Nuke is the very common digital compositing software widely used by VFX artists in television and movies post-production stage.
‘NUKE’ the name has been derived from ‘New Compositor’ originally developed at Digital Domain in the year 1993.
Today’s blog post described the several aspects of Nuke software and its utilization effects and magic created in movies.
The blog is initiated by the MAAC Kolkata team to acknowledge the readers about the software Nuke.
The document discusses Unity's efforts to optimize code for WebGL deployment without plugins. It describes how Unity used the emscripten compiler to convert Unity code (written in C++) to asm.js for improved optimization in browsers. It also outlines Unity's development of the IL2CPP technology to convert .NET code like C# to JavaScript. With these approaches, Unity aims to continue supporting WebGL deployment across future versions like it did with previous Web Player versions.
The document provides an overview of the key components and workflow of a 3D game engine rendering pipeline. It discusses topics like the renderer, coordinate systems, culling techniques, and the stages of the graphics processing pipeline including geometry processing, rasterization, lighting and shading. It also compares the differences between a game engine and the actual game content and explains some of the core functionality typically provided by a game engine.
Unity is a cross-platform game engine developed by Unity Technologies,[4] first announced and released in June 2005 at Apple Inc.'s Worldwide Developers Conference as an OS X-exclusive game engine. As of 2018, the engine has been extended to support 27 platforms.[5] The engine can be used to create both three-dimensional and two-dimensional games as well as simulations for desktops and laptops, home consoles, smart TVs, and mobile devices. Several major versions of Unity have been released since its launch, with the latest stable version being Unity 2018.2.2, released on August 10, 2018.[6]
Unity gives users the ability to create games in both 2D and 3D, and the engine offers a primary scripting API in C#, for both the Unity editor in the form of plugins, and games themselves, as well as drag and drop functionality. Prior to C# being the primary programming language used for the engine, it previously supported Boo, which was removed in the Unity 5[7] release, and a version of JavaScript called UnityScript, which was deprecated in August 2017 after the release of Unity 2017.1 in favor of C#.[8]
The engine has support for the following graphics APIs: Direct3D on Windows and Xbox One; OpenGL on Linux, macOS, and Windows; OpenGL ES on Android and iOS; WebGL on the web; and proprietary APIs on the video game consoles. Additionally, Unity supports the low-level APIs Metal on iOS and macOS and Vulkan on Android, Linux, and Windows, as well as Direct3D 12 on Windows and Xbox One.
Getting to know unity, special thanks to JUST and my friend Ruba Al-Saa'di and Dr. Natheer.
We are waiting for Patented a small request caused a technology revolution.
This document provides an overview of the Unity game engine. It describes what Unity is, how to install it, and its main features. Unity can be used to create both 2D and 3D games and supports multiple platforms. It includes tools for graphics, physics, scripting, multiplayer networking, audio, animation, navigation, assets, and building games for different platforms. C# or JavaScript can be used for scripting. Visual Studio is recommended for script editing.
This presentation is the Unity3D workshop head lines held by Amirkabir University of Technology in Tehran. An introduction to Unity3D game engine consist of history of video games, types of game engines and video game consoles. There are more details about interface and start working with Unity3D.
by: Mohsen Mirhoseini Argi
The document discusses game engines. It begins by defining a game engine as a software framework for developing video games. It then covers various components of a typical game engine including the runtime architecture, tools and asset pipelines, common engine types, and popular game engines like Unreal Engine and Unity. The document emphasizes that game engines provide reusable tools and technologies to help speed up the game development process across multiple platforms.
Today’s blog post described the several aspects of Nuke software and its utilization effects and magic created in movies.
The blog is initiated by the MAAC Kolkata team to acknowledge the readers about the software Nuke.
The document discusses Unity's efforts to optimize code for WebGL deployment without plugins. It describes how Unity used the emscripten compiler to convert Unity code (written in C++) to asm.js for improved optimization in browsers. It also outlines Unity's development of the IL2CPP technology to convert .NET code like C# to JavaScript. With these approaches, Unity aims to continue supporting WebGL deployment across future versions like it did with previous Web Player versions.
The document provides an overview of the key components and workflow of a 3D game engine rendering pipeline. It discusses topics like the renderer, coordinate systems, culling techniques, and the stages of the graphics processing pipeline including geometry processing, rasterization, lighting and shading. It also compares the differences between a game engine and the actual game content and explains some of the core functionality typically provided by a game engine.
