• Judge swiftly tells Apple it can't delay the Google trial
    appleinsider.com
    Apple's motion for a stay on the forthcoming Google remedy trial has been quickly denied, meaning Apple will have little say in the potential end of its annual $20 billion iPhone search deal with the search giant.Google faces a remedy trail over its monopolistic practicesAt the conclusion of the Department of Justice's case against the company, Google was legally declared to be a search and advertising monopoly in August 2024. A remedy trial is planned to determine what steps Google can take to address this, and Apple has been trying to be a major part of the process.According to MLex, however, Judge Amit Mehta has now denied Apple's motion to obtain what's called an emergency stay of the trial. The ruling came 24 hours after Apple filed its motion in response to Judge Mehta's previous refusal to allow it any significant participation. Continue Reading on AppleInsider | Discuss on our Forums
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  • Today's top 24-inch iMac deals deliver prices as low as $599
    appleinsider.com
    Apple's 24-inch iMac is on sale today, with limited-time discounts driving prices down to as low as $599.99.Grab a 24-inch iMac from $599.99 today - Image credit: AppleThe lowest price across closeout models can be found at Amazon-owned Woot, where the closeout M1 spec with 8GB of RAM and 256GB of storage is marked down to $599.99. This is a refurbished model that comes with a 90-day Woot limited warranty. Continue Reading on AppleInsider | Discuss on our Forums
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  • Gensler will issue residential conversion of former Pfizer headquarters in Manhattan
    archinect.com
    Gensler is pursuing an office-to-residential conversion of the former Pfizer Corporation headquarters at 229 East 42nd Street in Manhattan. The project will yield approximately 1,600 units (25% of which are affordable) with 100,000 square feet of amenities space. It joins the Pearl House conversion and other projects that will deliver at least 5,000 residential units in the New York market alone once completed.Office-to-residential conversions are anticipated to reach record highs in 2025.Gensler principal Robert Fuller says: "Conversions offer the promise of helping to transform more areas that were historically centralized business districts into vibrant, 24/7 neighborhoods. Although there has been a big focus on conversions in recent years, it really is not a new concept. New York City has a long history of repurposing outdated buildings to create new housing. We envision a future where office conversions in Midtown and the Financial District hold a similarly cherished place in...
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  • French heritage group sues to prevent Notre Dame's stained glass window installation
    archinect.com
    An appeal to stop the controversial installation of contemporary stained glass windows atNotre Dame Cathedral is moving forward in a Paris municipal court ahead of its planned end-of-year deadline, reports Le Parisien.The legal action taken by the heritage organization Sites & Monuments asks the court to cancel the commission of artist Claire Tabouret, which was announced last month, on the grounds that it violates laws governing world cultural heritage site protection. This has been a rallying cry against architectural 'vandalism' since the plan was announced in late 2023. Eugne Viollet-le-Duc'soriginal windows were undamaged in the 2019 blaze.Tabouret also related her experience with the commission and their bearings on the recent Los Angeles fires this weekend to the New York Times.
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  • Battlefield Labs Announced, Next Battlefield Teased in Pre-Alpha Gameplay
    gamingbolt.com
    After promising news on Battlefields community testing program, Electronic Arts has unveiled Battlefield Labs. Its a place for us to test concepts and experiences were excited about with you, our players. Overseen by Battlefield Studios (consisting of DICE, Motive, Ripple, and Criterion), its for the community to play a key role in the future of Battlefield.Sign-ups are available now with the promise of testing almost everything, though some of it may be a work-in-progress. To ensure that your feedback has impact, players will experience, under NDA, different pieces of an unfinished puzzle so we have time to incorporate your feedback into the final product.The next Battlefield is in pre-alpha (with the first gameplay revealed at the tail-end of the video below). Though the team has been tirelessly playtesting, the feedback from Battlefield Labs will supercharge our development as we strive to hit that perfect note between form, function, and feel.Testing will initially begin on core combat and destruction before moving to weapon, vehicle and gadget feedback. It will all come together within various maps and modes including Conquest and Breakthrough. However, the initiaive is also meant to explore new ideas and improve aspects like Classes to create deeper more strategic play.Invites will be limited to a few thousand participants in Europe and North America, though this will expand to tens of thousands more in other territories.Regardless of your level of participation, we want all Battlefield fans to be a part of the process. Well be posting work-in-progress public updates from our community team, where you will hear directly from developers at Battlefield Studios.When will we hear more about the next Battlefield, currently rumored to target an October 2025 launch? Electronic Arts says there will be ample opportunity to play and converse around the next Battlefield ahead of its launch and that This is just the beginning. As always, stay tuned for more updates.
