• HOW DISGUISE BUILT OUT THE VIRTUAL ENVIRONMENTS FOR A MINECRAFT MOVIE

    By TREVOR HOGG

    Images courtesy of Warner Bros. Pictures.

    Rather than a world constructed around photorealistic pixels, a video game created by Markus Persson has taken the boxier 3D voxel route, which has become its signature aesthetic, and sparked an international phenomenon that finally gets adapted into a feature with the release of A Minecraft Movie. Brought onboard to help filmmaker Jared Hess in creating the environments that the cast of Jason Momoa, Jack Black, Sebastian Hansen, Emma Myers and Danielle Brooks find themselves inhabiting was Disguise under the direction of Production VFX Supervisor Dan Lemmon.

    “s the Senior Unreal Artist within the Virtual Art Departmenton Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.”
    —Talia Finlayson, Creative Technologist, Disguise

    Interior and exterior environments had to be created, such as the shop owned by Steve.

    “Prior to working on A Minecraft Movie, I held more technical roles, like serving as the Virtual Production LED Volume Operator on a project for Apple TV+ and Paramount Pictures,” notes Talia Finlayson, Creative Technologist for Disguise. “But as the Senior Unreal Artist within the Virtual Art Departmenton Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” The project provided new opportunities. “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance,” notes Laura Bell, Creative Technologist for Disguise. “But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.”

    Set designs originally created by the art department in Rhinoceros 3D were transformed into fully navigable 3D environments within Unreal Engine. “These scenes were far more than visualizations,” Finlayson remarks. “They were interactive tools used throughout the production pipeline. We would ingest 3D models and concept art, clean and optimize geometry using tools like Blender, Cinema 4D or Maya, then build out the world in Unreal Engine. This included applying materials, lighting and extending environments. These Unreal scenes we created were vital tools across the production and were used for a variety of purposes such as enabling the director to explore shot compositions, block scenes and experiment with camera movement in a virtual space, as well as passing along Unreal Engine scenes to the visual effects vendors so they could align their digital environments and set extensions with the approved production layouts.”

    A virtual exploration of Steve’s shop in Midport Village.

    Certain elements have to be kept in mind when constructing virtual environments. “When building virtual environments, you need to consider what can actually be built, how actors and cameras will move through the space, and what’s safe and practical on set,” Bell observes. “Outside the areas where strict accuracy is required, you want the environments to blend naturally with the original designs from the art department and support the story, creating a space that feels right for the scene, guides the audience’s eye and sets the right tone. Things like composition, lighting and small environmental details can be really fun to work on, but also serve as beautiful additions to help enrich a story.”

    “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance. But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.”
    —Laura Bell, Creative Technologist, Disguise

    Among the buildings that had to be created for Midport Village was Steve’sLava Chicken Shack.

    Concept art was provided that served as visual touchstones. “We received concept art provided by the amazing team of concept artists,” Finlayson states. “Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging. Sometimes we would also help the storyboard artists by sending through images of the Unreal Engine worlds to help them geographically position themselves in the worlds and aid in their storyboarding.” At times, the video game assets came in handy. “Exteriors often involved large-scale landscapes and stylized architectural elements, which had to feel true to the Minecraft world,” Finlayson explains. “In some cases, we brought in geometry from the game itself to help quickly block out areas. For example, we did this for the Elytra Flight Chase sequence, which takes place through a large canyon.”

    Flexibility was critical. “A key technical challenge we faced was ensuring that the Unreal levels were built in a way that allowed for fast and flexible iteration,” Finlayson remarks. “Since our environments were constantly being reviewed by the director, production designer, DP and VFX supervisor, we needed to be able to respond quickly to feedback, sometimes live during a review session. To support this, we had to keep our scenes modular and well-organized; that meant breaking environments down into manageable components and maintaining clean naming conventions. By setting up the levels this way, we could make layout changes, swap assets or adjust lighting on the fly without breaking the scene or slowing down the process.” Production schedules influence the workflows, pipelines and techniques. “No two projects will ever feel exactly the same,” Bell notes. “For example, Pat Younisadapted his typical VR setup to allow scene reviews using a PS5 controller, which made it much more comfortable and accessible for the director. On a more technical side, because everything was cubes and voxels, my Blender workflow ended up being way heavier on the re-mesh modifier than usual, definitely not something I’ll run into again anytime soon!”

    A virtual study and final still of the cast members standing outside of the Lava Chicken Shack.

    “We received concept art provided by the amazing team of concept artists. Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging.”
    —Talia Finlayson, Creative Technologist, Disguise

    The design and composition of virtual environments tended to remain consistent throughout principal photography. “The only major design change I can recall was the removal of a second story from a building in Midport Village to allow the camera crane to get a clear shot of the chicken perched above Steve’s lava chicken shack,” Finlayson remarks. “I would agree that Midport Village likely went through the most iterations,” Bell responds. “The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled. I remember rebuilding the stairs leading up to the rampart five or six times, using different configurations based on the physically constructed stairs. This was because there were storyboarded sequences of the film’s characters, Henry, Steve and Garrett, being chased by piglins, and the action needed to match what could be achieved practically on set.”

    Virtually conceptualizing the layout of Midport Village.

    Complex virtual environments were constructed for the final battle and the various forest scenes throughout the movie. “What made these particularly challenging was the way physical set pieces were repurposed and repositioned to serve multiple scenes and locations within the story,” Finlayson reveals. “The same built elements had to appear in different parts of the world, so we had to carefully adjust the virtual environments to accommodate those different positions.” Bell is in agreement with her colleague. “The forest scenes were some of the more complex environments to manage. It could get tricky, particularly when the filming schedule shifted. There was one day on set where the order of shots changed unexpectedly, and because the physical sets looked so similar, I initially loaded a different perspective than planned. Fortunately, thanks to our workflow, Lindsay Georgeand I were able to quickly open the recorded sequence in Unreal Engine and swap out the correct virtual environment for the live composite without any disruption to the shoot.”

    An example of the virtual and final version of the Woodland Mansion.

    “Midport Village likely went through the most iterations. The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled.”
    —Laura Bell, Creative Technologist, Disguise

    Extensive detail was given to the center of the sets where the main action unfolds. “For these areas, we received prop layouts from the prop department to ensure accurate placement and alignment with the physical builds,” Finlayson explains. “These central environments were used heavily for storyboarding, blocking and department reviews, so precision was essential. As we moved further out from the practical set, the environments became more about blocking and spatial context rather than fine detail. We worked closely with Production Designer Grant Major to get approval on these extended environments, making sure they aligned with the overall visual direction. We also used creatures and crowd stand-ins provided by the visual effects team. These gave a great sense of scale and placement during early planning stages and allowed other departments to better understand how these elements would be integrated into the scenes.”

    Cast members Sebastian Hansen, Danielle Brooks and Emma Myers stand in front of the Earth Portal Plateau environment.

    Doing a virtual scale study of the Mountainside.

    Practical requirements like camera moves, stunt choreography and crane setups had an impact on the creation of virtual environments. “Sometimes we would adjust layouts slightly to open up areas for tracking shots or rework spaces to accommodate key action beats, all while keeping the environment feeling cohesive and true to the Minecraft world,” Bell states. “Simulcam bridged the physical and virtual worlds on set, overlaying Unreal Engine environments onto live-action scenes in real-time, giving the director, DP and other department heads a fully-realized preview of shots and enabling precise, informed decisions during production. It also recorded critical production data like camera movement paths, which was handed over to the post-production team to give them the exact tracks they needed, streamlining the visual effects pipeline.”

    Piglots cause mayhem during the Wingsuit Chase.

    Virtual versions of the exterior and interior of the Safe House located in the Enchanted Woods.

    “One of the biggest challenges for me was managing constant iteration while keeping our environments clean, organized and easy to update,” Finlayson notes. “Because the virtual sets were reviewed regularly by the director and other heads of departments, feedback was often implemented live in the room. This meant the environments had to be flexible. But overall, this was an amazing project to work on, and I am so grateful for the incredible VAD team I was a part of – Heide Nichols, Pat Younis, Jake Tuckand Laura. Everyone on this team worked so collaboratively, seamlessly and in such a supportive way that I never felt like I was out of my depth.” There was another challenge that is more to do with familiarity. “Having a VAD on a film is still a relatively new process in production,” Bell states. “There were moments where other departments were still learning what we did and how to best work with us. That said, the response was overwhelmingly positive. I remember being on set at the Simulcam station and seeing how excited people were to look at the virtual environments as they walked by, often stopping for a chat and a virtual tour. Instead of seeing just a huge blue curtain, they were stoked to see something Minecraft and could get a better sense of what they were actually shooting.”
    #how #disguise #built #out #virtual
    HOW DISGUISE BUILT OUT THE VIRTUAL ENVIRONMENTS FOR A MINECRAFT MOVIE
    By TREVOR HOGG Images courtesy of Warner Bros. Pictures. Rather than a world constructed around photorealistic pixels, a video game created by Markus Persson has taken the boxier 3D voxel route, which has become its signature aesthetic, and sparked an international phenomenon that finally gets adapted into a feature with the release of A Minecraft Movie. Brought onboard to help filmmaker Jared Hess in creating the environments that the cast of Jason Momoa, Jack Black, Sebastian Hansen, Emma Myers and Danielle Brooks find themselves inhabiting was Disguise under the direction of Production VFX Supervisor Dan Lemmon. “s the Senior Unreal Artist within the Virtual Art Departmenton Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” —Talia Finlayson, Creative Technologist, Disguise Interior and exterior environments had to be created, such as the shop owned by Steve. “Prior to working on A Minecraft Movie, I held more technical roles, like serving as the Virtual Production LED Volume Operator on a project for Apple TV+ and Paramount Pictures,” notes Talia Finlayson, Creative Technologist for Disguise. “But as the Senior Unreal Artist within the Virtual Art Departmenton Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” The project provided new opportunities. “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance,” notes Laura Bell, Creative Technologist for Disguise. “But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.” Set designs originally created by the art department in Rhinoceros 3D were transformed into fully navigable 3D environments within Unreal Engine. “These scenes were far more than visualizations,” Finlayson remarks. “They were interactive tools used throughout the production pipeline. We would ingest 3D models and concept art, clean and optimize geometry using tools like Blender, Cinema 4D or Maya, then build out the world in Unreal Engine. This included applying materials, lighting and extending environments. These Unreal scenes we created were vital tools across the production and were used for a variety of purposes such as enabling the director to explore shot compositions, block scenes and experiment with camera movement in a virtual space, as well as passing along Unreal Engine scenes to the visual effects vendors so they could align their digital environments and set extensions with the approved production layouts.” A virtual exploration of Steve’s shop in Midport Village. Certain elements have to be kept in mind when constructing virtual environments. “When building virtual environments, you need to consider what can actually be built, how actors and cameras will move through the space, and what’s safe and practical on set,” Bell observes. “Outside the areas where strict accuracy is required, you want the environments to blend naturally with the original designs from the art department and support the story, creating a space that feels right for the scene, guides the audience’s eye and sets the right tone. Things like composition, lighting and small environmental details can be really fun to work on, but also serve as beautiful additions to help enrich a story.” “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance. But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.” —Laura Bell, Creative Technologist, Disguise Among the buildings that had to be created for Midport Village was Steve’sLava Chicken Shack. Concept art was provided that served as visual touchstones. “We received concept art provided by the amazing team of concept artists,” Finlayson states. “Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging. Sometimes we would also help the storyboard artists by sending through images of the Unreal Engine worlds to help them geographically position themselves in the worlds and aid in their storyboarding.” At times, the video game assets came in handy. “Exteriors often involved large-scale landscapes and stylized architectural elements, which had to feel true to the Minecraft world,” Finlayson explains. “In some cases, we brought in geometry from the game itself to help quickly block out areas. For example, we did this for the Elytra Flight Chase sequence, which takes place through a large canyon.” Flexibility was critical. “A key technical challenge we faced was ensuring that the Unreal levels were built in a way that allowed for fast and flexible iteration,” Finlayson remarks. “Since our environments were constantly being reviewed by the director, production designer, DP and VFX supervisor, we needed to be able to respond quickly to feedback, sometimes live during a review session. To support this, we had to keep our scenes modular and well-organized; that meant breaking environments down into manageable components and maintaining clean naming conventions. By setting up the levels this way, we could make layout changes, swap assets or adjust lighting on the fly without breaking the scene or slowing down the process.” Production schedules influence the workflows, pipelines and techniques. “No two projects will ever feel exactly the same,” Bell notes. “For example, Pat Younisadapted his typical VR setup to allow scene reviews using a PS5 controller, which made it much more comfortable and accessible for the director. On a more technical side, because everything was cubes and voxels, my Blender workflow ended up being way heavier on the re-mesh modifier than usual, definitely not something I’ll run into again anytime soon!” A virtual study and final still of the cast members standing outside of the Lava Chicken Shack. “We received concept art provided by the amazing team of concept artists. Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging.” —Talia Finlayson, Creative Technologist, Disguise The design and composition of virtual environments tended to remain consistent throughout principal photography. “The only major design change I can recall was the removal of a second story from a building in Midport Village to allow the camera crane to get a clear shot of the chicken perched above Steve’s lava chicken shack,” Finlayson remarks. “I would agree that Midport Village likely went through the most iterations,” Bell responds. “The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled. I remember rebuilding the stairs leading up to the rampart five or six times, using different configurations based on the physically constructed stairs. This was because there were storyboarded sequences of the film’s characters, Henry, Steve and Garrett, being chased by piglins, and the action needed to match what could be achieved practically on set.” Virtually conceptualizing the layout of Midport Village. Complex virtual environments were constructed for the final battle and the various forest scenes throughout the movie. “What made these particularly challenging was the way physical set pieces were repurposed and repositioned to serve multiple scenes and locations within the story,” Finlayson reveals. “The same built elements had to appear in different parts of the world, so we had to carefully adjust the virtual environments to accommodate those different positions.” Bell is in agreement with her colleague. “The forest scenes were some of the more complex environments to manage. It could get tricky, particularly when the filming schedule shifted. There was one day on set where the order of shots changed unexpectedly, and because the physical sets looked so similar, I initially loaded a different perspective than planned. Fortunately, thanks to our workflow, Lindsay Georgeand I were able to quickly open the recorded sequence in Unreal Engine and swap out the correct virtual environment for the live composite without any disruption to the shoot.” An example of the virtual and final version of the Woodland Mansion. “Midport Village likely went through the most iterations. The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled.” —Laura Bell, Creative Technologist, Disguise Extensive detail was given to the center of the sets where the main action unfolds. “For these areas, we received prop layouts from the prop department to ensure accurate placement and alignment with the physical builds,” Finlayson explains. “These central environments were used heavily for storyboarding, blocking and department reviews, so precision was essential. As we moved further out from the practical set, the environments became more about blocking and spatial context rather than fine detail. We worked closely with Production Designer Grant Major to get approval on these extended environments, making sure they aligned with the overall visual direction. We also used creatures and crowd stand-ins provided by the visual effects team. These gave a great sense of scale and placement during early planning stages and allowed other departments to better understand how these elements would be integrated into the scenes.” Cast members Sebastian Hansen, Danielle Brooks and Emma Myers stand in front of the Earth Portal Plateau environment. Doing a virtual scale study of the Mountainside. Practical requirements like camera moves, stunt choreography and crane setups had an impact on the creation of virtual environments. “Sometimes we would adjust layouts slightly to open up areas for tracking shots or rework spaces to accommodate key action beats, all while keeping the environment feeling cohesive and true to the Minecraft world,” Bell states. “Simulcam bridged the physical and virtual worlds on set, overlaying Unreal Engine environments onto live-action scenes in real-time, giving the director, DP and other department heads a fully-realized preview of shots and enabling precise, informed decisions during production. It also recorded critical production data like camera movement paths, which was handed over to the post-production team to give them the exact tracks they needed, streamlining the visual effects pipeline.” Piglots cause mayhem during the Wingsuit Chase. Virtual versions of the exterior and interior of the Safe House located in the Enchanted Woods. “One of the biggest challenges for me was managing constant iteration while keeping our environments clean, organized and easy to update,” Finlayson notes. “Because the virtual sets were reviewed regularly by the director and other heads of departments, feedback was often implemented live in the room. This meant the environments had to be flexible. But overall, this was an amazing project to work on, and I am so grateful for the incredible VAD team I was a part of – Heide Nichols, Pat Younis, Jake Tuckand Laura. Everyone on this team worked so collaboratively, seamlessly and in such a supportive way that I never felt like I was out of my depth.” There was another challenge that is more to do with familiarity. “Having a VAD on a film is still a relatively new process in production,” Bell states. “There were moments where other departments were still learning what we did and how to best work with us. That said, the response was overwhelmingly positive. I remember being on set at the Simulcam station and seeing how excited people were to look at the virtual environments as they walked by, often stopping for a chat and a virtual tour. Instead of seeing just a huge blue curtain, they were stoked to see something Minecraft and could get a better sense of what they were actually shooting.” #how #disguise #built #out #virtual
    WWW.VFXVOICE.COM
    HOW DISGUISE BUILT OUT THE VIRTUAL ENVIRONMENTS FOR A MINECRAFT MOVIE
    By TREVOR HOGG Images courtesy of Warner Bros. Pictures. Rather than a world constructed around photorealistic pixels, a video game created by Markus Persson has taken the boxier 3D voxel route, which has become its signature aesthetic, and sparked an international phenomenon that finally gets adapted into a feature with the release of A Minecraft Movie. Brought onboard to help filmmaker Jared Hess in creating the environments that the cast of Jason Momoa, Jack Black, Sebastian Hansen, Emma Myers and Danielle Brooks find themselves inhabiting was Disguise under the direction of Production VFX Supervisor Dan Lemmon. “[A]s the Senior Unreal Artist within the Virtual Art Department (VAD) on Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” —Talia Finlayson, Creative Technologist, Disguise Interior and exterior environments had to be created, such as the shop owned by Steve (Jack Black). “Prior to working on A Minecraft Movie, I held more technical roles, like serving as the Virtual Production LED Volume Operator on a project for Apple TV+ and Paramount Pictures,” notes Talia Finlayson, Creative Technologist for Disguise. “But as the Senior Unreal Artist within the Virtual Art Department (VAD) on Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” The project provided new opportunities. “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance,” notes Laura Bell, Creative Technologist for Disguise. “But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.” Set designs originally created by the art department in Rhinoceros 3D were transformed into fully navigable 3D environments within Unreal Engine. “These scenes were far more than visualizations,” Finlayson remarks. “They were interactive tools used throughout the production pipeline. We would ingest 3D models and concept art, clean and optimize geometry using tools like Blender, Cinema 4D or Maya, then build out the world in Unreal Engine. This included applying materials, lighting and extending environments. These Unreal scenes we created were vital tools across the production and were used for a variety of purposes such as enabling the director to explore shot compositions, block scenes and experiment with camera movement in a virtual space, as well as passing along Unreal Engine scenes to the visual effects vendors so they could align their digital environments and set extensions with the approved production layouts.” A virtual exploration of Steve’s shop in Midport Village. Certain elements have to be kept in mind when constructing virtual environments. “When building virtual environments, you need to consider what can actually be built, how actors and cameras will move through the space, and what’s safe and practical on set,” Bell observes. “Outside the areas where strict accuracy is required, you want the environments to blend naturally with the original designs from the art department and support the story, creating a space that feels right for the scene, guides the audience’s eye and sets the right tone. Things like composition, lighting and small environmental details can be really fun to work on, but also serve as beautiful additions to help enrich a story.” “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance. But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.” —Laura Bell, Creative Technologist, Disguise Among the buildings that had to be created for Midport Village was Steve’s (Jack Black) Lava Chicken Shack. Concept art was provided that served as visual touchstones. “We received concept art provided by the amazing team of concept artists,” Finlayson states. “Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging. Sometimes we would also help the storyboard artists by sending through images of the Unreal Engine worlds to help them geographically position themselves in the worlds and aid in their storyboarding.” At times, the video game assets came in handy. “Exteriors often involved large-scale landscapes and stylized architectural elements, which had to feel true to the Minecraft world,” Finlayson explains. “In some cases, we brought in geometry from the game itself to help quickly block out areas. For example, we did this for the Elytra Flight Chase sequence, which takes place through a large canyon.” Flexibility was critical. “A key technical challenge we faced was ensuring that the Unreal levels were built in a way that allowed for fast and flexible iteration,” Finlayson remarks. “Since our environments were constantly being reviewed by the director, production designer, DP and VFX supervisor, we needed to be able to respond quickly to feedback, sometimes live during a review session. To support this, we had to keep our scenes modular and well-organized; that meant breaking environments down into manageable components and maintaining clean naming conventions. By setting up the levels this way, we could make layout changes, swap assets or adjust lighting on the fly without breaking the scene or slowing down the process.” Production schedules influence the workflows, pipelines and techniques. “No two projects will ever feel exactly the same,” Bell notes. “For example, Pat Younis [VAD Art Director] adapted his typical VR setup to allow scene reviews using a PS5 controller, which made it much more comfortable and accessible for the director. On a more technical side, because everything was cubes and voxels, my Blender workflow ended up being way heavier on the re-mesh modifier than usual, definitely not something I’ll run into again anytime soon!” A virtual study and final still of the cast members standing outside of the Lava Chicken Shack. “We received concept art provided by the amazing team of concept artists. Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging.” —Talia Finlayson, Creative Technologist, Disguise The design and composition of virtual environments tended to remain consistent throughout principal photography. “The only major design change I can recall was the removal of a second story from a building in Midport Village to allow the camera crane to get a clear shot of the chicken perched above Steve’s lava chicken shack,” Finlayson remarks. “I would agree that Midport Village likely went through the most iterations,” Bell responds. “The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled. I remember rebuilding the stairs leading up to the rampart five or six times, using different configurations based on the physically constructed stairs. This was because there were storyboarded sequences of the film’s characters, Henry, Steve and Garrett, being chased by piglins, and the action needed to match what could be achieved practically on set.” Virtually conceptualizing the layout of Midport Village. Complex virtual environments were constructed for the final battle and the various forest scenes throughout the movie. “What made these particularly challenging was the way physical set pieces were repurposed and repositioned to serve multiple scenes and locations within the story,” Finlayson reveals. “The same built elements had to appear in different parts of the world, so we had to carefully adjust the virtual environments to accommodate those different positions.” Bell is in agreement with her colleague. “The forest scenes were some of the more complex environments to manage. It could get tricky, particularly when the filming schedule shifted. There was one day on set where the order of shots changed unexpectedly, and because the physical sets looked so similar, I initially loaded a different perspective than planned. Fortunately, thanks to our workflow, Lindsay George [VP Tech] and I were able to quickly open the recorded sequence in Unreal Engine and swap out the correct virtual environment for the live composite without any disruption to the shoot.” An example of the virtual and final version of the Woodland Mansion. “Midport Village likely went through the most iterations. The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled.” —Laura Bell, Creative Technologist, Disguise Extensive detail was given to the center of the sets where the main action unfolds. “For these areas, we received prop layouts from the prop department to ensure accurate placement and alignment with the physical builds,” Finlayson explains. “These central environments were used heavily for storyboarding, blocking and department reviews, so precision was essential. As we moved further out from the practical set, the environments became more about blocking and spatial context rather than fine detail. We worked closely with Production Designer Grant Major to get approval on these extended environments, making sure they aligned with the overall visual direction. We also used creatures and crowd stand-ins provided by the visual effects team. These gave a great sense of scale and placement during early planning stages and allowed other departments to better understand how these elements would be integrated into the scenes.” Cast members Sebastian Hansen, Danielle Brooks and Emma Myers stand in front of the Earth Portal Plateau environment. Doing a virtual scale study of the Mountainside. Practical requirements like camera moves, stunt choreography and crane setups had an impact on the creation of virtual environments. “Sometimes we would adjust layouts slightly to open up areas for tracking shots or rework spaces to accommodate key action beats, all while keeping the environment feeling cohesive and true to the Minecraft world,” Bell states. “Simulcam bridged the physical and virtual worlds on set, overlaying Unreal Engine environments onto live-action scenes in real-time, giving the director, DP and other department heads a fully-realized preview of shots and enabling precise, informed decisions during production. It also recorded critical production data like camera movement paths, which was handed over to the post-production team to give them the exact tracks they needed, streamlining the visual effects pipeline.” Piglots cause mayhem during the Wingsuit Chase. Virtual versions of the exterior and interior of the Safe House located in the Enchanted Woods. “One of the biggest challenges for me was managing constant iteration while keeping our environments clean, organized and easy to update,” Finlayson notes. “Because the virtual sets were reviewed regularly by the director and other heads of departments, feedback was often implemented live in the room. This meant the environments had to be flexible. But overall, this was an amazing project to work on, and I am so grateful for the incredible VAD team I was a part of – Heide Nichols [VAD Supervisor], Pat Younis, Jake Tuck [Unreal Artist] and Laura. Everyone on this team worked so collaboratively, seamlessly and in such a supportive way that I never felt like I was out of my depth.” There was another challenge that is more to do with familiarity. “Having a VAD on a film is still a relatively new process in production,” Bell states. “There were moments where other departments were still learning what we did and how to best work with us. That said, the response was overwhelmingly positive. I remember being on set at the Simulcam station and seeing how excited people were to look at the virtual environments as they walked by, often stopping for a chat and a virtual tour. Instead of seeing just a huge blue curtain, they were stoked to see something Minecraft and could get a better sense of what they were actually shooting.”
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  • Q&A: How anacondas, chickens, and locals may be able to coexist in the Amazon

