'Kung Fu Panda 4' Hits Theaters in 2024
Universal Pictures announced the release of Kung Fu Panda 4 in 2024. Since the end of Kung Fu Panda 3 in 2016, there has been no news of Kung Fu Panda 4 for a long time. Now, Universal Pictures has finally announced that Kung Fu Panda 4 will be released in theaters on March 8, 2024, although details are still missing.!Kung Fu Panda 4 1Image via DreamWorks Animation Let's expect more information about Kung Fu Panda 4 together.Tips:Fox Renderfarm is a leading cloud rendering services provider and render farm for 3D animation. We offer a free $25 trial for every new user. Thanks for reading!Source: DreamWorks Animation, Universal Pictures
Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 2022
This June, Hum3D announced the winners of the Flying Cars 3D Competition 2022. Fox Renderfarm, as a world-leading render farm and cloud rendering services provider, also a long-term partner of Hum3D, sponsored this competition and witnessed the birth of many excellent and beautiful artworks. This time, we had the honor and opportunity to interview Shangyu Wang. His work “Green screen” won the second place in this competition.He has been studying CG art since his freshman year. Although it has only been 3 years, he has already collected over 10 international and Chinese CG competition awards, including 2nd place in Hum3D Flying Cars 3D Competition 2022, 3rd place in Hum3D Car Render Challenge 2021, 1st place both in V-Ray Station Challenge 2020 & 2021, Gold prize of ANI Category in GGAC Competition 2021, 2nd place in The Art of 3D Insects Challenge 2020 held by ArtStation & Adobe and so on.Let's find out how Shangyu made the amazing artwork through the exclusive interview with Fox Renderfarm.Fox Renderfarm: Hi Shangyu, thanks for accepting our interview, could you please introduce yourself?Shangyu: Hi everyone, my name is Shangyu Wang. I am a college student and about to start my senior year in September. I am very passionate about CG creation. It is a pleasure to talk with you.!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 1Green screen © Shangyu WangFox Renderfarm: Congratulations on winning Second Place and Fox Renderfarm Team Choice in Hum3D Flying Cars 3D Competition 2022, how do you feel about it?Shangyu: Of course, I was so surprised and happy when I knew it. In fact, I just entered this competition intending to try it out at that time, and I didn’t think that I could win Second Place. I also participated in the Hum3D Car Render Challenge 2021 last year with my work “Under the sea”, and won Third Place. This year, I won Second Place in this competition, which is progress for me, so I'm still very happy.!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 2Under the sea © Shangyu WangFox Renderfarm: How long did you finish the work “Green screen”? Could you describe your workflow/pipeline for us?Shangyu: I worked on it for about a month or so.My main workflow was: I used Maya and ZBrush for modeling and Substance Painter for mapping. After that, the maps were imported back to Maya. And I rendered with V-Ray for Maya. Finally, the post-production was finished in Nuke.!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 3© Shangyu Wang!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 4© Shangyu Wang!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 5© Shangyu WangFox Renderfarm: The jury praised your work as very interesting and creative with a lot of details. So what inspired you to come out with the idea of making the work?Shangyu: In fact, the theme of my work is not “green screen” at the very beginning, I created an image of a car flying in the sky. However, I was not very satisfied with the initial work, so then I spent a week thinking about how to make changes. Considering that the topic of the competition was flying car, I made a bold breakthrough and switched my work to the theme of green screen, because I believed that the green screen represented infinite possibilities.!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 6The initial work of flying car © Shangyu WangFox Renderfarm: The lighting and texturing in this one are what drive this high-quality render. How did you make the lighting and texturing, which make the render photorealistic?Shangyu: I didn't really put much effort into the lighting, because I only set one light in the whole scene. Instead, I spent more time on materials and textures. I would look for some references, and think about how to coordinate the scene and make the material look realistic.!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 7© Shangyu Wang!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 8© Shangyu WangFox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve them?Shangyu: The main difficulty is the idea. The production process of this work is actually similar to my previous works, so I hope to make some changes to the idea.!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 9Detail of “Green screen” © Shangyu Wang!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 10Detail of “Green screen” © Shangyu WangFox Renderfarm: You participated in a Real-time Rendering 3D Animation Challenge hosted by Rayvision earlier this year. Your excellent work "Wind Tunnel Test" won 1st Prize in Student Category. What is your inspiration for this work?Shangyu: I prefer something mechanical, and it so happened that I was studying the making of mechanical animation at that time, so I considered combining the rotating platform with the machinery, and then came up with such a scene.!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 11Wind Tunnel Test © Shangyu WangFox Renderfarm: We learn that you used Houdini to create this work, so why did you choose it? How is your study progress so far?Shangyu: In fact, it was a coincidence that I happened to be learning the disintegration effect of Houdini at that time, and then I wanted to combine it into my work, so I made an animation of a spaceship crashing.For me, I will learn the skills that I need at the moment. I think learning CG is a matter of interest. If you are passionate about CG, you would be willing to spend a lot of time learning. Then it is necessary to insist on doing some exercises every day so that you will not easily forget what you have learned.!