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  • Kingdom Come: Deliverance 2 Review Taking the Crown
    gamingbolt.com
    Kingdom Come: Deliverance II marks the highly anticipated 7-year return to Henrys quest through medieval Bohemia. Its not quite the departure from the first game some may have hoped for, but its improvements result in a seriously impressive game worthy of accolade. The story begins where the first ended, with Henry and his best bro, Hans Capon, delivering an important letter to a vital ally of the series antagonist, King Sigismund. 15th Century Bohemia is suffering from a violent civil war and Henry, as a common blacksmiths son, finds himself a bit out of his depth amid the political turmoil. The sequel ups the stakes and scale from the first substantially, with the large city of Kuttenberg serving as one of two central hubs. As well see later in the review, the pacing and intensity of the story is riveting and magnificent, outdoing its predecessor in every way imaginable.But before delving deeper into the story, lets briefly go over what it does differently than the first game. Right off the bat, its evident the controls have been refined. First-person camera control and aiming has smoother sensitivity and sword fighting feels a tad less janky this time around. The innovative rosette cursor is now divided into just four sections instead of KCD1s five, and I have to say this streamlined change makes battles feel more urgent and fun. Also improving the urgency is the counter-attack timing adjustments. Shifting to combat, you unlock new combos and techniques by paying trainers a hefty sum of cash and helping them out with a quest or two. Pulling off techniques like the Master Strike is super rewarding, just like countering is this time around. If youre not so keen to get up close and personal, KCD2 introduces a new batch of ranged options: crossbows and guns."If youre not so keen to get up close and personal, KCD2 introduces a new batch of ranged options: crossbows and guns."KCD2s heart for the historical authenticity given to the crossbow and handgunne (yes, its spelled that way in-game) preparation is appreciated, but man those things are difficult to use in the midst of battle. Heavy crossbows take nearly half a minute just to load and aim, while handgunnes take that and have half the accuracy. I thought Id finally roleplay as an archer this time around, but just like my experience in KCD1, I felt pigeon-holed into just using swords. I do appreciate the the option to wield crossbows and guns, but I still didnt find them to be usable in combat; kudos to those who can though!A change that I did engage myself in a lot is crafting weapons at the blacksmith forge. Yes, thats right. Henry can now finally be a blacksmith just like his father before him. Forging weapons is rather straightforward and somewhat fun if you have the patience. Its kind of odd that horseshoes are the toughest thing to smith in the game compared to swords and the like, but I like that the actual shape of the weapon gets taken into account when hammering it. You dont really notice drastic changes in shape while hammering, so its not as realistic as one might have wanted, but blacksmithing is a fine addition to the game, nonetheless. Smithing is a viable way to earn lots of Groschen, especially if you have the associated perk points to increase the quantity and quality of each piece forged."Smithing is a viable way to earn lots of Groschen"Speaking of perks, KCD2 dishes them out frequently, and theyre equal parts useful and fun. You level up various attributes whenever you engage in the associated activity and then get the option of choosing one of many requisite perk points. Crouching while picking pockets and lockpicking doors in turn makes stealth gameplay more easier, potent, and viable, for example. KCD2 has perhaps one of the better balanced perk trees in the genre. The way these perks customize the players gameplay style feels personalized in a way few games do.Between the 278 perks available in the game, you have the usual passive and active buffs and some significant game-changers that can ease certain aspects of the games realism. For example, a perk cures 10 points of health when washing at tubs or piers in addition to healing 25% when sleeping. Taking a simple wash next to a lake usually doesnt cure health, but with this perk, it does. Dreaded Warrior adds a completely new dimension to combat, granting Henry a Skyrim-like shout that decreases enemy morale while increasing personal stamina and the like. Many perks change how KCD2s mechanics operate, allowing the player to custom tailor their gameplay experience.KCD2s wonderful perk system works in tandem with various other systems to specialize your experience. Henry now has reputation to deal with, a new addition that alters the way characters think of him. Reputation works similar to Morrowinds Renown system in that NPCs charge more money for