The Foundry

The Foundry ships Cara VR

The Foundry has launched Cara VR, a new plugin toolset for Nuke designed to streamline common tasks in creating virtual reality content. Cara VR 1.0 is now officially shipping. The Foundry has also posted more detail about the product’s feature set on its updated product website.

Toolsets for solving, stitching, grading, tracking and compositing 360° footage
First up, camera solving. As well as solving custom rigs, the system comes with presets for popular VR camera setups like the Nokia Ozo and Freedom360‘s products.

There are built-in tools for stitching – shown in the video above, and capable of exporting UV maps and lens distortion ST maps – colour correction and tracking, and support for automating tasks via Python scripting.

Equally importantly, the toolset also makes it possible to use Nuke’s “full set of compositing tools directly on 360° material”, via built-in node toolsets for roto, paint and tracking operations.

In addition, Cara VR comes with a version of Nuke’s new raytrace renderer – added in Nuke 10, but still officially in beta – with “additional support for stereo lens models”.

There is also a dedicated slit-scan shader with options to control depth at the poles of 360° footage, “resulting in a more pleasant VR viewing experience when looking up or down”.

For playback, Cara VR also now supports the HTC Vive as well as the Oculus Rift.

Pricing and availability
The Cara VR suite of plugins is compatible with Nuke, NukeX or Nuke Studio 9.0v9 and 10.0v2 runnning on Windows, Linux and Mac OS X. A new licence costs $4,295.

Read an overview of the features in Cara VR on The Foundry’s website

Read about Cara VR in more detail in the online product documentation

V-Ray for ‪‎MODO‬ is now available!

V-Ray for MODO seamlessly integrates production-proven rendering capabilities into MODO’s native workflow. Choose between multicore CPU and GPU-accelerated rendering for complete creative control and fast results. Built to handle the toughest projects and biggest scenes, V-Ray for MODO will fit into any production pipeline. See why top artists and designers rely on V-Ray every day to create award-winning designs and visual effects.

Rendering

Powerful CPU rendering

Render photoreal images and animations with V-Ray’s highly-optimized, adaptive ray tracing technology.

Incredibly fast GPU rendering

Get an added speed boost with GPU-accelerated look development and final frame rendering.

Distributed rendering

Leverage the full power of multiple computers working together to render a single frame.

V-Ray Denoiser

Automatically remove noise and cut render times by up to 50%.

 

Lighting

Global Illumination

Choose from ray traced or hybrid GI methods for the right balance of quality and speed.

Accurate lights

Render accurate and artistic lighting with a wide range of light types, shapes and controls.

 

Shading

Physical materials

Create node-based physical materials with multiple layers, and add GTR/ GGX highlights for great looking reflections.

Unique shaders

For specialized materials, choose from a selection of purpose-built shaders for car paint, subsurface scattering, hair, skin and more.

Ray traced rounded corners

Generate perfectly smooth edges at render-time with no extra modeling.

Triplanar mapping

Quickly apply seamless textures without UVs.

 

Cameras

Photoreal cameras

Simulate any camera and lens with controls for exposure, depth of field and motion blur.

Virtual Reality

Render VR-ready content for popular virtual reality headsets.

 

Geometry

Proxy objects

Fit massive scenes in memory and cut render times using load-on-demand proxy objects.

V-Ray scene exchange

Import ready-to-render V-Ray scene files exported from V-Ray for 3ds Max.

Hair & fur

Import Alembic hair and fur as proxy geometry and render using V-Ray’s optimized hair shader.

V-Ray Clipper

Create complex cutaways and sections by subtracting any mesh object.

Volume rendering

Render optimized volumetric effects and import OpenVDB files from Realflow and Houdini.

 

Compositing

Render elements

Output a complete set of beauty, utility and matte passes for total control in compositing – including deep compositing.

V-Ray Frame Buffer

Track render history, adjust colors and control final image output using advanced color management.

