<?xml version='1.0' encoding='UTF-8'?><rss xmlns:atom="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/" xmlns:blogger="http://schemas.google.com/blogger/2008" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" version="2.0"><channel><atom:id>tag:blogger.com,1999:blog-4298185591121194329</atom:id><lastBuildDate>Wed, 25 Sep 2024 19:03:58 +0000</lastBuildDate><title>vfxmonsters</title><description></description><link>http://vfxmonsters.blogspot.com/</link><managingEditor>noreply@blogger.com (vfxmonsters)</managingEditor><generator>Blogger</generator><openSearch:totalResults>26</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-2114370812033352826</guid><pubDate>Mon, 03 Jan 2011 11:17:00 +0000</pubDate><atom:updated>2011-01-03T17:35:01.312+05:30</atom:updated><title></title><description>&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;http://www.dragonstopmotion.com/images/dragon_logo.png&quot;&gt;&lt;img style=&quot;float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 177px; height: 45px;&quot; src=&quot;http://www.dragonstopmotion.com/images/dragon_logo.png&quot; alt=&quot;&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href=&quot;http://www.dragonstopmotion.com/&quot;&gt;http://www.dragonstopmotion.com&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;The premier capture software for stop-motion animation, motion design and visual effects&lt;/div&gt;&lt;div&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;color: rgb(238, 238, 238); line-height: 10px;font-family:&#39;Lucida Sans Unicode&#39;,&#39;Lucida Grande&#39;,sans-serif;font-size:12px;&quot;  &gt;&lt;a href=&quot;http://www.dragonstopmotion.com/&quot; style=&quot;color: rgb(204, 204, 204);&quot;&gt;&lt;br /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;</description><link>http://vfxmonsters.blogspot.com/2011/01/premier-capture-software-for-stop.html</link><author>noreply@blogger.com (MoreFX)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-1297349944943598046</guid><pubDate>Fri, 24 Dec 2010 23:13:00 +0000</pubDate><atom:updated>2010-12-25T04:44:13.725+05:30</atom:updated><title>The Lightworks Open Source</title><description>&lt;a href=&quot;http://library.creativecow.net/articles/battistella_david/lightworks/title_banner.jpg&quot;&gt;&lt;img style=&quot;float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 353px; height: 198px;&quot; src=&quot;http://library.creativecow.net/articles/battistella_david/lightworks/title_banner.jpg&quot; alt=&quot;&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;When  we think about Non Linear Editing software (NLEs) certain words  tend  to jump into our minds, Avid, Final Cut Pro, and now even &lt;i&gt;Adobe&lt;/i&gt; is making a serious dash into the digital editing arena with CS5.&lt;br /&gt;&lt;br /&gt; But when some of these NLEs did not even exist, there was a piece of   software helping to define the non-linear editing space; it&#39;s an editing   system know as Lightworks. Until around the mid 1990&#39;s, Lightworks   competed in the NLE arena with many top editors world wide using it as   their tool of choice in the edit room.&lt;br /&gt;&lt;br /&gt;&lt;a href=&quot;http://www.lightworksbeta.com/images/stories/speed.png&quot;&gt;&lt;img style=&quot;float: right; margin: 0pt 0pt 10px 10px; cursor: pointer; width: 253px; height: 198px;&quot; src=&quot;http://www.lightworksbeta.com/images/stories/speed.png&quot; alt=&quot;&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;In the United Kingdom, an editor named Chris Gill -- with credits like  &quot;28 Weeks Later&quot; and the Ricky Gervais directed, &quot;The Invention of  Lying&quot; to his name -- was gleefully, whenever possible, sitting in front  of a Lightworks editing station, his preferred editing tool.&lt;br /&gt;&lt;br /&gt;&lt;a href=&quot;http://www.lightworksbeta.com/&quot;&gt;http://www.lightworksbeta.com/&lt;/a&gt;</description><link>http://vfxmonsters.blogspot.com/2010/12/lightworks-open-source.html</link><author>noreply@blogger.com (Anonymous)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-5653558617692915271</guid><pubDate>Fri, 24 Dec 2010 20:45:00 +0000</pubDate><atom:updated>2010-12-25T04:06:24.702+05:30</atom:updated><title>SMAK Beta 1.7</title><description>&lt;a href=&quot;http://getsmak.net/smak-header.png&quot;&gt;&lt;img style=&quot;float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 300px; height: 150px;&quot; src=&quot;http://getsmak.net/smak-header.png&quot; alt=&quot;&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span id=&quot;ls_contents-0&quot;&gt;SMAK Beta 1.7 has been released. SMAK generates  ambient occlusion and normal maps from models with UVs. With the new  version, it can now load HUGE models (1 million+ quads) and save out  .obj Collada .dae and Silo .sia files.                                                                                                                                        &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;http://getsmak.net/</description><link>http://vfxmonsters.blogspot.com/2010/12/smak-beta-17.html</link><author>noreply@blogger.com (Anonymous)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-2222709260395547374</guid><pubDate>Fri, 24 Dec 2010 18:01:00 +0000</pubDate><atom:updated>2010-12-24T23:32:53.305+05:30</atom:updated><title>Unwrella</title><description>&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;http://www.unwrella.com/wp-content/themes/eVid/images/unwrella_logo_top.png&quot;&gt;&lt;img style=&quot;float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 180px; height: 48px;&quot; src=&quot;http://www.unwrella.com/wp-content/themes/eVid/images/unwrella_logo_top.png&quot; alt=&quot;&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;h2&gt;Unwrella – Optimal Automatic Unwrapping&lt;/h2&gt; &lt;p&gt;&lt;strong&gt;Unwrella&lt;/strong&gt; is an exact unwrapping plug-in for Autodesk  3DSMAX and Autodesk Maya. It is a single click solution which allows  you to automatically unfold your 3D models with exact pixel to model  surface aspect ratio, speeding up texture baking UV map production  significantly.&lt;strong&gt;&lt;br /&gt;&lt;/strong&gt;&lt;/p&gt; &lt;ul&gt;&lt;li&gt;Automatic one-click solution – Just apply the Unwrella modifier&lt;/li&gt;&lt;li&gt;Precise – Preserves user created UV Seams&lt;/li&gt;&lt;li&gt;Smart – Reduces texture mapping seams almost completely and minimizes surface stretching&lt;/li&gt;&lt;li&gt;Efficient – Chunks are kept large and are arranged on the UV surface with maximal use of available space&lt;/li&gt;&lt;li&gt;User-friendly – User defined pixel based padding between UV chunks&lt;/li&gt;&lt;li&gt;Excellent for all kinds of models (organic, human, industrial)&lt;/li&gt;&lt;/ul&gt;http://www.unwrella.com/</description><link>http://vfxmonsters.blogspot.com/2010/12/unwrella.html</link><author>noreply@blogger.com (Anonymous)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-7569490966540048318</guid><pubDate>Fri, 24 Dec 2010 17:54:00 +0000</pubDate><atom:updated>2010-12-24T23:31:04.280+05:30</atom:updated><title>3D Plugin</title><description>&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;http://www.3d-plugin.com/wp-content/themes/ColdStone/img/logo.png&quot;&gt;&lt;img style=&quot;float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 270px; height: 58px;&quot; src=&quot;http://www.3d-plugin.com/wp-content/themes/ColdStone/img/logo.png&quot; alt=&quot;&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;The 3D Plugin Toolkit is a professional set of utilities for 3d artists  and game developers immensely  optimizing  creation and baking of high  quality textures and models. Developed by 3d and Game industry veterans,  and based on their long game industry experience and knowledge it  offers a robust and simple workflow. These tools save maximal amounts of  time with minimal effort and provide optimal results.