Unity is a cross-platform game engine developed by Unity Technologies,[4] first announced and released in June 2005 at Apple Inc.'s Worldwide Developers Conference as an OS X-exclusive game engine. As of 2018, the engine has been extended to support 27 platforms.[5] The engine can be used to create both three-dimensional and two-dimensional games as well as simulations for desktops and laptops, home consoles, smart TVs, and mobile devices. Several major versions of Unity have been released since its launch, with the latest stable version being Unity 2018.2.2, released on August 10, 2018.[6]
Unity gives users the ability to create games in both 2D and 3D, and the engine offers a primary scripting API in C#, for both the Unity editor in the form of plugins, and games themselves, as well as drag and drop functionality. Prior to C# being the primary programming language used for the engine, it previously supported Boo, which was removed in the Unity 5[7] release, and a version of JavaScript called UnityScript, which was deprecated in August 2017 after the release of Unity 2017.1 in favor of C#.[8]
The engine has support for the following graphics APIs: Direct3D on Windows and Xbox One; OpenGL on Linux, macOS, and Windows; OpenGL ES on Android and iOS; WebGL on the web; and proprietary APIs on the video game consoles. Additionally, Unity supports the low-level APIs Metal on iOS and macOS and Vulkan on Android, Linux, and Windows, as well as Direct3D 12 on Windows and Xbox One.
Getting to know unity, special thanks to JUST and my friend Ruba Al-Saa'di and Dr. Natheer.
We are waiting for Patented a small request caused a technology revolution.
This document provides an overview of the Unity game engine. It describes what Unity is, how to install it, and its main features. Unity can be used to create both 2D and 3D games and supports multiple platforms. It includes tools for graphics, physics, scripting, multiplayer networking, audio, animation, navigation, assets, and building games for different platforms. C# or JavaScript can be used for scripting. Visual Studio is recommended for script editing.
This presentation is the Unity3D workshop head lines held by Amirkabir University of Technology in Tehran. An introduction to Unity3D game engine consist of history of video games, types of game engines and video game consoles. There are more details about interface and start working with Unity3D.
by: Mohsen Mirhoseini Argi
The document discusses game engines. It begins by defining a game engine as a software framework for developing video games. It then covers various components of a typical game engine including the runtime architecture, tools and asset pipelines, common engine types, and popular game engines like Unreal Engine and Unity. The document emphasizes that game engines provide reusable tools and technologies to help speed up the game development process across multiple platforms.
Today our blog will discuss about some powerful Nuke nodes to perform high standard VFX compositing.
As we know that Visual Effects or VFX has become the integral part of the movie-making and video game industry.
When starting out with visual effects (VFX), choosing the right software can be crucial to learning and creating stunning visuals. Once you have enrolled yourself in the VFX course, the next important step is to choose the best software to excel in this industry. Find the best VFX software list for your learning. Here are five of the best VFX software options suitable for beginners, along with key features and benefits for each!
LightWave 3D 11 is a 3D modeling, rendering and animation software. It offers features like instancing for mass object duplication, Bullet physics engine for realistic simulations, fracture tools for breaking 3D objects, flocking tools for natural crowd behaviors, and iridescent car paint shaders for realistic materials. LightWave 11 also enhances its interchange with ZBrush for sculpting details and improves its rendering tools and user interface for faster workflows.
This document proposes a virtual keyboard using image processing with a standard webcam. It describes how the virtual keyboard would work by taking a photo of the reference surface as the keyboard, segmenting it using thresholding, and detecting key presses on that surface in real time video by comparing frames to the reference image. The virtual keyboard would have no physical keys and allow custom layouts. It could enable full keyboards on small devices without more space or hardware.
This document provides an overview of the Unity game engine, including what Unity is, how to install it, its basic features like graphics, physics, scripting, and more. It discusses Unity's support for 2D and 3D games across over 20 platforms. The document also covers Unity's tools for building games, scripting, multiplayer/networking, audio/animation, navigation, assets, and how to build games for different platforms.
Project on mp4 Media Player using JavaFxKanupriya .
This document discusses using JavaFX to create an MP4 media player application. It provides an introduction to JavaFX, noting that it is intended to replace Swing as the standard GUI library for Java applications. It discusses JavaFX's advantages over Swing, including being more powerful, hardware accelerated, and allowing CSS styling. The document outlines the project, which will create a media player for MP4 files that allows playback, pausing, changing volume, and forwarding/rewinding video. It describes some of the buttons the player will include to control playback. Finally, it discusses advantages of using JavaFX like visual GUI design tools and live editing to simplify creating the application's graphical user interface.