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 12Still image of “Wind Tunnel Test” © Shangyu WangFox Renderfarm: Did you meet any difficulties in using Omniverse in this competition? And what do you think of Omniverse?Shangyu: When I was using it, Omniverse didn't support some features yet. I set two lights in this work. And I wanted to compose the two lights, so I rendered it twice, setting one light at one time. But other renderers I've used in the past have an option - Light mix - that can be checked. Omniverse has not yet added this feature. However, I think OV's rendering quality (is better) and rendering speed is relatively faster.Fox Renderfarm: How did you encounter CG?Shangyu: It's kind of an interesting coincidence. I didn't know the CG industry at all before college. When I moved into the dormitory, a senior knocked on the door and asked if we were interested in joining the school's CG association, where there would have some modeling courses of 3ds Max and Maya. Then I went to study, and I continued to learn myself at home. I found that the CG industry is so fun, so I have been learning it until now.!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 13Shangyu’s works when he first started learning CG © Shangyu Wang!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 14Shangyu’s works when he first started learning CG © Shangyu WangFox Renderfarm: Could you share with us a few interesting or memorable works that you have made?Shangyu: Among all my works so far, I think the longest production time and most impressive one is the short film "Space Elevator" for participating in GGAC last year.!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 15Still image of “Space Elevator” © Shangyu Wang!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 16Still image of “Space Elevator” © Shangyu WangIt took me about three months to make this short film, and for the first time, I tried the whole process of making the film: from modeling, mapping, rendering, to post-production coloring, voice acting and so on. At present, I still have a lot to learn, and making this short film is a challenge for me.!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 17Details of “Space Elevator” © Shangyu Wang!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 18Details of “Space Elevator” © Shangyu WangFox Renderfarm: What drill routine do you use to sharpen your skills?Shangyu: I have a lot of learning resources, but I think it is more important to cultivate a personal aesthetic sense. For example, you can practice the composition of pictures through photography, and enjoy more works of other masters to improve your aesthetic sense. In addition, I usually do some drawing and sketching practice.!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 19Sketch practice © Shangyu WangFox Renderfarm: Are there any artworks or artists that inspire you the most?Shangyu: I joined a CG chat room where I can comunicate with many artists. I had the pleasure of making friend with a Senior Lookdev Artist named Alex (Zinan) Liu, whose direction is similar to the direction I am interested in, and he is also good at materials. He gave me a lot of advice in some of my past works and helped me a lot in my CG learning process.Alex (Zinan) Liu’s ArtStation: https://www.artstation.com/alexliuzinanFox Renderfarm: Is there anything you want to share with the CG enthusiasts?Shangyu: I think to learn CG, persistence is the most important, without fits and starts. The more you practice, the more significant your progress will be.That's all our interview with Shangyu, and we really appreciate Shangyu for being willing to do this interview with us.Fox Renderfarm also interviewed the first place winner of the competition：Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D CompetitionFox Renderfarm, as a powerful render farm and cloud rendering service provider, has always been very dedicated to supporting artists to use their imagination to create great work, which is also one of our mission!
Lyle, Lyle, Crocodile is Scheduled for Release in October (2022 Film)
Lyle, Lyle, Crocodile as a live action/CGI musical comedy is based on Bernard Waber's best-selling book series of the same name. It is directed by Will Speck and Josh Gordon from a screenplay by William Davies, starring Shawn Mendes, Javier Bardem and Constance Wu. !Lyle, Lyle, Crocodile is Scheduled for Release in October 1Image via Sony Pictures"When the Primm family (Constance Wu, Scoot McNairy, Winslow Fegley) moves to New York City, their young son Josh struggles to adapt to his new school and new friends. All of that changes when he discovers Lyle - a singing crocodile (Shawn Mendes) who loves baths, caviar and great music-living in the attic of his new home. The two become fast friends, but when Lyle’s existence is threatened by evil neighbor Mr. Grumps (Brett Gelman), the Primms must band together with Lyle’s charismatic owner, Hector P. Valenti (Javier Bardem), to show the world that family can come from the most unexpected places and there’s nothing wrong with a big singing crocodile with an even bigger personality", by Sony Pictures.!Lyle, Lyle, Crocodile is Scheduled for Release in October 2Image via Sony Pictures!Lyle, Lyle, Crocodile is Scheduled for Release in October 4Image via Sony PicturesSony Pictures plans to release Lyle, Lyle, Crocodile in the US on October 7, 2022.Let's check the trailer:Tips:Fox Renderfarm is a leading cloud rendering services provider and render farm for 3D animation. We offer a free $25 trial for every new user. Thanks for reading!Source: Sony Pictures
Fox Renderfarm Supports Forest Pack And RailClone Now!
