Francisco Contreras – vinavfx / nuke_comfyui
/ A.I., production, software

It connects Nuke with the ComfyUI server, any plugin that comes out in ComfyUI can be used in nuke, rotos with sam, rescaling, image generation, inpaintins, normal generator, the nodes are IPAdapter, ControlNet, AnimateDiff, etc.

 

https://github.com/vinavfx/nuke_comfyui

 

VFX House DNEG Acquires Exclusive License to Ziva Technologies From Unity
/ software, ves

https://variety.com/2024/artisans/news/vfx-house-dneg-acquires-exclusive-license-to-ziva-technologies-1235950160

 

https://zivadynamics.com/

 

 

“Unity has also entered into an agreement with DNEG, a leading technology-enabled visual effects (VFX) and animation company for the creation of feature film, television, and multiplatform content, for an exclusive perpetual license of the Ziva IP. Unity will continue to retain ownership of all the technology acquired from Ziva Dynamics, and we will continue to evaluate the best way to enhance our core offerings with it over time.”

Foundry Nuke – VectorFrameBlend v1.1 by Nikolai Wüstemann – Blend up to 11 nearby frames together, while preserving all detail
/ production, software

https://www.nukepedia.com/gizmos/time/vectorframeblend

 

Blend up to 11 nearby frames together, while preserving all detail

 

VectorFrameBlend can average/median/min/max/plus up to +- 5 frames with full motion awareness. Compared to the last version or other similar solutions, I built it as technically correct as possible and it provides thorough settings to improve the filtering quality and edge cases (literally).

 

You can also use the ‘External’ mode and connect the ‘vec’ input to another VectorFrameBlend, to use its internally generated vectors.

This can be useful, if you want to analyse a certain layer (for example a diffuse color pass that holds a lot of clean details), but apply the frame blending on somewhere else. Apart from that, the tool can of course be used on live action plates, utility passes or whatever comes to mind.

 

(more…)

Open Shading Language (OSL)
/ production, software

Open Shading Language (OSL) is a small but rich language for programmable shading in advanced renderers and other applications, ideal for describing materials, lights, displacement, and pattern generation.

 

https://open-shading-language.readthedocs.io/en/main/

 

https://github.com/AcademySoftwareFoundation/OpenShadingLanguage

 

https://github.com/sambler/osl-shaders

 

 

Lisa Tagliaferri – 3 Python Machine Learning Projects
/ A.I., python, software

 

A Compilation of 3 Python Machine Learning Projects

 

  1. How To Build a Machine Learning Classifier in Python with Scikit-learn
  2. How To Build a Neural Network to Recognize Handwritten Digits with
    TensorFlow
  3. Bias-Variance for Deep Reinforcement Learning: How To Build a Bot for Atari with openAI gym
DreamWorks Animation to Release MoonRay as Open Source
/ production, software

 

 

https://www.awn.com/news/dreamworks-animation-release-moonray-open-source

 

https://openmoonray.org/

 

MoonRay is DreamWorks’ open-source, award-winning, state-of-the-art production MCRT renderer, which has been used on feature films such as How to Train Your Dragon: The Hidden World, Trolls World Tour, The Bad Guys, the upcoming Puss In Boots: The Last Wish, as well as future titles. MoonRay was developed at DreamWorks and is in continuous active development and includes an extensive library of production-tested, physically based materials, a USD Hydra render delegate, multi-machine and cloud rendering via the Arras distributed computation framework.

 

 

Note: it does not support osl and usd handling is limited. Cycles may still be a fair alternative.