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Jason Bickerstaff shared thisThe gap between realtime and traditional animation pipelines just got smaller.Jason Bickerstaff shared thisI am very excited to announce that Ozone Story Tech Subdivs for Unreal Engine has officially launched! Any Skeletal Mesh can now be converted to an Ozone Subdiv... allowing traditional Film / TV modeling and rigging subdivision surface workflows to work directly in engine. Some key wins: 1-1 asset conversion from traditional subdiv pipelines into engine for rendering. No modeling changes required. Resolution independent assets, allowing for progressive quality adjustment as needed. LOD forward vs traditional subtractive LODs. Subdiv meshes are less dense which makes them lighter on disk, faster to load and much easier to model, rig and art direct. 4-16x fewer vertices need to be managed. And much more :) If you are an Animation or Game Studio using Unreal Game Engine... download, try and buy here: https://lnkd.in/gD_eeNXp Rob Di Figlia Ben Minall Chase Cooper Fredrik Nilsson Duncan Burbidge Paul Doyle William Vaughan Vaishak Purushothaman Douglas Bell Quentin Defrance Reel FX Animation Ryan McNeely Eric Soulvie Jason Bickerstaff Brad Clark Atomic Cartoons Mark Andrews Daniel Urbach Brian Rausch Henning Sanden
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Jason Bickerstaff reposted thisJason Bickerstaff reposted thisOK last Ozone Story Tech Subdivs post for the day, promise! I talk about speed in this one, as I was able to take an animation that was already done, with a full rigged skeletal mesh, and cook it into an Ozone Subdiv in less than 13 seconds! It actually took longer to launch the Epic Games Unreal Skeletal Mesh editor and change the Subdiv level than the actual cook :) Obviously the more levels, the more complex the asset, the longer the cook times will be. But overall, assets that are designed for Subdivs and target the right amount of render resolution, will not be burdened by Ozone Subdiv conversion times. Rob Di Figlia Chase Cooper Brad Clark Paul Doyle William Vaughan William Wise Vaishak Purushothaman 😀Tony Bowren Ben Minall Ryan McNeely
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Jason Bickerstaff shared thisOzone Subdivs are coming! Rich does a great breakdown about how easy it is to get it working in your Unreal Engine project.Jason Bickerstaff shared thisHow easy is it to create an Ozone Story Tech Subdiv asset in Epic Games Unreal Engine? Let me count the ways :) Right Click on Skeletal Mesh, choose "Cook Ozone Subdivs" Create Ozone Subdiv Info Asset Click "Cook Subdiv" Thats it... and just like that Owl from the 80's trying to get to the middle of the Tootsie Roll Industries Pop you are 3 steps from enjoying smoothy, high resolution character goodness. Rob Di Figlia Duncan Burbidge 😀Tony Bowren Chase Cooper Vaishak Purushothaman Quentin Defrance Atomic Cartoons Tharyn Valavanis Brad Clark
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Jason Bickerstaff shared thisThis is a must-have for anyone doing work in Unreal.Jason Bickerstaff shared thisReal-Time Just Got Cinematic: Introducing Ozone Subdivs Ozone Subdivs lets you turn any skeletal mesh into a high-resolution, real-time asset in Epic Games #UnrealGameEngine. Film and TV teams can bring their existing subdiv workflows into Unreal, while game studios can build simpler base meshes and still achieve premium visual quality. https://lnkd.in/gKYT9yvY Reel FX Animation | Immersive Enterprise Laboratories - IEL | FlippedNormals
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Jason Bickerstaff reposted thisJason Bickerstaff reposted thisWe’re looking for a Software Engineer with deep expertise in Unreal Engine C++ development, animation systems, and pose blending techniques used in game development. This role focuses on real-time character performance, integrating signal-driven expression data into scalable animation systems for expressive digital characters. If you love solving complex problems, writing code, and collaborating in a startup environment that values big ideas, creativity, and a healthy hustle... this role is for you. Apply here: https://lnkd.in/gxsbcCH9
