Sneak Peek – DP 05 : 17

Funding for the digital media industry—what does it look like in detail, and which bodies award funds for which types of projects? That is just one of our focus topics in the upcoming DP issue. We also show you the best pipeline standards and tricks for working efficiently.
Musikvideo “Lazer Gun”, Ogris Debris/Projekt der FH Salzburg

Archive notice: This article was originally published on May 21, 2017. Links and embedded videos are preserved as part of the historical record.

(All topics subject to change)

Optimized Pipelines

Among other things, we will show how to accelerate processes in Modo with Python and use the Houdini Engine in Blender. We will also introduce useful scripts for Maya and Nuke, because almost everyone in the industry can use those at least once in their life. And we talk to the developers of Fabric Engine about the advantages of the development tool in the pipeline.

Funding

Germany is investing more and more in funding digital content—we offer an overview of what funding is available in the various federal states and provide tips on applying and financing in general.

In the third part of the Flame workshop series, we focus on the core functionality of Autodesk’s software: editing effects of every kind.

In issue 05 : 17, we look at what version 14 of Resolve is capable of and what material possibilities Substance Designer 6 reveals.

Substance Designer 6
Substance Designer 6 Interface

And own your own Dune planet? In CG? Anyone who can imagine that is advised to check out the workshop in the next issue, in which we explain how to create your own desert planet with Clarisse—if you are prepared to think outside the box.

Dune workshop with Clarisse
Dune workshop with Clarisse

In addition, FH Salzburg attempted something almost revolutionary and saved production costs at the same time: For the music group “Ogris Debris,” the team shot a music video entirely in the Unity Engine. Why realize it in a game engine rather than through the normal 3D content creation route? Because this made a digital shoot like a classic film shoot possible, with the same options but under more controllable conditions.

And because we are reluctant to let the cuteness factor drop in this issue either (after having Groot as the cover hero in issue 04), we met Technical Director Krzysztof Rost at FMX 2017 for an interview about Pixar’s short film “Piper”. Read more about the sand and water simulation for the film in the upcoming DP.