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		<title>Houdini-style predetermined breaking points</title>
		<link>https://digitalproduction.com/2021/11/03/sollbruchstellen-nach-houdini-art/</link>
		
		<dc:creator><![CDATA[Patrick Poti]]></dc:creator>
		<pubDate>Wed, 03 Nov 2021 09:00:15 +0000</pubDate>
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					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2021/10/Sollbruchstelle-nach-Houdini-Art_001.jpg?fit=1200%2C623&quality=80&ssl=1" width="1200" height="623" title="" alt="" /></div><div><p>Review: In DP 03 : 2019, Rainer Duda confronts the predetermined breaking point Houdini 17 aka "Codename Banshee" - and breaks it?</p>
<p>The post <a href="https://digitalproduction.com/2021/11/03/sollbruchstellen-nach-houdini-art/">Houdini-style predetermined breaking points</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/patrick-poti/">Patrick Poti</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2021/10/Sollbruchstelle-nach-Houdini-Art_001.jpg?fit=1200%2C623&quality=80&ssl=1" width="1200" height="623" title="" alt="" /></div><div><p>This article originally appeared in <strong><a href="https://www.digitalproduction.com/ausgabe/digital-production-03-2019/">DP 03 : 2019</a></strong>.</p>
<p>Houdini 17 “Codename Banshee” has been equipped with new tools that should make the creation of predetermined breaking points and the simulation of breaking objects much easier and visually more convincing than previous versions. Olaf Finkbeiner has already published an initial overview in <strong><a href="https://www.digitalproduction.com/ausgabe/digital-production-01-2019/">DP issue 01:19</a></strong>, which will be discussed in more detail below in the RBD section. The focus is on three major innovations in the areas of destruction and RBD simulations: the material-based destruction principle, soft body relationship constraints and a process called convex decomposition for generating optimal proxy geometry. The functions behind these powerful expressions and what users need to be prepared for are explained below using an example project.</p>
<p>Houdini is sometimes known for the creation of impressive destruction of all kinds of objects, from a small statue that falls to the ground and shatters due to an earthquake to entire cities that are pulverised by a comet shower. The structure of such destruction is subdivided into different areas. The first area is pre-fracturing. This is the idea of equipping the objects to be destroyed with predetermined breaking points before the actual simulation. This is usually done at SOP level within a geo node and allows users to artistically prepare the type and shape of the fragments instead of determining fragments using purist user interfaces and scientific parameters. This allows directors and supervisors to adapt specifications and ideas on the fly.</p>
<p><strong>Simpler predetermined breaking points </strong></p>
<p>The creation of predetermined breaking points – called fragments in the following – is based on a relatively simple concept. Take a geometry at SOP level and distribute points on the surface or within the geometry by using a scatter node, for example. If points are to be distributed in the geometry, the geometry must first be converted into a volume, as the scatter node can also distribute points in the volume. The points serve as the basis for predetermined breaking points, which are created using a Voronoi Fracture Node. The first major update in version 17 already took place at this point.</p>
<p>The Voronoi Fracture Node is advertised as the Voronoi 2.0 Node. According to the changelog, the node has been completely overhauled under the bonnet and equipped with an optimised user interface. For users, this means that the node’s inputs are still the same. The geometry to be broken must be connected on the left and the points based on the previously mentioned scatter node must be connected on the right. However, in order to be able to assign different colour nuances to the individual fragments for visualisation, the pin symbol next to the name of the fragments must be activated. The fragments are then assigned different shades of colour based on their name – the “Name” attribute. The “Colorize Individual Fragments” function with its flag has disappeared.</p>
<p>In order to retain the colour nuances for further processing according to the generally overhauled and optimised Voronoi Fracture Node, you have to use your own means. The simplest solution would be a colour node that reads the name attribute of the primitives and executes Random from Attribute as the colour type. In this way, the random colours can be transferred to the DOP level as a Cd attribute. However, this was not the last trick the Houdini developers played on the Voronoi Fracture Node – an entire field seems to have disappeared.</p>
<p>We are talking about the Interior Detail to add geometric detail to the fragments at the inner fracture edges. If users want to add additional detail to the inner surfaces, the path leads to the RBD selection menu within the tool list – the tool menu. This contains the RBD Interior Detail node. The settings have been excluded, packed into a separate node and allow users to create different levels of detail.</p>
<p>By default, the Interior Detail node accepts the name of the interior surfaces. In short: the Inside attribute. The Voronoi Fracture Node outputs attributes for the outer and inner surfaces, while RBD Interior Detail looks specifically for the inner sides. Users can also enter their own attribute. Several detail levels can therefore be mixed together. An additional level for interior details is introduced in the pre-facturing node tree.</p>
<p>The fragments can now be prepared for transport to the Dynamics Operator Network – or DOP network for short – using a pack node. If constraints such as glue constraints are to be used, an attribute must first be created.</p>
<p>The fragments are simulated in the DOP network. As a rule, the fragments do not fall freely to the ground according to the set gravity – onto the static ground plane. Instead, the path leads through a glue constraint network based on a glue constraint relationship node, which serves as the second input of a constraint network node. For the sake of simplicity, the ground plane can be integrated into the scene via the collision shelf tool of the same name. A static solver and plane object are generated automatically. To glue the individual fragments together, there is the option of creating an object with the RBD Glued Objects Tool in the Rigid Bodies Shelf or setting up the individual nodes manually. Regardless of which method is chosen, a node tree with a glue constraint relationship node is required for the constraints in the DOP network. For a quick test, the glue node can be replaced by a bullet soft constraint relationship node, which is a new addition in Houdini 17. With an existing glue network, it is important to adjust the name attribute of the fragments. As a rule, the name “Glue” is stored in the glue network. This must be entered in the soft constraint in order to access the fragments – or an additional attribute can be integrated at SOP level for the soft constraints. The glue constraint is no longer effective after the change, the soft constraint is active and behaves like a kind of metal spring in the simulation.</p>
<p>Instead of the fragments flying in all directions according to the centre of the impact and the energy transferred, the soft constraint network acts like a rubber mesh that snaps back into its original shape with a jelly-like effect – depending on how high the stiffness parameter is set. A similar effect is known from the spring relationship, which can also be found in the constraint nodes, although the soft body constraint worked much more stably in the tests. The true potential of the soft body constraint in a simulation unfolds in conjunction with the glue constraint and the use of a glue adjacent node. The Glue Constraint Network holds the individual fragments together up to a certain point in the simulation, at which point the constraints break because the force of the impact is too great. At this point, the Glue Adjacent Node can be integrated in order to assign a selected number of fragments to specific objects. For example, imagine a tower made of concrete with recesses for doors and windows, where the outer fragments of the window and door frames are glued to the adjacent fragments of the concrete in the recesses. This allows anchors to be created or fragments to be simulated more plausibly, especially if the glass and wooden struts shatter when the window is hit, but the wooden frame is still partially stuck in the inlet.</p>
<p>Building on this, the bullet soft constraint relationship can now be integrated. As a rule, the different fragments of constraint nodes are equipped with several attributes – constraint name and constraint type. Previously, we talked about a primitive attribute of the type String (Constraint Name), which was created at SOP level with a string called Glue. For the Bullet Soft Body Constraint Relationship, a separate primitive string attribute (Followup Constraint Name) must be created with the string named Soft. The idea behind this is that if the glue constraint should break within the simulation, then the attribute named Constraint name should be changed to the new attribute followup constraint name so that the bullet soft constraint can take effect.</p>
<p>Another effect that still needs to be created is the breaking of the bullet soft constraints so that the snap-back is cancelled out. Imagine a concrete wall breaking apart like polystyrene or a waffle. An effect far removed from reality, so an adapted break apart is desirable, which is now on the way to preliminary completion – except for the finishing touches, which are not covered in detail. If an automatic constraint network has been created by using the RBD-Glued-PiecesShelf tool, for example, then another node can already be found in the constraint network within the DOPs, which is called remove_broken – an SOP solver. Basically a node that brings further attributes from the SOP level into the DOP level.</p>
<p>The added attributes now include Torque, Force, Impact and Strength. One attribute that is ideally suited to fractures is torque, the torque of the fragments. Fragments that are subject to torque must be grouped in the first step. In the second step, the fragments must be checked for a specific torque and deleted from the constraint network once the limit value has been reached. They are then completely subject to the RBD simulation without stopping at other parts. The work steps can be carried out in Houdini-style by inserting additional nodes or using Vex code.</p>
<p>In this way, far more plausible-looking simulations can be generated by using the first innovations. The soft body constraint can also be used for deformations and is not only used for objects that are broken down into their individual parts. In the official video for Houdini 17, SideFX shows a car crashing into a street lamp and being severely deformed. However, no matter what kind of effect you want to create, it requires considerable effort and expertise – especially for newcomers to Houdini.</p>
<p><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  class="alignnone size-full wp-image-95981"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2021/10/Sollbruchstelle-nach-Houdini-Art_002.jpg?resize=439%2C765&quality=80&ssl=1"  alt=""  width="439"  height="765" ><img data-recalc-dims="1"  decoding="async"  class="alignnone size-full wp-image-95979"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2021/10/Sollbruchstelle-nach-Houdini-Art_008.jpg?resize=600%2C387&quality=80&ssl=1"  alt=""  width="600"  height="387" ></p>
<figure id="attachment_95975" aria-describedby="caption-attachment-95975" style="width: 943px" class="wp-caption alignnone"><img data-recalc-dims="1"  decoding="async"  class="wp-image-95975 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2021/10/Sollbruchstelle-nach-Houdini-Art_004jpg.jpg?resize=943%2C743&quality=80&ssl=1"  alt=""  width="943"  height="743" ><figcaption id="caption-attachment-95975" class="wp-caption-text">Even though the Material Fracture Node significantly simplifies the creation of material-specific fragments, there is also the option of adjusting the density of the particles, which ultimately also reflects the density of the fragments, in an artist-friendly way.</figcaption></figure>
<p><strong><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="alignnone size-full wp-image-95977"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2021/10/Sollbruchstelle-nach-Houdini-Art_006.jpg?resize=945%2C645&quality=80&ssl=1"  alt=""  width="945"  height="645" ><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="alignnone size-full wp-image-95976"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2021/10/Sollbruchstelle-nach-Houdini-Art_005.jpg?resize=945%2C677&quality=80&ssl=1"  alt=""  width="945"  height="677" ></strong></p>
<p><strong>Wood at the touch of a button</strong></p>
<p>The newly prepared Voronoi Node in conjunction with the Bullet Soft Constraint Relationship allows users to equip their own simulations with a variety of detail levels to create complex effects. It is obvious that the node networks required for this grow in size very quickly and the complexity increases at lightning speed.</p>
<p>It seems that SideFX wants to address this fact and make the work easier. The result is the RBD Material Fracture Node, which was advertised in the demonstration videos as part of material-based fracturing. This is the principle of material-based destruction. The word material does not explicitly refer to the shader or the material, where users can control the structure of the fragments with textures.</p>
<p>Rather, the node is intended to allow users to select a material type from a list of types and for the fragments of the desired material to be created directly. If the user wants to simulate a wooden bridge in which the individual steps are damp and break through when they occur, the required material properties and predetermined breaking points are created and can be customised using a carefully considered menu.</p>
<p>There is one small fly in the ointment. As the node is one of the new features in Houdini 17, the materials are briefly marked out.</p>
<p>There are three different material types that users can choose from during the test period. These include concrete, glass and wood. Three materials that couldn’t be more different and can be partially adjusted so that users can also imitate other materials that are not available in the selection – at least not yet.</p>
<p>The positive thing about the RBD Material Fracture Node is that the numerous work steps mentioned above, which are part of a functioning destruction simulation, do not have to be repeated over and over again by the user. The RBD Material Fracture Node creates the glue constraint itself and takes care of the pre-fracturing. For the sake of simplicity, the node can be regarded as a high-level destruction node. The basic and time-consuming work steps are summarised in a node. But what if you want to go a little further and require more detailed work?</p>
<p><strong><img data-recalc-dims="1"  decoding="async"  class="alignnone size-full wp-image-95979"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2021/10/Sollbruchstelle-nach-Houdini-Art_008.jpg?resize=600%2C387&quality=80&ssl=1"  alt=""  width="600"  height="387" ><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="alignnone size-full wp-image-95978"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2021/10/Sollbruchstelle-nach-Houdini-Art_007.jpg?resize=1200%2C724&quality=80&ssl=1"  alt=""  width="1200"  height="724" ></strong></p>
<p><strong>Under the bonnet </strong></p>
<p>There is a whole series of nodes that are located within the RBD Material Fracture Node. Houdini connoisseurs know that black boxes are a foreign word for Houdini and that users have insight into every node. The Material Fracture Node contains the optimised Voronoi Fracture Node mentioned at the beginning. It also contains the Boolean Fracture Node and Exploded View, another very powerful node for creating realistic-looking fragments. Voronoi fracturing is ideal for rock fragments, and yet the Voronoi cells have their very own visual character that seasoned TDs will recognise immediately. Just like the use of a procedural generator for noise, which is often used for displacement and creates characteristic patterns if there is too little mixing of different generators.</p>
<p>As the name of the Boolean Fracture Node suggests, different objects can be used to generate fragments using a Boolean operation, which have significantly coarser edges than Voronoi cells and allow for more realism. In addition to the three mid-level nodes, there are also low-level nodes within the RBD Material Fracture Nodes: for example Voronoi Split, Voronoi Fracture Points, Assemble and Connect Adjacent Pieces. These are all tools for creating complex fragments, summarised in a node. As complex as the node is structured, SideFX has managed to conceal complexity with a well thought-out user interface.</p>
<p>If the RBD Material Fracture Node takes care of the individual, sometimes time-consuming work steps, this leaves more time free for creative work. Even if the new wonder node creates material-specific fragments in the pre-fracturing area, SideFX has also taken care of the simplified precision work. The place where the RBD material node is located within the tool menu is home to a whole series of other RBD nodes. The nodes contained in it alongside the Interior Detail Node enable support for the Material Fracture Node. One indication of this is the largely identical input and output connectors – apart from the occasional specific connector.</p>
<p>In the standard workflow without RBD material fracturing, the object must be filled with black using a colour node before the scatter node. A paint node – ideally with white – must then be used to paint areas where the density of the dots should increase significantly. The Cd attribute must be read into the scatter node for the placement of the dots. To prevent the creation of numerous additional nodes, SideFX has stored an RBD paint node in the RBD menu.</p>
<p>The new Paint Node is the merger of the Colour and Standard Paint Nodes and allows you to enter your own attribute name for the areas to be created, which in turn can be read out in the Material Fracture Node – provided that the Attribute selection and the correct attribute name are entered in the Cell field under Scatter from. In this way, users can relatively quickly mark out areas for impacts or porous surfaces and add further detail in the RBD Material Node.</p>
<p>However, the RBD Paint Node is not the only way in which material fracturing can be supported. Of course, the Interior Detail Node can also be used to visually refine the inner surfaces of the fragments. Another exciting feature is the RBD Cluster Node, which accepts the existing fragments and creates clusters from them. In other words, a group of fragments that forms a larger fragment. Clusters can also be formed using a noise function along with customisation options. If clusters already exist before the cluster node is used, the clusters can be retained if desired. The work with constraints has also been made much easier. A constraint network including glue and bullet soft constraint was previously listed with the integration of further attributes for a customised simulation.</p>
<p>Firstly, it should be mentioned that the RBD material fracture node has its own field for the constraints in each material selection and users can choose at the touch of a button whether only a glue constraint should be used or whether the glue constraint should be converted into a bullet soft body constraint without having to set up long node networks and create numerous attributes manually.</p>
<p>However, there is also a further aid for more sophisticated effects within the constraints. There is an RBD Constraint Properties Node within the RBD menu. This node can be used to adjust the properties of the glue or soft constraints separately and independently of the material fracture node. Here you can see a similarity to the SOP solver from the example given at the beginning. Additional attributes are applied to the constraints, so to speak, which benefit the respective constraint type and significantly simplify customisation.</p>
<p>There is also an RBD Pack and Unpack Node, the purpose of which is to combine the geometry (high and proxy) of a simulation together with constraints into one object in order to make the structure of larger simulations clearer. If an intervention is necessary, the individual objects can be accessed using RBD Unpack.</p>
<p>Even if the simulation is now set up more quickly and can be customised more easily, as the most important components are stored in one place, the question still remains as to how the objects involved in the simulation collide? And how can a workflow be set up that generates the optimum collision geometry, which can also be used as a proxy in the RBD SOP workflow?</p>
<p>The answer to this question can be found at SOP level, through the use of the Convex Decomposition SOP Node. The node receives the input geometry and generates convex geometry as accurately as possible around distinctive details on the main geometry. Numerous settings allow the accuracy to be adjusted during the generation of the convex objects.</p>
<p><strong>Not too much promised </strong></p>
<p>The aforementioned innovations in the area of RBD simulations could be described as a blessing. The large VFX box of wonders has been equipped with more high-level nodes in order to divide complex meshes of nodes into easy-to-understand building blocks. Redundant steps are reduced, time is saved and order is kept in view. Seasoned Houdini users will breathe a sigh of relief, and newcomers will have an easier start. And who knows, maybe in the future users will be able to choose what exactly they want to create after the start, and the nodes will be combined into high-level nodes accordingly, or the existing high-level nodes will be visible on their own to significantly shorten the search for tools.<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:2624,&quot;href&quot;:&quot;https:\/\/www.digitalproduction.com\/ausgabe\/digital-production-03-2019&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20240303144912\/https:\/\/www.digitalproduction.com\/ausgabe\/digital-production-03-2019\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-28 04:27:22&quot;,&quot;http_code&quot;:404},{&quot;date&quot;:&quot;2026-01-03 23:19:51&quot;,&quot;http_code&quot;:404},{&quot;date&quot;:&quot;2026-04-12 21:14:22&quot;,&quot;http_code&quot;:404},{&quot;date&quot;:&quot;2026-04-17 15:28:53&quot;,&quot;http_code&quot;:404}],&quot;broken&quot;:true,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-17 15:28:53&quot;,&quot;http_code&quot;:404},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:2625,&quot;href&quot;:&quot;https:\/\/www.digitalproduction.com\/ausgabe\/digital-production-01-2019&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20240616015828\/https:\/\/www.digitalproduction.com\/ausgabe\/digital-production-01-2019&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-28 04:27:24&quot;,&quot;http_code&quot;:404},{&quot;date&quot;:&quot;2026-01-03 23:19:50&quot;,&quot;http_code&quot;:404},{&quot;date&quot;:&quot;2026-04-17 15:28:53&quot;,&quot;http_code&quot;:404}],&quot;broken&quot;:true,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-17 15:28:53&quot;,&quot;http_code&quot;:404},&quot;process&quot;:&quot;done&quot;}]"></span></p><p>The post <a href="https://digitalproduction.com/2021/11/03/sollbruchstellen-nach-houdini-art/">Houdini-style predetermined breaking points</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/patrick-poti/">Patrick Poti</a>. </p></div>]]></content:encoded>
					
		
		