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Jason Bickerstaff reposted thisJason Bickerstaff reposted thisOzone Story Tech is heading to #SIGGRAPH2024! Join us at booth 515 as part of the #AnimRevolution. We’re partnering with industry-leading experts who are changing the world of animation. Explore all the resources you need to optimize your pipeline - from advanced hardware solutions to state-of-the-art processing tools and experienced production teams. #AnimRevolution #SIGGRAPH2024 #ACMSiggraph2024 ACM SIGGRAPH, AMD, Lenovo, Xencelabs Americas, JALI Research Inc., Immersive Enterprise Laboratories - IEL, Jim Henson's Creature Shop, House of Moves, Tom Mikota
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Jason Bickerstaff shared thisHad a great time working with IEL to bring Ruby to life. Be sure to check out their presentation at SIGGRAPH!Jason Bickerstaff shared thisSneak peek of our girl Ruby, sculpted by Ozone Story Tech one of our awesome partners for Siggraph 2024! After concepting our characters and environments with Lenovo, AMD and Xencelabs Americas tech, we hand it over to the talented artists at Ozone Story Tech to bring our concepts to life! Siggraph is coming up in 2 days! ✨Come see us and the rest of our partners — JALI Research Inc., House of Moves, Jim Henson's Creature Shop and CG Lumberjack, Inc — at Booth 515 from July 28-August 1‼️ #ozonestorytech #iel #3dsculpt #3dsculptures #3dmodeling #3dart #3dmodel #3dartists #3Dartist #digitalart #siggraph #characterdesign #3dcharacter #3dcharactermodeling #3dcharacterdesign #rubysworldofwonder #ruby #characterartist #3dcharacterart #3dcharactersculpting #3dcharacterartist #3danimation #3danimationstudio #sneakpeek #animrevolution
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Jason Bickerstaff shared thisEpic just posted Rich's Ozone presentation from Unreal Fest 2023. Take a look if you want to see what we have planned for 2024! https://lnkd.in/gdAw3uNSCharacter Technology for Film and Games: Rig Once, Animate Anywhere | Unreal Fest 2023Character Technology for Film and Games: Rig Once, Animate Anywhere | Unreal Fest 2023
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Jason Bickerstaff shared thisCurious about what's going on with Ozone? Our new website is live! Visit now, visit often! https://ozone3d.com/
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Jason Bickerstaff liked thisJason Bickerstaff liked thisA little update on the face rig. Got a massive performance increase optimising the graph, probably still some room for improvement, but it's super responsive now. Not only this, but now that Ozone Story Tech subdivs is working inside of #UnrealEngine we can finally see the results we were hoping for. Thanks to Brad Clark 🔜 Unreal fest - Annecy for your help getting this running for me. There's barely any effect on performance. The nice thing about this system is that it's transferable across characters, even if there are a different amount of joints in the mouth or eye as it constructs the splines from all of them and spawns controls based on a U value of the spline through the bone arrays. It means you can reuse poses and animations. I've also been playing about with getting lip sync and performance / mocap onto the rig directly. I don't want it to be baked into an animation clip; I'd initially tried animation blueprints, which not only were slow but wouldn't bake to the controls in sequencer meaning I'd have to setup a backward solve which seemed overkill. Simply using utility widgets it's possible to get the info from either livelink or from another character with metahuman animation on it and have it directly control the rig and have the control rig keys bake to sequencer. This ought to make mocap and lip sync so much easier having it drive the control rig so we can clean it up (using our sparse keyframe optimiser) and speed the whole process up nicely. I can post some more about the setup for this if anyone is interested, it's pretty jittery coming into the post-forward solve in control rig, could be a number of things, but I'll post some more about it when it's all running nicely (just jaw and lip close for now). Looking forward to chatting to people at #AnnecyFestival and #UnrealFest over the next few weeks. Epic Games #rigging #animation #mocap
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Jason Bickerstaff liked thisLove seeing Ozone Subdivs in action here. Everything looks incredibly smooth, and Raf makes a great point: this kind of workflow is brutal with a full mesh. Awesome test!Jason Bickerstaff liked thisA test of Ozone Story Tech 's new subdivision tool for UE. Doing stuff like this is murder with a full mesh! Rich Hurrey Brad Clark https://lnkd.in/eCfpJBps
