Ryan Garry, Film Director and Founder of Unlimited Motion Ltd, discussed the use of mocap and VR technologies in film production and talked about their micro-budget motion capture feature film Anghenfi.
Kristof Beets, Senior Director of Technical Product Management at Imagination Technologies, shared some insights into the ray tracing tech and the development of their ray tracing IP.
Xander Smith shared his thoughts on the introduction of AI into CGI and how the AI-driven creative tool Artbreeder helps him and his team speed up their character design workflow.
Alex Aznar Samperi participated in Marmoset Toolbag 4 Beta Test and shared his opinion on the new features and improvements for texturing, baking, and rendering.
Adam Swaab talked about his experience with Houdini and the new features of the latest software version as well as shared the process of creating the splash screen of Houdini 18.5 for SideFX and educational resources including his own tutorials on Chain and Path Deform SOPs.
Evgeny Dyabin from the Cascadeur team discussed the logic behind their autoposing feature implemented using standard deep learning methods.
Xsens team talked about Xsens MVN Animate, their time-proven motion capture software used in different fields by Epic Games, Ninja Theory, The Mill, and other clients.
Derek Potter, Head of Product Management at Vicon, talked about their finger tracking system Shōgun High Fidelity, its potential influence on the game industry, and their collaboration with Epic Games.
Andras Ketzer, the creator of a toolkit for stylized smoke and fire in Unreal Editor called FluidNinja, shared his studies on how to add 3D depth to 2D fluid simulations with Ray Marching and Parallax Occlusion Mapping.
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Floating Islands: Setting Up Stylized Shaders with HDRP in UnityHi, amazing work! Can you give more details about how you did the AO f...·
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playrix Alexander Khorkov
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