&lt;br /&gt;&lt;br /&gt;The 3d Plugin Tools for Autodesk™ 3ds Max™ 9, 2008, 2009 (each 32bit and  64bit) are available in freely downloadable trial versions and as  commercial releases on the following homepages:&lt;br /&gt;&lt;a href=&quot;http://www.unwrella.com/&quot;&gt;&lt;strong&gt;Unwrella&lt;/strong&gt;&lt;/a&gt;&lt;strong&gt;&lt;br /&gt;&lt;a href=&quot;http://flatiron.3d-plugin.com/&quot;&gt;FlatIron&lt;/a&gt;&lt;br /&gt;&lt;a href=&quot;http://packer.3d-plugin.com/&quot;&gt;UV-Packer&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/strong&gt;3d-io games &amp;amp; video production GmbH is a Germany based software  company founded 1996. It is dedicated to provide digital content,  high-quality 3D and 2D design and affordable and easy-to-use software  products like Games and Infotainment. 3d-io has an established presence  in design production, digital content creation and graphics animation.  Major German and international game and infotainment companies including  Braingame, CDV, Related-Designs, 3DO, Koch-Media, Data Becker, and  Hannah-Barbera, as well as industrial and telecommunication key players  such as Thyssen, Mercedes, Deutsche Bank, Sony, Wunderman, Bayer, M.I.T.  GmbH, Hoechst, Krupp and Ferrero have utilized 3d-io’s unique graphic  style and technology.&lt;br /&gt;&lt;br /&gt;http://www.3d-plugin.com/</description><link>http://vfxmonsters.blogspot.com/2010/12/3d-plugin-toolkit-is-professional-set.html</link><author>noreply@blogger.com (Anonymous)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-3686465076357322467</guid><pubDate>Wed, 22 Dec 2010 19:28:00 +0000</pubDate><atom:updated>2010-12-23T11:23:20.101+05:30</atom:updated><title></title><description>&lt;a href=&quot;http://www.refractivesoftware.com/images/i_r4_c2.png&quot;&gt;&lt;img style=&quot;float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 348px; height: 49px;&quot; src=&quot;http://www.refractivesoftware.com/images/i_r4_c2.png&quot; alt=&quot;&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt; &lt;p class=&quot;MsoNormal&quot;&gt;Octane Render is a standalone application that doesn&#39;t require a specific modeling package to function. If your application can export to one of the supported file formats, you can use Octane Render. physically based renderer software It uses the video card in your computer to render photorealistic results fast...really fast NVDIA totaly support to this. yes u can import obj file and its totally node base application controls like composting software. i all way think node base software for 3d is the best for faster and optimized way to achive.&lt;/p&gt;&lt;a href=&quot;http://www.refractivesoftware.com/index.php&quot;&gt;   http://www.refractivesoftware.com/index.php&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;get the demo version and start RND on this because this is the upcoming future softwares</description><link>http://vfxmonsters.blogspot.com/2010/12/octane-render-is-standalone-application.html</link><author>noreply@blogger.com (Anonymous)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-3073021786404880067</guid><pubDate>Wed, 22 Dec 2010 18:54:00 +0000</pubDate><atom:updated>2010-12-23T11:26:41.462+05:30</atom:updated><title>Thoughts on digital architecture</title><description>&lt;a href=&quot;http://www.therenderingkiller.com/wp-content/themes/twentyten/images/environment.jpg&quot;&gt;&lt;img style=&quot;display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 1527px; height: 1145px;&quot; src=&quot;http://www.therenderingkiller.com/wp-content/themes/twentyten/images/environment.jpg&quot; alt=&quot;&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;  &lt;p class=&quot;MsoNormal&quot;&gt;amazing 3D design studios for developing architectural projects, its 30% faster than other software. &lt;/p&gt;   &lt;p class=&quot;MsoNormal&quot;&gt;i have work for vue, maya, and other software. but his software rendering is kickass man, at the same time its best for gaming development also. still i have to check this and update more about the software let me do some RND in this.&lt;br /&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot;&gt;&lt;a href=&quot;http://www.therenderingkiller.com/environment/&quot;&gt;http://www.therenderingkiller.com/environment/&lt;/a&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot;&gt;youtube show&lt;br /&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot;&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=mlZUDUCcImk&quot;&gt;http://www.youtube.com/watch?v=mlZUDUCcImk&lt;/a&gt;&lt;br /&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;&lt;/p&gt;</description><link>http://vfxmonsters.blogspot.com/2010/12/thoughts-on-digital-architecture.html</link><author>noreply@blogger.com (Anonymous)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-685820848298708972</guid><pubDate>Fri, 03 Dec 2010 05:10:00 +0000</pubDate><atom:updated>2010-12-03T10:42:31.225+05:30</atom:updated><title>&quot;Marvelous&quot; -Make 3D cloth in just 10 min.</title><description>&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;http://www.marvelousdesigner.com/Common/images/marvelous.png&quot;&gt;&lt;img style=&quot;float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 442px; height: 92px;&quot; src=&quot;http://www.marvelousdesigner.com/Common/images/marvelous.png&quot; alt=&quot;&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href=&quot;http://www.marvelousdesigner.com/&quot;&gt;http://www.marvelousdesigner.com/&lt;/a&gt;</description><link>http://vfxmonsters.blogspot.com/2010/12/marvelous-make-3d-cloth-in-just-10-min.html</link><author>noreply@blogger.com (vfxmonsters)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-2563671213581113462</guid><pubDate>Thu, 02 Dec 2010 18:36:00 +0000</pubDate><atom:updated>2010-12-03T00:11:09.862+05:30</atom:updated><title>NAIAD -Fluid Software</title><description>&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;http://www.exoticmatter.com/storage/Untitled.png?__SQUARESPACE_CACHEVERSION=1280633234548&quot;&gt;&lt;img style=&quot;float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 341px; height: 153px;&quot; src=&quot;http://www.exoticmatter.com/storage/Untitled.png?__SQUARESPACE_CACHEVERSION=1280633234548&quot; alt=&quot;&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;border-collapse: separate; color: rgb(0, 0, 0); font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;font-family:&#39;Times New Roman&#39;;font-size:medium;&quot;  &gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;color: rgb(38, 38, 38); line-height: 21px;font-family:Arial,Helvetica,Geneva,sans-serif;font-size:12px;&quot;  &gt;&lt;span style=&quot;font-weight: bold;font-size:85%;&quot; class=&quot;il&quot; &gt;Exotic&lt;/span&gt;&lt;span style=&quot;font-weight: bold;font-size:85%;&quot; class=&quot;Apple-converted-space&quot; &gt; &lt;/span&gt;&lt;span style=&quot;font-weight: bold;font-size:85%;&quot; class=&quot;il&quot; &gt;Matter&lt;/span&gt;&lt;span style=&quot;font-weight: bold;font-size:85%;&quot; class=&quot;Apple-converted-space&quot; &gt; &lt;/span&gt;&lt;span style=&quot;font-weight: bold;font-size:85%;&quot; &gt;is a software company developing state-of-the-art dynamics software for visual effects and 3D animation.