner object and a combination of effectors. Adding some type which will be wiped on using effectors. Creating some materials including use of the falloff and lumas shaders.
Class 2: Week two of a two week class. Animating the Camera, lights and Effectors. Setting up the render passes and configuring colour management. Exporting an AEC file to transfer 3D data to After Effects. Compositing the 3D render in After Effects, using Trapcode Form to demonstrate the link with the C4D Camera export.
Class 3: An exploration of lighting principles
Week one of a two week class discussing lighting techniques and principles, specifically lighting in Cinema4D. This week we look at some lighting examples, build a basic 3 point light rig. We then explore several methods to simulate bounce light and ambient lighting.
Class 4: Week two of a two week class discussing lighting techniques and principles, specifically lighting in Cinema4D. This week we create a light setup for a studio and then a daylight rig. Rendering using multipass and separate light passes we produce a third look in After Effects.
Class 5: Methods of animating cameras.
In this class we look at several methods of animating cameras. We will also look at a technique to create automatic banking on your camera animations. Finally we build a versatile rig that can be used for easily creating complex camera moves.
Class 6: Baking Textures, Shaders and Illumination.
This class will cover the concept of baking textures within Cinema4D. Using the Bake Texture and Bake Object features. Creating significant speed increases to your renders by baking processor intensive shaders and lighting setups. Baking of spherical maps for creation of custom textures, environment maps and generating HDR images.
Class 7: Introducing Sketch and Toon
This class looks into the Sketch and Toon Module. First analyzing the Render Settings and then creating a custom Sketch material.
Class 8: Creating an animated ident with audio
The final three weeks of the course will be dedicated to the creation of an animated indent from concept through 3D construction, rendering including final grading and compositing. With the class will be provided an audio track which will be the foundation of the animation and dictate the underlying structure. After exploring some automatic techniques of animating to sound, the class will develop into some more abstract and less conventional uses of the audio. This will involve using Xpresso to link parameters to the sampled and refined audio. Using the MoGraph Sound Effector. Animating the camera and linking the motion to the audio samples. Lighting and rendering using Multipass, with final composite and grade in After Effects.
Class 9: Continue creating an animated indent with audio.
Class 10: Continue creating an animated indent with audio.
DOP214 - Camera Tech
Professor: Tom Gleeson (lensboy235)
This term Tom Gleeson returns and is joined by Mike Seymour for a camera production course that focuses on the technical side of film making. Each week the team will pick an area and discuss the technical issues associated and along the way show the newest cameras on the market. Rather than look at a different camera each week, the team will cover the technical topic and use several cameras to illustrate the key points. The topics include:
The cameras will cover Canon to RED, Sony to Arri. The new cameras that will be used and tested include (but not limited to ) - the 5D Mk III, F65, the C300, Arri Alexa, RED Epic & RED Scarlet, plus some new cameras not yet public.
Plus each week the guys will flag a new and perhaps unusual lens - allowing you to see some really exceptional and rarely used lenses that might spark your thinking on any upcoming project. Where possible we will provide sample clips also. These will include lenses no longer in production and new cutting edge production lenses.
- High Speed Photography
- Underwater Photography (The world's newest and sharpest material ever!)
- Matching live action on a green screen, shooting interior and exterior greenscreen.
- Compression and Codecs (including sensor biases)
- Log, LUTs and workflows
- Filters and Variable NDs
The cameras will cover Canon to RED, Sony to Arri. The new cameras that will be used and tested include (but not limited to ) - the 5D Mk III, F65, the C300, Arri Alexa, RED Epic & RED Scarlet, plus some new cameras not yet public.
Plus each week the guys will flag a new and perhaps unusual lens - allowing you to see some really exceptional and rarely used lenses that might spark your thinking on any upcoming project. Where possible we will provide sample clips also. These will include lenses no longer in production and new cutting edge production lenses.
Click to view individual classes....
Class 1: Mike talks to Pawel Achtel about his revolutionary underwater housing for the Epic.
Class 2: Mike talks to Tony Gardiner about the Sony F65 and chats with Paul Schneider and Mathew Duclos about modding stills lenses for motion picture use.
Class 3: Tom and Mike on a high speed shoot using the Weisscam HS-2.
Class 4: This week we look at the Canon 5D mk3 and examine compression when compared to the mk2
Class 5: A closer look at the 5D Mk III's low light performance and improvement in dealing with moire patterns. Mike and Tom also discuss tilt and shift lenses.
EDT201 - The Craft of Editing
Professor: Liz Tate (liztate)
In this class, hosted by senior editor Liz Tate, we will investigate the theories and workflow of editing in the world of advertising post-production. Students will learn techniques for enhancing their editing skills in dialogue editing, sound design, pacing, and FX/design. By following a project from start to finish, the class will focus on the role and responsibilities of the editor in the post-process.
For the first time at fxphd, individual projects and critique will be integral to a course. Students will be given two editing projects to accomplish and critiques will be given as part of the classes. It's a great way to learn and we hope that a large number of members will take part in these assignments.
Liz Tate graduated from Northwestern University with a B.S. in Radio/TV/Film. In her 20+ year career in editing, she has mentored more than a dozen assistant editors to help them polish their skills to become editors. She recently partnered to start her own post-production company, Hootenanny, in 2008. Past and present clients include American Express, Southwest Airlines, Crate&Barrel, JCPenney, and Reebok.
For the first time at fxphd, individual projects and critique will be integral to a course. Students will be given two editing projects to accomplish and critiques will be given as part of the classes. It's a great way to learn and we hope that a large number of members will take part in these assignments.
Liz Tate graduated from Northwestern University with a B.S. in Radio/TV/Film. In her 20+ year career in editing, she has mentored more than a dozen assistant editors to help them polish their skills to become editors. She recently partnered to start her own post-production company, Hootenanny, in 2008. Past and present clients include American Express, Southwest Airlines, Crate&Barrel, JCPenney, and Reebok.
Click to view individual classes....
Class 1: The basics of Editing We discuss what is entailed in being a commercial post-production editor. A breakdown of the various aspects of the job are detailed, and we talk about some of the problems an editor encounters being in the chair. The second part of the class presents basic film editing theories, and provides filmic examples of the main styles of editing: continuity and emphatic.
Class 2: We discuss how to go about creating your first cut. Tips are given on how to synthesize footage into manageable selects, and how to structure your cut depending on the type of project. Liz discusses a past editorial project, and traces its evolution from receiving the footage to the approval of its rough cut stage.
Class 3: Class 3 centers on deconstructing continuity and emphatic editing in practice. Examples are shown from various commercials, and the motivation behind the editorial process is described. Theories described in Class 1 are demonstrated: cutting on action, jump cuts, temporal discontinuity, the 180 rule, and various others. Project 1, an exercise is cutting dialogue, is handed out.
Class 4: Cutting dialogue scenes An example scene is created from dailies, with technique emphasis on continuity and pacing. Tips are given for keeping complicated sequences in sync, as well as how to change out a take in the middle of a scene while retaining the flow of the narrative. A dialogue edit that focuses on compositing is dissected at the end of the lesson.
Class 5: The role of audio in the editorial cut. Sound design is created for a spot, detailing music editing, sound effects placement, and dialogue finessing. Mix levels are discussed, as well as utilizing time compression. Dialogue replacement is examined in a scene from an independent feature.
Class 6: So now you're an editor
The class will focus on critiques of Project #1. Project #2 will be assigned (deadline: end of week #9).
Class 7: The professor details her cut on assignment 1, explaining her thought process and workflow. Tips and tricks for adding finesse to your edit are also discussed, including flash frames, blurs and an iris effect.
Class 8: Condensing a story We investigate condensing a story line and taking the air out of an edit. A :30 lift is cutdown from a :60 commercial, while paying attention to pacing and sync. In addition, emphatic editing techniques are discussed, such as jump cuts, color correction, speed changes, effect work, and repeat action.
Class 9: The process of finishing a project is dissected. Interviews with a colorist, sound designer/mixer, and smoke artist are conducted. The particular challenges of the ELCA spots are discussed, as well as general information about the workflow in each room.
Class 10: Wrap-Up Critiques are given on Assignment 2, focusing on pacing, music choices, voiceover timing, and shot selection. Tips for getting into the post-production industry are given at the end of the class.
FLM207 - Flame and Smoke Masters
Professor: Randy McEntee (jayrandall)
To celebrate the 20th anniversary of Flame, we're bringing in a variety of Flame (and Smoke) artists to share projects and knowledge which they find particularly interesting. So much has changed in the software over the last several years, sometimes the best way to see what you've missed is by watching others work. The course will feature five different artists over the duration of the term. Profs include Randy McEntee (The Mill, NYC), Brian Mulligan (WTHR-TV, Indianapolis), Victor Wolansky, and others.
More details coming soon...
More details coming soon...
Click to view individual classes....
Class 1: For class 1, we explore PFTrack 2011's image modeling and texture extraction features to allow us to quickly solve a camera and generate textured geometry in order to execute a partial set reconstruction.
Class 2: For class 2, we complete our FBX scene export from PFTrack and bring it into Smoke where we walk through the composite specifics and final the shot.
Class 3: Creating something from nothing. In this class we use Smoke to make a motion graphics piece from a few stills to create a ground level football field fly over. This class explores Action with camera animations, expressions, and some brute force effects. This is a typical motion graphics piece done with Smoke instead of After Effects at WTHR-TV in Indianapolis.
GRD201 - The Craft of Color Grading
Professor: Craig Leffel (Xferman11)
Building upon our successful Craft of Editing series, The Craft of Color Grading looks to explore the world of the colorist and the craft of grading from an application-agnostic approach as much as possible. The lead prof who has helped develop the course is Chicago-based Craig Leffel, who has over 20 years of experience grading the top commercials finished in the city. He'll be helped along the way with some of his friends who are some of the top colorists based in the United States.
The goal of GRD201 is to tap Leffel's and the other colorists years of experience from both a creative standpoint as well as a practical standpoint. So we'll not only be covering how to make beautiful imagery, but also things such as how to deal with the often-conflicting viewpoints of dealing with divergent views from clients. They'll also be sharing some of their favorite grades they've seen from movies and other projects and crtically breaking them down and speaking about why they feel it's top work.
The goal of GRD201 is to tap Leffel's and the other colorists years of experience from both a creative standpoint as well as a practical standpoint. So we'll not only be covering how to make beautiful imagery, but also things such as how to deal with the often-conflicting viewpoints of dealing with divergent views from clients. They'll also be sharing some of their favorite grades they've seen from movies and other projects and crtically breaking them down and speaking about why they feel it's top work.
Click to view individual classes....
Class 1: Solid foundations. An intro to Craig Leffel's background and approach to the craft of grading. The importance of setting up a solid starting workflow which can then be built upon
Class 2: Continuing the Moving Day grade. Don't jump the gun and begin using advanced features. Get your base imagery correct and sequence balanced before diving into specifics.
Class 3: Finalizing the Moving Day grade. Craig examines windowing and other techniques -- and the reasons and his thoughts behind doing them.
Class 4: Old School Tech: We dive into learning about film stocks and film processing. Film might be hanging on for dear life, but clients and others use film references to explain their vision, so this background is critical to know. Optimus colorist Tyler Roth will grade some scenes from Moving Day, attempting to re-create Technicolor looks as well as processes such as bleach bypass and cross processing.
Class 5: Movie references. Clients use references to movies such as Minority Report, Saving Private Ryan, and City of God. Tyler Roth will take a single sequence and grade it a variety of ways, lending his interpretation to these common requests.
Class 6: Guest prof Stu Maschwitz examines storytelling and the craft of grading from the perspective of the indy filmmaker.
Class 7: The Politics of Grading: The reality of being paid to do work is that someone else will also be involved in the creative decision making process. And one of the most difficult things for artists new to the process is managing the various personalities, desires, and motivations of the client. Editor Liz Tate and Craig Leffel sit down to give their insights gleaned over years of working in pressure situations.
Class 8: Craig is back to work on a grade with less than perfect source footage, how to deal with issues of unknown formats and keeping an eye on consistency between shots.
Class 9: A continuation of class 08, and Craig reviews the challenge submissions.
Class 10: In part A Craig shows his approach to grading the New Zealand footage and beauty work. In part B, Craig sits down and answers student questions from the term.
HOU102 - Introduction to Houdini 12
Professor: John Moncrief (johnCrief)
If you’re a CG artist who has always been curious about Houdini, or if you are just wanting to brush up on your core skills and learn new techniques for working in Houdini 12, this is the class for you. Taught by John Moncrief, this course we will cover the fundamentals of working with Houdini. You will first learn the basic concepts and work-flow of Houdini, then work through the different contexts of the software in more detail by creating specific effects and solving real world production problems.
The majority of the concepts for this course apply to any version of Houdini, however this course will be taught using Houdini12 with special focus on the work-flow techniques and improvements available in this new version. You can work through all of this course using the free Apprentice version of Houdini available at sidefx.com.
John started working in VFX over ten years ago and has experience in Houdini, Maya, 3ds Max, After Effects, Shake, Nuke, 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 his Masters of Fine Art degree in Visual Effects at Savannah College of Art and Design.
The majority of the concepts for this course apply to any version of Houdini, however this course will be taught using Houdini12 with special focus on the work-flow techniques and improvements available in this new version. You can work through all of this course using the free Apprentice version of Houdini available at sidefx.com.
John started working in VFX over ten years ago and has experience in Houdini, Maya, 3ds Max, After Effects, Shake, Nuke, 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 his Masters of Fine Art degree in Visual Effects at Savannah College of Art and Design.
Click to view individual classes....
Class 1: In this class we discuss an overview of the course, what the different OP's are (DOP's, POP's, ROP's, COP's, SHOP's, and so forth), how to customize the interface, special ways to access help and other information inside Houdini, external resources, and a short discussion of the project for class 02.
The information in this class is meant to cover the gaps that I have found in the Getting Started documents on the SideFX website. Please review these basic concepts of 3D and simple UI controls. This will leave more time for working the projects and we can focus more on the Houdini specific information.
Class 2: Class 02: Attributes, Expressions, and Copy Stamping
In this class we dive head first into creating systems in Houdini12. Our first project is to create a scene where a gopher crawls under a field of grass blades. We use expressions to create procedural animation, attributes to modify geometry, and copy stamping to randomize properties of secondary geometry.
This is our first look at the truly procedural workflow of Houdini and the power of creating elements through the use of expressions. In this class we build a network that will stand as the foundation of our first Houdini Digital Asset which we will build in class 03.
There is a file (hou102-class02-gopher_v01.hip) included that has the system we build in class. The file has notes and descriptions of each node in the network. Please work through the class recording first before looking at the included file. It will help you to understand each step as you learn. Then try to rebuild the system from memory using the reference file only when you need a guide.
Class 3: In week three we look at the different light types available to us and learn when and how to use the most common. These light types are point, spot, area, distant. This class covers the basic parameters of lights, shadows, and attenuation.
We take a brief look at the Mantra ROP and the most commonly adjusted parameters. We focus primarily on the Micropolygon rendering engine and the shading and sampling tabs. Here we discuss the new unified memory cache in Houdini 12 and how to use it to get more efficient renders from systems with plenty of ram.
Finally we look at how to access basic materials and how to apply them to our models. We examine the SHOPs context as a way to adjust the look of our shaders and briefly look at the guts of a shading network. This all leads us to the next class where we will be covering visual programming with the VOPs context.