Various technologies were used throughout production and post-production to create professional quality deliverables including a poster, digipak, and music video. Hardware like Canon EOS 700D and Canon XA25 cameras were used to capture photography and footage both inside and outside the studio. Software like Final Cut Pro and Adobe Photoshop were used to edit the music video and create the poster and digipak layout. Research was aided by software like PowerPoint, Word, and YouTube to analyze other music videos and share ideas and schedules.
This document summarizes a virtual reality project that allows two users to play chess against each other using virtual reality headsets and hand tracking devices. Specifically, the project uses Oculus Rift headsets for each user to view the virtual environment, and Leap Motion devices to track hand movements and allow users to interact with and move the virtual chess pieces. The project was developed in Unity and utilizes the Oculus Rift and Leap Motion SDKs to integrate the hardware. Networking functionality allows the two users' games to be synced over the internet.
This document provides an overview of the Kinect sensor and Kinect for Windows SDK. It describes the Kinect sensor's capabilities including depth sensing, skeletal tracking, and speech recognition. It explains how the Kinect SDK allows accessing the sensor's data streams and provides APIs for tasks like skeletal tracking and speech recognition. The document also outlines the tools included in the SDK and provides code examples for initializing the sensor, accessing sensor data, and using speech recognition features.
This document provides a summary of Sabin Sathian's work experience and qualifications. He has over 11 years of experience in software development for embedded systems, telecommunications, and Android applications. Some of the key projects he has worked on include porting Android to custom hardware, developing VDSL software stacks, and porting applications to run on the Android platform. He has a degree in Electrical and Electronics Engineering and additional training in embedded systems design.
The document provides definitions and explanations for various video game design and development terms. It includes terms related to video game testing such as demos, betas, alphas, and gold; game engines such as vertex shaders and pixel shaders; and other terms such as normal maps, entities, UV mapping, procedural textures, physics, collision, lighting, anti-aliasing, animation, sprites, scenes, libraries, user interfaces, frames, concept art, events, and pathfinding. For each term, it provides a short definition from online research along with an example of how the term relates to the author's own video game production practice.
Final Cut Express, a video editing software, was used to edit the rough cut and final product, enabling the user to trim footage, color correct, add titles and media elements, and add music tracks and sound effects. A tripod and 1080p HD pocket camera were used to film the entirety of the project. AVS Video Editor was used to correct grainy shots and color correct special effects shots prior to processing in Adobe After Effects. Adobe After Effects was used for all special effects shots, using tools like key framing, masking, and null object layers. Blogger was used to display research, production elements, and evaluations with embedded videos, Prezis, PowerPoints and images.
Towards accelerated UIs with power of Qt5 - Project Cinnamonsetelani
The document discusses Project Cinnamon, an open source viewer application for Qt ShaderEffect examples on mobile Linux. It allows browsing existing shader effects locally or online. The project aims to increase visibility of shader effects and help with prototyping. It can also be used to view other QML content that can be described in a configuration file. The author is looking for contributions of additional shader effects and to support more platforms.
The document discusses the technologies used during the production of a film. Open and closed source software were used in pre and post production. Celtx open source script writing software allowed more time to be spent on production. A Canon EOS 5D camera and macro lens were used to film the opening sequence, helping it look professional. Adobe Premiere Pro was used for editing and effects like warp stabilizer improved footage. Adobe After Effects created titles. Soundtrack Pro synced sound and effects to improve quality. Technologies available enabled creating a higher quality product.
This document describes a technical graphic showcase project created by four students using free and open source tools. The project aimed to create an immersive gaming experience using Unreal Engine 4 and Blender at zero cost. Key aspects discussed include the environment design using custom landscape imports, menu and UI design using UMG, modeling using modifiers and sculpting tools in Blender, animation system in Unreal Engine, AI implementation using behavior trees, and lighting setup. The project achieved the goals of creating a quality game experience with the latest graphics technology while incurring no development costs.
AutoCAD 2004 introduced many new features including a compressed file format for faster file access, a new license manager, gradient fills, enhanced Mtext capabilities, and new palette interfaces. It also included improvements to commands, system variables, and support for true color and digital signatures. The software was designed for compatibility with Windows XP and easier migration from prior versions.
