Progress continues, but full compatibility is a ways off.
Here’s the latest update from Foundry on their support for Big Sur and M1 Macs.
The latest macOS version, Big Sur, is not currently supported across our Foundry product portfolio. Our product teams are testing this macOS release and looking to qualify it as soon as possible.
Apple’s new processing hardware Apple silicon including the recently released Apple M1 chip, is due to be reviewed by each product and support will be planned based on the individual review results.
Here is the latest status of supported macOS versions across our Foundry products:
Toolfarm has published and recently updated a list of effects titles and their compatibility with M1 Macs. This list of over 100 applications includes those with both Rosetta and native compatibility.
ACES is designed to be the industry standard for color.
This article, written by Jourdan Aldredge, first appeared in NoFilmSchool.com. This is a summary.
The Academy Color Encoding System (ACES) is designed to be the industry standard for color. This series will help explain what it is and how to use it in DaVinci Resolve.
ACES is a color management framework for motion images. This means that it offers a standardized way to transform what our camera saw into what our display can reproduce.
Just like our eyes, cameras and displays encode color as a proportion of pure red, green, and blue. But “pure” means one thing to our vision system, and another to any particular camera or display. This is why we need color spaces.
And this is where ACES comes in—it offers a user-friendly system for performing these transformations, allowing us to objectively transform our image from its capture color space into the color space of the display we’re mastering. This process is known as color management, and it’s the foundation of all effective image mastering.
EXTRA CREDIT
As well, the NoFilmSchool article is the start of a multi-part series explaining ACES and includes a video explaining ACES and DaVinci Resolve.
The video is worth watching and run less than 12 minutes.
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https://www.theinsidetips.com/wp-content/uploads/2019/09/Tips-Logo-700x150.jpg00Larry Jordanhttps://www.theinsidetips.com/wp-content/uploads/2019/09/Tips-Logo-700x150.jpgLarry Jordan2021-04-21 01:30:002021-04-21 01:30:00Tip #1579: Understanding ACES for Color
Sometimes, the best place to find inspiration is where you don’t normally look.
This article, written by Vikkal Parikh, Founder and Creative Director, Ataboy Studios, first appeared in Motionographer.com. This is a summary.
The practice of motion design is, as its title suggests, a thing that is constantly changing and evolving, adapting to the world (and the technology) around it. But in order to grow and change in a way that keeps pace with the times, often motion designers have to look outside the traditional aesthetics of advertising and production spaces to different design-related fields that can offer inspiration and unique perspectives — and one of the most fascinating (and underrated) of these is architecture.
On the surface, it may seem like there aren’t many similarities between the two. But in my opinion, the foundation of any and all forms of design are essentially the same, be it architecture, product design, graphic design, motion design, or any related field. As the saying goes: “form follows function.” This idea can be applied universally to any form of design. As designers, we are problem solvers, and our goal is to come up with a solution that not only solves the problem but connects on a more personal level with the users or audience. Great architecture is an easy example of this: it not only solves the problem but makes the experience of visiting or seeing a space enjoyable in the most unexpected way.
If you’re willing to look, the world of architecture is full of beautiful and enduring creativity. I am personally a big fan of both Zaha Hadid and Mies Van Der Rohe, and they remain some of my biggest creative inspirations. They have very contradictory styles — Zaha Hadid with an emphasis on incorporating curves and creating organic shapes on an institutional scale and Mies Van Der Rohe focusing more on the space and light created in his buildings.
For those who wish to draw inspiration from nontraditional sources, the best advice I can give is to keep your eyes and ears open to the world around you. Whether it’s from reading or listening to a podcast on a certain subject or simply observing your surroundings, learning about disciplines outside your own can expand your thought process greatly.
EXTRA CREDIT
Vikkal’s article has more details and production stills illustrating his ideas.
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https://www.theinsidetips.com/wp-content/uploads/2019/09/Tips-Logo-700x150.jpg00Larry Jordanhttps://www.theinsidetips.com/wp-content/uploads/2019/09/Tips-Logo-700x150.jpgLarry Jordan2021-04-21 01:30:002021-04-16 19:02:19Tip #1580: Finding Inspiration in Architecture
If the creatures are going to be CGI, make everything else real.
This article, written by Trevor Hogg, first appeared in VFXVoice.com.
This in-depth article explores how the VFX team responsible for creating Monster Hunter, which is based on a video game. This is a summary.
Director Paul Anderson said: “My approach on this movie was if the creatures have to be CG, let’s shoot on real landscapes rather than in studio backlots against a greenscreen. Every time a creature’s foot goes down on the ground it displaces and showers our actors with real sand, and the lens flare from the sun will be real as well as the wind. It gives the animators an awful lot to match into as well as helps to tie the creatures into the reality of the existing location.”
The cinematic versions of the monsters are not exact replicas. “With the monsters you’re building them at a different level of detail than a video game engine could ever handle,” says Anderson. “Dennis Berardi [The Shape of Water], our Visual Effects Supervisor and co-producer, and his team sat down and analyzed the way that the creatures moved in the game and compared that to creatures of a similar bulk in our world [such as elephants and rhinoceroses] and how they would move with gravity operating on them. A footfall of a creature weighing a certain amount must displace a certain amount of sand or whatever material it’s running on. Something of a certain size normally moves at certain speed.”