 

System requirements

Windows XP (SP3 or higher), Windows Vista (SP2 or higher), Windows 7, Windows 8, and Windows 10 (64 bit versions only)
Mac OS X 10.9, 10.10, and 10.11
Compatible with MODO 701, 801, 901, 902, 10.0, 10.1

Save 20% on V-Ray for MODO through July 20, 2016.

The Foundry ships Nuke, NukeX and Nuke Studio 10

It’s finally here!  NUKE 10 focuses on enhancing performance, increasing stability and delivering new functionality in paint, playback, export and more.

OpenColorIO integration leads the list of updates to keep NUKE in line with industry standards. And NUKEX and NUKE STUDIO get a powerful new Smart Vector toolset for automated clean-up, replacement and augmentation tasks.

NUKE STUDIO’s timeline toolset is now even better, with new in-timeline Soft Effects including a real-time keyer and color correction; enhanced audio handling; and a big push on improving performance. Whether you’re working as an individual artist or as part of a collaborative team, the latest release of NUKE STUDIO has everything you need to successfully complete short or long-form projects.

Highlights include:

  • Blistering performance enhancements, especially in Roto Paint, Vector Blur and the NUKE STUDIO timeline
  • An amazing new Smart Vector toolset in NUKEX and NUKE STUDIO that lets you automatically generate motion vectors and use them to warp paint or textures across a series of frames
  • Real-time chroma keying and color correction directly on the NUKE STUDIO timeline
  • Audio scrubbing in NUKE STUDIO
  • Early access to a brand new ray trace renderer

What’s new in NUKE, NUKEX and NUKE STUDIO

  • Accelerated Roto Paint performance
    Now you can enjoy significantly improved interactivity and stability when working with large numbers of paint strokes in a single RotoPaint node. With a number of bottlenecks identified and addressed, you’ll be able to do far more painting or cloning in a single node where previously you’d need to split it up over multiple nodes, with all the inherent workflow complications that entailed.
  • Vector Blur enhancements
    NUKE’s VectorBlur node has been revamped with a more intuitive UI, accelerated performance and higher quality motion blur results, including areas of occlusion. The new version makes better use of the available processing power in machines with many CPU cores and offers the option for GPU acceleration.
  • Localization system improvements
    We’ve unified the way NUKE and NUKE STUDIO perform localization, taking the best parts of each system to produce a faster, easier-to-use solution that features a more informative and responsive UI, together with greater stability.
  • OCIO Integration
    OpenColorIO has been integrated into NUKE’s root LUT management, so artists can use the same process for accessing OCIO LUTs as any other type, eliminating the need to add OCIOColorspace nodes.
  • NVIDIA multi-GPU support
    Take better advantage of your graphics hardware investment to accelerate your workflows, with new support for harnessing the power of dual identical NVIDIA GPUs for all existing and future GPU-accelerated nodes.
  • BlinkScript GLSL GPU path
    The BlinkScript node can now use a GLSL GPU path, allowing you to create custom GPU-enabled Soft Effects on the NUKE STUDIO timeline and in the node graph.
  • VFX Reference Platform 2015 updates
    Updates to the VFX Reference Platform libraries include Pyside to version 1.2.2; EXR to version 2.2, featuring DWAA/DWAB compression; and GCC to version 4.8.3

What’s new in NUKEX and NUKE STUDIO

  • Smart Vector toolset
    The Smart Vector toolset [known as Smart Paint in the original preview, but since renamed – Ed.] delivers a powerful new workflow for adding textures or paint to image sequences that contain complex motion or subtle detail. With it, you can generate high-quality motion vectors and use them to automatically push or warp an input image sequence across a range of frames. With the Smart Vector toolset, you can replace tedious and error-prone manual clean-up, replacement and augmentation tasks with a simple and accurate automated process.

 

  • NUKE Assist updates
    The NUKE Assist licenses included with NUKEX and NUKE STUDIO now include Blur and Vector Distort nodes, extending the range of everyday paint, roto and tracking tasks for which they can be used.