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		<title>Cloudy to fiery &#8211; Volumetric effects in Cinema 4D (Part 2)</title>
		<link>https://digitalproduction.com/2019/09/01/cloudy-to-fiery-volumetric-effects-in-cinema-4d-part-2/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Sun, 01 Sep 2019 09:30:40 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Cinema 4D]]></category>
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					<description><![CDATA[<div><p>In this two-part series of articles, we will provide the experienced Cinema 4D user with in-depth insights into the creation of volumetric effects with the onboard tools of C4D - without any plug-ins, particles or PyroCluster. In the second part of the series, we will first deepen our knowledge of volumetric texturing of visible lights and then turn to a mograph-based technique.</p>
<p>The post <a href="https://digitalproduction.com/2019/09/01/cloudy-to-fiery-volumetric-effects-in-cinema-4d-part-2/">Cloudy to fiery – Volumetric effects in Cinema 4D (Part 2)</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div><p>In the first part of this article series, we learned that a visible volumetric light can be used as an “aquarium” for volumetric shaders such as 3D noises and 3D colour gradients. With such a light container, we are able to create thin clouds or even complex self-luminous structures such as stellar nebulae. With the same technique, however, we are also able to create complex animated structures such as an animated solar corona with its characteristic eruptions. In the following, we will take “the magic of visible lights” one step further and create a realistic, fiery and detailed solar corona.</p>
<h3 id="case-study-zdf-terra-x-a-question-of-time-sun">Case study: ZDF Terra X, a question of time (sun)</h3>
<p>Looking at contemporary science fiction films or VFX-heavy TV documentaries, one might think that the depiction of a realistically animated sun is a task that causes many sleepless nights in a VFX studio as a classic scenario for particles and simulations.<br />
The intro sequence of this project for the TV documentary series ZDF “Terra X” (see cover picture) stages the sun as a place of stellar nuclear fusion, but only uses the techniques we have learnt so far – and at this point we can sleep soundly again.<br />
If you take a look at NASA footage of the sun, you will realise that the surface of the sun contains a lot of visual details that are comparable to C4D’s noise shaders. For example, the so-called granulation of the sun’s photosphere can easily be reproduced by a noise shader called “Voronoi 3”, which is distorted in a distorter shader with a VL noise (image 01).</p>
<figure id="attachment_71899" aria-describedby="caption-attachment-71899" style="width: 2000px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71899 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild01-1.jpg?resize=1200%2C616&quality=80&ssl=1"  alt="Bild 01: Sonnen-Phänomene und ihre Entsprechungen in C4D: Granule (links) können in C4D leicht erzeugt werden, indem man in einem Distorter Shader ein Voronoi-3-Noise mit einem VL-Noise verzerrt (Foto Granule: NASA, genutzt unter Creative-Common-Lizenz)."  width="1200"  height="616" ><figcaption id="caption-attachment-71899" class="wp-caption-text">Image 01: Solar phenomena and their equivalents in C4D: Granules (left) can be easily created in C4D by distorting a Voronoi 3 noise with a VL noise in a distorter shader (photo granule: NASA, used under Creative Commons licence)</figcaption></figure>
<p>If you distort the result again in a plane shader using a plane effect “Distorter” with a turbulence noise, you get a structure that comes quite close to the real model (image 02).</p>
<figure id="attachment_71900" aria-describedby="caption-attachment-71900" style="width: 2000px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71900 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild02-1.jpg?resize=1200%2C616&quality=80&ssl=1"  alt="Bild 02: Granule finalisiert: Den fertigen Distorter Shader packt man in einen Ebene-Shader, wendet den Ebenen-Effekt Distorter für eine weitere leichte Verzerrung an und färbt das ganze mit dem Ebenen-Effekt Colorizer."  width="1200"  height="616" ><figcaption id="caption-attachment-71900" class="wp-caption-text">Image 02: Granule finalised: Put the finished Distorter shader into a layer shader, apply the Distorter layer effect for another slight distortion and colour the whole thing with the Colorizer layer effect</figcaption></figure>
<p>The same applies to phenomena that are obviously volumetric, such as corona, solar flares, etc.: visible volumetric light can be used as an “aquarium” for noises and 3D colour gradients, with the mathematical functions behind the noises always resembling their natural models.</p>
<h3 id="simple-components">Simple components</h3>
<p>As is so often the case with visual effects, the complexity of the final sun results from the superimposition and combination of various simple elements: For all visual phenomena such as light rays of different sizes, eruptions, etc., we only use one point light at a time, whose visible light is more or less larger than the solar body itself. The astonishing thing is that the complexity of the final result is only achieved with 8 volumetric point lights (Fig. 03).</p>
<figure id="attachment_71901" aria-describedby="caption-attachment-71901" style="width: 2000px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71901 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild03-1.jpg?resize=1200%2C730&quality=80&ssl=1"  alt="Bild 03: Nur acht volumetrische Punktlichter mit entspr. volumetrischen Texturen mimen komplexe Eruptionen. Einfacher geht’s nicht."  width="1200"  height="730" ><figcaption id="caption-attachment-71901" class="wp-caption-text">Image 03: Only eight volumetric point lights with corresponding volumetric textures mimic complex eruptions. It couldn’t be simpler</figcaption></figure>
<h3 id="concentric-masking">Concentric masking</h3>
<p>Corona, light rays and eruptions are thus applied as textures to volumetric point lights using the technique we are familiar with. As the “Visibility” tab of the respective point light contains the parameters “Inner distance” and “Outer distance”, volumetric effects can be faded out concentrically from the surface of the sun into space (Figure 04).</p>
<figure id="attachment_71902" aria-describedby="caption-attachment-71902" style="width: 2000px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71902 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild04-1.jpg?resize=1200%2C766&quality=80&ssl=1"  alt="Bild 04: Der Innenradius der Punktlichtquelle entspricht in etwa dem Sonnenradius. Der Außenradius bestimmt die Höhe des darüber hinausgehenden sichtbaren Effekts, also bis wohin Strahlen und Eruptionen über der Sonnenoberfläche sichtbar sein sollen, bzw. auf null abnehmen."  width="1200"  height="766" ><figcaption id="caption-attachment-71902" class="wp-caption-text">Figure 04: The inner radius of the point light source corresponds approximately to the radius of the sun. The outer radius determines the height of the visible effect beyond this, i.e. up to where rays and eruptions should be visible above the surface of the sun, or decrease to zero.</figcaption></figure>
<p>In order to have more control over this behaviour, we also apply a colour gradient in 3D spherical mode as a mask (Image 05). This colour gradient has the same radius as the “Outer distance” parameter of the point light source, but has the advantage that it fine-tunes the spatial fading of the effects and at the same time offers the option of applying turbulence (image 06).</p>
<figure id="attachment_71903" aria-describedby="caption-attachment-71903" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71903 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild05-1.jpg?resize=1200%2C1086&quality=80&ssl=1"  alt="Bild 05: Ein kugelförmiger 3D-Verlauf (Gradient) mit Radius des Außenradius wirkt durch den Ebenen-Modus Multiplizieren quasi maskierend und verfeinert die Abnahme mit einer leichten Turbulenz."  width="1200"  height="1086" ><figcaption id="caption-attachment-71903" class="wp-caption-text">Image 05: A spherical 3D gradient with the radius of the outer radius has a quasi-masking effect using the Multiply layer mode and refines the reduction with a slight turbulence.</figcaption></figure>
<figure id="attachment_71904" aria-describedby="caption-attachment-71904" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71904 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild06-1.jpg?resize=1200%2C1088&quality=80&ssl=1"  alt="Bild 06: Wichtig ist bei dem kugelförmigen 3D-Verlauf das Bezugssystem Objekt."  width="1200"  height="1088" ><figcaption id="caption-attachment-71904" class="wp-caption-text">Image 06: The reference system object is important for the spherical 3D gradient</figcaption></figure>
<h3 id="solar-flares">Solar flares</h3>
<p>This effect may look very complex, but it is actually quite simple: It consists of a visible volumetric point light that contains a large Naki noise in space object as a texture. The Naki contains a slight in-itself movement due to the “animation speed” parameter. It is located in a plane shader, where it is masked out by a 2D colour gradient of the polar caps and coloured by a colourizer effect (Figure 07).</p>
<figure id="attachment_71905" aria-describedby="caption-attachment-71905" style="width: 1181px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71905 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild07-1.jpg?resize=1181%2C1119&quality=80&ssl=1"  alt="Bild 07: Shader für größere Sonnen-Eruptionen: Zuunterst maskiert ein Ebenen-Ordner mit einem 2D-Gradienten das darüberliegende 3D-Noise von den Polkappen der Sonne aus. Obenauf fadet ein kugelförmiger Verlauf das ganze turbulent in den Raum aus."  width="1181"  height="1119" ><figcaption id="caption-attachment-71905" class="wp-caption-text">Image 07: Shader for larger sun eruptions: At the bottom, a layer folder with a 2D gradient masks the overlying 3D noise from the polar caps of the sun. At the top, a spherical gradient fades the whole thing turbulently into space</figcaption></figure>
<p>The scaling of this Naki noise is then animated over time, meaning that the noise grows concentrically from the centre of the sun. This alone creates the illusion of large plasma-like structures.<br />
In order to have more control over how the growing Naki is faded out in space, I masked it with a static but highly turbulent 3D colour gradient in 3D spherical mode, which is also applied to the space object (image 08). The result is that solar flares emerge from the sun and are faded out turbulently in space.</p>
<figure id="attachment_71906" aria-describedby="caption-attachment-71906" style="width: 2000px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71906 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild08-1.jpg?resize=1200%2C953&quality=80&ssl=1"  alt="Bild 08: Vergleich der Wirkung des kugelförmigen 3D-Verlaufs: links schneidet die Begrenzung des sichtbaren Lichts die Noise-Textur einfach ab, rechts findet ein turbulentes Ausblenden statt."  width="1200"  height="953" ><figcaption id="caption-attachment-71906" class="wp-caption-text">Image 08: Comparison of the effect of the spherical 3D gradient: on the left, the boundary of the visible light simply cuts off the noise texture; on the right, turbulent fading takes place</figcaption></figure>
<h3 id="the-surface-of-the-sun">The surface of the sun</h3>
<p>Although this article is about volumetric effects, let’s take a quick look at the shader setup for the actual surface of the sun. Everything takes place in the glow channel of the sun material or in a layer shader placed there: noises, colour gradients and layer shader effects are stacked on top of each other with different layer modes and opacity levels. In addition, several layers are used to mask the layer above (image 09).</p>
<figure id="attachment_71907" aria-describedby="caption-attachment-71907" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71907 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild09-1.jpg?resize=1200%2C1246&quality=80&ssl=1"  alt="Bild 09: Die Oberfläche der Sonne: Ein gut gefüllter Ebene-Shader mit sinnfällig benannten Noises, Verläufen, Ebenen-Effekten und Ebenen-Ordner."  width="1200"  height="1246" ><figcaption id="caption-attachment-71907" class="wp-caption-text">Image 09: The surface of the sun: A well-filled layer shader with clearly named noises, gradients, layer effects and layer folders</figcaption></figure>
<p>In the displacement channel, three noises in a layer shader deform the high-res geometry of the sun to match the details in the glow channel (image 10).</p>
<figure id="attachment_71917" aria-describedby="caption-attachment-71917" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71917 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild19.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Bild 19: Das Naki im Raum Welt durchdringt den Mograph-Stapel. Es wird wolkig – allerdings noch mit Artefakten."  width="1200"  height="675" ><figcaption id="caption-attachment-71917" class="wp-caption-text">Image 19: The Naki in the space world penetrates the mograph stack. It becomes cloudy – but still with artefacts</figcaption></figure>
<figure id="attachment_71908" aria-describedby="caption-attachment-71908" style="width: 1181px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71908 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild10-1.jpg?resize=1181%2C972&quality=80&ssl=1"  alt="Bild 10: Im Displacement-Kanal sorgen zwei Noises und eine Verlaufsmakse für eine leichte Verformung der Sonne gemäß den Details im Leuchten-Kanal."  width="1181"  height="972" ><figcaption id="caption-attachment-71908" class="wp-caption-text">Image 10: In the displacement channel, two noises and a gradient make for a slight deformation of the sun according to the details in the glow channel.</figcaption></figure>
<p>Large plasma arcs were modelled procedurally: Spheres were distributed as mograph clones over the surface of the sun and arranged appropriately with a shader effect. The plug-in pCONNECTOR (tcastudios.com) was then used to connect these clones, and the resulting spline object was thrown into a sweep object. The resulting tubular connections between the clones were then bent into arcs using a shader-based displace deformer (Figure 11).</p>
<figure id="attachment_71909" aria-describedby="caption-attachment-71909" style="width: 2000px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71909 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild11-1.jpg?resize=1200%2C671&quality=80&ssl=1"  alt="Bild 11: Prozedural modellierte Plasma-Bögen: das Plug-in pConnector schafft Verbindungen zwischen Klonen, ein Displace-Deformer erzeugt die Bogenstrukturen."  width="1200"  height="671" ><figcaption id="caption-attachment-71909" class="wp-caption-text">Figure 11: Procedurally modelled plasma arcs: the pConnector plug-in creates connections between clones, a displace deformer generates the arc structures</figcaption></figure>
<h3 id="diving-into-the-sun">Diving into the sun</h3>
<p>In min 00:11 of the animation, the moving camera enters the volume of the sun. This transition takes place in the compositing with a cross-fade to a sequence that is similar in technical approach to the stellar nebula in the last article. It is important to note that for this transition, the final speed of the outside camera must have the same direction and linear speed as the start of the inside camera.</p>
<h3 id="fast-rendering-with-standard-renderer">Fast rendering with standard renderer</h3>
<p>Sample-based volumetric light has been part of C4D for a small eternity, namely since Release 5 (1998). This old type of sample is of course handled differently by C4D than the modern samples of surface shadows, scattered reflections, ambient occlusion etc. Consequently, the rendering of this scene is much faster in the older standard renderer than in the more recent physical renderer.<br />
In addition, the standard renderer has been accelerated by Intel Embree technology since release 19 (2017). Embree is a ray tracing library that is optimised for the latest Intel processors and significantly speeds up rendering – in some cases by up to 100% compared to Release 18. Embree breathes new life into the good old standard renderer, so to speak.<br />
But that’s not all: noises and procedural shaders have high-quality SAT texture interpolation as standard, so there is no need to use anti-aliasing for rendering with the standard renderer. To put it in a nutshell: The standard renderer renders this scene at the speed of light – especially considering the volumetric complexity involved here.</p>
<h3 id="fluffy-clouds-with-mograph">Fluffy clouds with Mograph</h3>
<p>The approach described for stellar nebulae and solar flares is based on the volume of a visible volumetric light source as an “aquarium” for 3D noises. While the use of such a light container is quite simple and straightforward, it has one major drawback: all structures and effects created are actually visible light without true opacity and without the possibility of casting a shadow. A cloud created in this way will therefore never cast a shadow on the ground or on itself.<br />
So to create a shadow casting fluffy cloud for a sunny summer sky, we have to dive into a technique that is also based on the use of volumetric shaders, but uses a different container: a mograph cloner.</p>
<h3 id="mograph-procedural-cloning-and-animation">Mograph – procedural cloning and animation</h3>
<p>Mograph, C4D’s proprietary toolset, provides motion designers with an extensive range of powerful tools for procedural non-destructive animation. A core function of Mograph is the cloning of objects according to certain rules, e.g. along a spline, in certain arrangements or on the surface of an object. Effectors such as randomness, shaders or time, among others, bring variation and movement to the cloning system and with the fields of Cinema4D R20, there are virtually no limits to the imagination and complexity.<br />
Whilst Mograph offers a huge range of exciting functions and thus invites you to play and experiment, we will concentrate on what is probably the most boring function: cloning simple layers (i.e. polygon plates) into a linear stack. This will be the container for our 3D noises: a stack of cloned layers with only one polygon. Before we get into the cloud creation technique based on this, let’s see what you can do with it.</p>
<h3 id="case-study-zdf-terra-x-scotland">Case study: ZDF “Terra X”, Scotland</h3>
<p>This project for the TV documentary series ZDF “Terra X”, episode “Scotland – the myth of the Highlands” (picture 13, 14, 15) shows the geographical origin of Scotland and England. Volumetric clouds in the close-up shots are created using the mograph-based technique, which we will now look at in the form of a short tutorial.</p>
<figure id="attachment_71910" aria-describedby="caption-attachment-71910" style="width: 2000px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71910 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild12-1.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Bild 12: ZDF „Terra X“-Episode „Mythos der Highlands“ (https://vimeo.com/renderbaron/txschottland): fluffige volu­metrische Wolken durch Mograph-Kloner als Container für volumetrische Shader"  width="1200"  height="675" ><figcaption id="caption-attachment-71910" class="wp-caption-text">Image 12: ZDF “Terra X” episode “Myth of the Highlands” (<a href="https://vimeo.com/renderbaron/txschottland" rel="nofollow">https://vimeo.com/renderbaron/txschottland</a>): fluffy volumetric clouds using Mograph cloner as a container for volumetric shaders</figcaption></figure>
<figure id="attachment_71911" aria-describedby="caption-attachment-71911" style="width: 2000px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71911 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild13-1.jpg?resize=1200%2C676&quality=80&ssl=1"  alt="Bild 13,: ZDF „Terra X“-Episode „Mythos der Highlands“ (https://vimeo.com/renderbaron/txschottland): fluffige volu­metrische Wolken durch Mograph-Kloner als Container für volumetrische Shader"  width="1200"  height="676" ><figcaption id="caption-attachment-71911" class="wp-caption-text">Image 13: ZDF “Terra X” episode “Myth of the Highlands” (<a href="https://vimeo.com/renderbaron/txschottland" rel="nofollow">https://vimeo.com/renderbaron/txschottland</a>): fluffy volumetric clouds using mograph cloners as containers for volumetric shaders</figcaption></figure>
<figure id="attachment_71912" aria-describedby="caption-attachment-71912" style="width: 2000px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71912 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild14-1.jpg?resize=1200%2C676&quality=80&ssl=1"  alt="Bild 14: ZDF „Terra X“-Episode „Mythos der Highlands“ (https://vimeo.com/renderbaron/txschottland): fluffige volu­metrische Wolken durch Mograph-Kloner als Container für volumetrische Shader"  width="1200"  height="676" ><figcaption id="caption-attachment-71912" class="wp-caption-text">Image 14: ZDF “Terra X” episode “Myth of the Highlands” (<a href="https://vimeo.com/renderbaron/txschottland" rel="nofollow">https://vimeo.com/renderbaron/txschottland</a>): fluffy volumetric clouds using mograph cloners as containers for volumetric shaders</figcaption></figure>
<h3 id="tutorial-fluffy-disc-clouds">Tutorial – fluffy disc clouds</h3>
<h6 id="to-not-only-understand-the-technique-described-below-but-also-to-get-your-hands-on-it-follow-a-short-tutorial">To not only understand the technique described below, but also to get your hands on it, follow a short tutorial.</h6>
<h3 id="creating-an-environment">Creating an environment</h3>
<p>Create a new scene, create a simple sky object under Main menu > Create > Environment. Create a new material, deactivate all material channels, activate the glow channel and create a nice 2D-V colour gradient in typical sky colours, perhaps as shown in image 15.</p>
<figure id="attachment_71913" aria-describedby="caption-attachment-71913" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71913 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild15-1.jpg?resize=1200%2C987&quality=80&ssl=1"  alt="Bild 15: Ein Farbverlauf im Leuchten-Kanal erzeugt eine einfache Textur für das Himmel-Objekt."  width="1200"  height="987" ><figcaption id="caption-attachment-71913" class="wp-caption-text">Image 15: A colour gradient in the glow channel creates a simple texture for the sky object</figcaption></figure>
<p>Place a plane object with 1 x 1 segments and dimensions of 1,200 x 1,200 cm at -100 cm Y-height of the world and apply a new material with a bluish colour to the plane. This slab will serve as our ground plane. Create a camera and view the scene from a flat top view. The empty scene should look something like Figure 16.</p>
<figure id="attachment_71914" aria-describedby="caption-attachment-71914" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71914 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild16-1.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Bild 16: Ausgangspunkt zum Wolken-Bauen: unsere Szene mit Himmel-Objekt und Bodenplatte"  width="1200"  height="675" ><figcaption id="caption-attachment-71914" class="wp-caption-text">Image 16: Starting point for cloud building: our scene with sky object and ground plane</figcaption></figure>
<p>Create an infinite light as the sun and apply raytraced shadows (hard) for the time being (just to achieve a quick shadow effect, no matter how unrealistic it is).</p>
<h3 id="stacked-layers">Stacked layers</h3>
<p>Create a Mograph cloner under Main Menu > Mograph > Cloner. Assign a copy of the floor layer to the cloner. The layer is immediately duplicated three times along the Y-axis of the cloner. Click on the cloner in the object manager and view its settings in the attribute manager: You will notice that the cloning mode is set to linear by default, just as we want it. First set the number of clones to 10 and set the distance mode from Step to Endpoint. Set the distance under P.Y. to 50 cm. This will distribute all cloned planes along the Y-axis of the world within this range (Fig. 17).</p>
<figure id="attachment_71915" aria-describedby="caption-attachment-71915" style="width: 2000px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71915 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild17-1.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Bild 17: Grundprinzip der Wolken: Platten als Mograph-Klone dienen quasi als Volumen-Samples."  width="1200"  height="675" ><figcaption id="caption-attachment-71915" class="wp-caption-text">Image 17: Basic principle of the clouds: Plates as mograph clones serve as volume samples</figcaption></figure>
<h3 id="creating-a-cloud-material">Creating a cloud material</h3>
<p>Create a new material. Activate the alpha channel in the material and create a noise shader in it. In the noise shader, select the noise type Naki, select Object as the room and adjust the global size to 2,500%. Set the clipping at the bottom to 50% and the clipping at the top to 100%. This narrows the tonal gradient of the noise so that you get nicely distinguishable white and black areas (Fig. 18). This creates defined transparent areas (black) and opaque areas (white) in the alpha channel.</p>
<figure id="attachment_71916" aria-describedby="caption-attachment-71916" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71916 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild18-1.jpg?resize=1200%2C1268&quality=80&ssl=1"  alt="Bild 18: Der Wolken-Shader – ein einfaches Naki-Noise, zunächst im Raum Objekt"  width="1200"  height="1268" ><figcaption id="caption-attachment-71916" class="wp-caption-text">Image 18: The cloud shader – a simple Naki noise, initially in the room object</figcaption></figure>
<h3 id="optimising-the-c4d-viewport">Optimising the C4D viewport</h3>
<p>Before we continue with the cloud creation, we will briefly optimise our viewport so that we can view the first versions of our volumetric clouds in real time (!) in the viewport. To do this, select “Enhanced OpenGL” in the viewport menu under Options (if not already activated). Then activate Noise and Transparency. We’ll see the result in a moment.</p>
<h3 id="now-its-getting-fluffy">Now it’s getting fluffy</h3>
<p>Apply the material you created earlier to your cloner. You will then get 10 layers with exactly the same noise texture – even though we applied the Naki Noise to the room object! This is because the cloner is not a “real” object – the noise in the room object instead references the axis system of each layer and repeats the Naki noise with each clone. To change this, we go back to the Naki Noise and select Room World. Now we get a representation of the Naki Noise that changes from plane to plane – just the way we want it.<br />
Now, step by step, increase your clone count to 50 and see what happens… Bingo! The slices of the Mograph Cloner – the layers – serve as a kind of spatial sample for the 3D noise, creating volumetric clouds. The more clones you use, the more homogeneous the result will be. The “Number” parameter in the cloner now functions as a kind of sample count.<br />
With the previously optimised settings of the C4D viewport, you can view this first version of your volumetric clouds in real time (!).</p>
<h3 id="increasing-the-ray-depth">Increasing the ray depth</h3>
<p>When rendering, you will now get some nice cloud-like structures, which, however, show black, sharp artefacts here and there (Fig. 19). This is because the ray depth of the raytracer has been used up. This means that the raytracer beam stops after passing through a limited number of transparencies (our cloned layers with alpha channel) and renders a black pixel.</p>
<p>To avoid this, select the “Options” entry under Render presets (Ctrl B) and adjust the “Ray depth” parameter. You should select the number of your clones plus one as the value. The result already looks better (image 20). As the more frequent penetration of transparencies by the raytracer beam increases the rendering time, we will initially use a raytraced shadow for the sun light source created in step 01. For the final rendering, you can still use realistic area shadows.</p>
<figure id="attachment_71918" aria-describedby="caption-attachment-71918" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71918 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild20.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Bild 20: Eine Erhöhung der Strahltiefe in den Optionen der Rendervoreinstellungen entfernt Artefakte."  width="1200"  height="675" ><figcaption id="caption-attachment-71918" class="wp-caption-text">Image 20: Increasing the ray depth in the render preset options removes artefacts</figcaption></figure>
<h3 id="vertical-masking">Vertical masking</h3>
<p>What we can clearly see is that all the clouds above and below are abruptly cut off by the vertical boundaries of our cloner. To get around this, we mask our 3D noise with a vertical 3D colour gradient.<br />
In the alpha channel of your cloud material, click on the triangle button next to Texture and select “Layer”. You have now moved your noise shader to a layer shader.<br />
Go back briefly to your alpha channel and deactivate the “Alpha image” checkbox to ensure that the greyscale information of our layer shader is also interpreted as alpha information. Double-click on the noise in the layer shader and name it Cloud Noise. Then click on the “Shader” button, create a colour gradient shader and drag it above the cloud noise. Select 3D Linear as the type of gradient.<br />
We now need to think about how to adjust the colour gradient correctly in order to spatially mask our cloud noise from bottom to top. As the bottom layer of our cloner is at Y=0 and the cloner with all layers has a thickness / height of 50 cm, we set the 3D colour gradient so that it starts along the Y axis at starting point 0 cm and ends at end point 50 cm. We select Space World as the reference system. The colour gradient runs along the world Y-axis from black at 0 cm to white and back to black at 50 cm (Fig. 21).</p>
<figure id="attachment_71919" aria-describedby="caption-attachment-71919" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71919 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild21.jpg?resize=1200%2C989&quality=80&ssl=1"  alt="Bild 21: Ein linearer 3D-Verlauf in der Höhe des Mograph-Stapels sorgt für eine weiche vertikale Begrenzung."  width="1200"  height="989" ><figcaption id="caption-attachment-71919" class="wp-caption-text">Image 21: A linear 3D gradient in the height of the mograph stack provides a soft vertical boundary.</figcaption></figure>
<p>Back in the layer shader, we set the layer mode to Multiply. Now we can render.<br />
The result is now much better, as we can now mask the cloud noise spatially from bottom to top and thus have control over its vertical shape (image 22). However, the mask is far too soft and too homogeneous. Instead of adding turbulence to our colour gradient, we will now do something more elegant with it.</p>
<figure id="attachment_71920" aria-describedby="caption-attachment-71920" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71920 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild22.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Bild 22: Die vertikale Begrenzung der Wolken an ihrer Unter- und Oberseite ist noch zu weich."  width="1200"  height="675" ><figcaption id="caption-attachment-71920" class="wp-caption-text">Image 22: The vertical boundary of the clouds at the top and bottom is still too soft</figcaption></figure>
<p>Copy the cloud noise and paste it as a copy into your layer shader (right mouse button, Copy Shader / Paste Shader). Double-click on the pasted noise and name it Mask-Noise. Then drag the noise above the colour gradient.<br />
Change the global scaling of the mask noise to 500% and invert the noise by setting the clipping at the bottom to 85% and the clipping at the top to 0%. Go back to the layer shader and set the layer mode of the gradient below to Normal. The setup should now look like Figure 23.</p>
<figure id="attachment_71921" aria-describedby="caption-attachment-71921" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71921 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild23.jpg?resize=1200%2C989&quality=80&ssl=1"  alt="Bild 23: Eine kleinere, invertierte Version des Cloud-Noises liegt als Mask-Noise im Ebene-Shader oben auf."  width="1200"  height="989" ><figcaption id="caption-attachment-71921" class="wp-caption-text">Image 23: A smaller, inverted version of the cloud noise is applied as mask noise in the layer shader above</figcaption></figure>
<p>Now set the layer mode of the mask noise to Levr and see what happens, roughly speaking: A kind of high-contrast version of the mask noise is cut away from the gradient. Reduce the opacity of the mask noise to 70% to get a softer edge. Set the layer mode of the gradient back to Multiply (image 24). Before rendering, we adjust the Clipping bottom parameter in the cloud noise to 20%. Then we render again. The result should look something like Figure 25.</p>
<figure id="attachment_71922" aria-describedby="caption-attachment-71922" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71922 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild24.jpg?resize=1200%2C989&quality=80&ssl=1"  alt="Bild 24: Das Mask-Noise im Ebenen-Modus Levr gibt dem Verlauf darunter mehr Struktur."  width="1200"  height="989" ><figcaption id="caption-attachment-71922" class="wp-caption-text">Image 24: The mask noise in Levr layer mode gives the gradient below more structure</figcaption></figure>
<figure id="attachment_71923" aria-describedby="caption-attachment-71923" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71923 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild25.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Bild 25: Die vertikale Begrenzung der Wolken hat nun eine schön definierte Struktur."  width="1200"  height="675" ><figcaption id="caption-attachment-71923" class="wp-caption-text">Image 25: The vertical boundary of the clouds now has a nicely defined structure</figcaption></figure>
<h3 id="shadow-luminance">Shadow Luminance</h3>
<p>The clouds are now increasingly realistic, but still look grey and dark. Reason: Each Mograph clone casts a shadow on the underlying clone. In order to lighten only shadow areas, we use a shader setup that I created to simulate a kind of self-illumination on the shadow sides of objects: Shadow Luminance.<br />
Although I originally developed this shader setup to simulate very diffuse light on shadow sides of objects, it can also be used to simulate a kind of subsurface scattering on our clouds.</p>
<p>Shadow Luminance consists of three important components:</p>
<ul>
<li>The first component is a plane shader that serves as a container.</li>
<li>The second component is a Lumas shader that recognises where there is light and where there is shadow. Lumas does this through its tab shader, which behaves like the colour channel and says: “Show me where I am in the light.”</li>
<li>The third component is a colourizer shader into which Lumas is dropped. In the colourizer, the colour gradient is then set to white-black, which reverses the contained Lumas to “Show me where I am in the shadow”.</li>
</ul>
<p>The colourizer fed with the Lumas is then used to mask any colour on the shadow side of an object and thus create a slight brightening of the shadow areas. Let’s put this into practice.<br />
Activate the glow channel of your cloud material. Create a layer shader. Create a Luma shader within the layer shader. Deactivate all glow aspects of the Lumas shader. Under the Shader tab, select 100% lighting and set the colour to a bright white. Go back to the Layer Shader and place the Lumas in a Colorizer Shader by right-clicking on the Lumas and selecting Colorizer. Inside the Colorizer shader, set its colour gradient to white-black.<br />
Go back to the layer shader, click on the “Shader” button and create a colour shader. Drag it above the colourizer. Set the colour of the colour shader to a light blue. Back in the layer shader, set the opacity of the colour layer to 8%. Select the layer mode Layer mask for the colourizer below.<br />
The setup should now look like image 26. voilà! – You are now masking a light blue exclusively on the shadow sides of your clouds.</p>
<figure id="attachment_71924" aria-describedby="caption-attachment-71924" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71924 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild26.jpg?resize=1200%2C989&quality=80&ssl=1"  alt="Bild 26: Aufhellung der Schattenseiten der Wolken durch Shadow Luminance"  width="1200"  height="989" ><figcaption id="caption-attachment-71924" class="wp-caption-text">Image 26: Lightening the shadow sides of the clouds with Shadow Luminance</figcaption></figure>
<h3 id="increasing-the-light-sensitivity">Increasing the light sensitivity</h3>
<p>If you look at the colour channel of our cloud material, you will see that the drop-down menu is set to Lambert. Lambert is a so-called BSDF, a Bidirectional Scattering Distribution Function – or simply put: a function that describes how light is distributed over the surface of an object, from its brightest to the so-called terminator, the day-night boundary. Lambert simulates a perfectly diffuse surface, while the other available BSDF Oren-Nayar calculates additional micro-facets for a satin, roughened look. While Lambert is a good choice for our bright clouds, Oren-Nayar has an important advantage: the diffuse strength and roughness parameters. With roughness, you can seamlessly mix between Lambert (0% roughness) and Oren-Nayar (100% roughness) behaviour. And with diffuse strength you can virtually adjust the light sensitivity. With a combination of 0% roughness and 200% diffuse strength, we have a Lambertian BSDF with increased light sensitivity and thus increased albedo (Fig. 27).</p>
<figure id="attachment_71925" aria-describedby="caption-attachment-71925" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71925 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild27.jpg?resize=1200%2C987&quality=80&ssl=1"  alt="Bild 27: Gesteigerte Lichtempfindlichkeit der Wolken durch 150% diffuse Stärke"  width="1200"  height="987" ><figcaption id="caption-attachment-71925" class="wp-caption-text">Image 27: Increased light sensitivity of the clouds through 150% diffuse strength</figcaption></figure>
<p>With a further increased clone count (80), adjusted ray depth, shadow luminance for the ground material and area shadows for the sun light source, your final result should look like Figure 28.</p>
<figure id="attachment_71926" aria-describedby="caption-attachment-71926" style="width: 2000px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-71926 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/07/bild28.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Bild 28: Das Endergebnis: dichte, fluffige Schäfchen-Wolken"  width="1200"  height="675" ><figcaption id="caption-attachment-71926" class="wp-caption-text">Image 28: The final result: dense, fluffy fleecy clouds</figcaption></figure>
<h3 id="conclusion">Conclusion</h3>
<p>Fluffy disc clouds are a question of the number of clones and the beam depth. The more homogeneous the desired result, the longer it takes to render. Render times are increased again, especially when realistic surface shadows are used. The happy medium is therefore a balance between a low clone number/beam depth and homogeneous results – handle both with care!<br />
The physical renderer is the best choice in this case, as it offers a high-quality anti-aliasing function, faster calculation of surface shadow samples and also Intel Embree acceleration.<br />
By the way: You can find a live version of this short series of articles as a recording of the Maxon Supermeet 2018 at <a href="http://www.renderbaron.de/publikationen">www.renderbaron.de/publikationen.</a><span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:5292,&quot;href&quot;:&quot;http:\/\/www.renderbaron.de\/publikationen&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20230608022530\/https:\/\/www.renderbaron.de\/publikationen\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-28 23:38:08&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-29 13:20:41&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-11 09:37:59&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-06 15:18:37&quot;,&quot;http_code&quot;:206}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-03-06 15:18:37&quot;,&quot;http_code&quot;:206},&quot;process&quot;:&quot;done&quot;}]"></span></p><p>The post <a href="https://digitalproduction.com/2019/09/01/cloudy-to-fiery-volumetric-effects-in-cinema-4d-part-2/">Cloudy to fiery – Volumetric effects in Cinema 4D (Part 2)</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">71898</post-id>	</item>
		<item>
		<title>Flambé pictures &#8211; Flame Painter 4</title>
		<link>https://digitalproduction.com/2019/07/25/flambierte-bilder-flame-painter-4/</link>
		
