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Saturday, February 27, 2010

UV Master plugin for ZBrush **


+ Pixologic Inc., today announced the release of its latest plugin UV Master for ZBrush Windows and ZBrush Mac OSX. UV Master is a powerful addition to ZBrush - the Award Winning 2D/3D sculpting, texturing, and painting application. UV Master automatically produces UVs for 3D models created by or imported into ZBrush. The UVs created by UV Master are easily readable while still having the least amount of distortion possible. UV master is designed to make the creation of UVs easily accessible for all artists who need to create human-readable UV maps for painting textures in any 2D image editor. It is also ideal for those who need to create normal maps, which are traditionally very sensitive to UV seams.
In addition to its fully automatic process, UV Master incorporates easy-to-use Control painting modes that let the artist protect areas of the model from automatic seam placement or attract seams toward a particular location. This makes it possible to create high quality UV map in a couple of minutes and in an artist friendly way. Creating quality UV mapping for a model traditionally has a high learning curve to overcome its technical nature. With UV Master this hurdle is now gone. Any artist can now quickly and easily create excellent UV maps. This plugin clearly represents the ZBrush ideal of maximum artistic freedom with minimal technical hurdles! UV Master is provided with full documentation and includes several UV checker textures to help visualization of the created UVs. To download UV Master, Please - Click Here

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THE GNOMON WORKSHOP RELEASES NEW DYNAMIC FIGURE DRAWING SERIES WITH DAVID FINCH


+ This week The Gnomon Workshop releases a new series of Dynamic Figure Drawing DVDs by DC Comics artist David Finch. Finch is a veteran comic book illustrator who recently joined DC Comics after a long stint at Marvel Comics working on such titles as Ultimate X-Men, Avengers Disassembled, The New Avengers, Moon Knight and Ultimatum. These new DVDs focus on teaching the techniques artists need in order to draw the human figure from multiple angles and poses without the need for tracing and using reference. Each DVD covers specific areas of anatomy that are often difficult for artists to visualize and translate from their imagination to paper. Finch breaks down the human figure to easily understood forms and reveals some easy to remember shortcuts and tricks for making your figures more convincing. Further, he covers male and female differences in all three titles, and he also delves into exaggerating the form to create realistic looking fantasy characters. Besides being a must have set for all concept artists and illustrators, these titles will also help any artist that needs to visualize dynamic human poses such as a story board artist or animator. We're excited to publish this captivating set of demonstrations, a great follow up to Finch's amazing DVD series on Comic Book Illustration with inker Joe Weems and colorist Steve Firchow. For more information, please - Click Here

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Maya Shading Networks 2nd Edition



+ Dover Studios, Inc. today released Maya Shading Networks 2nd Edition, their latest visual effects training video. Maya Shading Networks 2nd Edition is a practical guide to creating shading networks in Autodesk Maya. The second edition has been completely revised and updated and features crystal clear 1080p high definition video. Through a series of in-depth lessons, visual effects artists, Andrew Hazelden and Russell Hazelden, share countless tips and techniques that will help you create more realistic shading networks.
Essential topics include aging a shiny metal surface by adding a layer of tarnish, using the Mental Ray IPR renderer to interactively preview shading networks, creating 2D and 3D procedural textures, adjusting specular highlights, exploring various ways to assign materials to objects, using environment maps to create reflective materials, and adjusting 2D texture placement attributes. Learn how to use incandescence and glow to simulate materials that emit light. This effect is often used when creating materials for light fixtures, television sets, and glowing hot lava. Discover how PSD networks can be used to simplify the creation of shading networks that contain multiple file textures. Advanced topics include: using light linking to control scene illumination, adjusting shader glow normalization values, viewing render statistics in the Maya render log, and utilizing shared nodes to make shading networks simpler to maintain. No steps are left out and every detail is explained with easy to follow step-by-step instructions.