    A coiled giant anaconda. They are the largest snake species in Brazil and play a major role in legends including the ‘Boiuna’ and the ‘Cobra Grande.’ CREDIT: Beatriz Cosendey.

    Get the Popular Science daily newsletter
    Breakthroughs, discoveries, and DIY tips sent every weekday.

    South America’s lush Amazon region is a biodiversity hotspot, which means that every living thing must find a way to co-exist. Even some of the most feared snakes on the planet–anacondas. In a paper published June 16 in the journal Frontiers in Amphibian and Reptile Science, conservation biologists Beatriz Cosendey and Juarez Carlos Brito Pezzuti from the Federal University of Pará’s Center for Amazonian Studies in Brazil, analyze the key points behind the interactions between humans and the local anaconda populations.
    Ahead of the paper’s publication, the team at Frontiers conducted this wide-ranging Q&A with Conesday. It has not been altered.
    Frontiers: What inspired you to become a researcher?
    Beatriz Cosendey: As a child, I was fascinated by reports and documentaries about field research and often wondered what it took to be there and what kind of knowledge was being produced. Later, as an ecologist, I felt the need for approaches that better connected scientific research with real-world contexts. I became especially interested in perspectives that viewed humans not as separate from nature, but as part of ecological systems. This led me to explore integrative methods that incorporate local and traditional knowledge, aiming to make research more relevant and accessible to the communities involved.
    F: Can you tell us about the research you’re currently working on?
    BC: My research focuses on ethnobiology, an interdisciplinary field intersecting ecology, conservation, and traditional knowledge. We investigate not only the biodiversity of an area but also the relationship local communities have with surrounding species, providing a better understanding of local dynamics and areas needing special attention for conservation. After all, no one knows a place better than those who have lived there for generations. This deep familiarity allows for early detection of changes or environmental shifts. Additionally, developing a collaborative project with residents generates greater engagement, as they recognize themselves as active contributors; and collective participation is essential for effective conservation.
    Local boating the Amazon River. CREDIT: Beatriz Cosendey.
    F: Could you tell us about one of the legends surrounding anacondas?
    BC: One of the greatest myths is about the Great Snake—a huge snake that is said to inhabit the Amazon River and sleep beneath the town. According to the dwellers, the Great Snake is an anaconda that has grown too large; its movements can shake the river’s waters, and its eyes look like fire in the darkness of night. People say anacondas can grow so big that they can swallow large animals—including humans or cattle—without difficulty.
    F: What could be the reasons why the traditional role of anacondas as a spiritual and mythological entity has changed? Do you think the fact that fewer anacondas have been seen in recent years contributes to their diminished importance as an mythological entity?
    BC: Not exactly. I believe the two are related, but not in a direct way. The mythology still exists, but among Aritapera dwellers, there’s a more practical, everyday concern—mainly the fear of losing their chickens. As a result, anacondas have come to be seen as stealthy thieves. These traits are mostly associated with smaller individuals, while the larger ones—which may still carry the symbolic weight of the ‘Great Snake’—tend to retreat to more sheltered areas; because of the presence of houses, motorized boats, and general noise, they are now seen much less frequently.
    A giant anaconda is being measured. Credit: Pedro Calazans.
    F: Can you share some of the quotes you’ve collected in interviews that show the attitude of community members towards anacondas? How do chickens come into play?
    BC: When talking about anacondas, one thing always comes up: chickens. “Chicken is herfavorite dish. If one clucks, she comes,” said one dweller. This kind of remark helps explain why the conflict is often framed in economic terms. During the interviews and conversations with local dwellers, many emphasized the financial impact of losing their animals: “The biggest loss is that they keep taking chicks and chickens…” or “You raise the chicken—you can’t just let it be eaten for free, right?”
    For them, it’s a loss of investment, especially since corn, which is used as chicken feed, is expensive. As one person put it: “We spend time feeding and raising the birds, and then the snake comes and takes them.” One dweller shared that, in an attempt to prevent another loss, he killed the anaconda and removed the last chicken it had swallowed from its belly—”it was still fresh,” he said—and used it for his meal, cooking the chicken for lunch so it wouldn’t go to waste.
    One of the Amazonas communities where the researchers conducted their research. CREDIT: Beatriz Cosendey.
    Some interviewees reported that they had to rebuild their chicken coops and pigsties because too many anacondas were getting in. Participants would point out where the anaconda had entered and explained that they came in through gaps or cracks but couldn’t get out afterwards because they ‘tufavam’ — a local term referring to the snake’s body swelling after ingesting prey.
    We saw chicken coops made with mesh, with nylon, some that worked and some that didn’t. Guided by the locals’ insights, we concluded that the best solution to compensate for the gaps between the wooden slats is to line the coop with a fine nylon mesh, and on the outside, a layer of wire mesh, which protects the inner mesh and prevents the entry of larger animals.
    F: Are there any common misconceptions about this area of research? How would you address them?
    BC: Yes, very much. Although ethnobiology is an old science, it’s still underexplored and often misunderstood. In some fields, there are ongoing debates about the robustness and scientific validity of the field and related areas. This is largely because the findings don’t always rely only on hard statistical data.
    However, like any other scientific field, it follows standardized methodologies, and no result is accepted without proper grounding. What happens is that ethnobiology leans more toward the human sciences, placing human beings and traditional knowledge as key variables within its framework.
    To address these misconceptions, I believe it’s important to emphasize that ethnobiology produces solid and relevant knowledge—especially in the context of conservation and sustainable development. It offers insights that purely biological approaches might overlook and helps build bridges between science and society.
    The study focused on the várzea regions of the Lower Amazon River. CREDIT: Beatriz Cosendey.
    F: What are some of the areas of research you’d like to see tackled in the years ahead?
    BC: I’d like to see more conservation projects that include local communities as active participants rather than as passive observers. Incorporating their voices, perspectives, and needs not only makes initiatives more effective, but also more just. There is also great potential in recognizing and valuing traditional knowledge. Beyond its cultural significance, certain practices—such as the use of natural compounds—could become practical assets for other vulnerable regions. Once properly documented and understood, many of these approaches offer adaptable forms of environmental management and could help inform broader conservation strategies elsewhere.
    F: How has open science benefited the reach and impact of your research?
    BC: Open science is crucial for making research more accessible. By eliminating access barriers, it facilitates a broader exchange of knowledge—important especially for interdisciplinary research like mine which draws on multiple knowledge systems and gains value when shared widely. For scientific work, it ensures that knowledge reaches a wider audience, including practitioners and policymakers. This openness fosters dialogue across different sectors, making research more inclusive and encouraging greater collaboration among diverse groups.
    The Q&A can also be read here.
    #qampampa #how #anacondas #chickens #locals
    Q&A: How anacondas, chickens, and locals may be able to coexist in the Amazon
    A coiled giant anaconda. They are the largest snake species in Brazil and play a major role in legends including the ‘Boiuna’ and the ‘Cobra Grande.’ CREDIT: Beatriz Cosendey. Get the Popular Science daily newsletter💡 Breakthroughs, discoveries, and DIY tips sent every weekday. South America’s lush Amazon region is a biodiversity hotspot, which means that every living thing must find a way to co-exist. Even some of the most feared snakes on the planet–anacondas. In a paper published June 16 in the journal Frontiers in Amphibian and Reptile Science, conservation biologists Beatriz Cosendey and Juarez Carlos Brito Pezzuti from the Federal University of Pará’s Center for Amazonian Studies in Brazil, analyze the key points behind the interactions between humans and the local anaconda populations. Ahead of the paper’s publication, the team at Frontiers conducted this wide-ranging Q&A with Conesday. It has not been altered. Frontiers: What inspired you to become a researcher? Beatriz Cosendey: As a child, I was fascinated by reports and documentaries about field research and often wondered what it took to be there and what kind of knowledge was being produced. Later, as an ecologist, I felt the need for approaches that better connected scientific research with real-world contexts. I became especially interested in perspectives that viewed humans not as separate from nature, but as part of ecological systems. This led me to explore integrative methods that incorporate local and traditional knowledge, aiming to make research more relevant and accessible to the communities involved. F: Can you tell us about the research you’re currently working on? BC: My research focuses on ethnobiology, an interdisciplinary field intersecting ecology, conservation, and traditional knowledge. We investigate not only the biodiversity of an area but also the relationship local communities have with surrounding species, providing a better understanding of local dynamics and areas needing special attention for conservation. After all, no one knows a place better than those who have lived there for generations. This deep familiarity allows for early detection of changes or environmental shifts. Additionally, developing a collaborative project with residents generates greater engagement, as they recognize themselves as active contributors; and collective participation is essential for effective conservation. Local boating the Amazon River. CREDIT: Beatriz Cosendey. F: Could you tell us about one of the legends surrounding anacondas? BC: One of the greatest myths is about the Great Snake—a huge snake that is said to inhabit the Amazon River and sleep beneath the town. According to the dwellers, the Great Snake is an anaconda that has grown too large; its movements can shake the river’s waters, and its eyes look like fire in the darkness of night. People say anacondas can grow so big that they can swallow large animals—including humans or cattle—without difficulty. F: What could be the reasons why the traditional role of anacondas as a spiritual and mythological entity has changed? Do you think the fact that fewer anacondas have been seen in recent years contributes to their diminished importance as an mythological entity? BC: Not exactly. I believe the two are related, but not in a direct way. The mythology still exists, but among Aritapera dwellers, there’s a more practical, everyday concern—mainly the fear of losing their chickens. As a result, anacondas have come to be seen as stealthy thieves. These traits are mostly associated with smaller individuals, while the larger ones—which may still carry the symbolic weight of the ‘Great Snake’—tend to retreat to more sheltered areas; because of the presence of houses, motorized boats, and general noise, they are now seen much less frequently. A giant anaconda is being measured. Credit: Pedro Calazans. F: Can you share some of the quotes you’ve collected in interviews that show the attitude of community members towards anacondas? How do chickens come into play? BC: When talking about anacondas, one thing always comes up: chickens. “Chicken is herfavorite dish. If one clucks, she comes,” said one dweller. This kind of remark helps explain why the conflict is often framed in economic terms. During the interviews and conversations with local dwellers, many emphasized the financial impact of losing their animals: “The biggest loss is that they keep taking chicks and chickens…” or “You raise the chicken—you can’t just let it be eaten for free, right?” For them, it’s a loss of investment, especially since corn, which is used as chicken feed, is expensive. As one person put it: “We spend time feeding and raising the birds, and then the snake comes and takes them.” One dweller shared that, in an attempt to prevent another loss, he killed the anaconda and removed the last chicken it had swallowed from its belly—”it was still fresh,” he said—and used it for his meal, cooking the chicken for lunch so it wouldn’t go to waste. One of the Amazonas communities where the researchers conducted their research. CREDIT: Beatriz Cosendey. Some interviewees reported that they had to rebuild their chicken coops and pigsties because too many anacondas were getting in. Participants would point out where the anaconda had entered and explained that they came in through gaps or cracks but couldn’t get out afterwards because they ‘tufavam’ — a local term referring to the snake’s body swelling after ingesting prey. We saw chicken coops made with mesh, with nylon, some that worked and some that didn’t. Guided by the locals’ insights, we concluded that the best solution to compensate for the gaps between the wooden slats is to line the coop with a fine nylon mesh, and on the outside, a layer of wire mesh, which protects the inner mesh and prevents the entry of larger animals. F: Are there any common misconceptions about this area of research? How would you address them? BC: Yes, very much. Although ethnobiology is an old science, it’s still underexplored and often misunderstood. In some fields, there are ongoing debates about the robustness and scientific validity of the field and related areas. This is largely because the findings don’t always rely only on hard statistical data. However, like any other scientific field, it follows standardized methodologies, and no result is accepted without proper grounding. What happens is that ethnobiology leans more toward the human sciences, placing human beings and traditional knowledge as key variables within its framework. To address these misconceptions, I believe it’s important to emphasize that ethnobiology produces solid and relevant knowledge—especially in the context of conservation and sustainable development. It offers insights that purely biological approaches might overlook and helps build bridges between science and society. The study focused on the várzea regions of the Lower Amazon River. CREDIT: Beatriz Cosendey. F: What are some of the areas of research you’d like to see tackled in the years ahead? BC: I’d like to see more conservation projects that include local communities as active participants rather than as passive observers. Incorporating their voices, perspectives, and needs not only makes initiatives more effective, but also more just. There is also great potential in recognizing and valuing traditional knowledge. Beyond its cultural significance, certain practices—such as the use of natural compounds—could become practical assets for other vulnerable regions. Once properly documented and understood, many of these approaches offer adaptable forms of environmental management and could help inform broader conservation strategies elsewhere. F: How has open science benefited the reach and impact of your research? BC: Open science is crucial for making research more accessible. By eliminating access barriers, it facilitates a broader exchange of knowledge—important especially for interdisciplinary research like mine which draws on multiple knowledge systems and gains value when shared widely. For scientific work, it ensures that knowledge reaches a wider audience, including practitioners and policymakers. This openness fosters dialogue across different sectors, making research more inclusive and encouraging greater collaboration among diverse groups. The Q&A can also be read here. #qampampa #how #anacondas #chickens #locals
    WWW.POPSCI.COM
    Q&A: How anacondas, chickens, and locals may be able to coexist in the Amazon
    A coiled giant anaconda. They are the largest snake species in Brazil and play a major role in legends including the ‘Boiuna’ and the ‘Cobra Grande.’ CREDIT: Beatriz Cosendey. Get the Popular Science daily newsletter💡 Breakthroughs, discoveries, and DIY tips sent every weekday. South America’s lush Amazon region is a biodiversity hotspot, which means that every living thing must find a way to co-exist. Even some of the most feared snakes on the planet–anacondas. In a paper published June 16 in the journal Frontiers in Amphibian and Reptile Science, conservation biologists Beatriz Cosendey and Juarez Carlos Brito Pezzuti from the Federal University of Pará’s Center for Amazonian Studies in Brazil, analyze the key points behind the interactions between humans and the local anaconda populations. Ahead of the paper’s publication, the team at Frontiers conducted this wide-ranging Q&A with Conesday. It has not been altered. Frontiers: What inspired you to become a researcher? Beatriz Cosendey: As a child, I was fascinated by reports and documentaries about field research and often wondered what it took to be there and what kind of knowledge was being produced. Later, as an ecologist, I felt the need for approaches that better connected scientific research with real-world contexts. I became especially interested in perspectives that viewed humans not as separate from nature, but as part of ecological systems. This led me to explore integrative methods that incorporate local and traditional knowledge, aiming to make research more relevant and accessible to the communities involved. F: Can you tell us about the research you’re currently working on? BC: My research focuses on ethnobiology, an interdisciplinary field intersecting ecology, conservation, and traditional knowledge. We investigate not only the biodiversity of an area but also the relationship local communities have with surrounding species, providing a better understanding of local dynamics and areas needing special attention for conservation. After all, no one knows a place better than those who have lived there for generations. This deep familiarity allows for early detection of changes or environmental shifts. Additionally, developing a collaborative project with residents generates greater engagement, as they recognize themselves as active contributors; and collective participation is essential for effective conservation. Local boating the Amazon River. CREDIT: Beatriz Cosendey. F: Could you tell us about one of the legends surrounding anacondas? BC: One of the greatest myths is about the Great Snake—a huge snake that is said to inhabit the Amazon River and sleep beneath the town. According to the dwellers, the Great Snake is an anaconda that has grown too large; its movements can shake the river’s waters, and its eyes look like fire in the darkness of night. People say anacondas can grow so big that they can swallow large animals—including humans or cattle—without difficulty. F: What could be the reasons why the traditional role of anacondas as a spiritual and mythological entity has changed? Do you think the fact that fewer anacondas have been seen in recent years contributes to their diminished importance as an mythological entity? BC: Not exactly. I believe the two are related, but not in a direct way. The mythology still exists, but among Aritapera dwellers, there’s a more practical, everyday concern—mainly the fear of losing their chickens. As a result, anacondas have come to be seen as stealthy thieves. These traits are mostly associated with smaller individuals (up to around 2–2.5 meters), while the larger ones—which may still carry the symbolic weight of the ‘Great Snake’—tend to retreat to more sheltered areas; because of the presence of houses, motorized boats, and general noise, they are now seen much less frequently. A giant anaconda is being measured. Credit: Pedro Calazans. F: Can you share some of the quotes you’ve collected in interviews that show the attitude of community members towards anacondas? How do chickens come into play? BC: When talking about anacondas, one thing always comes up: chickens. “Chicken is her [the anaconda’s] favorite dish. If one clucks, she comes,” said one dweller. This kind of remark helps explain why the conflict is often framed in economic terms. During the interviews and conversations with local dwellers, many emphasized the financial impact of losing their animals: “The biggest loss is that they keep taking chicks and chickens…” or “You raise the chicken—you can’t just let it be eaten for free, right?” For them, it’s a loss of investment, especially since corn, which is used as chicken feed, is expensive. As one person put it: “We spend time feeding and raising the birds, and then the snake comes and takes them.” One dweller shared that, in an attempt to prevent another loss, he killed the anaconda and removed the last chicken it had swallowed from its belly—”it was still fresh,” he said—and used it for his meal, cooking the chicken for lunch so it wouldn’t go to waste. One of the Amazonas communities where the researchers conducted their research. CREDIT: Beatriz Cosendey. Some interviewees reported that they had to rebuild their chicken coops and pigsties because too many anacondas were getting in. Participants would point out where the anaconda had entered and explained that they came in through gaps or cracks but couldn’t get out afterwards because they ‘tufavam’ — a local term referring to the snake’s body swelling after ingesting prey. We saw chicken coops made with mesh, with nylon, some that worked and some that didn’t. Guided by the locals’ insights, we concluded that the best solution to compensate for the gaps between the wooden slats is to line the coop with a fine nylon mesh (to block smaller animals), and on the outside, a layer of wire mesh, which protects the inner mesh and prevents the entry of larger animals. F: Are there any common misconceptions about this area of research? How would you address them? BC: Yes, very much. Although ethnobiology is an old science, it’s still underexplored and often misunderstood. In some fields, there are ongoing debates about the robustness and scientific validity of the field and related areas. This is largely because the findings don’t always rely only on hard statistical data. However, like any other scientific field, it follows standardized methodologies, and no result is accepted without proper grounding. What happens is that ethnobiology leans more toward the human sciences, placing human beings and traditional knowledge as key variables within its framework. To address these misconceptions, I believe it’s important to emphasize that ethnobiology produces solid and relevant knowledge—especially in the context of conservation and sustainable development. It offers insights that purely biological approaches might overlook and helps build bridges between science and society. The study focused on the várzea regions of the Lower Amazon River. CREDIT: Beatriz Cosendey. F: What are some of the areas of research you’d like to see tackled in the years ahead? BC: I’d like to see more conservation projects that include local communities as active participants rather than as passive observers. Incorporating their voices, perspectives, and needs not only makes initiatives more effective, but also more just. There is also great potential in recognizing and valuing traditional knowledge. Beyond its cultural significance, certain practices—such as the use of natural compounds—could become practical assets for other vulnerable regions. Once properly documented and understood, many of these approaches offer adaptable forms of environmental management and could help inform broader conservation strategies elsewhere. F: How has open science benefited the reach and impact of your research? BC: Open science is crucial for making research more accessible. By eliminating access barriers, it facilitates a broader exchange of knowledge—important especially for interdisciplinary research like mine which draws on multiple knowledge systems and gains value when shared widely. For scientific work, it ensures that knowledge reaches a wider audience, including practitioners and policymakers. This openness fosters dialogue across different sectors, making research more inclusive and encouraging greater collaboration among diverse groups. The Q&A can also be read here.
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  • Unreal Engine 5 Cooking Game Tutorial - Part 3 - Stove Heat Intensity Controls

    Project Files: .
    This is the 3rd episode of cooking game in unreal engine tutorial series. Here, we are going to implement heat control buttons for the stove. In the control panel of the stove, there will be 2 buttons to increase anddecrease heat intensity provided in the stove and a display to show the intensity as bars. As we press + and - buttons, heat intensity will be changed and the bar display will also change accordingly.

    𝐒𝐮𝐩𝐩𝐨𝐫𝐭 𝐓𝐡𝐞 𝐂𝐡𝐚𝐧𝐧𝐞𝐥 // 𝐁𝐞𝐜𝐨𝐦𝐞 𝐀 𝐏𝐚𝐭𝐫𝐨𝐧!

    ►Patrons will have access to project files of all the stuff I do in the channel and other extra benefits

    Join this channel to get access to perks:


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    #CodeLikeMe #unrealengine #ue5 #ue4 #indiegamedev
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    Unreal Engine 5 Cooking Game Tutorial - Part 3 - Stove Heat Intensity Controls
    Project Files: . This is the 3rd episode of cooking game in unreal engine tutorial series. Here, we are going to implement heat control buttons for the stove. In the control panel of the stove, there will be 2 buttons to increase anddecrease heat intensity provided in the stove and a display to show the intensity as bars. As we press + and - buttons, heat intensity will be changed and the bar display will also change accordingly. ► 👇 𝐒𝐮𝐩𝐩𝐨𝐫𝐭 𝐓𝐡𝐞 𝐂𝐡𝐚𝐧𝐧𝐞𝐥 // 𝐁𝐞𝐜𝐨𝐦𝐞 𝐀 𝐏𝐚𝐭𝐫𝐨𝐧! ►Patrons will have access to project files of all the stuff I do in the channel and other extra benefits Join this channel to get access to perks: Like my facebook page for more content : / Follow me on twitter : Follow me on reddit : #CodeLikeMe #unrealengine #ue5 #ue4 #indiegamedev #unreal #engine #cooking #game #tutorial
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    Unreal Engine 5 Cooking Game Tutorial - Part 3 - Stove Heat Intensity Controls
    Project Files: https://www.patreon.com/posts/131526550 . This is the 3rd episode of cooking game in unreal engine tutorial series. Here, we are going to implement heat control buttons for the stove. In the control panel of the stove, there will be 2 buttons to increase anddecrease heat intensity provided in the stove and a display to show the intensity as bars. As we press + and - buttons, heat intensity will be changed and the bar display will also change accordingly. ► 👇 𝐒𝐮𝐩𝐩𝐨𝐫𝐭 𝐓𝐡𝐞 𝐂𝐡𝐚𝐧𝐧𝐞𝐥 // 𝐁𝐞𝐜𝐨𝐦𝐞 𝐀 𝐏𝐚𝐭𝐫𝐨𝐧! https://www.patreon.com/codelikeme ►Patrons will have access to project files of all the stuff I do in the channel and other extra benefits Join this channel to get access to perks: https://www.youtube.com/channel/UClb6Jh9EBV7a_Nm52Ipll_Q/join Like my facebook page for more content : https://www.facebook.com/gamedevelopersclub/ Follow me on twitter : https://twitter.com/CodeLikeMe2 Follow me on reddit : https://www.reddit.com/user/codelikeme #CodeLikeMe #unrealengine #ue5 #ue4 #indiegamedev
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  • 8 Best Sateen Sheets for a Polished Bedscape, Tested by AD (2025)