		<dc:creator><![CDATA[Ralf Gliffe]]></dc:creator>
		<pubDate>Thu, 25 Jul 2019 09:00:34 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[DP1903]]></category>
		<category><![CDATA[Flame Painter 4]]></category>
		<category><![CDATA[subscribers]]></category>
		<guid isPermaLink="false">https://www.digitalproduction.com/?p=77289</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/tb-2-scaled.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="" /></div><div><p>Shortly after Flame Painter's 10th birthday, the Slovakian team around Peter Blaškovič released version 4 (currently 4.01) of the effect painting programme for flaming strokes and crazy particle effects. Flame Painter is just one of several creative tools from Escape Motions. We reported on an earlier version of Flame Painter, Amberlight and Rebelle, among others.</p>
<p>The post <a href="https://digitalproduction.com/2019/07/25/flambierte-bilder-flame-painter-4/">Flambé pictures – Flame Painter 4</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/ralfgliffe/">Ralf Gliffe</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/tb-2-scaled.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="" /></div><div><p><a href="http://www.escapemotions.com">Flame Painter</a> is a painting programme with a difference. The main feature of the software is vivid brushstrokes that are controlled by various particle systems. This makes it possible to create fascinating effects that can hardly be realised with normal software – at least not without effort. Anyone trying out the software for the first time will easily understand how the programme got its name.</p>
<figure id="attachment_77278" aria-describedby="caption-attachment-77278" style="width: 371px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-77278 size-large"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Brushes_Palette-371x1080.jpg?resize=371%2C1080&quality=80&ssl=1"  alt="Brushes – Die Pinselpalette lässt sich mit eigenen Brushes oder per Download erweitern. Oben rechts eingeblendet sind Palettenoptionen, unten Buttons, um auf die Online-Bibliothek zuzugreifen, selbst Brushes zu erstellen und auch der Community zur Verfügung zu stellen."  width="371"  height="1080" ><figcaption id="caption-attachment-77278" class="wp-caption-text">Brushes – The brush palette can be expanded with your own brushes or downloaded. Palette options are displayed at the top right, with buttons at the bottom to access the online library, create brushes yourself and make them available to the community</figcaption></figure>
<p>The tool invites you to experiment with a wide variety of brushes and different particle systems – with almost limitless possibilities.</p>
<h3 id="a-short-but-fiery-introduction">A short but fiery introduction</h3>
<p>The operation of the programme is similar to that of conventional painting programmes. You can get started without having to study the software too much: In principle, after creating a new file and selecting a brush, you can start painting straight away. In most cases, the results are astonishing – at least in most cases hardly predictable.</p>
<p><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="alignnone wp-image-77284 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/FP4_features_particle_systems-scaled.jpg?resize=1200%2C400&quality=80&ssl=1"  alt=""  width="1200"  height="400" ></p>
<div class="alignfull">
<a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/DP1.jpg?quality=80&ssl=1"><img  loading="lazy"  decoding="async"  width="1772"  height="1305"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/DP1.jpg?fit=1772%2C1305&quality=80&ssl=1"  class="attachment-full size-full"  alt="" ></a>
<a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/DP2.jpg?quality=80&ssl=1"><img  loading="lazy"  decoding="async"  width="1772"  height="1281"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/DP2.jpg?fit=1772%2C1281&quality=80&ssl=1"  class="attachment-full size-full"  alt="" ></a>
</div>
<p>Below the standard menu bar (File, Edit, Layer …) there is a drawing area (canvas), arranged on the left, a tools palette, an options window and the brushes library. On the right-hand side there is a navigator window, a colour palette and a layers panel. The user interface can be customised to suit individual requirements by scaling and positioning the work windows. In the current version, the “Reset Layout to Default” option is available under the “Window” menu item. This allows you to restore order to the screen after a restart. A brush and a pen tool are available for drawing. There is also an eraser, a fill tool and an eyedropper. A symmetry and mirror option can be switched on for the brush tool. Flame Painter has various selection tools (rectangle, circle, polygon, freehand, magic wall) with Boolean functions to combine selections. With a crop tool, the creations can be brought into shape by cropping the canvas (absolutely similar to the crop tool in Photoshop) or the image size can be changed by dragging handles. At the top right is a navigator for quicker orientation in large documents, below this is the window with the colour palette.</p>
<figure id="attachment_77286" aria-describedby="caption-attachment-77286" style="width: 640px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-77286 size-large"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Preferences-782x1080.jpg?resize=640%2C884&quality=80&ssl=1"  alt="Die deutlich umfangreicheren Preferences finden sich nun unter dem Menüpunkt „Edit“."  width="640"  height="884" ><figcaption id="caption-attachment-77286" class="wp-caption-text">The much more extensive preferences can now be found under the menu item “Edit”</figcaption></figure>
<p>At the bottom right, the Layers window is reminiscent of the layer window in Photoshop. A special feature are the vector layers, which allow strokes to be edited afterwards (both curve points and parameters of the particle system). Only one stroke at a time is possible on a vector layer. If the painting stroke is interrupted and restarted, the previous stroke is deleted. A separate vector layer must therefore be created for each stroke.</p>
<figure id="attachment_77277" aria-describedby="caption-attachment-77277" style="width: 640px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-77277 size-large"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/BrushCreator-937x1080.jpg?resize=640%2C738&quality=80&ssl=1"  alt="Brush Creator – je nach gewähltem Partikelsystem, ziemlich viele neue Möglichkeiten durch neue Variablen, die sich alle gegenseitig beeinflussen."  width="640"  height="738" ><figcaption id="caption-attachment-77277" class="wp-caption-text">Brush Creator – depending on the selected particle system, quite a lot of new possibilities thanks to new variables that all influence each other</figcaption></figure>
<p>It is precisely these vector layers that elevate Flame Painter from a hobby tool to a real tool, because this is the only way to achieve a certain degree of control over the living brushes. It is also possible to import SVG graphics, for example. Any brushes can subsequently be assigned to paths.</p>
<p>Flame Painter imports Photoshop files as well as PNG, JPG, BMP and TIF formats. Images can also be dragged directly from an Internet browser into Flame Painter.<br />
The complex features of Flame Painter are the particle systems, the painting modes of Flame Painter. These are standard:</p>
<ul>
<li>Flame – the classic painting mode, in which the brushstroke follows the cursor with different oscillations depending on the speed, creating the most bizarre colour patterns of varying brightness.</li>
<li>Follow – here the brushstroke follows the cursor more precisely.</li>
<li>Ribbon – the manual calls this painting mode “Loop”.</li>
</ul>
<p>Various parameters can be set for each of these particle systems, all of which influence each other. Hundreds of brush effects (settings) are available to create seemingly infinite variations of strokes.</p>
<div class="alignfull">
<a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/PalettemitGradientenbibliothek.jpg?quality=80&ssl=1"><img  loading="lazy"  decoding="async"  width="1181"  height="1157"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/PalettemitGradientenbibliothek.jpg?fit=1181%2C1157&quality=80&ssl=1"  class="attachment-full size-full"  alt="Palette – hier Farbverläufe – links die Gradientenbibliothek" ></a>
</div>
<h3 id="newly-burnt-in-flame-painter-4">Newly burnt in Flame Painter 4</h3>
<ul>
<li>The particle systems have been expanded to include the additional “Liner”, “Elastic” and “Fuzzy”. Around 250 prepared brushes (brush presets) are waiting to be downloaded from the Escape Motions page (this online collection can also be accessed via a button in the Flame Painter library, where there is also a button for uploading your own creations).</li>
<li>The Brush Creator expands the setting options of the brushes enormously with new variables. You can easily create your own brushes by varying existing brushes. The Symmetry tool with Mirror option creates symmetrical graphics, which is particularly helpful for maps.</li>
<li>Palette Panel – The palette window has been revised and expanded. It is now possible to choose between different colour models (HSV, HSL, HSLuv and RGB). In addition to the colour selection, the colour gradient and image library can also be called up here. Gradients are still only available as linear gradients. Angle settings are also not yet possible. The matching colour selection tool allows you to pick up colours from the active or all layers, whereby the tool shows the current colour of the palette and the respective colour under the cursor for comparison.</li>
<li>In addition to the Blur, Glow – the name says it all – and Tile Layer filters for creating endless tileable patterns, there are 9 new filters for adjusting brightness, colour and contrast, among other things. White or black can be made transparent using filters or coloured layers can be converted to shades of grey using various options (Desaturate).</li>
<li>With the Photoshop plug-in “Flame Painter Connect”, layers can be exchanged directly between Flame Painter and Photoshop<br />
can be exchanged. However, Flame Painter Connect for Flame Painter 4 is only compatible with Photoshop CC 2015 and higher.</li>
</ul>
<figure id="attachment_77287" aria-describedby="caption-attachment-77287" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-77287 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/stern_glam_brush_creatort.jpg?resize=1200%2C773&quality=80&ssl=1"  alt="Eine SVG-Grafik „Stern“ als Vektor-Ebene importiert – links der Brush Creator mit Vorgaben für Partikelsystem „Elastic“."  width="1200"  height="773" ><figcaption id="caption-attachment-77287" class="wp-caption-text">An SVG graphic “Star” imported as a vector layer – on the left the Brush Creator with presets for particle system “Elastic”</figcaption></figure>
<h3 id="conclusion">Conclusion</h3>
<p>What started out as a small, experimental tool has now become an application that is not only fun to use, but also fulfils professional requirements.</p>
<p>Flame Painter is still a fun programme that invites you to experiment (almost) endlessly. But this tool should also offer professional users interesting possibilities for quickly creating a wide variety of unusual effects, e.g. for backgrounds, textures, as additional image effects, etc. New particle systems, lots of new, customisable brushes, an editor for creating your own brushes, editable vector layers to which hundreds of brushes can now be assigned with a single click, import of SVG graphics and improved exchange with Photoshop CC are all reasons to update to the latest version.</p>
<p>It’s a bit of a shame that the personal edition is no longer available. On the other hand, the large version that is now available has really grown up. With the latest innovations, the creative boundaries have been pushed further and Peter BlaškoviČ’s vision that anyone can be an artist if they only have the inspiring tools to hand has become more tangible.<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:5312,&quot;href&quot;:&quot;http:\/\/www.escapemotions.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251117155512\/https:\/\/escapemotions.com\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-28 23:48:12&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-17 00:34:47&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-17 00:34:47&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]"></span></p><p>The post <a href="https://digitalproduction.com/2019/07/25/flambierte-bilder-flame-painter-4/">Flambé pictures – Flame Painter 4</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/ralfgliffe/">Ralf Gliffe</a>. </p></div>]]></content:encoded>
					
		
		
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		<title>Color Grab &#8211; Everything is so colourful here</title>
		<link>https://digitalproduction.com/2019/07/15/color-grab-ist-ja-alles-so-schoen-bunt-hier/</link>
		
		<dc:creator><![CDATA[Olaf Finkbeiner]]></dc:creator>
		<pubDate>Mon, 15 Jul 2019 14:30:59 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Color Grab]]></category>
		<category><![CDATA[DP1903]]></category>
		<category><![CDATA[Farbpaletten-App]]></category>
		<category><![CDATA[Loomatix]]></category>
		<category><![CDATA[subscribers]]></category>
		<guid isPermaLink="false">https://www.digitalproduction.com/?p=77028</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/Loomatix_tb.jpg?fit=1200%2C718&quality=80&ssl=1" width="1200" height="718" title="" alt="" /></div><div><p>The Color Grab app from Loomatix clearly stands out from all the other colour palette apps I have tested. For example, it has an accessibility feature and can read out colours for people who are colour-blind. What's more, Color Grab is free of charge and has no adverts.</p>
<p>The post <a href="https://digitalproduction.com/2019/07/15/color-grab-ist-ja-alles-so-schoen-bunt-hier/">Color Grab – Everything is so colourful here</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/olaffinkbeiner/">Olaf Finkbeiner</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/Loomatix_tb.jpg?fit=1200%2C718&quality=80&ssl=1" width="1200" height="718" title="" alt="" /></div><div><p>With <a href="http://www.loomatix.com/">Color Grab</a>, colours can be collected without having to resort to photos. You point your mobile phone camera at the colour area and with two clicks it is added to the palette. Of course, colours can also be collected from photos or a photo can be analysed automatically. It is a pity that the analysis always analyses the entire photo and not the previously selected area.</p>
<div class="alignfull">
<a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/GRAB_from_foto.jpg?quality=80&ssl=1"><img  loading="lazy"  decoding="async"  width="1063"  height="1886"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/GRAB_from_foto.jpg?fit=1063%2C1886&quality=80&ssl=1"  class="attachment-full size-full"  alt="Farben aus Fotos einsammeln – hier ein Achat-Stein." ></a>
</div>
<p>If you want to do this, you must first crop the photo in another app. The analysed colour map then shows in percentages which colours are present in the photo. You can then select which of the colours should be transferred to the palette.</p>
<figure id="attachment_77037" aria-describedby="caption-attachment-77037" style="width: 1063px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-77037 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/PREVIEW_gemstone.jpg?resize=1063%2C856&quality=80&ssl=1"  alt="Automatisch generierte Palette des Achat-Stein-Fotos"  width="1063"  height="856" ><figcaption id="caption-attachment-77037" class="wp-caption-text">Automatically generated palette of the agate stone photo</figcaption></figure>
<p>Certainly a mobile phone cannot replace an X-Rite colour scanner, but Color Grab at least offers a white balance function, colours can be mixed and palettes can be generated with a number of colour harmony rules. In addition, a number of colour models such as RGB, HEX, HSV, LAB and many more are supported. Unfortunately, only RAL is available as a colour reference, as Pantone (X-Rite) is certainly not freely available like this app.</p>
<div class="alignfull">
<a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/COLOR_MAP.jpg?quality=80&ssl=1"><img  loading="lazy"  decoding="async"  width="1063"  height="1711"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/COLOR_MAP.jpg?fit=1063%2C1711&quality=80&ssl=1"  class="attachment-full size-full"  alt="Farb-Bildanalyse – hier blauer Himmel" ></a>
<a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/BLEND.jpg?quality=80&ssl=1"><img  loading="lazy"  decoding="async"  width="1063"  height="1987"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/BLEND.jpg?fit=1063%2C1987&quality=80&ssl=1"  class="attachment-full size-full"  alt="Farben mischen" ></a>
<a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/HARMONIES.jpg?quality=80&ssl=1"><img  loading="lazy"  decoding="async"  width="1063"  height="1987"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/HARMONIES.jpg?fit=1063%2C1987&quality=80&ssl=1"  class="attachment-full size-full"  alt="Harmonische Paletten erzeugen – hier mit der Gaudi-Regel." ></a>
</div>
<p>The highlight of Color Grab, however, is the export function. The following are supported: Photoshop and Illustrator, CorelDraw and Paint, Gimp, Inkscape, AutoCAD, Krita and Cinepaint. In addition, CSV, text and a preview image as PNG are also supported.<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:5318,&quot;href&quot;:&quot;http:\/\/www.loomatix.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251006205633\/http:\/\/loomatix.com\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-28 23:49:36&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-01-14 15:28:45&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-01-19 15:55:11&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-02-15 13:36:05&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-12 09:59:24&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-17 19:21:13&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-20 20:42:18&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-31 14:50:49&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-23 11:51:36&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-29 13:49:58&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-05-10 10:30:11&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-05-14 03:55:00&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-05-22 16:03:40&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-05-29 12:58:46&quot;,&quot;http_code&quot;:503}],&quot;broken&quot;:true,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-29 12:58:46&quot;,&quot;http_code&quot;:503},&quot;process&quot;:&quot;done&quot;}]"></span></p><p>The post <a href="https://digitalproduction.com/2019/07/15/color-grab-ist-ja-alles-so-schoen-bunt-hier/">Color Grab – Everything is so colourful here</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/olaffinkbeiner/">Olaf Finkbeiner</a>. </p></div>]]></content:encoded>
					