As a leading render farm in the CG industry, Fox Renderfarm is committed to providing fast and secure cloud rendering service for customers around the world, and now we support iToo's Forest Pack and RailClone!Forest Pack is a powerful scattering plugin on the market for 3ds Max. It provides a complete set of tools for scattering and art directing scene assembly, capable of rendering huge amounts of geometry.!Forest PackRailClone is an artist-friendly parametric modelling and spline-cloning plugin for 3ds Max. It can create objects by assembling, repeating and deforming geometry using an easy-to-define set of rules.!RailCloneAs the authorized render farm of Forest Pack and RailClone, Fox Renderfarm supports the most popular 3D software, renderers and plugins all over the world, including 3ds Max, Maya, Cinema 4D, Blender, V-Ray, Redshift, etc.With enormous computing power, Fox Renderfarm will continue to provide customers with a faster, safer, cheaper, smarter, and easier cloud rendering service, helping artists realize their dreams.
The Making of “Kagura”, A Photorealistic CG Animation Created by Kay John Yim
The making-of tutorial article of "Kagura" was wrote by Kay John Yim for Fox Renderfarm, which is a leading cloud rendering service provider and GPU & CPU render farm in the CG industry.This June, John brought us a tutorial on making "Ballerina". And this time, he shares another well-written article about how he made his new personal project "Kagura", which is also rendered with Fox Renderfarm, a powerful 3D animation render farm.!JohnKay John YimChartered Architect & CGI ArtistKay John Yim's personal site: https://johnyim.com/ArtStation: https://www.artstation.com/johnyimProject "Kagura" is a one-minute full CG animation, my second personal project to feature an animated photorealistic CG character.The project concept is a fantasized version of Kagura (神楽) - a type of Shinto ritual ceremonial dance in Japan. Traditionally, the dancer herself turns into a god during the performance - here depicted as the dancer's ballerina tutu dress transforming into a hakama as she dances on the floating stage, purifying spirits of nature.© Kay John YimThe article focuses primarily on shot 3 & 4 of project "Kagura", where I detail my design and technical process of the 4 main aspects below:1. The Architecture2. The Animation3. The Transformation4. RenderingSoftware I used include:- Rhino- Moment of Inspiration (MOI)- Cinema 4D (C4D)- Redshift (RS)- Character Creator (CC)- iClone- Marvelous Designer 11 (MD)- Houdini!kagura SHOT 1 still© Kay John Yim!kagura SHOT 3 still 5© Kay John Yim!kagura SHOT 4 still© Kay John Yim 1. THE ARCHITECTUREThe architecture is loosely based on Ookawaso Hotel's lobby in Fukushima Prefecture, Japan. !SCREENSHOT 1PureRef board for the projectIt was probably one of the most challenging interior spaces I have ever modeled, due to the following:a. Most photographs available online focus on the floating stage and thus were quite limited in showing the actual space;b. With no access to architectural drawings, I had to eye-ball all the measurements from photographs;c. The space does not conform to a single orthogonal grid, for instance, the stairs and the 1F walkway do not align with the columns.I first gauged the size of the space by the balustrade height - as a rule of thumb, balustrades are usually 1.1 meter tall (varies slightly depending on exterior vs. interior space and the country's building regulation). By estimation, the distance between columns is about 7.7 meters.!SCREENSHOT 2estimating measurements from photoLooking at the orientation of the floating stage and the columns, I assumed that the space was designed with 2 sets of grids - a construction grid that aligned with the columns (which structurally holds up the space) and a secondary grid diagonal to the construction grid (which serves only as a design grid).I drew up the construction grid uniformly (7.7 x 7.7 meters), and placed columns accordingly. Then I drew diagonal lines on top of the construction grid to get the secondary grid. This gave me a starting point for the floating stage as well as the 1F walkway.!GIF 1drawing up the grids, stairs and 1F walkwayA large portion of the architectural elements then instantly fell into place according to the grids I drew up. Having said that, the modeling process was not exactly straight-forward though. With the lack of references (especially for the corner details), I spent most of the time re-designing and tweaking wall panel sizes and wall stud positions to get to proportions that were aesthetically pleasing.!GIF 2most elements fell into place according to the grids!GIF 3modeling by gridI then exported the Rhino model to .3dm, opened up in MOI and exported again into FBX. Doing so gave me clean, quad meshes that I could easily edit and UV-map in C4D.!GIF 4 model turntablemodel turntableWhile the majority of the space took less than a week to model, I spent an additional month solely on fine-tuning the details, tweaking the lighting, and framing a composition that I was satisfied with.!GIF 5 render iterationsrender iterations!GIF 6 the final compositionthe final composition 2. THE ANIMATION 1) Character AnimationThe character animation was created based on mocap animation, which could be found on Reallusion Marketplace.I kept my animation workflow as simple as possible - in fact, I used exclusively "Set Speed" and "Edit Motion Layer" in iClone to get to the final character animation.First, I imported my CC