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Jason Bickerstaff liked thisJason Bickerstaff liked thisCongratulations to my team for an excellent final presentation and amazing work! Danci Shen, Itim Kongsakulvatanasook, yiqi Zheng, Yichen Shi, Yiyi Long, Benjamin Jones, Xinyi Liang Thanks to Munkhtsetseg Nandigjav, Erin Lee O'Leary and the Savannah College of Art and Design team as well as Ashley Goldstein and the NVIDIA team for their support! Please enjoy splatgarden.com
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Jason Bickerstaff reacted on thisJason Bickerstaff reacted on thisAfter almost 6 years at Meta, today was my last day. My team and I were impacted by the recent restructuring layoff. What I’ll value most from my time at Meta is the people I had the privilege to collaborate with, learn from, and build alongside. From VR headsets to foundational work on the next generation of codec avatars, and many other projects along the way, it’s been an incredible journey. For now, I’m taking a bit of time to reflect, recharge, and focus on some personal projects before jumping into the next adventure. Once I’m ready for the next chapter, I’ll be exploring opportunities in Lead Character Artist, Art Director, Creative Director, and Creative Technologist roles. And to all the teammates and fellow Metamates impacted by this layoff, wishing you all the very best for whatever comes next. It was a privilege building alongside you.🫂❤️
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Jason Bickerstaff liked thisJason Bickerstaff liked thisThis month marks 10 years at UC Berkeley! Five of them at CITRIS and the Banatao Institute (my favorite chapter so far). A decade spent at the intersection of big ideas, public impact, philanthropy, partnership, and leadership. As a campaign strategist and frontline fundraiser, I’ve had the privilege of building relationships with generous donors who care deeply about improving lives, especially here in California, through investments in innovation, research, and opportunity. Over the years, I’ve helped advance work spanning wildfire resilience, student internships and workforce development, responsible AI, entrepreneurship, health innovation, semiconductor research, and climate solutions, including bold ideas such as solar canals along the California Aqueduct. I’ve had the opportunity to strategize alongside UC Chancellors, Nobel laureates, visionary faculty, entrepreneurs, policymakers, and incredible colleagues across four UC campuses — all united by a belief that universities can help solve real-world problems. UC Berkeley has also given me meaningful opportunities to grow as a leader. Beyond my day-to-day work, I’ve been proud to serve on the Innovation & Entrepreneurship Council, co-chair the Berkeley Advancement community, and participate in transformative professional development experiences, including the UC Women’s Initiative for Professional Development and the UC Berkeley Executive Coaching Program. But what I’ll remember most are the people. * The students in their brilliance who never cease to amaze me. * The faculty whose work moves mountains. * The donors whose generosity turns possibility into action. * The colleagues who bring humor, creativity, and heart to even the most complex days. * The campus communities that invest in one another’s growth. Working in philanthropy has given me a front-row seat to what happens when generosity meets innovation. Ten years in, I feel incredibly grateful for the mentors, collaborators, and friends who have shaped this journey. Can’t wait to see what the next 10 years bring! Camille Crittenden Shanti Corrigan MA, CSPG Alexandre Bayen patrick gutteridge Lilly Omid Cheryl Martinez Jessica Freund Christine Schmidt Stephen (Steve) C. Sutton, Ed.D. (he/him/his) Debbie Rosenfeld Anya Essiounina Leah Katz Ahmadi Clara Dellenbach Tammy Spath Costas Spanos Catherine Gouge Jenny Seay Maya Varian Shiv Harris, MSc Tenny Frost Sheila Bock Laura Hassner Eric Giegerich, JD, MA Helen Y. Liu Jen K. Julie Shapiro Ravnit Plaha Jill Finlayson Darren Cooke Andrea Lambert-Tan Jacob Schroth Kelly Yun