Class 4: In this class we examine using VOPs to create shaders. By creating three shaders, snow capped mountains, cracked earth, and procedural grass, we learn the basics of the VOP's and SHOP's contexts. We also explore customizing the shader interface to create a usable asset for the pipeline.
The shaders we develop in this class will be used in future projects.
Class 5: In this class we take our shaders from class 04 a bit further and integrate them with a particle effect to grow grass in our cracked earth. This lesson looks at the fundamentals of particles and includes a first look at using VOPs outside of the shading context to create a noisy particle emitter.
Class 6: Week six explores the world of Houdini particles. We will cover the basics of working with particle mass, acceleration, and velocity, and take a look at the most useful nodes in the POP context while building our first small project.
Class 7: Rigid body dynamics is the focus of week seven. This week looks at the basic concepts of dynamic simulations and navigating the new world of DOPs. We will discuss the most useful nodes in the DOPs context, and we take a look at the capabilities of the new Bullet solver. We will also cover some useful tips to making your simulations more efficient.
Class 8: Here we will cover the different types of fluid systems in Houdini including voxel, sph, and flip simulation systems. We cover the new sourcing methods in Houdini 12 and we will distill the most influential parameters from Houdini 12’s preferred fluid solver, the FLIP solver. In a short project we will incorporate our knowledge from class seven into a simulation using both rigid bodies and flip fluids.
Class 9: This week it’s all about the new Pyro 2.0 system in H12. We begin by setting up a simple pyro simulation and exploring the nodes. We continue to study the new sourcing system in Houdini 12 while also looking at shredding, clustering, and time scaling.
Class 10: Putting it all together. In this last week we will take different elements of our new knowledge and put them to use in a practical production project.
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.
MAR101 - Introduction to Mari
Professor: Gareth Jensen (Gareth_Jensen)
Our first ever course in Mari is designed to get everybody up to speed with this new and excitingly powerful 3D painting package from The Foundry. Mari is a great leap forward in professional texture painting by being both users friendly and capable of dealing with a staggering large amount of resolution. Professor Gareth Jensen been working with Mari for the past few years as it was developed at Weta Digital and has continued to use it at Double Negative where he currently works. fxphd members will have access to Mari on Linux via the fxphd VPN.
Jensen comes from a background of physical film effects including make-up/prosthetics and painting ranging from props through to miniatures. Mari allows him to take a similar approach to texturing a digital asset by automatically seaming multi-patch UV's giving a much more complete hands-on feel, similar to that of painting a physical model.
In this course we will be covering the basics to get you up and running, including a breakdown of the tools and palettes that you will find yourself most often using. We will be covering such great tools as paint through, heal/tow and the remarkable warping tools. We will going through the concept of Mari's shaders and channels system as well as its comprehensive masking options.
Over the course of the term we will be taking an asset from start to finish. f you work like Jensen you probably like using all the tools at your disposal so we will also show how Mari works easily with other packages. I will be going over basic process of working in conjunction with Nuke and also the wonderfully simple to use camera projection set up for all your Photoshop projections.
In Jensen's 10 years of experience within the film industry, he has had the opportunity to work for both physical effects as well as digital and even began his career as a creature actor for Lord of the Rings. Having previously studied make-up and prosthetics for film in New Zealand his role in the industry further progressed with the renowned Weta Workshop where he was involved in major productions such as King Kong, 30 Days of Night, District 9, Prince Caspian and more recently Avatar. Developing his skills amongst some of the best artists in the industry, Jensen has also trained as a creature and props painter and it was during the production of Avatar that he made the decision to expand his role into the digital world. Switching over to Weta Digital as a texture and look dev artist on Avatar, Jensen has been able to work with Mari during its development and has now used it for over 2 years and is continuing to use it within Double Negatives production pipeline. His background in physical effects has left him with a strong base understanding of how to paint realistic textures and being able to use Mari as his digital medium has made this transition a lot smoother.
Jensen comes from a background of physical film effects including make-up/prosthetics and painting ranging from props through to miniatures. Mari allows him to take a similar approach to texturing a digital asset by automatically seaming multi-patch UV's giving a much more complete hands-on feel, similar to that of painting a physical model.
In this course we will be covering the basics to get you up and running, including a breakdown of the tools and palettes that you will find yourself most often using. We will be covering such great tools as paint through, heal/tow and the remarkable warping tools. We will going through the concept of Mari's shaders and channels system as well as its comprehensive masking options.
Over the course of the term we will be taking an asset from start to finish. f you work like Jensen you probably like using all the tools at your disposal so we will also show how Mari works easily with other packages. I will be going over basic process of working in conjunction with Nuke and also the wonderfully simple to use camera projection set up for all your Photoshop projections.
In Jensen's 10 years of experience within the film industry, he has had the opportunity to work for both physical effects as well as digital and even began his career as a creature actor for Lord of the Rings. Having previously studied make-up and prosthetics for film in New Zealand his role in the industry further progressed with the renowned Weta Workshop where he was involved in major productions such as King Kong, 30 Days of Night, District 9, Prince Caspian and more recently Avatar. Developing his skills amongst some of the best artists in the industry, Jensen has also trained as a creature and props painter and it was during the production of Avatar that he made the decision to expand his role into the digital world. Switching over to Weta Digital as a texture and look dev artist on Avatar, Jensen has been able to work with Mari during its development and has now used it for over 2 years and is continuing to use it within Double Negatives production pipeline. His background in physical effects has left him with a strong base understanding of how to paint realistic textures and being able to use Mari as his digital medium has made this transition a lot smoother.
Click to view individual classes....
Class 1: A guided tour of the Mari GUI introducing the contents of the toolbox and a brief overview of the pallets. We will also be looking at setting up your project and talk about the subject of resolution.
Class 2: Approaching an asset by gathering ideas and putting a solid aim together. We will be covering setting up projectors in Mari and using them with Photoshop to design a paint scheme. I will also show you how to create and store custom palettes inside Mari.
Class 3: In this class we look at cleaning up our projections and become familiar with object handling and fast paint application using both 3D and UV views.
Class 4: An introduction to the Mari shader system and a demonstration in how to use Mari with Maya texturing tools.
Class 5: In this class we will be learning how to version up geometry in the object tab, as well as how to paint a metal mask.
Class 6: In this class we will start to combine the powerful tools and methods we have learnt so far to create interesting and believable rust masks.
Class 7: Class 7: In this class we will be looking at ways to use textures in Mari that have been produced in other applications. We will also be going over techniques for weathering your asset.
Class 8: In this class I will be showing you how to bake shaders out of Mari and also how to apply the power of Nuke to your texturing workflow.
Class 9: Painting a human hand, in this class I am going to show you one approach to painting skin in Mari. Part 1 of 2.
Class 10: Painting a human hand, in this class I am going to show you one approach to painting skin in Mari. Part 2 of 2
MAR301 - Advanced Mari
Professor: Gareth Jensen (Gareth_Jensen)
In this term Gareth will be going into the application of Mari on a high resolution creature for film. He will be covering using Mari in conjunction with other packages and show how you can fit it into your work flow with relative ease. Gareth will be using Mari with Mudbox, Nuke and also show how you can easily use Mari textures in your MentalRay or Renderman set up at home. He will also be covering how to prepare high resolution textures in Photoshop for use in Mari. This will be a project based term showing Gareths process from texturing through to rendering.
Click to view individual classes....
Class 1: Design and objective, gathering reference and setting up my asset in a basic Ldev environment.
Class 2: Painting midlevel displacement in Mudbox (a process that will be possible in Mari in the future)
Class 3: Preparing textures in Photoshop for use in Mari.
Class 4: Painting fine displacement in Mari_part 01
Class 5: Painting fine displacement in Mari_part 02
Class 6: Paintjob, using Mari and Nuke to create the creatures color. Part 01
Class 7: Paintjob, using Mari and Nuke to create the creatures color. Part 2
Class 8: Workshop eyes and all over specular work.
Class 9: Workshop teeth and mouth
Class 10: Workshop feet and claws and any last touch to complete the asset.
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.
MAX203 - 3DS Max Destruction Techniques
Professor: Hristo Velev (Glacierise)
In this course, Hristo Velev will introduce you to the rich intricacies of creating a feature film level effects shot, in the challenging scenario of earthquake style ground collapse. We'll go all the way from planning and sharing experience through detailed multi level rigid body sims, volumetrics, debris secondaries, and to assembling and rendering everything that would make for happy. We'll employ 3DS Max, Thinking Particles, Rayfire and FumeFX in a process shaped by experience and efficiency.
Hristo is a feature film VFX artist, specializing in destruction with 3DS Max. Experienced in productions like '2012', 'Sucker Punch' and 'Red Tails', he shares the experience and lessons learned from large scale VFX production work.
Hristo is a feature film VFX artist, specializing in destruction with 3DS Max. Experienced in productions like '2012', 'Sucker Punch' and 'Red Tails', he shares the experience and lessons learned from large scale VFX production work.
Click to view individual classes....
Class 1: We start with an overview of the project, the goals of the course and the ideas behind it. Then we get to planning it - analyzing the project, laying out all the steps towards the end result and the thought process behind them.
Class 2: Dealing with with the primary cut of the big earth pieces and building a system to animate them in Thinking Particles. Good fragmentation practices, setting up useful animation controls and versioning the animation get covered.
Class 3: We use the main animation we have prepared and cut the pieces once more, to get detail on the edges. Then we look at implementing the second level simulation on top of the first level one, retaining the underlying motions and adding detail.
Class 4: Working on the third level simulation, where fragments are small enough so we can use procedural fragmentation with VolumeBreaker. We set up some useful rules on fragmentation and activation, introducing one more level of detail.
Class 5: With the base simulation done, we'll cover replacing the big pieces with separate sims - cutting and simulating each independently, to increase the detail and get a sense of scale.
Class 6: At this point we shift from rigid bodies to volumetrics, starting up with dust clouds. We'll use the prepared rigid body sim at the appropriate level and generate particle sources to feed into a FumeFX simulation of dust clouds rising up.
Class 7: Continuing with dust, this class shows how to add two types of dust trails on the falling rigid bodies. The strategical questions of arranging volumetrics are taken care of.
Class 8: Augmenting the rigid body simulation with simple particle debris. Again, we produce several elements, starting with splashes, and we're composing them so they play nicely with the rigid bodies and the volumetrics.
Class 9: A second type of debris element - a trail - is added. After that, some special attention is directed towards the options offered by post cache operations.
Class 10: The last lesson brings all the elements we've produced together for inspection and rendering. We'll build up the necessary scene assemblies, and then set up the necessary render passes to be sent to compositing.
MOC211 - Intermediate Mocha V3
Professor: Ben Brownlee (benbrownlee)
Mocha has established itself as an essential part in many workflows, for getting fast and accurate tracking and shape data from challenging footage. This course focuses on a practical breakdown of various techniques for more challenging shots. We start with an examination of the most important tool in mocha - its planar tracker.
Building on this foundation we look at the flexibility of this data, with sharp stabilization, rotoshape creation and a 3D camera solve. To complete the tasks we will be taking trips into compositing apps to further the shot and demonstrate the wider workflow. All of the classes are based upon mini-projects; exactly the type of work you might be called upon to complete as an artist.
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 and has worked on various broadcast, TVC and feature projects across the globe.
Building on this foundation we look at the flexibility of this data, with sharp stabilization, rotoshape creation and a 3D camera solve. To complete the tasks we will be taking trips into compositing apps to further the shot and demonstrate the wider workflow. All of the classes are based upon mini-projects; exactly the type of work you might be called upon to complete as an artist.
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 and has worked on various broadcast, TVC and feature projects across the globe.
Click to view individual classes....
Class 1: Planar tracking - the lynchpin to mocha. Fast mask creation, inserts and even 3D camera tracking are impossible without solid tracking data. This class looks at strategies for getting fast and solid planar tracks. We get up to speed with the terminology and basics for the rest of this course.
Class 2: Tougher tracks. This class we look at strategies for trickier tracks, including working with co-planar objects, multiple non-coplanar shapes and garbage mattes.
Class 3: Stabilization - Often under-appreciated, a smooth shot polishes a complex move. These week we compare and contrast mocha's stabilizing options, to find the most appropriate solution. We also discuss camera issues related to this.
Class 4: Skin retouch - This class focuses on how to use planar tracking data on non-planar surface to do quick skin work. We paint up our clean patch, then explore different ways of using a single set of tracking data to make quick, accurate and most importantly stable changes. We discuss different uses for this technique and when to use Mocha Pro's built-in compositing tools.
Class 5: Camera Tracking : Part One. An introduction into the mocha V3 camera tracking module. This first shot introduces the concept behind the 3D Camera Solver in a wider shot context.
Class 6: Camera Tracking : Part Two. We look closer at the 3D Camera Solver with a more complex camera move.
Class 7: Shot breakdown. An extended look at a larger shot. We examine first the issues facing us, then breaking down the tracking and roto work ahead.
Class 8: Continuing shot breakdown.
Class 9: TBD, based upon forum feedback
Class 10: TBD, based upon forum feedback
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.
MOG202 - Design Thinking for Motion Graphics
Professor: mark bowey (mark bowey)
Mark Bowey returns with another Broadcast Design course. This course follows the creative process, via real-world examples, as a promo, packshot and teaser are designed for a TV Channel.
In co-operation with the BBC and Foxtel Television, the course shows the design and production workflow, as characters from the iconic TV show Doctor Who are integrated into a graphical broadcast package for UKTV’s The Greatest Doctor Who Weekend Of All Time.
The course includes design and live action segments, as well as looking at tips and tricks with guest Maya artist Mikey Tiong.
Footage is provided with the brief [working up your own packshot] over the last four classes.
Although the course covers After Effects, Illustrator and other applications, it is more focused on overall communication and design issues than individual software. Bowey is an experienced Art Director and motion designer, and has created graphical on-set sequences for several James Bond feature films, and award-winning TV title sequences. He currently works as an Art Director at Foxtel Design in Sydney, Australia.
In co-operation with the BBC and Foxtel Television, the course shows the design and production workflow, as characters from the iconic TV show Doctor Who are integrated into a graphical broadcast package for UKTV’s The Greatest Doctor Who Weekend Of All Time.
The course includes design and live action segments, as well as looking at tips and tricks with guest Maya artist Mikey Tiong.
Footage is provided with the brief [working up your own packshot] over the last four classes.
Although the course covers After Effects, Illustrator and other applications, it is more focused on overall communication and design issues than individual software. Bowey is an experienced Art Director and motion designer, and has created graphical on-set sequences for several James Bond feature films, and award-winning TV title sequences. He currently works as an Art Director at Foxtel Design in Sydney, Australia.
Click to view individual classes....
Class 1: Course introduction and a round-up of broadcast design concepts, looking at specific examples of teasers, promos, typography, openers and pack shots.
Class 2: Ideas generation process, specific examples from real world pitches- and following a pitch from concept, to pitched boards, through production/ shooting to modification and completed spot. Plus How to Pitch: psychology, presentation and order.
Class 3: Developing ideas for screen breakdown [1] Concepts and presentation of ideas to client. Photoshop/Illustrator techniques for visualisation and look frames/ concept boarding. Using graphical proposals to maximise impact. Real World Example: The BBC's UKTV "Doctor Who Marathon" Broadcast Package. With guest Mikey Tiong.