character into iClone, applied the mocap animation onto the character (by drag & drop), and altered the speed with "Set Speed" to create a slow-motion look.!GIF 7 slowing down mocapslowing down mocap animation in iClone with "Set Speed"Note:Please see my previous article for CG Character creation: Ballerina: A CGI Fantasy Created by Kay John YimAltering the speed, however, exaggerated a lot of movement that looked distracting. Hence I played the character animation on loop and deleted keyframes that I found unnecessary.I then used "Edit Motion Layer" to lift up the arms and modify the finger positions.!SCREENSHOT 3edit motion layer 2) Garment prepOnce I got a decent character animation, I moved on to MD and CC to prepare the garments for animation/simulation.Cloth simulation in Marvelous Designer is extremely finicky - multiple layers of clothing too close together causes a lot of jittering, and that could take an infinite number of simulations to resolve. For the above reason, I separated the two sets of Marvelous Designer garments (ballet tutu & hakama) into 2 categories - Skintight vs Loose garments.The Skintight garments would be animated in CC & iClone, a technique most commonly used in game production. This technique excels in speed but falls short in simulating loose garment details compared to MD. The Skintight garments in this project included:a. ballet tutu leotardb. hakama inner layer!SCREENSHOT 4skintight garmentsThe remaining Loose garments would be simulated in MD:a. ballet tutu skirtb. hakama excluding inner layer!SCREENSHOT 5lose garmentsNote:Garment creation is beyond the scope of this article; I highly recommend Marvelous Designer's official YouTube channel for anyone getting started in MD: 3) Skintight Garment AnimationMy preparations for the garments in CC are as follows:a. export garment from MD to FBX as T-poseb. import FBX into CC by "Create Accessories"c. assigned "Skin Weight"d. export to iCloneThe skin-tight garment would then be automatically applied to the animated character in iClone.!GIF 8 ballet tutu leotard animation in icloneballet tutu leotard animation in iClone 4) Loose Garment SimulationIn general, MD simulates garment better using CPU (over GPU) when there are multiple layers of clothing. Having separated the tutu leotard from the tutu skirt in this particular case, I found GPU simulation actually gave a cleaner and faster simulation than using CPU alone.!GIF 9 ballet tutu skirt simulationballet tutu skirt simulationFor the hakama, I wanted to create a calm but otherworldly aesthetic, so I reduced the "gravity" under "simulation settings” to 0, and upped the "air damping" to 5. This resulted in a constantly floating sleeve and a clear silhouette throughout the animation.!GIF 10 hakama simulationhakama simulationWith all the garments animated and simulated, I exported all of them as separate Alembic files.The Character was exported as an animated FBX from iClone. 5) Post-simulation clean-up in HoudiniGarment simulated in MD could sometimes result in too many details or polygons with messy connectivity. The former I personally found distracting and the latter would cause problems down the line in C4D when used in combination with "Cloth Surface". I imported the Alembic files into Houdini and used "Attribute Blur" to smooth out the garment, eliminating extra wrinkles. 3. The Transformation 1) Setting up the CameraHaving imported the character FBX and all the Alembic files into C4D, I then move on to setting up my camera based on the character animation. This prevented me from spending extra time working on details that would not be visible in the final shot.I use "PSR" under "Constraint" to bind the camera's height position to the character's "neck" position - doing so stabilized the camera and avoided distracting movements. 2) Tutu Dress to HakamaThe transformation of the tutu dress into hakama was driven by a combination of "PolyFx" and animated Fields within C4D.!GIF 11 working with polyfxworking with "PolyFX" C4D's "PolyFx" breaks down objects by their polygons - any Mograph effectors assigned thereafter will then affect the object on a per-polygon basis rather than affecting the object itself as a whole.I assigned a "PolyFx", a "Random Effector", a "Plain Effector" and a "Spherical Field" to each of the following parts:- tutu leotard- tutu skirt- hakama sleeve- hakama top (outer layer)- hakama top (inner layer)- hakama bottomEach of the "Spherical Field"s was then bound to the character's skeleton "pelvis", specific steps detailed as follows:a. create a "PolyFx";b. group the "PolyFx" with the garment;c. assign a "Plain Effector" to the "PolyFx", set scale parameter to -1;d. assigned a "Spherical Field" to the "Plain Effector";e. assigned a "Random Effector" to the "PolyFx" and drag the same "Spherical Field" created in the above steps under the "Random Effector", set all rotation parameters to 360;f. create a Null;g. assign a "Constraint" to the Null;h. under Constraint check "PSR";i. search for "pelvis" in the Object Manager and drag it under the "PSR";j. place a "Spherical Field" under the Null;k. now the "Spherical Field" will move along with the character.With the “Spherical Field” bound to the character, I animated the sizes of the "Spherical Fields" and tweaked the timing to different garment parts to gradually scale down/scale up by their polygon divisions. !SCREENSHOT 6a breakdown of the animated ballet tutu dress under object managerNote:When in doubt type "SHIFT-C" then type in the