		
		
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		<title>Dell U3219Q in test</title>
		<link>https://digitalproduction.com/2019/07/15/dell-u3219q-im-test/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Mon, 15 Jul 2019 14:30:45 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Dell]]></category>
		<category><![CDATA[DP1903]]></category>
		<category><![CDATA[Monitor]]></category>
		<category><![CDATA[subscribers]]></category>
		<guid isPermaLink="false">https://www.digitalproduction.com/?p=76161</guid>

					<description><![CDATA[<div><p>As we realised a while ago, we haven't had a Dell Ultrasharp in our test for a long time, which sounds strange because these devices have always done quite well. Reason enough to take a look at the latest model with the catchy name U3219Q.</p>
<p>The post <a href="https://digitalproduction.com/2019/07/15/dell-u3219q-im-test/">Dell U3219Q in test</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div><p>What is the U3219Q? A 4K (3840 x 2160 pixels) IPS monitor with a 31-inch screen diagonal that advertises VESA Certified DisplayHDR™ 400i on the packaging. The street price (as of May 2019) is an affordable €830 on Amazon – the RRP is €990.</p>
<div class="alignfull">
<a href='https://digitalproduction.com/dell_screen_u3219q_0002/'><img  loading="lazy"  decoding="async"  width="150"  height="150"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/11/Dell_Screen_u3219Q_0002.jpg?resize=150%2C150&quality=80&ssl=1"  class="attachment-thumbnail size-thumbnail"  alt="" ></a>
<a href='https://digitalproduction.com/dell_screen_u3219q_0001/'><img  loading="lazy"  decoding="async"  width="150"  height="150"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/11/Dell_Screen_u3219Q_0001.jpg?resize=150%2C150&quality=80&ssl=1"  class="attachment-thumbnail size-thumbnail"  alt="" ></a>
</div>
<h3 id="delivery-and-feel">Delivery and feel</h3>
<p>So we have requested a test device that has survived the usually rough treatment by the logistics company (don’t laugh, this happens more often than you might think …), and set about unpacking it: The box is Styrofoam-free and instead sturdily filled with solid cardboard trays. The screen is a vivid stone grey, surprisingly light and comparable in volume to much inferior devices. A factory calibration report and the necessary cables are included.<br />
As usual, the Vesa mount is present and stable. The housing did not make a sound during practical use, and no fans or similar could be heard. The Dell screen communicates with the various signal transmitters via HDMI (2.2) and Displayport (1.4), as well as an audio output, USB upstream & downstream and a USB-C port. But more on that later.</p>
<figure id="attachment_76159" aria-describedby="caption-attachment-76159" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-76159 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/11/Screenshot_2019_04_22_22_46_03.jpg?resize=1200%2C1305&quality=80&ssl=1"  alt="Die Farbhomogenität ist im täglichen Umgang nicht sonderlich auffällig – aber die Schwankung kommt hier in den zweistelligen Bereich."  width="1200"  height="1305" ><figcaption id="caption-attachment-76159" class="wp-caption-text">The colour homogeneity is not particularly noticeable in everyday use – but the fluctuation here is in the double-digit range.</figcaption></figure>
<h3 id="panel-colour">Panel & colour</h3>
<p>The panel is extremely stable in terms of viewing angle and is more than sufficient for 3D and engineering tasks. The integrated HDR 400i support works with the various test signals, but it is only HDR 400 – to what extent this is real HDR is up to you to decide. However, it is certainly sufficient for everyday use. What is flawless is the anti-reflective coating – it can easily keep up with its Eizo colleagues.<br />
The colour measurements (4 weeks apart, the drift was negligible) were okay – not excellent, but okay. The factory calibration to sRGB was spot-on – set it up and get to work.</p>
<figure id="attachment_76157" aria-describedby="caption-attachment-76157" style="width: 1417px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-76157 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/11/Screenshot_2019_04_22_22_45_25.jpg?resize=1200%2C2007&quality=80&ssl=1"  alt="Das nennen wir mal eine gute Gammakurve: In dieser Preisklasse so nah am Ideal zu sein, ist selten."  width="1200"  height="2007" ><figcaption id="caption-attachment-76157" class="wp-caption-text">That’s what we call a good gamma curve: Being so close to the ideal in this price range is rare</figcaption></figure>
<h3 id="other-features">Other features</h3>
<p>The menu is easy to understand, and neither the placement of the connections nor anything else struck us as negative. Picture in Picture also works, but what about the advertised feature, the USB-C function? According to the promotional material, you can use the screen as a USB hub and not only transfer the image to the laptop, but also work comfortably while the laptop’s battery is charging. Sounds strange at first, but it worked – our test device was connected for a full working day, and while its battery normally dies after about 3 hours, we were on 100% battery until the end of the working day. That’s nice! But that also gives us a clue to the idea behind the screen.</p>
<figure id="attachment_76160" aria-describedby="caption-attachment-76160" style="width: 1331px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-76160 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/11/Screenshot_2019_04_22_22_46_53.jpg?resize=1200%2C2130&quality=80&ssl=1"  alt="Bei unserer Messung hatten wir ein durchschnittliches DeltaE von 2 im Mittelwert – wer sich die Farbmessung ansieht, wird sehen, dass diese zwischen 0 und 4 schwankt – zusammengenommen ein sehr guter Mittelwert, doch eine gewisse Flatterhaftigkeit zeigt sich trotzdem."  width="1200"  height="2130" ><figcaption id="caption-attachment-76160" class="wp-caption-text">In our measurement, we had an average DeltaE of 2 – if you look at the colour measurement, you will see that it fluctuates between 0 and 4 – all in all, a very good average value, but a certain flutteriness is still evident.</figcaption></figure>
<h3 id="conclusion">Conclusion</h3>
<p>So, what do we have? A monitor with excellent colour gamut, contrast and colour fidelity, with slight weaknesses in terms of luminance and colour homogeneity, but not a dealbreaker. Anyone who occasionally works in true colour will be well served by it, and the Ultrasharp is a welcome addition to any multi-monitor setup thanks to its narrow bezel. It’s still a long way from being a Class A broadcast monitor, but that’s all you can expect at this very civilised price. However, if you are looking for an extension for modern laptops that is not only easy on the battery but also on the wallet, the Dell U3219Q – despite its awkward name – is a good choice.</p>
<figure id="attachment_76158" aria-describedby="caption-attachment-76158" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-76158 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/11/Screenshot_2019_04_22_22_45_31.jpg?resize=1200%2C406&quality=80&ssl=1"  alt="Der Helligkeitswert hört bei 215 und einem Weißpunkt von 7100 auf – das ist okay, aber nicht herausragend. Die angegebenen 400 Nits haben wir nicht beobachten können."  width="1200"  height="406" ><figcaption id="caption-attachment-76158" class="wp-caption-text">The brightness value stops at 215 and a white point of 7100 – that’s okay, but not outstanding. We were unable to observe the stated 400 nits</figcaption></figure><p>The post <a href="https://digitalproduction.com/2019/07/15/dell-u3219q-im-test/">Dell U3219Q in test</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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		<title>Communicating knowledge with fun: The Story of Martin Luther</title>
		<link>https://digitalproduction.com/2019/07/15/wissen-mit-spass-vermitteln-the-story-of-martin-luther/</link>
		
		<dc:creator><![CDATA[Mirja Fürst]]></dc:creator>
		<pubDate>Mon, 15 Jul 2019 10:00:02 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[animago]]></category>
		<category><![CDATA[DP1903]]></category>
		<category><![CDATA[Martin Luther]]></category>
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		<guid isPermaLink="false">https://www.digitalproduction.com/?p=77299</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/luther_walking-scaled.jpg?fit=1080%2C1080&quality=80&ssl=1" width="1080" height="1080" title="" alt="" /></div><div><p>Many of us first learnt about Martin Luther's story and the associated reformation of the church at school. Usually recited by a history or religion teacher mumbling to himself, which meant that the monk's revolutionary actions lost all excitement. So it was time to produce an entertaining yet accurate version of the events to mark the 500th anniversary of the Reformation. Tumblehead Animation Studio took up the challenge and won the animago category "Best Visualisation" with the film "The Story of Martin Luther".</p>
<p>The post <a href="https://digitalproduction.com/2019/07/15/wissen-mit-spass-vermitteln-the-story-of-martin-luther/">Communicating knowledge with fun: The Story of Martin Luther</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/mf/">Mirja Fürst</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/luther_walking-scaled.jpg?fit=1080%2C1080&quality=80&ssl=1" width="1080" height="1080" title="" alt="" /></div><div><p>In the animation community around <a href="https://animationworkshop.via.dk/">the</a> animation school <a href="https://animationworkshop.via.dk/">The Animation Workshop</a> in Viborg, which includes the animation studio <a href="https://www.tumblehead.com/">Tumblehead Animation Studio</a>, there are always interesting projects in the air. Tumblehead produced the Martin Luther short film on behalf of the city of Viborg, for which the project is very important because Viborg was the first city in Denmark to be reformed. The animated scenes are part of a series of live-action films in which they act as a flashback. The storyline for the film was provided by historians, as the historical accuracy of the content was very important. In total, three people worked on the animated scenes for three months. “Once the project was finished, we asked for permission to turn the animations into a short film and got the green light,” recalls Peter Smith, producer at Tumblehead.</p>
<figure id="attachment_77296" aria-describedby="caption-attachment-77296" style="width: 2560px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-77296 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Screenshot_2019_07_07_The_Story_of_Martin_Luther-scaled.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="„The Story of Martin Luther“: Für den Look näherte sich Tumblehead der 3D-Animation wie 2D. Dabei orientierte sich das Team an dem Stil des bekannten Animationsstudios UPA."  width="1200"  height="675" ><figcaption id="caption-attachment-77296" class="wp-caption-text">“The Story of Martin Luther”: For the look, Tumblehead approached the 3D animation as if it were 2D. The team orientated itself on the style of the well-known animation studio UPA</figcaption></figure>
<p>The idea of telling the Luther story in this amusing way and visualising it in a comic book look arose from the Tumblehead team’s desire to approach 3D animation like 2D, creating silhouettes. The old style of the well-known animation studio UPA (United Productions of America) seemed particularly suitable to the artists. The city of Viborg gave Tumblehead complete creative freedom during production, allowing the team to further develop this style during the course of production. However, the decision in favour of a 2D and 3D mix was also determined by the budget. 3D animator Mette Tange explains what the workflow looked like: “We cut parts out of the storyboard and animated them in Flash. This gave us a bit of freedom to focus on some appealing 3D shots.” What became 2D and what became 3D was determined by the physical or metaphysical properties of an object. For example, the artists modelled Luther in 3D to make him look more physical, while everything going on in the sky is 2D.</p>
<figure id="attachment_77298" aria-describedby="caption-attachment-77298" style="width: 2560px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-77298 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/The_Story_of_Martin_Luther_2-scaled.jpg?resize=1200%2C681&quality=80&ssl=1"  alt="Die Charaktere im Regen zu animieren, bereitete Tumblehead aufgrund der vielseitigen Aufgaben die meiste Freude."  width="1200"  height="681" ><figcaption id="caption-attachment-77298" class="wp-caption-text">Animating the characters in the rain was the most fun for Tumblehead because of the variety of tasks involved</figcaption></figure>
<h3 id="a-rig-for-everyone-with-plenty-of-flexibility">A rig for everyone with plenty of flexibility</h3>
<p>There was no real pre-vis phase because the movements in the film are kept simple and in such a small team it was possible to decide on a daily basis what should happen in each shot. The artists started the modelling in ZBrush and finalised the topology in Maya if necessary. “For this project, the characters all have the same base mesh and rig. Props and sets were blocked in Maya and then moulded in ZBrush. Most of the textures were created in Photoshop, but we also used Polypaint in ZBrush and some Substance Painter,” explains Technical Director Magnus Møller. The characters were the biggest challenge in the project: It took many iterations before the base mesh worked with all the different character designs. The artists quickly discovered that facial expressions had to be tested during the modelling phase. The artists also created the animation with Maya. They used filmed footage of themselves as a movement reference so that different approaches were available.</p>
<figure id="attachment_77294" aria-describedby="caption-attachment-77294" style="width: 2560px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-77294 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/luther_01-scaled.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Das Licht der Kerzenflammen erzeugten die Artists mit animierten Geometrien, einem emissiven Shader sowie softem Glow."  width="1200"  height="675" ><figcaption id="caption-attachment-77294" class="wp-caption-text">The artists created the light of the candle flames with animated geometries, an emissive shader and soft glow.</figcaption></figure>
<p>“In rigging, we always aim for the greatest possible flexibility for the characters. With this kind of setup, as an animator you almost have to imagine the whole thing as being in 2D, because this process allows you to really model the keyframes,” says Tange.</p>
<h3 id="rain-and-light">Rain and light</h3>
<p>The rain in the first scene was created using Maya’s particle generation system nParticles. “To be honest, it was extremely tedious to work with, which is why we have relied on Houdini for such tasks ever since,” says Møller. The rain scene was also the most interesting in the process for the artists because it combines many different elements such as characters, props, lighting, rain and more. “In terms of look development, it was the most fun for us to work on this shot.”</p>
<p>The artists lit the outdoor scenes with a directional light with soft shadows in front of the sun and an HDRI dome. In the interior scenes, the team mainly used area lights for a softer look. The artists created the candle flame using animated geometry combined with an emissive shader, to which a soft glow was added in compositing.</p>
<h3 id=""><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="alignnone wp-image-77297 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Screenshot_2019_07_08_The_Story_of_Martin_Luther.jpg?resize=1200%2C677&quality=80&ssl=1"  alt=""  width="1200"  height="677" ></h3>
<h3 id="redshift-and-a-machine">Redshift and a machine</h3>
<p>In general, the biggest challenge for the team on this project was the short time frame in which numerous animated characters and sets had to be created.</p>
<p>Due to this restriction, the team rendered the project on a single computer. “This was only possible because we had GPU rendering and a machine with multiple graphics cards at our disposal,” says Smith. The average render time with Redshift was between 30 seconds and 2 minutes per frame.</p>
<p>Redshift is used for all projects at Tumblehead. “And I never tire of recommending it, that’s how enthusiastic I am about its features,” adds the TD.</p>
<figure id="attachment_77293" aria-describedby="caption-attachment-77293" style="width: 2560px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-77293 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/HWD_01-scaled.jpg?resize=1200%2C500&quality=80&ssl=1"  alt="„Tales from the Multiverse“ ist das neue Projekt von Tumblehead, das in diesem Jahr auf Festivals touren wird."  width="1200"  height="500" ><figcaption id="caption-attachment-77293" class="wp-caption-text">“Tales from the Multiverse” is Tumblehead’s new project, which will be touring festivals this year</figcaption></figure>
<p>The team realised the compositing with After Effects and the Magic Bullet Looks add-on. “As the look comes directly from the rendering, there were no special features to achieve the final look. In the end, it was mainly colour grading, darkening the elements in the foreground and many other small details that had to be done.”</p>
<h3 id="-2"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="alignnone wp-image-77292 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/howToWalkYourDinosaur_turn_01gi2-scaled.jpg?resize=1200%2C504&quality=80&ssl=1"  alt=""  width="1200"  height="504" ></h3>
<h3 id="news-from-tumblehead-in-a-rapidly-growing-industry">News from Tumblehead in a rapidly growing industry</h3>
<p>Tumblehead is currently finalising its new short film “Tales from the Multiverse”. In this story, God is a single parent and hobby programmer. He works on the “Earth” project, but never seems to get a break from the kids. But one day he makes a breakthrough. The film will be touring festivals this year.<br />
According to Peter Smith’s observations, the animation industry in Denmark has developed rapidly in recent years. From</p>
<p>“The Animation Workshop” has given rise to many new talents, resulting in many productions of increasingly high quality:</p>
<p>“I’m impressed by how much the scene has changed in the last few years and how quickly the animation business in Denmark is growing at the moment.”</p>
<p><span class="z0T12CWsd7sGpynxdInywuq5G9eUbF7R9ViexjacKzv6hMZSIiBBMHQlDTfVC1A3O0DNjSK6k8mLo"><iframe loading="lazy" title="The Story of Martin Luther" src="https://player.vimeo.com/video/234805044?dnt=1&app_id=122963" width="1200" height="675" frameborder="0" allow="autoplay; fullscreen; picture-in-picture; clipboard-write"></iframe></span><span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:5319,&quot;href&quot;:&quot;https:\/\/animationworkshop.via.dk&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251214015457\/https:\/\/animationworkshop.via.dk\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-28 23:49:39&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-30 08:46:20&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-01-30 08:46:20&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:4688,&quot;href&quot;:&quot;https:\/\/www.tumblehead.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251218155821\/https:\/\/www.tumblehead.com\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-28 17:08:49&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-30 08:46:19&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-20 04:25:34&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-20 04:25:34&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]"></span></p><p>The post <a href="https://digitalproduction.com/2019/07/15/wissen-mit-spass-vermitteln-the-story-of-martin-luther/">Communicating knowledge with fun: The Story of Martin Luther</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/mf/">Mirja Fürst</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
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		<title>InstaLOD: From CAD to VR?</title>
		<link>https://digitalproduction.com/2019/07/15/instalod-von-cad-zu-vr/</link>
		
		<dc:creator><![CDATA[Alexandra Kaschny]]></dc:creator>
		<pubDate>Mon, 15 Jul 2019 08:30:05 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[batch processing]]></category>
		<category><![CDATA[CAD Live Link]]></category>
		<category><![CDATA[DP1903]]></category>
		<category><![CDATA[InstaLOD]]></category>
		<category><![CDATA[material merge]]></category>
		<category><![CDATA[realtime rendering]]></category>
		<category><![CDATA[remeshing]]></category>
		<category><![CDATA[subscribers]]></category>
		<category><![CDATA[tessellation]]></category>
		<category><![CDATA[UV unwrap]]></category>
		<category><![CDATA[VR]]></category>
		<category><![CDATA[VRED]]></category>
		<guid isPermaLink="false">https://www.digitalproduction.com/?p=77241</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Felge02.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="Hier sieht man, dass selbst auf der flachen Oberfläche der Felge Subdivisions hinzugefügt worden sind. Diese würden mit dem Maximum Angle nicht modelliert werden, da die Oberfläche zu flach ist. Um die gleiche Qualität mit dem Maximum Angle erreichen zu können, bräuchte man einen Winkel von ca 2 bis 3 Grad, wodurch dann der Rest der Szene extrem hoch tesselliert werden würde." alt="Hier sieht man, dass selbst auf der flachen Oberfläche der Felge Subdivisions hinzugefügt worden sind. Diese würden mit dem Maximum Angle nicht modelliert werden, da die Oberfläche zu flach ist. Um die gleiche Qualität mit dem Maximum Angle erreichen zu können, bräuchte man einen Winkel von ca 2 bis 3 Grad, wodurch dann der Rest der Szene extrem hoch tesselliert werden würde." /></div><div><p>InstaLOD automates the 3D workflow, including the tedious steps that no artist likes, such as UV unwrapping, manual retopo or baking. But how does it work?</p>
<p>The post <a href="https://digitalproduction.com/2019/07/15/instalod-von-cad-zu-vr/">InstaLOD: From CAD to VR?</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/alexandra-kaschny/">Alexandra Kaschny</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Felge02.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="Hier sieht man, dass selbst auf der flachen Oberfläche der Felge Subdivisions hinzugefügt worden sind. Diese würden mit dem Maximum Angle nicht modelliert werden, da die Oberfläche zu flach ist. Um die gleiche Qualität mit dem Maximum Angle erreichen zu können, bräuchte man einen Winkel von ca 2 bis 3 Grad, wodurch dann der Rest der Szene extrem hoch tesselliert werden würde." alt="Hier sieht man, dass selbst auf der flachen Oberfläche der Felge Subdivisions hinzugefügt worden sind. Diese würden mit dem Maximum Angle nicht modelliert werden, da die Oberfläche zu flach ist. Um die gleiche Qualität mit dem Maximum Angle erreichen zu können, bräuchte man einen Winkel von ca 2 bis 3 Grad, wodurch dann der Rest der Szene extrem hoch tesselliert werden würde." /></div><div><p class="wp-block-paragraph">You can see an overview of <a href="https://instalod.com/de/" title="">InstaLOD’s </a>complete feature set in DP 03:19. In this issue, we look in particular at how InstaLOD can automate the workflow from <a href="https://instalod.com/availability/" title="">CAD data from a PLM system to a real-time-ready VR model</a>.</p>
<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:5320,&quot;href&quot;:&quot;https:\/\/instalod.com\/de&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20250722190124\/https:\/\/instalod.com\/de\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-28 23:49:41&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-11 18:53:37&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-12 07:27:41&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-27 11:45:13&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-31 08:31:28&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-03-31 08:31:28&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:5321,&quot;href&quot;:&quot;https:\/\/instalod.com\/availability&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20250722190129\/https:\/\/instalod.com\/availability\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-28 23:49:43&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-11 18:53:37&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-12 07:27:41&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-27 11:45:12&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-31 08:31:29&quot;,&quot;http_code&quot;:404}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-03-31 08:31:29&quot;,&quot;http_code&quot;:404},&quot;process&quot;:&quot;done&quot;}]"></span>


<p class="wp-block-paragraph"><em>by Calvin Bacon</em></p>



<p class="wp-block-paragraph">Computer Aided Design (CAD) data from engineering consists of nurbs curves and surfaces and cannot be rendered by most renderers. Until now, there were two options for preparing them for real-time rendering. Either a manual retopo, i.e. building the asset from scratch as a 3D mesh, or tessellation. </p>



<p class="wp-block-paragraph">Manual retopo is a process that can take days or weeks per scene – depending on the complexity of the models. The other option is automatic tessellation. However, since CAD data is parametric (has infinite accuracy), automatic tessellation achieves an extremely high polycount, which is practically useless for real-time rendering, and if a low tessellation is aimed for, details are often missing, curvatures are poorly modelled or get broken normals. </p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/import.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="945" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/import.jpg?resize=1200%2C945&quality=80&ssl=1"  alt="Importfenster für CAD-Daten mit Auswahlmöglichkeiten für verschiedene Teile und Einstellungen zu Tessellation und Schattierung."  class="wp-image-184902" ></a><figcaption class="wp-element-caption">The tessellation can be set in the import window. The standard that is automatically calculated for the scene is often a good starting point, which is why we do not initially change the standard settings during the first import.</figcaption></figure>



<p class="wp-block-paragraph">If the CAD object is then tessellated with sufficient accuracy, the polycount must be reduced, again by automatic optimisation or manual retopo. Finally, UVs have to be designed and textures baked so that the model can be viewed in the VR scene with sufficient fps. And even then, there are long-term problems with both manual preparation methods if a different renderer is to be used or if the initial CAD data changes. </p>