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Cheetah3D 5.3 adds 64-bit support


+ Cheetah3D 5.3 was released today. The biggest change in Cheetah3D 5.3 is undoubtedly the 64-bit version for Intel 64-bit CPUs. Now Cheetah3D can use all the memory installed in your Mac, and will allow you to create much more complex scenes. To deal with these complex scenes, the Cheetah3D raytracing core has been accelerated considerably, and Altivec/SSE optimized. On the user interface side, the already convenient and easy-to-use Render Manager has been rewritten completely and is now even better. For example, for easier finding of old render jobs, a thumbnail preview is now available. The pose manager functionality has moved to a tag to allow saving poses locally and making it more conveninent and faster to work with character poses.
To offer an even better learning experience, we've once again teamed up with Andrew Heyworth to produce Cheetah3D 5.0 video training material. The resulting "Cheetah3D 5.0 for Beginners" video tutorials cover all the main aspects of using Cheetah3D from the user interface, the new material system, modelling, rendering and animation. The length of the video tutorials has grown to five-and-a-half hours, and they are available via download (1.4 GByte, 1024x768 resolution) for just 29$. For more information, please -
Click here

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Design21 - UNESCO poster competition


+ Create the poster for 2010, International Year for the Rapprochement of Cultures; a competition to promote better communication and understanding between all peoples and cultures. Participants of the competition are invited to express their vision and understanding of the “Rapprochement of Cultures” by designing posters that creatively emphasize the importance of exchange and dialogue among and between cultures in ensuring social cohesion and harmonious coexistence.Design a poster that celebrates “2010, International Year for the Rapprochement of Cultures". Entries are limited to text and images only, and to be submited by March 09, 2010 at 05:59PM UTC. Designers have complete creative liberty, and may freely use in their design the title of the Year ("2010, International Year for the Rapprochement of Cultures") in any of the following six languages that they are most comfortable using: English, French, Spanish, Russian, Chinese, Arabic. Entrants must keep in mind the international nature of UNESCO and the celebration of the Year and avoid any reference to a particular country, region, culture or religion.
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More Information

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Saturday, February 20, 2010

Blender 2.5.1



+ The Blender Foundation and online developer community is proud to announce the release of Blender 2.5 Alpha 1. This release is the second official testing release of the Blender 2.5 series, representing the culmination of many years of redesign and development work. Some of the new features includes; The 3D Sculpting system has been improved a lot for the Durian Open Movie project, It can handle a lot more geometry now, Sculpt mode in Blender has been optimized, increasing drawing and editing performance significantly, and reducing memory usage to support more detailed models and 100s of essential fixes compared to the alpha 0. Betas 2, 3 and 4 will add additional UI features, alongside further tool development, leading up to a fully stabilised and production ready Blender 2.6 release in mid 2010.

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"Bunkspeed® Powers its next Generation of Software with mental images' iray® technology"