Mograph or function you are looking for - I use "SHIFT-C" all the time in C4D.!GIF 12 garment part animation driven by polyfxgarment animation driven by "PolyFx" 3) Tutu Skirt to ButterflyIn addition to the garment transformation drive by "PolyFX", I added an extra layer of animation with a "Cloner" of animated butterflies - this created an illusion as if the tutu skirt disintegrated into a swarm of butterflies and flew away.I use an animated butterfly created by Travis David (download linked below) cloned onto the simulated tutu skirted, driven with a “Plain Effector” in scale to make them appear and disappear in flow with the “PolyFx” animation.!GIF 13 garment transformation with butterfly clonergarment transformation with butterfly "Cloner"For the final rendering, I added "Cloth Surface" and "Subdivision" to each garment part to break up the polygons into even smaller parts - this resulted in an illusion of the tutu dress being disintegrated and subsequently reintegrated into the hakama.Technically speaking, it was a relatively simple animation, the most challenging parts were timing and developing an aesthetic that flowed naturally with the character movement. The 10 seconds of transformation alone took me more than 2 months to get to the final version; I was constantly adjusting the Spherical Fields' animation through the plugin “Signal”, rendering the viewport sequence, tweaking and re-rendering over and over again. "Cloth Surface" and "Subdivisions" are computationally expensive - each viewport frame took at least 2 minutes to process, totalling about 10 minutes per viewport sequence render.!GIF 14 iterationsiterations!GIF 15 final shot 3 breakdownfinal shot 3 breakdown 4. RENDERING 1) TexturingI kept my texturing workflow fairly simple - apart from the characters, I used Megascans material and foliage in the final renders. 2) Redshift Limitations & WorkaroundsThough Redshift is my favorite offline renderer for its unmatched rendering speed, there were a few limitations regarding Motion Blur and Cloner/Matrix that I had to workaround in preparation for the final rendering."Motion Blur" - "Deformation Blur" to be specific - contributes to the realism of CG animation. However, there is a known limitation of Redshift automatically disabling "Deformation Blur" on "PolyFX" objects. This would cause glitches (objects look as if they pass through each other) in the final render if "Deformation Blur" is turned on globally. While keeping global "Deformation Blur" on, I added a Redshift Object tag on every character and garment object and unchecked "Deformation Blur" on the RS object tags.On the other hand, while "Cloner" and "Matrix" both serve the same purpose of cloning objects, they differ in viewport feedback and rendering speed. Using "Cloner" has the advantage of "you-see-what-you-get" in the viewport, as opposed to using "Matrix" where you have to render out the frame to see the final result.Rendering-wise, "Matrix" has the advantage of being rendered by Redshift much more efficiently than "Cloner" - taking Shot 4 for instance, the final render duration per frame is 3 hours using exclusively "Cloner" as opposed to 2.5 hours using exclusively "Matrix".Hence, I used "Cloner" while working on the shot composition and used "Swap Cloner/Matrix" to replace all "Cloner" with "Matrix" for the final render.!SCREENSHOT 7"Cloner" viewport feedback!SCREENSHOT 8"Matrix" viewport feedback 3) Redshift EnvironmentI used Redshift Environment to give all the shots an atmospheric and mysterious look; it also helped to convey the depth of the scene, especially in a busy composition like Shot 4.The Redshift Environment’s Volume Material was driven by two "Nulls" in height; a fake “Spot Light” directly above the dancing character and two “Area Lighting” from below the stage also contributed to the Redshift Environment.Note:Please see Redshift’s official tutorial on driving Redshift Environment with "Nulls": 4) Redshift ProxiesHaving finalized the look of the shots, I exported as many objects as possible into Redshift Proxies for rendering efficiency. I used "Redshift Proxy Exporter" to batch export objects - this saved me a lot of time, especially when exporting foliage.Note:Redshift Proxy Exporter link: https://realaturtur.gumroad.com/l/rsproxyexporterc4dWith everything replaced as Redshift Proxies, this brought my final render time per frame from 2.5 hours down to 2 hours. 5. Conclusion"Kagura" is by far the most challenging personal project I have ever done, since I had little to no experience in motion graphics or character animation half a year ago. I learned along the way as I worked on projects "Kagura" and "Ballerina" all through trial and error, rendering out iterations after iterations throughout the past 6 months. With Reallusion and Fox Renderfarm's support, I eventually brought "Kagura" to live, and this has been the most rewarding project since I began my CGI journey.For any self-taught CG artist out there like myself, who is constantly struggling to up their quality and skill set, I would like to share a quote by American novelist Anne Lamott - the quote originally refers to writing but it deeply resonated with me as an artist:Creating art is like driving a car at night. "You can see only as far as your headlights, but you can make the whole trip that way." You don't have to see where you're going, you don't have to see your destination or everything you will pass along the way. You just have to see two or three feet ahead of you.
