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Big K of Justice
Nov 27, 2005

Anyone seen my ball joints?

Argue posted:

I was trying to figure out the solution to patches of the body clipping through clothes that I'm running a cloth simulation on, and I couldn't find a lot of solutions because most of what I've seen seems to involve deforming the clothes with the body and adding folds yourself. I saw a post that suggested just making the parts of the body that clip through the clothes invisible, but it was an old post, and it didn't explain how to do this either. Is this the right answer?

The reason I'm not sculpting the folds myself is I want to create my own reference for 2d paintings, and if I were to just create the folds on my own, that would defeat the point of trying to create accurate reference. (normally, I just pose myself in a photo, but I'm hoping this will be useful for situations where I don't have the right outfit, or sufficient dexterity to pull off a reference shot)

I did a fair number of Digi doubles/replacement work on a few movies back in the day and ... how do I word this....

You do a collision pass on the surfaces you don't see, but you don't render them. No one really does that, it just complicates the work and drives up simulation time for no benefit. Good simulation software will allow you to filter what is colliding with what.

So taking the simulation out of the picture for a moment, you would only render the clothing layers you see, any surfaces you don't see you "delete" or hide. There's different terminology for this for different software, but you want to create groups/sets of things to hide, usually, on skin, you may have skin that's occluded by clothes and have that in some form of hide layer that doesn't get rendered or drawn in the viewport. There may be a bit of special treatment you may need to do with collars and other clothing holes but those can be solved with a bit of modeling.

When it comes to the simulation, you may be running collisions on an entirely different subset of geometry, say a skin layer that is never ever rendered and is only used for calculating the collision pass. It may not even be geometry it could be a volume object like with some Houdini solvers.

Depending on the scene / objective, there are exceptions, ropes/capes/dresses are often exceptions of getting away with simulation minimalism. It'll l depend on a case-by-case basis.


As for accuracy.... cloth sims can be a crap shoot. I know at ILM they made a ton of hay 10 years ago about the skin/cloth simulations when I was there, but they had 2-3 really good 3d sculpt guys who would go in frame by frame fix the muscle sims/cloth stuff on various movies because that was way cheaper to final a shot then run some dudes cape in another 20 hour sim pass again.

A good example is spending a ton of setup time for a sim only to wind up with something that 98% works but there's a small part that pops/sizzles deforms wierd, so you fix that post-sim via comp or some form of post-sim modeling pass.

I guess to sum up you can do this:

- Run the cloth sim on a specialized/optimized set of collision geometry. Eg. A torso only, or parts that you need.
-Render the cloth geometry with the hero final character minus the stuff that is occluded by the cloth.

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Big K of Justice
Nov 27, 2005

Anyone seen my ball joints?

EoinCannon posted:

I've done a fair bit of fluid sculpting in zbrush
I just use a lot snake hook and inflate with sculptris mode turned on and sometimes using IMM to insert a sphere on subtract to punch holes in things, dynamnesh, and lots of smooth
You could also add long strands with IMM and then dynamesh them in

These were done pretty much like that




This is great stuff. I would know a few guys / places that would burn a ton of time trying to get simulated results like this instead of just sculpting it :)

Big K of Justice
Nov 27, 2005

Anyone seen my ball joints?

Alterian posted:

If you want to get a job in games, train to be a tech artist.

It really depends on what industry you want to get into with 3d.

I can say this as someone who went from Film VFX to Games working in VFX and Tech Artist stuff, the largest in demand / paying / hard to find spots is VFX, Tech Art, and environment artist in the AAA space.

Easy to find juniors but people with experience? Woof.

My biggest regret in my life was not jumping to games earlier in my career. I could have went to Blizzard a long time ago. Ah well. Making up for lost time now.

Big K of Justice
Nov 27, 2005

Anyone seen my ball joints?

Slothful Bong posted:

Like, what does some 21 year old do when they have some college portfolio pieces that are decent but not outstanding, and no industry contacts?