    All products featured on Architectural Digest are independently selected by our editors. However, we may receive compensation from retailers and/or from purchases of products through these links.Featured in this articleBest Overall Sateen SheetsBoll & Branch Signature Hemmed Sheet SetFor a Romantic DrapeEttitude CleanBamboo Sheet Set The Affordable PickGood Sleep Bedding Egyptian Cotton Sateen SheetsShow more3 / 8A close cousin to percale and silk, the best sateen sheets offer a happy medium of refinement and softness, all in one durability, and an easy-to-clean fabric.Sateen is known for having a polished appearance because of its lustrous sheen and wrinkle-resistant material. This comes from a tight satin weave that leaves a shiny look without compromising a smooth hand feel. While you can find this bedding in elevated spaces like this vibrant West Village town house thanks to embroidered touches and traditional prints, they’re surprisingly versatile and come in many forms. Here, our editors dive into their favorites for their bedrooms. Since you can find many in higher thread counts though, these are durable enough for any room in the house—as seen in this family-friendly getaway.Inside this ArticleBest Overall Sateen Sheets1/8Boll & Branch Signature Hemmed Sheet SetBoll & Branch caught commerce director Rachel Fletcher’s attention when she was browsing for new sheets for a few reasons. One: The brand makes organic and fair trade sheets: Two: She loves a sateen weave, and the retailer mentioned that this set was their bestseller and she wanted to see what the hype was about. “Boll & Branch claims that these cotton sateen sheets are buttery soft, and I definitely agree,” Fletcher says. “That extra-soft feel paired with the lovely, cooling properties make them feel like the luxury sheets that they are.” Along with an earthy color paletteand thoughtful hem detailing, this set stood out to be our top pick. These do have a higher price point, but as some of the plushest sheets she’s slept on, Fletcher thinks they’re worth it.Specs:Material: 100% organic cottonThread count: N/ASizes: Twin, Twin XL, Full, Queen, King, King With Std. Cases, California King, Split KingColors: 18 colors; 8 printsUpsides & DownsidesUpsidesSustainable materialBreathableOrganic colorwaysDownsidesExpensiveFor a Romantic DrapePhoto: Yelena Moroz AlpertPhoto: Yelena Moroz Alpert2/8Ettitude CleanBamboo Sheet Set “These sheets are buttery—pun intended,” says senior commerce editor Nashia Baker, who has the set in the butter yellow hue and loves the fabric’s delicate yet durable feel. Contributor Yelena Moroz Alpert also has this set and says that the cooling lyocell fabric set takes the bamboo sheets category up a notch. “Somehow they feel substantial but incredibly light and smooth,” she says of this splurge-worthy set. “The site says that the silky-soft sateen weave is comparable to 1,000 thread count cotton—and I believe it. I’ve never touched a baby alpaca, but I imagine that it’s as soft as these sheets.”Specs:Material: 100% CleanBamboo lyocellThread count: 1,000 thread countSizes: Twin, Twin XL, Full, Queen, King, California KingColors: 8Upsides & DownsidesUpsidesPearly appearanceLightweightUltra softDownsidesPriceyThe Affordable Pick3/8Good Sleep Bedding Egyptian Cotton Sateen SheetsDon’t overlook the best Amazon sheets for high-end sateen bedding. Contributor Erika Owen says these are a great option: “After a single night, they became my favorite set, and a few more nights and a wash only locked in this opinion.” She says they’re sumptuous, cool, and durable—and their qualityhasn’t changed after many rounds through the washer and dryer. “I would buy these as a gift for my best friend, if that tells you anything about how much I recommend these,” says Owen. “There’s nothing better than feeling really good as you hit the hay—who doesn’t want a luxury bed situation—and I felt that way every time I dug into these silky sheets. Let it also be known that I’m no stranger to night sweats and these kept me cool every single night.” The finishing touches are the deep pockets and sturdy elastic on the fitted sheet to fit a grand mattress.Specs:Material: 100% Egyptian cottonThread count: 1,000 thread countSizes: Twin, Twin XL, Full, Queen, King, California King, Split KingColors: 13Upsides & DownsidesUpsidesHigher thread countCoolingSturdy after several washesDownsidesSome shoppers found the fabric weightyA Vibrant Print4/8Rifle Paper Co. Peacock Sateen Bed Sheet SetThese are some of the softest bed sheets out there, just take it from Alpert. Not only are they comfortable to sink into night after night thanks to the plush 300 thread count, but they also veer away from traditional patterns and solid colorways. “I was originally drawn to the peacock print because it is just so whimsical and livens up my guest bedroom,” Alpert says. “But these are also buttery soft. Maybe too soft—my guests never want to leave.” If it wasn’t for the true-to-Rifle print, she would mistake these for hotel sheets because of their supple feel.Specs:Material: 100% combed cotton sateenThread count: 300 thread countSizes: Twin, Full, Queen, KingColors: 3Upsides & DownsidesUpsidesUnique patternsSuppleAiry materialDownsidesNot as ideal for minimalistsClassic Core Set5/8Brooklinen Luxe Sateen Core Sheet SetIf you want sheets with unparalleled quality, durability, and softness that gets better with every wash, multiple AD staff members say you can’t go wrong with these Brooklinen sheets. Fletcher shares that this sateen set is “super classic, smooth, and has a crisp feel.” Sleepers with sensitive skin will also be happy to know that they’re “not at all scratchy or harsh on my skin, like some of the less expensive options I’ve tried in the past,” Fletcher adds.Specs:Material: 100% long-staple cottonThread count: 480 thread countSizes: Twin, Twin XL, Full, Queen, King, California KingColors: 22Upsides & DownsidesUpsidesStructured fabric like a press shirtWrinkle-free designAffordableDownsidesLimited-edition colors sell out fastMore AD-Approved Sateen Sheets6/8Hill House Home Fitted Sheet“For a top sheet and fitted sheet, I truly didn’t know what to expect from a brand as new to the decor game as Hill House Home, but was delightfully surprised at the quality and attention to detail that was put into making these products,” contributor Katarina Kovac says of these Hill House Home sheets.“I wanted something that was crisp yet elevated, and the colored trim in the Savile Sheets was my answer.” Since she’s had her fair share of sheets that have a sandpaper-like texture, she paid close attention to how well these felt after the first wash. To her delight, these “felt soft, velvety, and breathable against my skin, leaving me truly struggling to get out of bed in the morning.”Specs:Material: 100% brushed cotton sateenThread count: N/ASizes: Twin, Full, Queen, King, California KingColors: 6Upsides & DownsidesUpsidesTraditional printsLushSmooth feelThoughtful trimDownsidesFlat sheet, fitted sheet, and pillowcases are sold separately7/8Homebird Sateen Fitted SheetsFletcher loves an ethically made, slippery sateen weave, and it took just one night of sleep to be sold on this Homebird set. “They’re very high quality and everything you want in a sateen sheet: incredibly soft to the touch and slightly silky, with a sturdiness to them that you can tell is the result of a high thread count,” she says. “They fit my bed perfectly and also have the most useful feature that, in my opinion, every set of sheets ever made should have: a long-side and short-side label.”Specs:Material: 100% GOTS-certified, long-staple organic cottonThread count: 300 thread countSizes: Full, Queen, KingColors: 7Upsides & DownsidesUpsidesSilky smoothHelpful labels to make the bedDeep pocketsDownsidesOnly available in muted tones
    #best #sateen #sheets #polished #bedscape
    8 Best Sateen Sheets for a Polished Bedscape, Tested by AD (2025)
    All products featured on Architectural Digest are independently selected by our editors. However, we may receive compensation from retailers and/or from purchases of products through these links.Featured in this articleBest Overall Sateen SheetsBoll & Branch Signature Hemmed Sheet SetFor a Romantic DrapeEttitude CleanBamboo Sheet Set The Affordable PickGood Sleep Bedding Egyptian Cotton Sateen SheetsShow more3 / 8A close cousin to percale and silk, the best sateen sheets offer a happy medium of refinement and softness, all in one durability, and an easy-to-clean fabric.Sateen is known for having a polished appearance because of its lustrous sheen and wrinkle-resistant material. This comes from a tight satin weave that leaves a shiny look without compromising a smooth hand feel. While you can find this bedding in elevated spaces like this vibrant West Village town house thanks to embroidered touches and traditional prints, they’re surprisingly versatile and come in many forms. Here, our editors dive into their favorites for their bedrooms. Since you can find many in higher thread counts though, these are durable enough for any room in the house—as seen in this family-friendly getaway.Inside this ArticleBest Overall Sateen Sheets1/8Boll & Branch Signature Hemmed Sheet SetBoll & Branch caught commerce director Rachel Fletcher’s attention when she was browsing for new sheets for a few reasons. One: The brand makes organic and fair trade sheets: Two: She loves a sateen weave, and the retailer mentioned that this set was their bestseller and she wanted to see what the hype was about. “Boll & Branch claims that these cotton sateen sheets are buttery soft, and I definitely agree,” Fletcher says. “That extra-soft feel paired with the lovely, cooling properties make them feel like the luxury sheets that they are.” Along with an earthy color paletteand thoughtful hem detailing, this set stood out to be our top pick. These do have a higher price point, but as some of the plushest sheets she’s slept on, Fletcher thinks they’re worth it.Specs:Material: 100% organic cottonThread count: N/ASizes: Twin, Twin XL, Full, Queen, King, King With Std. Cases, California King, Split KingColors: 18 colors; 8 printsUpsides & DownsidesUpsidesSustainable materialBreathableOrganic colorwaysDownsidesExpensiveFor a Romantic DrapePhoto: Yelena Moroz AlpertPhoto: Yelena Moroz Alpert2/8Ettitude CleanBamboo Sheet Set “These sheets are buttery—pun intended,” says senior commerce editor Nashia Baker, who has the set in the butter yellow hue and loves the fabric’s delicate yet durable feel. Contributor Yelena Moroz Alpert also has this set and says that the cooling lyocell fabric set takes the bamboo sheets category up a notch. “Somehow they feel substantial but incredibly light and smooth,” she says of this splurge-worthy set. “The site says that the silky-soft sateen weave is comparable to 1,000 thread count cotton—and I believe it. I’ve never touched a baby alpaca, but I imagine that it’s as soft as these sheets.”Specs:Material: 100% CleanBamboo lyocellThread count: 1,000 thread countSizes: Twin, Twin XL, Full, Queen, King, California KingColors: 8Upsides & DownsidesUpsidesPearly appearanceLightweightUltra softDownsidesPriceyThe Affordable Pick3/8Good Sleep Bedding Egyptian Cotton Sateen SheetsDon’t overlook the best Amazon sheets for high-end sateen bedding. Contributor Erika Owen says these are a great option: “After a single night, they became my favorite set, and a few more nights and a wash only locked in this opinion.” She says they’re sumptuous, cool, and durable—and their qualityhasn’t changed after many rounds through the washer and dryer. “I would buy these as a gift for my best friend, if that tells you anything about how much I recommend these,” says Owen. “There’s nothing better than feeling really good as you hit the hay—who doesn’t want a luxury bed situation—and I felt that way every time I dug into these silky sheets. Let it also be known that I’m no stranger to night sweats and these kept me cool every single night.” The finishing touches are the deep pockets and sturdy elastic on the fitted sheet to fit a grand mattress.Specs:Material: 100% Egyptian cottonThread count: 1,000 thread countSizes: Twin, Twin XL, Full, Queen, King, California King, Split KingColors: 13Upsides & DownsidesUpsidesHigher thread countCoolingSturdy after several washesDownsidesSome shoppers found the fabric weightyA Vibrant Print4/8Rifle Paper Co. Peacock Sateen Bed Sheet SetThese are some of the softest bed sheets out there, just take it from Alpert. Not only are they comfortable to sink into night after night thanks to the plush 300 thread count, but they also veer away from traditional patterns and solid colorways. “I was originally drawn to the peacock print because it is just so whimsical and livens up my guest bedroom,” Alpert says. “But these are also buttery soft. Maybe too soft—my guests never want to leave.” If it wasn’t for the true-to-Rifle print, she would mistake these for hotel sheets because of their supple feel.Specs:Material: 100% combed cotton sateenThread count: 300 thread countSizes: Twin, Full, Queen, KingColors: 3Upsides & DownsidesUpsidesUnique patternsSuppleAiry materialDownsidesNot as ideal for minimalistsClassic Core Set5/8Brooklinen Luxe Sateen Core Sheet SetIf you want sheets with unparalleled quality, durability, and softness that gets better with every wash, multiple AD staff members say you can’t go wrong with these Brooklinen sheets. Fletcher shares that this sateen set is “super classic, smooth, and has a crisp feel.” Sleepers with sensitive skin will also be happy to know that they’re “not at all scratchy or harsh on my skin, like some of the less expensive options I’ve tried in the past,” Fletcher adds.Specs:Material: 100% long-staple cottonThread count: 480 thread countSizes: Twin, Twin XL, Full, Queen, King, California KingColors: 22Upsides & DownsidesUpsidesStructured fabric like a press shirtWrinkle-free designAffordableDownsidesLimited-edition colors sell out fastMore AD-Approved Sateen Sheets6/8Hill House Home Fitted Sheet“For a top sheet and fitted sheet, I truly didn’t know what to expect from a brand as new to the decor game as Hill House Home, but was delightfully surprised at the quality and attention to detail that was put into making these products,” contributor Katarina Kovac says of these Hill House Home sheets.“I wanted something that was crisp yet elevated, and the colored trim in the Savile Sheets was my answer.” Since she’s had her fair share of sheets that have a sandpaper-like texture, she paid close attention to how well these felt after the first wash. To her delight, these “felt soft, velvety, and breathable against my skin, leaving me truly struggling to get out of bed in the morning.”Specs:Material: 100% brushed cotton sateenThread count: N/ASizes: Twin, Full, Queen, King, California KingColors: 6Upsides & DownsidesUpsidesTraditional printsLushSmooth feelThoughtful trimDownsidesFlat sheet, fitted sheet, and pillowcases are sold separately7/8Homebird Sateen Fitted SheetsFletcher loves an ethically made, slippery sateen weave, and it took just one night of sleep to be sold on this Homebird set. “They’re very high quality and everything you want in a sateen sheet: incredibly soft to the touch and slightly silky, with a sturdiness to them that you can tell is the result of a high thread count,” she says. “They fit my bed perfectly and also have the most useful feature that, in my opinion, every set of sheets ever made should have: a long-side and short-side label.”Specs:Material: 100% GOTS-certified, long-staple organic cottonThread count: 300 thread countSizes: Full, Queen, KingColors: 7Upsides & DownsidesUpsidesSilky smoothHelpful labels to make the bedDeep pocketsDownsidesOnly available in muted tones #best #sateen #sheets #polished #bedscape
    WWW.ARCHITECTURALDIGEST.COM
    8 Best Sateen Sheets for a Polished Bedscape, Tested by AD (2025)
    All products featured on Architectural Digest are independently selected by our editors. However, we may receive compensation from retailers and/or from purchases of products through these links.Featured in this articleBest Overall Sateen SheetsBoll & Branch Signature Hemmed Sheet SetRead moreFor a Romantic DrapeEttitude CleanBamboo Sheet Set Read moreThe Affordable PickGood Sleep Bedding Egyptian Cotton Sateen SheetsRead moreShow more3 / 8A close cousin to percale and silk, the best sateen sheets offer a happy medium of refinement and softness, all in one durability, and an easy-to-clean fabric.Sateen is known for having a polished appearance because of its lustrous sheen and wrinkle-resistant material. This comes from a tight satin weave that leaves a shiny look without compromising a smooth hand feel. While you can find this bedding in elevated spaces like this vibrant West Village town house thanks to embroidered touches and traditional prints, they’re surprisingly versatile and come in many forms. Here, our editors dive into their favorites for their bedrooms. Since you can find many in higher thread counts though (which we dive into more below), these are durable enough for any room in the house—as seen in this family-friendly getaway.Inside this ArticleBest Overall Sateen Sheets1/8Boll & Branch Signature Hemmed Sheet SetBoll & Branch caught commerce director Rachel Fletcher’s attention when she was browsing for new sheets for a few reasons. One: The brand makes organic and fair trade sheets: Two: She loves a sateen weave, and the retailer mentioned that this set was their bestseller and she wanted to see what the hype was about. “Boll & Branch claims that these cotton sateen sheets are buttery soft, and I definitely agree,” Fletcher says. “That extra-soft feel paired with the lovely, cooling properties make them feel like the luxury sheets that they are.” Along with an earthy color palette (Fletcher has her set in mineral) and thoughtful hem detailing, this set stood out to be our top pick. These do have a higher price point, but as some of the plushest sheets she’s slept on, Fletcher thinks they’re worth it.Specs:Material: 100% organic cottonThread count: N/ASizes: Twin, Twin XL, Full, Queen, King, King With Std. Cases, California King, Split KingColors: 18 colors; 8 printsUpsides & DownsidesUpsidesSustainable materialBreathableOrganic colorwaysDownsidesExpensiveFor a Romantic DrapePhoto: Yelena Moroz AlpertPhoto: Yelena Moroz Alpert2/8Ettitude CleanBamboo Sheet Set “These sheets are buttery—pun intended,” says senior commerce editor Nashia Baker, who has the set in the butter yellow hue and loves the fabric’s delicate yet durable feel. Contributor Yelena Moroz Alpert also has this set and says that the cooling lyocell fabric set takes the bamboo sheets category up a notch. “Somehow they feel substantial but incredibly light and smooth,” she says of this splurge-worthy set. “The site says that the silky-soft sateen weave is comparable to 1,000 thread count cotton—and I believe it. I’ve never touched a baby alpaca, but I imagine that it’s as soft as these sheets.”Specs:Material: 100% CleanBamboo lyocellThread count: 1,000 thread countSizes: Twin, Twin XL, Full, Queen, King, California KingColors: 8Upsides & DownsidesUpsidesPearly appearanceLightweightUltra softDownsidesPriceyThe Affordable Pick3/8Good Sleep Bedding Egyptian Cotton Sateen SheetsDon’t overlook the best Amazon sheets for high-end sateen bedding. Contributor Erika Owen says these are a great option: “After a single night, they became my favorite set, and a few more nights and a wash only locked in this opinion.” She says they’re sumptuous, cool, and durable—and their quality (think texture, weight, and comfort) hasn’t changed after many rounds through the washer and dryer. “I would buy these as a gift for my best friend, if that tells you anything about how much I recommend these,” says Owen. “There’s nothing better than feeling really good as you hit the hay—who doesn’t want a luxury bed situation—and I felt that way every time I dug into these silky sheets. Let it also be known that I’m no stranger to night sweats and these kept me cool every single night.” The finishing touches are the deep pockets and sturdy elastic on the fitted sheet to fit a grand mattress.Specs:Material: 100% Egyptian cottonThread count: 1,000 thread countSizes: Twin, Twin XL, Full, Queen, King, California King, Split KingColors: 13Upsides & DownsidesUpsidesHigher thread countCoolingSturdy after several washesDownsidesSome shoppers found the fabric weightyA Vibrant Print4/8Rifle Paper Co. Peacock Sateen Bed Sheet SetThese are some of the softest bed sheets out there, just take it from Alpert. Not only are they comfortable to sink into night after night thanks to the plush 300 thread count, but they also veer away from traditional patterns and solid colorways. “I was originally drawn to the peacock print because it is just so whimsical and livens up my guest bedroom,” Alpert says. “But these are also buttery soft. Maybe too soft—my guests never want to leave.” If it wasn’t for the true-to-Rifle print, she would mistake these for hotel sheets because of their supple feel.Specs:Material: 100% combed cotton sateenThread count: 300 thread countSizes: Twin, Full, Queen, KingColors: 3Upsides & DownsidesUpsidesUnique patternsSuppleAiry materialDownsidesNot as ideal for minimalistsClassic Core Set5/8Brooklinen Luxe Sateen Core Sheet SetIf you want sheets with unparalleled quality, durability, and softness that gets better with every wash, multiple AD staff members say you can’t go wrong with these Brooklinen sheets. Fletcher shares that this sateen set is “super classic, smooth, and has a crisp feel.” Sleepers with sensitive skin will also be happy to know that they’re “not at all scratchy or harsh on my skin, like some of the less expensive options I’ve tried in the past,” Fletcher adds.Specs:Material: 100% long-staple cottonThread count: 480 thread countSizes: Twin, Twin XL, Full, Queen, King, California KingColors: 22Upsides & DownsidesUpsidesStructured fabric like a press shirtWrinkle-free designAffordableDownsidesLimited-edition colors sell out fastMore AD-Approved Sateen Sheets6/8Hill House Home Fitted Sheet“For a $100 top sheet and $125 fitted sheet, I truly didn’t know what to expect from a brand as new to the decor game as Hill House Home, but was delightfully surprised at the quality and attention to detail that was put into making these products,” contributor Katarina Kovac says of these Hill House Home sheets.“I wanted something that was crisp yet elevated, and the colored trim in the Savile Sheets was my answer.” Since she’s had her fair share of sheets that have a sandpaper-like texture, she paid close attention to how well these felt after the first wash. To her delight, these “felt soft, velvety, and breathable against my skin, leaving me truly struggling to get out of bed in the morning.”Specs:Material: 100% brushed cotton sateenThread count: N/ASizes: Twin, Full, Queen, King, California KingColors: 6Upsides & DownsidesUpsidesTraditional printsLushSmooth feelThoughtful trimDownsidesFlat sheet, fitted sheet, and pillowcases are sold separately7/8Homebird Sateen Fitted Sheets (Set of 3)Fletcher loves an ethically made, slippery sateen weave, and it took just one night of sleep to be sold on this Homebird set. “They’re very high quality and everything you want in a sateen sheet: incredibly soft to the touch and slightly silky, with a sturdiness to them that you can tell is the result of a high thread count,” she says. “They fit my bed perfectly and also have the most useful feature that, in my opinion, every set of sheets ever made should have: a long-side and short-side label.”Specs:Material: 100% GOTS-certified, long-staple organic cottonThread count: 300 thread countSizes: Full, Queen, KingColors: 7Upsides & DownsidesUpsidesSilky smoothHelpful labels to make the bedDeep pocketsDownsidesOnly available in muted tones
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  • PlayStation finally removes regional restrictions from Helldivers 2 and more after infuriating gamers everywhere 

    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here

    PlayStation’s annoying regional restrictions on PC games have proved infuriating for gamers all across the world. While most gamers were unaffected, those in some regions found themselves unable to play games like Helldivers 2 and other titles due to the restrictions. 
    Thankfully, after months of complaints, it appears that PlayStation is finally removing the regional restrictions of its PC releases for a large number of countries. However, not every title has been altered at the time of writing. 
    Regional restrictions removed from Helldivers 2 and more 
    As spotted by players online, a number of Steam database updates have changed the regional restrictions of PlayStation games on PC. 
    Games such as Helldivers 2, Spider-Man 2, God of War: Ragnarok and The Last of Us: Part 2 are now available to purchase in a large number of additional countries. The change appears to be rolling out to PlayStation PC releases at the time of writing.
    It’s been a long time coming, and the introduction of the restrictions last year was a huge controversy for the company. Since the restrictions were put in place, players who previously purchased Helldivers 2 were unable to play the title online without a VPN. 
    Additionally, Ghost of Tsushima could be played in a number of countries, but its Legends multiplayer mode was inaccessible due to the regional issues. 
    Honestly, PlayStation should’ve removed these restrictions far quicker than they initially did. However, the phrase “better late than never” exists for a reason, and we’re happy that more gamers around the world are no longer punished for simply being born in a different country. 
    For more PlayStation news, read the company’s recent comments about the next generation PlayStation 6 console. Additionally, read about potential PS Plus price increases that could be on the way as the company aims to “maximise profitability”. 