E.D. Films Drops Fictional Animated Short 'Return to Hairy Hill' Trailer
The leading cloud rendering services provider and render farm, Fox Renderfarm, will share with you an animated movie made of paper.Return to Hairy Hill (Retour à Hairy Hill) is a stop-motion animation made of simple paper, mixing 2D and 3D technology. The film is based on the true story of a young woman's struggle for her future. It is an animated tribute to family folklore by E.D. Films co-founder Daniel Gies.!E.D. Films Drops Fictional Animated Short Return to Hairy Hill Trailer 3Image via E.D. FilmsThe film will be released in 2023. Let's look forward to the performance of this amazing paper!!E.D. Films Drops Fictional Animated Short Return to Hairy Hill Trailer 2Image via E.D. FilmsRelated information:The idea of Daniel Gies making Return to Hairy Hill: https://danielgies.artstation.com/projects/NKO4b.Let’s check the trailer:Tips:Fox Renderfarm is a leading cloud rendering services provider and render farm for 3D animation. We offer a free $25 trial for every new user. Thanks for reading!Source: E.D. Films
Watch 'Cars on the Road' of Disney and Pixar on September!
Lightning and Mater are back! Do you miss them?The leading cloud rendering services provider and render farm, Fox Renderfarm, will share with you an amazing news.Disney and Pixar's original animated series Cars on the Road is here! It will be streaming on Disney+ on September 8, 2022.!Watch -Cars on the Road- of Disney and Pixar on September 2Image via DisneyWe'll follow Lightning McQueen (Owen Wilson) and his best friend Mater (Larry the Cable Guy) as they head east from Radiator Springs on a cross-country road trip, eventually meeting up with Mater's sister.!Watch -Cars on the Road- of Disney and Pixar on September 3Image via Pixar!Watch -Cars on the Road- of Disney and Pixar on September 4Image via PixarLet’s check the Cars on the Road's trailer:Tips:Fox Renderfarm is a leading cloud rendering services provider and render farm for 3D animation. We offer a free $25 trial for every new user. Thanks for reading!Source: Disney+
Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition
This June, Hum3D announced the winners of the Flying Cars 3D Competition 2022. Fox Renderfarm, as a world-leading render farm and cloud rendering services provider, also a long-term partner of Hum3D, sponsored this competition and witnessed the birth of many excellent and beautiful artworks. This time, we had the honor and opportunity to interview Ruming Cao. His work “Leave night” won first place in this competition.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 1Ruming Cao1st Place of Hum3D Flying Cars 3D Competition 2022V-Ray Certified Professional (VCP)He has been engaged in realistic interior render for nearly ten years, specializing in high-precision modeling and photorealistic render. His works have been selected for many CG galleries such as 3dtotal, Evermotion, and VRAY WORLD.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 2Leave night © Ruming CaoIn his work “Leave night”, the car is not only a means of transportation for human beings, but also carries feelings. Father and mother divorced, children suffer the most. Father and child parted. He wants the robot butler to escort the children. Let the child arrive at the mother's house safely.Fox Renderfarm: Hi Ruming, thanks for accepting our interview, could you please introduce yourself?Ruming: Hi everyone, I’m Ruming Cao. I come from Ma'anshan, a small city in China, and now live in Hefei, China.Fox Renderfarm: How many years have you been in the CG industry? Do you remember the first work you created? Please share with us.Ruming: I started learning 3D software around 2013 or 2014, almost ten years ago.My first CG work is a render of Interior design. My major in college is environmental art and design. One day, I saw my roommate doing interior design by chance, and I found it very interesting, so I started to try to create my first CG work. However, the work I did the first time was not good enough, not realistic enough. Now I can't find that picture.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 3© Ruming Cao!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 4© Ruming CaoFox Renderfarm: Is there any artist who has inspired you the most?Ruming: In the CG industry, I initially liked the works of two artists, Marek Denko and Jesus Selvera (Zuliban). In recent years, Blender is becoming more and more popular, so I have also paid attention to some artists who are good at Blender, such as Ian Hubert.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 5Her Eventual Hesitation © Marek DenkoFox Renderfarm: We noticed that you started to participate in international CG competitions in the past two years. What was the opportunity for you to start participating in these competitions?Ruming: The main reason is that I joined a CG industry group chat before, in which there are many great artists. One of them is Shangyu Wang (who won Second Place in Hum3D Flying Cars 3D Competition 2022). Although he is still a student, he is very passionate about CG and has superb skills. He often participates in many international competitions. Under his influence, I began to try to participate in this kind of competition, with the purpose of exchanging ideas and improving myself.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 62nd Place of Hum3D Flying Cars 3D Competition 2022Green screen © Shangyu WangFox Renderfarm: How do you improve your aesthetic in art and CG skills in your daily practice?Ruming: Regarding the way to improve my skills, in fact, I am the same as others, mainly by watching videos, like those technology-sharing videos on YouTube or Bilibili. Then, my improvement in art is mainly to practice painting. I usually like to draw sketches and color painting. During my school years, I practiced more and accumulated knowledge related to aesthetics. I suggest that you can learn to paint in your free time so that you can have a better understanding of the effect of light on objects and the relationship between colors.Art is all interchangeable, and we can incorporate traditional paintings into our 3D works.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 7© Ruming Cao!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 8© Ruming CaoFox Renderfarm: Congratulations on winning First Place in the Hum3D Flying Cars 3D Competition 2022 sponsored by Fox Renderfarm, how do you feel about it?Ruming: Very happy. In fact, I had predicted that I could get First Place in this competition.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 2Leave night © Ruming CaoFox Renderfarm: Please introduce your award-winning work “Leave night” to us.Ruming: I mainly used the following software to create this work, including: 3ds Max, Corona, Photoshop, Substance Painter, ZBrush and Marvelous Designer.There are three main characters in this work: the little boy on the flying car and the robot butler, and the man wearing a mask under the car is his father.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 9Details of “Leave night” © Ruming Cao!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 10Details of “Leave night” © Ruming CaoThe background of my work is the general social environment where the divorce rate is rising, resulting in more and more single-parent families. The image depicts a young boy saying goodbye to his father. The main color of the whole scene is cold, enhancing the sad atmosphere of separation. I thought this picture might touch some people. To fit the cyberpunk atmosphere, I made a robot next to the little boy, and let it act as a butler to escort the child away. This is the simple story about my work “Leave night”.