This document contains a glossary of terms related to video game design and development. It provides definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, and pixel shader. For each term, it gives a short definition from an online source and describes how the term relates to the production practice of video games.
The document discusses various technologies used to complete media coursework, including Blogger for sharing content online, Photoshop for creating images and manipulating layers, and Adobe Final Cut Pro for editing video clips and adding effects to create a film trailer. A video camera was used to record raw footage and a personal computer provided access to the other technologies and software.
This document contains a glossary of terms related to video game design and development. It provides definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, and others. For each term, it gives a short definition from an online source as well as a one sentence description of how the term relates to the production practice of video games. Images or videos are also provided for some terms to illustrate their usage in games.
The document summarizes techniques used for visual effects in the video game Uncharted 3: Drake's Deception. It discusses the goals for improving the effects system over the previous game. It describes tools used by visual effects artists, including Particler for authoring particles and Noodler for creating shaders. It provides an example of using sand footprints and discusses how effects data is processed during runtime across the PPU and SPU.
In the world of animation, two types of animator are there , 2D animator and 3D animator.
They do the similar job but there technique are totally different.
In our todays blog we will discuss skills required to become a roto artist and establish oneself in the animation industry.
Rotoscoping is an animation process that is used by roto artist to trace picture footage frame by fame.
More Related Content
Similar to New Features Of Nuke Launched By Foundry
Today our blog will discuss about some powerful Nuke nodes to perform high standard VFX compositing.
As we know that Visual Effects or VFX has become the integral part of the movie-making and video game industry.
When starting out with visual effects (VFX), choosing the right software can be crucial to learning and creating stunning visuals. Once you have enrolled yourself in the VFX course, the next important step is to choose the best software to excel in this industry. Find the best VFX software list for your learning. Here are five of the best VFX software options suitable for beginners, along with key features and benefits for each!
LightWave 3D 11 is a 3D modeling, rendering and animation software. It offers features like instancing for mass object duplication, Bullet physics engine for realistic simulations, fracture tools for breaking 3D objects, flocking tools for natural crowd behaviors, and iridescent car paint shaders for realistic materials. LightWave 11 also enhances its interchange with ZBrush for sculpting details and improves its rendering tools and user interface for faster workflows.
This document proposes a virtual keyboard using image processing with a standard webcam. It describes how the virtual keyboard would work by taking a photo of the reference surface as the keyboard, segmenting it using thresholding, and detecting key presses on that surface in real time video by comparing frames to the reference image. The virtual keyboard would have no physical keys and allow custom layouts. It could enable full keyboards on small devices without more space or hardware.
This document provides an overview of the Unity game engine, including what Unity is, how to install it, its basic features like graphics, physics, scripting, and more. It discusses Unity's support for 2D and 3D games across over 20 platforms. The document also covers Unity's tools for building games, scripting, multiplayer/networking, audio/animation, navigation, assets, and how to build games for different platforms.
Project on mp4 Media Player using JavaFxKanupriya .
This document discusses using JavaFX to create an MP4 media player application. It provides an introduction to JavaFX, noting that it is intended to replace Swing as the standard GUI library for Java applications. It discusses JavaFX's advantages over Swing, including being more powerful, hardware accelerated, and allowing CSS styling. The document outlines the project, which will create a media player for MP4 files that allows playback, pausing, changing volume, and forwarding/rewinding video. It describes some of the buttons the player will include to control playback. Finally, it discusses advantages of using JavaFX like visual GUI design tools and live editing to simplify creating the application's graphical user interface.
Various technologies were used throughout production and post-production to create professional quality deliverables including a poster, digipak, and music video. Hardware like Canon EOS 700D and Canon XA25 cameras were used to capture photography and footage both inside and outside the studio. Software like Final Cut Pro and Adobe Photoshop were used to edit the music video and create the poster and digipak layout. Research was aided by software like PowerPoint, Word, and YouTube to analyze other music videos and share ideas and schedules.
This document summarizes a virtual reality project that allows two users to play chess against each other using virtual reality headsets and hand tracking devices. Specifically, the project uses Oculus Rift headsets for each user to view the virtual environment, and Leap Motion devices to track hand movements and allow users to interact with and move the virtual chess pieces. The project was developed in Unity and utilizes the Oculus Rift and Leap Motion SDKs to integrate the hardware. Networking functionality allows the two users' games to be synced over the internet.