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Jason Bickerstaff liked thisJason Bickerstaff liked thisIts Ozone Story Tech Subdiv Monday! Enjoy this little doodle... "Porkchop" (a Jim Henson's Creature Shop character we built for their digital puppet system) riding on the back of our very own Cubedudapus! Ozone Subdivs for Epic Games Unreal Engine is available now... millions of polygons, real-time performance, one-click conversion... download the free trial today! https://lnkd.in/gD_eeNXp Rob Di Figlia Fredrik Nilsson Chase Cooper Paul Pammesberger Brian Cohen Vaishak Purushothaman Richard Dixon Quentin Defrance Douglas Bell Brad Clark Jason Bickerstaff Jason Davies Wyatt Ayars
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Jason Bickerstaff liked thisJason Bickerstaff liked thisFor anyone trying to figure out Direct Mesh Control in the new UE 5.8 Preview, this video from Wyatt A is an excellent quick start explanation. Thanks for the tip Fredrik Nilsson Chase Cooper Nick Jushchyshyn Eugene Flormata. https://lnkd.in/eqdpt-tSUnreal Engine 5.8 Direct Mesh Control (DMC) — Control Rig SetupUnreal Engine 5.8 Direct Mesh Control (DMC) — Control Rig Setup
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Jason Bickerstaff liked thisJason Bickerstaff liked thisNow that Nuke 17 natively supports Gaussian Splat, time to finally try utilizing the splat as world building. Having access to several img generation tool I can iterate on the background look-dev fairly quickly, and be able to just handpick the part that I like or dislike manually with Photoshop. And also Apple has released SHARP image to gaussian splat model that can create gaussian splat from 1 image in literal seconds. On top of that Nuke's Cattery has great Depth anything that enables me to do acurrate defocus and also add haze / fog to the scene. Combined with traditional keying and camera track this is the final result of the test shot. Edit: multiple people ask for the workflow, but the workflow is just coversion from 2D image to Gauss splat. The rest is done in Nuke
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Sesuraj.A Raj
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Stop struggling with monolithic meshes in Solaris! 🛑 📦 Transitioning from Houdini SOPs to Solaris (USD) can be frustrating if your geometry doesn't come across with the right hierarchy. If you import a complex asset and it shows up as a single "mesh" primitive, you lose the granular control needed for high-end Look-Dev and Lighting. In my latest tutorial, I break down the SOP to LOP workflow specifically for splitting OBJ geometry into discrete USD meshes. Key Takeaways: ✅ Proper SOP Prep: Using attributes to define USD paths before export. ✅ Primitive Control: Why separate meshes are "stronger" for material overrides. ✅ Pipeline Efficiency: Organizing your Scene Graph for cleaner asset management. Whether you are a Lead Artist or just starting with USD, mastering how meshes are recognized in the Stage is a game-changer for your workflow. 📺 Watch the full breakdown here: https://lnkd.in/gARkGzgq #Houdini #Solaris #USD #VFX #LookDev #SideFX #LightingArtist #Pipeline #3DArt #SRS_PICTORIAL
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Krishna Chouhan
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Episode 2 – Octane in Blender 🎬 In this one, I’ve covered environment setup and nodes — how to light your scene using world properties, HDRIs, and environment controls. If you’re getting started with Octane and struggling with lighting, this episode should help make things clearer ✨ #Octane #Blender #BlenderOctane #OctaneTutorial #BlenderTutorial #Lighting #HDRI #CGI #BeginnersSeries
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Area 77 VFX
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Area 77 VFX has been delivering visual effects for film and television since 2017. Our work spans over 200 episodes of television and dozens of films, including Ozark, Will Trent, Copshop, and Disney’s The Slumber Party. We operate across the full production pipeline—from concept through final pixel. Based in Atlanta, we maintain close working relationships with local studios and production crews, allowing us to support projects beyond post-production with practical, cost-conscious guidance from start to finish. Our goal is simple: save productions money, build long-term partnerships, and deliver work that holds on screen. Now on LinkedIn.
