Wednesday, May 22th, 2013 by Margarete Kitel
A pioneer in the field of animation and special effects recently passed away with 92 years. He was an important person for the Science Fiction development.
The film King Kong that he saw with 13 years inspired and fascinated him. The special effects in the film that were made by Willis O'Brian captivated him. He started to create his own figurines and practiced the stop-motion technique at a young age. He got in touch with Willis O'Brian who tought him.
Willis O'Brian employed Ray Harryhausen as his assistant for the production of Mighty Joe Young. He studied gorillas at the zoo to make the movements look more realistic. Willis O'Brian employed Ray Harryhausen as his assistant for the production of Mighty Joe Young. He studied gorillas at the zoo to make the movements look more realistic. In the course of time he optimized the stop-motion technique and collaborated on a lot of famous film productions.
His creatures in popular films like “The 7th Voyage of Sinbad”, “Clash of the Titans“ or „Jason and the Argonauts“ have inspired a lot of famous directors and special effect artists, and still do. In contrast to today's computer animation technique, Ray Harryhausen worked with small movable figurines and brought them to life with stop-motion technique.
You can read more about the technique and biography of the VFX and animation artist on the official website:
Ray Harryhausens career in pictures:
Tim Burton, a famous film director meets Ray Harryhausen. They are talking about the career of Ray Harryhausen, the animation technique and his impressions:
Monday, May 20th, 2013 by Margarete Kitel
Autodesk recently released its latest version of 3ds Max that comes with a couple of great new features that offer new opportunities for creating 3D scenes.
Apart from the improved viewport system the improvements include an advanced Particle Flow System that helps to create more complex and realistic particle simulations with a simple operation in less time.
The Perspective Match Tool simplifies combining a 2d photograph with 3d objects. You can easily set up the camera views in your scene to match the perspective of the background.
A great feature is the Populate crowd animation. This tool provides you with the opportunity to bring your 3D scene to life. You can easily create crowds in background situations, that are moving along a path or are situated in idle areas.
Another neat feature is using vector graphics for maps on materials. This guarantees a high quality of the textures no matter how much the object is zoomed in. It is possible to create textures that change over time with the PDF support that includes animated page transitions.
For more information of the new features in 3ds Max 2014 you can check out the Autodesk website:
Thursday, May 2th, 2013 by Margarete Kitel
RebusFarm is searching for a 3D artist whose work we will promote on the RebusFarm websites and newsletter for a whole month. You can participate easily: Just visit our facebook page, upload one of your self-made 3D images and send us your email address as personal message. We'll choose the best image and will contact the winner.
The promotion will run for 5 months and each month we will choose another winner.
The first deadline is May 26th.
Take your chance and promote yourself on RebusFarm!
Tuesday, April 9th. 2013 by Margarete Kitel
Now we present you the three winners, who have the most peculiar desks:
The third place goes to Matteo Curzi, who has a really extraordinary workplace, but have a look yourself! He receives 200 Renderpoints that he can use on RebusFarm.
Second place goes to Pedro Conti. This is the second time that he won in one of our contests. He is the winner of our last "Rebusfarm Open 3D Award" contest in the category Shortfilm. His prize for the second place in the "Show us your desk" competition is 500 Renderpoints.
And finally the first place goes to Varjan Yurtgulu, it looks like somebody is working hard on this place!
His prize: 1000 Renderpoints
Congratulations to our winners and thanks to all participants!
Monday, July 1st, 2013 by Margarete Kitel
Autodesk released the Service Pack 1 for 3ds Max 2014 and for the Design version as well, both of which include a lot of bug fixes. You can download the Service Pack from the Autodesk page here.
Our render farm already installed the new service pack, so that you can render on RebusFarm without any problems.
Wednesday, December 12th, 2012 by Margarete Kitel
The Rebusfarm Open 3D Award is now closed. Thanks to all for the great participation!
Here we present you the winners of each category:
Congratulations to our winners!
Monday, October 1th, 2012 by Margarete Kitel
RebusFarm is organizing the Open 3D Award 2013! You can win “jury-prizes” and “community-prizes” in 5 different categories . We will choose the jury-prize winners in each category together with our sponsors. But also the community has the opportunity to vote for his favorite by awarding stars. In each category the community chooses a winner who will receive a “community-prize”.
The main category is the short film. The winner of the “jury-prize” in this category receives a lifetime Maxwell Render License.
Here are the categories:
We are looking forward to seeing your 3D work!
Monday, March 19th, 2012 by Ralph Huchtemann
RUIN has been 100% rendered at RebusFarm in 2012 by Los Angeles-based Oddball Animation studio, with most of the modeling and animation done by Wes Ball.
Rendering and Modelling: modo
FUNK BLASTER is a music video of KOAN Sound, a British dubstep group, directed by Los Angeles-based artist and filmmaker Scott Pagano.
Software: Maya and V-Ray
Monday, November 30th, 2009 by Ralph Huchtemann
Supercomputer G3 (1960) by Konrad Zuse
By realizing a new concept and utilizing a lot of development time the German company RebusFarm managed to integrate its 18,000 GHz renderfarm directly into several 3D-packages – through the use of plug-ins.
A commercial renderfarm serves different user profiles, which can be separated into three categories:
- It’s a saviour when a deadline can’t be met otherwise
- The user includes the renderfarm in his budget to take the edge off of peaks without the need to purchase new hardware
- Due to costs the rendering service is used constantly instead of the own hardware
The aforementioned settings dictate the demands a renderfarm has to meet in terms of delivery-speed and user-friendliness. The customer who is behind schedule won’t wait until the next day for his results, while the regular won’t put up with repetitive and cumbersome submission procedures to the renderfarm.