goods or downright refuse to speak to you if youre hated. Each town and settlement in KCD2 has its own reputation values toward Henry from 0 to 100. At the start of the adventure, I found that most villagers wouldnt even speak to me until I had at least 60 or so Rep. And so, I was forced to do some quests and tasks for folks, carefully choosing my words lest I completely destroy our relationship.This process felt very familiar to me, considering my love for Morrowind, so I was delighted to set roots in villages and slowly build my reputation in KCD2. Though, its fairly easy to just keep your reputation around 100 everywhere you go in KCD2; you just need some expensive clothing and a high enough Speech level and youre pretty much set. In this way, I felt the reputation system got too easy to overcome. It wouldve been more interesting to have to do more to impress certain towns and communities, like it was at the start of the game, but everyone loves Henry eventually once he looks the part and has enough coin."Many perks change how KCD2s mechanics operate, allowing the player to custom tailor their gameplay experience."Reputation feeds into the many dialogue options presented to Henry throughout the course of the game. Saying offensive things to people will indeed lower Henrys reputation in that town. Important characters actually have their own reputation values, though its not shown anywhere in menus. Im frankly in love with KCD2s dialogue options. Theyre so diverse and impactful, while avoiding that video-gamey color-coded UI that tells you outright what morality each dialogue is aligned with. Whats more, dialogue options arent really organized in a way that lets you know what choice the game subtly wants you to choose. Some responses result violently, while some lead to new quests and friendships, and youll have to rely on your own read on the situation rather than icons and indicators to decide.Like Reputation, a high enough Persuasion level can get you new dialogue options and added favor with characters. How persuasive you are depends on appearance (whether youve bathed and have rich clothes), knowledge in a specific field and a set of skill checks. The Persuasion system in KCD2 is intricate and tied into all the other systems at play so as to make me really care about how Im playing other aspects of the game. KCD2 does dialogue choices in perhaps the most organic way Ive seen in an open-world game yet, and it actually has consequences to boot.Some consequences lead to side quests or tasks. My favorite aspect of side quests is how the world responds to Henrys escapades later down the line. Characters will reference an earlier side quest and what theyve been up to after the events of the quest. Theres almost always some follow-up to these quest interactions, even if theyre simple and sweet like a thank-you. I especially love the feedback characters give to Henry during the wedding main quest. Most of the important characters in the Trosky region celebrate with Henry, bringing up how he did or didnt help them out. Various side activities are mentioned during key moments, making your activities around the realm feel impactful. You really feel a sense of friendship and camaraderie with these characters after doing so much for them and knowing their backstories."KCD2 does dialogue choices in perhaps the most organic way Ive seen in an open-world game yet, and it actually has consequences to boot."That said, the quality and tangible reward of some side quests leave me somewhat less thrilled. Some side quests have disappointing conclusions with no reward despite hours of effort. One lengthy quest involves travelling half the stretch of an entire map to find an obscure dig site. Once I reached the site, I was ambushed by two warring factions who wanted the buried contents for themselves. I only had two options: calmly negotiate and split the reward, or fight the lot of them. Since my Henry is more of a diplomat than a bloodthirsty brawler, I opted for the first option. To my dismay, this route led to a complete lack of acknowledgement from the quest giver and zero reward in the end, making me feel like I wasted time. There are just a few quests like this, but the payoff and reward (storywise and gameplay) left me disappointed.The good side quests are impressive though, even maintaining the same level of cinematography as the main quest at times. KCD2 is so chalk-full of activities and quests that it can be quite overwhelming, especially given how large the game world is (twice as big as the first game). The game mitigates this impressive scale through a somewhat nostalgic fast-travel system. Like the first game, you unlock the ability to fast-travel to a town or point of interest upon discovering it first-hand. To fast-travel, simply open up the map and select the destination. A pawn of Henry then moves along the map, interrupted by occasional random encounters. I still like this system, but there are