    Helldivers 2

    Platform:
    PC, PlayStation 5

    Genre:
    Action, Shooter, Third Person

    8
    VideoGamer

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    Share
    #playstation #finally #removes #regional #restrictions
    PlayStation finally removes regional restrictions from Helldivers 2 and more after infuriating gamers everywhere 
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here PlayStation’s annoying regional restrictions on PC games have proved infuriating for gamers all across the world. While most gamers were unaffected, those in some regions found themselves unable to play games like Helldivers 2 and other titles due to the restrictions.  Thankfully, after months of complaints, it appears that PlayStation is finally removing the regional restrictions of its PC releases for a large number of countries. However, not every title has been altered at the time of writing.  Regional restrictions removed from Helldivers 2 and more  As spotted by players online, a number of Steam database updates have changed the regional restrictions of PlayStation games on PC.  Games such as Helldivers 2, Spider-Man 2, God of War: Ragnarok and The Last of Us: Part 2 are now available to purchase in a large number of additional countries. The change appears to be rolling out to PlayStation PC releases at the time of writing. It’s been a long time coming, and the introduction of the restrictions last year was a huge controversy for the company. Since the restrictions were put in place, players who previously purchased Helldivers 2 were unable to play the title online without a VPN.  Additionally, Ghost of Tsushima could be played in a number of countries, but its Legends multiplayer mode was inaccessible due to the regional issues.  Honestly, PlayStation should’ve removed these restrictions far quicker than they initially did. However, the phrase “better late than never” exists for a reason, and we’re happy that more gamers around the world are no longer punished for simply being born in a different country.  For more PlayStation news, read the company’s recent comments about the next generation PlayStation 6 console. Additionally, read about potential PS Plus price increases that could be on the way as the company aims to “maximise profitability”.  Helldivers 2 Platform: PC, PlayStation 5 Genre: Action, Shooter, Third Person 8 VideoGamer Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share #playstation #finally #removes #regional #restrictions
    WWW.VIDEOGAMER.COM
    PlayStation finally removes regional restrictions from Helldivers 2 and more after infuriating gamers everywhere 
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here PlayStation’s annoying regional restrictions on PC games have proved infuriating for gamers all across the world. While most gamers were unaffected, those in some regions found themselves unable to play games like Helldivers 2 and other titles due to the restrictions.  Thankfully, after months of complaints, it appears that PlayStation is finally removing the regional restrictions of its PC releases for a large number of countries. However, not every title has been altered at the time of writing.  Regional restrictions removed from Helldivers 2 and more  As spotted by players online (thanks, Wario64), a number of Steam database updates have changed the regional restrictions of PlayStation games on PC.  Games such as Helldivers 2, Spider-Man 2, God of War: Ragnarok and The Last of Us: Part 2 are now available to purchase in a large number of additional countries. The change appears to be rolling out to PlayStation PC releases at the time of writing. It’s been a long time coming, and the introduction of the restrictions last year was a huge controversy for the company. Since the restrictions were put in place, players who previously purchased Helldivers 2 were unable to play the title online without a VPN.  Additionally, Ghost of Tsushima could be played in a number of countries, but its Legends multiplayer mode was inaccessible due to the regional issues.  Honestly, PlayStation should’ve removed these restrictions far quicker than they initially did. However, the phrase “better late than never” exists for a reason, and we’re happy that more gamers around the world are no longer punished for simply being born in a different country.  For more PlayStation news, read the company’s recent comments about the next generation PlayStation 6 console. Additionally, read about potential PS Plus price increases that could be on the way as the company aims to “maximise profitability”.  Helldivers 2 Platform(s): PC, PlayStation 5 Genre(s): Action, Shooter, Third Person 8 VideoGamer Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share
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  • Air-Conditioning Can Help the Power Grid instead of Overloading It

    June 13, 20256 min readAir-Conditioning Can Surprisingly Help the Power Grid during Extreme HeatSwitching on air-conditioning during extreme heat doesn’t have to make us feel guilty—it can actually boost power grid reliability and help bring more renewable energy onlineBy Johanna Mathieu & The Conversation US Imagedepotpro/Getty ImagesThe following essay is reprinted with permission from The Conversation, an online publication covering the latest research.As summer arrives, people are turning on air conditioners in most of the U.S. But if you’re like me, you always feel a little guilty about that. Past generations managed without air conditioning – do I really need it? And how bad is it to use all this electricity for cooling in a warming world?If I leave my air conditioner off, I get too hot. But if everyone turns on their air conditioner at the same time, electricity demand spikes, which can force power grid operators to activate some of the most expensive, and dirtiest, power plants. Sometimes those spikes can ask too much of the grid and lead to brownouts or blackouts.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.Research I recently published with a team of scholars makes me feel a little better, though. We have found that it is possible to coordinate the operation of large numbers of home air-conditioning units, balancing supply and demand on the power grid – and without making people endure high temperatures inside their homes.Studies along these lines, using remote control of air conditioners to support the grid, have for many years explored theoretical possibilities like this. However, few approaches have been demonstrated in practice and never for such a high-value application and at this scale. The system we developed not only demonstrated the ability to balance the grid on timescales of seconds, but also proved it was possible to do so without affecting residents’ comfort.The benefits include increasing the reliability of the power grid, which makes it easier for the grid to accept more renewable energy. Our goal is to turn air conditioners from a challenge for the power grid into an asset, supporting a shift away from fossil fuels toward cleaner energy.Adjustable equipmentMy research focuses on batteries, solar panels and electric equipment – such as electric vehicles, water heaters, air conditioners and heat pumps – that can adjust itself to consume different amounts of energy at different times.Originally, the U.S. electric grid was built to transport electricity from large power plants to customers’ homes and businesses. And originally, power plants were large, centralized operations that burned coal or natural gas, or harvested energy from nuclear reactions. These plants were typically always available and could adjust how much power they generated in response to customer demand, so the grid would be balanced between power coming in from producers and being used by consumers.But the grid has changed. There are more renewable energy sources, from which power isn’t always available – like solar panels at night or wind turbines on calm days. And there are the devices and equipment I study. These newer options, called “distributed energy resources,” generate or store energy near where consumers need it – or adjust how much energy they’re using in real time.One aspect of the grid hasn’t changed, though: There’s not much storage built into the system. So every time you turn on a light, for a moment there’s not enough electricity to supply everything that wants it right then: The grid needs a power producer to generate a little more power. And when you turn off a light, there’s a little too much: A power producer needs to ramp down.The way power plants know what real-time power adjustments are needed is by closely monitoring the grid frequency. The goal is to provide electricity at a constant frequency – 60 hertz – at all times. If more power is needed than is being produced, the frequency drops and a power plant boosts output. If there’s too much power being produced, the frequency rises and a power plant slows production a little. These actions, a process called “frequency regulation,” happen in a matter of seconds to keep the grid balanced.This output flexibility, primarily from power plants, is key to keeping the lights on for everyone.Finding new optionsI’m interested in how distributed energy resources can improve flexibility in the grid. They can release more energy, or consume less, to respond to the changing supply or demand, and help balance the grid, ensuring the frequency remains near 60 hertz.Some people fear that doing so might be invasive, giving someone outside your home the ability to control your battery or air conditioner. Therefore, we wanted to see if we could help balance the grid with frequency regulation using home air-conditioning units rather than power plants – without affecting how residents use their appliances or how comfortable they are in their homes.From 2019 to 2023, my group at the University of Michigan tried this approach, in collaboration with researchers at Pecan Street Inc., Los Alamos National Laboratory and the University of California, Berkeley, with funding from the U.S. Department of Energy Advanced Research Projects Agency-Energy.We recruited 100 homeowners in Austin, Texas, to do a real-world test of our system. All the homes had whole-house forced-air cooling systems, which we connected to custom control boards and sensors the owners allowed us to install in their homes. This equipment let us send instructions to the air-conditioning units based on the frequency of the grid.Before I explain how the system worked, I first need to explain how thermostats work. When people set thermostats, they pick a temperature, and the thermostat switches the air-conditioning compressor on and off to maintain the air temperature within a small range around that set point. If the temperature is set at 68 degrees, the thermostat turns the AC on when the temperature is, say, 70, and turns it off when it’s cooled down to, say, 66.Every few seconds, our system slightly changed the timing of air-conditioning compressor switching for some of the 100 air conditioners, causing the units’ aggregate power consumption to change. In this way, our small group of home air conditioners reacted to grid changes the way a power plant would – using more or less energy to balance the grid and keep the frequency near 60 hertz.Moreover, our system was designed to keep home temperatures within the same small temperature range around the set point.Testing the approachWe ran our system in four tests, each lasting one hour. We found two encouraging results.First, the air conditioners were able to provide frequency regulation at least as accurately as a traditional power plant. Therefore, we showed that air conditioners could play a significant role in increasing grid flexibility. But perhaps more importantly – at least in terms of encouraging people to participate in these types of systems – we found that we were able to do so without affecting people’s comfort in their homes.We found that home temperatures did not deviate more than 1.6 Fahrenheit from their set point. Homeowners were allowed to override the controls if they got uncomfortable, but most didn’t. For most tests, we received zero override requests. In the worst case, we received override requests from two of the 100 homes in our test.In practice, this sort of technology could be added to commercially available internet-connected thermostats. In exchange for credits on their energy bills, users could choose to join a service run by the thermostat company, their utility provider or some other third party.Then people could turn on the air conditioning in the summer heat without that pang of guilt, knowing they were helping to make the grid more reliable and more capable of accommodating renewable energy sources – without sacrificing their own comfort in the process.This article was originally published on The Conversation. Read the original article.
    #airconditioning #can #help #power #grid
    Air-Conditioning Can Help the Power Grid instead of Overloading It
    June 13, 20256 min readAir-Conditioning Can Surprisingly Help the Power Grid during Extreme HeatSwitching on air-conditioning during extreme heat doesn’t have to make us feel guilty—it can actually boost power grid reliability and help bring more renewable energy onlineBy Johanna Mathieu & The Conversation US Imagedepotpro/Getty ImagesThe following essay is reprinted with permission from The Conversation, an online publication covering the latest research.As summer arrives, people are turning on air conditioners in most of the U.S. But if you’re like me, you always feel a little guilty about that. Past generations managed without air conditioning – do I really need it? And how bad is it to use all this electricity for cooling in a warming world?If I leave my air conditioner off, I get too hot. But if everyone turns on their air conditioner at the same time, electricity demand spikes, which can force power grid operators to activate some of the most expensive, and dirtiest, power plants. Sometimes those spikes can ask too much of the grid and lead to brownouts or blackouts.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.Research I recently published with a team of scholars makes me feel a little better, though. We have found that it is possible to coordinate the operation of large numbers of home air-conditioning units, balancing supply and demand on the power grid – and without making people endure high temperatures inside their homes.Studies along these lines, using remote control of air conditioners to support the grid, have for many years explored theoretical possibilities like this. However, few approaches have been demonstrated in practice and never for such a high-value application and at this scale. The system we developed not only demonstrated the ability to balance the grid on timescales of seconds, but also proved it was possible to do so without affecting residents’ comfort.The benefits include increasing the reliability of the power grid, which makes it easier for the grid to accept more renewable energy. Our goal is to turn air conditioners from a challenge for the power grid into an asset, supporting a shift away from fossil fuels toward cleaner energy.Adjustable equipmentMy research focuses on batteries, solar panels and electric equipment – such as electric vehicles, water heaters, air conditioners and heat pumps – that can adjust itself to consume different amounts of energy at different times.Originally, the U.S. electric grid was built to transport electricity from large power plants to customers’ homes and businesses. And originally, power plants were large, centralized operations that burned coal or natural gas, or harvested energy from nuclear reactions. These plants were typically always available and could adjust how much power they generated in response to customer demand, so the grid would be balanced between power coming in from producers and being used by consumers.But the grid has changed. There are more renewable energy sources, from which power isn’t always available – like solar panels at night or wind turbines on calm days. And there are the devices and equipment I study. These newer options, called “distributed energy resources,” generate or store energy near where consumers need it – or adjust how much energy they’re using in real time.One aspect of the grid hasn’t changed, though: There’s not much storage built into the system. So every time you turn on a light, for a moment there’s not enough electricity to supply everything that wants it right then: The grid needs a power producer to generate a little more power. And when you turn off a light, there’s a little too much: A power producer needs to ramp down.The way power plants know what real-time power adjustments are needed is by closely monitoring the grid frequency. The goal is to provide electricity at a constant frequency – 60 hertz – at all times. If more power is needed than is being produced, the frequency drops and a power plant boosts output. If there’s too much power being produced, the frequency rises and a power plant slows production a little. These actions, a process called “frequency regulation,” happen in a matter of seconds to keep the grid balanced.This output flexibility, primarily from power plants, is key to keeping the lights on for everyone.Finding new optionsI’m interested in how distributed energy resources can improve flexibility in the grid. They can release more energy, or consume less, to respond to the changing supply or demand, and help balance the grid, ensuring the frequency remains near 60 hertz.Some people fear that doing so might be invasive, giving someone outside your home the ability to control your battery or air conditioner. Therefore, we wanted to see if we could help balance the grid with frequency regulation using home air-conditioning units rather than power plants – without affecting how residents use their appliances or how comfortable they are in their homes.From 2019 to 2023, my group at the University of Michigan tried this approach, in collaboration with researchers at Pecan Street Inc., Los Alamos National Laboratory and the University of California, Berkeley, with funding from the U.S. Department of Energy Advanced Research Projects Agency-Energy.We recruited 100 homeowners in Austin, Texas, to do a real-world test of our system. All the homes had whole-house forced-air cooling systems, which we connected to custom control boards and sensors the owners allowed us to install in their homes. This equipment let us send instructions to the air-conditioning units based on the frequency of the grid.Before I explain how the system worked, I first need to explain how thermostats work. When people set thermostats, they pick a temperature, and the thermostat switches the air-conditioning compressor on and off to maintain the air temperature within a small range around that set point. If the temperature is set at 68 degrees, the thermostat turns the AC on when the temperature is, say, 70, and turns it off when it’s cooled down to, say, 66.Every few seconds, our system slightly changed the timing of air-conditioning compressor switching for some of the 100 air conditioners, causing the units’ aggregate power consumption to change. In this way, our small group of home air conditioners reacted to grid changes the way a power plant would – using more or less energy to balance the grid and keep the frequency near 60 hertz.Moreover, our system was designed to keep home temperatures within the same small temperature range around the set point.Testing the approachWe ran our system in four tests, each lasting one hour. We found two encouraging results.First, the air conditioners were able to provide frequency regulation at least as accurately as a traditional power plant. Therefore, we showed that air conditioners could play a significant role in increasing grid flexibility. But perhaps more importantly – at least in terms of encouraging people to participate in these types of systems – we found that we were able to do so without affecting people’s comfort in their homes.We found that home temperatures did not deviate more than 1.6 Fahrenheit from their set point. Homeowners were allowed to override the controls if they got uncomfortable, but most didn’t. For most tests, we received zero override requests. In the worst case, we received override requests from two of the 100 homes in our test.In practice, this sort of technology could be added to commercially available internet-connected thermostats. In exchange for credits on their energy bills, users could choose to join a service run by the thermostat company, their utility provider or some other third party.Then people could turn on the air conditioning in the summer heat without that pang of guilt, knowing they were helping to make the grid more reliable and more capable of accommodating renewable energy sources – without sacrificing their own comfort in the process.This article was originally published on The Conversation. Read the original article. #airconditioning #can #help #power #grid
    WWW.SCIENTIFICAMERICAN.COM
    Air-Conditioning Can Help the Power Grid instead of Overloading It
    June 13, 20256 min readAir-Conditioning Can Surprisingly Help the Power Grid during Extreme HeatSwitching on air-conditioning during extreme heat doesn’t have to make us feel guilty—it can actually boost power grid reliability and help bring more renewable energy onlineBy Johanna Mathieu & The Conversation US Imagedepotpro/Getty ImagesThe following essay is reprinted with permission from The Conversation, an online publication covering the latest research.As summer arrives, people are turning on air conditioners in most of the U.S. But if you’re like me, you always feel a little guilty about that. Past generations managed without air conditioning – do I really need it? And how bad is it to use all this electricity for cooling in a warming world?If I leave my air conditioner off, I get too hot. But if everyone turns on their air conditioner at the same time, electricity demand spikes, which can force power grid operators to activate some of the most expensive, and dirtiest, power plants. Sometimes those spikes can ask too much of the grid and lead to brownouts or blackouts.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.Research I recently published with a team of scholars makes me feel a little better, though. We have found that it is possible to coordinate the operation of large numbers of home air-conditioning units, balancing supply and demand on the power grid – and without making people endure high temperatures inside their homes.Studies along these lines, using remote control of air conditioners to support the grid, have for many years explored theoretical possibilities like this. However, few approaches have been demonstrated in practice and never for such a high-value application and at this scale. The system we developed not only demonstrated the ability to balance the grid on timescales of seconds, but also proved it was possible to do so without affecting residents’ comfort.The benefits include increasing the reliability of the power grid, which makes it easier for the grid to accept more renewable energy. Our goal is to turn air conditioners from a challenge for the power grid into an asset, supporting a shift away from fossil fuels toward cleaner energy.Adjustable equipmentMy research focuses on batteries, solar panels and electric equipment – such as electric vehicles, water heaters, air conditioners and heat pumps – that can adjust itself to consume different amounts of energy at different times.Originally, the U.S. electric grid was built to transport electricity from large power plants to customers’ homes and businesses. And originally, power plants were large, centralized operations that burned coal or natural gas, or harvested energy from nuclear reactions. These plants were typically always available and could adjust how much power they generated in response to customer demand, so the grid would be balanced between power coming in from producers and being used by consumers.But the grid has changed. There are more renewable energy sources, from which power isn’t always available – like solar panels at night or wind turbines on calm days. And there are the devices and equipment I study. These newer options, called “distributed energy resources,” generate or store energy near where consumers need it – or adjust how much energy they’re using in real time.One aspect of the grid hasn’t changed, though: There’s not much storage built into the system. So every time you turn on a light, for a moment there’s not enough electricity to supply everything that wants it right then: The grid needs a power producer to generate a little more power. And when you turn off a light, there’s a little too much: A power producer needs to ramp down.The way power plants know what real-time power adjustments are needed is by closely monitoring the grid frequency. The goal is to provide electricity at a constant frequency – 60 hertz – at all times. If more power is needed than is being produced, the frequency drops and a power plant boosts output. If there’s too much power being produced, the frequency rises and a power plant slows production a little. These actions, a process called “frequency regulation,” happen in a matter of seconds to keep the grid balanced.This output flexibility, primarily from power plants, is key to keeping the lights on for everyone.Finding new optionsI’m interested in how distributed energy resources can improve flexibility in the grid. They can release more energy, or consume less, to respond to the changing supply or demand, and help balance the grid, ensuring the frequency remains near 60 hertz.Some people fear that doing so might be invasive, giving someone outside your home the ability to control your battery or air conditioner. Therefore, we wanted to see if we could help balance the grid with frequency regulation using home air-conditioning units rather than power plants – without affecting how residents use their appliances or how comfortable they are in their homes.From 2019 to 2023, my group at the University of Michigan tried this approach, in collaboration with researchers at Pecan Street Inc., Los Alamos National Laboratory and the University of California, Berkeley, with funding from the U.S. Department of Energy Advanced Research Projects Agency-Energy.We recruited 100 homeowners in Austin, Texas, to do a real-world test of our system. All the homes had whole-house forced-air cooling systems, which we connected to custom control boards and sensors the owners allowed us to install in their homes. This equipment let us send instructions to the air-conditioning units based on the frequency of the grid.Before I explain how the system worked, I first need to explain how thermostats work. When people set thermostats, they pick a temperature, and the thermostat switches the air-conditioning compressor on and off to maintain the air temperature within a small range around that set point. If the temperature is set at 68 degrees, the thermostat turns the AC on when the temperature is, say, 70, and turns it off when it’s cooled down to, say, 66.Every few seconds, our system slightly changed the timing of air-conditioning compressor switching for some of the 100 air conditioners, causing the units’ aggregate power consumption to change. In this way, our small group of home air conditioners reacted to grid changes the way a power plant would – using more or less energy to balance the grid and keep the frequency near 60 hertz.Moreover, our system was designed to keep home temperatures within the same small temperature range around the set point.Testing the approachWe ran our system in four tests, each lasting one hour. We found two encouraging results.First, the air conditioners were able to provide frequency regulation at least as accurately as a traditional power plant. Therefore, we showed that air conditioners could play a significant role in increasing grid flexibility. But perhaps more importantly – at least in terms of encouraging people to participate in these types of systems – we found that we were able to do so without affecting people’s comfort in their homes.We found that home temperatures did not deviate more than 1.6 Fahrenheit from their set point. Homeowners were allowed to override the controls if they got uncomfortable, but most didn’t. For most tests, we received zero override requests. In the worst case, we received override requests from two of the 100 homes in our test.In practice, this sort of technology could be added to commercially available internet-connected thermostats. In exchange for credits on their energy bills, users could choose to join a service run by the thermostat company, their utility provider or some other third party.Then people could turn on the air conditioning in the summer heat without that pang of guilt, knowing they were helping to make the grid more reliable and more capable of accommodating renewable energy sources – without sacrificing their own comfort in the process.This article was originally published on The Conversation. Read the original article.
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  • Building an Architectural Visualization Community: The Case for Physical Gatherings