Previous concepts for renderfarm systems
To date the market differentiates between renderfarm systems with manual and semi-manual project-submission. The manual systems can’t fulfil the demand for a quick response, the worst case being that the response takes until the next day. Even in an ideal case a time-consuming process of establishing contact and adjusting the project is required. Semi-automated systems offer a webinterface for the render job submission, which promise an immediate rendering start on the project. Unfortunately most of the time the reality is a bit different: none of the systems is able to identify version numbers of the 3D-software and its rendering engine. This is very important, as one and the same project file tends to render differently on different software versions – bad surprises are inevitable. Furthermore missing plug-ins and textures aren’t recognized, while the costly rendering process is launched anyway.
The Farminizer concept
The REBUSfarm software conceptNone of the existing manual and semi-manual systems was able to convince the operators of RebusFarm. Based on the developers’ own demands end expertise, a fully automated service based on the fastsafe-carefree principle had to be possible. The aforementioned ideas led to a new and basically obvious approach: the user’s project had to be checked for completeness and compatibility inside his 3D-software via a plug-in - the only place where all information about the project is still available. The Farminizer plug-in submits the job to a rendering-manager, which administrates the job on the Render Farm. In the background the Farminizer plug-in performs several adjustments to the project file, while also collecting information about the software versions and rendering engines, to match the Render Farm to the user. Basically the Render Farm and the project meet halfway. This ensures optimal conformity while disabling incorrect renderings on the Render Farm. The general rule: If the plug-in submits the job, the project file will be rendered correctly on the Render Farm. Incorrect renderings are impossible: A novelty. Furthermore the project will be checked for popular user-errors before submission, sparing the user unnecessary costs. The Farminizer plug-in generates a ZIPfile and exports it to the Renderfarm Manager, which uploads the project, launches the rendering process and saves the rendered images in the user’s local output folder. The Renderfarm Manager is a combination of FTP-client and rendering-monitor. Added to that it allows the import of projectfiles from other 3D-applications which are able to export Renderfarm-compatible projects on their own. Thus the rendering service is topped off by supporting Maxwell.
Since all known software-packages had to be supported from the start, individual plugins had to be developed for 3ds Max, Maya, Cinema4D and Softimage|XSI. It started in 2009 with the realization of the Farminizer plug-in for 3ds Max, since it offers the biggest number of third-party plug-ins due to its early support for developers. It turned out that the Farminizer’s algorithms for 3ds Max could be translated for the other plug-ins for Cinema4D, Maya, Lightwave, Softimage|XSI and modo for the most part, but still, the individual software-architectures and userworkflows for the different applications asked for a lot of adjustments. The connected Render Farm Manager kept growing with regards to comfort and speed. One of its highlights is the One-Click-technology, which allows a fullyautomated handling of the project, until the rendered files can be found in the user’s local output folder.
The operative programming of the software was realized by at2. The experienced team tirelessly tackled one obstacle after the other to make the ambitious project possible at all. This resulted in a scalable system, which can be extended upon further 3D- applications, rendering engines and software platforms. Amongst the Cinema4Dcommunity the software-developer is well-known for its plug-ins /SPLURF/, /enDOFin/ and /ReferenceShader/, and they were able to incorporate their Cinema4Dexpertise into the project.
Advantages for the user
What came out was a robust, practice oriented application, which makes the user’s life with the Render Farm a lot easier, due to several features which make the Render Farm basically invisible. Now the user doesn’t have to worry about texture- and outputpaths, proxies, GI-maps, XRef- and HDRIfiles, plug-ins, complicated FTP-client set-ups and hundreds of other little things. So far only very simple projects could be rendered without the Render Farm operator or the user taking action. Now the Farminizer-software allows for a maximum of reliability and delivery speed, even with highly complex rendering projects. The RebusFarm-Farminizer sets up a seamless link to the Renderfarm and brings a capacity of 18,000 GHz to the user’s desktop. Except for the increased rendering speed it won’t feel different from a local rendering.
The Farminizer plug-inThe Farminizer software can be downloaded for free at the RebusFarm homepage and installs the Farminizer plug-in as well as the Renderfarm Manager. The rendering can be started right away with a free trial. Operating expenses are calculated in GHzh, which is the equivalent of renting one CPU-core with 1 GHz for 1 hour. Of course, a modern CPU consists of several cores with more GHz. The Farminizer plug-in is integrated into 3ds Max, Maya, Cinema4D and
Softimage|XSI according to their individual workspaces. In 3ds Max, for example, you can run the plug-in via the dropdown-menu “Rendering”-“Render with RebusFarm…” Usage of the Farminizer software turned out to be so useful, that the developer’s very own production unit REBUSmedia utilizes it to submit its projects to the Render Farm. The user profits from a rendering speed over 600 times compared to a modern PC. Or to be more concrete: A rendering which would normally take 25 days to complete can be found in the user’s output-folder after 1 hours.
The new Render Farm concept gives new impetus to the 3D-community. A lot of the promises given by the Render Farm industry are fulfilled and simplify the work of 3D-studios of any size. It is to be expected that the market for external Render Farms keeps growing, although the focus will be narrowed down to only a few suppliers. RebusFarm as the technological market leader with its Farminizer software feels well equipped for things to come.