many times when you need to get to multiple places across the map just to get to a tailor or quest, and that consumes in-game resources and lots of time to do."Like the first game, you unlock the ability to fast-travel to a town or point of interest upon discovering it first-hand."A big part of KCD2s appeal is its historical authenticity and sim-like gameplay systems. This is why fast-travelling everywhere can be a resource drain: it depletes hunger, sleep, and accelerates in-game time, which means shops may be closed when you arrive. This realism is hit or miss with players, with some adoring the constant need to do simple tasks like bathe and eat, while others feel it drags down the pacing. While KCD2 maintains the realism of the first game, certain perks do allow you to speed up and overcome some of the more mundane sim elements.The start of the game is the roughest in this regard. You have nothing; no reputation, no money or items, and no familiarity with the world yet. And that is precisely when the sim elements feel the most pressing. I found that after the first 10 hours or so, you start to gradually overlook these little lifestyle necessities and the gameplay flow becomes much more fluid."The start of the game is the roughest in this regard. You have nothing."Still, one design decision I remain firmly opposed to is the save system: particularly Savior Schnapps. Yes, you still need the Savior Schnapps consumable to save the game; however, the notorious drink is easier to obtain this time around, and it isnt the only way to save. For one, its fairly easy to craft Savior Schnapps. You get the recipe early on and there is an abundance of ingredients. Besides the Savior Schnapps method, theres an autosave after every quest milestone, saving at owned beds, and an exit save. Thats four save methods; though watch out because your autosave and exit save will overwrite previous ones.There were many instances when I had to constantly reload old saves due to a stealth mission gone awry or an unsuspecting bandit attack on a dapper, though unarmored, Henry. I even lost three hours of progress once or twice. Compounding this is the long load times. Theres hardly any loading once youre in one of the two open-world maps, but the initial load is quite long. This can really make stealth missions drag on when youre getting caught and also discourages experimentation where frequent loading is common.And I know Im going to get flack for pointing this out, but KDC2 has a bit of an uncanny valley problem at times. Faces and voices noticeably repeat between villagers and incidental NPCs. This is expected in an open-world of this scale, of course, but its especially noticeable when playing Dice. In Dice matches, even main characters switch the one of the stock NPC voices, causing any TES: Oblivion player do a double take and laugh out loud in reminiscence. NPCs also have that dynamic schedule thing going on and they will occasionally greet you with the same voice line multiple times in a row. Theres more variety in NPC clothing and faces in The Witcher 3 and Cyberpunk 2077 than KCD2, but NPCs are certainly more varied than anything from Bethesda at the very least.Theres also a slight problem with inconsistent audio balancing in places. Godwyn, for example, is much harder to hear than other characters. A small number of NPCs are mixed a bit too low in the recording compared to the sound effects and music at times. And then theres the parties and gatherings, which result in an unintelligible cacophony of noise as each conversation loops over the other at the same time. Its likely that Kingdom Come Deliverance 2 will get patches that will make the audio more balanced in the future, so this isnt a huge deal."Theres more variety in NPC clothing and faces in The Witcher 3 and Cyberpunk 2077 than KCD2, but NPCs are certainly more varied than anything from Bethesda at the very least."Everything else I have to say regarding KCD2s audio is unmitigated praise. The sound effects set the immersion very high. Without hyperbole, KCD2s soundtrack is easily one of the most impressive game OSTs Ive heard in the last decade or so. Id even go so far as to say it comes close to rivaling Jeremy Soules Elder Scrolls work at times. KCD2s score is absolutely phenomenal from top to bottom. I especially like the Howard Shore quality of some of the more atmospheric Lord of the Rings inspired tracks. But theres a fair degree of variety in the soundtrack too, which is nothing to sneeze at considering the limited historical period it has to be set to. Theres your delightfully playfully rustic tavern dance music, along with some impressionist exploration music to soak in the atmosphere in. Then theres the wide-ranging world music from boleros to traditional middle eastern music upon arriving in the quarter of Kuttenberg. KCD2 has the best open-world soundtrack Ive heard since Skyrim.The atmosphere and world-building in general is absolutely impressive. Take