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 11Details of “Leave night” © Ruming CaoFox Renderfarm: Where did you learn about this competition?Ruming: I happened to see the competition on Facebook and entered with the intention of giving it a try.Fox Renderfarm: Your work is rich in elements and complex in terms of scene settings, could you talk about your workflow? How do you make the whole 3D scene?Ruming: I started by getting the overall composition defined, and drawing some drafts to sort out the character relationships. Then I started to create the surrounding environment. After the whole 3D environment was built, I began to make the main body - the car carefully. Finally, the characters were made.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 12© Ruming Cao!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 13© Ruming Cao!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 14© Ruming CaoFox Renderfarm: The jury complimented you on your use of color and lighting. Could you tell us more about how you set up the lighting and color?Ruming: Regarding color, I mainly highlight the image by contrasting the ambient and artificial light. I use blue as the base tone for the overall atmosphere. As for artificial lighting, I add some lanterns and warm light to the interior of the car to make the color contrast. Therefore, the overall is a contrast between blue and orange.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 15Details of “Leave night” © Ruming Cao!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 16Details of “Leave night” © Ruming Cao!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 17Details of “Leave night” © Ruming Cao!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 18Details of “Leave night” © Ruming CaoNext, I will deal with the primary and secondary relationship of the screen. I darkened the foreground with some light blocking and added fog to the background. After adding the ambient fog, the visual contrast around the subject will become weaker, so that the visual center, which is the mid-ground part, can be more prominent.Fox Renderfarm: Your work gives a unique sense of emotion. How do you set the mood?Ruming: The mood of the work is actually nothing more than the good use of color matching and contrast in the image. I think we can learn more from the photographic works of other artists.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 19© Ruming CaoFor example, the contrast of some photography works is relatively strong, and the bright part may only account for one-third of the whole picture, which conveys more of a seclusion feeling. For another example, in terms of color, choosing warm colors as dominant hue can bring people a feeling of sunshine, while too many cold colors represent the feeling of gloom or loneliness. Ultimately, this is the impact of art on human vision.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 20© Ruming CaoFox Renderfarm: How long did you finish the work? What software and plugins did you use?Ruming: It took about a month and a half. 90% of the models in this work are made by myself. Most of them, including modeling, mapping, materials are created by myself, and I can only use my free time to complete this work.I use Marvelous Designer a lot, mainly to make backpacks and costumes for characters, as well as the wings on car. Also Substance Painter, a software for mapping, I use it to make most of the materials for car. I use ZBrush to sculpt the details of some objects, like the corners of rocks. I ended up using Photoshop for post-processing. Most of the others were made and rendered with 3ds Max and Corona.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 21© Ruming Cao!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 22© Ruming Cao!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 23© Ruming Cao!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 24© Ruming Cao!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 25© Ruming CaoFox Renderfarm: Did you meet any difficulties during your creation? How did you solve them?Ruming: The only difficulty is the problem of scene optimization, because the amount of faces in the entire scene is very large, about 150 million, which is left after optimizing a large number of model agents.During the later optimization, I found that there are some places where it is not necessary to do too much detail because it is invisible. For example, there are some screws on the pipes in the background. In fact, I made them, but it is invisible. I thought too much in the early stage, and it would be more troublesome to delete the number of faces or objects in the later stage. The only way I could make my computer better able to carry such a volume of models was by increasing its memory.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 15Details of “Leave night” © Ruming CaoFox Renderfarm: You also participated in the Evermotion Challenge 2021 sponsored by Fox Renderfarm and won Second Place. Can you briefly tell us about your winning entry?Ruming: Evermotion Challenge 2021 was my first time participating in an international 3D creation competition. The main reason why I participated in it was also influenced by Shangyu Wang. I wanted to feel the atmosphere of the competition and practice my skills.It took me about two weeks to create this work. I didn't expect to win Second Place at that time, but I felt very happy after winning the prize, after all, there are bonuses.My work was titled "As busy as a robot". I was so busy during that time that I didn't really pay much attention to it. I only spent some spare time every day to create it. The idea was that I was so busy and looked like a robot. So when I was making it, I incorporated the robot at work in the forest scene. And the surrounding environment is also what I yearn for. I hope I can go hiking or travel in my spare time, so I created the feeling of deep forest in the surrounding area.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 26As busy as a robot © Ruming CaoFox Renderfarm: What do you think of the cloud rendering service of Fox Renderfarm? Please feel free to make suggestions to us.Ruming: The biggest advantage I think is that the rendering is really fast. It helps me to finish my work efficiently, and it greatly reduces my rendering burden, because my computer is not as good as enough. So with a render farm like this, I can work more efficiently. Thank you very much.Fox Renderfarm: Is there anything you would like to say to newcomers who want to enter the CG industry?Ruming: In fact, the industry technology of the renderers, including software rendering, is quite perfect now. Unlike many years ago, if you want to create a realistic image, you may have to work very hard at that time.Nowadays, more and more artworks can be rendered photorealistic or even cinematic. The more advanced the technology, the more attention should be shifted from the software to the art creation or the storytelling of images. It is from these perspectives that we can impress others more. Therefore, I think to enter the CG industry, the main thing is to develop better imagination and artistic aesthetics. Now the software and skill are not too big problems.
