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01 Sep: Unreal Engine Threatens Traditional Renderers

I watched and was astonished by how close a real time gaming engine was coming to generating photo-real renders. I had fiddled around with Unreal Engine from time to time and had a little familiarity with it. So I decided it was time to do a deep dive and find out what this was all about. I needed to know if it was hype or something real that could help my production pipeline.
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24 Sep: Visual Effects vs Animation

Getting to know the various kinds of visual effects and animation will help you better understand the level of training and the skill sets required to get a job in the prospective field. At CG Masters School of 3D Animation & VFX, we want to help you gain the skills and confidence needed to work in the film, TV, or video game industries. That is why we offer comprehensive visual effects and animation programs.
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07 Nov: Decision Making in VFX Production: What is “correct”?

Recently I was part of an interesting discussion about doing things the “correct” way in a VFX production pipeline. Specifically, we were talking about scene scale and relative object scale. In general it is a good idea to build geometry to “correct” scale and to build scene environments to “correct” scale so that for any given situation, any arbitrary object will just drop into any arbitrary scene and fit without puzzling over math and doing research to check real scales and make adjustments.

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29 Sep: Contact Shadows & Cast Shadows: A myth

Cast shadows, we are told, are the sharp shadows you can see cast by an object that is lit by a light source like a sun or light-bulb while contact shadows, apparently, are those kind of indistinguishable darkenings without a discernible edge that seem to appear as an object gets close to, and touches, a surface, like a car tire on the road on a cloudy day.