<p class="wp-block-paragraph">Huge material libraries are currently being created, but these are only customised for a single renderer. Whether VRED, Arnold, V-Ray etc., the problem is the same. If you want to switch to a different engine in the future, every material from the library has to be completely rebuilt as a shader.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Felge01.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Felge01.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Screenshot von InstaLOD Studio, das eine 3D-Modellierung eines Autoreifens mit einer roten Felge zeigt, inklusive Benutzeroberfläche und Einstellungen für Mesh-Operationen."  class="wp-image-184904" ></a><figcaption class="wp-element-caption">After a few seconds, the scene, in our case a rim, is visible in tessellated form in the viewport. The materials can be changed in the material editor so that the metal value, surface roughness and colour are already set as they should be in the end product.</figcaption></figure>



<p class="wp-block-paragraph">Another major problem with a product lifecycle management (PLM) system is that CAD data in it is constantly being modified by engineers, which means that all of the above steps often have to be carried out from scratch on a weekly basis. This workflow can be completely automated with InstaLOD’s CAD Live Link and Scene Import Rules. </p>



<p class="wp-block-paragraph">By the way: Each feature can be executed as a batch process operator. All settings that are set up in a profile, including Scene Import Rules, can be saved externally as a JSON file. These can be used as presets or, if the CAD object changes again next week, the user loads the profile that has already been set up, applies it and achieves the same result again: an object that works for VR without manual intervention.</p>



<h2 id="loading-cad-data-with-cad-live-link" class="wp-block-heading">Loading CAD data with CAD Live Link</h2>



<p class="wp-block-paragraph">But what is the CAD Live Link and how do you use it? When loading a CAD file, you are first greeted with an import window in which you can select which parts or sub-assemblies are to be imported. InstaLOD supports a variety of CAD formats including Catia, Solidworks, Rhino, JT, NX, STEP and many more. Since the CAD Live Link still maintains the connection to the original CAD parts, we can still selectively retessell the parts. </p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Felge02.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Felge02.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Hier sieht man, dass selbst auf der flachen Oberfläche der Felge Subdivisions hinzugefügt worden sind. Diese würden mit dem Maximum Angle nicht modelliert werden, da die Oberfläche zu flach ist. Um die gleiche Qualität mit dem Maximum Angle erreichen zu können, bräuchte man einen Winkel von ca 2 bis 3 Grad, wodurch dann der Rest der Szene extrem hoch tesselliert werden würde."  class="wp-image-184899" ></a><figcaption class="wp-element-caption">Here you can see that even on the flat surface of the rim, subdivisions have been added. These would not be modelled with the Maximum Angle as the surface is too flat. To achieve the same quality with the maximum angle, you would need an angle of approx. 2 to 3 degrees, which would cause the rest of the scene to be tessellated extremely high.</figcaption></figure>



<p class="wp-block-paragraph">Tessellation is influenced by three settings: </p>



<p class="wp-block-paragraph"><strong>Maximum Deviation</strong> – uses a tolerance specified by the user to determine how much InstaLOD may deviate from the original CAD surface. This feature originally comes from InstaLOD’s optimiser, but was so popular that it was also integrated into CAD Live Link.</p>



<p class="wp-block-paragraph"><br /><strong>Maximum Edge Length</strong> – Specifies the maximum length of the edges.</p>



<p class="wp-block-paragraph"><strong>Maximum Angle</strong> – Specifies the maximum angle between two polygons. If the angle is exceeded, the area is subdivided again until the specified angle is achieved.</p>



<p class="wp-block-paragraph">The maximum angle is mainly used in other tessellation programmes, but is often not the ideal solution. The reason for this is that small parts – such as screws – can very quickly become very strongly tessellated within large assemblies. Normally, you don’t want to have a single screw with 50,000 polygons. Maximum deviation is therefore the ideal solution. This tessellates the objects to the quality tolerance that is specified, but does not subdivide the object unnecessarily.</p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-1 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Felge04.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  data-id="184907"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Felge04.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Screenshot der Benutzeroberfläche von InstaLOD Studio XL, die Mesh-Operations- und CAD-Import-Einstellungen anzeigt, einschließlich Polygone, Draw Calls und verschiedene Optionen zur Tessellierung und Shading."  class="wp-image-184907" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Felge05.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  data-id="184906"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Felge05.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Screenshot der Benutzeroberfläche von InstaLOD Studio XL, die CAD-Daten mit verschiedenen Mesh-Operationen zur Optimierung und Vorbereitung für VR-Anwendungen zeigt."  class="wp-image-184906" ></a></figure>
<figcaption class="blocks-gallery-caption wp-element-caption">Above: Before. Below: the state after applying the shading settings</figcaption></figure>



<h2 id="getting-the-splits" class="wp-block-heading">Getting the splits ..</h2>



<p class="wp-block-paragraph">Another problem that often occurs with CAD data is surface inaccuracies, which can lead to shading problems. One such problem is shading splits – as shown in the images on the right. By default, a 3D operator has to manually repair these splits piece by piece, which is a lengthy process. With InstaLOD’s CAD Live Link, these can be repaired quickly and easily using the shading settings. In many cases, recalculating the normals is sufficient. In our case, however, a lot of shading information is stored within the CAD metadata, which would be lost by recalculation. </p>



<p class="wp-block-paragraph">We therefore use InstaLOD’s Shading Magic, which automatically localises and repairs the problematic areas. After the tessellation has been performed and any shading problems have been repaired, the rim is not really usable yet, as all materials would have to be set up again for a render. There are also no UVs yet, so textures could not be added, and finally we have 80,000 polygons in the current state. If you were to scale these to a complete car, you would quickly have several million polygons, which is not compatible with a VR application.</p>



<p class="wp-block-paragraph">So the next step is to make the rim VR-ready in a few steps. Firstly, we go to the mesh operation settings and start with a UV unwrap. Here we use the Hard Surface Axial algorithm, which creates a clean unwrap for the surfaces facing the axles.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/UV_Viewer.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="1080" width="972"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/UV_Viewer.jpg?resize=972%2C1080&quality=80&ssl=1"  alt="UV-Viewer, der die UV-Koordinaten eines 3D-Modells darstellt, mit verschiedenen UV-Segmenten auf einem Rasterhintergrund."  class="wp-image-184909" ></a><figcaption class="wp-element-caption">UV unwrap with the hard surface axial algorithm for data aligned with the axes.</figcaption></figure>



<p class="wp-block-paragraph"></p>



<h2 id="material-merge" class="wp-block-heading">Material Merge</h2>



<p class="wp-block-paragraph">After the UV unwrap, we perform a material merge operation. The reason for this is that we have three objects with three materials in this scene. If we scale this scene to a complete car, we quickly have thousands of objects with thousands of materials. Firstly, this is a lot of work for manually setting up the materials for a render, and secondly, this is also a huge amount of draw calls for a real-time application. We therefore use the material merge, which combines all materials and textures into a single material with a texture atlas. </p>



<p class="wp-block-paragraph">Here we also merge the material parameters of metalness and roughness into a texture. This saves time later on when setting up the individual materials, but also saves a lot of draw calls and texture memory. To make it even easier to set up the materials, we combine the objects by using “Combine Meshes” in the Mesh Tool Kit (MTK). We now have an object with a material and a draw call. This object can now be exported and imported into any renderer, as we have the UVs and textures to render the materials exactly as initially set up – completely independent of the renderer.</p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-2 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/NEU_Felge_Highpoly.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  data-id="184910"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/NEU_Felge_Highpoly.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Screenshot der Benutzeroberfläche von InstaLOD Studio XL zeigt eine 3D-Visualisierung einer Felge mit 79016 Polygonen. Auf der linken Seite sind die Menüleisten und Einstellungen für Mesh-Operationen sichtbar."  class="wp-image-184910" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/NEU_Felge_Remeshed_Lowpoly.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  data-id="184911"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/NEU_Felge_Remeshed_Lowpoly.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Screenshot der InstaLOD-Software, die einen detaillierten 3D-Radmodell zeigt, einschließlich Mesh-Operationseinstellungen auf der linken Seite und einer roten Hintergrundfläche."  class="wp-image-184911" ></a></figure>
<figcaption class="blocks-gallery-caption wp-element-caption">Above: Initial mesh with approx. 73k polys and below result of the remesh with 7k polys – over 90% reduction in the number of polygons and reduction from three to one draw call with only minimal visual loss of quality.</figcaption></figure>



<h2 id="away-with-the-polygons" class="wp-block-heading">Away with the polygons</h2>



<p class="wp-block-paragraph">Now the number of polygons must be reduced. To do this, we use InstaLOD’s Remesher, which performs a complete reconstruction of the rim within a very short time, simultaneously building UVs and baking textures. The result is an incredible reduction of over 90 %. We had already done all these steps manually, which begs the question: Why didn’t we use Remeshing directly on the original object? The reason for this is the workflow that we want to set up. What we can do now is to take our timeline with all the entries of UVs, Material Merge, Combine Meshes and Remesh – and convert all that into a new profile.</p>



<h2 id="outlook-and-application" class="wp-block-heading">Outlook and application</h2>



<p class="wp-block-paragraph">Now you really realise how powerful InstaLOD’s workflows are – we can test multiple mesh operations, and if we’d rather try something else, we can just jump back in the timeline and test other operations until we’re happy. Then we can turn the workflow into a profile and scale it to hundreds or thousands of objects by exporting the profile as a JSON file and running it through the command line as a batch process. Or we can run the profile directly within InstaLOD Studio XL with InstaLOD Pipeline. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/MeshOperations.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  width="1181"  height="747"  sizes="auto, (max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/MeshOperations.jpg?resize=1181%2C747&quality=80&ssl=1"  alt="Screenshot der Benutzeroberfläche mit Mesh-Operationen in InstaLOD, zeigt UV-Unwrap, Mesh-Merge, Mesh-Toolkit und Remeshing-Optionen."  class="wp-image-184916" ></a><figcaption class="wp-element-caption">we have set up a complex chain reaction with which we can not only create the low-poly real-time-ready model with a mouse click, but also save the high-poly model separately at the same time – with UVs and textures for an offline render.</figcaption></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Converttimeline.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Converttimeline.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Screenshot der InstaLOD Studio XL Software, die eine 3D-Visualization eines Radatyps zeigt, inkl. Mesh-Operations-Einstellungen und verschiedenen Werkzeugoptionen."  class="wp-image-184919" ></a><figcaption class="wp-element-caption">#image_title</figcaption></figure>



<p class="wp-block-paragraph">Profiles (which contain all settings) can be saved and used again at a later time. This is how presets etc. are set up if this ensures a better workflow. Experience has shown that you should first test the profile on one or two objects to see whether the profile has been set up correctly. Then nothing stands in the way of making your work easier – or of complete automation.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Sceneimport.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="1080" width="800"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Sceneimport.jpg?resize=800%2C1080&quality=80&ssl=1"  alt="Screenshot der Scene Import Rules in InstaLOD mit einer Liste von Regeln zum Importieren von CAD-Daten, die verschiedene Einstellungen zur Optimierung anzeigen."  class="wp-image-184914" ></a><figcaption class="wp-element-caption">In the latest version of InstaLOD Studio XL, the rules for preparing the object can now also be recorded automatically using the Record button.</figcaption></figure>



<h2 id="scene-import-rules" class="wp-block-heading">Scene import rules</h2>



<p class="wp-block-paragraph">When batch processing the CAD file, you logically have no manual control over the first steps that we have applied to the rim. This includes changing the tessellation and materials and often also changing the object hierarchies that you want to change or delete, as you don’t need them for the visualisation (see image above left “Organise outside” and “Organise inside”). With the Scene Import Rules, all this is possible with little effort. Simply specify which objects are affected and what should happen to them.</p>



<p class="wp-block-paragraph">To set up a rule, you need to add a new entry in the “Scene Import Rules” window and give it a name. You then need to specify an attribute. Everything from the object name to the path can be specified here. The nice thing here is that basically any available attribute can be used within the metadata. You can see exactly which ones are available in the “Selected Object Information” window. </p>



<p class="wp-block-paragraph">If you use “Name” as an attribute, for example, you must enter the name of the object in the “Match RegEx” field below so that it is processed by the rule. In the Predicate, you can specify how important this rule is, which is helpful if there are many rules, so that you can specify which rule is processed earlier or later in the list. </p>



<p class="wp-block-paragraph">The predicate determines what the rules should perform on the objects. Available options are operations such as “Material Assignment”, “Tessellate”, “Delete” and many more. (top left image “Scene Import Rules”). Customised predicates can also be added using a C plug-in. These plug-ins are automatically compatible with the complete InstaLOD system. With these plug-ins you can customise InstaLOD to what you need for your own pipeline.</p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="974" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/pipeline.jpg?resize=1200%2C974&quality=80&ssl=1"  alt="Screenshot der InstaLOD Pipeline, die Einstellungen und Optionen für die Batch-Verarbeitung von CAD-Daten zeigt."  class="wp-image-184917" ><figcaption class="wp-element-caption">Here you can see InstaLOD Pipeline – the tool where we can load meshes or folders full of meshes that are prepared by a profile in a batch process even without manual interaction. You can set up mesh operations as chain reactions (Previous Output as Input) or simply load several profiles and specify which folders and files are to be processed by which profile – the artist retains control over everything that is to be processed.</figcaption></figure>



<h2 id="conclusion-automation-rocks" class="wp-block-heading">Conclusion: Automation rocks!</h2>



<p class="wp-block-paragraph">Now we come back to the PLM system that was briefly mentioned earlier. Once you have set up a set of rules, including the subsequent mesh operations, it is no longer a problem to update the CAD objects on a weekly basis. Simply load the finished profile and run a batch process in which the objects are automatically prepared using the rules (including materials, tessellation, organisation, etc.) and finally reduced by the mesh operations. </p>



<p class="wp-block-paragraph">At the end, you get the finished, updated scene at the touch of a button, without having to manually intervene in the process. This means that large assemblies can be continuously extracted from a PLM system and made VR-ready within a very short time. By the way: If you want to try this out for yourself, you can get a trial version by filling in the form on our website InstaLOD.com and try out the described workflow and all the other features and processes that InstaLOD makes possible on your own assets.</p><p>The post <a href="https://digitalproduction.com/2019/07/15/instalod-von-cad-zu-vr/">InstaLOD: From CAD to VR?</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/alexandra-kaschny/">Alexandra Kaschny</a>. </p></div>]]></content:encoded>
					
		
		
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<media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Felge02.jpg?fit=1200%2C675&#038;quality=80&#038;ssl=1" width="1200" height="675" medium="image" type="image/jpeg">
	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title>Hier sieht man, dass selbst auf der flachen Oberfläche der Felge Subdivisions hinzugefügt worden sind. Diese würden mit dem Maximum Angle nicht modelliert werden, da die Oberfläche zu flach ist. Um die gleiche Qualität mit dem Maximum Angle erreichen zu können, bräuchte man einen Winkel von ca 2 bis 3 Grad, wodurch dann der Rest der Szene extrem hoch tesselliert werden würde.</media:title>
	<media:description type="html"><![CDATA[Hier sieht man, dass selbst auf der flachen Oberfläche der Felge Subdivisions hinzugefügt worden sind. Diese würden mit dem Maximum Angle nicht modelliert werden, da die Oberfläche zu flach ist. Um die gleiche Qualität mit dem Maximum Angle erreichen zu können, bräuchte man einen Winkel von ca 2 bis 3 Grad, wodurch dann der Rest der Szene extrem hoch tesselliert werden würde.]]></media:description>
</media:content>
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<post-id xmlns="com-wordpress:feed-additions:1">77241</post-id>	</item>
		<item>
		<title>Xi-Machines Animate X2 Advanced im Test</title>
		<link>https://digitalproduction.com/2019/07/10/xi-machines-animate-x2-advanced-im-test/</link>
		
		<dc:creator><![CDATA[Björn Eichelbaum]]></dc:creator>
		<pubDate>Wed, 10 Jul 2019 14:22:54 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[DP1903]]></category>
		<category><![CDATA[subscribers]]></category>
		<category><![CDATA[XI-MACHINES]]></category>
		<guid isPermaLink="false">https://www.digitalproduction.com/?p=76684</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/Ansicht_XI_MACHINES_X2_2019_front_logo_and_feet-scaled.jpg?fit=1200%2C800&quality=80&ssl=1" width="1200" height="800" title="" alt="" /></div><div><p>If an "Advanced" or "Ultra" appears in the type designation of a computer from Xi-Machines, this is almost certainly not a boast. You are actually getting an advanced workstation. If only the price wasn't so<br />
ultra ...</p>
<p>The post <a href="https://digitalproduction.com/2019/07/10/xi-machines-animate-x2-advanced-im-test/">Xi-Machines Animate X2 Advanced im Test</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/bjoerneichelbaum/">Björn Eichelbaum</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/Ansicht_XI_MACHINES_X2_2019_front_logo_and_feet-scaled.jpg?fit=1200%2C800&quality=80&ssl=1" width="1200" height="800" title="" alt="" /></div><div><p>As is usual for Xi-Machines, the Animate X2 Advanced was delivered extremely well protected against transport damage. The actual packaging of the workstation is very securely padded in another large cardboard box with a huge number of small polystyrene elements. However, unpacking and collecting the numerous polystyrene elements, especially with a statically charged fleece jumper, elicited a curse or two from the author. Alternatively, you could also use bubble wrap, which is easier to unpack and repack.</p>
<p><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="aligncenter wp-image-76677 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Ansicht_XI_MACHINES_X2_2019_perspective.jpg?resize=1200%2C1432&quality=80&ssl=1"  alt=""  width="1200"  height="1432" ></p>
<p>Even when unpacking, the numerous labels on each side of the packaging were noticeable, indicating further transport protection for the CPU and graphics card inside the workstation case.</p>
<h3 id=""><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="aligncenter wp-image-76676 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Ansicht_XI_MACHINES_X2_2019_inside_custom_config_for_DP-scaled.jpg?resize=1200%2C800&quality=80&ssl=1"  alt=""  width="1200"  height="800" ></h3>
<h3 id="case">Case</h3>
<p>The case is the midi tower version of the standard workstation case from Xi-Machines made from elegant-looking, black brushed aluminium with chrome-plated feet. Two USB 3.0 ports as well as a headphone and microphone socket are hidden under a small hinged lid on the top, with the power switch and reset button right next to it. There are two empty 5¼-inch slots on the front of the housing in case an optical drive or multi-card slot reader needs to be retrofitted.</p>
<p><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="aligncenter wp-image-76675 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Ansicht_XI_MACHINES_X2_2019_hdd_backplane.jpg?resize=1200%2C1800&quality=80&ssl=1"  alt=""  width="1200"  height="1800" ></p>
<p>After removing the transport lock for the CPU and graphics card, the inside of the case looks very tidy: one usable PCIe x4 and PCIe x16 slot each are still free, and three hot-swap bays are still available in the neighbouring HDD cage. As you would expect from Xi-Machines, the cable management is flawless, with only one really visible cable running from the powerful and quiet power supply unit to the graphics card.</p>
<h3 id="-2"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="aligncenter wp-image-76678 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Ansicht_XI_MACHINES_X2_2019_top_panel.jpg?resize=1200%2C800&quality=80&ssl=1"  alt=""  width="1200"  height="800" ></h3>
<h3 id="features">Features</h3>
<p>Xi-Machines has equipped the Animate X2 with an Intel Xeon W-2155 CPU with ten cores and 64 Gbytes of registered ECC RAM system memory. The RAM memory is divided into four 16 Gbyte modules. This leaves four RAM slots free. In total, the memory can be expanded to a maximum of 512 Gbytes.</p>
<p><figure id="attachment_76681" aria-describedby="caption-attachment-76681" style="width: 1772px" class="wp-caption aligncenter"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-76681 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/latency.jpg?resize=1200%2C561&quality=80&ssl=1"  alt="Kein Spitzenwert, aber alles im grünen Bereich."  width="1200"  height="561" ><figcaption id="caption-attachment-76681" class="wp-caption-text">Not a peak value, but everything is in the green</figcaption></figure></p>
<p>When it comes to mass storage, Xi-Machines has opted for so-called Enterprise Edition drives. Enterprise Edition is not a special edition for Star Trek fans, but means that these mass storage devices have a significantly higher operational reliability and service life than the normally available consumer/desktop models. The Meantime Between Failure (MTBF) is significantly higher for the Enterprise Edition models, and so is the price.</p>
<p>Three different mass storage devices were installed: a 480 Gbyte SSD for the operating system, a 480 Gbyte M.2 SSD as a scratch disc and a 3.2 Tbyte (!) PCIe SSD module with crazy transfer rates for project data. The graphics card is the Ti version of the current Geforce RTX 2080 with 11 Gbytes of RAM. In addition, the Animate X2 Advanced offers almost all currently relevant interfaces at the rear of the housing.<br />
The scope of delivery also includes a mouse and a keyboard of acceptable quality, extra cables for the power supply unit, a small box with screws and an anti-static wrist strap with a clamp for earthing.</p>
<p><figure id="attachment_76671" aria-describedby="caption-attachment-76671" style="width: 1772px" class="wp-caption aligncenter"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-76671 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/aida_64.jpg?resize=1200%2C1195&quality=80&ssl=1"  alt="Typisch 2080 Ti: mit 260 Watt TDP ist die GraKa ein thermisches Ferkel."  width="1200"  height="1195" ><figcaption id="caption-attachment-76671" class="wp-caption-text">Typical 2080 Ti: with 260 watts TDP, the graphics card is a thermal piglet</figcaption></figure></p>
<h3 id="performance">Performance</h3>
<p>In the Cinebench 20 CPU test, the Animate X2 Advanced came out on top of the test field with 5,258 points, as expected. In the older Cinebench 15 test, it was also at the top with 2,200 points and the Geforce RTX 2080Ti achieved 159 points in the OpenGL test. In the V-Ray render test for CPU and GPU, the good results of the Cinebench tests were confirmed with a computing time of just 1 minute and 1 second for the CPU test and just 46 seconds for the GPU test.</p>
<p><figure id="attachment_76682" aria-describedby="caption-attachment-76682" style="width: 1417px" class="wp-caption aligncenter"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-76682 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/octane.jpg?resize=1200%2C777&quality=80&ssl=1"  alt="RTX liefert beim Octance-Bench-Beta beeindruckenden Boost."  width="1200"  height="777" ><figcaption id="caption-attachment-76682" class="wp-caption-text">RTX delivers an impressive boost in the Octance-Bench-Beta</figcaption></figure></p>
<p>When rendering the classroom scene in Blender, the Geforce RTX was able to show what it can do. The ten CPU cores of the Xeon W-2155 calculated a brisk 8 minutes and 49 seconds, while the Geforce RTX 2080 Ti took just a quarter of the time at 2 minutes and 12 seconds. The unofficial Octane-Bench beta test also showed what the RTX cards have over their predecessors: 302 points without RTX and a whopping 895 with.</p>
<p><div class="alignfull">
<a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/aja_scratch.jpg?quality=80&ssl=1"><img  loading="lazy"  decoding="async"  width="1772"  height="1013"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/aja_scratch.jpg?fit=1772%2C1013&quality=80&ssl=1"  class="attachment-full size-full"  alt="Auch die als Scratch Disk gedachte SSD ist flink." ></a>
</div></p>
<p>Xi-Machines has gone all out when it comes to mass storage: the 3.2 Tbyte PCIe SSD Enterprise Edition module achieved write rates of 2,035 Mbytes and read rates of 4,407 Mbytes per second in the Aja system test and delivered a sustained transfer rate of 4,400 Mbytes per second. However, with limitations, not with the mass storage, but with the benchmarks. According to Xi-Machines, the SSD is capable of reading data at up to 6,170 Mbytes per second – unfortunately, we were unable to measure this. The 500 Gbyte capacity SSD intended as a scratch disc also achieved similarly high write rates of 2,012 Mbytes per second as the large PCIe SSD, but with read rates of 2,729 Mbytes per second it did not come close to their values. The smaller system SSD wrote data at 362 and read it out again at 513 Mbytes per second – completely sufficient for the operating system. With a maximum DPC latency of 442 microseconds, the Animate X2 Advanced was in the midfield of the test candidates. This is fine for the traditional application area of 3D, rendering and HD video. In addition, Windows 10 Pro is configured in such a way that users can get started straight away without having to activate Windows, update drivers or prevent questionable optimisation tools from working.</p>
<p><div class="alignfull">
<a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/vray.jpg?quality=80&ssl=1"><img  loading="lazy"  decoding="async"  width="945"  height="1826"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/vray.jpg?fit=945%2C1826&quality=80&ssl=1"  class="attachment-full size-full"  alt="Die Animate X2 Advanced überzeugt auch beim V-Ray-Rendertest." ></a>
</div></p>
<p>The cooling concept of the Animate X2 Advanced works well, because even under simultaneous synthetic full utilisation of all components with the Aida 64 stress test, the temperature values of the CPU, the mainboard and the mass storage remained within the normal range.</p>
<p>Only the Nvidia Geforce RTX 2080 Ti reached a slightly higher value of 81°C, although this is unlikely to be reached under realistic load scenarios in practice. And under all the load and stress, hardly a murmur could be heard from the Animate X2 Advanced, only the graphics card stood out a little when the fans started up, but everything was absolutely bearable.</p>
<h3 id="-3"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="aligncenter wp-image-76679 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/blender_2_8_gpu_cpu-scaled.jpg?resize=1200%2C780&quality=80&ssl=1"  alt=""  width="1200"  height="780" ></h3>
<h3 id="conclusion">Conclusion</h3>
<p>At 9,875 euros, the Xi-Machines Animate X2 Advanced is certainly no bargain, but calling it expensive is not justified either. Of course, in comparison with the other test candidates, none of which offer selected and tested Enterprise Edition devices of 3.2 Tbyte size and a 5-year warranty, the price seems quite high.</p>
<p>However, if you consider the costs incurred and the loss of image for the customer if a workstation fails unexpectedly in the middle of a large project, then the price is put into perspective and the attribute expensive can very quickly turn into inexpensive.</p>
<p>The Xi-Machines Animate X2 Advanced is unquestionably fast in all areas, offers excellent hardware components and processing and extensive options for increasing the capacities of mass storage and RAM memory. In terms of operational safety and reliability: If I had to buy a computer for a nuclear power plant, I would probably order it from Xi-Machines.</p><p>The post <a href="https://digitalproduction.com/2019/07/10/xi-machines-animate-x2-advanced-im-test/">Xi-Machines Animate X2 Advanced im Test</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/bjoerneichelbaum/">Björn Eichelbaum</a>. </p></div>]]></content:encoded>
					