    Barbara Betlejewska is a PR consultant and manager with extensive experience in architecture and real estate, currently involved with World Visualization Festival, a global event bringing together CGI and digital storytelling professionals for 3 days of presentations, workshops, and networking in Warsaw, Poland, this October.
    Over the last twenty years, visualization and 3D rendering have evolved from supporting tools to become central pillars of architectural storytelling, design development, and marketing across various industries. As digital technologies have advanced, the landscape of creative work has changed dramatically. Artists can now collaborate with clients worldwide without leaving their homes, and their careers can flourish without ever setting foot in a traditional studio.
    In this hyper-connected world, where access to knowledge, clients, and inspiration is just a click away, do we still need to gather in person? Do conferences, festivals and meetups in the CGI and architectural visualization world still carry weight?

    The People Behind the Pixels
    Professionals from the visualization industry exchanging ideas at WVF 2024.
    For a growing number of professionals — especially those in creative and tech-driven fields — remote work has become the norm. The shift to digital workflows, accelerated by the pandemic, has brought freedom and flexibility that many are reluctant to give up. It’s easier than ever to work for clients in distant cities or countries, to build a freelance career from a laptop, or to pursue the lifestyle of a digital nomad.
    On the surface, it is a broadening of horizons. But for many, the freedom of remote work comes with a cost: isolation. For visualization artists, the reality often means spending long hours alone, rarely interacting face-to-face with peers or collaborators. And while there are undeniable advantages to independent work, the lack of human connection can lead to creative stagnation, professional burnout, and a sense of detachment from the industry as a whole.
    Despite being a highly technical and often solitary craft, visualization and CGI thrive on the exchange of ideas, feedback and inspiration. The tools and techniques evolve rapidly, and staying relevant usually means learning not just from tutorials but from honest conversations with others who understand the nuances of the field.

    A Community in the Making
    Professionals from the visualization industry exchanging ideas at WVF 2024.
    That need for connection is what pushed Michał Nowak, a Polish visualizer and founder of Nowak Studio, to organize Poland’s first-ever architectural visualization meetup in 2017. With no background in event planning, he wasn’t sure where to begin, but he knew something was missing. The Polish Arch Viz scene lacked a shared space for meetings, discussions, and idea exchange. Michał wanted more than screen time; he wanted honest conversations, spontaneous collaboration and a chance to grow alongside others in the field.
    What began as a modest gathering quickly grew into something much bigger. That original meetup evolved into what is now the World Visualization Festival, an international event that welcomes artists from across Europe and beyond.
    “I didn’t expect our small gathering to grow into a global festival,” Michał says. “But I knew I wanted a connection. I believed that through sharing ideas and experiences, we could all grow professionally, creatively, and personally. And that we’d enjoy the journey more.”
    The response was overwhelming. Each year, more artists from across Poland and Europe join the event in Wrocław, located in south-western Poland. Michał also traveled to other festivals in countries like Portugal and Austria, where he observed the same thing: a spirit of openness, generosity, and shared curiosity. No matter the country or the maturity of the market, the needs were the same — people wanted to connect, learn and grow.
    And beyond the professional side, there was something else: joy. These events were simply fun. They were energizing. They gave people a reason to step away from their desks and remember why they love what they do.

    The Professional Benefits
    Hands-on learning at the AI-driven visualization workshop in Warsaw, October 2024.
    The professional benefits of attending industry events are well documented. These gatherings provide access to mentorship, collaboration and knowledge that can be challenging to find online. Festivals and industry meetups serve as platforms for emerging trends, new tools and fresh workflows — often before they hit the mainstream. They’re places where ideas collide, assumptions are challenged and growth happens.
    The range of topics covered at such events is broad, encompassing everything from portfolio reviews and in-depth discussions of particular rendering engines to discussions about pricing your work and building a sustainable business. At the 2024 edition of the World Visualization Festival, panels focused on scaling creative businesses and navigating industry rates drew some of the biggest crowds, proving that artists are hungry for both artistic and entrepreneurial insights.
    Being part of a creative community also shapes professional identity. It’s not just about finding clients — it’s about finding your place. In a field as fast-moving and competitive as Arch Viz, connection and conversation aren’t luxuries. They’re tools for survival.
    There’s also the matter of building your social capital. Online interactions can only go so far. Meeting someone in person builds relationships that stick. The coffee-break conversations, the spontaneous feedback — these are the moments that cement a community and have the power to spark future projects or long-lasting partnerships. This usually doesn’t happen in Zoom calls.
    And let’s not forget the symbolic power of events like industry awards, such as the Architizer’s Vision Awards or CGArchitect’s 3D Awards. These aren’t just celebrations of talent; they’re affirmations of the craft itself. They contribute to the growth and cohesion of the industry while helping to establish and promote best practices. These events clearly define the role and significance of CGI and visualization as a distinct profession, positioned at the intersection of architecture, marketing, and sales. They advocate for the field to be recognized on its own terms, not merely as a support service, but as an independent discipline. For its creators, they bring visibility, credit, and recognition — elements that inspire growth and fuel motivation to keep pushing the craft forward. Occasions like these remind us that what we do has actual value, impact and meaning.

    The Energy We Take Home
    The WVF 2024 afterparty provided a vibrant space for networking and celebration in Warsaw.
    Many artists describe the post-event glow: a renewed sense of purpose, a fresh jolt of energy, an eagerness to get back to work. Sometimes, new projects emerge, new clients appear, or long-dormant ideas finally gain momentum. These events aren’t just about learning — they’re about recharging.
    One of the most potent moments of last year’s WVF was a series of talks focused on mental health and creative well-being. Co-organized by Michał Nowak and the Polish Arch Viz studio ELEMENT, the festival addressed the emotional realities of the profession, including burnout, self-doubt, and the pressure to constantly produce. These conversations resonated deeply because they were real.
    Seeing that others face the same struggles — and come through them — is profoundly reassuring. Listening to someone share a business strategy that worked, or a failure they learned from, turns competition into camaraderie. Vulnerability becomes strength. Shared experiences become the foundation of resilience.