What’s new in NUKE STUDIO

  • Timeline performance
    NUKE STUDIO now offers a faster and more satisfying timeline editing and conform experience, especially when working with longer timelines or timelines with many items. Key improvements include better responsiveness when interacting with the timeline user interface along with faster and more stable playback on both short and long-form projects.
  • Transcode performance
    Users will experience faster export speed due to accelerated file transcoding when converting NUKE’s native DPX format to Apple QuickTime ProRes 4444 and Apple QuickTime ProRes 422.
  • Chroma Keyer Soft Effect
    NUKE STUDIO’s new Chroma Keyer Soft Effect delivers real-time keying directly in the timeline. When used in conjunction with the Overlay Track, Chroma Keyer lets you see your keyed element on top of background elements, enabling you to make adjustments in context. The corresponding ChromaKeyer compositing node is available in all NUKE products.
  • Blink Script Soft Effect
    The BlinkScript node is now available as a Soft Effect on the NUKE STUDIO timeline, allowing you to create custom GPU-enabled Soft Effects on the timeline and in the node graph.
  • Color Correct Soft Effect
    A new Color Correct Soft Effect brings the functionality of the frequently used ColorCorrect node to the timeline, letting you make quick adjustments to contrast, gamma, gain, and offset without jumping to the node graph.
  • Audio handling
    You can now scrub or step through audio samples in order to easily match specific points in a clip or sequence. In addition, there’s a new option to view a half waveform for better use of screen real estate.

 

Read more about the new features in Nuke 10 on The Foundry’s website

 

The Foundry MODO 10 Series is Now Available!

The MODO 10 Series is your starting point for creative exploration. The first installment, MODO 10.0v1, offers significantly enhanced workflows for creating real-time content for games, or for other immersive interactive experiences like virtual reality.

 Whether you’re creating real-time content for immersive experiences like games or virtual reality; iterating on concepts or crafting final production meshes for product design; using 3D to communicate, visualize or sell an idea; or taking the plunge into film or video production, MODO is your starting point for creative exploration.

The Foundry Modo 10 View 2

The MODO 10 Series delivers valuable new feature sets in a series of three installments, for a single price—you can choose when to upgrade from 902 or earlier or purchase a new seat, and you’ll receive all three installments as they become available. With the MODO 10 Series, you’ll get the tools you need to create top-notch design and entertainment content today—and you’ll be more prepared to tackle tomorrow’s evolving production requirements.

The first installment, MODO 10.0v1, offers significantly enhanced workflows for creating real-time content for games, or for other immersive interactive experiences like virtual reality. Highlights include the ability to author in MODO and be confident that your assets will look virtually the same in Unity or Unreal; a streamlined, repeatable texture baking workflow that takes the pain out of putting realistic detail into your real-time assets; and new ways to export to popular engines featuring simple, automated steps that minimize the need to recreate work.

Key new features in MODO 10.0v1

WYSIWYG look-development workflows

MODO 10 delivers a WYSIWYG look-development experience for games authoring that lets you work in the context of your final delivery platform. Now you can develop and view looks for game art that correspond to lighting and surface details in real-time game engines, with two new physically based material types which closely match the materials in Unreal Engine and Unity; several enhancements to the advanced photorealistic viewport, including support for viewing and exporting the Unity and Unreal-compatible PBR materials; and the ability to work with the Unreal Editor 4 and Unity 5 base shaders directly in MODO.

The Foundry Modo 10 View 3

Enhanced baking

MODO’s baking workflow is now more automated and streamlined. New Bake Items let you store bake-related parameters for reuse, so you can initiate a bake process with different input data, but using exactly the same bake settings as previously. What’s more, when preview and RayGL baking, you can now take settings from a Bake Item, so you can tweak settings and see the results before executing the final operation. To make baking even easier, a new Bake Wizard streamlines the setup of Bake Items and baking, and offers customizable output presets.

