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”
Sometimes, you want one plug’s value to determine another plug’s value. You could accomplish this with an Expression node and some Python, but today we’ll show you a far easier method: create an auxiliary connection between them by dragging and dropping one plug onto another.Continue reading “Plug-to-plug driving”
Gaffer has a very useful node bookmarking feature, which can make working with large and complex graphs much easier. Today, we’ll show you how to use it.Continue reading “Bookmarked Nodes”
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.
The Gaffer development team will be at SIGGRAPH 2018!
Members from Image Engine’s R&D team will take part in 3 presentations this year.Continue reading “Gaffer at SIGGRAPH 2018”
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).
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”