Class 4: Class 4 continues to break down the 'Doctor Who' broadcast package, specifically looking at creative decisions made during the 3D stage, Mark is joined by Mikey Tiong and they show how two 'Doctor Who' characters were developed and animated in Maya, then incorporated as passes into AE- thus allowing a director maximum flexibility at the compositing stage.
Class 5: Developing ideas for screen breakdown [3] shooting live action: concepts and preparing/ boarding for live action, and factoring in a shoot into concept pitch boards. Casting and development and studio shoot. Real World Example: Foxtel Television's Commonwealth Games Teaser.
Class 6: A look at typography in 3D- using cinema 4D, generating and spacing 3d letterforms, lighting, animating and applying textures to the type, and ways to dynamically identify compositions to use as starting keyframes. Mark also introduces the brief for the rest of the term.
Class 7: Styling With Type: looking at how different fonts affect the mood of your piece. Workflow: Taking ‘Illustrator’ typography into AE- initially kerning and working with typography in Illustrator. Creating a ‘typographic’ logo. \"RockPupz\": Introduction to the brief, delivery list and hand-over of footage.
Class 8: Creating passes from your Cinema 4D sequence/logo and taking into AE. Packshot Looks and Ideas: idea developments and comparing typefaces for the pack.
Class 9: The whole class follows the developments of six channel logos as they are worked up. And we look at how some, whilst initially promising, ultimately fail as on-screen logos; and how others fit the demographic \"tone\" of the brief. Completed \"cleared\" logos are included as Illustrator files for use with the class.
Class 10: In the final class we look at using Trapcode Form to introduce more graphical layers to new Packshot looks, and also develop one logo alongside a new Pack through to completion. To conclude, we also look at various stylistic grades for the piece, and nail down the Pack’s typography.
MOG205 - Broadcast Mograph - The Sports Promo
Professor: mark bowey (mark bowey)
Mark Bowey returns with a broadcast design course that looks at the psychology, styles and graphical expressions of the Sports Promo. In this course we will look across the board at the layers that comprise this broadcast stalwart, as well as create our own teasers and major promo, using hi-res studio sports footage specially shot with the Weisscam HS-2.
Mark Bowey is an Art Director and Motion Director/Designer whose work has won awards including a Daytime Emmy for 'Best Title Design' for 'The Upside Down Show', and Gold for 'Best Direction' at Promax ANZ 2011, for UKTV's 'Get Into Fridays' promo.
Until last year he headed up the creative at Foxtel Design in Sydney, where, among others, he created broadcast promos and design for the BBC, UKTV, and Foxtel's Olympics Unit. Prior to this he was Creative Director for Post, Film and Media Group Omnilab Media, and Digital Pictures Sydney.
Mark recently formed his new studio 'Motionia', and current work can be seen at vimeo.com/motionia
Mark Bowey is an Art Director and Motion Director/Designer whose work has won awards including a Daytime Emmy for 'Best Title Design' for 'The Upside Down Show', and Gold for 'Best Direction' at Promax ANZ 2011, for UKTV's 'Get Into Fridays' promo.
Until last year he headed up the creative at Foxtel Design in Sydney, where, among others, he created broadcast promos and design for the BBC, UKTV, and Foxtel's Olympics Unit. Prior to this he was Creative Director for Post, Film and Media Group Omnilab Media, and Digital Pictures Sydney.
Mark recently formed his new studio 'Motionia', and current work can be seen at vimeo.com/motionia
Click to view individual classes....
Class 1: A look at the power and reach of the sports genre based promo, and its manifestations across broadcast and TV commercials. A look at sports genre typography. An outline of the first brief.
Class 2: We take our first look at a rough cut for the teaser with a view of our rotoscoped footage together. We then focus on the 'packshot', and in particular the graphical elements, and work up an original team badge in illustrator.
Class 3: We conclude the "Colours" promo by developing a packshot for the end sequence, treating the typographical elements and logos, as well as animating broad sweeps of background colour above our stadium elements.
Class 4: We take our first look at some of the Weisscam footage as well as god through the boards for the major promo project, showing different ways to board your own sequences - even if you can't draw. Mark also concludes the "Colours" project by creating and researching the typo for a more traditional 'monogram' badge.
Class 5: Continuing 3D ball manipulation ad effects as per plates. Boards and shot breakdown for major project.
Class 6: Typography and badge design for our Major Project. Specific visual effects for shots from our edited footage discussed.
Class 7: 'Helmet and grill' VFX shots for major project. Voiceover tests, and trying to get a better and more original feel using different voices.
Class 8: Particle effects, continuing VFX shots and packshot elements for Major Project.
Class 9: Continuing our VFX shots, grading and end typography for our Major project.
Class 10: Concluding and reviewing shots and submissions on the forum. End elements, combining audio with voice and imagery.
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 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. We’ll also look at rendering the Fluid effects.
Class 9: Our look at Maya Fluids continues. This week we’ll focus on the Open Water Simulations along with the new Liquid Simulations tool.
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.
MYA214 - Maya Lighting and Rendering in Production
Professor: Robert Harrington (Rob_H)
This course, taught by Robert Harrington, will cover lighting, shading and multi-pass rendering in Maya and mental ray. It will work directly with what Russell Dodgson will be doing this term in Nuke, using the same plates and providing all renders he wants. We too will be dabbling in Nuke, finding out why its good for us lighters in a way that Photoshop isn't.
This course will reflect the production reality where you are part of a pipeline. The modelling, UV'ing and animating will have been prepared already, meaning our time is focused on getting the lighting and shading correct, and providing compositing with the render-passes they need. Along the way we will cover tricks, theories and guidelines to help get closer to reality.
Harrington is a TD at Framestore, London, working in commercials. He first tried 3D while on a product design degree course, swapping marker pens and gouache for blindly clicking labels and pressing function-keys in 3D Studio for DOS. When his final year's work included an animation of a London Underground station just to show off a vending machine it became clear he'd found something interesting. He would go on to spend many years as a freelance illustrator, mostly doing stills in Lightwave.
As using a hundred lights and motion-blur on one still made way for the mass global-illumination epoch, he returned to office life, working mostly on large-scale "architectural-branding" animations and the occasional more-fun escapade too. With the demise of easy credit leading to the demise of making cities, he moved to Framestore.
This course will reflect the production reality where you are part of a pipeline. The modelling, UV'ing and animating will have been prepared already, meaning our time is focused on getting the lighting and shading correct, and providing compositing with the render-passes they need. Along the way we will cover tricks, theories and guidelines to help get closer to reality.
Harrington is a TD at Framestore, London, working in commercials. He first tried 3D while on a product design degree course, swapping marker pens and gouache for blindly clicking labels and pressing function-keys in 3D Studio for DOS. When his final year's work included an animation of a London Underground station just to show off a vending machine it became clear he'd found something interesting. He would go on to spend many years as a freelance illustrator, mostly doing stills in Lightwave.
As using a hundred lights and motion-blur on one still made way for the mass global-illumination epoch, he returned to office life, working mostly on large-scale "architectural-branding" animations and the occasional more-fun escapade too. With the demise of easy credit leading to the demise of making cities, he moved to Framestore.
Click to view individual classes....
Class 1: Introduction: Week one's video is all about getting up to speed, so we're covering the shaders, a quick brdf tour, projections and why we're going linear with our colourspace. There's also a lighter's tour of Nuke, as we'll be using it quite heavily and its important you know its main functionality.
Class 2: What we know from the set's lighting, and creating/calibrating the HDRI environment/grey-ball/lights, giving us our look-development scene.
Class 3: The grey ball, basically.
Week three is mainly covering what wasn't in week two, with week three's original content moved back (it'll be fine). This week it's our approach to the greyball (and the effect of "Canon's look" on our reference photography), plus replacing parts of an HDRI image with CG lights to deal with those sampling issues we're getting when combining really bright HDRIs with finalgather. It will also come to light how handy a spreadsheet is versus a calculator, and how much this course relies on them to solve problems.
Class 4: Convolutions and ARBs, and what they let us do.
Week four is all about trying to see how we would finish our look dev scene. We cleanup the hanger HDRI in Nuke, allowing us to make a nice diffuse convolution of the room, and then set up our environment, seeing how we would arrange two spatially aware HDRIs, one for lighting and one for reflections. After that we define the principles of our ARBs based workflow and cover how we would set that up in Nuke.
Class 5: Grading our HDRI, even when we make it difficult for ourselves.
This week we've received the plates from Comp for each shot, and we've now got to grade our HDRIs to match them. We're going to work through one particular process to get there, and work around one particular oversight we had on set - a good test for us. We're also going to be working through replicating the lighting size/positions on set, and sticking it all together with our test object & reference shot.
Class 6: Referencing and some minor pipeline automation
Week six's big thing is working with Maya's referencing, how it goes wrong, why it goes wrong, and how we fix it. Due to the realities of our model we're going to want to use referencing, so its good to get to grips with how it likes to work. We're also going to be changing our ARBs as Comp has decided it should be done differently, so we're going to look at how we can automate that to make our lives a bit easier. On top of that, there will also be a look at what's coming up in week seven's shaders. This week's file upload is 18 CR2 files covering one angle from the main hanger fisheye, so you can try out other routes/software to making those HDRIs.
Class 7: Reflection rules and shaders: Week seven sees us start to lookdev our shaders, but also gets us up to speed on how real life material reflection values relate to what we can achieve in mental ray, how they are portrayed in optics and what we can do to mimic that (and also what we can't).
Class 8: We finish off our materials development phase by examining the difference between the possibilities we have for matching metals, and adapt our environment to deal with the noise. Its all about getting ready for the final assault on the machine model.
Class 9: Render time... Our modeller, Oliver Kane, has given us our giant machine, so this week we're going to render it - or at least start. We go through our referencing process to help manage file sizes and start our two lighting setups, all of which leads to the week ten finale...
Class 10: The End.
Week ten finishes off everything. We cover the lighting decisions and why they've been chosen, reconstruction of the floor, a method for projecting her moving shadow, what texturing we need to do, render layers, utility passes and some quick comps to make sure everything's working. Its a long one.
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.
NUK217 - NUKE and Digital Environments
Professor: eran dinur (erandinur)
In today's industry, the boundaries between matte painting, compositing and 3D are fading out. Taught by VES award-winning artist Eran Dinur, this course stems from the belief that compositors should not only be able to seamlessly incorporate CG elements into photographic environments, but also have a real understanding of matte painting techniques as well as the ability to create 3D elements, particles and simulations.
The pivot of this course will be Nuke compositing, with an emphasis on environment integration, color, depth and light. We will strive to achieve photo-realism through plate matching and studying 2D imagery as three-dimensional environments. We will explore different Nuke techniques for lighting, volumetrics, atmospherics, reflections, adding grime and dirt and breaking up the “CG look”. We will also cover advanced techniques for extractions and edge treatment, as well as using point position and normal passes for 2.5D relighting.
On top of that, we're going to go beyond NUKE and use 3D packages to create elements for our shots: Vue for 3D environments, Maya for animated plants, and Blender for particles and smoke simulation. The course will be project-based, and will culminate with a deep-sea environment comp that uses exclusive fxphd footage, shot underwater near Tasmania with the brand new Deep X housing for Red Epic.
Eran is VFX supervisor at Brainstorm Digital. He is the recipient of two VES awards for his work on season 2 of HBO's Boardwalk Empire (outstanding compositing in a broadcast series, outstanding modeling in a broadcast series). Before joining Brainstorm Digital, he was senior compositor at Framestore NY and ILM Singapore. Films he worked on include: Extremely Loud and Incredibly Close, 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. He is currently supervising Brainstorm's team on The Men Who Built America (a History Channel miniseries), the Untitled James Grey Project and Boardwalk Empire season 3.
The pivot of this course will be Nuke compositing, with an emphasis on environment integration, color, depth and light. We will strive to achieve photo-realism through plate matching and studying 2D imagery as three-dimensional environments. We will explore different Nuke techniques for lighting, volumetrics, atmospherics, reflections, adding grime and dirt and breaking up the “CG look”. We will also cover advanced techniques for extractions and edge treatment, as well as using point position and normal passes for 2.5D relighting.
On top of that, we're going to go beyond NUKE and use 3D packages to create elements for our shots: Vue for 3D environments, Maya for animated plants, and Blender for particles and smoke simulation. The course will be project-based, and will culminate with a deep-sea environment comp that uses exclusive fxphd footage, shot underwater near Tasmania with the brand new Deep X housing for Red Epic.
Eran is VFX supervisor at Brainstorm Digital. He is the recipient of two VES awards for his work on season 2 of HBO's Boardwalk Empire (outstanding compositing in a broadcast series, outstanding modeling in a broadcast series). Before joining Brainstorm Digital, he was senior compositor at Framestore NY and ILM Singapore. Films he worked on include: Extremely Loud and Incredibly Close, 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. He is currently supervising Brainstorm's team on The Men Who Built America (a History Channel miniseries), the Untitled James Grey Project and Boardwalk Empire season 3.
Click to view individual classes....
Class 1: We will start with an exercise in simple relighting using color grading and the volume rays tool. We'll then study the “golden checklist of integration”, and go over our first shot assignment.
Class 2: We will use the principles studied in class 1 to add and integrate background mountains into a plate. We will also create animated water reflections with noise displacement and take a look at the soften and edge blur tools.
Class 3: For the next two classes, we'll concentrate on creating an all-CG aquarium environment. In this class we'll tackle white-screen extraction problems and use Vue to create and light the base scene, taking advantage of some of the new features in version 10.
Class 4: We'll complete our aquarium environment by creating animated water plants in Maya and particles in Blender, and compositing everything together in Nuke.
Class 5: This class will be devoted to advanced green/blue screen extraction techniques. We'll compare the cons and pros of different extraction algorithms and explore the IBK/Primatte combo setup. We'll also look at some hair extraction techniques as well as edge treatment.
Class 6: We'll use Blender's excellent smoke simulation to create some steam elements, then look at ways to relight and integrate them with the plate in NUKE.
Class 7: From here on we will concentrate on our hero underwater shot. In this class we will be joined by award-winning matte painter Mathew Conner who will walk us through the process of creating the matte painting for the shot, from concept to 3D modeling and texturing. We will then track the shot with NUKE's camera tracker.
Class 8: We will start integrating our matte painting elements, and light them in Nuke. This will be a great opportunity to use Nuke's powerful 2.5D relighting tools.
Class 9: We'll continue working on the shot by creating particles in Blender as well as adding volumetrics and subtle animation touches.
Class 10: In the last class we will complete the work on the shot and put up the finishing touches. And if we still have some extra time, we'll cover some more NUKE tips and tricks.
NUK305 - Project Masterclass: The Machine
Professor: Russell Dodgson (dodger)
This course, taught by returning Nuke prof Russell Dodgson is a fully production based course. It is designed to tie in directly with it's companion course, MYA214: Production-based Lighting and Rendering being taught by Robert Harrington. The class will be dealing with a full vfx sequence shot bespoke for the course. The classes will attack a variety of compositing tasks week by week and will pay attention to how we view a sequence as a whole as well as concentrating on the minutia of each individual shot. One of the courses main goals is to get full understanding of how we should approach the compositing of cg elements, and correctly using renders to rebuild our cg in comp so that we can adjust certain passes without incorrectly corrupting the contribution of others.