    Make a Statement. Show up!
    Top industry leaders shared insights during presentations at WVF 2024
    In an era when nearly everything can be done online, showing up in person is a powerful statement. It says: I want more than just efficiency. I want connection, creativity and conversation.
    As the CGI and visualization industries continue to evolve, the need for human connection hasn’t disappeared — it’s grown stronger. Conferences, festivals and meetups, such as World Viz Fest, remain vital spaces for knowledge sharing, innovation and community building. They give us a chance to reset, reconnect and remember that we are part of something bigger than our screens.
    So, yes, despite the tools, the bandwidth, and the ever-faster workflows, we still need to meet in person. Not out of nostalgia, but out of necessity. Because, no matter how far technology takes us, creativity remains a human endeavor.
    Architizer’s Vision Awards are back! The global awards program honors the world’s best architectural concepts, ideas and imagery. Start your entry ahead of the Final Entry Deadline on July 11th. 
    The post Building an Architectural Visualization Community: The Case for Physical Gatherings appeared first on Journal.
    #building #architectural #visualization #community #case
    Building an Architectural Visualization Community: The Case for Physical Gatherings
    Barbara Betlejewska is a PR consultant and manager with extensive experience in architecture and real estate, currently involved with World Visualization Festival, a global event bringing together CGI and digital storytelling professionals for 3 days of presentations, workshops, and networking in Warsaw, Poland, this October. Over the last twenty years, visualization and 3D rendering have evolved from supporting tools to become central pillars of architectural storytelling, design development, and marketing across various industries. As digital technologies have advanced, the landscape of creative work has changed dramatically. Artists can now collaborate with clients worldwide without leaving their homes, and their careers can flourish without ever setting foot in a traditional studio. In this hyper-connected world, where access to knowledge, clients, and inspiration is just a click away, do we still need to gather in person? Do conferences, festivals and meetups in the CGI and architectural visualization world still carry weight? The People Behind the Pixels Professionals from the visualization industry exchanging ideas at WVF 2024. For a growing number of professionals — especially those in creative and tech-driven fields — remote work has become the norm. The shift to digital workflows, accelerated by the pandemic, has brought freedom and flexibility that many are reluctant to give up. It’s easier than ever to work for clients in distant cities or countries, to build a freelance career from a laptop, or to pursue the lifestyle of a digital nomad. On the surface, it is a broadening of horizons. But for many, the freedom of remote work comes with a cost: isolation. For visualization artists, the reality often means spending long hours alone, rarely interacting face-to-face with peers or collaborators. And while there are undeniable advantages to independent work, the lack of human connection can lead to creative stagnation, professional burnout, and a sense of detachment from the industry as a whole. Despite being a highly technical and often solitary craft, visualization and CGI thrive on the exchange of ideas, feedback and inspiration. The tools and techniques evolve rapidly, and staying relevant usually means learning not just from tutorials but from honest conversations with others who understand the nuances of the field. A Community in the Making Professionals from the visualization industry exchanging ideas at WVF 2024. That need for connection is what pushed Michał Nowak, a Polish visualizer and founder of Nowak Studio, to organize Poland’s first-ever architectural visualization meetup in 2017. With no background in event planning, he wasn’t sure where to begin, but he knew something was missing. The Polish Arch Viz scene lacked a shared space for meetings, discussions, and idea exchange. Michał wanted more than screen time; he wanted honest conversations, spontaneous collaboration and a chance to grow alongside others in the field. What began as a modest gathering quickly grew into something much bigger. That original meetup evolved into what is now the World Visualization Festival, an international event that welcomes artists from across Europe and beyond. “I didn’t expect our small gathering to grow into a global festival,” Michał says. “But I knew I wanted a connection. I believed that through sharing ideas and experiences, we could all grow professionally, creatively, and personally. And that we’d enjoy the journey more.” The response was overwhelming. Each year, more artists from across Poland and Europe join the event in Wrocław, located in south-western Poland. Michał also traveled to other festivals in countries like Portugal and Austria, where he observed the same thing: a spirit of openness, generosity, and shared curiosity. No matter the country or the maturity of the market, the needs were the same — people wanted to connect, learn and grow. And beyond the professional side, there was something else: joy. These events were simply fun. They were energizing. They gave people a reason to step away from their desks and remember why they love what they do. The Professional Benefits Hands-on learning at the AI-driven visualization workshop in Warsaw, October 2024. The professional benefits of attending industry events are well documented. These gatherings provide access to mentorship, collaboration and knowledge that can be challenging to find online. Festivals and industry meetups serve as platforms for emerging trends, new tools and fresh workflows — often before they hit the mainstream. They’re places where ideas collide, assumptions are challenged and growth happens. The range of topics covered at such events is broad, encompassing everything from portfolio reviews and in-depth discussions of particular rendering engines to discussions about pricing your work and building a sustainable business. At the 2024 edition of the World Visualization Festival, panels focused on scaling creative businesses and navigating industry rates drew some of the biggest crowds, proving that artists are hungry for both artistic and entrepreneurial insights. Being part of a creative community also shapes professional identity. It’s not just about finding clients — it’s about finding your place. In a field as fast-moving and competitive as Arch Viz, connection and conversation aren’t luxuries. They’re tools for survival. There’s also the matter of building your social capital. Online interactions can only go so far. Meeting someone in person builds relationships that stick. The coffee-break conversations, the spontaneous feedback — these are the moments that cement a community and have the power to spark future projects or long-lasting partnerships. This usually doesn’t happen in Zoom calls. And let’s not forget the symbolic power of events like industry awards, such as the Architizer’s Vision Awards or CGArchitect’s 3D Awards. These aren’t just celebrations of talent; they’re affirmations of the craft itself. They contribute to the growth and cohesion of the industry while helping to establish and promote best practices. These events clearly define the role and significance of CGI and visualization as a distinct profession, positioned at the intersection of architecture, marketing, and sales. They advocate for the field to be recognized on its own terms, not merely as a support service, but as an independent discipline. For its creators, they bring visibility, credit, and recognition — elements that inspire growth and fuel motivation to keep pushing the craft forward. Occasions like these remind us that what we do has actual value, impact and meaning. The Energy We Take Home The WVF 2024 afterparty provided a vibrant space for networking and celebration in Warsaw. Many artists describe the post-event glow: a renewed sense of purpose, a fresh jolt of energy, an eagerness to get back to work. Sometimes, new projects emerge, new clients appear, or long-dormant ideas finally gain momentum. These events aren’t just about learning — they’re about recharging. One of the most potent moments of last year’s WVF was a series of talks focused on mental health and creative well-being. Co-organized by Michał Nowak and the Polish Arch Viz studio ELEMENT, the festival addressed the emotional realities of the profession, including burnout, self-doubt, and the pressure to constantly produce. These conversations resonated deeply because they were real. Seeing that others face the same struggles — and come through them — is profoundly reassuring. Listening to someone share a business strategy that worked, or a failure they learned from, turns competition into camaraderie. Vulnerability becomes strength. Shared experiences become the foundation of resilience. Make a Statement. Show up! Top industry leaders shared insights during presentations at WVF 2024 In an era when nearly everything can be done online, showing up in person is a powerful statement. It says: I want more than just efficiency. I want connection, creativity and conversation. As the CGI and visualization industries continue to evolve, the need for human connection hasn’t disappeared — it’s grown stronger. Conferences, festivals and meetups, such as World Viz Fest, remain vital spaces for knowledge sharing, innovation and community building. They give us a chance to reset, reconnect and remember that we are part of something bigger than our screens. So, yes, despite the tools, the bandwidth, and the ever-faster workflows, we still need to meet in person. Not out of nostalgia, but out of necessity. Because, no matter how far technology takes us, creativity remains a human endeavor. Architizer’s Vision Awards are back! The global awards program honors the world’s best architectural concepts, ideas and imagery. Start your entry ahead of the Final Entry Deadline on July 11th.  The post Building an Architectural Visualization Community: The Case for Physical Gatherings appeared first on Journal. #building #architectural #visualization #community #case
    ARCHITIZER.COM
    Building an Architectural Visualization Community: The Case for Physical Gatherings
    Barbara Betlejewska is a PR consultant and manager with extensive experience in architecture and real estate, currently involved with World Visualization Festival, a global event bringing together CGI and digital storytelling professionals for 3 days of presentations, workshops, and networking in Warsaw, Poland, this October. Over the last twenty years, visualization and 3D rendering have evolved from supporting tools to become central pillars of architectural storytelling, design development, and marketing across various industries. As digital technologies have advanced, the landscape of creative work has changed dramatically. Artists can now collaborate with clients worldwide without leaving their homes, and their careers can flourish without ever setting foot in a traditional studio. In this hyper-connected world, where access to knowledge, clients, and inspiration is just a click away, do we still need to gather in person? Do conferences, festivals and meetups in the CGI and architectural visualization world still carry weight? The People Behind the Pixels Professionals from the visualization industry exchanging ideas at WVF 2024. For a growing number of professionals — especially those in creative and tech-driven fields — remote work has become the norm. The shift to digital workflows, accelerated by the pandemic, has brought freedom and flexibility that many are reluctant to give up. It’s easier than ever to work for clients in distant cities or countries, to build a freelance career from a laptop, or to pursue the lifestyle of a digital nomad. On the surface, it is a broadening of horizons. But for many, the freedom of remote work comes with a cost: isolation. For visualization artists, the reality often means spending long hours alone, rarely interacting face-to-face with peers or collaborators. And while there are undeniable advantages to independent work, the lack of human connection can lead to creative stagnation, professional burnout, and a sense of detachment from the industry as a whole. Despite being a highly technical and often solitary craft, visualization and CGI thrive on the exchange of ideas, feedback and inspiration. The tools and techniques evolve rapidly, and staying relevant usually means learning not just from tutorials but from honest conversations with others who understand the nuances of the field. A Community in the Making Professionals from the visualization industry exchanging ideas at WVF 2024. That need for connection is what pushed Michał Nowak, a Polish visualizer and founder of Nowak Studio, to organize Poland’s first-ever architectural visualization meetup in 2017. With no background in event planning, he wasn’t sure where to begin, but he knew something was missing. The Polish Arch Viz scene lacked a shared space for meetings, discussions, and idea exchange. Michał wanted more than screen time; he wanted honest conversations, spontaneous collaboration and a chance to grow alongside others in the field. What began as a modest gathering quickly grew into something much bigger. That original meetup evolved into what is now the World Visualization Festival (WVF), an international event that welcomes artists from across Europe and beyond. “I didn’t expect our small gathering to grow into a global festival,” Michał says. “But I knew I wanted a connection. I believed that through sharing ideas and experiences, we could all grow professionally, creatively, and personally. And that we’d enjoy the journey more.” The response was overwhelming. Each year, more artists from across Poland and Europe join the event in Wrocław, located in south-western Poland. Michał also traveled to other festivals in countries like Portugal and Austria, where he observed the same thing: a spirit of openness, generosity, and shared curiosity. No matter the country or the maturity of the market, the needs were the same — people wanted to connect, learn and grow. And beyond the professional side, there was something else: joy. These events were simply fun. They were energizing. They gave people a reason to step away from their desks and remember why they love what they do. The Professional Benefits Hands-on learning at the AI-driven visualization workshop in Warsaw, October 2024. The professional benefits of attending industry events are well documented. These gatherings provide access to mentorship, collaboration and knowledge that can be challenging to find online. Festivals and industry meetups serve as platforms for emerging trends, new tools and fresh workflows — often before they hit the mainstream. They’re places where ideas collide, assumptions are challenged and growth happens. The range of topics covered at such events is broad, encompassing everything from portfolio reviews and in-depth discussions of particular rendering engines to discussions about pricing your work and building a sustainable business. At the 2024 edition of the World Visualization Festival, panels focused on scaling creative businesses and navigating industry rates drew some of the biggest crowds, proving that artists are hungry for both artistic and entrepreneurial insights. Being part of a creative community also shapes professional identity. It’s not just about finding clients — it’s about finding your place. In a field as fast-moving and competitive as Arch Viz, connection and conversation aren’t luxuries. They’re tools for survival. There’s also the matter of building your social capital. Online interactions can only go so far. Meeting someone in person builds relationships that stick. The coffee-break conversations, the spontaneous feedback — these are the moments that cement a community and have the power to spark future projects or long-lasting partnerships. This usually doesn’t happen in Zoom calls. And let’s not forget the symbolic power of events like industry awards, such as the Architizer’s Vision Awards or CGArchitect’s 3D Awards. These aren’t just celebrations of talent; they’re affirmations of the craft itself. They contribute to the growth and cohesion of the industry while helping to establish and promote best practices. These events clearly define the role and significance of CGI and visualization as a distinct profession, positioned at the intersection of architecture, marketing, and sales. They advocate for the field to be recognized on its own terms, not merely as a support service, but as an independent discipline. For its creators, they bring visibility, credit, and recognition — elements that inspire growth and fuel motivation to keep pushing the craft forward. Occasions like these remind us that what we do has actual value, impact and meaning. The Energy We Take Home The WVF 2024 afterparty provided a vibrant space for networking and celebration in Warsaw. Many artists describe the post-event glow: a renewed sense of purpose, a fresh jolt of energy, an eagerness to get back to work. Sometimes, new projects emerge, new clients appear, or long-dormant ideas finally gain momentum. These events aren’t just about learning — they’re about recharging. One of the most potent moments of last year’s WVF was a series of talks focused on mental health and creative well-being. Co-organized by Michał Nowak and the Polish Arch Viz studio ELEMENT, the festival addressed the emotional realities of the profession, including burnout, self-doubt, and the pressure to constantly produce. These conversations resonated deeply because they were real. Seeing that others face the same struggles — and come through them — is profoundly reassuring. Listening to someone share a business strategy that worked, or a failure they learned from, turns competition into camaraderie. Vulnerability becomes strength. Shared experiences become the foundation of resilience. Make a Statement. Show up! Top industry leaders shared insights during presentations at WVF 2024 In an era when nearly everything can be done online, showing up in person is a powerful statement. It says: I want more than just efficiency. I want connection, creativity and conversation. As the CGI and visualization industries continue to evolve, the need for human connection hasn’t disappeared — it’s grown stronger. Conferences, festivals and meetups, such as World Viz Fest, remain vital spaces for knowledge sharing, innovation and community building. They give us a chance to reset, reconnect and remember that we are part of something bigger than our screens. So, yes, despite the tools, the bandwidth, and the ever-faster workflows, we still need to meet in person. Not out of nostalgia, but out of necessity. Because, no matter how far technology takes us, creativity remains a human endeavor. Architizer’s Vision Awards are back! The global awards program honors the world’s best architectural concepts, ideas and imagery. Start your entry ahead of the Final Entry Deadline on July 11th.  The post Building an Architectural Visualization Community: The Case for Physical Gatherings appeared first on Journal.