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a href=&quot;http://www.exoticmatter.com&quot;&gt;http://www.exoticmatter.com&lt;/a&gt;&lt;br /&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;border-collapse: separate; color: rgb(0, 0, 0); font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;font-family:&#39;Times New Roman&#39;;font-size:medium;&quot;  &gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;color: rgb(38, 38, 38); line-height: 21px;font-family:Arial,Helvetica,Geneva,sans-serif;font-size:12px;&quot;  &gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;</description><link>http://vfxmonsters.blogspot.com/2010/12/naiad-fluid-software.html</link><author>noreply@blogger.com (vfxmonsters)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-1016668478709943626</guid><pubDate>Thu, 02 Dec 2010 18:32:00 +0000</pubDate><atom:updated>2010-12-03T00:06:02.816+05:30</atom:updated><title>&quot;MUVIZU &quot; Now 3D movie making become easy</title><description>&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;http://www.muvizu.com/Images/muvizu.jpg&quot;&gt;&lt;img style=&quot;float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 310px; height: 154px;&quot; src=&quot;http://www.muvizu.com/Images/muvizu.jpg&quot; alt=&quot;&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href=&quot;http://www.muvizu.com/&quot;&gt;http://www.muvizu.com/&lt;/a&gt;</description><link>http://vfxmonsters.blogspot.com/2010/12/muvizu-now-3d-movie-making-become-easy.html</link><author>noreply@blogger.com (vfxmonsters)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-8014899209201199488</guid><pubDate>Tue, 09 Nov 2010 02:17:00 +0000</pubDate><atom:updated>2010-11-09T07:49:00.249+05:30</atom:updated><title>35 years of ILM</title><description>&lt;a href=&quot;http://www.fxguide.com/article657.html&quot;&gt;http://www.fxguide.com/article657.html&lt;/a&gt;</description><link>http://vfxmonsters.blogspot.com/2010/11/35-years-of-ilm.html</link><author>noreply@blogger.com (Prashanth)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-7444937785534751133</guid><pubDate>Sun, 07 Nov 2010 18:00:00 +0000</pubDate><atom:updated>2010-11-07T23:33:52.464+05:30</atom:updated><title>Commentary On The Visual Effects Industry&#39;s March To The Bottom</title><description>&lt;a href=&quot;http://vfxsoldier.wordpress.com/&quot;&gt;http://vfxsoldier.wordpress.com/&lt;/a&gt;</description><link>http://vfxmonsters.blogspot.com/2010/11/commentary-on-visual-effects-industrys.html</link><author>noreply@blogger.com (vfxmonsters)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-4944988881244862683</guid><pubDate>Sun, 07 Nov 2010 17:57:00 +0000</pubDate><atom:updated>2010-11-07T23:28:04.355+05:30</atom:updated><title>VFXwages</title><description>&lt;a href=&quot;http://www.vfxwages.com/&quot;&gt;http://www.vfxwages.com/&lt;/a&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-family: Arial, helvetica, sans-serif; font-size: 12px; line-height: 15px; &quot;&gt;&lt;b style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;VFXWages&lt;/b&gt; is a global database of hourly monetary rates of people in the film and television visual effects, animation, motion graphics, and gaming industry. It allows you to see where you rate among the rest of the artists in your experience, occupation and location. Have you ever wondered if you&#39;re earning too little? Pondering what a similar artist in your position is making on the other side of the world? Using our Wages system, you can graphically compare wages and salaries around the world&lt;/span&gt;&lt;/div&gt;</description><link>http://vfxmonsters.blogspot.com/2010/11/vfxwages.html</link><author>noreply@blogger.com (vfxmonsters)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-113129404613448164</guid><pubDate>Sun, 07 Nov 2010 17:42:00 +0000</pubDate><atom:updated>2010-11-07T23:12:47.433+05:30</atom:updated><title>Effects Corner: Budgeting VFX</title><description>&lt;a href=&quot;http://effectscorner.blogspot.com/2007/10/budgeting-vfx.html&quot;&gt;Effects Corner: Budgeting VFX&lt;/a&gt;</description><link>http://vfxmonsters.blogspot.com/2010/11/effects-corner-budgeting-vfx.html</link><author>noreply@blogger.com (vfxmonsters)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-1458248315652266367</guid><pubDate>Thu, 03 Jun 2010 06:36:00 +0000</pubDate><atom:updated>2010-06-03T12:11:34.747+05:30</atom:updated><title></title><description>&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJZmzJMN4a2npw3gLWd5As0F5LsBVeqr8MIRO0QyQNO0JFiP5jct70XQYM5LcTNysR2C-XIDPrMZh-BefOTzilTKk0P0GkvH_rCkU9q2JyfGf_YbXMqR-ymIWLcoFfBtwK_pNTu8EmIMo/s1600/rf5_120x90.jpg&quot;&gt;&lt;img style=&quot;float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 120px; height: 90px;&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJZmzJMN4a2npw3gLWd5As0F5LsBVeqr8MIRO0QyQNO0JFiP5jct70XQYM5LcTNysR2C-XIDPrMZh-BefOTzilTKk0P0GkvH_rCkU9q2JyfGf_YbXMqR-ymIWLcoFfBtwK_pNTu8EmIMo/s320/rf5_120x90.jpg&quot; alt=&quot;&quot; id=&quot;BLOGGER_PHOTO_ID_5478433623135719506&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;p class=&quot;negrita&quot;&gt;18 May 2010&lt;/p&gt;            &lt;a href=&quot;http://realflow.com/rf_product.php&quot;&gt;RealFlow 5 OUT  NOW&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href=&quot;http://realflow.com/pdf/rf5_new_features.pdf&quot;&gt;http://realflow.com/pdf/rf5_new_features.pdf&lt;/a&gt;</description><link>http://vfxmonsters.blogspot.com/2010/06/18-may-2010-realflow-5-out-now.html</link><author>noreply@blogger.com (vfxmonsters)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJZmzJMN4a2npw3gLWd5As0F5LsBVeqr8MIRO0QyQNO0JFiP5jct70XQYM5LcTNysR2C-XIDPrMZh-BefOTzilTKk0P0GkvH_rCkU9q2JyfGf_YbXMqR-ymIWLcoFfBtwK_pNTu8EmIMo/s72-c/rf5_120x90.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-7609397904228449036</guid><pubDate>Mon, 21 Jul 2008 12:42:00 +0000</pubDate><atom:updated>2008-11-13T10:05:11.742+05:30</atom:updated><title>Caustics,GI,Lighting in Mentalray for Maya</title><description>&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2zZbthjlwYCkM_QUFVtFtBofjWHVqPq5T7V1fagqXPwR3MazuSI4ns1AlmhhodIw5ezlfczSmdB-uvD1a8HefX8QzKnf7ppNSa0WTjka3INXQqzb0qQSOwhQsU1DDtNuZlZOXo8B3I48/s1600-h/ca02.png&quot;&gt;&lt;img style=&quot;margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 240px; height: 184px;&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2zZbthjlwYCkM_QUFVtFtBofjWHVqPq5T7V1fagqXPwR3MazuSI4ns1AlmhhodIw5ezlfczSmdB-uvD1a8HefX8QzKnf7ppNSa0WTjka3INXQqzb0qQSOwhQsU1DDtNuZlZOXo8B3I48/s320/ca02.png&quot; alt=&quot;&quot; id=&quot;BLOGGER_PHOTO_ID_5225486386970601282&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhqqVYjXaJpgJELeMwpOTscOMAQpgYKogi0QdHjdhMMYYZuWckBL7pFdTj6mTMoZzd2MLpY2aADZ3FO-GL6BnenDx-tWzwARzwgGaxAOy1dx7P75idV9Kyj_9xjNSdIv8ejiUQYtNGpPc/s1600-h/videotutorial_maya_interior_illumination_with_gi_and_final_gather3.jpg&quot;&gt;&lt;img style=&quot;margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 253px; height: 181px;&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhqqVYjXaJpgJELeMwpOTscOMAQpgYKogi0QdHjdhMMYYZuWckBL7pFdTj6mTMoZzd2MLpY2aADZ3FO-GL6BnenDx-tWzwARzwgGaxAOy1dx7P75idV9Kyj_9xjNSdIv8ejiUQYtNGpPc/s320/videotutorial_maya_interior_illumination_with_gi_and_final_gather3.jpg&quot; alt=&quot;&quot; id=&quot;BLOGGER_PHOTO_ID_5225486387085910386&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgti_sApdKWcOrUhk7bb5Tbvob4PnFs0Blg9lbeigodb5qtfeFz8LsRtSin5QgfptZ2Uknll7A-PQKpEAHnJMiQwB5h17QL4KKgsfjc6Yl3mB-ZW-ehowFC9Chjgr1R5hYZzIWR_2jJlzY/s1600-h/caustics.jpg&quot;&gt;&lt;img