the second largest Bohemian city at the time, Kuttenberg, as a case study. Kuttenberg is somewhat comparable in scale and attention to detail to The Witcher 3s Novigrad. Sure, it doesnt take as many fantastical liberties as Novigrad, but its historical authenticity is something to be lauded. Each quarter feels appropriately dense and lively. NPCs swarm the streets and greet or disparage Henry as he walks by. The NPCs fill out the world well with their insight into regional traditions and their individual schedules. The attention to detail with each of the buildings is also impressive, though it should be noted that not every building or door can be entered, and a lot of the architecture is purely cosmetic. Oh, and a minor complaint with doors; the lack of an icon indicating that a room is unlawful to enter is irritating, especially considering the dynamic nature of NPCs and the repercussions for committing crimes."Kuttenberg is somewhat comparable in scale and attention to detail to The Witcher 3s Novigrad."But back to towns. The smaller towns and castles are also impressive in their own right, though closer to what youd expect with the first game. In general, KCD2 shows superb attention to detail with every environment. Ditches have little puddles of water in them and various tools like shovels and sheers dot the many farms and residences. The graphical boost from the first game is wonderful. This truly feels like a six to seven year graphical leap with its sharp 4k resolution and range of HDR/deep color output. KCD2 is not as dreary and brown as youd except from a realistic medieval portrayal, but its still grounded enough, which I appreciate. Oh, and the unique map art for each town is absolutely exquisite, as are the 100s of codex entry illustrations and descriptions.I know I criticized NPC faces earlier, but the majority of facial animations within KCD2 are great. The especially important characters portray authentic emotions and react convincingly given the situation, and perhaps most importantly, have solid lip synching throughout. Lip synching wouldnt matter if the voice performances were bad, but KCD2 has a very solid voice cast. Characters like Margrave Jobst just put a huge grin on my face given the commanding performance and Tim Curry-esque likeness. Much of this has to do with the incredible personalities these characters exhibit. Its impressive how much certain characters grew on me and just how despicable others become. Yes, a lot of the lesser NPCs seem rather unpleasant and rude, and theres a lot of swearing and offensive speech to go around, but the major characters within KCD2 are well-developed, complex individuals."Its impressive how much certain characters grew on me and just how despicable others become."This leads to the final point in the review that KCD2 perhaps excels at the most: its core plot. At the end of the day, KCD2s large realistic open-world and wealth of side activities are fun and immersive, though not quite GOTY-worthy on their own. Its the absolutely amazing main quest and the plot therein that propels KCD2 into masterpiece territory. The cinematic quality on display within the main quest is some of the very best in all of gaming for its size. The main quest is incredibly lengthy, sure to take at least 60 hours with a focused playthrough, and yet its all so expertly directed and storyboarded. The cinematics feel like a big budget film, and a quality one at that. The soundtrack accentuates the impressive cinematography and in-game animations beautifully, with leitmotifs and mood music swelling up when appropriate.The plot writing itself is excellent too. I appreciate the amount of downtime the plot allows. Some main quests require no combat at all, instead letting the play soak up the camaraderie and mood of the moment. The plot pacing is balanced well with very few instances of sections outstaying their welcome. In short, I never once got bored of the main plot or the quests involved in it. KCD2 pulls off what few open-world games do: a spectacular main quest. KCD2 may well be the new standard for main quests in open-world games in a similar way The Witcher 3 is for side quests."The main quest is incredibly lengthy, sure to take at least 60 hours with a focused playthrough"Kingdom Come Deliverance 2 still has that immersive realism the first had, but the small tweaks and refinements help make it a tad more accessible. But really, its the main quest that really demands attention here. Its worth putting up with the lengthy load times and inconsistent save system to experience the sheer craft and excellence instilled within Henrys final story. KCD2 will undoubtedly end up as many gamers favorite RPG of all time, and its easy to see why. I dont yet know where it stands among my all-time favorite open-world games, but the very fact that Im undecided showcases just what a phenomenal game Kingdom Come Deliverance 2 is.This game was reviewed on the PlayStation 5.