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  • 6 Years to Make a Fan, G370A Budget Case, & Phanteks Technical Fan Discussion, ft. CTO

    Cases News 6 Years to Make a Fan, G370A Budget Case, & Phanteks Technical Fan Discussion, ft. CTOJune 9, 2025Last Updated: 2025-06-09We cover Phanteks’ new G370A budget case, the XT M3, and the Evolv X2 MatrixThe HighlightsPhanteks’ new X2 Matrix case has 900 LEDs and is aiming to be around Phanteks’ G370A is a case that includes 3x120mm fansThe company has a new T30-140 fan that required 6 years of engineering to makeTable of ContentsAutoTOC Grab a GN Tear-Down Toolkit to support our AD-FREE reviews and IN-DEPTH testing while also getting a high-quality, highly portable 10-piece toolkit that was custom designed for use with video cards for repasting and water block installation. Includes a portable roll bag, hook hangers for pegboards, a storage compartment, and instructional GPU disassembly cards.IntroWe visited Phanteks’ suite at Computex 2025 and the company showed off several cases along with a fan that took the company roughly 6 years to make.Editor's note: This was originally published on May 21, 2025 as a video. This content has been adapted to written format for this article and is unchanged from the original publication.CreditsHostSteve BurkeCamera, Video EditingMike GaglioneVitalii MakhnovetsWriting, Web EditingJimmy ThangPhanteks Matrix CasesWe’ve talked about Phanteks’ X2 case in the past but the company was showing off its new Matrix version, which has matrix LEDs. The X2 Matrix has 900 LEDs in a 10x90 layout. It’s supposed to be about to more expensive than the base X2, which means it should end up around   The interesting thing about the case is that the LEDs wrap around the chassis. In terms of communication, the LEDs connect to the motherboard via USB 2.0 and use SATA for power. This allows Phanteks to bypass a WinRing 0 type situation. Another Matrix case had 600 of them in a 10x60 LED configuration and is supposed to be about  Phanteks also has software that allows you to reconfigure what the LEDs display. When we got to the company’s suite, it had been programmed to say, “Gamers Nexus here,” which was cool to see. We also saw that the LEDs can also be used to highlight CPU temperature. Phanteks G370A Grab a GN15 Large Anti-Static Modmat to celebrate our 15th Anniversary and for a high-quality PC building work surface. The Modmat features useful PC building diagrams and is anti-static conductive. Purchases directly fund our work!Phanteks also showed off its G370A case, which is a case that includes 3x120mm fans in the front coupled with a mesh front that offers 38% hole porosity. The company tells us that manufacturing typically offers around 25% porosity.  It has a glass side panel and the back side panel of the case is just steel and has no ventilation. Taking a look at the placement of the front fans, we asked Phanteks why they weren’t higher on the case so the bottom fan could get more exposure to the bottom power supply shroud area and the answer the company gave us was simply clearance for a 360mm radiator at the top. There’s not a lot of room for the air coming into the shroud. Some of it will go through the cable pass-through if it’s empty. The back of the case features a drive mount.XTM3The company also showed off a Micro ATX case called the XTM3. It comes with 3 fans and is For its front panel, it has a unique punch out for its fans. The top panel is part standard ventilation but it does have one side that provides less airflow, which covers where the PSU would exhaust out of. The side panel does have punch-outs for the PSU, however. We don’t test power supplies, though that may change in the future. Power supplies can take a lot of thermal abuse, however, so we’re not super concerned here.  The case should be shipping in the next month or so and is 39.5 liters, which includes the feet. We appreciate that as not a lot of companies will factor that in. There’s also a lot of cable management depth on the back and the case also supports BTF. In addition, there’s a panel that clamps down all of the power supply cables. T30 FanPhanteks’ T30 fan took the company 6 years to make and is a 140mm fan. The company is competing with Noctua in the high-end fan space, but is going for a grey theme instead of brown. Phanteks CTO Tenzin Rongen Interview Visit our Patreon page to contribute a few dollars toward this website's operationAdditionally, when you purchase through links to retailers on our site, we may earn a small affiliate commission.Finally, we interviewed Phanteks CTO Tenzin Rongen to discuss technical details behind the company’s long-developed fans. Make sure to check it out in our video.
    #years #make #fan #g370a #budget
    6 Years to Make a Fan, G370A Budget Case, & Phanteks Technical Fan Discussion, ft. CTO
    Cases News 6 Years to Make a Fan, G370A Budget Case, & Phanteks Technical Fan Discussion, ft. CTOJune 9, 2025Last Updated: 2025-06-09We cover Phanteks’ new G370A budget case, the XT M3, and the Evolv X2 MatrixThe HighlightsPhanteks’ new X2 Matrix case has 900 LEDs and is aiming to be around Phanteks’ G370A is a case that includes 3x120mm fansThe company has a new T30-140 fan that required 6 years of engineering to makeTable of ContentsAutoTOC Grab a GN Tear-Down Toolkit to support our AD-FREE reviews and IN-DEPTH testing while also getting a high-quality, highly portable 10-piece toolkit that was custom designed for use with video cards for repasting and water block installation. Includes a portable roll bag, hook hangers for pegboards, a storage compartment, and instructional GPU disassembly cards.IntroWe visited Phanteks’ suite at Computex 2025 and the company showed off several cases along with a fan that took the company roughly 6 years to make.Editor's note: This was originally published on May 21, 2025 as a video. This content has been adapted to written format for this article and is unchanged from the original publication.CreditsHostSteve BurkeCamera, Video EditingMike GaglioneVitalii MakhnovetsWriting, Web EditingJimmy ThangPhanteks Matrix CasesWe’ve talked about Phanteks’ X2 case in the past but the company was showing off its new Matrix version, which has matrix LEDs. The X2 Matrix has 900 LEDs in a 10x90 layout. It’s supposed to be about to more expensive than the base X2, which means it should end up around   The interesting thing about the case is that the LEDs wrap around the chassis. In terms of communication, the LEDs connect to the motherboard via USB 2.0 and use SATA for power. This allows Phanteks to bypass a WinRing 0 type situation. Another Matrix case had 600 of them in a 10x60 LED configuration and is supposed to be about  Phanteks also has software that allows you to reconfigure what the LEDs display. When we got to the company’s suite, it had been programmed to say, “Gamers Nexus here,” which was cool to see. We also saw that the LEDs can also be used to highlight CPU temperature. Phanteks G370A Grab a GN15 Large Anti-Static Modmat to celebrate our 15th Anniversary and for a high-quality PC building work surface. The Modmat features useful PC building diagrams and is anti-static conductive. Purchases directly fund our work!Phanteks also showed off its G370A case, which is a case that includes 3x120mm fans in the front coupled with a mesh front that offers 38% hole porosity. The company tells us that manufacturing typically offers around 25% porosity.  It has a glass side panel and the back side panel of the case is just steel and has no ventilation. Taking a look at the placement of the front fans, we asked Phanteks why they weren’t higher on the case so the bottom fan could get more exposure to the bottom power supply shroud area and the answer the company gave us was simply clearance for a 360mm radiator at the top. There’s not a lot of room for the air coming into the shroud. Some of it will go through the cable pass-through if it’s empty. The back of the case features a drive mount.XTM3The company also showed off a Micro ATX case called the XTM3. It comes with 3 fans and is For its front panel, it has a unique punch out for its fans. The top panel is part standard ventilation but it does have one side that provides less airflow, which covers where the PSU would exhaust out of. The side panel does have punch-outs for the PSU, however. We don’t test power supplies, though that may change in the future. Power supplies can take a lot of thermal abuse, however, so we’re not super concerned here.  The case should be shipping in the next month or so and is 39.5 liters, which includes the feet. We appreciate that as not a lot of companies will factor that in. There’s also a lot of cable management depth on the back and the case also supports BTF. In addition, there’s a panel that clamps down all of the power supply cables. T30 FanPhanteks’ T30 fan took the company 6 years to make and is a 140mm fan. The company is competing with Noctua in the high-end fan space, but is going for a grey theme instead of brown. Phanteks CTO Tenzin Rongen Interview Visit our Patreon page to contribute a few dollars toward this website's operationAdditionally, when you purchase through links to retailers on our site, we may earn a small affiliate commission.Finally, we interviewed Phanteks CTO Tenzin Rongen to discuss technical details behind the company’s long-developed fans. Make sure to check it out in our video. #years #make #fan #g370a #budget
    GAMERSNEXUS.NET
    6 Years to Make a Fan, G370A Budget Case, & Phanteks Technical Fan Discussion, ft. CTO
    Cases News 6 Years to Make a Fan, G370A Budget Case, & Phanteks Technical Fan Discussion, ft. CTOJune 9, 2025Last Updated: 2025-06-09We cover Phanteks’ new G370A budget case, the XT M3, and the Evolv X2 MatrixThe HighlightsPhanteks’ new X2 Matrix case has 900 LEDs and is aiming to be around $200Phanteks’ G370A is a $60 case that includes 3x120mm fansThe company has a new T30-140 fan that required 6 years of engineering to makeTable of ContentsAutoTOC Grab a GN Tear-Down Toolkit to support our AD-FREE reviews and IN-DEPTH testing while also getting a high-quality, highly portable 10-piece toolkit that was custom designed for use with video cards for repasting and water block installation. Includes a portable roll bag, hook hangers for pegboards, a storage compartment, and instructional GPU disassembly cards.IntroWe visited Phanteks’ suite at Computex 2025 and the company showed off several cases along with a fan that took the company roughly 6 years to make.Editor's note: This was originally published on May 21, 2025 as a video. This content has been adapted to written format for this article and is unchanged from the original publication.CreditsHostSteve BurkeCamera, Video EditingMike GaglioneVitalii MakhnovetsWriting, Web EditingJimmy ThangPhanteks Matrix CasesWe’ve talked about Phanteks’ X2 case in the past but the company was showing off its new Matrix version, which has matrix LEDs. The X2 Matrix has 900 LEDs in a 10x90 layout. It’s supposed to be about $30 to $40 more expensive than the base X2, which means it should end up around $200.  The interesting thing about the case is that the LEDs wrap around the chassis. In terms of communication, the LEDs connect to the motherboard via USB 2.0 and use SATA for power. This allows Phanteks to bypass a WinRing 0 type situation. Another Matrix case had 600 of them in a 10x60 LED configuration and is supposed to be about $120. Phanteks also has software that allows you to reconfigure what the LEDs display. When we got to the company’s suite, it had been programmed to say, “Gamers Nexus here,” which was cool to see. We also saw that the LEDs can also be used to highlight CPU temperature. Phanteks G370A Grab a GN15 Large Anti-Static Modmat to celebrate our 15th Anniversary and for a high-quality PC building work surface. The Modmat features useful PC building diagrams and is anti-static conductive. Purchases directly fund our work! (or consider a direct donation or a Patreon contribution!)Phanteks also showed off its G370A case, which is a $60 case that includes 3x120mm fans in the front coupled with a mesh front that offers 38% hole porosity. The company tells us that manufacturing typically offers around 25% porosity.  It has a glass side panel and the back side panel of the case is just steel and has no ventilation. Taking a look at the placement of the front fans, we asked Phanteks why they weren’t higher on the case so the bottom fan could get more exposure to the bottom power supply shroud area and the answer the company gave us was simply clearance for a 360mm radiator at the top. There’s not a lot of room for the air coming into the shroud. Some of it will go through the cable pass-through if it’s empty. The back of the case features a drive mount.XTM3The company also showed off a Micro ATX case called the XTM3. It comes with 3 fans and is $70. For its front panel, it has a unique punch out for its fans. The top panel is part standard ventilation but it does have one side that provides less airflow, which covers where the PSU would exhaust out of. The side panel does have punch-outs for the PSU, however. We don’t test power supplies, though that may change in the future. Power supplies can take a lot of thermal abuse, however, so we’re not super concerned here.  The case should be shipping in the next month or so and is 39.5 liters, which includes the feet. We appreciate that as not a lot of companies will factor that in. There’s also a lot of cable management depth on the back and the case also supports BTF. In addition, there’s a panel that clamps down all of the power supply cables. T30 FanPhanteks’ T30 fan took the company 6 years to make and is a 140mm fan. The company is competing with Noctua in the high-end fan space, but is going for a grey theme instead of brown. Phanteks CTO Tenzin Rongen Interview Visit our Patreon page to contribute a few dollars toward this website's operation (or consider a direct donation or buying something from our GN Store!) Additionally, when you purchase through links to retailers on our site, we may earn a small affiliate commission.Finally, we interviewed Phanteks CTO Tenzin Rongen to discuss technical details behind the company’s long-developed fans. Make sure to check it out in our video.
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  • How To Create & Animate Breakdance-Inspired Streetwear