		
		
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<post-id xmlns="com-wordpress:feed-additions:1">76684</post-id>	</item>
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		<title>More image sharpness with Focus Chart</title>
		<link>https://digitalproduction.com/2019/07/10/mehr-bildschaerfe-durch-focus-chart/</link>
		
		<dc:creator><![CDATA[Uli Plank]]></dc:creator>
		<pubDate>Wed, 10 Jul 2019 14:00:06 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[DP1903]]></category>
		<category><![CDATA[Focus Chart]]></category>
		<category><![CDATA[Image sharpness]]></category>
		<category><![CDATA[subscribers]]></category>
		<guid isPermaLink="false">https://www.digitalproduction.com/?p=77024</guid>

					<description><![CDATA[<div><p>In order to calibrate the focus of a camera or the lens on the camera system as accurately as possible, expensive and above all manual focus chart systems are generally used, for which there is also authorisation and which are sometimes very sensitive, depending on the provider. For hobby filmmakers and young filmmakers, there is a small solution in app form.</p>
<p>The post <a href="https://digitalproduction.com/2019/07/10/mehr-bildschaerfe-durch-focus-chart/">More image sharpness with Focus Chart</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/uliplank/">Uli Plank</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div><p>The app developer Distant Blue Mobile Solutions offers users an app with two different patterns, both of which are labelled with the Siemens star. This allows users to quickly match the focus area of their own camera with the respective object and don’t even have to pay a euro for it, as the app is offered free of charge for Android and <a href="https://apps.apple.com/de/app/focus-chart/id808174720">iOS</a>. Whether the app is worth using is explained below.</p>
<p>There must be a catch if an app is available free of charge and no adverts are placed in it whose content comes from an advertising campaign. Users might ask themselves this when using the Focus Chart app. In fact, there is only one advert, and it relates to a major product of the app developer, namely the Cadrage Directors Viewfinder, a production planning tool that generates revenue. The advantage is that the advert is not obtrusively in the foreground, but only plays a secondary role in the app. It appears as you browse through the Siemens stars and disappears just as quickly.</p>
<h3 id="solid-basics">Solid basics</h3>
<p>What the app offers users are basically two high-resolution charts with a Siemens star. One full screen and one with additional test patterns around the Siemens star. In terms of functionality, the user can change the pattern by swiping to the left or right and exit the app as usual. That’s it for the functionality, you could also call it a solid basis at this point.</p>
<p><figure id="attachment_77022" aria-describedby="caption-attachment-77022" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-77022 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/IMG_1751.jpg?resize=1200%2C676&quality=80&ssl=1"  alt="Das Focus Chart kann auch geneigt werden, um Front und Back Focus zu kalibrieren. Durch das zusätzliche Detail und ein hochaufgelöstes Tablet-Display wird der Prozess positiv beeinflusst."  width="1200"  height="676" ><figcaption id="caption-attachment-77022" class="wp-caption-text">The focus chart can also be tilted to calibrate the front and back focus. The additional detail and a high-resolution tablet display have a positive impact on the process</figcaption></figure></p>
<p>Accordingly, the tests were also solid, almost rudimentary. It is important to have a tripod with the appropriate tripod head and clamp in stock so that the tablet – which should not be too small – can be fixed in the clamp. Ideally, the tablet should have a high-resolution display, high brightness and good contrast. Of course, the touch surface should be clean and the power-saving mode should be deactivated. Then the way is paved for calibration.</p>
<p>Of course, the app is not as sophisticated as the Datacolor SpyderLensCal Set for 59.99 euros, for example, but as a free solution it helps to quickly calibrate the autofocus better. Especially when several object changes have to be carried out on a B-unit system. For calibrating the front and back focus of professional cine lenses, however, we recommend switching to the Datacolor system, for example.</p>
<p>Nevertheless, the Focus Chart app is installed on your own Android or iOS device, does not consume any power as there is no connection to an advertising turret, and the app is at least updated. An initial test version of the app only contained one sample; a second was added as development progressed. With more user participation, more patterns will certainly be added. And perhaps with more users, the app will also be further developed in such a way that a Bluetooth connection to certain cameras is possible and lens information can be exchanged with the app. Until then, however, it is important to familiarise yourself with the two good test samples and adjust the autofocus on your own cameras or check the focus of your own lens set. The app can be downloaded from the respective stores – App Store and Play Store. At the time of testing, the app was free of charge, and so far there is nothing to suggest that this will change in the near future. And perhaps one or two users will take a look at the app for production design.<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:5347,&quot;href&quot;:&quot;https:\/\/apps.apple.com\/de\/app\/focus-chart\/id808174720&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251229001200\/https:\/\/apps.apple.com\/de\/app\/focus-chart\/id808174720&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-29 22:32:35&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-06 18:27:43&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-14 14:43:08&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-09 10:08:50&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-12 16:14:22&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-17 17:02:01&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-10 15:24:30&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-17 14:08:44&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-13 21:51:56&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-02 17:01:54&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-16 19:55:10&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-30 07:01:33&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-30 07:01:33&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]"></span></p><p>The post <a href="https://digitalproduction.com/2019/07/10/mehr-bildschaerfe-durch-focus-chart/">More image sharpness with Focus Chart</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/uliplank/">Uli Plank</a>. </p></div>]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">77024</post-id>	</item>
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		<title>Audio post-production software: Nuendo 10</title>
		<link>https://digitalproduction.com/2019/07/10/audio-postproduktions-software-nuendo-10/</link>
		
		<dc:creator><![CDATA[Björn Eichelbaum]]></dc:creator>
		<pubDate>Wed, 10 Jul 2019 09:00:38 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Audio-Postproduktions-Software]]></category>
		<category><![CDATA[DP1903]]></category>
		<category><![CDATA[Nuendo 10]]></category>
		<category><![CDATA[subscribers]]></category>
		<guid isPermaLink="false">https://www.digitalproduction.com/?p=77352</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/Splash_Screen.jpg?fit=1200%2C654&quality=80&ssl=1" width="1200" height="654" title="" alt="" /></div><div><p>Somewhat surprisingly, Steinberg presented Nuendo 10 at this year's Game Developers Conference - and now it's here. Steinberg has dispensed with the 9 in the current version of Nuendo in favour of uniform version numbers for its top programs. Instead, over 40 new functions and features have been integrated into Nuendo, so that you could be forgiven for thinking that you had really missed version number 9.</p>
<p>The post <a href="https://digitalproduction.com/2019/07/10/audio-postproduktions-software-nuendo-10/">Audio post-production software: Nuendo 10</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/bjoerneichelbaum/">Björn Eichelbaum</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/Splash_Screen.jpg?fit=1200%2C654&quality=80&ssl=1" width="1200" height="654" title="" alt="" /></div><div><p><a href="http://www.steinberg.net">Nuendo 10</a> is in fact the tenth version of the audio post-production software. The offset to the Cubase version numbers is due to the fact that Cubase has always had a .0 and a paid .5 release, but Nuendo only appeared once as a .5 version with version 6.5. Apparently, user feedback was responsible for the fact that the .5 versions of Nuendo were abolished and it now appears with the correct version number.</p>
<p><figure id="attachment_77342" aria-describedby="caption-attachment-77342" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-77342 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Doppler_as_DOP_1.jpg?resize=1200%2C1037&quality=80&ssl=1"  alt="Das Doppler-Effekt-Plug-in im Direct Online Processing und Auto Mode."  width="1200"  height="1037" ><figcaption id="caption-attachment-77342" class="wp-caption-text">The Doppler effect plug-in in Direct Online Processing and Auto Mode</figcaption></figure></p>
<h3 id="doppler-effect">Doppler effect</h3>
<p>The new effects Doppler Effect, Voice Designer, Distroyer and the revised Channel Strip are ideal for use in a post-production context. The Doppler effect simulates the shifting of the pitch of audio objects that move towards or away from the listener. We are all familiar with this effect from everyday life, for example when an ambulance drives past you quickly.</p>
<p><figure id="attachment_77340" aria-describedby="caption-attachment-77340" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-77340 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Channel_Strip_1.jpg?resize=1200%2C970&quality=80&ssl=1"  alt="Die Module in Nuendos Channel Strip können einfach per Drag-anddrop in der Reihenfolge getauscht werden."  width="1200"  height="970" ><figcaption id="caption-attachment-77340" class="wp-caption-text">The modules in Nuendo’s Channel Strip can be swapped in sequence simply by dragging and dropping them</figcaption></figure></p>
<p>Nuendo’s Doppler effect plug-in offers an automatic and a manual mode, which quickly and clearly achieve acoustically convincing results with a manageable number of parameters. In manual and automatic mode, the parameters L-R Distance, Pitch, Transition and Depth are available. In manual mode, the progression of the effect is simply controlled by hand via a fader running from left to right directly to the current image. In automatic mode, the start, transition and end points of the Doppler effect are defined and the rest is done automatically. Convincing results are quickly achieved with both modes, which can be adjusted using two additional panorama sliders in the stereo image.</p>
<p><figure id="attachment_77345" aria-describedby="caption-attachment-77345" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-77345 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Loudness_Normalizer.jpg?resize=1200%2C421&quality=80&ssl=1"  alt="Nuendo kann Audio-Files nun auch auf Lautheit normalisieren."  width="1200"  height="421" ><figcaption id="caption-attachment-77345" class="wp-caption-text">Nuendo can now also normalise audio files for loudness</figcaption></figure></p>
<h3 id="voice-designer">Voice Designer</h3>
<p>Steinberg has added the Voice Designer to Nuendo 10 for distorting voices and other audio signals. The design of the user interface and the adjustment of the parameter values for the pitch shifter, format shift, morph generator, frequency modulation, robot module and delay effects is, in my opinion, very well done. The Voice Designer enables even absolute amateurs to manipulate voices or other audio signals in a targeted manner in the area of electronic and organic sounds with just a few simple steps. You can get an impression of what this sounds like in the accompanying video on our YouTube channel.</p>
<p><figure id="attachment_77351" aria-describedby="caption-attachment-77351" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-77351 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/VoiceDesigner.jpg?resize=1200%2C1252&quality=80&ssl=1"  alt="Der Voice Designer sieht nicht nur schön aus, sondern klingt auch gut und abwechslungsreich."  width="1200"  height="1252" ><figcaption id="caption-attachment-77351" class="wp-caption-text">The Voice Designer not only looks beautiful, but also sounds good and varied.</figcaption></figure></p>
<h3 id="channel-strip">Channel Strip</h3>
<p>Nuendo’s Channel Strip has been redesigned in terms of appearance and functionality. It is now possible to change the signal flow of the Gate, Compressor, EQ, De-Esser / Envelope Shaper, Saturation and Limiter modules simply by dragging and dropping. In addition, the metering displays have been integrated into the Channel Strip views so that all important information is visible at a glance.</p>
<h3 id="functions">Functions</h3>
<p>Among the more than 40 new features, there are also some interesting functions that will make life easier, especially for larger post-production projects, and will cost the odd intern their job. For example, the Loudness Normalize function, with which all audio files in a selection can be normalised not only to a specific level, but also to a specific loudness in accordance with EBU R 128. This function is particularly useful for level adjustments in larger projects with many audio objects.</p>
<p><figure id="attachment_77341" aria-describedby="caption-attachment-77341" style="width: 1452px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-77341 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Distroyer.jpg?resize=1200%2C1464&quality=80&ssl=1"  alt="Distroyer"  width="1200"  height="1464" ><figcaption id="caption-attachment-77341" class="wp-caption-text">Distroyer</figcaption></figure></p>
<h3 id="video-cut-detection">Video Cut Detection</h3>
<p>The same applies to Video Cut Detection, which analyses a video file, detects image cuts and automatically sets edit or cut markers based on the default settings, which can then be displayed on a separate marker track. This is an interesting function not only for classic post-production tasks such as Foley, sound design and mixing, but also for composers of film music, as the distances between the individual markers on the marker track make it easier to determine tempos and time signatures that match the editing rhythm of the video.</p>
<h3 id="audio-alignment">Audio Alignment</h3>
<p>With the Audio Alignment Panel, Steinberg has integrated a tool in Nuendo 10 for automatically adjusting the timing of an audio file to a reference file, which works in a similar way to the VocAlign plug-in or Revoice Pro from third-party provider Synchro Arts.</p>
<p><figure id="attachment_77350" aria-describedby="caption-attachment-77350" style="width: 2560px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-77350 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Video_Cut_Detection_Panel-scaled.jpg?resize=1200%2C798&quality=80&ssl=1"  alt="Die Videoschnitterkennung funktioniert bei entsprechenden Einstellungen gut und spart jede Menge Zeit."  width="1200"  height="798" ><figcaption id="caption-attachment-77350" class="wp-caption-text">The video editing recognition works well with the appropriate settings and saves a lot of time.</figcaption></figure></p>
<p>Whether it’s a matter of aligning a synchronised voice take to the original, bringing several choir voices into time or matching drum takes to each other, with the Audio Alignment Panel this works automatically, quickly and reliably in the vast majority of cases.</p>
<h3 id="field-recorder-import">Field Recorder Import</h3>
<p>The new Field Recorder Audio Import function also alleviates one of the most tedious and time-consuming tasks in the audio sector, namely searching for and assigning field recorder audio files to specific events within a project. This is because you often have to search for a better recording of the scene among tens of files and hundreds of poorly documented takes – by hand, in winter, alone and in the darkness of the Edit Suite. With the special user interface of Field Recorder Audio Import, this is now largely automatic, clear and fast. Thank you very much!</p>
<p><figure id="attachment_77346" aria-describedby="caption-attachment-77346" style="width: 1729px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-77346 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Markertrack_Schnitterkennung.jpg?resize=1200%2C1230&quality=80&ssl=1"  alt="Auf einer Markerspur werden die Schnitte angezeigt."  width="1200"  height="1230" ><figcaption id="caption-attachment-77346" class="wp-caption-text">The cuts are displayed on a marker track</figcaption></figure></p>
<h3 id="dearvr">DearVR</h3>
<p>Some things you just have to see. For the interested sound engineer, this includes a presentation of the DearVR workflow with Nuendo or the DAW Reaper. This is because the DearVR support included in Nuendo 10 enables the creation and mixing of 3D audio content directly in the VR environment of DearVR Spatial Connect.</p>
<p>This means that Nuendo’s transport control, mixing console and editing functions are available directly in the virtual environment of the VR animation or game and can be operated directly and without delay via the two hand controllers of the VR headset.</p>
<p><figure id="attachment_77339" aria-describedby="caption-attachment-77339" style="width: 1417px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-77339 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Audio_Alignment_Panel.jpg?resize=1200%2C1188&quality=80&ssl=1"  alt="Audio Alignment Panel: Auto Sync mit der Audio-Alignment-Funktion."  width="1200"  height="1188" ><figcaption id="caption-attachment-77339" class="wp-caption-text">Audio Alignment Panel: Auto Sync with the audio alignment function</figcaption></figure></p>
<p>Operation via the headset’s hand controllers appears to be intuitive and sufficiently precise to enable accurate adjustment of faders and pan positions. You will find out more about this later this year when we have tested the DearVR support in Nuendo 10.</p>
<h3 id="workflow-more">Workflow & More</h3>
<p>In addition to the new effects and functions, Steinberg has made numerous improvements to the workflow. For example, the colouring of tracks and objects has been simplified, the display options in windows such as export and automation have been expanded and the user interface has been improved on high-resolution displays.</p>
<p>The new options for direct offline processing should be of particular interest to sound designers. It is now possible to convert the insert effect chain of a channel into a Direct Offline Processing preset with just one click. In addition, direct offline effects can be calculated simply by selecting audio files and no longer require CPU power.</p>
<p><figure id="attachment_77343" aria-describedby="caption-attachment-77343" style="width: 2560px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-77343 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Field_Recorder_Audio_Import-scaled.jpg?resize=1200%2C677&quality=80&ssl=1"  alt="Das neue Field Recorder Import Panel bietet weitreichende Möglichkeiten, Files zu finden und auszutauschen."  width="1200"  height="677" ><figcaption id="caption-attachment-77343" class="wp-caption-text">The new Field Recorder Import Panel offers extensive options for finding and exchanging files</figcaption></figure></p>
<p>For mixes with Dolby Atmos, Nuendo version 10 is now able to import ADM (Audio Definition Model) BWF files. These wave files contain the metadata for object-based automation. This means that Dolby Atmos mixes can be imported and the automation can be further processed in Nuendo 10.</p>
<p>The larger the project, the greater the risk of getting lost in the mix. With the Mix Console’s snapshots, up to ten snapshots of the mixer status can be saved regardless of the save status of the project file. The user can decide for himself which parameters and channels are included in the snapshots. This function is a kind of partial insurance for less experienced mixers and a great way for experienced mixers to compare different options quickly and easily.</p>
<p><figure id="attachment_77347" aria-describedby="caption-attachment-77347" style="width: 1181px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-77347 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/MixConsole_Snapshots.jpg?resize=1181%2C630&quality=80&ssl=1"  alt="Eine Vollkasko-Versicherung für die Mischung bieten Nuendo 10 Audio Mischer Snapshots."  width="1181"  height="630" ><figcaption id="caption-attachment-77347" class="wp-caption-text">Nuendo 10 Audio Mixer Snapshots offer fully comprehensive insurance for the mix</figcaption></figure></p>
<p>Other new features include the display of the latencies occurring in the respective channel, improvements when creating side-chain inputs, the select-spacer-between-selected-events function and many other small life-savers.</p>
<h3 id="musical">Musical</h3>
<p>Nuendo 10 has the same musical capabilities as its sister program, MIDI sequencer veteran and quasi-standard Cubase 10, allowing for an extremely effective and musical way of editing audio with Vari Audio 3, similar to MIDI notes, and coming close to the capabilities of the highly specialised third-party software Melodyne from Celemony. Explaining the musical capabilities of Cubase is beyond the scope of this article. To put it briefly, Cubase / Nuendo can do everything you could possibly need in current music production, and a whole lot more. In addition, there are sound generators of the finest quality, sound libraries and masses of VST sound presets.</p>
<p><figure id="attachment_77344" aria-describedby="caption-attachment-77344" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-77344 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Latency_Overview.jpg?resize=1200%2C508&quality=80&ssl=1"  alt="Latency Overview: Die anfallenden Latenzen können nun individuell für jeden Kanal und jedes Plug-in angezeigt werden."  width="1200"  height="508" ><figcaption id="caption-attachment-77344" class="wp-caption-text">Latency Overview: The resulting latencies can now be displayed individually for each channel and each plug-in</figcaption></figure></p>
<p>To be continued</p>
<p>Steinberg has already announced further new functions and options for the upcoming updates, such as the integration of the ARA plug-in interface, which should particularly benefit users in the music sector. Unlike the usual dumb plug-in interfaces, ARA knows how many bars the project has and where the current playback position is in the project. Especially with plug-ins such as Melodyne, the ARA integration really makes work easier, as all copy-and-paste and move actions can now be carried out directly on the audio files in the Arrange window rather than in the plug-in.</p>
<p><figure id="attachment_77348" aria-describedby="caption-attachment-77348" style="width: 1772px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-77348 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Side_Chain.jpg?resize=1200%2C691&quality=80&ssl=1"  alt="Side-Chain"  width="1200"  height="691" ><figcaption id="caption-attachment-77348" class="wp-caption-text">Side-Chain</figcaption></figure></p>
<p>Also announced for a later update is Video Rendering for exporting video content or a complete audio/video project directly from Nuendo 10, as well as the Cue Sheet Export function, which creates a report of all music elements or clips of a speaker that appear in the project.</p>
<h3 id="conclusion">Conclusion</h3>
<p>Nuendo 10 is currently the benchmark in audio post-production for film/TV, game audio and VR audio. No other DAW currently offers such a range of functions at this price, which is favourable considering the integrated possibilities. You can’t even rent Pro Tools at a comparable level for a year. The possibilities of DearVR integration look impressive, but how well they work in practice remains to be seen.</p>
<p>Small improvements and new functions in the Nuendo workflow may not sound particularly spectacular, but they are much more noticeable in day-to-day work than the new super plug-in that you use once a month, as they save the user an enormous amount of time in some cases. The powerful software tools and functions that have to be purchased separately from competing products at a high price, such as an ADR taker system, audio alignment, VR audio / Ambisonics integration, Doppler effect, Voice Designer or the musical capabilities of the industry standard Cubase, are already integrated in Nuendo 10.<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:5349,&quot;href&quot;:&quot;http:\/\/www.steinberg.net&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251223052933\/https:\/\/www.steinberg.net\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-29 00:08:58&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-29 22:06:19&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-29 22:06:19&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]"></span></p><p>The post <a href="https://digitalproduction.com/2019/07/10/audio-postproduktions-software-nuendo-10/">Audio post-production software: Nuendo 10</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/bjoerneichelbaum/">Björn Eichelbaum</a>. </p></div>]]></content:encoded>
					