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  • Check out the new features in the ForestPack 9.1 updates
    www.cgchannel.com
    Monday, February 3rd, 2025Posted by Jim ThackerCheck out the new features in the ForestPack 9.1 updateshtml PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd"ForestIvy can now generate 3D ivy along conventional 3ds Max splines: just one of the changes made to ForestPacks accompanying ivy generator plugin in the recent ForestPack 9.1.x updates.Itoosoft has updated Forest Pack, its scattering plugin for 3ds Max.The Forest Pack 9.1 updates add new features to ForestIvy, the new accompanying plugin for generating 3D ivy, including the option to grow ivy without an underlying surface.The ultimate scattering tool for 3ds MaxDescribed by iToo as the ultimate scattering tool for 3ds Max, Forest Pack is designed to distribute objects across a scene: usually plant models, but also rocks, buildings or lights.The scattering process is fully parametric, and object distribution can also be controlled by image maps, splines or painting directly onto terrain geometry.Forest Pack can scatter both static and animated objects, with the option to randomise both texture maps and the time offset of animation cycles, or control them via image maps.Forest Pack 9.1 updates: new features in ForestIvyThe last major update to the software, Forest Pack 9.0, introduced ForestIvy, a new plugin for generating 3D ivy and other climbing plants.Users set the overall form of the ivy using a combination of manual and procedural workflow, drawing it directly onto surfaces, generating it automatically, or blending between the two.Since then, Itoosoft has updated ForestIvy steadily through a series of ForestPack 9.1 updates: the latest listed on the forum is ForestPack 9.1.7.(Full disclosure: it was actually released just before the New Year, but we only spotted it when Itoosoft mentioned it in its email newsletter.)New features include the option to generate ivy along a path, without the need for an underlying 3D surface, as shown in the image above.It is also possible to create or save paths as standard 3ds Max splines.There are also new Surface Offset and Check Ground Hit options, which shift the ivy away from an underlying surface, and flatten it along the ground, even without a ground object in place.ForestIvy is also now compatible with real-time ray tracer Chaos Vantage, and V-Ray 7, the latest version of the production renderer.Pricing and availabilityForest Pack 9.1.7 is compatible with 3ds Max 2019+ running on Windows 10+. You can find a list of compatible render engines here.New perpetual licences cost $275. There is also a free Lite edition. Its feature-limited, but can be used on commercial projects.Read an overview of the new features in ForestIvy on Itoosofts blogRead a full list of new features in Forest Pack 9.1.x on Itoosofts forumHave your say on this story by following CG Channel on Facebook, Instagram and X (formerly Twitter). As well as being able to comment on stories, followers of our social media accounts can see videos we dont post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects.Latest NewsCheck out the new features in the ForestPack 9.1 updatesLatest updates to the 3ds Max scattering plugin add new options to control the form of plants generated by 3D ivy generator ForestIvy.Monday, February 3rd, 2025See five great VFX breakdowns from the 2025 V-Ray showreelSee breakdowns of five key movies, TV series, cinematics and animated shorts created in V-Ray from Chaos's latest showreel.Monday, February 3rd, 2025Tutorial: Creating a Character for Games - Vol. 1Master industry-standard workflows for sculpting AAA game characters with The Gnomon Workshop's detailed new tutorial series.Monday, February 3rd, 2025How Vine FX created a parasitic underwater forest for The RigDiscover how the VFX studio used procedural growth simulation to create the environment for Amazon Prime Video's supernatural thriller.Friday, January 31st, 2025Boris FX releases Optics 2025Photoshop plugin and standalone app for applying cinematic looks to still images gets AI mask generation, Looks and new Particle Brushes.Friday, January 31st, 2025Thinkinetic releases Pulldownit 6 for MayaDestruction plugin for games and VFX gets a new Edge Fracture Tool, and improvements to clustering and simulation performance.Thursday, January 30th, 2025More NewsAdobe launches unmetered access to Substance 3D AssetsAdobe releases Photoshop 26.3Check out free Android and iOS 3D scanning app RealityScan 1.6Free tool: Animation Render Time Estimator for BlenderChaos releases V-Ray 7 for HoudiniChaos releases V-Ray 7 for MayaAdobe releases Substance 3D Modeler 1.19Red9 ProPack gets new tools created for Sonic the Hedgehog 3JangaFX teases IlluGenCheck out the new features due in EmberGen 2.0Tutorial: Creating Runtime Cinematics in Unreal Engine 5PhotoLine 25 now reads Cryptomatte dataOlder Posts
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  • www.cgchannel.com