This document provides an overview of the Kinect sensor and Kinect for Windows SDK. It describes the Kinect sensor's capabilities including depth sensing, skeletal tracking, and speech recognition. It explains how the Kinect SDK allows accessing the sensor's data streams and provides APIs for tasks like skeletal tracking and speech recognition. The document also outlines the tools included in the SDK and provides code examples for initializing the sensor, accessing sensor data, and using speech recognition features.
This document provides a summary of Sabin Sathian's work experience and qualifications. He has over 11 years of experience in software development for embedded systems, telecommunications, and Android applications. Some of the key projects he has worked on include porting Android to custom hardware, developing VDSL software stacks, and porting applications to run on the Android platform. He has a degree in Electrical and Electronics Engineering and additional training in embedded systems design.
The document provides definitions and explanations for various video game design and development terms. It includes terms related to video game testing such as demos, betas, alphas, and gold; game engines such as vertex shaders and pixel shaders; and other terms such as normal maps, entities, UV mapping, procedural textures, physics, collision, lighting, anti-aliasing, animation, sprites, scenes, libraries, user interfaces, frames, concept art, events, and pathfinding. For each term, it provides a short definition from online research along with an example of how the term relates to the author's own video game production practice.
Final Cut Express, a video editing software, was used to edit the rough cut and final product, enabling the user to trim footage, color correct, add titles and media elements, and add music tracks and sound effects. A tripod and 1080p HD pocket camera were used to film the entirety of the project. AVS Video Editor was used to correct grainy shots and color correct special effects shots prior to processing in Adobe After Effects. Adobe After Effects was used for all special effects shots, using tools like key framing, masking, and null object layers. Blogger was used to display research, production elements, and evaluations with embedded videos, Prezis, PowerPoints and images.
Towards accelerated UIs with power of Qt5 - Project Cinnamonsetelani
The document discusses Project Cinnamon, an open source viewer application for Qt ShaderEffect examples on mobile Linux. It allows browsing existing shader effects locally or online. The project aims to increase visibility of shader effects and help with prototyping. It can also be used to view other QML content that can be described in a configuration file. The author is looking for contributions of additional shader effects and to support more platforms.
The document discusses the technologies used during the production of a film. Open and closed source software were used in pre and post production. Celtx open source script writing software allowed more time to be spent on production. A Canon EOS 5D camera and macro lens were used to film the opening sequence, helping it look professional. Adobe Premiere Pro was used for editing and effects like warp stabilizer improved footage. Adobe After Effects created titles. Soundtrack Pro synced sound and effects to improve quality. Technologies available enabled creating a higher quality product.
This document describes a technical graphic showcase project created by four students using free and open source tools. The project aimed to create an immersive gaming experience using Unreal Engine 4 and Blender at zero cost. Key aspects discussed include the environment design using custom landscape imports, menu and UI design using UMG, modeling using modifiers and sculpting tools in Blender, animation system in Unreal Engine, AI implementation using behavior trees, and lighting setup. The project achieved the goals of creating a quality game experience with the latest graphics technology while incurring no development costs.
AutoCAD 2004 introduced many new features including a compressed file format for faster file access, a new license manager, gradient fills, enhanced Mtext capabilities, and new palette interfaces. It also included improvements to commands, system variables, and support for true color and digital signatures. The software was designed for compatibility with Windows XP and easier migration from prior versions.
This document contains a glossary of terms related to video game design and development. It provides definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, and pixel shader. For each term, it gives a short definition from an online source and describes how the term relates to the production practice of video games.
The document discusses various technologies used to complete media coursework, including Blogger for sharing content online, Photoshop for creating images and manipulating layers, and Adobe Final Cut Pro for editing video clips and adding effects to create a film trailer. A video camera was used to record raw footage and a personal computer provided access to the other technologies and software.
This document contains a glossary of terms related to video game design and development. It provides definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, and others. For each term, it gives a short definition from an online source as well as a one sentence description of how the term relates to the production practice of video games. Images or videos are also provided for some terms to illustrate their usage in games.
The document summarizes techniques used for visual effects in the video game Uncharted 3: Drake's Deception. It discusses the goals for improving the effects system over the previous game. It describes tools used by visual effects artists, including Particler for authoring particles and Noodler for creating shaders. It provides an example of using sand footprints and discusses how effects data is processed during runtime across the PPU and SPU.