+ Bunkspeed, Inc, a leading global provider of rendering and visualization software for design, engineering, and marketing, announced today it has selected iray® rendering technology from mental images® to power its next generation software to be called Bunkspeed SHOTT™—the company's revolutionary easy to use, real-time photorealistic rendering application. Bunkspeed SHOT™ vastly simplifies the complex process of 3D object rendering, putting the power of photorealistic imagery directly into the hands of designers, photographers, engineers, architects, creative agencies, and all creators of 3D content. Bunkspeed was the first to offer an intuitive "virtual digital camera" in the form of interactive real-time ray tracing with its introduction of HyperShot®, whose simple and elegant workflow enabled digital designers to bring their creations to realistic life, in minutes not hours—freeing them from the complex technical processes so often related to 3D rendering tools, and with much better results.
Bunkspeed SHOT’s™ ability to use either the CPU, GPU or both, promises to be faster than ever before, scaling seamlessly on one or more machines to make optimal use of any particular hardware configuration. Bunkspeed SHOT’sTM integration with mental images’ iray rendering technology, fully exploits the powerful parallel processing power of NVIDIA CUDA-enabled GPUs, encouraging more rapid iterations with stunning photorealistic accuracy. Tightly combining the intuitive and interactive Bunkspeed SHOT™ workflow with the reality matching accuracy of iray materials and lighting, allows creative users in any field, on any hardware, to intuitively produce the highest quality image output without the steep learning curves of other rendering solutions. "The combination of Bunkspeed SHOT™ and iray® is an extremely exciting development for us and the industry. It demonstrates our standing commitment to our customers to constantly innovate and improve our products, and to remain the leader in accessible and truly easy-to-use photorealistic rendering for all creators of 3D content." said Anthony Duca, COO of Bunkspeed.
“mental images is very pleased that Bunkspeed has chosen iray as their official rendering technology,” says Randy Ochs, Vice President of Business Development and Sales, North America for mental images. “We are excited that iray will allow users of the new Bunkspeed SHOT™ to create accurate, photorealistic 3D images by harnessing the power of the GPU and NVIDIA CUDA architecture for unbelievably fast photorealism. We welcome Bunkspeed to our list of OEM Partners who have selected mental images technology to enable greater rendering performance in their products. ” Bunkspeed SHOT™ integrated with iray rendering technology— is a combination of unprecedented power, elegance and accuracy. Bunkspeed is raising the bar once again, enabling users to continue to "Render them speechless"™.
PRICING AND AVAILABILITY
The next generation of Bunkspeed SHOT™ fully integrated with iray® rendering technology will be available starting within the second quarter of 2010 and will be made available as a free 30 day trial, an upgrade to all current Bunkspeed HyperShot customers, and no charge to all those on maintenance or pre order. For more information about Bunkspeed SHOT™, please visit www.bunkspeed.com/shot. For more information about iray®, please visit www.mentalimages.com/iray.

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Massive 4.0 supports V-Ray



+ Massive Software, developer of the Academy Award®-winning 3D animation software for AI-driven characters, has released Massive 4.0. The latest release includes support for popular V-Ray rendering, new terrain nodes, enhanced brain nodes and agent fields, and many more features and improvements. Massive allows artists to create and direct anything from CG humanoids to birds, animals, cars and more to deliver realistic and emotive virtual performances. Massive “agents” are 3D characters that use sight, sound and touch to interpret and react autonomously to the world around them. Massive incorporates procedural animation and AI, and is used by professionals in animation, visual effects and design visualization.
“Massive 4.0 is a major release that brings both creative and pipeline flexibility to artists and studios, and fulfills a number of enhancement requests from the Massive community,” said Massive Founder and CTO Stephen Regelous. “We’ve added Terrain nodes, V-Ray support, Python GUI support, Hair/Fur clumping, deep shadow maps, better placement for stadiums, and many other improvements.”
Feature Highlights in Massive 4.0
Terrain Nodes — Use an unlimited number of .obj files for terrain geometry; not only for the ground on which Agents walk, but also for walls of buildings, render-only geometry, collision-only geometry and other special purposes.
V-Ray Rendering — Supports this popular renderer, ideal for scenes requiring highly realistic lighting, in the same highly-efficient manner as RenderMan, 3Delight, Air and Mental Ray. Massive generates .vrscene files for the main render files, and for the terrain and agent archive files. It also automatically generates shader dialog parameters for V-Ray material plug-ins and V-Ray materials, giving users complete freedom to assign any available default or custom plug-ins and materials.
Enhanced Agent Fields and Variables — It is now possible to vary each Agent's response to Agent Fields individually using scale and offset parameters such as distance or color. A new plus button in the variables tab makes it easier and more convenient to handle large numbers of Agent/Group variables.
Place Tools — Stadium placement is even easier with the addition of rows and columns to the polygon generator, which allow for locators to be placed in rows and columns in any shape. The polygon generator also offers a handy stagger parameter, which can be used to offset rows laterally.
Hair and Fur Enhancements — Use Deep Shadow Maps to realistically render longer hair and fur and generate high quality self-shadowing; and Hair/Fur Clumping to generate messy, lumpy, or even wet hair or fur.
Brain Node Improvements — Control delay time and filter width in the output node with other nodes in the brain, using new options to select between “latch,” “delay,” and “filter” as destinations for alternative inputs. To simplify multiple inputs to an input node, a new feature adds values together.