    Monday, February 3rd, 2025Posted by Jim ThackerSee five great VFX breakdowns from the 2025 V-Ray showreelhtml PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd"Chaos has released its 2025 V-Ray VFX and Animation Showreel, its round-up of the best new work created with the production renderer for DCC apps including Maya, Houdini and 3ds Max.As weve occasionally done in the past, rather than just picking out personal highlights from the reel, we thought it would be fun to go a step further, and show how the projects were created.Below, weve compiled a run-down of five key projects from the new V-Ray showreel, complete with VFX breakdown videos from the studios that created them.The showreel also features great work from studios like BUCK, Realtime, Scanline VFX and Unit Image you can find a full list here but weve focused here on projects with making-ofs online.MovieTitle: ElevationStudio: Digital DomainPost-apocalyptic thriller Elevation sees survivors confined to isolated mountain enclaves after the terrifying insect-like Reapers emerge from underground and decimate humanity.For the creature design, Digital Domain referenced real-world predators like tigers and Komodo dragons, also creating detailed CG environments, and FX elements like dust and explosions.Read more about Digital Domains work on ElevationBroadcast SeriesTitle: Agatha All AlongStudio: Digital DomainDigital Domain worked on a number of sequences for Agatha All Along, Disney+ and Marvel Televisionss WandaVision spin-off, but one of the most challenging was Agathas death.As her body withers and decays, vegetation engulfs it, fungi gradually giving way to roses.Although the team considered tackling the sequence in 2D, most of the work was CG, giving precise control over every blade of grass, while FX artists added details like falling dirt. Read more about Digital Domains work on Agatha All AlongGame CinematicTitle: Helldivers 2 intro cinematicStudio: Goodbye Kansas StudiosFor the tongue-in cheek intro to third-person shooter Helldivers 2, Goodbye Kansas worked with developer Arrowhead Game Studios to design a cinematic that nodded to American military recruitment ads without tipping over into excessive exaggeration.Unreal Engine was used for pre-production, to establish layouts from storyboards and bring scenes to life during the mocap shoot, with V-Ray used for asset development and final output.Read more about Goodbye Kansas Studios work on the Helldivers 2 cinematicAnimationTitle: Les As de la Jungle (The Jungle Bunch)Studio: TAT productionsTAT productions flagship property, Les As de la Jungle (The Jungle Bunch) has been a hit since 2011, spawning an International Emmy Award-winning series and two full-length features.The video above is an overview of the studios pipeline, but you can find detailed breakdowns on TATs YouTube channel, including one on lighting and rendering in 3ds Max and V-Ray.Read more about TATs animated series and moviesShort FilmTitle: Void of SubstanceStudio: KorbFor in-house CG short Void of Substance, motion design studio Korb created an enigmatic and meticulously rendered meditation on the power of AI without using AI-generated imagery.To create the AI brain, Korb used 3ds Max add-on tyFlow for VDB simulation, and V-Ray for rendering. The video above shows the full short, but you can find a brief making-of here.Read more about Korbs work on Void of Substance on StashHave your say on this story by following CG Channel on Facebook, Instagram and X (formerly Twitter). As well as being able to comment on stories, followers of our social media accounts can see videos we dont post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects.Latest NewsCheck out the new features in the ForestPack 9.1 updatesLatest updates to the 3ds Max scattering plugin add new options to control the form of plants generated by 3D ivy generator ForestIvy.Monday, February 3rd, 2025See five great VFX breakdowns from the 2025 V-Ray showreelSee breakdowns of five key movies, TV series, cinematics and animated shorts created in V-Ray from Chaos's latest showreel.Monday, February 3rd, 2025Tutorial: Creating a Character for Games - Vol. 1Master industry-standard workflows for sculpting AAA game characters with The Gnomon Workshop's detailed new tutorial series.Monday, February 3rd, 2025How Vine FX created a parasitic underwater forest for The RigDiscover how the VFX studio used procedural growth simulation to create the environment for Amazon Prime Video's supernatural thriller.Friday, January 31st, 2025Boris FX releases Optics 2025Photoshop plugin and standalone app for applying cinematic looks to still images gets AI mask generation, Looks and new Particle Brushes.Friday, January 31st, 2025Thinkinetic releases Pulldownit 6 for MayaDestruction plugin for games and VFX gets a new Edge Fracture Tool, and improvements to clustering and simulation performance.Thursday, January 30th, 2025More NewsAdobe launches unmetered access to Substance 3D AssetsAdobe releases Photoshop 26.3Check out free Android and iOS 3D scanning app RealityScan 1.6Free tool: Animation Render Time Estimator for BlenderChaos releases V-Ray 7 for HoudiniChaos releases V-Ray 7 for MayaAdobe releases Substance 3D Modeler 1.19Red9 ProPack gets new tools created for Sonic the Hedgehog 3JangaFX teases IlluGenCheck out the new features due in EmberGen 2.0Tutorial: Creating Runtime Cinematics in Unreal Engine 5PhotoLine 25 now reads Cryptomatte dataOlder Posts