style=&quot;margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 273px; height: 205px;&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgti_sApdKWcOrUhk7bb5Tbvob4PnFs0Blg9lbeigodb5qtfeFz8LsRtSin5QgfptZ2Uknll7A-PQKpEAHnJMiQwB5h17QL4KKgsfjc6Yl3mB-ZW-ehowFC9Chjgr1R5hYZzIWR_2jJlzY/s320/caustics.jpg&quot; alt=&quot;&quot; id=&quot;BLOGGER_PHOTO_ID_5225486390105952530&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgR4vwvex4YlMD0jFSEz3TjgmYEv9HfyGlMQMG-KYnnD4nPDZUonbU0iLbx9rILVB6NjAUPTA8SDMen2S2OpQlkaelTW9zXyb4HISkO_b25R2u4DBI4QitjMPckf6qL5nvovQYVGZKxbcg/s1600-h/caustics.jpg&quot;&gt;&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;text-decoration: underline;&quot;&gt;Basics of Photons&lt;br /&gt;&lt;br /&gt;Link :   &lt;/span&gt;&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;http://www.interstation3d.com/&quot;&gt;    &lt;/a&gt;&lt;a href=&quot;http://www.interstation3d.com/&quot;&gt;http://www.inters&lt;/a&gt;&lt;a href=&quot;http://www.interstation3d.com/&quot;&gt;tation3d.com/&lt;/a&gt;&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgR4vwvex4YlMD0jFSEz3TjgmYEv9HfyGlMQMG-KYnnD4nPDZUonbU0iLbx9rILVB6NjAUPTA8SDMen2S2OpQlkaelTW9zXyb4HISkO_b25R2u4DBI4QitjMPckf6qL5nvovQYVGZKxbcg/s1600-h/caustics.jpg&quot;&gt;&lt;br /&gt;&lt;/a&gt;</description><link>http://vfxmonsters.blogspot.com/2008/07/this-basic-of-caustics-link-httpwww.html</link><author>noreply@blogger.com (MoreFX)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2zZbthjlwYCkM_QUFVtFtBofjWHVqPq5T7V1fagqXPwR3MazuSI4ns1AlmhhodIw5ezlfczSmdB-uvD1a8HefX8QzKnf7ppNSa0WTjka3INXQqzb0qQSOwhQsU1DDtNuZlZOXo8B3I48/s72-c/ca02.png" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-6696262591922843211</guid><pubDate>Sat, 28 Jun 2008 09:16:00 +0000</pubDate><atom:updated>2008-07-21T20:51:31.658+05:30</atom:updated><title>PhotoshopPaintingTutorial</title><description>&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;http://www.pig-brain.com/tut01/tutsteps/Step16.jpg&quot;&gt;&lt;img style=&quot;margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 320px;&quot; src=&quot;http://www.pig-brain.com/tut01/tutsteps/Step16.jpg&quot; alt=&quot;&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Ancient-Pig&#39;s Photoshop texture painting tutorial</description><link>http://vfxmonsters.blogspot.com/2008/06/photoshop-painting-tutorial.html</link><author>noreply@blogger.com (MoreFX)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-3488662504967719669</guid><pubDate>Thu, 26 Jun 2008 12:48:00 +0000</pubDate><atom:updated>2008-06-26T18:21:38.981+05:30</atom:updated><title></title><description>&lt;object width=&quot;425&quot; height=&quot;344&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://www.youtube.com/v/0ghs2DUW5bc&amp;hl=en&quot;&gt;&lt;/param&gt;&lt;embed src=&quot;http://www.youtube.com/v/0ghs2DUW5bc&amp;hl=en&quot; type=&quot;application/x-shockwave-flash&quot; width=&quot;425&quot; height=&quot;344&quot;&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;check out!&lt;br /&gt; this is my second semister VFX specilization work.&lt;br /&gt;critic always welcome</description><link>http://vfxmonsters.blogspot.com/2008/06/check-out-this-is-my-second-semister.html</link><author>noreply@blogger.com (MoreFX)</author><thr:total>1</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-7836442510510064546</guid><pubDate>Wed, 25 Jun 2008 06:38:00 +0000</pubDate><atom:updated>2008-11-13T10:05:12.199+05:30</atom:updated><title>the RED camera</title><description>ok monsters you probably heard bout this but here it is anyway, introducing the new cameras from RED, high features and the cost (one tenth that of an HD cam !) makes it droolworthy. Do visit the site aptly named ------&gt;   http://www.red.com/&lt;br /&gt;&lt;br /&gt;Several of the models are up for release only in early 2009, one of them is out though and here is the image, for more visit ---------&gt;  http://www.red.com/cameras&lt;br /&gt;&lt;br /&gt;&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg041nmX6v4IaJUhDom9tb13MZmDP_paHaHSWFlBzAOTR20YaGmpqbniRNiCuki-d3PY-7YCq-6jPlpMqUKFE5JKbOCJAEk3y97WKH3U4bKLcLiuJpnGQw5WFye46tFfh3csbemffaQD9A/s1600-h/hero.jpg&quot;&gt;&lt;img style=&quot;cursor:pointer; cursor:hand;&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg041nmX6v4IaJUhDom9tb13MZmDP_paHaHSWFlBzAOTR20YaGmpqbniRNiCuki-d3PY-7YCq-6jPlpMqUKFE5JKbOCJAEk3y97WKH3U4bKLcLiuJpnGQw5WFye46tFfh3csbemffaQD9A/s320/hero.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;id=&quot;BLOGGER_PHOTO_ID_5215707560276624946&quot; /&gt;&lt;/a&gt;</description><link>http://vfxmonsters.blogspot.com/2008/06/red-camera.html</link><author>noreply@blogger.com (vfxmonsters)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg041nmX6v4IaJUhDom9tb13MZmDP_paHaHSWFlBzAOTR20YaGmpqbniRNiCuki-d3PY-7YCq-6jPlpMqUKFE5JKbOCJAEk3y97WKH3U4bKLcLiuJpnGQw5WFye46tFfh3csbemffaQD9A/s72-c/hero.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-6311825570406092515</guid><pubDate>Wed, 18 Jun 2008 11:22:00 +0000</pubDate><atom:updated>2008-11-13T10:05:12.284+05:30</atom:updated><title>VFX Schedules</title><description>&lt;a onblur=&quot;try {parent.deselectBloggerImageGracefully();} catch(e) {}&quot; href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUna89DTqofKJXGYuyfLEVTX6gIKDY-yvNPuetTorElWPK2shGF0PQu5REVPNYJtBWSLilAl28jSyVhOWz2kFveacfhG6N62GKngF8mbpW1_SvbgBIW0qrm6_aepL1KD-X-9h_0UEnCKw/s1600-h/image002.jpg&quot;&gt;&lt;img style=&quot;margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 378px; height: 320px;&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUna89DTqofKJXGYuyfLEVTX6gIKDY-yvNPuetTorElWPK2shGF0PQu5REVPNYJtBWSLilAl28jSyVhOWz2kFveacfhG6N62GKngF8mbpW1_SvbgBIW0qrm6_aepL1KD-X-9h_0UEnCKw/s320/image002.jpg&quot; alt=&quot;&quot; id=&quot;BLOGGER_PHOTO_ID_5218706467358279842&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div class=&quot;post&quot;&gt;&lt;a name=&quot;6559310603686950467&quot;&gt;&lt;/a&gt;&lt;br /&gt;&lt;h3 class=&quot;post-title&quot;&gt;&lt;br /&gt;&lt;/h3&gt;&lt;br /&gt;&lt;h3 class=&quot;post-title&quot;&gt; &lt;/h3&gt;&lt;br /&gt;&lt;div class=&quot;post-body&quot;&gt;&lt;br /&gt;&lt;div&gt;&lt;br /&gt;&lt;div style=&quot;clear: both;&quot;&gt;&lt;/div&gt;More reader questions regarding schedules&lt;br /&gt;&lt;br /&gt;&lt;i&gt;What is a &#39;Shot Timeline&#39;...is this some sort of&lt;br /&gt;device used to tell the amount of time the shot should&lt;br /&gt;last for or what. You also made mention of some types&lt;br /&gt;of, magnetic boards, modified storyboards or computer&lt;br /&gt;software which is most effective.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Scheduling is a big issue since you have a lot of resources and need to deliver in a timely manner.&lt;br /&gt;There are at least 4 types of schedules. They can be corkboards, on the computer, magnet strips, etc. The specifics are&lt;br /&gt;up the vfx production team (producer and supervisor)&lt;br /&gt;&lt;br /&gt;1. Schedule of the shots. This is the true linear time estimate and is usually in a timeline. That timeline will be the length of the production.&lt;br /&gt;It may list that shot KR030 starts June 14 and completes August 19. The shot itself is likely to be budgeted for less time but you have to take some delays into account. (changes from the director, waiting for feedback, shooting an extra element, etc)&lt;br /&gt;Each shot laid out may also show the different stages (animation, TD, roto, etc)&lt;br /&gt;&lt;br /&gt;2. Target shots - These are shots due in the next couple of weeks. These may just be names of the shots or their storyboards on a simple wall chart that&#39;s broken down by days.