The course will have the flow of a usual production with assets being passed to and from 3D. We will learn how to assess 3D passes for their usefulness and discuss when it is appropriate to ask for a re-render or when we should just fix it in comp. Although this course is designed to run in parallel with it's companion course it will also be arranged so that it can be taken as a stand alone course. Rest assured we will be tackling some tricky problems and some dramatic footage that will be sure to light up your showreels!
Based in London, Dodgson is currently the Head of Nuke at Framestore Commercials in the UK. Tasked with developing a Nuke department within a commercials environment he focuses his attention on simple, effective workflows and the integration of his department with the other stages of the production process. Having used Nuke since just before it was acquired by The Foundry, Russell has worked closely with the developers and has taken an active role in teaching their Masterclasses as well as some of their online training videos. His recent credits include "The Tale of the Three Brothers (HP7)", Kia's award winning "Soul" campaign, the in game cinematic for "DJ Hero" and Coca Cola's latest all animated Superbowl Commercial "Siege".
The course will have the flow of a usual production with assets being passed to and from 3D. We will learn how to assess 3D passes for their usefulness and discuss when it is appropriate to ask for a re-render or when we should just fix it in comp. Although this course is designed to run in parallel with it's companion course it will also be arranged so that it can be taken as a stand alone course. Rest assured we will be tackling some tricky problems and some dramatic footage that will be sure to light up your showreels!
Based in London, Dodgson is currently the Head of Nuke at Framestore Commercials in the UK. Tasked with developing a Nuke department within a commercials environment he focuses his attention on simple, effective workflows and the integration of his department with the other stages of the production process. Having used Nuke since just before it was acquired by The Foundry, Russell has worked closely with the developers and has taken an active role in teaching their Masterclasses as well as some of their online training videos. His recent credits include "The Tale of the Three Brothers (HP7)", Kia's award winning "Soul" campaign, the in game cinematic for "DJ Hero" and Coca Cola's latest all animated Superbowl Commercial "Siege".
Click to view individual classes....
Class 1: In our opening class we start an overview of what's to come in the rest of the term, the software we will use and why as well as what our learning goals are. We then take a look at setting up our default render tree using the new toolsets feature of Nuke 6.3. To finish we start roughly blocking out our sequence to get a sense of continuity.
Class 2: This week is all about process. We continue from last week by blocking out our bullet hits. We start with a very brief look at Shotgun for project Management followed by a similarly brief look at RV when integrated with Nuke. We then get stuck straight into the work, we go through our key plates and learn how we can use the new Planar Tracker to improve our tracking in both speed and accuracy. Following this we work out the most efficient way to develop our bullet hit timings so they work across multiple shots. To finish up we take this and apply it in different ways to our tracks. Be warned there is a tonne of ground covered in this class, so you are going to be kept busy!
Class 3: This week we look at removing blinks from our actor's performance as he fires a gun. We make use of the new 6.3 spline warp to do this and then move on to look at rebuilding muzzle flashes. This week comes with a lot of homework so clear your diaries.
Class 4: This week we take a look at a few different aspects of the project. The main focus is file workflow and how to setup small colour pipelines. We look at how the dpx files for this project have been exported from the original r3d files. We then look at setting up custom viewer looks and generating lut’s from Nuke to allow integration with other applications. We then finish by looking a nice trick for handling heavily defocused roto edges.
Class 5: This week we spend our last whole class on the shooting sequence before moving onto the second scenario. We take a look at our bullet hit elements and approach the comp of them together from scratch. We then finish up with our first look at a bit of paint.
Class 6: This week we take a look our first look at our second sequence. We beak down what we are going to be doing on it, bash together basic background and then get stuck into the ibk keyer on our shot.
Class 7: This week we take a first look at the set of AOV's that we have received from the corresponding Maya course. We break them apart, look at what they all do and the look at three ways of approaching tools for splitting and reconstructing our passes. We use toolsets and get a nice practical way of seeing the amazing benefits of knowing a bit of python.
Class 8: This week we get back to keying our second sequence. First we setup a 3d projection of our set by converting a latlong into a series of cubic maps. We then focus on keying a more complex shot, focusing primarily on maintaining hair detail and using clean plates.
Class 9: In our penultimate class we take a look at some 3d renders. The main goal of this class is to give an idea of how one can approach compositing a piece multi channel cgi. Focusing on the process, we break the renders down into their component parts, start to gain a perspective on where we want to take them creatively, and then start to have a play. This class is intended to be a spring board to push you forward into the big task of compositing the rest of the shots for this sequence. We also take a look at a way of fixing the buzzing hair issues that are apparent on several of the shots.
Class 10: The big finale! We start an entirely new and exciting shot which is going to look heavyweight on your reels. We take in our renders, rebuild our entire environment with projections. We fix issues, grade plates, use some nifty tricks for layout and take it to a nice a looking conclusion.
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: Anamorphic shot, lens distortion, manual tracking, multiple possible solutions caused by moving objects by wind and very few usable tracking points. Part II.
Class 7: Object tracking and the Target Tracker.
Class 8: Zoom nightmare.
Class 9: LIDAR - part 1
Class 10: LIDAR - part 2
PYT101 - Python Scripting for Compositors
Professor: Michael Morehouse (michaelmovies)
In the last few years Python has grown from being a rather obscure scripting language developed by a man with an intense love of Eric Idle to being the de facto standard for scripting applications in the post production domain. This new introductory class will focus on the fundamentals of python scripting, building up to quick, tactical tools that can be used by vfx artists in facilities large and small to make their lives easier and their financial masters happier.
As The Foundry's Nuke has been converted to a Python underpinning since the release of version 5.0 a great deal of interest has developed in existing and developing nuke artists for some understanding of the TD magic going on under the hood. Nuke is now an incredibly scriptable program with a very powerful set of core tools that can, in the hands of a compositor with a good basis in Python, dramatically improve the efficiency of many of the more redundant compositing tasks, and can even make the bit that remains a lot more fun in the process.
This course will spend a fair bit of time getting compositors with little or no programming / scripting knowledge up to speed; Python is very accessible to non-programmers and as you will learn a little Pythonic knowledge can go a very long way towards making your compositing life a lot easier. This course syllabus will likely change as we delve in and see how everyone does getting their feet wet. The last two classes, especially, will evolve in response to the type of examples that you, the student body, would like to see and explore.
Suggested Text: Learning Python, 3rd Edition by Mark Lutz ISBN 0596513984
As The Foundry's Nuke has been converted to a Python underpinning since the release of version 5.0 a great deal of interest has developed in existing and developing nuke artists for some understanding of the TD magic going on under the hood. Nuke is now an incredibly scriptable program with a very powerful set of core tools that can, in the hands of a compositor with a good basis in Python, dramatically improve the efficiency of many of the more redundant compositing tasks, and can even make the bit that remains a lot more fun in the process.
This course will spend a fair bit of time getting compositors with little or no programming / scripting knowledge up to speed; Python is very accessible to non-programmers and as you will learn a little Pythonic knowledge can go a very long way towards making your compositing life a lot easier. This course syllabus will likely change as we delve in and see how everyone does getting their feet wet. The last two classes, especially, will evolve in response to the type of examples that you, the student body, would like to see and explore.
Suggested Text: Learning Python, 3rd Edition by Mark Lutz ISBN 0596513984
Click to view individual classes....
Class 1: The most basic Python program possible, followed by an introduction to all of the basic variable types, including Integers, Floats, and Strings.
Class 2: In this class we expand on the basic numeric and string variable types presented in Class01, and continue on to the sequential variable types, lists and tuples. There is also some discussion of syntax and naming conventions.
Class 3: We finish introducing the basic python variable types with a discussion of Dictionaries. We then move on to program logic flow tools such as if / elif / else conditionals and for loops, while loops, and list comprehensions.
Class 4: Modules, use and abuse. Function definitions, namespaces, and variables both global and local / private. The Try statement and exception handling in general.
Class 5: Jumping into Nuke: basic customization through the Init.py and Menu.py files. Folder structures and the basics of package importing. Good installation practices, followed by How to Break Nuke in One Easy Step ... and figure out how to fix it again.
Class 6: Beyond customization. Simple one off scripts to make changes to many nodes very fast, quick ways of finding things you thought were lost, and the dumbest thing you'll ever see Python do to Nuke (AKA Havoc for Fun and Profit). Some time will be spent on parsing external files to bring arbitrary data into Nuke and use it for something.
Class 7: The Top 10 Things you should know how to script in Nuke. Including a basic Panel GUI.
Class 8: A very brief introduction to Object Oriented Programming; this is an advanced topic, but it can really come in helpful when you start looking at expanding on the toolset you've already built above. Simple Classes, an understanding of inheritance, and a foundation in the world of OOP.
Class 9: Depending on where we go in the forums, classes 9 and 10 will likely be dedicated to more advanced scripting examples that students request, as well as a good overview of docstrings and why they are your friend. More discussion of OOP is likely, as is a brief introduction to the Ethics of Scripting Well.
Class 10: Continuation of class 09
PYT201 - Python Fundamentals for the Pipeline
Professor: Michael Morehouse (michaelmovies)
Taught by returning prof Michael Morehouse, PYT201 will explore the use (and, only occasionally, abuse) of Python in solving the fundamental problems of a VFX pipeline. Rather than focus on the various APIs of the dozens of proprietary and commercial packages you might encounter in your career moving from facility to facility, this class will emphasize the core fundamentals of building robust, efficient, well-documented and easily maintained modules and command-line tools that do the job well and do it often, and yet remain customizable enough to be empower future development as you build a library of useful tools. We will focus on keeping your code and skills as portable as possible, leveraging on the versatility of the core Python package and a few basic open source packages such as PyYAML. You will learn to document code using the Sphinx document generation system and ReStructured Text, and you will learn to check your good coding habits using Pylint.
Throughout the semester the emphasis will remain on thinking through a problem and attacking it with a library or command line tool, then testing and optimizing your code, while documenting it all the way through. While some of the more glamorous and exotic solutions will have to wait for later classes, this class will give you the fundamental skills that will help get you and keep you employed in the pipeline.
For this course you should come prepared with a reasonable familiarity with the basic Python language. Be comfortable with the idea of creating several modules which import from each other. Be familiar with how to define functions and classes, and have at least a passing understanding of object-oriented inheritance. Be prepared to work along in the command line and be reasonably familiar with terminals and their operation. Some basic shell scripting and administrator knowledge is desirable, and ideally you are comfortable enough to download and compile some simple code from source. The classes assume you are either working in a Unix-style environment, or have your Windows configured sufficiently to engage in Unix-like command line operations. Additionally it is presumed that you have a working copy of Python 2.X installed, preferably at least Python 2.6, as well as the text editor of your choice that supports Python syntax highlighting.
Having come from a life where he rose through the ranks and changed careers more often that some people changed their pants, it's pretty surprising to realize that Morehouse has been a 2D TD at Digital Domain for almost three years now. At Digital Domain he has been responsible for large projects involving cross-facility asset and software syncing, outsource data ingestion, and the overall Nuke pipeline while also supporting films such as Tron: Legacy and Thor. Prior to that he worked in motion tracking while teaching himself Python, and before that he did everything from build and prep cameras to inventory management, tax accounting, and Sarbanes-Oxley compliance in the production rentals end of the industry. In short Michael is far more flexible than a rubber sheet and equally as hard to pin down.
Throughout the semester the emphasis will remain on thinking through a problem and attacking it with a library or command line tool, then testing and optimizing your code, while documenting it all the way through. While some of the more glamorous and exotic solutions will have to wait for later classes, this class will give you the fundamental skills that will help get you and keep you employed in the pipeline.
For this course you should come prepared with a reasonable familiarity with the basic Python language. Be comfortable with the idea of creating several modules which import from each other. Be familiar with how to define functions and classes, and have at least a passing understanding of object-oriented inheritance. Be prepared to work along in the command line and be reasonably familiar with terminals and their operation. Some basic shell scripting and administrator knowledge is desirable, and ideally you are comfortable enough to download and compile some simple code from source. The classes assume you are either working in a Unix-style environment, or have your Windows configured sufficiently to engage in Unix-like command line operations. Additionally it is presumed that you have a working copy of Python 2.X installed, preferably at least Python 2.6, as well as the text editor of your choice that supports Python syntax highlighting.
Having come from a life where he rose through the ranks and changed careers more often that some people changed their pants, it's pretty surprising to realize that Morehouse has been a 2D TD at Digital Domain for almost three years now. At Digital Domain he has been responsible for large projects involving cross-facility asset and software syncing, outsource data ingestion, and the overall Nuke pipeline while also supporting films such as Tron: Legacy and Thor. Prior to that he worked in motion tracking while teaching himself Python, and before that he did everything from build and prep cameras to inventory management, tax accounting, and Sarbanes-Oxley compliance in the production rentals end of the industry. In short Michael is far more flexible than a rubber sheet and equally as hard to pin down.
Click to view individual classes....
Class 1: Setting the Stage, Defining the Problem. A quick introduction to virtualenv and package management using PIL: we'll set up a clean Python environment to work in and install some of the base packages we will be using throughout the course, including PyYAML (and optional C extensions), Sphinx, pylint and others. Next we'll take a high level look at some basics of the fundamental problem we'll be attacking throughout the semester: exactly how do you find image sequences on disk and move, rename, and renumber them while maintaining some fundamental knowledge about these files?
Class 2: This Problem isn't so Simple: Thinking in Building Blocks.
Defining a pure Python class for thinking about Frame Ranges: a Sequence is a set of files with this one property in common, they all belong to some range with a first frame and a last frame‚ but what if the entire range isn't here yet? Tricking out a Class for handling this information.
Class 3: Command Line 1: Listing a Sequence.
Our first command line tool will simply list the Sequential files of any given directory path(s) we give it. We'll explore the basics of option parsing young the optparse module. We'll add some (very basic) logging and also look at the creation of a configuration file using Yaml.
Class 4: Command line 2: Making it Sing.
Make our Sequence lister walk directory trees, and dramatically expand it's option parsing to allow filtering based on extension, regular expressions, glob-style unix syntax, and other means. Display options together in functionally related groups, and generally trick out a command line tool interface.
Class 5: Command line 3: Wrapping up sequence listing.
Explain and expand on how itertools, ifilter, fnmatch, and regular expressions are used to progressively filter our discovered sequences, and show how all the new command line options do their thing. We also dive into using nose and the nostools command to discover and run automatable unit testing on our package to ensure that changes in our code don't lead to regressions or bugs in its behavior.
Class 6: Renaming and Renumbering Should be Easy. Expand our toolset to allow powerful renaming using Regular Expressions, and renumbering using our earlier FrameRange class and our newfound skills.
Class 7: Threads, Queues, and Hashing.
Explore simple parallelization using python's threading. Thread class to spawn a pool of workers to perform parallel tasks. Discover a simple pattern for using the Queue. Queue class to synchronize and control Thread behavior. Modify the rnames tool from last week to allow Threading, and add a new cksums tool to generate md5 checksums of a sequence.
Class 8: Wrapping up the command line: more hashing, and threads.
Enhance the cksums tool from last week with all of the standard checksum/hash algorithms from zlib and hashlib. Create smvs, a tool for securely moving sequences using a chained Queue structure to manage threads. Ensure that the new copy of the file exactly matches the old using checksums.
Class 9: Automated testing expanded; using pylint to verify coding standards. We dramatically extend our automated unit tests into class-based tests with setup and takedown of fixtures. Created test suites for all of our Model and Controller modules. We then use pylint to verify that all of the code in Pysequences is up to our facility coding standards. Good habits in testing and coding in a working world.
