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Home - peregrine*labs™ | peregrinelabs.com Reviews

https://peregrinelabs.com

Advanced Visual Effects and Animation solutions from a team of experienced craftspeople who are passionate about creative technology and moving pictures.

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We'll be at b'Ars - peregrine*labs™

http://peregrinelabs.com/2015/05/well-be-at-bars

We’ll be at b’Ars. May 26, 2015. We’re extremely happy to be taking part in b’Ars. The Barcelona International Arts & VFX Fair. There will be two talks from our founders, Kirsten Bodenstedt discussing her career in the VFX and animation industry and Colin Doncaster will present a Yeti. Masterclass – along with the other fantastic speakers, it’s not to be missed! And for those who don’t like leaving empty handed, there may be a license or two of Yeti given away.

2

Yeti 2.0 - peregrine*labs™

http://peregrinelabs.com/2015/07/yeti-2-0

July 30, 2015. Is very happy to announce the release of Yeti 2.0. 8211; with numerous new features, optimizations and bug fixes this is the first major release in three years. Over the course of development we have had the opportunity to work closely with many of our customers to provide a modern and reliable. Solution for creating limitless fur, hair, feather and other procedural effects while maintaining the flexibility. Taking full advantage of modern hardware was a major focus of Yeti 2.0. In your pr...

3

peregrine*labs™ -

http://peregrinelabs.com/news

Things get “Hairy” in New Animated Feature Film, Sausage Party. August 18, 2016. In the hilarious new animated feature film, Sausage Party. Things get a little “hairy” with the help of Yeti. 8216; Senior Lighting Supervisor, Laura Brousseau, was kind enough to chat with us about how and why they used Yeti for this project. Your work on this film is absolutely fantastic, Laura and the rest of the Nitrogen Studios team. Thank you for speaking with us and using Yeti! 8211; CG Supervisor. June 7, 2016. 8220;...

4

Bokeh - peregrine*labs™

http://peregrinelabs.com/bokeh

Is a highly optimized plug-in for simulating out-of-focus effects and the industry’s first and only to fully support deep data. Current Version: 1.4.2. For Nuke 8.0, 9.0 and 10.0 (Linux64, Win64 and OSX). Deep data support for both colour and depth. Varying lens shapes including a user-supplied image. Simulated lens aperture blades. Spherical and chromic aberration simulation. F-stop and focal length settings for real world lens simulation. Nuke 3D camera input. Site License ( 9999 floating ) USD$1600.

5

Yeti - peregrine*labs™

http://peregrinelabs.com/yeti

Is a powerful node based toolset for producing fur, feathers and efficiently instancing geometry within Autodesk’s Maya. Current Version: 2.0.25. For Maya 2015 and 2016 (Linux64, Win64 and OSX). It’s what Yeti was built for, with numerous nodes for styling and an integrated dynamics engine all of your fur and hair. Needs can be met. A custom procedural generator takes feather. Creation and rendering a step further to offer an efficient artist friendly means of creating extremely high detailed plumage.

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espennordahl.blogspot.com espennordahl.blogspot.com

Espen og sånn.: Shiny things 2

http://espennordahl.blogspot.com/2013/06/shiny-things.html

Saturday, June 8, 2013. A few updates on the shading side this week. I've re implemented the Kelemen. I still need to get UVs sorted for sub-d surfaces, and then look at using OpenImageIO. For texture caching, as I'll be likely to run out of memory if I use my current naive way of keeping everything in memory. Here are renders with a matte, kelemen and metal material, using the new sub-d code:. Subscribe to: Post Comments (Atom). View my complete profile. Espen dot nordahl at gmail dot com.

espennordahl.blogspot.com espennordahl.blogspot.com

Espen og sånn.: August 2012

http://espennordahl.blogspot.com/2012_08_01_archive.html

Thursday, August 30, 2012. I haven't done one of these in a while, so here goes: A selection of work form the last couple of years. John Carter, Wrath of the Titans and Pirates of the Caribbean were done at Moving Picture Company in London, while Trollhunter, Max Manus and various commercials were done at Storm Studios in Oslo. Espen Nordahl vfx reel 2012. Monday, August 27, 2012. Smooth surfaces, pt1. Sunday, August 26, 2012. The importance of importance. Resulting in significant speedups for drawing sa...

espennordahl.blogspot.com espennordahl.blogspot.com

Espen og sånn.: June 2013

http://espennordahl.blogspot.com/2013_06_01_archive.html

Monday, June 17, 2013. I love texture bombing. Anything that lets me blast a decent manifold onto a huge set of geometry usually means saving hours of painful unwrapping and days of painting on geometry. We used this stuff all the time at Weta, and it always amazed me what you can get away with. Combine it with a shader graph of some carefully painted details where they're important, and you got yourself a decent environment lookdev pipeline. Thursday, June 13, 2013. Blur 0 (no cheating):. Edit: Added th...

espennordahl.blogspot.com espennordahl.blogspot.com

Espen og sånn.: Kitchen scene update

http://espennordahl.blogspot.com/2013/07/kitchen-scene-update.html

Tuesday, July 2, 2013. Subscribe to: Post Comments (Atom). I'm a Norwegian nerd who among other things spend my days traveling the world making visual effects. Over time this blog has pretty much turned into a production blog for Aurora, my ray tracer. View my complete profile. Espen dot nordahl at gmail dot com.

espennordahl.blogspot.com espennordahl.blogspot.com

Espen og sånn.: June 2012

http://espennordahl.blogspot.com/2012_06_01_archive.html

Thursday, June 28, 2012. Here’s another render, with a white environment light instead of the area light inside the box. Sunday, June 24, 2012. I did something incredibly stupid. Again. I’ll probably be paying for this one for a long time. I started writing a ray tracer. From scratch. In c . Stick around for updates on my struggles through the world of light transport and monte carlo optimization. Here’s a sphere and a bunny. Subscribe to: Posts (Atom). View my complete profile.

espennordahl.blogspot.com espennordahl.blogspot.com

Espen og sånn.: December 2010

http://espennordahl.blogspot.com/2010_12_01_archive.html

Tuesday, December 21, 2010. 8220;Just because an idea is overly convoluted and complex doesn’t make it cool”. Sunday, December 19, 2010. I mellomtiden er jeg nødt til å finne ut av hvordan i all verden jeg skal få plass til alt i kofferten uten kvinnelig assistanse. Wednesday, December 15, 2010. I anledning at det regner ute og at jeg er lei av å knote rundt i notepad (single og multiplayer) tenkte jeg at jeg alltids kan presentere et aldri så lite hobbyprosjekt. Explicit and Implicit texture naming.

espennordahl.blogspot.com espennordahl.blogspot.com

Espen og sånn.: Normal maps

http://espennordahl.blogspot.com/2013/07/normal-maps.html

Saturday, July 27, 2013. I'm still on the road, but had some time to tinker with Aurora while traveling to and from Siggraph. I've added some more stats tracking to the back end, and implemented normal mapping as the final feature needed to wrap up the kitchen scene. Here's a quick test. For normal map extraction I used CrazyBump. August 10, 2013 at 8:16 PM. Awesome. great to see that you are still working on your renderer. Subscribe to: Post Comments (Atom). View my complete profile.

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