Similar to New Features Of Nuke Launched By Foundry (20)
In the world of animation, two types of animator are there , 2D animator and 3D animator.
They do the similar job but there technique are totally different.
In our todays blog we will discuss skills required to become a roto artist and establish oneself in the animation industry.
Rotoscoping is an animation process that is used by roto artist to trace picture footage frame by fame.
Social media has allowed audiences to see behind-the-scenes footage of visual effects from major films. Directors and actors regularly post photos and videos from filming, including shots with green screens, motion capture suits, and work with VFX artists. This gives fans insight into how scenes are created and special effects are added. It has become common for directors to share their approval process and showcase early work from films like Deadpool, Avengers: Infinity War, Jumanji, and more through social media platforms.
In todays blog we will discuss the effective tips in graphic designing which a graphic designer should acquire.
A picture is an excellent way to communicate ideas.
MAAC Maya Academy Of Advanced Cinematics is one of the leading Institutes in India to offer a wide variety of courses like Animation, Gaming, Vfx, Broadcasting, Photography, Film making and Web designing.
A career in broadcast design involves creating graphic designs for television, news, and film productions. Broadcast designers use computer-aided techniques and software like Photoshop, Illustrator, and After Effects to produce designs such as titles, graphics, and motion graphics. Their goal is to visually convey messages in an attractive, creative, and cost-effective way. Common roles for broadcast designers include 2D and 3D motion graphic artists, graphic designers, and corporate presentation specialists. The Maac institute in Kolkata offers a course in broadcast design that covers topics like digital filmmaking, design, and motion graphics to prepare students for careers in the field.
Preproduction Production Postproduction Digital Film Making ProcessAnimation Kolkata
The production process of a movie is the process by which a movie is created by the producer director and is finally screened in theatres for the movie- freaks.
But nowadays a 3d digital movie is more prevalent and widely accepted by children as well as by grownups.
One of the widely asked question is drawing skill very much essential to become an animator?
Students who wants to pursue animation course frequently ask this question.
One of the widely used terms in filmmaking is visual effect & special effect.
Nowdays people are interested in science fiction and animated movies movie makers prefer to expertise in this field.
So to make the movie realistic filmmakers use both special effect and visual effect.
Animation OR Visual Effects Choose The Promising CareerAnimation Kolkata
In todays time animation and visual effects has emerged to be the two most promising carrer option for newbiies.
Lets undestand which one is more luctative and sucessful.
Animation is the most widely used word in job industry nowadays.
MAAC Chowringhee Rashbehari & Ultadanga Rocked AT 24 FPSAnimation Kolkata
MAAC Chowringhee, Rashbehari and Ultadanga, are three renowned MAAC Institute in Kolkata rocked at the most prestigious 24FPS award 2019.
The 17th Edition Of 24FPS International Awards came to an end on 13th December,2019 with great pomp and show.
Today in this blog our topic is on for puppet animation techniques.
Puppets in the shape of human, animal or mythical figure have entertained us from many years.
Before the invention of television, cinema or computers; puppets made up of clothes or woods were the dominant in the entertainment field.
Hello readers, today in this blog we will see how Double Negative provided VFX for the television series Catch-22.
Catch -22 first premiered on May 2019 on U.S based Hulu (video on demand) service.
It is based on the novel of same name by Joseph Heller.
Classic Animated Characters That Reshaped Animation IndustryAnimation Kolkata
Today in this blog we will tell you about the top animated character that changed the face of animation industry.
Cartoon characters are entertaining the young and old audiences from the past decades.
Remember Mickey Mouse, Donald Duck, Bugs Bunny, Tom and Jerry, Scooby Doo, Sylvester and lot more who have entertained us for a long time.
Hello Readers, are you familiar with Cross browser compatibility?
Well in today’s blog we shall discuss about what is Cross browser compatibility.
Number of websites has increased from 2.4 million in 1998 to 1.8 billion presently along with the growth of internet users and mobile users.
In this blog we will talk about the importance of facial expressions in animation and why animators should do facial expressions first.
One Face so many Emotions.
Different emotions have different facial expressions.
Dear Reader, in this blog we will have a discussion on the animated and CGI Television Commercials or TVC.
The face of the Advertisement has changed with the coming of the technology.
Today customers look for dynamic commercials.