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Karoly Hamza
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🎨 Realiz3D: Bridging the Gap Between CG Renders and Photorealism One of the stubborn problems in AI-assisted 3D pipelines: when you fine-tune diffusion models on synthetic renders, the outputs start looking… synthetic. Realiz3D from Meta AI & Technion tackles this head-on with a lightweight training framework that decouples visual appearance from geometric controls. The insight is elegant — instead of letting the model conflate "has geometry control signal" with "looks like a render," they explicitly teach it what "real" vs "synthetic" domain means, independently. Small residual adapters handle the domain shift cleanly. ✅ Text-to-multiview generation that stays 3D-consistent AND photorealistic ✅ Texturing of 3D meshes from real image priors, no realism compromise ✅ Plug-in residual adapter approach — lightweight, trains on top of existing generators ✅ Results that significantly close the realism gap vs. baseline fine-tuning This kind of domain-aware learning could reshape how look dev and asset creation pipelines are built — training on vast libraries of annotated synthetic 3D assets while preserving the photorealistic output quality that actually matters on screen. The interplay between CG data richness and real-world appearance has always been a core tension in these workflows, and frameworks like this feel like genuine progress. CVPR 2026 | Paper: https://lnkd.in/daYVUJ7A | Project: https://lnkd.in/dejiQTV6 #AI #VFX #3DGeneration #NeuralRendering #Diffusion #GenerativeAI #FilmTech #ComputerVision
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Jorge Lega
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𝗔 𝗦𝗶𝗺𝗽𝗹𝗲𝗿, 𝗙𝗮𝘀𝘁𝗲𝗿 𝗛𝗼𝘂𝗱𝗶𝗻𝗶 𝗪𝗼𝗿𝗸𝗳𝗹𝗼𝘄 𝗳𝗼𝗿 𝟮𝟬𝟮𝟲 As the year wraps up, I’ve been thinking about what actually improved my Houdini workflow... and honestly, it wasn’t learning more nodes. The biggest improvements came from removing little bits of friction in the setups I already use. So here’s the approach I’m taking into 2026 and maybe it’ll help you too: 𝟭. 𝗧𝗿𝗮𝗰𝗸 𝗺𝗶𝗰𝗿𝗼-𝗳𝗿𝗶𝗰𝘁𝗶𝗼𝗻 𝗳𝗼𝗿 𝟰𝟴 𝗵𝗼𝘂𝗿𝘀 Not the big challenges, the tiny things that quietly slow you down: • Rebuilding the same SOP chain again • Copying VEX snippets from old files • Fixing scale or normals on every import • Jumping between SOPs and LOPs because the scene wasn’t structured right • Digging for the “real” latest cache These little moments add up and drain focus without you noticing. 𝟮. 𝗣𝗶𝗰𝗸 𝗢𝗡𝗘 𝗳𝗿𝗶𝗰𝘁𝗶𝗼𝗻 𝗽𝗼𝗶𝗻𝘁 𝗮𝗻𝗱 𝗿𝗲𝗱𝗲𝘀𝗶𝗴𝗻 𝗶𝘁 𝗶𝗻𝘁𝗼 𝗮 𝗰𝗹𝗲𝗮𝗻 𝘄𝗼𝗿𝗸𝗳𝗹𝗼𝘄 Ask yourself: “If this could only take two or three clean steps, what would that look like?” Examples: • Turn your common cleanup chain into a Houdini Recipe • Build a consistent import setup that handles scale + naming • Create a USD scene with camera, lights, and render settings already in place When the pattern is simple, everything speeds up. 𝟯. 𝗠𝗮𝗸𝗲 𝘁𝗵𝗲 𝘄𝗼𝗿𝗸𝗳𝗹𝗼𝘄 𝗿𝗲𝗽𝗲𝗮𝘁𝗮𝗯𝗹𝗲 𝗯𝗲𝗳𝗼𝗿𝗲 𝘄𝗼𝗿𝗿𝘆𝗶𝗻𝗴 𝗮𝗯𝗼𝘂𝘁 𝗮𝗻𝘆𝘁𝗵𝗶𝗻𝗴 𝗲𝗹𝘀𝗲 Not tools. Not scripting. Just repeatability and clarity. Create the foundation: • A versioned folder structure • A Karma preset with your AOVs • A clean starting .hip file • Your go-to VEX snippets saved • A handful of Recipes you rely on Consistency beats complexity every time. 𝟰. 𝗙𝗼𝗿 𝘁𝗵𝗲 𝗳𝗶𝗿𝘀𝘁 𝟱 𝘄𝗲𝗲𝗸𝘀 𝗼𝗳 𝟮𝟬𝟮𝟲, 𝗳𝗼𝗰𝘂𝘀 𝗼𝗻 𝗳𝗶𝘃𝗲 𝘀𝗺𝗮𝗹𝗹 𝘂𝗽𝗴𝗿𝗮𝗱𝗲𝘀 One per week: • Week 1 → clean up naming + versioning • Week 2 → build a proper import pipeline • Week 3 → make a Karma/AOV preset • Week 4 → create a LOP/USD template • Week 5 → save your core SOP chains as Recipes This sets you up with a cleaner system right at the start of the year. What’s one part of your Houdini workflow you want to simplify in 2026?
