FORUM PRIMER: The Unofficial Truth about The Industry


#345

Stuff is helpful and for freshers its helpful.

http://www.cg3dlab.com/


#346

As with any industry, there are various techniques/skills/tools that are capable of delivering exceptional final results; often times, no “one” technique, skill, and/or tool can accomplish all tasks required.

However, some techniques/skills/tools are more widely accepted than others are, and I’m trying determine what those techniques/skills/tools are so as to build a sufficient level of competency.

Understanding that technical, scientific, and artistic aptitudes are a necessity, some questions that often come to mind are:

Q - What technologies (tools) are currently used when producing animation and visual effects features, are tools from vendors such as The Foundry, Autodesk, and Adobe the most commonly used? I’ve put a considerable amount of time specifically focusing on tools provided by these vendors, should I be focusing that energy elsewhere?

Q - When it comes to rendering technologies, is Renderman the defacto standard or are other rendering technologies such as V-Ray, Mental Ray, Maya Software, etc. used as well? Some of these renderers often require that their proprietary shaders and lights be used to achieve quality results that are often incompatible with other components of a production workflow.

*EDIT * - Link to article from response below: http://www.fxguide.com/featured/the-state-of-rendering/

Q - When it comes to lighting, how prevalent is the use of Global Illumination, Final Gather, etc. Many opinions seem to imply that these technologies (techniques) are frowned upon, as they are too expensive resource-wise and are not as flexible as traditional lighting techniques.

I’m certainly open to further reading and learning if someone knows of a definitive guide (book or website) that discusses what CG technologies are generally acceptable to use when it comes to the film industry.

Regards,


#347

I assume you are talking about film VFX and feature animation.

You can add SideFX Houdini in there for the effects side of things, ZBrush for sculpting/modelling, and then there’s the usual handful of satellite apps, but those are the main vendors with products used in the industry when proprietary software doesn’t replace them in traits of the pipe.

Q - When it comes to rendering technologies, is Renderman the defacto standard or are other rendering technologies such as V-Ray, Mental Ray, Maya Software, etc. used as well? Some of these renderers often require that their proprietary shaders and lights be used to achieve quality results that are often incompatible with other components of a production workflow.

PRMan and Arnold right now are the most prominent in film VFX, V-Ray and 3Delight see use more than rarely, and MRay is some times begrudgingly used.
At entry level, artist (and not TD) positions usually don’t require you have an intimate understanding of any of them, surfacing requires at least an understanding of the basics of how what you produce interacts with the rest. Technical positions for look-dev and troubleshooting do require some to a lot of knowledge of what you are doing and how it relates to the platform.

Q - When it comes to lighting, how prevalent is the use of Global Illumination, Final Gather, etc. Many opinions seem to imply that these technologies (techniques) are frowned upon, as they are too expensive resource-wise and are not as flexible as traditional lighting techniques.

That’s a few years back. Today the situation is very different, and a physically plausible approach to things (with all its consequences on production and assets) is commonplace.

I’m certainly open to further reading and learning if someone knows of a definitive guide (book or website) that discusses what CG technologies are generally acceptable to use when it comes to the film industry.

VFXGuide has an excellent two parts article, recent, about the state of rendering. Start from there.


#348

There is now a Part 2 to this thread which I’ve written in a separate post, which can be found here: The Unofficial Truth about The Industry Part 2


#349

Excellent tips and advice. It helps a lot.


#350

Great thread, any chance anyone can add some input on age and trying to find a job?
More specifically age and not much experience? This has been a concern of mine for a few years now.


#351

Hey All,

I’m a young filmmaker (writer,director) who’d like to realize a dream project, a no-budget endeavour. I wrote a feature length script with a story that has a touch of sci-fi, so to make it come alive I need to find some VFX guys who could help me in that. I know it’s almost an impossible task to find VFX people for a no-budget film, but I really believe that as I am writing and directing, there must be others out there in the field of VFX who are young, talented and ambitous, and I’d like to find them.

Are any such people present here, or could you recommend me some other channels or forums where I should try to look?

Thanks in advance!


#352

You will always have different experiences in the differnt studios. If you want to get further indepth information about our industry, visit the scratchpost, an artist resource site… it has a lot of articles that can be VERY helpful to people trying to get into the field, getting info about what to they need to do, inside scoops, and overall listing of lots of studios for those who are job hunting.


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#353

Thank you for the post!
The truth is quite intimidating, but at least I know what the industry is like.


#354

Thanks a lot for this post, i’m in highschool and i’m starting to build a portfolio, this industry is quite scary but since this is my passion it doesn’t matter :slight_smile:


#355

Very interesting, especially the differences between the original post and the update. All my interviews in the last 3 years have been very brief.


#356

Very helpful article!
Thank you


#357

Thank you very much.


Điện máy Thanh Sơn


#358

which public universities i should choose in New zealand ? thanks again :smiley:


#359

Thanks for clarifying so much about the industry. I am going to finish reading part two.


#360

Hi.

I am writing a research paper for my English composition II class at Miami International University.

Would you help me by giving me advise on the importance of reading the computer graphics forums in order to become successful as an animation or visual effects student.

Thanks for the concern of knowledge.


#361

Yikes! A very good read, but noticing the edits and updates are a bit scary as a person whom now has been in college and is starting on that whole job thing soon! Passion and talent are great and nothing will be changing my mind about what I love and strive for, but it is a scary thought about how things have in a sense, seemed to change. :shrug:


#362

Thank goodness this was posted as a single post that can be referred to. Now hopefully we won’t get any many repeated threads on the subject.

Thanks


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#364

I know its not right place for this but why the hell my posts needs few days for approval. its already 10 days since I replied last time and still cant see my post. :frowning:

“Please note that members with less than 2 posts are required to have all messages validated. This prevents unecessary spam, questionable or unwanted material from reaching the forum. Validation may take up to 24 hours. We appreciate your understanding.”

Its bullshit, this is the only forum rule I ever seen that doesnt respect what others have to say, especially newcomers, and as i can see there are only 10-20 people who still talks here about something.
They talking about respect but at start they didnt showed that respect. Whether they ever wondered what will new members think about administrators, moderators or even pro artists. I dont think so…
And now as it was on my last few posts it will wait 10 days for stupid approval…where is there respect…