Fire demo reels at places and hope to catch someone's eye or go to a class/program where your peers and friends get jobs and refer you. It was always hard to get a foot in the door.

Re: MPC, I don't think they're going to end up saving that much money in the end. They'll have to go nuts and hire more talent.

I've seen first hand with R+H trying to make India work for a decade and it wasn't smooth. The good and great Indian artists move up fast on the pay scale, provided they don't go to North America or Europe. I know back in 09 or so when I last dealt with R+H outsourcing, the wage range for Indian artists was about $2,000/year to $80,000/year. There weren't enough of the $80k/year guys and too many of the $2k/year guys that did work that had to be redone.

These days I deal with a small bit of game outsourcing for assets and trailers and even on the high-end big budget stuff with the best vendors, it's time-consuming to hold hands to get the vision / execution right with a huge budget, never mind trying to do it to cut costs.

It's amazing to watch vendor tests where their task is to match a style and just recreate a few props/assets and they completely fail at it.

I'm guessing MPC is just being hopeful internally, figuring worst case, they just hire everyone back wherever in the future.

Given the non-existent operating income for film visual effects companies, I'm surprised mass layoffs are taking this long to occur.

It's depressing the amount of work and talent that is needed to execute VFX work skillfully and how little stability there is for it. Not to mention low pay.

One big reason I bounced over to games.

Big K of Justice fucked around with this message at 08:07 on Oct 18, 2023

Big K of Justice
Nov 27, 2005

Anyone seen my ball joints?
Strikes over tentatively....

And on that note, DNEG Vancouver is unionizing with IATSE, this was way overdue.

quote:


This is a message on behalf of your friends and coworkers at DNEG Vancouver:

Hi everyone,

We did it! Today we filed our application for certification with the BC Labour Board to form our union at DNEG! We wanted to take a second to thank all of you that signed a card, came to a lunch Q&A and asked great questions, and ultimately believed that the best way for us to improve our working conditions is by working together!

Now that the certification is in, we wanted to provide you with some important updates:

Why are we forming a union at DNEG?

By forming a union, we as workers will get the chance to collectively voice our concerns and requests. Because we are stronger when we stand together, we can achieve things that are impossible when we are on our own. Some of the things we want to achieve include:

More transparency and consistency in the decisions that impact our daily lives

Improvements to current working conditions (i.e. salary, vacation)

Enhanced RRSP and health benefits

Sustainability in the Canadian VFX industry as a whole

Access to legal counsel

Protections from sudden and unjust layoffs

Strong representation and solidarity across the Canadian VFX industry

Will there be a vote?

We are confident that we have the support required to automatically certify our union. However, the Labour Board may still order a vote. Whether or not this happens will depend largely on DNEG’s response to our application, so we can’t be sure at this stage.

If there is a vote, every eligible worker at DNEG will receive an email with instructions on how to participate. The vote is conducted online by a third party called Simply Voting and is completely confidential. Your employer will never see How you voted.

If there is a vote it will likely be next week. We’ll follow up with more information once we know what happens next.

Will the Labour Board contact me about my card?

The Labour Board may conduct a “spot check” to confirm that you signed a card. Someone from the Labour Board may call or email you to ask you if you signed a card and if your name is correct. This communication is completely private between you and the Labour Board. Not responding will indicate that you have in fact signed a card, so you are able to ignore the communication if you prefer.

What will DNEG do next?

DNEG will only have a few days to act between now and our Labour Board hearing, which will likely be early next week. DNEG is required to share the notice of certification with everyone so you may see posters around the studio or an email indicating that the application has been submitted.

We can expect some of the following things from DNEG because all employers have limited things that they can do or say that will not impede on our constitutional right to form a union. The following could be sent in an email, or it could be shared in a companywide town hall. Things such as:

· Promotions will be based on seniority

Promotions will not be based on seniority because seniority has not been set up in this union, Local 402. If seniority were to be set up in the future it would be democratically voted on, as with all decisions, by the workers in Local 402 the VFX union. Promotions will continue to happen based off of skill, experience, and the factors that are currently being used.