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Prakash Kumararajan
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Marvin Te
Plainly Simple Studios • 6K followers
Here's the Rive rig overview from my last post. I don't know why that post blew up (The engagement from that post isn't earth-shattering, but almost 2k reactions are already a lot for me 😅) Maybe there's something about the solution, or the output is nice to look at, or a bit of both. A lot of people have asked for a tutorial (by a lot, I mean about 4 😂), so here's a quick breakdown. It's not a full-blown tutorial, but it's the quickest one I can compile. I'll probably make a detailed tutorial in the future. Honestly, I was surprised by the solution's output. And the solution is really simple and obvious, now that I think of it, I just haven't thought of it until now. I have worked with many rigs before (in After Effects), but Rive's built-in joystick and the ability to select a target for the handle are so intuitive and flexible that they enable solutions like this.
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Heba Sadek
Tech Amulets • 3K followers
I’m thrield to share a project I’ve been working on one of the most time-consuming parts of the rigging pipeline: Naming conventions. Whether you’re working on a stylized game character or a complex VFX creature, this Python-based tool provides a quick solution for maintaining clean, scalable hierarchies in Autodesk Maya. Key Features: Context-Aware Naming: Specialized presets for Biped, Quadruped, VFX, and Game-ready skeletons. Smart Prefixes & Suffixes: Manual entry or automated "By Position" and "By Type" logic to ensure consistency across the rig. Advanced Search & Replace: Quickly swap characters or strings across complex hierarchies. Batch Indexing: Rename multiple objects with a clean, sequential numbering system. Flexible Scope: Apply modifications to your current selection, the entire hierarchy, or everything in the scene. Built for riggers who need precision and speed. I'm looking forward to hearing your thoughts! This tool was one of many applications that we did inside Python workshop with Anas Elkinawy #MayaPython #Rigging #TechAnim #GameDev #VFX #Automation #Python
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Baraka Kimaro
Upwork • 784 followers
I wanted to make this project a bit more interactive, so I figured, why not integrate a controller directly into Blender? There was just one small problem… I didn’t actually have a controller Then I thought, wait..what if I used a Steam Deck as the controller? 🤔 So I did exactly that. Integrating the Steam Deck’s controller interface into Blender and mapping all the buttons took weeks (and a lot of debugging 💀), but it finally works full viewport navigation, camera toggling, zoom, and even timeline control, all from the Deck. I’ll be writing up a short breakdown soon on how I got everything connected and working smoothly. Stay tuned. I’ll share the link here once it’s ready. #3d #blender #animation #scripting #development #simulation #interactive
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Autodesk Media & Entertainment
21K followers
What if your next prop could start with a prompt? 👾 Generate 3D assets from text prompts, refine and iterate in your browser or export them into your pipeline, and experiment faster across previs, prototyping, and 3D printing workflows. Try it today in Flow Studio: flowstudio.com
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TUS Flexible Learning
3K followers