Class 10: Wrapping up; documentation and distribution.
We use Sphinx with Autodoc to slurp up all of those well crafted and verbose help strings we have been judiciously and religiously adding to our code in the hope that those who follow us will not have to deal with what we had to deal with. We wrap up PYT201 with a brief discussion of distribution systems and an overview of how the skills and ideas presented will help you in your quest to master the pipeline before it masters you.
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.
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.
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.
RND202 - RenderMan Techniques in Production
Professor: Christos Obretenov (christoso)
Taught by Christos Obretenov, this course covers the use of the software in production. Artists and Technical Directors will find this course useful for expanding their shading knowledge in Renderman, as well as learning some of the newer advanced ray tracing, physically-based shading, and image-based lighting techniques being used in production today. Coming out of the course the student will be able to put into practice, in a production environment, the procedural shading techniques we cover and understand their use more thoroughly, as well as design a shading/lighting pipeline around the physically-based shading and lighting paradigm.
Obretenov has worked in a variety of roles, designing and developing shading software for Walt Disney's The Wild feature film, followed by shading and lighting for Superman Returns, Spider-Man 3, Beowulf, Christmas Carol, and Mars Needs Moms feature films.
The week by week curriculum is broken up into three sections:
Part 1 - Procedural Shading
Why is procedural shading important and interesting? Dealing with complex models and sets in production, its very useful to explore shading solutions that can solve detailed procedural variation. We look at all aspects of the pipeline from design, modeling, shader development, and rendering to incorporate procedural shading variation.
In addition we explore procedural patterns for surface and displacement shaders, creating complex organic shading solutions for things like snow and ocean surfaces. We expose all the complex noise parameters and clearly define each one.
Part 2 - Raytracing and Global Illumination
Finally we are seeing a large shift towards ray tracing in production. With PRMan16’s improved ray tracing features and speed, including the radiosity cache, raytrace hider, and weighted sampling, we dive into some of the newer production techniques.
Also important is making our scenes and shading efficient for ray tracing, so we discuss different approaches to efficiency.
Also new in PRMan16 is the “Physically Plausible Shading” paradigm, including coshaders and multiple importance sampling. These are advanced topics we explore in this section of the course.
Part 3 - Image Based Lighting
In CG film production, we rely on captured HDRI maps to drive realistic lighting response from the environment.
In the class we test multiple unclipped HDRI Lightmaps using fully raytraced importance-sampled shading. With proper unclipped HDRI maps and importance sampled energy conserving shaders as our tools, we demonstrate how we can properly configure materials that are consistent and physically correct under different lighting conditions. Topics covered include showing the requirement of high contrast lighting environments to correctly setup materials, ie low contrast lighting environments will not be sufficient for materials to be tuned across all lighting scenarios. Also key is making sure our BRDF’s are normalized and energy conserving to be able to set material properties (balancing of diffuse and specular) that hold across all lighting environments.
In addition to importance sampling the HDRI dome light, in some cases it is more accurate to “cut out” the extreme bright spots in the HDRI and place those on geometric “area lights”. These textured area lights are then placed in the correct position and size with respect to the CG object and sampled during rendering, with the resulting cutout area filled with a neutral color in the original HDRI. As is often the case of the CG object not being in the exact space of the HDRI capture, this cutting out and placing of the area light textures can be more representative since the solid angle math is only accurate at the exact spot of the HDRI capture. Also, the resulting importance sampling on a given area light with super bright exposure can be more efficient than sampling that same region on the entire dome. Most importantly, the correct distance from object and size of highlight is preserved.
Educated at Simon Fraser University in Computing Science and Computer Graphics, Christos started contributing to the Animation and Film industry during "co-op" work terms at Mainframe Entertainment in conjunction with Simon Fraser University. He continued his career by designing and developing shading software for Walt Disney's The Wild feature film, followed by shading and lighting for Superman Returns, Spider-Man 3, Beowulf, Christmas Carol, and Mars Needs Moms feature films. Recently co-founding LollipopShaders.com, Christos develops procedural solutions to shading and lighting, currently experimenting with Physically Plausible Shading and Image Based Lighting. He currently resides in Vancouver, BC, Canada.
Obretenov has worked in a variety of roles, designing and developing shading software for Walt Disney's The Wild feature film, followed by shading and lighting for Superman Returns, Spider-Man 3, Beowulf, Christmas Carol, and Mars Needs Moms feature films.
The week by week curriculum is broken up into three sections:
Part 1 - Procedural Shading
Why is procedural shading important and interesting? Dealing with complex models and sets in production, its very useful to explore shading solutions that can solve detailed procedural variation. We look at all aspects of the pipeline from design, modeling, shader development, and rendering to incorporate procedural shading variation.
In addition we explore procedural patterns for surface and displacement shaders, creating complex organic shading solutions for things like snow and ocean surfaces. We expose all the complex noise parameters and clearly define each one.
Part 2 - Raytracing and Global Illumination
Finally we are seeing a large shift towards ray tracing in production. With PRMan16’s improved ray tracing features and speed, including the radiosity cache, raytrace hider, and weighted sampling, we dive into some of the newer production techniques.
Also important is making our scenes and shading efficient for ray tracing, so we discuss different approaches to efficiency.
Also new in PRMan16 is the “Physically Plausible Shading” paradigm, including coshaders and multiple importance sampling. These are advanced topics we explore in this section of the course.
Part 3 - Image Based Lighting
In CG film production, we rely on captured HDRI maps to drive realistic lighting response from the environment.
In the class we test multiple unclipped HDRI Lightmaps using fully raytraced importance-sampled shading. With proper unclipped HDRI maps and importance sampled energy conserving shaders as our tools, we demonstrate how we can properly configure materials that are consistent and physically correct under different lighting conditions. Topics covered include showing the requirement of high contrast lighting environments to correctly setup materials, ie low contrast lighting environments will not be sufficient for materials to be tuned across all lighting scenarios. Also key is making sure our BRDF’s are normalized and energy conserving to be able to set material properties (balancing of diffuse and specular) that hold across all lighting environments.
In addition to importance sampling the HDRI dome light, in some cases it is more accurate to “cut out” the extreme bright spots in the HDRI and place those on geometric “area lights”. These textured area lights are then placed in the correct position and size with respect to the CG object and sampled during rendering, with the resulting cutout area filled with a neutral color in the original HDRI. As is often the case of the CG object not being in the exact space of the HDRI capture, this cutting out and placing of the area light textures can be more representative since the solid angle math is only accurate at the exact spot of the HDRI capture. Also, the resulting importance sampling on a given area light with super bright exposure can be more efficient than sampling that same region on the entire dome. Most importantly, the correct distance from object and size of highlight is preserved.
Educated at Simon Fraser University in Computing Science and Computer Graphics, Christos started contributing to the Animation and Film industry during "co-op" work terms at Mainframe Entertainment in conjunction with Simon Fraser University. He continued his career by designing and developing shading software for Walt Disney's The Wild feature film, followed by shading and lighting for Superman Returns, Spider-Man 3, Beowulf, Christmas Carol, and Mars Needs Moms feature films. Recently co-founding LollipopShaders.com, Christos develops procedural solutions to shading and lighting, currently experimenting with Physically Plausible Shading and Image Based Lighting. He currently resides in Vancouver, BC, Canada.
Click to view individual classes....
Class 1: Procedural Shading, Part 1
Class 2: Procedural Shading, Part 2
Class 3: Procedural Shading, Part 3
Class 4: Raytracing and Global Illumination, Part 1
Class 5: Raytracing and Global Illumination, Part 2
Class 6: Raytracing and Global Illumination, Part 3
Class 7: Raytracing and Global Illumination, Part 4
Class 8: Imge-Based Lighting, Part 1
Class 9: Imge-Based Lighting, Part 2
Class 10: Imge-Based Lighting, Part 3
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
SMK206 - Intermediate Smoke/Flame 2012
Professor: Randy McEntee (jayrandall)
fxphd grew out of the fxguide website, which was originally formed as an online community for flame artists. So it should be no surprise that we'll be the first with a new course covering the 2012 release in both smoke and flame. This is arguably the biggest release in years for flame and smoke, with a great number of creative and workflow improvements. Check out the new feature overview videos at fxguide.com -- it's over two hours of material. Our slate of profs has been involved in the beta program for the release, so they're ready to hit the ground running.
I like to call this a "Victor Wolansky" release, with the improvements in lighting, shading and rendering in Action. These new features are exactly the types of features he uses on the job and he'll be leading several classes showing you how to get the most out of them.
The Mill NYC's Randy McEntee will again be taking you through the kind of tasks that you'll find useful almost every day on the job. Working for agency clients he's under the gun to do creative work, yet get things done quickly and efficiently.
And fresh back from a smoke training tour in India, Brian Mulligan returns to bring his broadcast perspective to the course. For those of you not in broadcast, don't think these classes aren't for you. There's a ton of techniques that cross disciplines and our members have especially enjoyed Mulligan's classes.
I like to call this a "Victor Wolansky" release, with the improvements in lighting, shading and rendering in Action. These new features are exactly the types of features he uses on the job and he'll be leading several classes showing you how to get the most out of them.
The Mill NYC's Randy McEntee will again be taking you through the kind of tasks that you'll find useful almost every day on the job. Working for agency clients he's under the gun to do creative work, yet get things done quickly and efficiently.
And fresh back from a smoke training tour in India, Brian Mulligan returns to bring his broadcast perspective to the course. For those of you not in broadcast, don't think these classes aren't for you. There's a ton of techniques that cross disciplines and our members have especially enjoyed Mulligan's classes.
Click to view individual classes....
Class 1: Get the most out of Smoke/Flame color correction by using the Modular Keyer to get gmasks into your secondary color corrections. Track masks and exploit the CBlend tool to get a poor man's Lustre.
Class 2: BFX and Clip History Workflows - how to keep things simple and efficient
Class 3: International finishing and standards conversions.
Class 4: FlameFX tools. A look at all the new FlameFx tools in Smoke & Flame. Damage, DOF, Pixel spread, 2D Transform, Blend & Comp, Deform, and more.
Class 5: Interactivity between Smoke and Lustre.
Class 6: Camera and object tracking, working with the improved 3D tracking node in Action.
Class 7: Working with high density models, textures and lighting in Action.
Class 8: Photo-realistic compositing with HDR.
Class 9: Using Smoke as an editor. We build a standard fxguidetv episode and explore just how fluid and flexible Smoke is as a content editor. And learn a few workflow tips for editing from scratch.
Class 10: Using the new point cache feature in flame.
SMK207 - Creative Editing and Graphics with Smoke on Mac
Professor: Brian Mulligan (wthreditor)
Take your Smoke knowledge and put it to a creative use. Now that you have tried the Smoke demo or have taken the Introduction to Smoke on Mac course here at fxphd, now is the time to really see what you can do with all of Smoke's tools.
Our Intermediate Smoke on Mac course is being taught by returning prof Brian Mulligan As a promo/commercial editor working with broadcast deadlines, Mulligan has utilized not only Smoke's strong finishing tools, but also many creative ones. This class will dive in to projects and workflows for getting the most out of Smoke, as a creative editor, and effects compositor. We will get to know the best way to use all of Smokes tools in the Timeline, Action, Keyers, & FlameEX - and see how they all work together in a creative project. I'll include some tips and tricks, and show you some alternate ways to use some of the tools in Smoke for even more fun.
Brian Mulligan has been a Broadcast Editor for over 20 years, and has been working on Smoke since 2004. The workflow in broadcast is unique with daily on-air deadlines, and open creative. Often you have to be your own writer, producer, editor and graphic designer. Working with Smoke, cutting commercials and promos on a daily basis, Brian has explored all parts of the Smoke software as finishing tools and as creative tools. Brian is also a beta tester for Smoke and active in the Smoke Online Community.
Our Intermediate Smoke on Mac course is being taught by returning prof Brian Mulligan As a promo/commercial editor working with broadcast deadlines, Mulligan has utilized not only Smoke's strong finishing tools, but also many creative ones. This class will dive in to projects and workflows for getting the most out of Smoke, as a creative editor, and effects compositor. We will get to know the best way to use all of Smokes tools in the Timeline, Action, Keyers, & FlameEX - and see how they all work together in a creative project. I'll include some tips and tricks, and show you some alternate ways to use some of the tools in Smoke for even more fun.
Brian Mulligan has been a Broadcast Editor for over 20 years, and has been working on Smoke since 2004. The workflow in broadcast is unique with daily on-air deadlines, and open creative. Often you have to be your own writer, producer, editor and graphic designer. Working with Smoke, cutting commercials and promos on a daily basis, Brian has explored all parts of the Smoke software as finishing tools and as creative tools. Brian is also a beta tester for Smoke and active in the Smoke Online Community.
Click to view individual classes....
Class 1: Timeline Editing / Soft Effects / Multi-layer workflow. - Making the most of the Timeline.
The Smoke timeline workflow is very powerful. We will look at the edit of a commercial utilizing 40+ layers, and explore getting the most out of containers & soft-effects.
Class 2: In and Out of Action - Planning your effects and workflow with Action is critical for getting the most out of Smoke on the Mac, when used as a creative tool. This class will help you with building pieces and parts needed for your Action composites, with other parts of the software or in alternate Action setups.
Class 3: More Action Work with Source Nodes, Creating Custom Lens Flares, 3D Text
2012 has lens-flare presets but you can even build your own. Source nodes can be used in creative ways with matte mixing, and making your 3D text look great are all covered in this class.
Class 4: History - Making it work for you. History is very powerful and often misunderstood. This class will show you how you can use history for versioning, and making batch-like procedural effects that you can use on other clips.
Class 5: Modular Keyer - Smoke for Mac has batch... well sort of. The procedural workflow of the Modular Keyer, and the wide selection of nodes can make the Modular Keyer great for pre-comping in Action.
Class 6: PSD & .EPS workflows for Action: Do you have great vector art that you wish you could use in Action for some motion graphic design? I'll be using Adobe illustrator and Photoshop to show you how to prep your art to make it easy to import in to Action as a composite, and ready for animations.
Class 7: Broadcast Promo Project Part 1 -We will breakdown a broadcast promo or two, and demonstrate how I use Smoke everyday in a creative broadcast environment with quick deadlines.
Class 8: Broadcast Promo Project Part 2 - Promo breakdown continues.
Class 9: Broadcast Promo Project Part 3 - Wrapping up our spot work. Exporting and File archiving.
Class 10: FlameFX Tools - Exploring some practical and creative uses for the FlameFX tools. (2012 Extension 1 Subscription Advantage Pack)
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.
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.
VUE301 - Advanced Vue Techniques
Professor: eran dinur (erandinur)
This course follows up on the Vue201 course, and offers intermediate and advanced Vue artists an opportunity to deepen their knowledge of the program and to acquire new practical techniques for production work. In the first half of the course we will concentrate on specific areas and tools in Vue, while the second half will essentially be a detailed work-through of a VFX shot involving Vue – from initial planning stages to final Nuke compositing. Throughout this course we will also get a chance to explore and use the great new features of Vue 9.
Eran Dinur is compositing supervisor at Brainstorm Digital. Previously he was a senior digital artist at ILM Singapore and Framestore NY. 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.
