Arvid Schneider, Lighting Supervisor at Image Engine, has shared a video covering an introduction to using Gaffer and Arnold.
Thanks Arvid! We look forward to future chapters in this series.
Arvid Schneider, Lighting Supervisor at Image Engine, has shared a video covering an introduction to using Gaffer and Arnold.
Thanks Arvid! We look forward to future chapters in this series.
Long-time Gaffer user Rupert Thorpe has posted a great new video demonstrating how he uses Gaffer to light and render episodic animation and VFX projects with a multi-shot workflow.
Gaffer was featured in a lightning talk at the Academy Software Foundation’s Open Source Days event held on August 6th, 2023.
Two of the fine folk involved with Gaffer development will be presenting at FMX 2019! Andrew Kaufman, R&D Lead at Image Engine and Gaffer developer, and Carsten Kolve, DFX Supervisor at Image Engine, will host two talks that cover Gaffer, OSL, and Arnold.
Continue reading “Gaffer and OSL talks at FMX 2019”The Gaffer team are proud to present their Birds of a Feather presentation from this year’s SIGGRAPH 2018!
Continue reading “SIGGRAPH 2018: Birds of a Feather presentation”Supplementing his presentation of a novel denoising method at this year’s SIGGRAPH, Daniel Dresser (Image Engine’s shading specialist) will host a 5-minute talk at the Gaffer Birds of a Feather meeting, demonstrating a free implementation of the denoiser built in Gaffer.
Just in time for the talk, Daniel has provided a download for the implementation and instructions for its use here.
Note: This implementation requires the Arnold renderer.
This month, CGWorld has provided a write-up of Image Engine’s contributions to the Japanese-produced CG film Kingsglaive: Final Fantasy XV. Gaffer greatly aided the lighting department and daily automation during production of their 23-minute sequence for the film.
Yuta Shimizu, one of the CG Supervisors overseeing the show, commented on Gaffer’s crucial role in the process:
Technology-wise, Gaffer is the noteworthy component. It templatizes workflows, which allows artists to focus on their creative work, instead of processes. It has been the core of Image Engine’s pipeline, and its integration was instrumental in taking on a project like this. We have a Gaffer-to-Shotgun query that allows templates to be dynamically applied to dailies, which lets artists focus on tweaking key shots and then applying the tweaked settings to the rest. At the end of the day, the IE lighting team was able to pump out 360 shots with an average of 6 lighters working on the project at a time. This same Gaffer templating process was used in certain departments’ QC, such as CFX with their penetration checks, and FX with their destruction lookdev compatibility.
Read the full article here (Japanese).
This month, Animation World Network wrote a brief on Image Engine Design’s VFX work for season 1 of Netflix’s Lost in Space. From rigging to final render, Gaffer played an integral part as the glue that joined all the parts of the studio’s pipeline.
Continue reading “Lost in Space Season 1 VFX”Image Engine’s work creating digital humans was featured in February’s issue of 3D Artist Magazine, which shows off Gaffer’s capabilities in handling photoreal character lookdev and lighting using a multitude of shaders in a studio pipeline.
Continue reading “Creating Digital Humans: Logan Lookdev”This month, FXGuide featured the look of the robot from Lost in Space, Netflix’s modern reimagining of the famous TV series from the 1960s.
Continue reading “Getting Lost in Space”