Blender Foundation Announced that Blender 3.3 Officially Entered Beta
Blender Foundation has declared that Blender 3.3 is officially in beta stage.Blender 3.3 will be released on September 7, 2022. Blender 3.3 promises to feature updates to Blender's animation, modeling, and rigging pipelines, improvements to Grease Pencil and Geometry Nodes workflows, enhancements to Cycles, and more.Check Blender 3.3 dates and schedule: https://developer.blender.org/project/view/142/Tips:Fox Renderfarm is a leading cloud rendering services provider and render farm for Blender. We offer a free $25 trial for every new user. Thanks for reading!Source: blender.org
Netflix Drops Stop-Motion Animated Film 'Pinocchio' Official Trailer
The best cloud rendering services provider and render farm, Fox Renderfarm, will share with you the latest Netflix animation.!Netflix Drops Stop-Motion Animated Film ‘Pinocchio’ Official Trailer posterImage via NetflixThe new film from Pan's Labyrinth director Guillermo del Toro, Pinocchio, will be released on Netflix in December 2022. Guillermo del Toro's Pinocchio is a stop-motion animation where you can see the director's new interpretation of the familiar story of Pinocchio. Starring the voices of Ewan McGregor, Christoph Waltz, Gregory Mann.!Netflix Drops Stop-Motion Animated Film ‘Pinocchio’ Official Trailer 1Image via Netflix!Netflix Drops Stop-Motion Animated Film ‘Pinocchio’ Official Trailer 2Image via Netflix!Netflix Drops Stop-Motion Animated Film ‘Pinocchio’ Official Trailer 3Image via NetflixLet’s check the official trailer:Tips:Fox Renderfarm is a leading cloud rendering services provider and render farm for 3D animation. We offer a free $25 trial for every new user. Thanks for reading!Source: Netflix
SIGGRAPH 2022 Technical Papers Conference Set for August
As the leading cloud rendering services provider and render farm, Fox Renderfarm is here to bring to you a news about SIGGRAPH technical papers.!SIGGRAPH 2022 Technical PapersImage via SIGGRAPHThe SIGGRAPH technical papers program is the premier international forum for disseminating new scholarly work in computer graphics and interactive techniques. SIGGRAPH 2022 will be presented in a hybrid conference format from August 8 to 11 in Vancouver and virtually. Check the SIGGRAPH 2022 Technical Papers Preview:By the way, the SIGGRAPH Asia 2022 Computer Animation Festival is coming to an end on 15 August 2022, so hurry up and submit your entries!Call for Submissions: SIGGRAPH Asia 2022 Computer Animation FestivalSource: SIGGRAPH
Marvel Animation 'I Am Groot' Will be Released at August 10 on Disney+
The best cloud rendering services provider and render farm, Fox Renderfarm, will share with you the latest 3D animation.I Am Groot is an American animated superhero short film series based on the Marvel Comics character Groot. It is produced by Marvel Studios and directed by Kirsten Lepore.!I Am Groot posterImage via Disney+I Am Groot contains five original short films starring everyone's favorite little tree, Baby Groot, and will include several new characters.!I Am Groot 1Image via Marvel Entertainment!I Am Groot 2Image via Marvel Entertainment!I Am Groot 5Image via Marvel Entertainment!I Am Groot 3Image via Marvel EntertainmentI Am Groot will be released on Disney+ on August 10. Who can say he doesn't like Baby Groot?Let's check the trailer:Tips:Fox Renderfarm is a leading cloud rendering services provider and render farm for 3D animation. We offer a free $25 trial for every new user. Thanks for reading!Source: Disney+、Marvel Entertainment
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