Eran Dinur is compositing supervisor at Brainstorm Digital. Previously he was a senior digital artist at ILM Singapore and Framestore NY. 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.
Click to view individual classes....
Class 1: Modeling with displacement - Displacement can be used as a powerful modeling tool in Vue. We will create a custom “rock generator” material, examine the potential of the world coordinates system, mix fractals, model high-detail cliffs with MetaBlobs and use the great new parameter publishing feature of Vue 9.
Class 2: HyperBlobs and sub-surface scattering - Building on the previous class, we will take a look at the new HyperBlob feature which combines displacement, volumetric shading and MetaBlobs. We will then move on to sub-surface scattering. By looking at how the different parameters affect the look of the material, we will create more natural-looking shaders for ice and marble.
Class 3: Relighting and advanced lighting techniques - The new relighting feature in Vue 9 is a fantastic tool, but requires a switch from the standard Vue lighting paradigm in order to fully exploit its potential. We will create a lighting rig with selective lighting and explore various lighting techniques.
Class 4: Terrain modeling with the Rocky Mountain fractal - Another great new feature in Vue, the rocky mountain fractal packs a lot of power, and we'll spend the entire class not only uncovering its secrets but also looking deeper into the function editor and tgerrain modeling in general.
Class 5: Vue in production – part 1
We will discuss different aspects of using Vue in production – its strengths and weaknesses, its role as a matte painting tool, the use of Vue for 2D, 2.5D and 3D. We will then examine the shot and come up with an initial strategy, before heading off to 3D camera tracking.
Class 6: Vue in production – part2
We will use Maya to create a master layout scene that will enable us to streamline the workflow in both Vue and Nuke. Next we will look at the correct process of importing the scene and camera into Vue and setting up a basic scene.
Class 7: Vue in production – part3
In this class we will start creating elements in Vue and bringing them into Nuke. We will concentrate on the 2.5D elements, rendering out single frames and passes from Vue and setting up projections in 3D space in Nuke, while I finessing and retouching the Vue elements in comp.
Class 8: Vue in production – part4
We will move on to creating fully 3D elements and renders. We'll look at the different solutions, from importing Vue tree models directly into Nuke to rendering out animations in Vue. We will discuss subjects such as flicker reduction, correct lighting, motion blur and texturing.
Class 9: Vue in production – part5
In this class we will continue working on the shot, adding more elements while finessing the comp. We will also take a look at creating volumetric and atmospheric effects, in Vue as well as in Nuke.
Class 10: Various subjects - In the last class we will take a closer look at Vue trees and see how we can re-generate and edit their textures to improve the way they look. We will also explore shadow-mate materials, as well as the new reflection-matte and ambient relighting control features of Vue 9.5.
AFX215 - AE Compositing for PROJECT ARBITER
Professor: Mark Christiansen (markchristiansen)
Mark Christiansen, author of Adobe After Effects CS5 Visual Effects and Compositing Studio Techniques, returns for a new project-based course featuring composting and effects for PROJECT ARBITER.
The type of shots Christiansen will be working on run the gamut of the type of shots an artist would see on a sci-fi action film. From rig removal to matte paintings, cgi multi-pass to bullet hits, blood splatters, and explosions.
PROJECT ARBITER, scheduled for release in Q4 2011, is a sci-fi espionage story about Special Fields Op. Captain Joseph Colburn who has been tasked with infiltrating a Nazi villa on the Polish border to discover its mysterious operations. The film was written and directed by Michael Chance, who has an efficient eye for independent filmmaking - creating high-production value projects at a fraction of what it would cost a studio to produce.
As PROJECT ARBITER is a visual effects heavy film, Michael has Visual Effects Supervisor Jesse Boots overseeing all the details. Boots is a visual effects specialist at Ntropic in San Francisco (Underworld, Grindhouse) where he’s worked on numerous projects as an editor and VFX artist.
PROJECT ARBITER website and trailer
The type of shots Christiansen will be working on run the gamut of the type of shots an artist would see on a sci-fi action film. From rig removal to matte paintings, cgi multi-pass to bullet hits, blood splatters, and explosions.
PROJECT ARBITER, scheduled for release in Q4 2011, is a sci-fi espionage story about Special Fields Op. Captain Joseph Colburn who has been tasked with infiltrating a Nazi villa on the Polish border to discover its mysterious operations. The film was written and directed by Michael Chance, who has an efficient eye for independent filmmaking - creating high-production value projects at a fraction of what it would cost a studio to produce.
As PROJECT ARBITER is a visual effects heavy film, Michael has Visual Effects Supervisor Jesse Boots overseeing all the details. Boots is a visual effects specialist at Ntropic in San Francisco (Underworld, Grindhouse) where he’s worked on numerous projects as an editor and VFX artist.
PROJECT ARBITER website and trailer
Click to view individual classes....
Class 1: Pull a challenging blue screen key with Keylight. Set the elements in place for skydiving comp: camera animation, atmospheric haze and clouds, basic spill and color correction.
Class 2: We remove a chain towing a tank - smart ways to break down complex roto and incorporate the tracker and mocha AE.
Class 3: Sky replacement and plate cleanup on this long shot of a jeep driving off into the sunset.
Class 4: Blood and bullet hit effects for two unfortunate soldiers.
Class 5: The driving shot: roto and lighting for a realistic comp.
Class 6: Sky replacement and creating a smoke element.
Class 7: Explosion Enhancement
Class 8: Creating muzzle flashes for firing guns.
Class 9: Animating fluid in 2D.
Class 10: Some tricky compositing and a few final tips.
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.
ANI101 - Introduction to Character Animation
Professor: Kai Pedersen (Kai Pedersen)
This course is aimed at the intermediate 3D software user, and is intended to introduce 3D artists to Character animation workflow in a 3D application. Taught by Kai Pedersen primarily in Cinema 4D, the program is intended to be platform agnostic, utilizing on common tools and workflows found in most 3D applications while focusing on theory and workflow.
There are no small exercises to cover the basic principles of animation here; this course will cover a complete shot from start to finish. Users will learn to think about their shot, plan ahead, act out and study reference before diving in and working through each stage of animation from blocking through to a completed shot.
Pedersen has been a Technical Director at his own Vancouver-based boutique, LucentDreams Animation, for several years, working on commercials, films, and even Broadway productions. He has also worked with MAXON Computer as the Technical Support Manager to aid in high-end, studio-level technical support and training for Cinema 4D as well as a MAXON beta tester and demonstration artist for nine years and is considered an expert on Cinema 4D. Currently Pedersen also teaches Cinema 4D and After effects for the Digital Design program at Vancouver Film School.
There are no small exercises to cover the basic principles of animation here; this course will cover a complete shot from start to finish. Users will learn to think about their shot, plan ahead, act out and study reference before diving in and working through each stage of animation from blocking through to a completed shot.
Pedersen has been a Technical Director at his own Vancouver-based boutique, LucentDreams Animation, for several years, working on commercials, films, and even Broadway productions. He has also worked with MAXON Computer as the Technical Support Manager to aid in high-end, studio-level technical support and training for Cinema 4D as well as a MAXON beta tester and demonstration artist for nine years and is considered an expert on Cinema 4D. Currently Pedersen also teaches Cinema 4D and After effects for the Digital Design program at Vancouver Film School.
Click to view individual classes....
Class 1: What Makes a Good Rig - As the course is designed to be platform agnostic, one may have to find a rig for their specific application. This first lesson will take a look at what to look for in a good rig, common control designs, and how to work with a rig in regards to selections, manipulation, and keyframing.
Class 2: Getting familiar with Posing: Just because one knows how to keyframe, doesn't mean that they can make a nice character animation. Besides the 12 basic animation principles, an animator needs strong posing skills. Before we run into animating we'll take some smaller steps into silhouette and posing.
Class 3: Planning – Planning is more than simply an idea. You have to think about your character, know how they would act and why. Sketches, Acting, and Video recording simplify the rest of the workflow by serving as a solid foundation for your animation.
Class 4: Blocking - We'll finally begin to animate our scene. The first lesson will be to block out the most vital Key Poses. While only a few poses, these are the ones where silhouette and clarity are most essential.
Class 5: Principles – Now that we have some key poses it is a good time to take into consideration principles of animation and plan out how we are going to get from one keyframe to another using these principles.
Class 6: Blocking Plus – Blocking alone may not convey enough detail on how the character gets from one moment to another. Utilizing the planning form last lesson we’ll add some additional breakdown poses to help express each motion.
Class 7: Splining – At some point the animation needs to move from it’s traditional drawings style roots to a Lively smooth cg animation. Converting all the animation to splines may smooth the animation but it can also lose some of the liveliness or abruptness. Smoothing the animation, while maintaining the personality, can be a challenge.
Class 8: Refining – With splines comes the odd behaviors, motions that don’t work quite as intended, twisting or flipping and other issues that may need to be changed. Some poses might need ot be pushed further to read better so a pass to go back and refine everything is always needed..
Class 9: Polish - In a perfect world your animation might be near completion, but this is where you must get critiques and be honest with yourself and really push for that final 10%. Small secondary actions, gestures, and the likes that make a character feel alive, thinking and feeling.
Class 10: A Brief look into Lipsync and Breakdowns – With our animation complete we’ll take a look at a few actual animations to review our workflow and how these shots might have been accomplished. We’ll also take a moment to look at how this same workflow could be applied to lipsyncing and other areas of animation.
AVD201 - Avid Media Composer 5.5
Professor: Liz Tate (liztate)
The Media Composer made a major change in software in the last year with the release of MC 5.0, and its follow up this year, 5.5. This class takes you through the latest software in detail, including new workflows, the redesign of the timeline, and various added features within the Avid tools. Students should come to the class with a bit of knowledge about the software and ready to delve into the features within the toolsets. fxphd professor Liz Tate returns to helm the class.
Tate graduated from Northwestern University with a B.S. in Radio/TV/Film. In her 20+ year career in editing, she has mentored more than a dozen assistant editors to help them polish their skills to become editors. She recently partnered to start her own post-production company, Hootenanny, in 2008. Past and present clients include American Express, Southwest Airlines, Crate&Barrel, JCPenney, and Reebok.
Tate graduated from Northwestern University with a B.S. in Radio/TV/Film. In her 20+ year career in editing, she has mentored more than a dozen assistant editors to help them polish their skills to become editors. She recently partnered to start her own post-production company, Hootenanny, in 2008. Past and present clients include American Express, Southwest Airlines, Crate&Barrel, JCPenney, and Reebok.
Click to view individual classes....
Class 1: Ingest - The new Avid Media Access workflow not only changes how Avid ingests media, but allows you to edit without ever digitizing your media into the Avid codec. This class looks at the workflow of inputting various media file formats: Red, Canon, P2, Alexa and XDCam.
Class 2: We continue the discussion of AMA workflow, and describe the ingest process of Canon and Quicktime footage, as well as HD footage into an SD project. Organization of footage and customization of bins are also discussed.
Class 3: The Timeline - We investigate the major redesign of the timeline—the new timeline palette, navigation tools, and options for trimming.
Class 4: Audio tools - The new RTAS plugins and track control panel, the new treatment of stereo tracks, audio project settings, and automation gain are covered.
Class 5: Effects - This class discusses effect workflow, as well as the timewarp effect and advanced keyframes.
Class 6: Effects Continued - Specific effects are examined, starting with the Spectramatte Keyer and the tracker. In addition, the Animatte Keyer, Stabilize and Fluidmorph are discussed.
Class 7: Color Correction - Workflow and tips are given on the color corrector. While no new tools were added in this software, techniques are addressed on how to use the tool more effectively.
Class 8: Secondary Color Correction/Mixed frame rates and formats - The new software can combine various formats and frame rates. We cover how to make sure that each clip displays properly, and how to mix different frame rates in one timeline. Secondary color correction is also discussed.
Class 9: Output - How to maximize your Avid output to create the flavors of deliverables you need, whether direct from Avid or prepped for other software. The edl tool is also discussed.
Class 10: Grab Bag - A variety of topics are explored, including dealing with media inside and outside of Avid, blend modes and PhaseFind.
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.
CMP201 - Special Ops: The VFX of Red Dwarf
Professor: Mike Seymour (mikes)
While BKD212 examines the Red Dwarf: Back to Earth project from an overall and on-set perspective, this course focuses on the visual effects by breaking down shots from the television specials. Mike Seymour, who served as vfx supervisor and 2nd unit director, will be the hosting professor for the course as he works through how shots were planned and executed for the show.
Serving as guest professors, members of the fxphd "special ops team" will have dropins which show how they completed the shots. The plan is to break down a single shot over two or three weeks of classes, spending time to fully develop the shots and focus on selling the shot. Footage from the show will be supplied as part of the course, allowing members to follow along and re-create the visual effects themselves. We expect to send out an average of 500MB of footage files per class during the term -- so ramp up your bandwdith.
The course will cover multiple areas of visual effects post -- from camera tracking to cleanup, visual effects to keying, cgi and matte paintings. This will be a hard core compositing course covering a wide variety of applications, creative techniques, and more. If you're a compositor at heart -- this course is definitely for you.
Serving as guest professors, members of the fxphd "special ops team" will have dropins which show how they completed the shots. The plan is to break down a single shot over two or three weeks of classes, spending time to fully develop the shots and focus on selling the shot. Footage from the show will be supplied as part of the course, allowing members to follow along and re-create the visual effects themselves. We expect to send out an average of 500MB of footage files per class during the term -- so ramp up your bandwdith.
The course will cover multiple areas of visual effects post -- from camera tracking to cleanup, visual effects to keying, cgi and matte paintings. This will be a hard core compositing course covering a wide variety of applications, creative techniques, and more. If you're a compositor at heart -- this course is definitely for you.
Click to view individual classes....
Class 1: Part 1 - How the initial photography for LMP (london Matte Painting) we taken and a look at how this was projected onto a 3d enviroment.
Class 2: Part 2 of the LMP creation. We look at the 2D component of the shot and look at LMP2 with its more rushed production time.
Class 3: FIN Design talk about the process of creating the G-Deck and the complexities of working with a vast space.
Class 4: We look at the tricks behind making a vase fly through the air and freeze and animating origami squid tentacles.
Class 5: We look at the creating and compositing the dimension-cutter effect (DCE)
Class 6: We look at the tracking workflow and role of Image Modeler on Red Dwarf.
Class 7: Match Moving on Red Dwarf using master plates and reference pictures.
Class 8: A look at Shakes application to composite the HALL sequences.
Class 9: André Hedetoft demonstrates how he did the Blade Runner scanning sequence for Red Dwarf.
Class 10: A look at the car hitting shot from Red Dwarf.
DIR301 - Directing
Professor: Jason Wingrove (wingrove)
In this course, award winning Jason Wingrove provide his experience in what it takes to direct. Wingrove has years of experience gaining brilliant performances from actors, children and telling stories that have a humanity and warmth. Wingrove works primarily as a TVC director, having started his career in the Camera department and worked his way up. Many of you will know Wingrove from the fxguide Red Centre podcasts and we have had numerous requests for Wingrove to work through a real production from pre to post.
This term Wingrove will be directing “Moving Day” at fxphd. This film will combine effects, children, drama and humor. Mike Seymour will be hosting the classes as we follow Jason from casting to mixing as he shows what it takes to be an effective and award winning director. This is really an amazing chance to shadow a director in a way we have never been able to do before.