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Sculptris alpha 2 released


+ Sculptris is 3d sculpting tool developed by DrPetter's. Its main feature is dynamic mesh tesselation that will provide additional detail where necessary, without the user needing to worry about it. Version Alpha 2 main improvements are performance, better sculpting tool quality, new materials (only graphics processor that supports shaders), some additional controls for navigation and some rendering related bug fixed. alpha release still dont no texture and bumpmap support. For more information and download, please - Click Here

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BOXX Bantam - Delivers High Performance at a Low Price



+ BOXX Technologies, the leading authority on dedicated rendering and innovator in high-performance computing systems for visual effects, post production, product design, and advanced visualization, today announced the debut of the BOXX Bantam, a compact, high performance workstation designed for budget-conscious design professionals. “In the past, if you ran a large studio of designers or CAD artists and your budget didn’t allow for a high-end workstation at every desk, you were stuck with off-the-shelf desktop models that are completely inferior for professional applications,” said Shoaib Mohammad, Director of Marketing and Business Development at BOXX. “Bantam is a real solution, built for professionals and featuring true BOXX workstation performance and unparalleled support—all at a very economical price point.”
The newly minted Bantam is capable of speeds up to 3.46GHz and has been thoroughly tested by BOXXlabs, the company’s research and development division, for compatibility and reliability with SolidWorks, Revit®, 3ds Max®, and other 2D/3D animation, modeling, visualization and motion media software applications. Bantam also features processor options (Intel® Core™ i7, Core™ i5, or Core™ i3) that accommodate the workflow and budget requirements of a variety of users, from product designers and engineers, to 3D artists and visualization pros. Other features include the option of Intel Core i5 or Core i3 integrated graphics, NVIDIA Quadro® FX 3800 or ATI® FirePro™ professional graphics cards, USB 3.0, the SuperSpeed bus that is faster than an external hard drive, and what BOXX enthusiasts refer to as “BOXX added value”. “Bantam comes from the same professionals who design and build record-setting 3DBOXX workstations and renderBOXX solutions,” said Richard McGuinness, Business Development Manager at Escape Studios, a world-renowned CG academy that relies on BOXX systems. “You know you’ll have a workstation built and supported by the company that knows all about high performance hardware solutions and professional software applications. The BOXX name says it all.” For further information, contact a BOXX Sales Consultant in the US at 1-877-877-2699. Learn more about Bantam, and how to contact one of our worldwide resellers, by visiting
www.boxxtech.com

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“Avatar”: Autodesk Software Core to Realization of James Cameron’s Creative Vision


