Gaffer released

Gaffer is now available. This release has a major focus on improvements to colour management, with the 3D and UV Viewers now colour managed, new workflows to configure OCIO at both the script and context level, and the ACES Studio OpenColorIO config now used by default. Gaffer 1.3 is a big step forward for all things colour.

In addition to the colour management improvements, the Gaffer release also features significant improvements to image performance, new and updated nodes, a new light tool for manipulating spot lights in the Viewer, further improvements to expansion management, an update to Cycles 3.5, and a variety of other features, fixes, updates and improvements.

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Gaffer released

We’re pleased to announce the release of Gaffer, the first feature update to Gaffer 1.2. This post highlights new features introduced in, and recaps some of the key features recently introduced in

Notably, Gaffer 1.2 marks the first official release of Gaffer on Windows, the first release with the Cycles renderer available by default, and brings a variety of new features and improvements including mute and solo of lights, animation curve pre & post infinity extrapolation modes, USD updates, performance improvements and more.

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Gaffer at SIGGRAPH 2022

As part of SIGGRAPH 2022, we’ll be hosting a virtual Birds of a Feather session the week prior to the conference on Tuesday, August 2nd at 9:30am PDT.

Gaffer : Open Source Lookdev, Lighting, and Automation

When: Tuesday, 2 August 2022, 9:30am – 11am PDT

Where: Online

Join us to discuss the latest in Gaffer development, production case studies, and the roadmap for future releases.

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Gaffer turns 1.0

After 10+ years (honestly, we’ve lost count), and 300 released versions, Gaffer has turned 1.0.

We’re extremely proud to announce the release of Gaffer, bringing significant improvements in usability and interoperability. Not to mention the first release of a major update to the Viewer providing support for hybrid rendering, allowing high quality preview of lighting and shading while interacting with scenes.

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