redlink the exporter

r3dlink the exporter

Hi there friends, this is my first commercial software release, i hope that could be useful for many indie cinematographers working with the RED CAMERA workflow.

this great application let yous export a whole FCP project o a multilayer folder structure of image sequences.

the software use metada reading , so you dont need to set again any of the color settings.

if you want you can render logarithmic dpx to make color correction with full range in any of your favourite CC softwares.

Also the software try to simplify the most the linking stage to the .R3D raw data, using spotlight like technology to perfom an exauhstive search of the source media.

please take a look at the software site

you will need to install redline and redcodec from , to allow R3Dlink to access to the Raw data.

check out the site


shake and nuke
Hi There !

In the past days we have a project with a lot of 4K layers and we need to create some ways to simplify the composition trees, and make sure of we were using always the same composition procedure.

We need to face the following tasks:

- Automate the composition of matted foreground (using almost only chroma keys) over backgrounds
- Use LightWrapping and edgeBlur
- Create a easy way to prevent the edge blur and lightwrap to act in small pixel areas (like fingers)
- Detect the areas with High Motion differrence to allow add exra blur to final composition to prevent the motionblur keying garbage, and remove the spill inside the high motion areas.

for this i create this macro that takes care of the following tasks:

- Over Compsition
- LightWrapping
- Edgeblur
- Detection of fine Detail Areas ( only nuke)
- Detection of Moblur Areas ( only nuke)
- Extra Blur composition in Moblur Areas With spill spuression. ( only nuke)

In the top of this post is a screen shot of the nuke gizmo.

These are some examples:

I will feel very happy to enhance future realese with new users features.

Download it here.

Please send some examples of how are u using this gizmo/macro to

Shattered Ground Houdini Examples

Shattered Ground Examples

In this Post i will show u some ways to recreate a ground breaking FX like the one in organika/me MTV ad.

I want to share with alll the community some of the main files for this project AS /IS.

i made it pretty fast so there is a lot of dissorder. You can download it from here >

First Let me show you a simple approach.

And if you want! you can see some basic examples of this technique inside this hips >

Will be using particles instancing geometries cause this is a way times faster than doing it with RBDs . Anyway if some people is interested in running this on RBDs i can make a tutorial for that.

So first, we start it a ground plane with 10 x 10 division, a polygon.

For the first tutorial yhis planes will work in 2 branches.

One branch will be the deforming and normals target surface
The second Will be the particles system.

Finally this branches will be used to instancing the ground overall geometry.

So, you need to connect a NULL to your PLANE and named it sourcepoints. This is important cause we will create a procedurally system that will work in function of the number of points in the control surface.

If you want to share something or need more info please contact me.

Shattered Ground With Houdini.

Shattered Ground With Houdini.

In the past months i get asked from my friends of organika to recreate a VFX seen in this adidas advertising. The goal was to reproduce 3 characteristics from the floor dynamics.

1. Rigid Dynamics of Sliding Particles.
2. Control over the shapes of the Deforming waves.
3. Make some blocks to stick to the Deforming surface.

We have just 2 weeks for the death line so we simplify the effect using simple cube like stalactites cause this was irrelevant for the history.

First i try to get this on an entire RBD network but the sim was to slow cause there was a lot of contact between the geometries. Quickly i start making some test with POPs , and i start getting pretty cool results.

In a couple of days i will add a detailed tutorial about the process.

visit for a high res version with audio.

Mcore. Multicore Rendering software.
this will not work with quicktime fileouts.

If you have a quad core or dual quad core computer mcore Works like a local renderfarm manager.

Each time you submit a job mcore divides the time range in 4 and assign the selected number of proccessor to each terminal. Then when you press start mcore submit this Jobs to 4 background terminals allowing to still working with maxium render performance.

Another usefull tricks if you are working with huge images:

the memory.h trick inside include/startup

diskCache.cacheMemory = 2048;
diskCache.cacheMemoryLimit = 4096;
diskCache.cacheSize = 8192000;
diskCache.cacheMaxFile = 10000;
sys.closeIdleFiles = 0;
script.uncFileNames = 0; Link

This sys.closeIdleFiles = 0 is recommended if you are working alone with this file.

and the procces.h inside include/startup/ui/

sys.maxThread = 2;

This will result in a much better performance on the GUI


I will add nuke support soon. Included with the binaries is a little quick guide.

please download the intel release here

and a non tested universal binary here