LinkedIn for Your Job Search June 17, 2024Bruce Bennett
This webinar helps you understand and navigate your way through LinkedIn. Topics covered include learning the many elements of your profile, populating your work experience history, and understanding why a profile is more than just a resume. You will be able to identify the different features available on LinkedIn and where to focus your attention. We will teach how to create a job search agent on LinkedIn and explore job applications on LinkedIn.
LinkedIn Strategic Guidelines for June 2024Bruce Bennett
LinkedIn is a powerful tool for networking, researching, and marketing yourself to clients and employers. This session teaches strategic practices for building your LinkedIn internet presence and marketing yourself. The use of # and @ symbols is covered as well as going mobile with the LinkedIn app.
Parabolic antenna alignment system with Real-Time Angle Position FeedbackStevenPatrick17
Introduction
Parabolic antennas are a crucial component in many communication systems, including satellite communications, radio telescopes, and television broadcasting. Ensuring these antennas are properly aligned is vital for optimal performance and signal strength. A parabolic antenna alignment system, equipped with real-time angle position feedback and fault tracking, is designed to address this need. This document delves into the components, design, and implementation of such a system, highlighting its significance and applications.
Importance of Parabolic Antenna Alignment
The alignment of a parabolic antenna directly affects its performance. Even minor misalignments can lead to significant signal loss, which can degrade the quality of the received signal or cause communication failures. Proper alignment ensures that the antenna's focal point is accurately directed toward the signal source, maximizing the antenna's gain and efficiency. This precision is especially crucial in applications like satellite communications, where the antenna must track geostationary satellites with high accuracy.
Components of a Parabolic Antenna Alignment System
A parabolic antenna alignment system typically includes the following components:
Parabolic Dish: The primary reflector that collects and focuses incoming signals.
Feedhorn and Low Noise Block (LNB): Positioned at the dish's focal point to receive signals.
Stepper or Servo Motors: Adjust the azimuth (horizontal) and elevation (vertical) angles of the antenna.
Microcontroller (e.g., Arduino, Raspberry Pi): Processes sensor data and controls the motors.
Potentiometers: Provide feedback on the antenna's current angle positions.
Fault Detection Sensors: Monitor for potential faults such as cable discontinuities or LNB failures.
Control Software: Runs on the microcontroller, handling real-time processing and decision-making.
Real-Time Angle Position Feedback
Real-time feedback on the antenna's angle position is essential for maintaining precise alignment. This feedback is typically provided by potentiometers or rotary encoders, which continuously monitor the azimuth and elevation angles. The microcontroller reads this data and adjusts the motors accordingly to keep the antenna aligned with the signal source.
Fault Tracking in Antenna Alignment Systems
Fault tracking is vital for the reliability and performance of the antenna system. Common faults include cable discontinuities, LNB malfunctions, and motor failures. Sensors integrated into the system can detect these faults and either notify the user or initiate corrective actions automatically.
Design and Implementation
1. Parabolic Dish and Feedhorn
The parabolic dish is designed to reflect incoming signals to a focal point where the feedhorn and LNB are located. The dish's size and shape depend on the specific application and frequency range.
2. Motors and Position Control
Stepper motors or servo motors are used to control the azimuth and elevation of
I am an accomplished and driven administrative management professional with a proven track record of supporting senior executives and managing administrative teams. I am skilled in strategic planning, project management, and organizational development, and have extensive experience in improving processes, enhancing productivity, and implementing solutions to support business objectives and growth.
1. New Features Of Nuke Launched By Foundry
Nuke is the very common digital compositing software widely used by VFX artists in
television and movies post-production stage.
‘NUKE’ the name has been derived from ‘New Compositor’ originally developed at
Digital Domain in the year 1993.
Today in this blog we will get familiar with the new features of the Nuke.
In 2007 Nuke was sold to The Foundry which is a visual effects software developing
company.
The Foundry has always updated the Nuke software from time to time.
Nuke is available for Windows, Linux and Mac Platform.
Nuke is widely used by Studios like Digital Domain, Walt Disney Animation Studios,
DreamWorks Animation, Weta Digital, Double Negative, Sony Pictures Animation and
Industrial Light and Magic (ILM).
Node-Based Digital Compositing Software
Nuke is the node-based compositing softwares which won Academy Award for
Technical Achievement in the year 2001.
2. In Nuke artists can deal with over 200 nodes to build diverse digital composition.
Nuke has tools like Rotoscope, color correction, vector paint tool and many others.
