Archives for posts with tag: 3d

Gaffer is a general purpose node-based application designed for use in the visual effects industry. It provides basic tools for procedural scene generation, shader authoring, rendering, and image compositing.

Powerful
Based on a multithreaded deferred scene evaluation engine, Gaffer allows you to handle large scenes and develop flexible procedural work-flows.

Renderer Agnostic
Gaffer utilises a renderer abstraction layer allowing it to export to your favourite renderer (assuming for now that your favourite renderer is either Arnold or 3Delight).

Customisable
Gaffer is built to be customisable throughout. Be it a simple scripted configuration tweak, complex expression, custom node or user interface, even a full blown application, Gaffer’s open APIs enable you to do what you need.

Extensible
Feel free to add new renderers, new nodes, or integrate with your renderfarm. With Gaffer derived apps you could have new types of data flowing through the node graph, such as asset dependencies or simulation operations.

Open Source
Distributed under the BSD license, Gaffer builds upon a wealth of open-source VFX libraries including OpenEXR, OpenImageIO, OpenColorIO, Cortex and of course the Gaffer frameworks themselves.

Unfinished
Although Gaffer is becoming more capable by the day, it still lacks in features and useability. Itching to fix a bug or contribute a cool new enhancement? Want to add support for OpenVDB, Bullet or another renderer backend? Fork it on GitHub…

Compiled binary releases are available for download from the releases page.

 

Home Page: http://imageengine.github.io/gaffer/index.html
Project Page: https://github.com/ImageEngine/gaffer
Language: C++ python
Platform: Linux OsX
License: BSD
Sponsor: Image Engine

Dynamica is a plug-in for Maya that provides an interface to the Bullet rigid body engine. Bullet was originally created to simulate many rigid bodies quickly in a game context, but this plug-in helps extend its usefulness to film production. The Walt Disney Animation Studios used this plug-in to model the thousands of packing peanuts seen in BOLT.

Features of the Dynamica Maya plugin

  • Dynamica is cross-platform and works on Windows, Linux and Mac OSX
  • Dynamica runs on all versions of Maya.
  • Active, passive, and kinematic rigid bodies
  • Sphere, Box, Hull(convex), and Mesh(concave) collision shapes
  • Force breakable Nail, Hinge, Slider, and Six-degrees-of-freedom constraints
  • Frame based choreography control and simulation baking
  • The plugin exports to COLLADA Physics format and the native .bullet binary physics file format

It was used by Disney Animation and several other studios.

 

Home Page: http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Maya_Dynamica_Plugin
Project Page: http://dynamica.googlecode.com
Language: C++
Platform: Windows, Linux, Mac OSX
License: MIT and zlib
Sponsor: Walt Disney Animation Studios

Alembic is an open computer graphics interchange framework. Alembic distills complex, animated scenes into a non-procedural, application-independent set of baked geometric results. This ‘distillation’ of scenes into baked geometry is exactly analogous to the distillation of lighting and rendering scenes into rendered image data.

Alembic is focused on efficiently storing the computed results of complex procedural geometric constructions. It is very specifically NOT concerned with storing the complex dependency graph of procedural tools used to create the computed results. For example, Alembic will efficiently store the animated vertex positions and animated transforms that result from an arbitrarily complex animation and simulation process which could involve enveloping, corrective shapes, volume-preserving simulations, cloth and flesh simulations, and so on. Alembic will not attempt to store a representation of the network of computations (rigs, basically) which are required to produce the final, animated vertex positions and animated transforms.

The production ready version of Alembic 1.0 was announced at Siggraph 2011 and released on August 9th, 2011 by Lucasfilm and Sony Pictures Imageworks with support from major vendors including Autodesk, Side Effects Software, The Foundry, Luxology, Pixar’s Renderman and NVidia.

Home Page: http://alembic.io/
Project Page: http://code.google.com/p/alembic/
Language: C++, Python
Platform: Linux, OSX, Windows
License: New BSD License
Sponsor: Sony Pictures Imageworks, Lucasfilm

Particles are an important part of effects work, because they allow free-form information in 3D space. Unfortunately, there is no standard format for particles akin to Wavefront .obj. Most animation systems have their own proprietary particle formats. For example Maya uses the binary and ascii particle database formats .pdb and .pda file formats. Houdini uses the .geo and .bgeo geometry uber formats. Renderers typically have their own point cloud format such as RenderMan’s PTC format and Houdini’s .pc. All of these formats share a common theme. They allow particles to be iterated or indexed and associate a customizable set of attributes with them. The goal of Partio is to provide a unified interface akin to unified image libraries that makes it easier to load, save, and manipulate particle files.

Home Page: http://www.disneyanimation.com/technology/partio.html
Project Page: https://github.com/wdas/partio
Language: C++ Python
Platform: Linux, OSX, Windows
License: New BSD
Sponsor: Walt Disney Animation Studios

Jupiter Skin is a project container for several skin shaders developed by /*jupiter jazz*/.

At the moment this project features the following shaders:

  • Jupiter SGI Skin

Jupiter Spherical Gradient Illumination Skin is a 3Delight RenderMan shader that reads scanned RGB world space normal maps for 3 different wavelengths (red, green, blue), and a fourth normal map to be used in the specular term.

(more…)

Project Page: http://code.google.com/p/jupiterskin/
Language: Renderman Shading Language
Platform: Linux, OSX, Windows
License: New BSD License
Sponsor: Jupiter Jazz