+ Digital Entertainment Creation Software Enabled Cameron to Direct Computer-Generated and Live Actors in Real Time. From start to finish, software from Autodesk, Inc., played a pivotal role in helping James Cameron and Lightstorm Entertainment pioneer new methods of virtual moviemaking, for Cameron’s history-making motion picture “Avatar.” “When James Cameron conceived the idea for ‘Avatar’ 15 years ago, the technology wasn’t available to make it,” said Nolan Murtha, digital effects supervisor at Lightstorm Entertainment. “Over the past few years, with the help of Autodesk software, we were able to bring his vision to life. On set, we essentially created a live video game of each scene; we could see what the movie was going to look like and make adjustments right away, rather than waiting until post-production. This was in large part due to the powerful real-time interactive capabilities of MotionBuilder.”
The filmmakers re-created the live-action shooting experience by using Autodesk MotionBuilder performance capture software on set. Performances by live actors were applied onto digital characters and viewed in real time. The digital characters were seen within virtual environments, which were prebuilt with MotionBuilder and Autodesk Maya visual effects, animation and rendering software. In addition, Autodesk Mudbox digital sculpting software was used for asset creation, and then Maya was again used for final scene creation and finishing. Autodesk CEO Carl Bass said, “Congratulations to James Cameron, Lightstorm Entertainment and all the visionaries who have made ‘Avatar’ one of the most successful movies in history. They literally changed the way movies are made by using digital technology in a way that was impossible just a few years ago. We are honored that Autodesk software was used to help deliver a truly immersive experience, advancing virtual moviemaking and taking storytelling to new heights.” “Avatar” has been nominated for nine Academy Awards including: Best Motion Picture of the Year, Achievement in Directing, Achievement in Cinematography and Achievement in Visual Effects. The movie takes viewers to a spectacular world where a reluctant hero fights to save the alien world he has learned to call home. “Avatar” delivers a fully immersive cinematic experience of a new kind, where the revolutionary technology invented to make the film disappears into the emotion of the character and the sweep of the story. The scope and scale of the world of “Avatar” posed particular production challenges, notably 10-foot aliens interacting with humans face-to-face in a dense virtual 3D environment. The filmmakers solved these challenges with increased processing power and by applying and adapting Maya and MotionBuilder throughout production. The latest developments in performance and motion capture enabled the team to interact in real time with computer generated characters, prebuild complex digital environments and virtual cameras, and set a new standard for virtual moviemaking.
The primary Autodesk software tools used on “Avatar” are available as part of the flagship Autodesk Maya Entertainment Creation Suite 2010, which offers Maya 2010 software together with both Mudbox 2010 and MotionBuilder 2010 software. Maya 3D modeling, animation, rendering and visual effects software offers artists an end-to-end creative workflow. Mudbox helps artists sculpt highly detailed models more quickly and intuitively. MotionBuilder provides artists with a real-time animation engine for more interactive creative feedback and efficient handling of large amounts of animation data. The complementary toolsets enable artists to better handle tough production challenges and achieve higher-quality results, more efficiently and cost-effectively. For more information, visit www.autodesk.com/entertainmentcreationsuites. The Autodesk suggested retail price for the Entertainment Creation Suite is US$4,995*.

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Saturday, February 13, 2010

Luxology Unveils New Studio Lighting & Illumination Kit*


+ Luxology®, an independent technology company developing next-generation 3D content creation software, is today introducing a new Studio Lighting & Illumination Kit (SLIK) created by Yazan Malkosh, an extensive collection of presets, scenes, items, materials and video tutorials to help customers light computer-generated (CG) creations. Designed specifically for users of modo®, Luxology's modern 3D modeling, painting and rendering application, SLIK provides realistic lighting of scenes that mimics those found in the real world of photography. "CG artists and designers often spend a fair amount of time refining lighting solutions to bring out the best in their models," said Brad Peebler, president of Luxology. "With SLIK, artists are easily able to bring the realism of a studio shoot into a CG-based production and create amazing 3D renderings that are vivid and believable."
The kit includes an extensive collection of accurately modeled lights, tripods, booms, cameras, reflectors and platform backdrops, all of which have been modeled to a high level of detail to bring studio-quality production values to customers' scenes. The kit also includes pre-built lighting set-ups that support small-scale, medium-scale, large-scale and portrait studio photography. "The staging and lighting of a subject can be time-consuming and frustrating without the proper tools, but SLIK allows me to stage and light a scene quickly and painlessly," said freelance illustrator Warner McGee. "Making small or even large adjustments to the scene is simple and straightforward with these precise and flexible tools." The Studio Lighting & Illumination Kit is available immediately for the suggested retail price of USD $125. modo 401 is required to use the kit and is sold and supported by a network of authorized Luxology resellers around the globe. Learn more about Luxology's Studio Lighting & Illumination Kit by visiting www.luxology.com/store/SLIK.