On December 2018 Foundry launched Nuke 11.3 with innovative features and updates.
Latest Nuke 11.3 is the fourth update in the Nuke 11 series which has brought features
that will provide better user experience and will speed up the heavy tasks for pipelines.
It has unparallel flexibility and collaborative workflow, allowing artists to achieve
creative work faster than before.
According to group product manager Christy Anzelmo at Foundry “The Nuke team
focused on deep customer collaboration and understanding of real production
challenges before designing the new version”.
Nuke team is proud of development done to features like Multi-View Stereo and Live
Groups.
As an image compositing tool Nuke allows the artist to work with images that has
multiple opacity, color and depth.
Latest Additional Features Of Nuke
Live Groups Enhanced
3. Live Groups feature of Nuke 11.3 has been enhanced recently.
With new functionality Live Groups can offer more control on large teams and complex
pipelines.
This Live Groups tool helps in easy collaboration and sharing data.
It allows multiple artists on single shot i.e in Live Groups multiple artists can work on
same shot on same time.
Live Groups help in task organization; multiple tasks can be segmented using this
feature.
It can be extremely useful for individual or large studios with multiple tasks to work on.
This Live Groups feature can create external scripts which can be referred in other
scripts without rendering immediate stages.
One can expose the framework for other artists to adjust without disturbing the parent
Live Group.
Live Groups get automatically update while a script is loaded, making it easy for artists
to handle different section of a shot.
It has also introduced an editable and non-editable locking functionality.
Along with Python callbacks and UI notifications Live Groups new functionality will
provide great collaboration and control.
Performance Improvement Of Particle System
Nuke’s particle system has been modified to produce up to 6x faster particle
simulations.
4. It helps to create particles in a 3D environment.
Artists can create endless possibilities with the particle system such as smoke, falling
snow, bubbles and many more.
The updated particle system tool allows the user to work with various particle nodes for
manipulating and displaying endless types of particles in 3D scene.
Particle System is also modified for 4x faster playback of particles in the viewer
window.
Higher number of particles has been added to make improvement in simulations.
This new improved feature allows better visualization and interactions with the particle
system.
New Vector Corner Pin
The Smart Vector toolset has been modified with new Vector Corner Pin Node.
The user can apply Key-frames using to and fro knobs and the source image will move
according to the added Smart Vector input.
This tool has grown with the need of the artists.
New Vector Corner Pin Node shows how elements are influenced by the vectors.
Just like traditional Corner Pin node; Vector Corner Pin Node allows to set Key-frames.
5. Vector Corner Pin Node allows high level of control over the element in its specific
location.
The artist can do micro distortions in the source image with this tool.
Thus this tool will help in the modification of an image.
Multi-File Stereo Support
The new Timeline Multi-View Stereo support allows the artist to utilize the same multi-
file workflows that exist in Nuke on the Nuke Studio and Hiero player timeline.
It has support for full resolution stereo on monitor to make review sessions easier and a
new export preset to help rendering of stereo projects.
The export feature can be used to create multi-view Nuke scripts from the timeline in
Nuke Studio and Hiero.
It has new project settings, preferences, blend tracks support and split views to track
features that spontaneously copies and adds soft effects to the proper tracks.
Bounding Box, Selection Modes And Channel UI
New Nuke brings up-gradation to the UI for bounding box size and channel count.
6. Artist can now look at the node graph and can know the state of bounding box.
Warning indications will help to understand where a bounding box is unnecessarily
large.
Any Color can be added to the bounding box.
The selection tool has been modified in both 2D and 3D views.
Artist can select the area of a certain shape with marquee tool or lasso tool by making
selection.
Channel count indication and warning avoids accidental increase in Nuke’s channel limit
Updates For Cameras And GPUs
Latest Nuke has made updates for popular cameras and GPUs (Graphics Processing
Unit).
The camera update supports footage from the Sony VENICE camera.
Sony RAW SDK (Software Development Kit) has been upgraded along with ARRI SDK
(Software Development Kit).
BlackMagic External Graphics Processing Unit (eGPU) and Sonnet breakaway box have
been tested with Nuke latest version.
Camera update will enable the artists to work with wide range of visuals.
Nuke as a software is already popular in the market among the professionals.
VFX artists in the industry will be able to work in more effective and collaborative
manner with the coming of these new tools in the Nuke.
Know more about the features of Nuke through us.