&lt;br /&gt;The production team can review this and say next week they expect to complete KR040 on Wednesday. If shot RM125 won&#39;t be done this Thursday as planned then it will be moved to the next week at the likely day. This is so the team can focus on the immediate needs.&lt;br /&gt;&lt;br /&gt;3. Storyboards - This is all the storyboards laid out in film order. Each has a breakdown of the different tasks and the initial scheduled dates. As work is done a colored dot may be applied that indicates which stage is done. (i.e. finished with matchmoving and layout, ready for animation) Red dot signifies a completed (finaled) shot or folding up the corner of the storyboarded breakdown. The storyboards may be replaced or augmented by stills from the actual footage. Most productions attach bulletin boards in the production office for this. This allows everyone to see the big picture. You get a true sense for what&#39;s been done, how much work remains and if there are some shots that are being overlooked.&lt;br /&gt;&lt;br /&gt;4. Schedule of artists - Your key resources are the artists. There&#39;s a timeline with each artist (TD, animator, compositor, etc) that lists what shots they&#39;re scheduled to work on and when. An artist may be working on 1 to 5 shots at a time. After completing a shot the next shot for them is already scheduled. If a director adds a additional shots or something changes in the schedule then the production team will review this board/timeline to see who&#39;s available and what they should re-assign. If they need a shot sooner than expected it may have to be moved forward in the schedule and given to a different artist.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;i&gt;How are &#39;final shots&#39; determined. If the feature&lt;br /&gt;film has about 25 effect shots how can I conclude that&lt;br /&gt;I am expected to get 5 final shots a day for 5 days.&lt;br /&gt;Also, what happens if the finals isn&#39;t what the&lt;br /&gt;director had in mind...will the shot be repeated and&lt;br /&gt;isn&#39;t this &lt;a id=&quot;amzn_cl_link_8&quot; style=&quot;color: rgb(0, 255, 141);&quot; href=&quot;http://amazon.com/gp/product/080284586X?ie=UTF8&amp;amp;tag=effectscorner-20&amp;amp;link_code=em1&amp;amp;camp=212341&amp;amp;creative=384049&amp;amp;creativeASIN=080284586X&amp;amp;adid=df253a5e-1cb5-4b06-97ca-c0e8ae82693f&quot; target=&quot;_blank&quot; name=&quot;080284586X&quot;&gt;waste of time&lt;/a&gt;.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;A shot may be internally finaled by the supervisor but it&#39;s not truly finaled until approved by the director.&lt;br /&gt;It&#39;s important to understand the director was involved in all stages of the shot (from the original design, the shoot and now post production) The director will have seen the shot tests from animation and at least preliminary renders and composites. This has to be done so they can cut it into the film and judge it context. Changes can occur at any point. If the director doesn&#39;t final the shot when it&#39;s expected to final it&#39;s usually because the final polish hasn&#39;t been done to their liking. Note that even after a director has finaled a shot it could still be unfinaled at some point later (studio hates it, new concept). In these cases that&#39;s a major change order (time and money).&lt;br /&gt;&lt;br /&gt;Time - If you have 25 shots due in 5 days then you have to final an average of 5 shots a day. To calculate this you take the the number of shots left to do and divide by the remaining time you have (assuming 5 day week that the director can approve them). This will give you the average number of shots per day. You can just as easily calculate number of shots per week or average days per shot. The initial time is based on the date when you have the turnover of the shots (when they&#39;ve been edited and production tells you these are the takes, shot numbers and details).&lt;br /&gt;You&#39;re likely to start off woefully less than the average at the start of post production since you have to fill the pipeline and it can take some time to get the film scanned, cleaned, matchmoved and ready to work on. The number of shots actually finaled rises exponentially as you get closer to your finals date (contractual day you have to complete so they can get it in theaters). More things will have been worked out, the crew has hit their stride, the director and supervisor are now seeing through new eyes (200 shots in the next two week, akkkk!), you&#39;re waking up in a cold sweat at night and hopefully the studio has stopped fiddling with the shots.&lt;/div&gt;&lt;br /&gt;&lt;div&gt; &lt;/div&gt;&lt;br /&gt;&lt;div&gt; &lt;/div&gt;&lt;br /&gt;&lt;div&gt;Here are the reference links :&lt;/div&gt;&lt;br /&gt;&lt;div&gt;http://www.nilesheckman.com/work_experience/Heckman_Set_Documentation_Dec_2006.html&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;</description><link>http://vfxmonsters.blogspot.com/2008/06/vfx-schedules.html</link><author>noreply@blogger.com (vfxmonsters)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUna89DTqofKJXGYuyfLEVTX6gIKDY-yvNPuetTorElWPK2shGF0PQu5REVPNYJtBWSLilAl28jSyVhOWz2kFveacfhG6N62GKngF8mbpW1_SvbgBIW0qrm6_aepL1KD-X-9h_0UEnCKw/s72-c/image002.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-3343145538616966991</guid><pubDate>Wed, 18 Jun 2008 11:13:00 +0000</pubDate><atom:updated>2008-06-18T16:43:23.073+05:30</atom:updated><title>Depth of Field and VFX</title><description>&lt;div class=&quot;post&quot;&gt;&lt;br /&gt;&lt;h3 class=&quot;post-title&quot;&gt;&lt;img style=&quot;WIDTH: 313px; HEIGHT: 241px&quot; height=&quot;388&quot; alt=&quot;http://www.istockphoto.com/generic_image_view.php?ID=7271&quot; src=&quot;http://www.istockphoto.com/generic_image_view.php?ID=7271&quot; width=&quot;545&quot; /&gt;&lt;/h3&gt;&lt;br /&gt;&lt;div class=&quot;post-body&quot;&gt;&lt;br /&gt;&lt;div&gt;&lt;br /&gt;&lt;div style=&quot;CLEAR: both&quot;&gt;&lt;/div&gt;Depth of Field and VFX&lt;br /&gt;&lt;br /&gt;This is in response to a question from a reader about depth of field and how it relates to visual effects.&lt;br /&gt;&lt;br /&gt;Models&lt;br /&gt;With miniatures you need enough depth of field to hold focus from the front of the model to the back of the model. This means a lot of light and a stopped down lens. Lack of depth of field is one of the key things that give away the look of the model since in real life a large area would be photographed from a further distance and (possibly in sunlight) so depth of field wouldn&#39;t be a problem.&lt;br /&gt;&lt;br /&gt;Greenscreen/Bluescreen&lt;br /&gt;If you&#39;re shooting a greenscreen then you&#39;ll typically want to make sure all the foreground people and objects are in sharp focus. This is easily and frequently overlooked, especially by directors of photography. (And at times by the VFX supervisor) If you have a sunlit, exterior background image then it&#39;s likely to be shot at f8-f16. This provides a reasonable amount of depth of field. But when the DP lights the stage he probably won&#39;t be lighting to same intensity levels. If the lack of depth of field is apparent then it causes two problems. If the back end of the foreground is soft then you&#39;re forced to blur the background even if there&#39;s something important to see. It&#39;s impossible in real life to have only a mid-section that&#39;s blurred. If the director really needs to see what&#39;s back there then you&#39;re forced to try to sharpen the edges and back detail of the foreground. The end result will never appears natural. The other problem is the audience senses that this is unnatural (i.e. they only see this in vfx shots). An &#39;exterior&#39; scene in bright sunlight with a normal or wide angle lens should be in focus throughout a normal shot.