Streamlined export to games engines

Now you can transfer assets between MODO and Unity or Unreal Editor 4 with shading information intact, eliminating the need to recreate shading work in the games engine editor. What’s more, exporting to games engines is now single-step operation, thanks to a new preset mechanism with ready-made presets for Unreal and Unity, and the ability to create custom presets to target additional engines. In addition meshes are now automatically triangulated on FBX export—matching MODO’s internal triangulation for GL rendering and ensuring a visual match—and there’s now direct support for a range of common DDS image formats.

Real-time content creation workflows

MODO 10 offers workflows specifically targeted at artists creating content for real-time applications. The Games Tools layout is centered around the everyday tasks of vertex normal editing, texture baking and exporting to game engines, while still providing quick access to modeling tools. In addition, you can now navigate through your MODO scene as you would a video game level, with a new FPS (First Person Shooter) mode that uses the mouse to look around, and the keyboard to move—enabling you to evaluate your scene as a player would see it.

FBX enhancements

Delivering better compatibility for real-time engines, a new FBX 2015 plug-in offers support for the widely-used FBX 2014 format; the ability to export UV sets alphabetically; and automatic application of default (linear) color correction to vector maps in all loaded clips including FBX and other non-LXO formats. What’s more, animation from FBX files can now be imported and merged onto items in the scene, or applied to actors as actions, while instances and replicators can now be exported to FBX.

Enhanced control of normals

Now you can explicitly manipulate vertex normals to control shading smoothness on low-polygon assets, with a series of tools that let you select individual edges to be smoothed or unsmoothed, constructing a vertex normal map on the mesh. What’s more, in addition to generating tangent basis data suitable for use with normal maps in Unreal, we’ve added the ability to create data suitable for use in both Unity and Source.

Enhanced UV and UDIM workflows

A new wizard makes creating UDIM image sets a breeze; UDIM textures can now also be baked like any other texture. In addition, you can now export UVs to the widely-supported XML-based SVG vector graphics format; the feature includes the ability to export a selected of range of UDIMs either spread out or in separate layers. Moreover, the advanced photorealistic viewport can now display multiple UDIM tiles, further improving parity with MODO’s renderer.

Everyday tools made better

MODO 10 continues to improve the tools you use everyday—from modeling, to texturing, to painting, to dynamics, to color selection. For example, the vertex map painting toolset now offers a choice of blend modes, as well as the ability to mask vertex colors by color channel and by polygon selection, and a new option to view each channel in isolation. What’s more, you can now keep your meshes closer in size to the original when using the Smooth Tool, thanks to a new Volume Preservation option.

Purchase Modo 10

The Foundry announces Modo 10 Series

The Foundry has announced the launch of the MODO 10 Series. Built on a next-generation 3D modeling, texturing and rendering platform that enables creatives to iterate freely in order to realize the full potential of their ideas, MODO 10 Series is poised to deliver valuable new feature sets in a series of three installments for a single price.

Designed to be the starting point for creative exploration, the MODO 10 Series delivers powerful toolsets that enable artists and designers to create high-quality content for games, virtual reality, product design, creative media, and film and video projects. Starting with the launch of the MODO 10.0v1 installment, the series addresses the challenges users are facing in today’s fast-paced production environments, and prepares them to face the dynamically changing requirements of the future.

“At The Foundry we listen closely to artists and designers to understand what they need in order to be more productive, more creative and more effective. With MODO 10 Series we’re introducing artist-friendly tools that streamline and automate complex tasks, leaving artists and designers free to explore their creativity,” says Andy Whitmore, chief product officer at The Foundry.

“We’re talking about a toolset that paves the way for maximum creativity in the content creation process, enabling the development of addictive real-time experiences, innovative product designs, compelling images for advertising, and engaging film and video content.”

MODO 10.0v1 opens new doors for creating real-time content for games or for other immersive experiences like virtual reality. Among the highlights, artists can author in MODO and be confident that their assets will look virtually the same in Unity or Unreal Engine; get realistic detail into their real-time assets more easily through a streamlined, repeatable texture baking workflow; and enjoy new ways to export to popular engines featuring simple, automated steps that minimize the need to recreate work, saving time and reducing the potential for errors.