· Salaries will be bracketed

A union brings a wage minimums chart, not a wage cap. The wage minimums chart is designed to protect the workers from being lowballed, from juniors being taken advantage of because they are just starting out, and are implemented to raise the floor so that little by little we’re able to achieve a sustainable wage to help the longevity of our VFX careers.

· Workers will not be able to negotiate their own contracts anymore

Workers will continue to be able to negotiate their contracts as the union collective agreement only provides a baseline of benefits and protections for workers that are above the regular ESA standards. Anything above these benefits will continue to be negotiated as is right now, based off skill and experience.

· Jobs will go to countries with cheaper labour once DNEG unionizes

We have seen that this is simply an unfounded statement as many industries in Canada and in BC are unionized including the on-set VFX workers in Local 891. They have been unionized for decades and work has continued to flow. Titmouse Vancouver, part of the Canadian Animation Guild Local 938 unionizing in 2020, has been one of the only studios in the animation industry of BC continuously hiring despite the extremely high precarity people are facing lately. Once a workplace unionizes, the labour laws in Canada provide a “statutory freeze period” that protects workers from being retaliated against; including being fired for their union support.

This is an exciting time for all of us at DNEG and the VFX community across Canada and North America. So again, thank you all for your support. As soon as we have more details, we will share them with you.

If you have any questions, please, don’t hesitate to reach out.

In solidarity,

The DNEG Vancouver Organizing Committee

Big K of Justice
Nov 27, 2005

Anyone seen my ball joints?
Nah, India isn't taking all the jobs, I've been hearing that boogeyman for 20-odd years.

Heck, I was at Rhythm and Hues which was 1000% pushing for that and couldn't make it work despite having 2 large Indian studios and the studio in Malaysia. The Malaysia thing was hilarious because the government was funding it, but it had to be all citizens, and R+H had to resort to hiring randos off the street, and throw them at training and hope some would stick. The attrition rate was 80-90% if I recall and the whole thing wasn't feasible. Plus Malaysia got a bit spicy towards the end of times there by demanding an editorial review of content of whatever R+H KL was working on.. as a vendor so you can imagine how that would have been impossible (Which was an insane demand since the work was for the US market).

India couldn't compete with Canadian Tax credits, overhead costs the same in India as LA, your only savings was labor [$2,000-80,000 a year was the payband 10+ years ago] but not time from my experience [the cheaper guys took way longer and communication sucked]. I remember John Hughes lamenting about not getting on board with Vancouver early enough, it was too late for R+H when they opened up the Vancouver office.

The really skilled Indian artists are logically going to go for the most competitive offers and often that means getting a visa and going abroad.

ILM may be expanding there but it's not going to be easy for them.

I knew Dreamworks animation gave up on their division there when Glendale artists ended up having to redo everything most of the time anyways.

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Big K of Justice
Nov 27, 2005

Anyone seen my ball joints?

Slothful Bong posted:

As to the “why” of it all, my in-the-dark assumption is it’s due to outside investors. When you get tech investment firms dumping millions into VFX companies specifically for AI, they’ll never get the gains they want, and then the company is on the hook for showing “profitability” in the short term.

Woof.

One reason I ran screaming from film VFX was that no one makes money on it. Investing in VFX is a quick way to turn a million dollars into a hundred dollars. I still laugh when Sony tried to sell Imageworks for something like 600-800M back in the late 00's and no one was having it... the tech stack/pipeline wasn't worth that, and it was cheaper just to hire away the talent and roll up a new studio.

It's a gold rush, so it may be better invest in shovel companies or sell the equipment to gold miners... so in this case the safe investment is to just buy Nvidia stock :v:

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