		
		
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		<title>Notebook Alienware m15 tested</title>
		<link>https://digitalproduction.com/2019/07/05/notebook-alienware-m15-im-test/</link>
		
		<dc:creator><![CDATA[Björn Eichelbaum]]></dc:creator>
		<pubDate>Fri, 05 Jul 2019 14:11:49 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[alienware]]></category>
		<category><![CDATA[DP1903]]></category>
		<category><![CDATA[notebook]]></category>
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		<guid isPermaLink="false">https://www.digitalproduction.com/?p=76149</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/11/Ansicht_alienware_m15_2-scaled.jpg?fit=1200%2C924&quality=80&ssl=1" width="1200" height="924" title="Notebook Alienware m15" alt="Notebook Alienware m15" /></div><div><p>In the mobile gaming sector, where it has always been about cramming as much CPU and graphics performance as possible into a notebook, Dell's Alienware notebooks are a firm favourite. Such an Alienware gaming notebook should also be suitable as a mobile workstation, right?</p>
<p>The post <a href="https://digitalproduction.com/2019/07/05/notebook-alienware-m15-im-test/">Notebook Alienware m15 tested</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/bjoerneichelbaum/">Björn Eichelbaum</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/11/Ansicht_alienware_m15_2-scaled.jpg?fit=1200%2C924&quality=80&ssl=1" width="1200" height="924" title="Notebook Alienware m15" alt="Notebook Alienware m15" /></div><div><p>The idea of using a gaming notebook as a workstation is actually obvious due to the similar hardware requirements. This is because the demands on the CPU, GPU, RAM and mass storage are high in gaming as well as in the areas of 3D, HD video and media content creation. If you take a look at the hardware equipment of the <a href="https://www.dell.com/de-de/shop/gaming-and-games/cp/game">Alienware m15</a>, you would be forgiven for believing it could be used as a workstation. The notebook was delivered in a sturdy shipping box, which keeps the device well padded on the inside.</p>
<h3 id="case">Case</h3>
<p>The housing of the m15 appears stable and accurately finished. All plastic parts are clean and flush, the display hinges are secure and run smoothly and evenly. The 15.6-inch UHD display with 4K resolution delivers good, high-contrast images even at less than ideal viewing angles and has enough brightness reserves to work outdoors on a summer’s day.<br />
We were positively impressed by the keyboard, which, in addition to good keys and a generous surface area, even offers a full alpha-num pad, which makes it much easier to operate 3D, audio and video programmes. The track pad with two mouse buttons can also be controlled safely and precisely.</p>
<p><figure id="attachment_76141" aria-describedby="caption-attachment-76141" style="width: 2362px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-76141 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/11/Ansicht_alienware_m15_15.jpg?resize=1200%2C805&quality=80&ssl=1"  alt=""  width="1200"  height="805" ><figcaption id="caption-attachment-76141" class="wp-caption-text">Dell Alienware m15 (R1) non-touch gaming notebook computer, codenamed Orion 15.</figcaption></figure></p>
<p>On the left side of the Alienware m15 is a USBA 3.1 port and the Gigabit LAN socket, with two more USBA 3.1 ports on the right. On the rear, Dell has accommodated the HDMI 2.0, a mini display port, Thunderbolt 3 and the Alienware Graphics Amplifier port.</p>
<p><figure id="attachment_76140" aria-describedby="caption-attachment-76140" style="width: 2362px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-76140 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/11/Ansicht_alienware_m15_9.jpg?resize=1200%2C1187&quality=80&ssl=1"  alt="Notebook Alienware m15"  width="1200"  height="1187" ><figcaption id="caption-attachment-76140" class="wp-caption-text">Notebook Alienware m15</figcaption></figure></p>
<h3 id="equipment">Equipment</h3>
<p>When selecting the CPU and graphics card for the Alienware m15, the maxim “a lot helps a lot” obviously applied. Dell has packed an Intel i9-8950HK CPU with six cores and the Nvidia Geforce GTX 2080 Max Q, one of the currently most powerful mobile graphics cards with 8 Gbytes of RAM, into the m15 and additionally garnished it with 32 Gbytes of RAM memory. This should be sufficient for most workstation tasks such as HD video editing or 3D modelling. However, the capacity of the internal NVME SSD could be a little tight, as only 256 Gbyte for programmes, one or two libraries and project data will quickly become cramped. However, it is then possible to connect a lot of fast mass storage via one of the available high-speed interfaces.</p>
<p><div class="alignfull">
<a href='https://digitalproduction.com/cb15-11/'><img  loading="lazy"  decoding="async"  width="150"  height="150"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/11/cb15.jpg?resize=150%2C150&quality=80&ssl=1"  class="attachment-thumbnail size-thumbnail"  alt="" ></a>
<a href='https://digitalproduction.com/aja-12/'><img  loading="lazy"  decoding="async"  width="150"  height="150"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/11/aja.jpg?resize=150%2C150&quality=80&ssl=1"  class="attachment-thumbnail size-thumbnail"  alt="Mit 256 ist die Kapazität der SSD etwas knapp geraten." ></a>
</div></p>
<h3 id="performance">Performance</h3>
<p>With the Intel Core i9-8950HK processor, the Alienware m15 achieved an impressive 2,546 points in the Cinebench 20 CPU benchmark, 1,221 points in the older Cinebench 15 and 117 frames per second in its OpenGL test for the Nvidia Geforce 2080 Max Q. The Alienware m15 also performed well in the V-Ray benchmark for CPU and GPU:<br />
1 minute and 52 seconds of computing time for the CPU test and 1 minute and 43 seconds for the GPU test.<br />
In the Blender 2.7 render test of the classroom scene, the i9 8950 HK needed 23 minutes and 44 seconds. With version 2.8, the same scene calculated on the CPU then only took 18 minutes and 6 seconds and just 4 minutes and 37 seconds on the GPU of the Geforce RTX. The unofficial Octane-Bench beta render test resulted in 151 points without and a whopping 445 points with RTX support.<br />
With the default preset “4K Full”, the 256 Gbyte NVME SSD achieved 650 Mbytes per second when writing and 2,409 Mbytes per second when reading data with a continuous transfer rate of at least 1,182 Mbytes per second in the Aja system test. This is a little low for writing, but the Alienware m15 will probably not be used for 8K capturing.</p>
<p><div class="alignfull">
<a href='https://digitalproduction.com/bench_28_maerz_2019_14_12/'><img  loading="lazy"  decoding="async"  width="150"  height="150"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/11/bench_28_Maerz_2019_14_12.jpg?resize=150%2C150&quality=80&ssl=1"  class="attachment-thumbnail size-thumbnail"  alt="" ></a>
<a href='https://digitalproduction.com/latenz-3/'><img  loading="lazy"  decoding="async"  width="150"  height="150"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/11/latenz.jpg?resize=150%2C150&quality=80&ssl=1"  class="attachment-thumbnail size-thumbnail"  alt="Der hohe Latenzwert wird von einem alten Bekannten verursacht: Dell dddriver.sys." ></a>
</div></p>
<p>The Dell Alienware m15 achieved the second-highest DPC latency value of 734 microseconds, traditionally caused by a Dell driver. This is a pity, because apart from this singular peak value, the latencies were in significantly lower ranges, which makes the Alienware m15 appear worse in this area than it actually is.<br />
An Intel i9-8950HK CPU and an RTX 2080 are very fast, but they also have to be cooled somehow, which is always a bit difficult in notebooks due to the limited space available. If you then consider that the case is quite flat for the hardware power it contains, a thermal disaster seems inevitable. Even when idling, the Alienware’s fans repeatedly started up audibly. At around 20 to 30% load, the fans then ran continuously in the lower speed range.<br />
During the test runs with the benchmarks, the fans then started up audibly to loudly and the underside of the case became noticeably warm after a few minutes. Under synthetic load with the Aida 64 stress test, in which the CPU, GPU, memory and all mass storage devices ran simultaneously at full capacity, the temperature of the CPU initially rose to 100°C and that of the GPU to 92°C. This led to the CPU clock frequency being reduced by 10 to 20% to protect the CPU from overheating. Normally, a notebook does not recover from such a heavy thermal load and continues to run at a slower pace under load. Not so the Alienware m15, which heroically picked itself up after about two to three minutes of thermal throttling of the CPU with audible fan noise and from then on continued to calculate unchecked with CPU temperatures of 92°C and GPU temperatures of around 80°C – permanently and without fluctuations. Although this is close to the limit, it is okay considering the form factor and performance. A warning for all male readers who have the idea of using the Alienware m15 under full load as a classic laptop on their lap: This could lead to thermal sterilisation in the long run.</p>
<p><div class="alignfull">
<a href='https://digitalproduction.com/octane_rtx/'><img  loading="lazy"  decoding="async"  width="150"  height="150"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/11/octane_rtx.jpg?resize=150%2C150&quality=80&ssl=1"  class="attachment-thumbnail size-thumbnail"  alt="" ></a>
</div></p>
<h3 id="conclusion">Conclusion</h3>
<p>The idea of misusing the Alienware m15, which was actually designed for gaming, as a workstation is not so far-fetched. There are a few points that will irritate professional workstation users, such as the many pre-installed software helpers and assistants that interrupt your work at the most inopportune moments and have to be deactivated manually. Or the relatively high fan noise under partial and full load, the low SSD storage space and the brief thermal throttling. In return, the user gets a computer with a huge variety of configuration options, a good display and casing and more than enough CPU and GPU performance to be able to work decently on the move without having to spend a fortune. And you can also use it for gaming.<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:5352,&quot;href&quot;:&quot;https:\/\/www.dell.com\/de-de\/shop\/gaming-and-games\/cp\/game&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20230608020242\/https:\/\/www.dell.com\/de-de\/shop\/gaming-and-games\/cp\/game&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-29 00:09:07&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-21 13:28:32&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-10 04:53:45&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-30 10:30:44&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-14 00:39:54&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-19 19:27:39&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-19 19:27:39&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]"></span></p><p>The post <a href="https://digitalproduction.com/2019/07/05/notebook-alienware-m15-im-test/">Notebook Alienware m15 tested</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/bjoerneichelbaum/">Björn Eichelbaum</a>. </p></div>]]></content:encoded>
					
		
		
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		<title>Weltenbauer RK50 in the test</title>
		<link>https://digitalproduction.com/2019/05/15/weltenbauer-rk50-im-test/</link>
		
		<dc:creator><![CDATA[Björn Eichelbaum]]></dc:creator>
		<pubDate>Wed, 15 May 2019 11:00:51 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
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		<category><![CDATA[subscribers]]></category>
		<category><![CDATA[Weltenbauer]]></category>
		<guid isPermaLink="false">https://www.digitalproduction.com/?p=76817</guid>

					<description><![CDATA[<div><p>The company Weltenbauer from Wiesbaden has been a specialised dealer for 2D and 3D software for over 15 years and, in addition to Hewlett Packard computers, also offers workstations and render servers from its own production. We had the entry-level model RK50 sent to us for testing and took a closer look at it.</p>
<p>The post <a href="https://digitalproduction.com/2019/05/15/weltenbauer-rk50-im-test/">Weltenbauer RK50 in the test</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/bjoerneichelbaum/">Björn Eichelbaum</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div><p>The <a href="https://www.weltenbauer.com/weltenbauer-rk50.html">Weltenbauer RK50</a> midi tower case was delivered well packed in a shipping box and was ready for use immediately after unpacking. The scope of delivery includes the classic standard keyboard from Cherry, a Microsoft mouse and a small accessory set containing the screws installed in the case and a set of small cable ties.</p>
<h3 id="case">Case</h3>
<p>The mid-tower case comes in black brushed aluminium with an additional cooling opening on the top of the case, but without 5¼ slots at the front. Instead, there are two USB 3.0 ports, power and reset buttons and two sockets for headphones and a microphone at the top front of the case.</p>
<p><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="alignnone wp-image-76813 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/RK50_Front-scaled.jpg?resize=1200%2C1559&quality=80&ssl=1"  alt=""  width="1200"  height="1559" ></p>
<p>Inside, the first thing you notice is the compact CPU water cooler from Intel, whose relatively small heat sink uses a fan to dissipate the heat from the rear of the case. There is still space on the top of the case to mount a cooler twice the size – good to know if you want to overclock the CPU or replace it with a more powerful model with higher cooling requirements at a later date. With the CPU and the two RAM modules, the graphics card is the only visible component in the tidy and neatly wired RK50 case apart from the case fan at the front.</p>
<h3 id=""><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="alignnone wp-image-76814 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/RK50_Seite-scaled.jpg?resize=1200%2C1319&quality=80&ssl=1"  alt=""  width="1200"  height="1319" ></h3>
<h3 id="features">Features</h3>
<p>When it comes to hardware equipment, Weltenbauer relies on tried-and-tested components that should achieve good performance values in the intended 2D and 3D application area. On the one hand, there is the famously fast Nvidia Geforce RTX 2080 Ti with 11 Gbytes of RAM, an<br />
M.2 SSD with 512 Gbyte capacity as a system and application disc, supplemented by an HDD with 2 Tbyte capacity for project data and 32 Gbyte RAM memory.</p>
<p><div class="alignfull">
<a href='https://digitalproduction.com/cb15-13/'><img  loading="lazy"  decoding="async"  width="945"  height="1990"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/cb15-1.jpg?fit=945%2C1990&quality=80&ssl=1"  class="attachment-full size-full"  alt="" ></a>
<a href='https://digitalproduction.com/cb20-4/'><img  loading="lazy"  decoding="async"  width="945"  height="1800"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/cb20-2.jpg?fit=945%2C1800&quality=80&ssl=1"  class="attachment-full size-full"  alt="" ></a>
</div></p>
<p>Only the choice of the Intel i7-9700K CPU seems a little questionable due to the lack of hyperthreading and the relatively small price difference to the much more powerful Intel i9-9900K CPU. For the current configuration, the power supply unit is sufficiently dimensioned at 550 watts, but a few watts more for potential hardware expansion in the future would certainly not be a bad thing.</p>
<h3 id="performance">Performance</h3>
<p>The Intel i7-9700K CPU achieved 3,548 points in the Cinebench 20 multicore CPU test, 1,533 points in the old Cinebench 15 CPU test and 148 frames per second in the OpenGL test of the graphics card. These values were confirmed by the measurements with the V-Ray render test: The CPU took 1 minute and 26 seconds to render the test scene, while the Nvidia Geforce RTX 2080 Ti took just 47 seconds, putting it just one second behind the Xi-Machines Animate X2 Advanced, which is around three times as expensive. The classroom scene was calculated in Blender 2.7 in 18 minutes and 45 seconds. In Blender 2.8, the CPU then only needed 15 minutes for the same task – the GPU of the 2080 Ti needed just 2 minutes and 58 seconds. The graphics card also achieved the second-highest values after the Xi-Machines Animate X2 Advanced in the unofficial Octane-Bench beta test run with 298 without RTX and 825 with RTX.</p>
<p><figure id="attachment_76816" aria-describedby="caption-attachment-76816" style="width: 945px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-76816 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/vray-2.jpg?resize=945%2C1694&quality=80&ssl=1"  alt="Viel GPU – aber im Vergleich relativ wenig CPU-Power"  width="945"  height="1694" ><figcaption id="caption-attachment-76816" class="wp-caption-text">Lots of GPU – but relatively little CPU power in comparison</figcaption></figure></p>
<p>As long as only the water-cooled i7-9700K CPU was loaded, the fan noises were absolutely fine and the temperatures were also in the green range of 55 to 60°C. When the Nvidia Geforce RTX 2080 Ti was added to the Aida 64 stress test of all components, it became about 15-20° warmer for everyone inside the case and also significantly louder after a few minutes. The 2080 Ti is therefore responsible for the main thermal and acoustic load.</p>
<p>Due to the reserves in the cooling of the i7-9700K CPU in solo mode, it is possible to achieve around 10% more performance for tasks without GPU involvement by increasing the clock frequency without having to accept losses in stability. The corresponding presetting is already available in the BIOS.</p>
<p><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="alignnone wp-image-76805 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/aja-1.jpg?resize=1200%2C819&quality=80&ssl=1"  alt=""  width="1200"  height="819" ></p>
<p>The 512 Gbyte M.2 SSD achieved a maximum write rate of 2,245 Mbytes and a read rate of 3,029 Mbytes per second in the Aja system test and a continuous transfer rate of 2,323 Mbytes per second in the HD Tune test.</p>
<p>The data HDD intended for project data achieved a maximum transfer rate of 195 Mbytes per second when reading out data, an average value of 160 Mbytes and a minimum value of 100 Mbytes per second. Although this is sufficient for typical 2D and 3D use, the transfer rates of the HDD are not sufficient for HD/4K video editing. In terms of latency, the Weltenbauer RK50 took the top spot with 242 microseconds, which indicates an undisturbed Windows 10 Pro with reservedly activated services.</p>
<p><div class="alignfull">
<a href='https://digitalproduction.com/bench_14_maerz_2019_13_03/'><img  loading="lazy"  decoding="async"  width="1417"  height="1186"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/bench_14_Maerz_2019_13_03.jpg?fit=1417%2C1186&quality=80&ssl=1"  class="attachment-full size-full"  alt="" ></a>
</div></p>
<h3 id="conclusion">Conclusion</h3>
<p>The Weltenbauer RK50 is well equipped for 2D and 3D applications and has plenty of GPU power thanks to the Nvidia Geforce RTX 2080 Ti. The Intel i7-9700K is certainly powerful enough for 2D and 3D, but for more CPU-intensive tasks such as HD video, the i9-9900K CPU with hyperthreading, which is only around 60 euros more expensive, would be significantly faster.</p>
<p>But the RK50 was designed by Weltenbauer primarily for 2D and 3D applications, and it is usually the more sensible option to invest more budget in maximum GPU power<br />
power.</p>
<p><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="alignnone wp-image-76810 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/latency-1.jpg?resize=1200%2C637&quality=80&ssl=1"  alt=""  width="1200"  height="637" ></p>
<p>The noise development of the RK50 under partial load is okay, but under full load the competition is significantly quieter – despite water cooling of the CPU – and the fan noise is in a more pleasant frequency range.</p>
<p>The relatively low latency of the RK50 is a positive feature, which indicates that Windows 10 Pro runs smoothly. For the 3,300 euros, the RK50 is a cleanly finished workstation with a high-performance graphics card and a contemporary CPU, RAM and mass storage basic configuration on which to build.</p>
<p><div class="alignfull">
<a href='https://digitalproduction.com/no_gpu/'><img  loading="lazy"  decoding="async"  width="1417"  height="1543"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/no_gpu.jpg?fit=1417%2C1543&quality=80&ssl=1"  class="attachment-full size-full"  alt="Ohne die Grafikkarte bleibt unter Vollauslastung alles cool." ></a>
<a href='https://digitalproduction.com/nur_gpu/'><img  loading="lazy"  decoding="async"  width="945"  height="1441"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/nur_gpu.jpg?fit=945%2C1441&quality=80&ssl=1"  class="attachment-full size-full"  alt="Nur die GPU reicht aus, um die Temperaturen auch der übrigen, inaktiven Komponenten in die Höhe zu treiben." ></a>
</div></p>
<p>There is still enough space in the case for future expansion, but with the 550-watt power supply unit for a second graphics card, the power supply is likely to be tight.<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:5403,&quot;href&quot;:&quot;https:\/\/www.weltenbauer.com\/weltenbauer-rk50.html&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20250720053804\/https:\/\/weltenbauer.com\/weltenbauer-rk50.html&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-29 00:43:39&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2025-12-29 00:43:39&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]"></span></p><p>The post <a href="https://digitalproduction.com/2019/05/15/weltenbauer-rk50-im-test/">Weltenbauer RK50 in the test</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/bjoerneichelbaum/">Björn Eichelbaum</a>. </p></div>]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">76817</post-id>	</item>
		<item>
		<title>Binwees &#8211; a non-linear text editor</title>
		<link>https://digitalproduction.com/2019/05/10/binwees-ein-nonlinearer-texteditor/</link>
		
