[Bf-vfx] help

jinseok park jinseok.park at effettidigitali.it
Wed Oct 28 07:20:13 CET 2015


Hi, Developers! 


I'm Jinseok Park, responsable in 3d department of EDI, a visual FX company based in Milano (Italy). 
I have been this year's Blender conference, and it was exciting experience for me. 
I would like to thank so much for developers and Blender foundation for your fantastic software. 


In these one and half years, we tested Blender as a main and generic 3d software in our pipeline. 
We also use other software, like Maya for generic use and Houdini for FX. And we have nuke in compositing pipeline. 
As we are a small-medium sized VFX studio, we didn't want make too complicated and expensive pipeline like big studios. 
So we decided to use Blender, because we noticed that Blender makes fantastic results and have so many interesting features. 


And here is our one and half year's results: 


this is a specific Blender's works reel: 
https://www.effettidigitali.it/video/2015_reel_blender_amsterdam.mp4 

(all 3d stuffs are rendered in Blender(cycles) and some 3d stuffs are entirely done in Blender) 



and here is our Generic reel: 
http://www.effettidigitali.it/cms/204-elenco-showreel/1637-showreel-2015 



In our tests, Blender proved to be as great as other expensive commercial software and I believe that it could be a strong competitor in professional use in visual FX industry with some improvements. 

For some reasons I couldn't be in Blender Developers Q&A in Sunday , but I'm willing to express our main need to integrate Blender in our pipeline: Alembic. 










Alembic support is our first priority, because we need to communicate to other 3d and compositing software like Houdini, Maya and Nuke. 
I think Alembic is the best format to exchange data between 3d or 2d software because it is very stable, light, hightly compatible and it is opensource too! 
And I really want to ask you when can we have official Alembic support. 
I know it is work in progress on your task list, But we may contribute to accelerate this task to be completed in the near future. Please let me know how can we get involved. 



Then there is a short list of features that we need, with lower priority: 
1. Improvements import/export functions 
There are some bugs importing and exporting formats. for examples, when import fbx with camera animation from nuke, the animation starts from frame 2 not 1. 


2. More detailed render pass options 

Actually it is only on and off. If we have more options will be better. More controls Ambient occlusion, anti-aliasing on and off for object and material id ecc.... 


3. Override everything based on render layer 
It is fantastic Maya's function, override every parameters based on render layer. for example, material override specific object, render sampling override ecc.. 


4. Outliner improvement 
Outliner is a little bit uncomfortable to manage objects. selection, deleting, grouping is not so much intuitive. 


5. Material editor 
Overlooking all materials in a specific window will be better to manage materials. 


6. Light linking features in Cycles. 
Will be fantastic for lighting. 


7. Multi objects controls 
In Blender it is not to easy controlling massive objects for detailed options, for examples controlling ray visibility for tons of objects was impossible for us(maybe it is). 
Maya have spread sheet of almost all parameters for all selected object. if Blender have that kind of window, will be nice. 




In any way, Blender is a very nice tool for our purpose, and we will continue work with it. 


So, many thanks again to developers and the foundation. 
I'm looking forward to see new blender 2.8 as soon as possible ;) 


Bye! 


Jinseok Park. 


EDI Effetti Digitali Italiani 
www.effettidigitali.it 
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