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mbFeatherTools 2.0 for Softimage (XSI)



+ mbFeatherTools is a production proven plugin for Autodesk Softimage (formerly SoftimageXSI) which features styling, animation and simulation of bird feathers. While the primary focus of this tool is indeed feathers, it is also beneficial for all kinds of tasks: Leafs on a tree, spines of a hedgehog or clammy fur, to name a few. Since mbFeatherTools makes use of the multi-threaded ICE platform, you will experience dramatic performance gains on multi-core machines.
Features:
- Quick setup with a single button
- Unlimited amount of styling controls
- Styling is saved per vertex (CAV map)
- Works on any polygon mesh
- Automated creation and attachment of control objects to the animated mesh
- 3 different distribution methods:Random, Per Poly, Shrinkwrap
- Shrinkwrap placement allows exact positioning of each single feather
- Realtime playback of the simulation with direct response to user's actions
- Customizable and extendible with the ICE tree
- Color can be controlled with a Texture Map
- "Goal" controls allow easy animation of folding wing feathers
- Symmetric styling and animation
- Global feather alignment
- Soft collisions New in 2.0:
- Plane-to-Plane Intercollision (also referred to as Self-Collision)
- Realistic wind resistance
- Uniform Distance Constraint
- Intercollision options inside setup node to reduce initial intersections
- Stiff Spring option for faster previews and animation

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Free modo Training from Pixel Corps


+ Luxology® LLC, an independent technology company developing next-generation 3D content creation software, today announced a free bi-weekly podcast on the company's 3D modeling and rendering software modo®. Created by Pixel Corps, a worldwide guild of content creators, each podcast will be hosted by Pixel Corps founder and Chief Architect, Alex Lindsay, with Pixel Corps digital effects artist McKay Hawkes as the show's first guest.
Beginning today, the first podcast will focus on realistic rendering and examining the integration of CAD files in modo. Future podcasts will explore additional features within modo and how the software fits into larger visual effects pipelines in a variety of industries. While Pixel Corps has always centered heavily on training and education, this will mark a new initiative to provide software training to the public for free. For more information or to download the complimentary podcast, please visit
www.pixelcorps.tv/modoshop.

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FMX 2010 - Highlights


+ Stuttgart/Germany, February 10, 2010. Three months before the event, the leading European conference on digital entertainment and visualization presents a first glimpse on a top notch program: 3D stereo, hybrid imagery and virtual humans are only some of the FMX 2010 hot topics.
Top movies at FMX 2010
You simply cannot ignore Avatar these days: as most successful movie of all times, it has now been nominated for 9 Oscars, breaking new ground in technology and design. Senior Visual Effects Supervisor for Avatar Joe Letteri has now received his 4th Oscar nomination and already won Academy Awards for his work on Lord of the Rings: The Return of the King and King Kong. At FMX Joe Letteri will talk on how he created the world of Pandora in James Cameron’s masterpiece. In the Virtual Humans track Jeff Kleiser, CEO of Synthespian Studios, will show effects work on Surrogates, discussing the composition of robotic elements in live action actors like Bruce Willis. The seamless mix of life action and CG characters and environments has become the trademark of hybrid movies. Roland Emmerich’s 2012 also fits this format. James Bissell, Production Designer for 300, will discuss the new challenges hybrid-technology bears for designers. Visual effects supervisors Volker Engel and Marc Weigert will discuss the 2012 effects work, while the German-American effects house Pixomondo will talk about pre-vis. However animation doesn’t have to withdraw from traditional techniques, which has been proven by another box office success using stop-motion: Production Designer Nelson Lowry will let you delve into the world of The Fantastic Mr. Fox at FMX 2010.
3D Stereo: From innovation to basic technique
Animation films have been integrating 3D for years. Bob Whitehill, Stereoscopic Supervisor on Disney/Pixar's UP, is a 3D expert and will share his special knowledge at FMX this year. Often a major feature in Hollywood’s A-movies, we tend to forget that stereoscopy is much more than a spectacular dramatic device in action films. It’s a known fact that 3D stereo has conquered the world of media and has become a basic technique for all genres using CG imagery. Andy Hendrickson, CTO Disney Animation Studios, also adopts a more general perspective on the relation between technology and design. How do most recent developments such as stereo 3D, simulation sciences and non-photorealistic rendering influence art and content? Managing director of KUK Filmproduktion Josef Kluger will discuss the new grammar for 3D stereo language and illuminate the freedom and limits of stereoscopy. An impressive example for a broader approach is the 3D stereo documentary The Eye - Life and Science on Cerro Paranal by Parallax.
FMX Recruiting: Global chances for young talents
FMX has always been committed to supporting newcomers. For many years the conference does not only focus on providing knowledge and skills but has become one of the most significant recruiting events in Europe for CGI talents. In Recruiting Presentations and one-on-one interviews the global players in the industry search for new team members at FMX. So far Animal Logic, Black Rock Studio, Cinesite, Double Negative, Framestore, Pixomondo, ScanlineVFX and RTT have confirmed their participation. Ramping up for shows to come, some will be present for up to four days in the Recruiting.
FMX is an event in cooperation with VES Visual Effects Society, AIAS Academy of Interactive Arts and Sciences, ACM Siggraph and 5D Conference. It is hosting the Animation Production Day 2010 (APD), a joint venture with the Festival of Animated Film Stuttgart (ITFS). FMX is funded by the Ministry of State and the Ministry of Economics Baden-Wuerttemberg, MFG Baden-Wuerttemberg Public Film Fund & Public Innovation Agency for Information Technology and Media, and the FFA German Federal Film Board. It is an event by Filmakademie Baden-Wuerttemberg, organized by the Institute of Animation, Visual Effects and Digital Postproduction. More information at www.fmx.de

