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”Bookmarked Nodes
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”Demo: Practical denoiser using temporal blur
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.
Gaffer at SIGGRAPH 2018
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”Gaffer goes international
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).
Lost in Space Season 1 VFX
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”Creating Digital Humans: Logan Lookdev
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”Getting Lost in Space
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”15th annual VES Awards
We’re thrilled to learn that Gaffer was a key lighting and rendering software for a VES nominated project! CG Supervisor Edmond Engelbrecht and the Image Engine team were nominated for Outstanding Created Environment in an Episode, Commercial, or Real-Time Project for their work on Game of Thrones; The Winds of Winter, with the procedural texturing, look development, and rendering for the Citadel environment produced using Gaffer.
Continue reading “15th annual VES Awards”Introduction to Gaffer – GafferBot lighting and lookDev
A video walkthrough of the tutorial from the Gaffer documentation.