This term Wingrove will be directing “Moving Day” at fxphd. This film will combine effects, children, drama and humor. Mike Seymour will be hosting the classes as we follow Jason from casting to mixing as he shows what it takes to be an effective and award winning director. This is really an amazing chance to shadow a director in a way we have never been able to do before.
Click to view individual classes....
Class 1: The role of the director and the Moving Day project - location
Class 2: Casting
Class 3: Working with the DOP
Class 4: Jason discusses the onset crew of Moving Day and how the mirror shot was planned and executed.
Class 5: Working with actors
Class 6: Working with effects, stunts and greenscreen
Class 7: A discussion with Jason and Richard Learoyd about editing Moving Day
Class 8: Communicating with post and getting what you want
Class 9: Sound design
Class 10: A chat with Jason about how and why he became Director, and a continuation of looking at the vfx of Moving Day.
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.
DOP212 - Scripted DSLR
Professor: Mike Seymour (mikes)
We have done some great courses in recent times on using the new range of DSLR cameras in a variety of situations, but this term we want to focus on scripted based narrative drama and comedy. We have teamed up with legendary UK Writer and Director Doug Naylor (Red Dwarf co-creator) to produce an episodic comedy called "Over to Bill". Mike Seymour will be working closely with Director of Photography Ed Moore, to bring practical on-set tips to light. The entirely new and original story is filmed in and around London in the present day and captures the best of scripted DSLR approaches.
If you were hoping to make a short film with great actors, funny original dialogue that looks like a million bucks, this course is for you. We discuss extensively lighting approaches, lighting diagrams and maps, audio recording, location work, set work, indoor comedy, steadicam, car to car, slider rigs and much more but all completely story focused.
This is the perfect course for someone wanting to make their own short film - that looks great, flows well and ultimately finds an audience.
If you were hoping to make a short film with great actors, funny original dialogue that looks like a million bucks, this course is for you. We discuss extensively lighting approaches, lighting diagrams and maps, audio recording, location work, set work, indoor comedy, steadicam, car to car, slider rigs and much more but all completely story focused.
This is the perfect course for someone wanting to make their own short film - that looks great, flows well and ultimately finds an audience.
Click to view individual classes....
Class 1: Producing a short or scripted drama on SLRs - just how easy is it? How good can it look? Mike talks to Director Doug Naylor, and Director of Photography Ed Moore.
Class 2: Shooting a two person 'performance piece'
Class 3: The importance of negative lighting, Ed talks about the lighting setups using 2 scenes from "Over to Bill" as examples.
Class 4: Mike talks about gear and the importance of the 1st AD and call-sheet for indie production.
Class 5: Moving the camera - options - appropriate gear to story issues
Class 6: Shooting a multi-person - multi-dialogue scene, staging, coverage and filming
Class 7: Practical tips and tricks to SLR production on location and 'indie'
Class 8: Setting, problems and fixes
Class 9: A walk through on dslr post. Processing, syncing and enhancing the offline.
Class 10: Low budget DSLR greenscreen (note: this will cover material not filmed as part of the London project)
DOP213 - DSLR Filmmaking
Professor: Billy Sheahan (BillySheahan)
In the past, we've traveled to Japan as well as the wilds of West Yellowstone to focus on DSLR filmmaking. In DOP213, we're staying close to home and focusing on one photographer's base of knowledge to bring a very approachable and practical course on DSLR filmmaking. Professor Billy Sheahan (billysheahan.com) has been shooting stills and video for over two decades. With the developments in DSLR cinematography, it's only in the past few years however that he's become happy with the the image he is able create with motion technology. His background as an award-winning editor and a passion for photography makes him the perfect fit for fxphd. His passion for both has enabled him to contribute his motion photography to major projects and national television commercials -- most accomplished more easily than you'd expect. He'll be showing you how this term.
The course will walk you through filmmaking from Sheahan's perspective, with a bit of focus on model/live talent photography (though other areas will be covered as well) and how taking the simple path can lead to excellent visual results. Each week will feature an easy to accomplish mini shoot and resulting exercise for members. One week it might be to light with sources you might find in the average living room. The next week, to shoot day for night. Members will be encouraged to share their work with others in the forums.
The course will walk you through filmmaking from Sheahan's perspective, with a bit of focus on model/live talent photography (though other areas will be covered as well) and how taking the simple path can lead to excellent visual results. Each week will feature an easy to accomplish mini shoot and resulting exercise for members. One week it might be to light with sources you might find in the average living room. The next week, to shoot day for night. Members will be encouraged to share their work with others in the forums.
Click to view individual classes....
Class 1: The basic gear. From the camera to the lenses, we'll examine Sheahan's basic kit and basic camera set up.
Class 2: When less is more. Sheahan rarely shoots with more than one light. It may sound lazy, but it gives motion photography both a distinctive look when he wants it as well as a more natural look. Choosing that one light is important as are the non-light tools used to fill in areas that need a little help. Members will be asked to use that one light, in this weeks exercise.
Class 3: When that one light is the sun. Sheahan loves shooting in available light and it's the light we're all most familiar with. However, it's an extremely powerful light source; constantly changing and it needs to be controlled to get the look one is after. Building on the one artificial light discussion from the previous session, we'll talk about some non-lighting tools as well as neutral density filters which are used to help tame the sun to get the look we're after.
Class 4: Continuing on our available sunlight topic we'll discuss how using neutral density along with the advanced picture styles in your camera not only allow you more options with your camera aperture settings, they also allow you more options for color grading in post. Sometimes it's best not to commit to a look during your shoot when you don't have to. Also we have an interview with architectural photographer Marian Kraus.
Class 5: We've gotten spoiled with RAW. Sometimes to better understand the present, we have to look to the past. Shooting images in RAW has allowed us so many ways to manipulate our images. But when shooting h.264 on our DSLRs it's like turning back the clock a decade or two to the days of shooting transparency film when exposure and color temperature mistakes were not easily fixable if fixable at all. We'll discuss the parallels between transparency film and shooting h.264 and how choosing your white balance can help get you half way to your desired color grading look.
Class 6: We all need a little support. The great thing about HDSLR cameras is that they're small and lightweight. The horrible thing about HDSLRs is that they're small and lightweight. The ergonomics of shooting video with HDSLRs is less than ideal. We'll talk about tripods and gliders and how and when to use them. Stationary or glide? Just because you can, doesn't mean you should all of the time.
Class 7: HDSLR rigs: So many choices and so much money. Let's navigate through what you need in an HDSLR rig to help you pick what you need to achieve the look you want before you spend more than the cost of your camera and lenses. Matte boxes, follow focus, hand held or on a support system and monitoring? It really depends what and how you're shooting.
Class 8: Sometimes pre-visualization and planning can really help make a shoot go more smoothly. In class 08, we'll take a look at a few apps for the iPad and iPhone that really help me to arrive on set prepared. And then we'll take one of those apps and literally give it a test drive. How do you mount a DSLR camera on a car and manage to monitor it while driving? I'll show you my method of camera mounting and ways to shoot interesting angles from a vehicle. And one of them involves time-lapse photography.
Class 9: We've been talking a lot about shooting flat to allow your colorist the maximum amount of options during a color grading session. We'll head to Color Playground to talk with Kelly Armstrong who will show us how she would work with some of the footage we've been shooting in class and get her viewpoint on color and working with DOPs. Then we'll look at the other side of the camera as we sit down with Musician/Actor/model Jillian Ann and discuss some things she looks for when collaborating with people behind the camera. That's us. Two very interesting discussions.
Class 10: Something for everyone. We've packed class 10 with a variety of subjects, grouped into four sections: Timelapse tips and tricks when shooting timelapse from daylight to night, Shooting at 29.97 for 23.98 to introduce a slight slo-motion effect and how to keep a music video track in sync, workflow practices and software to get your media from camera to your editing system, and finally a discussion on some key professional business topics to help you keep making your art, including the Cost of Doing Business Calculator, stills vs. motion usage and copyright, insurance and why you need it to shoot in a professional environment, helpful industry organizations and best practices for backing up up your precious media files.
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
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.
PFT203 - PFTrack 2011: Tracking Challenges
Professor: Victor Wolansky (victorw)
fxphd's popular camera tracking specialist Victor Wolansky teaches this third PFTrack in production course continuing his tendency to tackle only the most difficult shots. You're sure to pick up a ton of new, high-end techniques for both object and camera tracking.
Click to view individual classes....
Class 1: Using the auto tracker node, cleaning the auto trackers by solving parts, the importance of initial frames and prep for geometry construction.
Class 2: Image modeling, one of the key features of PFTrack.
Class 3: Calibrating multiple cameras, with and without motion, and important step for object tracking and mocap tracking.
Class 4: Object tracking from multiple cameras, perfect combination for more accuracy and automatic sizing of the tracked object.
Class 5: Geometry tracking. Using geometry, OBJ and FBX to track an object, or camera. A non-conventional tracking that can save a lot of time in some cases.
Class 6: Geometry tracking, a new kind, tracking non rigid objects and deformations.
Class 7: Texture extraction, new tools with proper UV mapping.
Class 8: Stereo tracking techniques.
Class 9: Tracking water.
Class 10: An experiment on facial tracking and replacement.
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
PRM202 - Premiere Pro for the Filmmaker
Professor: Tyler Ginter (tylerginter)
Recent releases of Adobe's Premiere Pro have truly added more and more "pro" features to the software, opening up editors' and artists' eyes to the software. With that in mind, Tyler Ginter, professor of our Yellowstone DOP211 course, leads this production-based course which relates his real-world experience working on various jobs in the software.
The reality in today's post world is that artists, editors, and other post pros have to work with R3D, Phantom, and DSLR footage all on a single job or even a single timeline. Ginter will be utilizing a variety and footage and formats to show where Premiere Pro excels on the job. The course will also include an honest appraisal of where it falls short and ways in which you can work around these shortcomings. Ginter has a great perspective, having used Avid and Final Cut Pro in the past, more recently has been using Premiere Pro due to its speed and flexibility in working with various types of footage.
This course serves as a perfect tandem to PRM201, our feature-based Premiere Pro course led by Tim Kolb. It's not only applicable to editors, but graphics artists, compositors, and anyone who needs to work with the digital formats that are prevalent in the industry.
The reality in today's post world is that artists, editors, and other post pros have to work with R3D, Phantom, and DSLR footage all on a single job or even a single timeline. Ginter will be utilizing a variety and footage and formats to show where Premiere Pro excels on the job. The course will also include an honest appraisal of where it falls short and ways in which you can work around these shortcomings. Ginter has a great perspective, having used Avid and Final Cut Pro in the past, more recently has been using Premiere Pro due to its speed and flexibility in working with various types of footage.
This course serves as a perfect tandem to PRM201, our feature-based Premiere Pro course led by Tim Kolb. It's not only applicable to editors, but graphics artists, compositors, and anyone who needs to work with the digital formats that are prevalent in the industry.
Click to view individual classes....
Class 1: Data Management/Organization - Prior to starting your edit you must have a good organizational workflow. As a result, part of being a great editor is also being a great DIT! We will cover how to organize your folders inside and outside of Premiere, additional applications and hardware that will enhance your workflow, and how to setup essential Premiere preferences.
Class 2: Customizing the Interface/Keyboard Shortcuts - We will cover the most essential parts of the interface and how to get around the application and customize it for editing. If you are more familiar with Final Cut or Avid I will try and point out what is the same and what is different. More importantly we will setup custom keyboard shortcuts. From here on we will be dealing a lot more with the keyboard instead of the mouse. Becoming a good editor also means becoming a fast editor and I will share with you my tricks on how to work faster with your keyboard.
Class 3: Model BTS Edit Part 1 - Interview - We will start from a blank project and work through the edit of a real world Behind the Scenes (BTS) model shoot for James Douglas Studio. I will teach you tricks on how to shoot for your edit, interview techniques/questions, how to edit down your interview, and how to developing the story while working through your edit.
Class 4: Model BTS Edit Part 2 - Audio - Audio is often the overlooked and normally done as an afterthought. We will be perfecting our audio from the edited interview and go over tricks on how to improve audio quality in your final edit. We will pick out a music track that fits the pacing and lock down all audio in our edit. Lastly, I will teach you how to get away from annoying audio keyframes using a more reliable and simpler to use technique.
Class 5: Model BTS Edit Part 3 - Timelapse - We will cover the easiest way to process a series of RAW photographs using After Effects and Premiere. Timelapse is great way to enhance your story and it will be a nice B-Roll edition for the Model BTS Edit.
Class 6: Model BTS Edit Part 4 - B-Roll - We will add all of our B-Roll to include the timelapse we processed from the previous week, NAT sound, and photos. We will perfect the flow of the story with visuals that match the interview and music.
Class 7: Model BTS Edit Part 5 - Graphics/Effects/Titles - We will add effects, design an intro, create lower thirds, and add credits. I will demonstrate how to use Dynamic Link to round trip between After Effects and Premiere to create graphics and text.
Class 8: Model BTS Edit Part 6 - Color Correction - We will grade the entire edit and establish an overall look using Colorista II. I will also show how to produce similar results using Premiere's integrated color correction tools.
Class 9: Model BTS Edit Part 7 - Exporting/Project Manager - We will prepare our final edit for our client using Adobe Media Encoder to establish presets batch export several different high resolution and web versions. I will also cover the Project Manager and how to properly backup and archive your entire project for easy access later.
Class 10: Red Workflow/Stabilization/Time Remapping - I will show how to work with native Red Epic footage filmed using SnapRoll Media's Remote Control Helicopter. I will cover how to color correct and edit this footage using the Red R3D Source Settings. Lastly, I will use Adobe Dynamic Link to send the footage to After Effects to use the new warp stabilizer. Once the footage is perfectly smooth I will cover how to use the time remapping tools in Premiere.
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.
RMS101 - Introduction to Renderman Studio
Professor: Manuel Kraemer (mkraemer)
Pixar's Renderman@ is a core rendering technology that has been powering production pipelines since 1985. Leading digital effects houses and computer graphics specialists use Pixar's RenderMan@ because it is the highest quality renderer available anywhere and has been production tested through successful use in feature films for over ten years. RenderMan’s powerful features such as programmable shading language and anti-aliased motion blur allow designers to believably integrate stunning synthetic effects with live-action footage. RenderMan is used for Pixar’s own feature film productions.
The RMS 101 series of classes is aimed at the beginner user wishing to discover how to enhance a small to medium sized production pipeline with Pixar's professional suite of integrated shading and rendering tools. RMS101 will introduce all the different components of the suite, such as Alfred, Slim and show how these workflows integrate with Renderman Pro Server. The class is structured around a progression of small projects, each uncovering new features and workflows of the Renderman Studio Pro suite, always focusing on practical applications for shading, lighting and rendering.
Manuel Kraemer is currently a software engineering technical director in the Production Engineering group at Pixar Animation Studios. He received a M.Sc. in Computer Science at the University of Teesside (UK) in 1996. In London, he contributed to projects such as the BBC Science documentary “The Planets” and Universal's sci-fi thriller “Pitch Black”. In 2000 he relocated to the US at the Walt Disney Company, working on the stereoscopic ride “The Magic Lamp” and then moving on to the research project “Gemini Man, exploring photorealistic facial capture and rendering technologies. He started at Pixar Animation Studios in 2002, developing the skin rendering software for the Oscar winning “Incredibles” movie and contributing to the shading and rendering technologies of titles such as “Cars”, “Ratatouille”, “Wall-e” and “Up”.