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Autodesk Consulting and BOXX Technologies Deliver First Turn-Key Rendering Solution


+ BOXX Technologies, an innovator in high-performance computing systems for visual effects, post-production, graphic design and advanced visualization, together with Autodesk, Inc., a world leader in 2D and 3D design, engineering, and entertainment software, today announced the introduction of RenderFarm on Wheels (ROW), the world’s first turn-key dedicated rendering system. In developing ROW, BOXX engineers worked closely with Autodesk Consulting, an embedded services division helping customers address business problems and optimize operations. A complete, turn-key rendering solution, ROW is founded on a unique combination of hardware, software and support. The base model ROW hardware configuration features five Intel® Xeon®-based renderBOXX modules, neatly fitted into a 24-unit mobile rack, complete with master node, storage, network switch, display and keyboard. BOXX also equips ROW with professional applications, including Autodesk® creation software (Autodesk® Maya® and/or Autodesk® 3ds Max® software), real-time visualization capability (Autodesk® Showcase® or Autodesk® Opticore® Studio software), queuing software with PipelineFX QUBE!™, and rendering through mental ray® or V-Ray® software.
“RenderFarm on Wheels is an innovative combination of up to 60 Intel Xeon processor 5500 series machines, together with rendering animation software and support services,” said Anthony Neal-Graves, general manager, Workstation Group, Intel Corporation. “The bundle delivers a new way to gain quick and easy access to dedicated visualization and rendering solutions, while enabling users to accelerate their creation of 3D models, animations, renderings and compositions for the most demanding game, film and television projects.” The third pillar of ROW rendering is the BOXX partnership with Autodesk Consulting. The relationship provides expert, on-site hardware and software support, especially valuable for those with limited experience using dedicated rendering solutions. The highly configurable ROW can be customized to meet current rendering needs, while remaining flexible for expansion as workflow increases. For information, contact a BOXX Sales Consultant in the US at 1-877-877-2699 or Randy Bowman of Autodesk Consulting at 248-449-2231. To learn more about BOXX and Autodesk® products, or how to contact worldwide resellers, visit their respective websites at www.boxxtech.com and www.autodesk.com/consulting.

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