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  • Archaeologists Unearth Rare 1,000-Year-Old Food Storage Pit in Alaska
    www.smithsonianmag.com
    The cache pit was discoverd on a hill overlooking the Knik Arm, a thin brach of the Gulf of Alaska. Joint Base Elmendorf-RichardsonOn a hill of birch and spruce overlooking theKnik Arm, a narrow stretch of theGulf of Alaska that extends northwest of Anchorage, archaeologists have unearthed a remarkably intact cache pit used by the regions Indigenous Dene people. The discovery is offering a new perspective on the long human history of the region, as well as how to preserve and protect its legacy for generations to come.Cache pits are like root cellars, as Elizabeth Ortiz, an archaeologist and cultural resource manager atJoint Base Elmendorf-Richardson (JBER), the military complex where the discovery was made, says in astatement.Located along a well-known Dene trail that led north out of the modern-day Anchorage area, the pit measures about 3.5 feet deep. It was dug into well-drained soil and lined with birch bark and grass, which preserved fish, meat and berries through the harsh seasonal extremes of southeastern Alaska. The cache pit is nearly 1,000 years old, making it a rare find in the highly developed region surrounding Anchorage. Joint Base Elmendorf-RichardsonThe Dene, also known as Athabaskans, include theDenaina andAhtna people. In the summers, they would have stayed in the area to catch and preserve salmon and terrestrial meat, with houses and smokehouses lining the bluffs above theCook Inlet, according toArkeonews.Archaeologists expected the cache pit to be a few hundred years old. However, radiocarbon testing revealed that it was actually much older.When we got the results back that said it was 960 years, plus or minus 30, we were shocked, Ortiz tells Alena Naiden of KNBA, a local radio station. [We] were jumping up and down in our cube in tears. It was very, very exciting.The new analysis further substantiates Denaina and Ahtna oral traditions that JBER and the surrounding area have been used for a very long time,Margan Grover, an archaeologist with JBER, says in the statement. Initial tests show that moose and caribou were stored in the cache pit. Public domain via Wikimedia CommonsThe team conducted additional radiocarbon andstable isotope tests to determine whether the food buried in the cache pit was from the land or the sea. Initial findings suggest the presence of moose or caribou, though researchers plan to test the surrounding soil to confirm whether such animals were stored in the cache or were just passing by.Occasionally, archaeologists find comparable cache pits in areas like AlaskasMatanuska-Susitna Valley and theKenai Peninsula. Other Alaskan archaeological sites likeSwan Point, which contains evidence of humans hunting mammoths, can date back as many as 14,000 years.In this case, most of the area surrounding the cache had been razed by the military in the 1940s, when JBER was under construction. To find such an old and well-preserved site in theAnchorage Bowl, as the developed region surrounding Alaskas largest city is known, is much rarer and holds extra significance to the regions Indigenous groups, according to the statement.We know we cant stop development,Aaron Leggett, president of the Native Village of Eklutna and a curator at theAnchorage Museum, tells KNBA. But can we use these opportunities to fill in the picture? Cache pits were used like root cellars to preserve and store fish, meat and berries. Joint Base Elmendorf-RichardsonIn the statement, Leggett expresses his hope that the tribal governments and the U.S. government will use the cache site as motivation to work toward their shared goals and the co-production of knowledge about our past.Today, half of Alaskas population lives within traditional Dene lands, according to KNBA. The archaeologists are collaborating with local tribes and stakeholders to gain additional context and understanding of the surrounding area.There are things that we know inherently from what was passed down about living in a place, but there are other things that these archaeological sites tell us about the past,Angela Wade, the historic preservationist of theChickaloon village, tells KNBA.I feel like every site that we learn about, every site that we can further investigate, is a piece of our history that was potentially lost, Wade adds. So this is kind of regaining some of the history that we were separated from.Get the latest stories in your inbox every weekday.
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  • OpenAIs surprise new o3-powered Deep Research mode shows the power of the AI agent era
    venturebeat.com
    OpenAI has also hinted at future integrations with custom datasets, which would allow organizations to leverage the tool.Read More
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