&lt;br /&gt;You&#39;ll see animated films where they have cheated the depth of field. I find it best if you want your vfx or animation to appear natural is to use the guidelines and restrictions that a normal movie has. (depth of field, camera movement, etc)&lt;br /&gt;&lt;br /&gt;Markers&lt;br /&gt;The other depth of field issues for VFX people is soft tracking markers and very soft edge mattes. If you&#39;re on a stage shooting a greenscreen with a long lens then the markers may be so out of focus as to disappear. This is a big problem, especially if you&#39;re shooting a character from the waist up who&#39;s moving and jumping around. Since the markers are invisible, you have no easy way of distinguishing the camera motion from the character motion. Someone will have to manually work on that shot by eye until it looks reasonable. This can be very time consuming and require a number of takes.&lt;br /&gt;Note that LED markers tend to hold up better for out of focus shots. These are markers using key ring lites (possibly modified) you see in the store. The point source of a red LED holds up better than an X piece of tape.&lt;br /&gt;&lt;br /&gt;Mattes&lt;br /&gt;The soft edges of the greenscreen matte (or a place you want the roto matte) will require delicate settings of the key. Any blur (from depth of field or motion) will cause some of the background to bleed through that area as if it were partially transparent. The blurred area then becomes more contaminated with the greenscreen. When rotoing a blurred edge it&#39;s sometimes a subjective question where the blur stops. If you include all of the blur then you&#39;ll be including some of the original background. If you clip off too much of the blur then it will look incorrect in the composite unless you blur the edges of the matte similar to the original. Fortunately software like Commotion could deal with natural motion blur so it was less of an issue. If you shot someone slightly soft in front of bright points of light (city, &lt;a id=&quot;amzn_cl_link_7&quot; style=&quot;COLOR: rgb(0,255,141)&quot; href=&quot;http://amazon.com/gp/product/B000RYMMX2?ie=UTF8&amp;amp;tag=effectscorner-20&amp;amp;link_code=em1&amp;amp;camp=212341&amp;amp;creative=384049&amp;amp;creativeASIN=B000RYMMX2&amp;amp;adid=9bf6051f-e594-40c2-ac9e-f22ba249386e&quot; target=&quot;_blank&quot; name=&quot;B000RYMMX2&quot;&gt;Las Vegas&lt;/a&gt;, etc) then in the edges of the blur you would have points of light that likely aren&#39;t in the new background. In these cases you may have to clamp down or paint out the offending lights. &lt;br /&gt;&lt;div style=&quot;CLEAR: both; PADDING-BOTTOM: 0.25em&quot;&gt;&lt;/div&gt;&lt;br /&gt;&lt;p class=&quot;blogger-labels&quot;&gt;&lt;a href=&quot;http://www.photoaxe.com/depth-of-field-photography-tutorial-part-3/&quot;&gt;http://www.photoaxe.com/depth-of-field-photography-tutorial-part-3/&lt;/a&gt;&lt;/p&gt;&lt;br /&gt;&lt;p class=&quot;blogger-labels&quot;&gt;Given link will demonstrate&amp;nbsp;you more detail abt it.&amp;nbsp;&lt;/p&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class=&quot;post&quot;&gt;&lt;a name=&quot;6559310603686950467&quot;&gt;&lt;/a&gt;&amp;nbsp;&lt;/div&gt;</description><link>http://vfxmonsters.blogspot.com/2008/06/depth-of-field-and-vfx.html</link><author>noreply@blogger.com (vfxmonsters)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-8651469424000287680</guid><pubDate>Wed, 18 Jun 2008 11:01:00 +0000</pubDate><atom:updated>2008-06-18T17:05:02.445+05:30</atom:updated><title>Designing Visual Effect Shots</title><description>&lt;div class=&quot;post&quot;&gt;&lt;br /&gt;&lt;h3 class=&quot;post-title&quot;&gt;&amp;nbsp;&lt;img alt=&quot;The image &amp;ldquo;http://www.matt-adamson.com/img/xm2.gif&amp;rdquo; cannot be displayed, because it contains errors.&quot; src=&quot;http://www.matt-adamson.com/img/xm2.gif&quot; /&gt;&lt;img style=&quot;WIDTH: 238px; HEIGHT: 196px&quot; height=&quot;451&quot; alt=&quot;http://i133.photobucket.com/albums/q80/Oregon_Sunset/Ball%20HydroCarbon%20Review/IMG_8263.jpg&quot; src=&quot;http://i133.photobucket.com/albums/q80/Oregon_Sunset/Ball%20HydroCarbon%20Review/IMG_8263.jpg&quot; width=&quot;751&quot; /&gt;&lt;/h3&gt;&lt;br /&gt;&lt;div class=&quot;post-body&quot;&gt;&lt;br /&gt;&lt;div style=&quot;CLEAR: both&quot;&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;span style=&quot;FONT-WEIGHT: bold&quot;&gt;Designing Visual Effect Shots, Part 1&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;FONT-STYLE: italic&quot;&gt;(This posting started getting very long and cover a lot so I&amp;rsquo;m breaking it into smaller postings. I&amp;rsquo;ll get into more specific details in future postings.)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The success of a Visual Effects shot is not only dependent on the technical aspects of the shot but also the creative aspects. It all starts with the initial shot design.&lt;br /&gt;&lt;br /&gt;A well designed visual effects shot will have impact and help to tell the story clearly. A poorly designed shot may confuse the audience and at the very least will squander an opportunity. A poorly designed shot can actually cost more if the studio or director decides in the edit stage that it&amp;rsquo;s just not working. At that point the shot could be re-shot with a better design (unlikely) or many attempts will be made to fix the shot in post without a clear understanding of the problem.&lt;br /&gt;&lt;br /&gt;Note that the design criteria for visual effects versus normal live action shots are primarily the same. The differences with visual effects shots are:&lt;br /&gt;&lt;br /&gt;1. Usually the entire visual effects shot is not visible or apparent at the time of shooting. Images will be added later or the existing image will be modified. This requires pre-planning. A live action shot is usually working or not working on the set. If a camera angle makes a stunt look boring then they&amp;rsquo;ll know that when reviewing the video on set.&lt;br /&gt;&lt;br /&gt;2. On live action the Director of Photography and &lt;a id=&quot;amzn_cl_link_2&quot; style=&quot;COLOR: rgb(0,255,141)&quot; href=&quot;http://amazon.com/gp/product/0240800427?ie=UTF8&amp;amp;tag=effectscorner-20&amp;amp;link_code=em1&amp;amp;camp=212341&amp;amp;creative=384049&amp;amp;creativeASIN=0240800427&amp;amp;adid=7a9fe296-9b06-4028-a8dc-24099bd33f49&quot; target=&quot;_blank&quot; name=&quot;0240800427&quot;&gt;Camera Operator&lt;/a&gt; are focused on the look of the shot in addition the director. The director respects their opinion. With visual effects the director and a storyboard artist may have designed the initial shots before the visual effects people are even hired. How much influence the visual effects supervisor and his team have on shot design depends greatly on the director and how much respect they have for the visual effects process. The better directors understand this and take advantage of the visual effects team.