Ready to take your FX skills to a professional level? Our 12-week FX for Film & TV (Level 9) certificate brings you inside the world of high-end VFX, CG animation and real-time FX. Learn how to design art-directable simulations, work with industry tools like Houdini, Maya and Unreal Engine, and build a polished FX showreel that showcases your skills for film, TV and games. As part of this course you will study - Fundamentals of FX Creation How FX are developed from concept to execution Research, problem-solving and iterative workflows Understanding natural phenomena to inform realistic FX Visual Effects Techniques Particle simulations Fluid dynamics Rigid body dynamics Pyro and other core FX systems Using tools such as Houdini and Maya Real-Time FX Working in Unity or Unreal Engine Creating shaders and particle systems Integrating assets from Houdini/Maya into game engines Building efficient, real-time FX workflows Lighting and Rendering for VFX Lighting considerations for smoke, particles and simulated elements Rendering for both quality and optimisation Preparing and presenting work for a professional demo reel Apply Now https://lnkd.in/duEEe7eu
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Kai Mergener
CG Lounge • 3K followers
Iterations of up to 10000 (or more if you want your machine to suffer) for super clean, noise free sampling. Precise control over step size, falloff, advection, warp intensity and influence. My Soft Warp Node seems to be fully working now. However no matter what kind of voodoo math magic I am trying to squeeze into the formula, I cannot get it to be "bulletproof" when using too strong values. I am not even sure if I completely understand what is happening. From my understanding, offset pixels start to move faster than their neighbors, which results in some wrapping issues or folding over each other. But anyway, let's hope for the common sense and artistic vision of my future users that also prevents them from using ultra high values on a regular warp because of the same issues. :D Anyone interested in testing this little baby out? I am thinking of creating folds, maybe even terrain generation or in combination with my Height Conform some foil wrapping shenanigans. PS: It's not tileable yet, this will be the last step. #madewithsubstance #substance3d #substancedesigner Adobe Substance 3D
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10 Comments -
Comp Lair™
4K followers
🙌 Geometry doesn't have to be your roadblock anymore! 🤫 Unlock the secrets of projections without the constraints of geometry. Download our captivating article and dive into the world of Linear Algebra for practical VFX Compositing. 🤓 Comp Lair's Founder, Pedro Andrade will guide you through his research and thinking process, demystify the hierarchy of linear transformations, and show you how to effortlessly transform PWorld Space to PObject/Pref Space, as well as how to achieve Projections in Nuke without geometry. Get your FREE copy now! ➡️ Get it here: https://lnkd.in/eVYNPwQv
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Yunus Balci
Industrial Light & Magic • 8K followers
Very useful Houdini feature that often gets overlooked: Detail attributes can be saved into the info block of .bgeo/.geo cache files. That means you can read those values later without loading the full geometry, using File SOP Info Load or gstat. This is great for storing lightweight metadata directly inside caches, not just geometry. For example, you could write per-frame profiler stats, memory usage, node timings, or custom sim metrics into each cache file, then inspect performance across an entire simulation afterward without loading heavy caches. Very small feature, but extremely useful for debugging, profiling your simulations, and understanding performance over time.
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15 Comments
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