MODO 10.0v1 will be available in the second quarter of 2016 and will be followed by the releases of MODO 10.1 and MODO 10.2.

SLIK V2.0 FOR MODO IS NOW AVAILABLE

The Studio Lighting & Illuminance Kit (SLIK) is an extensive toolkit of items, presets, scenes, materials and video tutorials to help MODO artists create the lighting setups they require for high-quality rendering. Without SLIK, artists spend considerable time refining light settings and setups to bring out the best in CG models; this process is often started from scratch and the result frequently lacks realism. SLIK lets you quickly put together studio lighting setups that mimic those found in the real world of photography, making renders more vibrant and believable, and helping you finish the job in less time. Nothing comes close to this type of streamlined workflow for creating realistic lighting setups with real-world lighting nuances that accentuate your creations.

To watch more training videos, click here.

What’s included in the SLIK 2 kit?

  • 15 base assembly presets
  • 20 lighting setups covering small-scale, medium-scale, large-scale and portrait studio photography
  • 20 x 2K HDR environment maps
  • 34 x 4K lighting textures
  • 12 material presets
  • Instructional videos
  • Guided manual

Whether you start with one of the included presets, or build your own setup from the provided components, studio lighting in MODO has never been faster or easier. What’s more, support for working interactively with MODO’s Preview renderer means you can iterate without interruptions, to refine your work in less time.

The lighting assembly presets—which make up the core of the kit—make use of luminous polygons, lights and IES light files, which can be freely downloaded from light bulb manufacturing sites or from the The Foundry Community Asset Site. They provide a realistic lighting pattern for the system and can dramatically increase the realism in renders. All the controls are made available in the viewport, so you can focus on refining your lighting while getting direct feedback. You can light a scene from the camera point of view in a similar way that traditional photographers approach lighting—you can even select where on the object you want the highlight or light to hit, as opposed to the manual approach of moving tripods.
Image-based lighting is a breeze in SLIK 2. Simply load a studio preset, render out a custom high-quality HDR panorama, and then easily replace the studio lighting with the HDR. Or, start from one of the included HDRs or one you’ve created within SLIK, swap in the studio lighting used to create it at the click of a button, and make tweaks to customize the environment for your needs—then bake back to HDR.
Whether you just need a quick-fix lighting solution to drop a model into, or a streamlined way to build your own lighting studio, SLIK 2 offers a combination of features and ease-of-use not found in any other lighting system. Add lights, arrange, tweak light controls, render. It’s as simple as that.

What’s new in SLIK 2?

  • Intuitive automatic light-targeting process
  • Lightboard Controller—a one-stop shop to control all SLIK lights including mute, solo, relink, intensity, color, global intensity
  • 34 new 4K light textures
  • Studio Save feature
  • HDR Bake feature
  • SLIK HDR Studio Swap: swaps from HDR to full studio lights to allow tweaking
  • In-camera control system for SLIK 2 lights
  • Automatic render pass with recoloring
  • Automatic composition script using Adobe® Photoshop CC 2015 or Adobe® After Effects CC 2015
  • Single-click preference system
  • Updated lights and presets
  • New smart material library
  • Material Override for quick lighting tests
  • Physical Sun preset system
  • Custom Preset Save feature
  • Ability to remove tripod/secondary meshes from view
  • Performance-optimized SLIK 2 assemblies and options

Purchase information

Experience level:

Basic knowledge of MODO, rendering and lighting concepts recommended.

Software compatibility:

MODO 901 or greater

Product format:

All files delivered via electronic download.

THE FOUNDRY NUKE 10 BETA NOW AVAILABLE

The first open beta of NUKE, NUKEX and NUKE STUDIO 10 is now available to download.

Hello NUKE users! We’re excited to share the following beta version of our upcoming NUKE 10 release for you to try out and provide feedback on. With this year’s beta process we’re getting everyone involved right from the start so that we can gather as much feedback as possible. This is our first wave of new features and enhancements, with much more to come in future NUKE 10 beta releases.