&lt;br /&gt;&lt;br /&gt;3. Visual effects sometimes deal with design issues that don&amp;rsquo;t come up directly in live action. How to show the scale of smooth object floating in space? How to transform this paperweight into a creature?&lt;br /&gt;&lt;br /&gt;4. Visual effects can be much more limitless. With live action you have set and equipment restrictions which may prevent you from doing certain types of things. A visual effects shot can have more freedom of action, movement of camera and lighting effects.&lt;br /&gt;&lt;br /&gt;5. Visual effects can require a deft hand of design and editing just as a comedy sequence requires some finesse of timing, angles and specific phrasing.&lt;br /&gt;Spider&lt;br /&gt;&lt;br /&gt;Below are some of the many issues to keep in mind when designing a visual effects shot. These aren&amp;rsquo;t rules, just a set of suggestions.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&amp;nbsp;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&amp;nbsp;&lt;br /&gt;&lt;img style=&quot;WIDTH: 401px; HEIGHT: 206px&quot; height=&quot;394&quot; alt=&quot;http://www.williampolito.com/blog/images/3/shot_framing_lg.gif&quot; src=&quot;http://www.williampolito.com/blog/images/3/shot_framing_lg.gif&quot; width=&quot;795&quot; /&gt;&lt;br /&gt;&lt;span style=&quot;FONT-WEIGHT: bold&quot;&gt;Does the shot help to tell the story? &lt;/span&gt;&lt;br /&gt;This should be a fundamental of any shot or scene in a film, whether live action or visual effects. Sometimes visual effects are only used as eye candy. The director wants to wow the audience with a car crash, explosion or a visual effects shot. If that can be done and still work to tell the story then that&amp;rsquo;s great. If it&amp;rsquo;s only purpose is eye candy to wow the audience then it may be a lost cause. &lt;br /&gt;&lt;br /&gt;Audiences these days have seen a lot visuals between films, tv, video games and the internet. They&amp;rsquo;ve come to expect something new and different. Visual Effects are not as special and magical as they once were to the audience. There was a wow factor in the early days of computer graphics when things were new. It becoming more difficult to find techniques that provide the wow factor. Shot design is a major factor to making the wow factor even using standard techniques. As a case in point, THE MATRIX used &amp;lsquo;bullet&amp;rsquo; time and most people thought this was the first use of it. There had already been at least one movie with the same effect (LOST IN SPACE) and a few commercials but the combination of art direction and design combined with the story made an impact.&lt;br /&gt;&lt;br /&gt;Even in the early 80&amp;rsquo;s people thought much of what they saw was computer graphics. A number of visual effects commercials were designed to look like computer graphics even though many of these were done by traditional animation techniques. Logos would fly through the air with metallic glints. These were all done with a number of pieces of artwork and passes on an animation stand. For ESCAPE FROM NEW YORK at &lt;a id=&quot;amzn_cl_link_3&quot; style=&quot;COLOR: rgb(0,255,141)&quot; href=&quot;http://amazon.com/gp/product/1553164946?ie=UTF8&amp;amp;tag=effectscorner-20&amp;amp;link_code=em1&amp;amp;camp=212341&amp;amp;creative=384049&amp;amp;creativeASIN=1553164946&amp;amp;adid=aa2f4483-db33-441c-a4af-5f175415328b&quot; target=&quot;_blank&quot; name=&quot;1553164946&quot;&gt;Dream Quest&lt;/a&gt; we used physical models of building painted black with white lines.&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;FONT-WEIGHT: bold&quot;&gt;What is the point the shot has to make?&lt;/span&gt;&lt;br /&gt;Maybe it&amp;rsquo;s to establish a castle or to show a creature emerging from a box. Whatever the reason it&amp;rsquo;s important to keep that in mind throughout the process. Given the length of time from the initial design to the completed final, the shot can veer off course quite a bit. &lt;br /&gt;&lt;br /&gt;At the time of shooting someone may have a &amp;lsquo;better&amp;rsquo; idea. Why don&amp;rsquo;t we frame it like this? Why are we wasting all of that frame area there? This is when the visual effects supervisor has to remind them that the empty area on the side will hold a creature in the final shot. Another reason why storyboards are essential is to provide a clear visual of the final shot. More likely it will be a subtle change that will have a big impact later. (Let&amp;rsquo;s put this prop here, lets add a real explosion in the foreground.) &lt;br /&gt;&lt;br /&gt;In post production the editor may want to reframe the shot or use a different element entirely. The compositor may put in more smoke in the foreground. Everyone involved in the shot (director, supervisor, animator, technical director, etc) are likely to be focused on the details and lose sight of the purpose of the shot. In an attempt to make the shot even &amp;lsquo;cooler&amp;rsquo; you lose the focus of the shot. It&amp;rsquo;s only when it&amp;rsquo;s cut in will the real problem become obvious again. The reason for the shot may now be so obscured that the audience will be confused and lost. If that&amp;rsquo;s the case it throws them out of the movie. Try to always review the shot in context and take a step back to check the intent of the shot.&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;FONT-WEIGHT: bold&quot;&gt;Does the shot fit in the movie? Does it fit into the sequence?&lt;/span&gt;&lt;br /&gt;Unless it&amp;rsquo;s a specific dream sequence, most visual effects shots are supposed to blend into the rest of the film. This is true whether it&amp;rsquo;s a period piece or a science fiction future thriller. The design of the shots, the camera motion and the lighting should match the live action. If you have a hand held action sequence and cut to a locked off visual effects shot, then it will stand out. &lt;br /&gt;&lt;br /&gt;My suggestion to directors is to design the shots as if everything is really there. How would you frame and shoot this in live action? There&amp;rsquo;s a tendency to treat the design of even simple visual effects as different than the rest of the film. &amp;ldquo;We&amp;rsquo;re paying for the shot and by gosh we&amp;rsquo;re going to show it off&amp;rdquo; is sometimes the approach taken. If it&amp;rsquo;s a real building they might frame it from a &amp;frac34; angle and not make a big deal of it. If it&amp;rsquo;s a matte painted building then it&amp;rsquo;s likely to be designed to be shot straight on with clouds added to the sky. All of those are clues to the audience that something about the shot isn&amp;rsquo;t right.&lt;br /&gt;&lt;br /&gt;It&amp;rsquo;s possible for a disconnect to happen since the director usually sits down with a storyboard artist months before shooting. These shot designs may be a different aesthetic than how the director of photography approaches the live action. The director is involved with both teams but there are thousands of choices to be made that may place them out of sync. There may be times a second unit director is approaching the shots differently than the main director. Sometimes in post the director realizes he can change a lot, especially on a virtual shot Focusing on a hand full of shots may cause them to shift away from the rest of the film.