Sixty-five minutes of screen time consist of 1,300 visual effects shots created by MR. X facilities in Toronto, Montreal and Bangalore, as well as at South African-based BlackGinger. “We had one situation where Kaname Fujioka [the director of the Monster Hunter games] and the team at Capcom were like, ‘Diablos looks amazing, but her toenails are too sharp,’” recalls MR. X Visual Effects Supervisor Trey Harrell. “Diablos is an herbivore, so the feature should be more like a rhino or elephant with rounded tusks with no pointy sharp bits. The most interesting thing to me that I found over the course of this whole journey was there is a certain amount of hubris involved when you start on a property and go, ‘Now we’re making a movie version of this.’ But a lot of times you do that before you understand the design in the first place. Everything was there for a purpose.”
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Trevor’s interview contains far more detail, almost two dozen production stills, and links to other in-depth interviews.
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https://www.theinsidetips.com/wp-content/uploads/2019/09/Tips-Logo-700x150.jpg00Larry Jordanhttps://www.theinsidetips.com/wp-content/uploads/2019/09/Tips-Logo-700x150.jpgLarry Jordan2021-04-21 01:30:002021-04-21 01:30:00Tip #1581: Bring the HEAVY Weapons to “Monster Hunter:
Motion capture doesn’t need to be expensive when you first start.
This article first appeared in RocketStock.com. This is a summary.
After spending the past few months learning 3D, one of the biggest challenges (after making a decent looking 3D scene) was animating. Well, there are two good ways to do this. The better solution, yet requires a pretty serious investment, is using a motion capture suit. As for the no-budget option? I’ve turned to animation libraries from sites like Mixamo and Rokoko Motion Library.
If you want to get started learning motion capture for free, check out these free tools and assets. You can even see them in action in this video from Am I A Filmmaker?, where you will see the progression of learning motion capture with some really cool examples.
https://www.theinsidetips.com/wp-content/uploads/2019/09/Tips-Logo-700x150.jpg00Larry Jordanhttps://www.theinsidetips.com/wp-content/uploads/2019/09/Tips-Logo-700x150.jpgLarry Jordan2021-04-14 01:30:002021-04-14 01:30:00Tip #1561: How to Get Started in Motion Capture – FREE
Ten creative artists with a strong Twitter presence.
This article first appeared in MotionArray.com. This is a summary.
If you are a motion graphic designer or just interested in the art form, here are 10 mo-graph artists that you should definitely be following on Twitter.
NOTE: The article linked above has videos from each artist, along with a longer description.
GMUNK: @gmunk
Andrew Kramer: @videocopilot
Fraser Davidson: @FrazDav
Jorge Canedo Estrada: @jrcanest
Danny Yount: @dannyyount
EJ Hassenfratz: @eyedesyn
Ash Thorp: @Ashthorp
Markus Magnusson: @motionmarkus
Dave Chenell: @davechenell
Oliver Sin: @oliversin
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https://www.theinsidetips.com/wp-content/uploads/2019/09/Tips-Logo-700x150.jpg00Larry Jordanhttps://www.theinsidetips.com/wp-content/uploads/2019/09/Tips-Logo-700x150.jpgLarry Jordan2021-04-14 01:30:002021-04-14 01:30:00Tip #1565: 10 Mo-Graph Artists to Follow on Twitter
Autodesk created a webpage specifically for educators – from elementary school through to professional development – providing resources for students and teachers.
Some of these resources are free, most are subscription-based.
NOTE: I especially like the entry-level “Tinkercad” for grade-school students.
Workflow thoughts from a world-class photo-manipulator.
Nemanja Sekulic is a pro photographer and digital artist, who has a passion for photomanipulation and compositing. In both his personal and commissioned projects, some of which you can see on his website, Sekulic weaves elements of science fiction, fantasy, and surrealism into realistic everyday vignettes.
BorisFX.com interviewed him about his though-process and workflow. (Here’s the link.)
Here are three questions from the article:
What type of photography or photographic genre do you work in? I like to do a bit of everything, which I think lets me have more fun creatively speaking. And since I do photo manipulations and composites, it allows me to take different kinds of photos — portraits, maybe a landscape for a background, and then small objects, food, etc. — and combine them into a new fun, and unique story.
How do you prep for a big project? I approach most projects in the same manner: First, I do research on the topic. I want to know as much as I can about my subject. But how long I have to do my research depends on the size of the project and its complexity. Next, I’ll do some sketching, which is an important step in compositing since it helps me understand what elements I need to include in the work to be able to create a final image. Then, after that, I take all the necessary photos for the project, which could also include other visual elements like stock photos or models of a 3D element.
What’s a keyboard shortcut you can’t live without? It’s hard to choose just one, but I’d pick Ctrl+Z, or UNDO.
EXTRA CREDIT
Here’s Nemanja’s website. He has some AMAZING images on his portfolio page!
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