TO ACCESS THE BETA YOU NEED TO OWN NUKE AND BE ON CURRENT MAINTENANCE.

The NUKE, NUKEX and NUKE STUDIO betas will only run using valid licenses of their respective products as per previous years.

Click Here to Learn More

THE FOUNDRY MODO 902 IS HERE

CREATE SOMETHING NEW

MODO is a complete solution for design exploration, game content creation, character animation, and the production of high-quality advertising images. Created with artistic workflows in mind, MODO puts the fun back into digital content creation and design. Artists and designers are free to explore and focus on creative efforts that maximize quality output in less time.

MODO 902 adds a cohesive new solution for digital matte painting and virtual camera creation to the wealth of features delivered in MODO 901. In a world where the lines between what’s real and what’s digital are increasingly blurred, the focused new toolset makes it easy to match the authentic with the synthetic—so you can create everything from set extensions to product placement shots in less time.

Key new features in MODO 902

Camera matching

The new Camera Matcher provides an intuitive and visual method to quickly and easily match a camera’s position, rotation and focal length to a background image. Simply indicate axes on screen by drawing them on, and optionally specify a known measurement. You can also use the system to estimate any lens distortion in the original camera, and apply that to the virtual camera, for an even more seamless match. In addition, you can easily set the camera’s resolution to match a projected image. And if your background photo contains EXIF lens information, MODO can apply those settings to your camera with a single click.

Projection Texture and Shader

Now a fully integrated feature of MODO 901, MeshFusion MODO 902 offers two methods to streamline the texture projection workflow. The Projection Texture can be used to project an image into a given texture channel—such as diffuse color or stencil—and works both within nodal shading networks and in the shader tree. The Projection Shader reproduces the exact pixels of the projected image, overwriting any lighting or shading that exists within the 3D scene, so that you can use the lights and shadows from the original real-world environment.
Projection Texture and Shader

Projection Ink

Projection Ink offers an intuitive and controllable method to bake projected textures onto UV-mapped geometry using the integrated brush-based toolset. With a camera and a backdrop image set up, you can paint textures from the image into the scene as if they were projected from the camera. If you have multiple cameras set up covering different angles, you can easily blend the projected images to form a seamless texture that stands up to scrutiny from multiple viewpoints.

Camera Plane modifier

With the new Camera Plane modifier, you can create an image-mapped plane from a selected image with a single click, and MODO will automatically adjust its size, position and rotation so that it always fills the screen perfectly as you change its depth. This makes it easy to set up a layered stack of foreground, midground and background images (potentially with 3D geometry between)—perfect for VFX set extensions or multi-plane animations. There’s also an option to automatically create foreground and background plates, so creating masks, watermarks and in-camera composites is a breeze.

Physical Sun settings from image metadata

MODO 902 offers a clever trick to help you seamlessly integrate your photography with digitally created elements: if your photo contains GPS location, compass direction and time of day information, you can use it to set the location, orientation and time of MODO’s internal Physical Sun model to match—so your photographed and virtual shadows will align with a single click of a button.

Screen Overlay enhancements

New Screen Overlays include support for more non-standard camera configurations using Overscan, Offset, and so on; support for using the image size instead of the film back for the safe area; and guides to help you with the staging and composition of your shots including golden ratios and horizon lines.

Learn More

Purchase MODO

The Product Pitch – MODO Training for CPG

In this tutorial ‘The Product Pitch – MODO Training for CPG’ The Foundry’s own James Darknell takes you through the entire workflow of building all the necessary elements for a new product pitch, aimed at the fast moving Consumer Packaged Goods (CPG) market segment. Elements of the pitch include a rendered product shot of a realistic candy container filled with chiclet shaped ‘Fruit Bites’. You will also build and render the fruit elements that are used for the product’s label and then reused for a final mock advertisement.