		<dc:creator><![CDATA[Nils Calles]]></dc:creator>
		<pubDate>Fri, 10 May 2019 12:00:31 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Binwees]]></category>
		<category><![CDATA[DP1903]]></category>
		<category><![CDATA[Texteditor]]></category>
		<guid isPermaLink="false">https://www.digitalproduction.com/?p=76971</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/binwees_tb.jpg?fit=960%2C540&quality=80&ssl=1" width="960" height="540" title="" alt="" /></div><div><p>As an editor, I know the problems with copywriting from my editors, and even when I produce magazines or videocasts myself, I have often wished for a software tool for copywriting that goes beyond the copy-and-paste functions. Oliver Driemel and his editor colleague Helan Nasso, together with a programmer friend, have developed such software that enables non-linear texting like in editing software. The name is also due to their Kurdish origins. It comes from the Kurdish word "binivîse", which means "write".</p>
<p>The post <a href="https://digitalproduction.com/2019/05/10/binwees-ein-nonlinearer-texteditor/">Binwees – a non-linear text editor</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/nilscalles/">Nils Calles</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/12/binwees_tb.jpg?fit=960%2C540&quality=80&ssl=1" width="960" height="540" title="" alt="" /></div><div><p>To test <a href="https://binwees.de/">Binwees</a>, I want to invite a short trailer from the end-time troupe Rotten Raptors to write an off-text for it. Thanks at this point to Timo Stermula from Mediapioneers for the filming. To create a new project, click on the menu button. In addition to the load and save dialogue and access to the autosave files, this window also contains some important settings. Here you can set the start timecode, select the video or audio file and vary the speaker speed.</p>
<p>Several projects can be opened, which then appear as tabs at the top of the text field so that texts and text fields can be copied from one project to another. The video window can be positioned at the top and sides or hidden completely using the buttons at the top right of the menu bar. Next to it is the slider for setting the size of the text boxes. Of course, the tool can also be used for text only, without loading a video. The frame rate of the video is recognised automatically. The length and timecode are displayed in hours, minutes and seconds at the top right.</p>
<p><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="alignnone wp-image-76967 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Binwees02_GUI_PosterframeCrop.jpg?resize=1200%2C961&quality=80&ssl=1"  alt=""  width="1200"  height="961" ></p>
<p>To ensure that the video runs synchronised with the timecodes in the text blocks, the context play button next to the speaker symbol must now be activated.</p>
<h3 id="text">Text</h3>
<p>Before the first text block appears, there is a music intro of 8 seconds. So I write “Music intro” in the first text box and mark the text with a yellow background for the sake of clarity. The text colour, background colour, font and text style can be set via the menu bar. As you can export the project as a PDF, Word or Open Office document for the speaker at the end, you have the option of creating a certain clarity. There is also a comment box for each text module, although this is not visible in the PDF output. I put a scene description in this box, as I want to use this information later to adapt the trailer to the text. The tool is also ideal for this.</p>
<p>Next, I enter the length of 8 seconds in the corresponding field. Then I write “Music” in the category field at the bottom. The categories are saved in the project and can then be selected directly using the arrow button.</p>
<p><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="alignnone wp-image-76968 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Binwees05_GUI_FontColor.jpg?resize=1200%2C1675&quality=80&ssl=1"  alt=""  width="1200"  height="1675" ></p>
<p>With the plus symbol on the right under the text frame, I now create another 5 text modules. As they all still have a length of zero, the new boxes now contain an initial time code of 8 seconds. Now I could start writing texts. But instead I will paste my already prepared text blocks into the frames. The green bars at the front immediately turn red, and the estimated lengths of the copied voiceover texts appear below the text frames. I can then enter these in the corresponding field. The bar then turns green again. If the length is only just under the assumed speaker text length, it turns orange, signalling that the speaker needs to speak a little faster here.</p>
<p>Unfortunately, the coloured bars are not transferred to the exported text documents.<br />
After I have copied in all the texts and adjusted the lengths, I now start the film with the keyboard command Ctrl-Space. This somewhat strange-looking key combination is necessary because, while the film is running, I want to use the Tab key and the arrow keys to jump to different fields and adjust the values or texts there. This works surprisingly well. The active text module is always highlighted in dark grey, and if I use the arrow keys to jump up and down between the fields, the video player also follows with astonishing performance in fractions of a second. Alternatively, you can press Ctrl 1, 2, 3, 4 or 5 to jump to the beginning of the text module with the corresponding preroll seconds.</p>
<h3 id=""><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="alignnone wp-image-76969 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Binwees06_GUI_MenuOnly.jpg?resize=1200%2C919&quality=80&ssl=1"  alt=""  width="1200"  height="919" ></h3>
<h3 id="ripple-edit">Ripple Edit</h3>
<p>But now we come to the actual purpose of the software. For example, if I want to place the vehicle descriptions in text modules 5 and 6 after the first one, I click on the up/down arrow symbol for both and then click on the plus symbol where I want them to be – i.e. under text module 1. All timecodes are updated immediately. With the minus symbol I can delete one or more blocks and with Ctrl Z I can of course undo the last steps. In this way, I can adapt the text blocks to a changed cut version or, as in my case, adjust the cut to the text using the time codes.</p>
<h3 id="optimisation-suggestions">Optimisation suggestions</h3>
<p>It would save a lot of time if there was a menu tick that automatically enters the estimated length of the texts in the corresponding field. A keyboard command that creates a new text module at the current timecode of the film would also be desirable. With this feature, the tool would also be well suited for transcribing interviews. And, of course, the option of shuttling through the film using keyboard commands – perhaps simply the standard JKL control in conjunction with the Ctrl key? Otherwise you would write JKL in the text box.</p>
<h3 id="-2"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="alignnone wp-image-76966 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Binwees01_GUI.jpg?resize=1200%2C1675&quality=80&ssl=1"  alt=""  width="1200"  height="1675" ></h3>
<h3 id="free-version">Free version</h3>
<p>With the free version, you can open all projects, change texts and comments, but you cannot create a new project, insert text modules or change time codes. But you do have the advantage of linking text and images.</p>
<h3 id="prices-and-licences">Prices and licences</h3>
<p>The current trial version can be used without restriction until 15 July. After that there is a subscription model, which can be found on the website. At the moment it says 90 euros for an annual licence. This may seem expensive, but you have to consider how many hours of work have gone into this tool and how many hours of work you can save by using it. Anyone who has ever had to adapt the time codes and the sequence in the text for a film that has been edited will agree with me. Anyone who has to deal with voiceover texts should use the time to try out the tool at their leisure.</p>
<p><iframe loading="lazy" class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/i5VAcqXw21M?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe><span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:5405,&quot;href&quot;:&quot;https:\/\/binwees.de&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251010050026\/https:\/\/binwees.de\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-29 00:43:46&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-10 17:42:54&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-21 13:49:25&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-25 17:57:56&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-30 08:51:04&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-11 23:31:03&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-10 16:47:17&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-13 17:37:12&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-17 13:20:13&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-16 05:38:05&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-06-08 02:00:51&quot;,&quot;http_code&quot;:503}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-06-08 02:00:51&quot;,&quot;http_code&quot;:503},&quot;process&quot;:&quot;done&quot;}]"></span></p><p>The post <a href="https://digitalproduction.com/2019/05/10/binwees-ein-nonlinearer-texteditor/">Binwees – a non-linear text editor</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/nilscalles/">Nils Calles</a>. </p></div>]]></content:encoded>
					
		
		
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<post-id xmlns="com-wordpress:feed-additions:1">76971</post-id>	</item>
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		<title>Making-of: Spring</title>
		<link>https://digitalproduction.com/2019/05/05/making-of-spring/</link>
		
		<dc:creator><![CDATA[Gottfried Hofmann]]></dc:creator>
		<pubDate>Sun, 05 May 2019 12:30:08 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[DP1903]]></category>
		<category><![CDATA[open movie]]></category>
		<category><![CDATA[Spring]]></category>
		<category><![CDATA[subscribers]]></category>
		<guid isPermaLink="false">https://www.digitalproduction.com/?p=76983</guid>

					<description><![CDATA[<div><p>Blender is a beacon project in the field of open source computer graphics. One of the reasons for its success is the open movies, in which the realisation of a specific project goes hand in hand with the development of the software. This concept can be traced back to the time when Blender was still an in-house solution from the Dutch studio NeoGeo. Back then, it was quite normal for artists and developers to work together in one place. Ultimately, it was the experience gained back then that led us to continue working on animation projects - even after Blender became open source. However, with a different sign.</p>
<p>The post <a href="https://digitalproduction.com/2019/05/05/making-of-spring/">Making-of: Spring</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/gottfriedhofmann/">Gottfried Hofmann</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div><p>Not only the results of the software development itself, but also the films should remain open. The team around the Blender Institute, founded in Amsterdam, has thus become a pioneer in the use of Creative Commons licences for assets that are not code and crowdfunding to finance projects.</p>
<h3 id="13-years-12-short-films">13 years – 12 short films</h3>
<p>The Blender Foundation’s first Open Movie, “Elephants Dream”, was published in 2006. The twelfth short film, “Spring”, was released 13 years later. A few things have changed since then. The Blender Institute has become the Blender Animation Studio. Financing is no longer based on crowdfunding, but on the <a href="http://cloud.blender.org">Blender Cloud</a>, where the data of all previous open movies, training videos and other Blender-related services are made available for a monthly subscription fee.</p>
<h3 id="blender-2-8-is-production-proven">Blender 2.8 is Production-Proven</h3>
<p>But one thing has remained the same: The Open Movies continue to serve to support the development of Blender. And just as “Sintel” accompanied the transition from Blender 2.49 to Blender 2.5, “Spring” was intended to give the developers of Blender 2.8 feedback from a real animated film production as early as possible. What has changed, however, is that in “Sintel” the film team still had its own branch of Blender, whereas in “Spring” they worked in the real Blender 2.8 right from the start.</p>
<p><figure id="attachment_76980" aria-describedby="caption-attachment-76980" style="width: 1253px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-76980 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/poster_alpha.jpg?resize=1200%2C1697&quality=80&ssl=1"  alt="Das alternative Filmplakat zu Spring, dem neuesten Open Movie des Blender Animation Studios."  width="1200"  height="1697" ><figcaption id="caption-attachment-76980" class="wp-caption-text">The alternative film poster for Spring, the latest open movie from Blender Animation Studio.</figcaption></figure></p>
<p>For Blender users, the advantage of this is that the film team didn’t get custom-made extras that wouldn’t flow into the main branch after the film because they were either too special or quickly hacked together. No, with “Spring” every feature, every request from the artists to the developers had to have a hand and foot, as the result was incorporated into the finished version of Blender 2.8. But the developers also had to work more cleanly as a result. This time it was not possible to include shortcuts in the one movie branch.</p>
<h3 id="2-79-to-2-8-the-big-leap-forward">2.79 to 2.8 – the big leap forward</h3>
<p>The “Spring” team started production in Blender 2.79, but switched to the development branch of Blender 2.8 as early as possible. The use of this branch began at a time when important elements for film production were not yet available in 2.8. For a short period of time, a dual-track approach was therefore adopted. For example, the animation still took place in Blender 2.79, when lighting and look dev could already be realised in 2.8.</p>
<p>But even when the entire film was ported to Blender 2.8 and there was no turning back, the time of hardship for the artists was not yet over. After all, software in an alpha state is not exactly stable, and Blender 2.8 was no exception. Blender users who tried out the first early versions back in June last year will surely remember that the Blender 2.8 bug tracker was initially reserved for the “Spring” team. The developers already had enough to do with their bug reports alone.</p>
<h3 id="it-started-in-2017">It started in 2017</h3>
<p>The initial planning and preparations for “Spring” began at the end of 2017, when Blender 2.8 was still little more than an idea or a branch with rudimentary changes. The switch to version 2.8 was only completed around six months later during the Code Quest, where a large number of developers came together over several weeks at the Blender Animation Studio in Amsterdam to programme together on site and plan the future of Blender. It was to take almost a whole year before the preview could be celebrated on 27 March.</p>
<h3 id="the-baby-has-taken-flight">The baby has taken flight</h3>
<p>And while “Spring” is now finished and no further open movies are planned for the time being, the development of Blender 2.8 continues. It should be ready in July. However, Blender will have to overcome the last hurdles before the big release without the support of a parallel film production. It doesn’t really need to, because the bug tracker has since been opened up to ordinary users, and Blender 2.8 is already being used in commercial projects around the world. The days when a small group of artists in Amsterdam were the main source of feedback for developers are over for the time being.</p>
<p><figure id="attachment_76978" aria-describedby="caption-attachment-76978" style="width: 2560px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-76978 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Kickoff_speedpainting-scaled.jpg?resize=1200%2C503&quality=80&ssl=1"  alt="Dieses Speedpainting wurde von David Revoy am ersten Tag des Kickoff-Meetings erstellt, um sich mit dem Regisseur Andy Goralczyk abzustimmen. Bis zum fertigen Film sollte noch mehr als ein Jahr vergehen."  width="1200"  height="503" ><figcaption id="caption-attachment-76978" class="wp-caption-text">This speed painting was created by David Revoy on the first day of the kickoff meeting to coordinate with director Andy Goralczyk. It would be more than a year before the film was finished</figcaption></figure></p>
<p>Hopefully, however, the concept of open movies is not over. Because the development of Blender is far from finished, with Blender 3.0 already on the horizon. Perhaps this version will be accompanied by a feature-length animated film?</p>
<p><strong>DP:</strong> I’m currently at FMX with Andy Goralczyk. He’s the director of “Spring”, the Blender Foundation’s new open movie, which you can see here in the cinema tomorrow.</p>
<p><strong>Andy Goralczyk:</strong> “Spring” was made with the aim, among other things, that Blender 2.8 development should be accompanied by real artists who put the software through its paces during its development and use it in a real production.</p>
<p><strong>DP:</strong> With “Spring”, however, you started with Blender 2.79 and did a lot with it in the film until you switched at some point. Why didn’t you immediately use Blender 2.8 for the production?</p>
<p><strong>Andy Goralczyk:</strong> First of all, the framework conditions: We had just finished the agent film “Agent 327 – Operation Barbershop”. The producer, Ton Roosendaal, was very keen to produce a proof of concept for a cinema film. Of course, we did that in 2.78 and 2.79, which took a lot of time, so the whole endeavour of doing the animation test.</p>
<p>In the meantime, there was also the development work on 2.8, which took quite a long time. There was always the thought that Blender had to take the next step. There were some problems in the workflow, which is why 2.8 is called the workflow release. Blender is difficult to learn, there are thousands of areas Blender can work in and for each one the individual user has to customise their own workflow. This is one of the great strengths of Blender.</p>
<p>The whole thing was a bit slow, there weren’t enough people. There are never actually enough programmers, most people are responsible for bug fixes and maintenance. We simply need more funding to guarantee features, support, bug fixes and the entire project management. That’s the idea behind the institute.<br />
After the barbershop, Ton said that we needed to take 2.8 a step further and spent some time researching the best way to do this. That’s when the Code Quest campaign was launched, in which we organised a funding campaign and spent almost a month trying to get programmers from all over the world who were already actively involved in Blender development to come to Amsterdam to take the whole thing a step further. That is, to bring all the loose ideas that existed – with tool systems, work spaces, look development, Eevee, wireframes or no wireframes, left-click, right-click and all that – under one roof. In the end, that was the starting signal that drove the whole thing forward.</p>
<p><figure id="attachment_76982" aria-describedby="caption-attachment-76982" style="width: 2560px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-76982 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/storyboard_sequence-scaled.jpg?resize=1200%2C603&quality=80&ssl=1"  alt="Die zentrale Sequenz des Films als Storyboard. Man erkennt, dass im Laufe des Films noch einige Änderungen vorgenommen wurden."  width="1200"  height="603" ><figcaption id="caption-attachment-76982" class="wp-caption-text">The central sequence of the film as a storyboard. You can see that some changes were made during the film</figcaption></figure></p>
<p>We ourselves started with “Spring” independently. There was always the idea that we would use 2.79 and at some point in the future, when the time came, we would take the step of converting everything we had to 2.8. However, this has not been so easy, as 2.8 was only a concept for a long time. It was all this dependency graph stuff, copy on write, these incredibly difficult features that in turn enable other features, for example the whole linking system, collections, static and dynamic overwrites and so on. That set everything back a bit, because there were no modifiers, no animations for months. Everything was so rudimentary that you couldn’t do anything with it. We occasionally made proofs of concept, i.e. moved a character over to see what it looked like in Eevee, but it took ages before 2.8 became usable.</p>
<p>That was the idea behind the Code Quest. We were in our old office in the centre of Amsterdam, and then the Code Quest started and all the people moved to the new office in Amsterdam North, and we artists – we were only four people – sat there a little bit left behind in the empty office while all the new sexy stuff started in the new studio. We were then given the condition that when we moved into the new office, which was about a month later when the Code Quest was already running, we had to use 2.8. At the end of the day, that was incredibly ambitious, as it put fire under the arse of all the programmers. Blender was not yet far enough along to say: This is the framework of features that we need and that could be included in a 2.8 release. There were already specifications and then there were new things that were developed during the Code Quest, new problems that came up – if there is a tool system, where do the options for the tools go, all this interface stuff in addition to all the other problems that came up with Copy on Write and the Dependency Graph and with the Asset Manager, which was then scaled back a bit.</p>
<p>So we moved into the new building and we were able to do something. There were already a few modifiers, the array modifier, mirror modifier and subsurf, but not everything ran smoothly. It was really incredibly difficult. We then spent the next two weeks starting a kind of hybrid. Half of our film, for example the lighting work, we did in 2.8 and the animation work in 2.79 because the animation in 2.8, especially with the huge rigs we had for “Spring”, was really slow. That’s why we decided to start small and say: We’ll convert our rock library so that it runs under 2.8. You don’t have to convert very much, but you just make a separate file and change a few things here and there so that it runs under 2.8. Then we converted the characters, then a few of the environments, and then we slowly got it up and running in a proof-of-concept manner, bit by bit, until after two or three weeks the animators were finally able to switch over to 2.8.</p>
<p><figure id="attachment_76977" aria-describedby="caption-attachment-76977" style="width: 2560px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-76977 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Autumn_forest-scaled.jpg?resize=1200%2C750&quality=80&ssl=1"  alt="Der süße Sidekick von Spring ist ein Hund namens Autumn, hier zu sehen in einem frühen Testrender."  width="1200"  height="750" ><figcaption id="caption-attachment-76977" class="wp-caption-text">Spring’s cute sidekick is a dog called Autumn, seen here in an early test render</figcaption></figure></p>
<p><strong>DP:</strong> Once in 2.8, there was probably no going back?</p>
<p><strong>Andy Goralczyk:</strong> Yes, there was no going back (laughs).</p>
<p><strong>DP:</strong> In terms of the data structures, you probably can’t load it back either?</p>
<p><strong>Andy Goralczyk:</strong> You can still app things or something, that wasn’t a problem. We were still moving things back and forth for a while, for example some things for Julien, who then made all the environments and background characters, i.e. the alpha creatures. He sculpted some of them in 2.79 because the sculpting tools were a bit behind, multi-resolution didn’t work, there was only dynamic toplogy and there were a lot of things that didn’t work properly. Of course things have to be made to work, but it’s a question of prioritisation. If you only have a limited number of people who are able to do this, then of course you can’t do everything at once.</p>
<p><strong>DP:</strong> In this case, you had more developers than artists in the building?</p>
<p><strong>Andy Goralczyk:</strong> During the Code Quest, yes. It has to be said that our developers mainly work on Blender itself and not on film-related features. This means that every now and then we get one or two, maybe Sergej or Brecht do something for us, but of course the programmers are all there for Blender and work on maintenance. We sometimes have to take a back seat. It’s a huge undertaking and, of course, it’s for a good cause and not just for us.</p>
<p><strong>DP:</strong> Was there ever a point when you opened Blender 2.79 again and thought: “Oh, I’m in the Stone Age!”?</p>
<p><strong>Andy Goralczyk:</strong> Also, yes. Actually from the point when 2.8 was running properly. Personally, I was able to get used to it relatively quickly. I’m not sure why, the animators still have a bit of a problem to this day, but of course that’s because the tool set for animators is different to that for environment and lighting, for texturing and sculpting or similar. There are simply fewer models for how something like this can work. All the work I did, like lighting and compositing shots, has become incredibly easy with 2.8 because there are collections. You have the ability to make an infinite number of layers and things that you can throw in there and name. You have an incredibly clean structure that you can give your files. This makes everything much clearer, but also makes the files much more complicated. In the beginning, we had huge problems with files that were far too large; our recordings are around 200 Mbytes in size, whereas before they were 60. They are now back down to 60 or 80 Mbytes. What it has allowed us to do, however, is a much greater level of complexity, also in terms of linking assets. We had to develop a bit of a new workflow around it. Before, you had groups that you could link to another file. Now collections work in much the same way as groups. They actually replace them, you can link them into a file, you can instantiate them, you can also link them directly, then you have a file that consists half of local assets and half of linked things.</p>
<p><figure id="attachment_76976" aria-describedby="caption-attachment-76976" style="width: 2560px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-76976 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/Alpha_Turnaround-scaled.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Die Alpha-Kreatur ist sozusagen der Dritte im Bunde. Im Film ist sie allerdings an keiner Stelle in ihrer vollen Pracht zu sehen, sondern immer von Wolken verdeckt."  width="1200"  height="675" ><figcaption id="caption-attachment-76976" class="wp-caption-text">The alpha creature is the third in the group, so to speak. However, it is never seen in its full splendour in the film, but is always obscured by clouds</figcaption></figure></p>
<p><strong>DP:</strong> How do you manage it all?</p>
<p><strong>Andy Goralczyk:</strong> It’s still a bit hairy and naturally leads to a lot of problems. But since it all started, I’ve never really wanted to go back. With the whole viewport, everything looks very smart of course, sometimes a bit too smart and a bit too slow. It takes some getting used to, but in the end everything looks much cleaner and much clearer, and that’s a good thing.</p>
<p><strong>DP</strong>: Speaking of slower: Blender 2.8 has the new Eevee engine, which is relatively fast. Why did you decide on Cycles and not Eevee after the film was supposed to accompany the development of Blender 2.8?</p>
<p><strong>Andy Goralczyk:</strong> That’s our main question on YouTube: Cycles or Eevee? You have to put it this way: the film was made with the idea of making it in 2.8, but of course there are many ways to make films. You can make a realtime film – the film lent itself better to Cycles than Eevee in terms of the story and the environment, the look we wanted. It’s possible to do some of that stuff in Eevee. We used Eevee a lot, also for visualising smoke simulation, for example, it’s incredibly helpful because of course you don’t have to patch everything. You have a good preview if you just throw it into Eevee and then render an OpenGL viewport playblast. I would say that even though it’s helpful to see things close to the final rendered image, real-time engines are still a bit behind in terms of shadows and reflections, for example. Back then, we had a scanline render blender internal with “Big Bug Bunny”, and all the lamps were shadow buffers. Similar to Eevee, except that Eevee is real time. We had incredible problems with shadow buffers all the time. As soon as you cheat things, you have more effort again, and we didn’t want to do that in this case. We wanted realistic lighting, realistic smoke, an environment that felt real. Of course, you can achieve that in Eevee, but then you always have problems – the anti-aliasing isn’t right here, the blur isn’t right here, the separation doesn’t work properly due to the real-time technology and so on.</p>
<p><figure id="attachment_76979" aria-describedby="caption-attachment-76979" style="width: 2560px" class="wp-caption alignnone"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  class="wp-image-76979 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2019/12/plants_growing-scaled.jpg?resize=1200%2C563&quality=80&ssl=1"  alt="Ein Beispiel für eine Asset-Datei, wie sie von der Blender Cloud geladen werden kann. Die Pflanzen sind mit Rigs versehen, über die man sie im wahrsten Sinne des Wortes erblühen lassen kann. Und solange man darauf hinweist, dass die Assets aus dem Film „Spring“ sind (das kann z.B. im Abspann geschehen), darf man sie auch kommerziell einsetzen."  width="1200"  height="563" ><figcaption id="caption-attachment-76979" class="wp-caption-text">An example of an asset file as it can be loaded from the Blender Cloud. The plants are provided with rigs that can be used to make them blossom in the truest sense of the word. And as long as you point out that the assets are from the film “Spring” (this can be done in the credits, for example), you can also use them commercially</figcaption></figure></p>
<p><strong>DP:</strong> Are there perhaps plans for an open movie using Eevee after all?</p>
<p><strong>Andy Goralczyk:</strong> There are no plans for an open movie in the near future. It’s possible that we could work in Eevee. We used Eevee all the time, for texturing, for previewing, and some of the passes from the film were even rendered in Eevee<br />
Eevee. Cloud parts were simply recomposited, they were rendered one-to-one in Eevee and even Workbench. I would definitely like to make an open movie with Eevee. It’s a cool new technology.</p>
<p><iframe loading="lazy" class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/WhWc3b3KhnY?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe><span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:5417,&quot;href&quot;:&quot;http:\/\/cloud.blender.org&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20201027203838\/https:\/\/cloud.blender.org\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-29 00:53:37&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-14 13:10:55&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-22 12:25:37&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-28 19:39:08&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-01 08:20:45&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-27 13:47:40&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-03-27 13:47:40&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]"></span></p><p>The post <a href="https://digitalproduction.com/2019/05/05/making-of-spring/">Making-of: Spring</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/gottfriedhofmann/">Gottfried Hofmann</a>. </p></div>]]></content:encoded>
					
		
		
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