&lt;br /&gt;&lt;br /&gt;Adjust the design of the shots based on their context and what they&amp;rsquo;re supposed to accomplish. If they&amp;rsquo;re supposed to be realistic backgrounds then all the more reason to fit them into the rest of the movie and avoid drawing attention to them. Once again, how would you treat this if it really existed? If it&amp;rsquo;s a dramatic effect then design the shot to take advantage of that and push it within context of the film.&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;FONT-STYLE: italic&quot;&gt;(more design posts to come)&lt;/span&gt; &lt;/div&gt;&lt;br /&gt;&lt;div style=&quot;CLEAR: both; PADDING-BOTTOM: 0.25em&quot;&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class=&quot;post&quot;&gt;&lt;a name=&quot;8092188318575379883&quot;&gt;&lt;/a&gt;&amp;nbsp;&lt;/div&gt;</description><link>http://vfxmonsters.blogspot.com/2008/06/designing-visual-effect-shots.html</link><author>noreply@blogger.com (vfxmonsters)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://i133.photobucket.com/albums/q80/Oregon_Sunset/Ball%20HydroCarbon%20Review/th_IMG_8263.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-6920638813483309</guid><pubDate>Wed, 18 Jun 2008 10:53:00 +0000</pubDate><atom:updated>2008-06-18T16:23:53.465+05:30</atom:updated><title>Planning toward shot</title><description>Here is a basic &lt;a id=&quot;amzn_cl_link_0&quot; style=&quot;COLOR: rgb(0,255,141)&quot; href=&quot;http://amazon.com/gp/product/0240809157?ie=UTF8&amp;amp;tag=effectscorner-20&amp;amp;link_code=em1&amp;amp;camp=212341&amp;amp;creative=384049&amp;amp;creativeASIN=0240809157&amp;amp;adid=92060555-2031-48fb-9b9c-28f028b3e16c&quot; target=&quot;_blank&quot; name=&quot;0240809157&quot;&gt;visual effects&lt;/a&gt; lesson for those just starting out:&lt;br /&gt;&lt;br /&gt;1. Think of a simple concept to do as a test shot. &lt;br /&gt;Do this as a still so you don&#39;t have to worry about moving images,interlacing, compressed video, etc.&lt;br /&gt;Select something that is realistic - feasible and believable. (i.e. no pink whales type creatures with feathers floating in the clouds.)&lt;br /&gt;&lt;br /&gt;2. Shoot the background with and without a reference. Repeat step 1 if you can not shoot a reference. If you&#39;re going to composite a person in the scene shoot it with and without a person. If you&#39;re going to create and render a CG model then put in the real object you&#39;re duplicating. &lt;br /&gt;&lt;br /&gt;3. Shoot or create your additional elements. &lt;br /&gt;&lt;br /&gt;4. Composite this image with the background. Adjust until it looks real (without looking at the reference).&lt;br /&gt;&lt;br /&gt;5. Compare this result with your reference. Do they match? If not, repeat adjustments (color, matte edges, etc) until it does. You may find you have to go back to the shooting of the FG element or modeling and rendering to get it to work.&lt;br /&gt;&lt;br /&gt;6. Try some variations- put the object in the far background if you have an outdoor scene. You&#39;ll see how atmospheric perspective comes into play. What matched up front no longer looks real when reduced and placed in the background. Move the image to an area with different lighting. See how that stands out.&lt;br /&gt;&lt;br /&gt;There are a number of lessons to be learned here (I&#39;ll cover some of these in more detail in future podcasts):&lt;br /&gt;&lt;br /&gt;1. You don&#39;t need a teacher or VFX supervisor to tell you if you&#39;ve gotten the objective issues of a shot correct.&lt;br /&gt;With a real reference as both a reference and a goal, keep thinking what&#39;s wrong with this picture.&lt;br /&gt;You will have creative and subjective issues in the future but for now you&#39;re focused on how to obtain a match.&lt;br /&gt;A good visual effects crew member is able to take the ball and run with it to the point where only creative issues need to be discussed.&lt;br /&gt;&lt;br /&gt;2. What you think was real and what was actually real are probably two different things. &lt;a id=&quot;amzn_cl_link_1&quot; style=&quot;COLOR: rgb(0,255,141)&quot; href=&quot;http://amazon.com/gp/product/B0002NYBPK?ie=UTF8&amp;amp;tag=effectscorner-20&amp;amp;link_code=em1&amp;amp;camp=212341&amp;amp;creative=384049&amp;amp;creativeASIN=B0002NYBPK&amp;amp;adid=de77d54f-9897-4b8b-9ee0-26f80a81dac3&quot; target=&quot;_blank&quot; name=&quot;B0002NYBPK&quot;&gt;Bounce light&lt;/a&gt;, highlights, shadows and textures are all issues that can be surprising.&lt;br /&gt;What the director wants and what&#39;s cinematic are two additional variations. These four things may match or may be wildly different.&lt;br /&gt;&lt;br /&gt;3. A reference clip or still is handy to have when shooting or creating your other elements.&lt;br /&gt;&lt;br /&gt;4. Do you know your tools and techniques well enough to accomplish this? If not take a look at your problem area and try to learn more about it.&lt;br /&gt;&lt;br /&gt;5. Developing your eye takes time and effort. It involves making observations of what happens in real life and what happens in photography. Learn to see.&lt;br /&gt;&lt;br /&gt;6. Creating reality has the advantage that you can have a real reference and that you know exactly what it needs to look like. &lt;br /&gt;Creating a pink whale type creatures with feathers floating in the clouds doesn&#39;t offer that. It will always be something of a guesstimate on exactly how that would look and it will more likely be a creative decision.&lt;br /&gt;A totally fictional and impossible image is always going to be &#39;unreal&#39; even with the best rendering and compositing. Your mind knows it can&#39;t exist and each person is going to imagine it should be a slightly different way, if it were real. It works because the audience is hopefully willing to suspend disbelief, especially if it&#39;s a good story.&lt;br /&gt;&lt;br /&gt;Future projects:&lt;br /&gt;Repeat with different scenes. If you created a CG object place it in these new scenes.&lt;br /&gt;Try with multiple objects or people.&lt;br /&gt;&lt;br /&gt;Next try with moving footage. If you&#39;re an animator try the same thing.&lt;br /&gt;Have a person walk and jump over something. Try to re-create that.&lt;br /&gt;&lt;br /&gt;Good luck.</description><link>http://vfxmonsters.blogspot.com/2008/06/planning-toward-shot.html</link><author>noreply@blogger.com (vfxmonsters)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-8447188665734932738</guid><pubDate>Tue, 17 Jun 2008 10:21:00 +0000</pubDate><atom:updated>2008-06-17T15:51:59.303+05:30</atom:updated><title></title><description>k guys here&#39;s something that i whipped up in my spare time nothing great really but there it is !&lt;br /&gt;&lt;br /&gt;&lt;object width=&quot;425&quot; height=&quot;350&quot;&gt; &lt;param name=&quot;movie&quot; value=&quot;http://www.youtube.com/v/aR5ap1x41rU&quot;&gt; &lt;/param&gt; &lt;embed src=&quot;http://www.youtube.com/v/aR5ap1x41rU&quot; type=&quot;application/x-shockwave-flash&quot; width=&quot;425&quot; height=&quot;350&quot;&gt;&lt;/embed&gt;  &lt;/object&gt;</description><link>http://vfxmonsters.blogspot.com/2008/06/k-guys-heres-something-that-i-whipped.html</link><author>noreply@blogger.com (cragnomac)</author><thr:total>1</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4298185591121194329.post-7794336796200413888</guid><pubDate>Tue, 17 Jun 2008 10:11:00 +0000</pubDate><atom:updated>2008-06-17T15:43:19.528+05:30</atom:updated><title></title><description>hola everyone ! i&#39;m joseph aka cragnomac</description><link>http://vfxmonsters.blogspot.com/2008/06/hola-everyone-im-joseph-aka-cragnomac.html</link><author>noreply@blogger.com (cragnomac)</author><thr:total>0</thr:total></item></channel></rss>