Product description

During the course of the training you will touch almost every area of MODO, utilizing many modeling tools, Multi-Res sculpting, advanced Shader Tree techniques to build up all the various surfaces, global illumination, and high resolution rendering of all the realistic elements. Dynamics are also employed to realistically fill the container with the candy pieces. The completed package is then used to generate a high resolution mock print ad with additional particle elements combined with Replicators used to fill in the rest of the supplied layout comp.

With nearly 7 hours of training aimed at intermediate to beginning MODO users, the course covers an entire project from the initial pitch to the final rendered ad. After completing the training, you are certain to gain a better understanding of MODO in a ‘production’ workflow, as well as gain tips on how to set up projects to be flexible for the inevitable client changes.

  • Video 01: Introduction — Introduction to the CPG product pitch and concept, followed by an overview of key MODO knowledge necessary for the training.
  • Video 02: Modeling the Orange — Building the realistic orange, gathering reference and using Multi-Res sculpting to add in details.
  • Video 03: Surfacing the Orange — Using Procedural shaders to create a realistic displacement map for the orange’s rind.
  • Video 04: Making Lemons — Using the Orange as a base, the models is modified to be a lemon.
  • Video 5: Modeling the Cherry — Using techniques applied in the earlier lesson, the Cherry is modeled with a realistic stem and leaf.
  • Video 6: Surfacing the Cherry — Applying procedural textures to create a realistic surface and baking the textures out to image maps.
  • Video 7: Posing the Cherries — Applying a custom spline deformer to pose the cherry stems and then freezing the result for later use.
  • Video 8: Modeling the Strawberry — Baking out custom seed displacement maps and then applying them as a texture replicator.
  • Video 9: Surfacing the Strawberry — Using subsurface scattering for realistic berry skin and applying fur to the leafy berry top.
  • Video 10: All Fruits:– Composing the four fruit elements into a single scene for rendering the label image.
  • Video 11: Modeling the Package — Modeling the candy container using Catmull Clark Subdivision surfaces.
  • Video 12: Surfacing the Package — Using stacked shaders to combine the elements that create the completed package label.
  • Video 13: Filling the Package — Using dynamics to realistically fill the container with the colorful candy pieces.
  • Video 14: Candy Surfacing — Applying displacement maps to the candy for added realism and finalizing the surfacing on the container for a rendered product shot.
  • Video 15: Creating the Mock Ad — Combining all the various elements and composing them into the final rendered image. Particles are employed to generate the candy spray.
  • Video 16: Wrap-up — Project summary and wrap up.

Purchase information

What is included with the product?

  • 16 videos segments
  • 27 scenes in LXO format
  • 20 assorted images and backdrops

Experience level:

All levels. Basic knowledge of MODO UI + navigation, some experience in general modeling will be helpful but not required.

Total run time:

06:49:41 (nearly 7 hours)

Software compatibility:

MODO 901 SP3 or greater

Product format:

All files delivered via electronic download. Training videos are at 1920 x 1080 resolution and narrated in English.

THE FOUNDRY MARI 3.0 IS HERE!

MARI 3 delivers new avenues for pipeline integration and productivity-enhancing workflows that help 3D paint artists iterate faster, manage complexity better and produce higher quality results.

MARI 3 is the perfect fit for even the most challenging VFX, animation or games production.

With the artist-friendly 3D paint tools you need to make the most of your creativity, together with the power and performance to handle even the most complex assets, MARI is the clear choice for today’s challenging VFX, animation and games productions. Supported by the world’s most advanced layering system, MARI is capable of handling high-resolution textures and millions of polygons without ever compromising on speed or efficiency. It also provides a fully customizable user interface that lets you work just the way you want.

What’s new and improved?

  • MODO rendering and texture baking directly from within MARI
  • APIs to integrate your renderer of choice
  • Support for OpenSubdiv and FBX geometry
  • Enhanced color space management workflows through OpenColorIO
  • An exposed node graph for advanced users
  • Integrated Arnold, V-Ray, Unreal and Redshift shaders
  • And more

Purchase MARI 3.0