The RMS 101 series of classes is aimed at the beginner user wishing to discover how to enhance a small to medium sized production pipeline with Pixar's professional suite of integrated shading and rendering tools. RMS101 will introduce all the different components of the suite, such as Alfred, Slim and show how these workflows integrate with Renderman Pro Server. The class is structured around a progression of small projects, each uncovering new features and workflows of the Renderman Studio Pro suite, always focusing on practical applications for shading, lighting and rendering.
Manuel Kraemer is currently a software engineering technical director in the Production Engineering group at Pixar Animation Studios. He received a M.Sc. in Computer Science at the University of Teesside (UK) in 1996. In London, he contributed to projects such as the BBC Science documentary “The Planets” and Universal's sci-fi thriller “Pitch Black”. In 2000 he relocated to the US at the Walt Disney Company, working on the stereoscopic ride “The Magic Lamp” and then moving on to the research project “Gemini Man, exploring photorealistic facial capture and rendering technologies. He started at Pixar Animation Studios in 2002, developing the skin rendering software for the Oscar winning “Incredibles” movie and contributing to the shading and rendering technologies of titles such as “Cars”, “Ratatouille”, “Wall-e” and “Up”.
Click to view individual classes....
Class 1: Installing & configuring the software
Class 2: How Maya shading interfaces with RMS, an exploration of the RMS render controls panel and highlighting the differences between Maya's and RMS's rendering systems.
Class 3: Technical aspects of modeling. Looking at the different ways to create smooth shapes out of subdivided meshes and how this relates to shading with RMS.
Class 4: Say hello to Slim. Covering the interface and the basic mechanisms of Slim.
Class 5: Introducing the Slim node: AllPurpose, a rendering system that is able to accurately represent most physical materials.
Class 6: Working further on the look development of materials and illumination. Using procedural methods to age and weather materials with the help of composited layers.
Class 7: Exploring light transmission: specular transmission with glass and diffuse transition with milk.
Class 8: Continuing a look into light transmission with discussion of sub surface scattering.
Class 9: Introducing PTex: a new file format standard dedicated to three dimensional texture images.
Class 10: How to use RMS and Slim to bind PTex textures to the geometry through the shader.
RND101 - Introduction to RenderMan
Professor: Manuel Kraemer (mkraemer)
Pixar's Renderman@ is a core rendering technology that has been powering production pipelines since 1985. Leading digital effects houses and computer graphics specialists use Pixar's RenderMan@ because it is the highest quality renderer available anywhere and has been production tested through successful use in feature films for over ten years. RenderMan’s powerful features such as programmable shading language and anti-aliased motion blur allow designers to believably integrate stunning synthetic effects with live-action footage. RenderMan is used for Pixar’s own feature film productions.
This fxphd course provides an introduction to the core concepts and fundamental features of Pixar's Renderman Pro Server software. It will cover the structures used in the RIB interface to describe scene data and introduce RSL, the Renderman Shading Language through the implementation of a set of simple custom shaders. The course also analyzes REYES, the core rendering algorithm, and the implications on shader design as well as rendering optimization strategies.
By the end of the course, students should have a firm understanding of how to render a scene with Renderman, take advantage of the rich feature set to precisely control render time and image quality. They will also learn how to write custom shaders in the RSL language such as the ones developed by professional shading technical directors in the demanding environment of motion picture production. Note : this course does not cover the RendermanStudio or Slim user interfaces.
Manuel Kraemer is currently a software engineering technical director in the Production Engineering group at Pixar Animation Studios. He received a M.Sc. in Computer Science at the University of Teesside (UK) in 1996. In London, he contributed to projects such as the BBC Science documentary “The Planets” and Universal's sci-fi thriller “Pitch Black”. In 2000 he relocated to the US at the Walt Disney Company, working on the stereoscopic ride "The Magic Lamp" and then moving on to the research project "Gemini Man", exploring photorealistic facial capture and rendering technologies. He started at Pixar Animation Studios in 2002, developing the skin rendering software for the Oscar winning "Incredibles" movie and contributing to the shading and rendering technologies of titles such as "Cars", "Ratatouille", "Wall-e" and "Up".
This fxphd course provides an introduction to the core concepts and fundamental features of Pixar's Renderman Pro Server software. It will cover the structures used in the RIB interface to describe scene data and introduce RSL, the Renderman Shading Language through the implementation of a set of simple custom shaders. The course also analyzes REYES, the core rendering algorithm, and the implications on shader design as well as rendering optimization strategies.
By the end of the course, students should have a firm understanding of how to render a scene with Renderman, take advantage of the rich feature set to precisely control render time and image quality. They will also learn how to write custom shaders in the RSL language such as the ones developed by professional shading technical directors in the demanding environment of motion picture production. Note : this course does not cover the RendermanStudio or Slim user interfaces.
Manuel Kraemer is currently a software engineering technical director in the Production Engineering group at Pixar Animation Studios. He received a M.Sc. in Computer Science at the University of Teesside (UK) in 1996. In London, he contributed to projects such as the BBC Science documentary “The Planets” and Universal's sci-fi thriller “Pitch Black”. In 2000 he relocated to the US at the Walt Disney Company, working on the stereoscopic ride "The Magic Lamp" and then moving on to the research project "Gemini Man", exploring photorealistic facial capture and rendering technologies. He started at Pixar Animation Studios in 2002, developing the skin rendering software for the Oscar winning "Incredibles" movie and contributing to the shading and rendering technologies of titles such as "Cars", "Ratatouille", "Wall-e" and "Up".
Click to view individual classes....
Class 1: Introduction: Renderman@ is a specification, prman is the software : a brief history of this 20 years old software - quick tour of the prman software package and the various utilities - "hello sphere" : write a simple RIB to render a sphere - overview of the structure of a RIB - context stacks. Plus, an update movie added Oct11 covering RMS 3.0.3
Class 2: RIB structure : creating a scene - basic transformations (and matrix concatenation) - positioning the camera - basic geometric primitives - parenting - options & attributes
Class 3: REYES: in-depth look at the REYES algorithm, does it really Render Everything You Ever Saw ? - core concepts : splitting, dicing, micropolygons and shaders - render options : taking control of your memory, speed and image quality
Class 4: Custom Shaders: introduction to the shading language grammar, syntax & data types, compilation - implementation of a simple plastic shader - implementation of a simple light shader - attaching the shaders to the geometry.
Class 5: ImageFeatures: motion blur, motion samples, multi-segment blur, limitations - depth of field - uniform / varying - flow control - fBm
Class 6: Passing Data: coordinate systems, space transformations
Class 7: Shading, texture maps: txmake and texture( ) - geometric primitives - texture coordinates
Class 8: Shading, Illumination: Illuminance, Illuminate : diffuse & specular reflections
Class 9: Bump & Displacement: bump mapping - displacement mapping - displacement bounds - practical application of sub-pixel displacement
Class 10: Shadows: shadow maps - bias - blur - samples - workflow in Maya / Slim
RND201 - Intermediate RenderMan
Professor: Manuel Kraemer (mkraemer)
RND201 is our second in a series of RenderMan courses at fxphd. In our previous installment, RND101, we introduced the RenderMan specification and exposed some of the fundamental features that have now become the cornerstones of Photorealistic RenderMan, Pixar's own implementation. Students should have taken our rnd101, or have basic working knowledge of Renderman before attempting this course.
This course will build upon the concepts that were introduced in our first set of classes and explore more advanced features as well as refine our understanding of how the geometry and the shaders interact. We will be experimenting with look development through custom procedural shaders for special effects with case studies of problems such as flames and fire as were used in feature films. We will also be taking a closer look at some of the common pitfalls of CGI rendering and some of the methods used to remedy or mitigate these undesirable visual artefacts. And if time allows, we will be introducing some ray-tracing in our images.
This class is squarely aimed at the intermediate level shading technical director or students interested in delving deeper into shading and rendering techniques. As part of this short introduction, we'd like to put forward a little disclaimer : some mathematics are required for this class. I have dedicated specific sections to cover in detail the topics that we will be using.
Also, this course really focuses on Photorealistic Renderman (PRMan). As such, while Kraemer will be using Maya plugins and other Pixar software such as Renderman Studio and SLIM for convenience, he will not be focusing on their functionality. These tools are a topic on their own and covering their intricacies would take too much time away from the topics introduced here.
Manuel Kraemer is currently a software engineering technical director in the Production Engineering group at Pixar Animation Studios. He received a M.Sc. in Computer Science at the University of Teesside (UK) in 1996. In London, he contributed to projects such as the BBC Science documentary “The Planets” and Universal's sci-fi thriller “Pitch Black”. In 2000 he relocated to the US at the Walt Disney Company, working on the stereoscopic ride "The Magic Lamp" and then moving on to the research project "Gemini Man", exploring photorealistic facial capture and rendering technologies. He started at Pixar Animation Studios in 2002, developing the skin rendering software for the Oscar winning "Incredibles" movie and contributing to the shading and rendering technologies of titles such as "Cars", "Ratatouille", "Wall-e" and "Up".
This course will build upon the concepts that were introduced in our first set of classes and explore more advanced features as well as refine our understanding of how the geometry and the shaders interact. We will be experimenting with look development through custom procedural shaders for special effects with case studies of problems such as flames and fire as were used in feature films. We will also be taking a closer look at some of the common pitfalls of CGI rendering and some of the methods used to remedy or mitigate these undesirable visual artefacts. And if time allows, we will be introducing some ray-tracing in our images.
This class is squarely aimed at the intermediate level shading technical director or students interested in delving deeper into shading and rendering techniques. As part of this short introduction, we'd like to put forward a little disclaimer : some mathematics are required for this class. I have dedicated specific sections to cover in detail the topics that we will be using.
Also, this course really focuses on Photorealistic Renderman (PRMan). As such, while Kraemer will be using Maya plugins and other Pixar software such as Renderman Studio and SLIM for convenience, he will not be focusing on their functionality. These tools are a topic on their own and covering their intricacies would take too much time away from the topics introduced here.
Manuel Kraemer is currently a software engineering technical director in the Production Engineering group at Pixar Animation Studios. He received a M.Sc. in Computer Science at the University of Teesside (UK) in 1996. In London, he contributed to projects such as the BBC Science documentary “The Planets” and Universal's sci-fi thriller “Pitch Black”. In 2000 he relocated to the US at the Walt Disney Company, working on the stereoscopic ride "The Magic Lamp" and then moving on to the research project "Gemini Man", exploring photorealistic facial capture and rendering technologies. He started at Pixar Animation Studios in 2002, developing the skin rendering software for the Oscar winning "Incredibles" movie and contributing to the shading and rendering technologies of titles such as "Cars", "Ratatouille", "Wall-e" and "Up".
Click to view individual classes....
Class 1: Interpolation Maths. Linear, Cubic, Bezier, bspline, hermite / catmull-rom, continuity.
Class 2: Manipulating colors : Mix, smoothstep, spline shader operations.
Class 3: Look Development Part 1 : procedural animated flames texture - research and implementation.
Class 4: Look Development Part 2 : refining the look, adding user controls, problem solving.
Class 5: Visual Effect Part 1 : applying our flames shader to create a super-heated plasma effect in a shot using Renderman Studio.
Class 6: Visual Effect, Part 2 : applying our flames shader to create a super-heated plasma effect in a shot using Renderman Studio.
Class 7: Shader-intercommunication Part 1 : displacement to surface shader communication.
Class 8: Shader-intercommunication Part 2 : light to surface shader - introduction to RSL 2.0
Class 9: Ray-Tracing Introduction : REYES & global visibility - using the trace shadeop.
Class 10: Ray-Tracing : implementing a glass shader.
RTO210 - Secrets of Paint and Roto
Professor: Wes Ball (wesball)
"We'll fix it in post." No doubt you've heard the phrase before. And while it may get thrown around more than it should, the challenge of 'the fix' often falls to the paint and roto artist. From removing pesky crew members or production rigging in frame, to altering background environments or clothing on actors, we're going to focus on the approaches and techniques of this invisible art using standard tools like After Effects, Photoshop along with supporting apps like Mocha AE and software from The Pixel Farm.
Professor Wes Ball will be examining real-world production shots from recent TV shows as well as newly acquired RED footage. As we walk through the completion of full shots, you will gain a solid grasp on the fundamental concepts of paint and roto and hopefully learn a few hard-won tips and tricks along the way. Ball will be using After Effects as his finishing tool of choice, but the techniques he'll be showing are applicable across many different applications.
Ball's freelance operation, OddBall Digital, works in a variety of areas in film and TV, one facet being paint and roto for prime-time television.
Professor Wes Ball will be examining real-world production shots from recent TV shows as well as newly acquired RED footage. As we walk through the completion of full shots, you will gain a solid grasp on the fundamental concepts of paint and roto and hopefully learn a few hard-won tips and tricks along the way. Ball will be using After Effects as his finishing tool of choice, but the techniques he'll be showing are applicable across many different applications.
Ball's freelance operation, OddBall Digital, works in a variety of areas in film and TV, one facet being paint and roto for prime-time television.
Click to view individual classes....
Class 1: We'll get an overview of the kinds of paint shots that often come up in a production situation. Many of the shots we look at in this class we will come back to in detail later in the course. We'll start looking into approaches and how to think about removing unwanted elements in the frame.
Class 2: Stairs Another crew member gets in the way. We'll go about removing him by replacing the entire half of the frame. We'll look at creating the patch in photoshop as well as simple tracking in after effects with hand tweaks using null parents. Also, we'll look into a method I call 'reverse tracking'.
Class 3: Baloons This time we're going to look at using track mattes in After Effects to single out objects in the frame we can use to block or hide unwanted elements in the shot. We'll also get an intro in Mocha AE for tracking and using its data inside of After Effects.
Class 4: Helicopter Using RED footage shot by fxphd, we'll look at a simple method for removing rigging cables supporting a model helicopter until its explosive demise. Specifically we'll show how simple roto shapes, still frames, and color keys can get the job done.
Class 5: Mic Wire Sometimes you can get away with using blurs and different blending filters inside of after effects to remove unwanted elements. In this case, a mic wire is taped across a guy’s bare chest and we’ll wipe it away with a few filters. We'll also use this opportunity to go into a little detail on how I like to approach the specific task of roto.
Class 6: Go Kart Part 1 of 2 We'll start upping the ante with a fairly difficult shot of another crew member walking straight through the middle of the scene. We'll look into some serious tracking with a zoom and handheld camera using pfTrack.
Class 7: Go Kart Part 2 of 2 We'll finish out the shot by exporting the track into a 3D app to generate a full background using the patch we created in the previous class. We'll also look into the roto involved in completing the shot.
Class 8: Shoreline A & B We'll take a look at a collection of shots that are "the same but different". Each shot needs us to remove objects off in the distance, but we'll take different approaches with each one to illustrate some of the choices you can make when tackling shots.
Class 9: Shoreline C In this class, we'll take a fast-moving handheld shot out on the ocean and clean the distant shoreline of any distracting buildings, ships, or evidence of civilization. We’ll look at stitching several stills from different times in the frame into one giant patch. We'll track it into the shot, and then briefly look at the roto involved with finishing the shot.
Class 10: Grass canons In the last shot of the course, we'll remove an entire crew on a grassy hillside. We'll look into 3D tracking and ways to rebuild elements of the grassy hillside in 3D and merge them back into the shot.
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.