    IntroductionHi, my name is Pankaj Kholiya, and I am a Senior 3D Character Artist. I've been working in the game industry for the past 8 years. I worked on titles like Call of Duty: Black Ops 6, That Christmas, Ghost of Tsushima Director's Cut, Star Wars: Outlaws, Alan Wake 2, Street Fighter 6, and many more. Currently, I'm working as a freelancer for the gaming and cinematics industry.Since my last interview, I made a few personal works, was a part of a Netflix movie, That Christmas, and worked with Platige on Star Wars: Outlaws and Call of Duty: Black Ops 6 cinematic.The Breakdancing Clothing ProjectIt all started when I witnessed a dance battle that a friend organized. It was like watching Step Up live. There, I got the inspiration to create a break dancer. I started by gathering different references from the internet. I found one particular image on Pinterest and decided to recreate it in 3D.At first, the idea was to create the outfit in one pose, but along the way, I also decided to create a dancing version of the character and explore Unreal Engine. Here is the ref I used for the dancing version:Getting StartedFor the upcoming talents, I'll try to describe my process in a few points. Even before starting Marvelous Designer, I made sure to have my base character ready for animation and simulation. This time, I decided to use the MetaHuman creator for the base due to its high-quality textures and materials. My primary focus was on the clothing, so using MetaHuman saved a lot of time.After I was satisfied with how my MetaHuman looked, I took it to Mixamo to get some animations. I was really impressed by how good the animations worked on the MetaHuman. Once I had the animations, I took the animation into Marvelous Designer and simulated the clothes.For the posed character, I adjusted the rig to match the pose like the reference and used the same method as in this tutorial to pose the character:ClothingFor this particular project, I didn't focus on the topology as it was just for a single render. I just packed the UVs in Marvelous Designer, exported the quad mesh from Marvelous Designer, subdivided it a few times, and started working on the detailing part in ZBrush.For the texture, I used the low-division mesh from the ZBrush file, as I already had the UVs on it. I then baked the normal and other maps on it and took it to Substance 3D Painter.AnimationThere are multiple ways to animate the metahuman character. For this project, I've used Mixamo. I imported my character into Mixamo, selected the animation I liked, and exported it. After that, I just imported it to Marvelous Designer and hit the simulation button. You can check my previous breakdown for the Mixamo pipeline.Once happy with the result, I exported the simulated cloth as an Alembic to Unreal Engine. Tutorial for importing clothes into Unreal Engine:Lighting & RenderingThe main target was to match the lighting closely to the reference. This was my first project in Unreal Engine, so I wanted to explore the lighting and see how far I could go with it. Being new to the Unreal Engine, I went through a lot of tutorials. Here are the lights I've used for the posed version:For the dancing version, I've created a stage like the ref from the Step Up movie: Some tips I found useful for the rendering are in the video below:ConclusionAt first, I had a clear direction for this project and was confident in my skills to tackle the art aspect of it. But things changed when I dived into Unreal Engine for my presentation. More than half the time on this project went into learning and getting used to Unreal Engine. I don't regret a single second I invested in Unreal, as it was a new experience. It took around 15 days to wrap this one up.The lesson I learned is that upgrading your knowledge and learning new things will help you grow as an artist in the long run. Approaching how you make an artwork has changed a lot ever since I started 3D, and adapting to the changing art environment is a good thing. Here are some recommendations if you are interested in learning Unreal Engine.Pankaj Kholiya, Senior 3D Character ArtistInterview conducted by Amber Rutherford
    #how #create #ampamp #animate #breakdanceinspired
    How To Create & Animate Breakdance-Inspired Streetwear
    IntroductionHi, my name is Pankaj Kholiya, and I am a Senior 3D Character Artist. I've been working in the game industry for the past 8 years. I worked on titles like Call of Duty: Black Ops 6, That Christmas, Ghost of Tsushima Director's Cut, Star Wars: Outlaws, Alan Wake 2, Street Fighter 6, and many more. Currently, I'm working as a freelancer for the gaming and cinematics industry.Since my last interview, I made a few personal works, was a part of a Netflix movie, That Christmas, and worked with Platige on Star Wars: Outlaws and Call of Duty: Black Ops 6 cinematic.The Breakdancing Clothing ProjectIt all started when I witnessed a dance battle that a friend organized. It was like watching Step Up live. There, I got the inspiration to create a break dancer. I started by gathering different references from the internet. I found one particular image on Pinterest and decided to recreate it in 3D.At first, the idea was to create the outfit in one pose, but along the way, I also decided to create a dancing version of the character and explore Unreal Engine. Here is the ref I used for the dancing version:Getting StartedFor the upcoming talents, I'll try to describe my process in a few points. Even before starting Marvelous Designer, I made sure to have my base character ready for animation and simulation. This time, I decided to use the MetaHuman creator for the base due to its high-quality textures and materials. My primary focus was on the clothing, so using MetaHuman saved a lot of time.After I was satisfied with how my MetaHuman looked, I took it to Mixamo to get some animations. I was really impressed by how good the animations worked on the MetaHuman. Once I had the animations, I took the animation into Marvelous Designer and simulated the clothes.For the posed character, I adjusted the rig to match the pose like the reference and used the same method as in this tutorial to pose the character:ClothingFor this particular project, I didn't focus on the topology as it was just for a single render. I just packed the UVs in Marvelous Designer, exported the quad mesh from Marvelous Designer, subdivided it a few times, and started working on the detailing part in ZBrush.For the texture, I used the low-division mesh from the ZBrush file, as I already had the UVs on it. I then baked the normal and other maps on it and took it to Substance 3D Painter.AnimationThere are multiple ways to animate the metahuman character. For this project, I've used Mixamo. I imported my character into Mixamo, selected the animation I liked, and exported it. After that, I just imported it to Marvelous Designer and hit the simulation button. You can check my previous breakdown for the Mixamo pipeline.Once happy with the result, I exported the simulated cloth as an Alembic to Unreal Engine. Tutorial for importing clothes into Unreal Engine:Lighting & RenderingThe main target was to match the lighting closely to the reference. This was my first project in Unreal Engine, so I wanted to explore the lighting and see how far I could go with it. Being new to the Unreal Engine, I went through a lot of tutorials. Here are the lights I've used for the posed version:For the dancing version, I've created a stage like the ref from the Step Up movie: Some tips I found useful for the rendering are in the video below:ConclusionAt first, I had a clear direction for this project and was confident in my skills to tackle the art aspect of it. But things changed when I dived into Unreal Engine for my presentation. More than half the time on this project went into learning and getting used to Unreal Engine. I don't regret a single second I invested in Unreal, as it was a new experience. It took around 15 days to wrap this one up.The lesson I learned is that upgrading your knowledge and learning new things will help you grow as an artist in the long run. Approaching how you make an artwork has changed a lot ever since I started 3D, and adapting to the changing art environment is a good thing. Here are some recommendations if you are interested in learning Unreal Engine.Pankaj Kholiya, Senior 3D Character ArtistInterview conducted by Amber Rutherford #how #create #ampamp #animate #breakdanceinspired
    80.LV
    How To Create & Animate Breakdance-Inspired Streetwear
    IntroductionHi, my name is Pankaj Kholiya, and I am a Senior 3D Character Artist. I've been working in the game industry for the past 8 years. I worked on titles like Call of Duty: Black Ops 6, That Christmas, Ghost of Tsushima Director's Cut, Star Wars: Outlaws, Alan Wake 2, Street Fighter 6, and many more. Currently, I'm working as a freelancer for the gaming and cinematics industry.Since my last interview, I made a few personal works, was a part of a Netflix movie, That Christmas, and worked with Platige on Star Wars: Outlaws and Call of Duty: Black Ops 6 cinematic.The Breakdancing Clothing ProjectIt all started when I witnessed a dance battle that a friend organized. It was like watching Step Up live. There, I got the inspiration to create a break dancer. I started by gathering different references from the internet. I found one particular image on Pinterest and decided to recreate it in 3D.At first, the idea was to create the outfit in one pose, but along the way, I also decided to create a dancing version of the character and explore Unreal Engine. Here is the ref I used for the dancing version:Getting StartedFor the upcoming talents, I'll try to describe my process in a few points. Even before starting Marvelous Designer, I made sure to have my base character ready for animation and simulation. This time, I decided to use the MetaHuman creator for the base due to its high-quality textures and materials. My primary focus was on the clothing, so using MetaHuman saved a lot of time.After I was satisfied with how my MetaHuman looked, I took it to Mixamo to get some animations. I was really impressed by how good the animations worked on the MetaHuman. Once I had the animations, I took the animation into Marvelous Designer and simulated the clothes.For the posed character, I adjusted the rig to match the pose like the reference and used the same method as in this tutorial to pose the character:ClothingFor this particular project, I didn't focus on the topology as it was just for a single render. I just packed the UVs in Marvelous Designer, exported the quad mesh from Marvelous Designer, subdivided it a few times, and started working on the detailing part in ZBrush.For the texture, I used the low-division mesh from the ZBrush file, as I already had the UVs on it. I then baked the normal and other maps on it and took it to Substance 3D Painter.AnimationThere are multiple ways to animate the metahuman character. For this project, I've used Mixamo. I imported my character into Mixamo, selected the animation I liked, and exported it. After that, I just imported it to Marvelous Designer and hit the simulation button. You can check my previous breakdown for the Mixamo pipeline.Once happy with the result, I exported the simulated cloth as an Alembic to Unreal Engine. Tutorial for importing clothes into Unreal Engine:Lighting & RenderingThe main target was to match the lighting closely to the reference. This was my first project in Unreal Engine, so I wanted to explore the lighting and see how far I could go with it. Being new to the Unreal Engine, I went through a lot of tutorials. Here are the lights I've used for the posed version:For the dancing version, I've created a stage like the ref from the Step Up movie: Some tips I found useful for the rendering are in the video below:ConclusionAt first, I had a clear direction for this project and was confident in my skills to tackle the art aspect of it. But things changed when I dived into Unreal Engine for my presentation. More than half the time on this project went into learning and getting used to Unreal Engine. I don't regret a single second I invested in Unreal, as it was a new experience. It took around 15 days to wrap this one up.The lesson I learned is that upgrading your knowledge and learning new things will help you grow as an artist in the long run. Approaching how you make an artwork has changed a lot ever since I started 3D, and adapting to the changing art environment is a good thing. Here are some recommendations if you are interested in learning Unreal Engine.Pankaj Kholiya, Senior 3D Character ArtistInterview conducted by Amber Rutherford
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  • Scythe Solvency Update, "Scycopter" Liquid Cooler, New $45 Air Coolers

    Coolers News Scythe Solvency Update, "Scycopter" Liquid Cooler, New Air CoolersJune 10, 2025Last Updated: 2025-06-10We looked at Scythe’s Scycopter liquid cooler, Magoroku air cooler, Big Shuriken 4, and moreThe HighlightsScythe showed off its liquid cooler, which is currently going by the working name “Scycopter”The Magoruku is a CPU cooler that’s supposed to be relatively high performing with 6x6mm heat pipes coupled with a nickel-plated copper cold plateWe talked to Scythe about the news of its European branch closing downTable of ContentsAutoTOC Grab a GN Tear-Down Toolkit to support our AD-FREE reviews and IN-DEPTH testing while also getting a high-quality, highly portable 10-piece toolkit that was custom designed for use with video cards for repasting and water block installation. Includes a portable roll bag, hook hangers for pegboards, a storage compartment, and instructional GPU disassembly cards.IntroWe visited Scythe’s booth at Computex 2025 and the company showed off several new coolers, including a mockup of a liquid cooler. Our visit comes off the heels of the news that Scythe will be closing its European branch, which we discussed with the company.Editor's note: This was originally published on May 22, 2025 as a video. This content has been adapted to written format for this article and is unchanged from the original publication.CreditsHostSteve BurkeCamera, Video EditingMike GaglioneVitalii MakhnovetsWriting, Web EditingJimmy ThangScythe Liquid CoolerTo our knowledge, we saw Scythe’s first liquid cooler at the show. We spoke with Kitagawa-san, lead designer at Scythe, who told us that he spent about the last year studying liquid coolers. The company also showed us a 3D-printed prototype peg with a piece of tape underneath it, which allows you to essentially stick it to any fan you want. A fan can then socket on top of the cooler and be angled to shoot air down toward the VRM or RAM, etc. The working name of the liquid cooler is the “Scycopter,” which is really cool and is a combination of Scythe and helicopter. Currently, the radiator thickness is pretty standard at 27mm, but that might change. The standard pump block will have an option that will allow you to install a fan on top of it. For the fins, the pitch is .1mm. That makes them pretty close together. Scythe also tells us that the total height of the copper coldplate is 1.6mm. Magoruku Grab a GN15 Large Anti-Static Modmat to celebrate our 15th Anniversary and for a high-quality PC building work surface. The Modmat features useful PC building diagrams and is anti-static conductive. Purchases directly fund our work!We showed Scythe’s Magoruku CPU cooler at last year’s Computex, but it’s coming out now. It’s supposed to be but the company tells us that it might be able to bring it down to in the US depending on market conditions. The Magoruku is supposed to be a relatively high-performing, mid-range/budget cooler. Scythe is going with a flat nickel-plated copper for its cold plate coupled with 6x6mm heat pipes. The company is using 2x120mm “Wonder Tornado” fans as Scythe calls them. They are 25mm-thick fans and use metal brackets to adjust the fan height. Mugen 6 TUFThe Mugen 6 TUF is an ASUS-themed version of the CPU cooler. Big Shuriken 4Scythe also showed off its Big Shuriken 4 CPU cooler, which the company also showed last year, but is now about final. It has cut-outs on the side of the fan, which Scythe says helps with performance as it allows air to escape from the sides. One of the things that Scythe is trying to figure out with the Big Shuriken 4 is whether to make it all black or ARGB. Scythe Closing Its European Branch Visit our Patreon page to contribute a few dollars toward this website's operationAdditionally, when you purchase through links to retailers on our site, we may earn a small affiliate commission.In regards to Scythe’s closed European branch, it sounds like the company is restructuring and moving operations to Taiwan. Scythe tells us it will still ship and sell to European customers.
    #scythe #solvency #update #quotscycopterquot #liquid
    Scythe Solvency Update, "Scycopter" Liquid Cooler, New $45 Air Coolers
    Coolers News Scythe Solvency Update, "Scycopter" Liquid Cooler, New Air CoolersJune 10, 2025Last Updated: 2025-06-10We looked at Scythe’s Scycopter liquid cooler, Magoroku air cooler, Big Shuriken 4, and moreThe HighlightsScythe showed off its liquid cooler, which is currently going by the working name “Scycopter”The Magoruku is a CPU cooler that’s supposed to be relatively high performing with 6x6mm heat pipes coupled with a nickel-plated copper cold plateWe talked to Scythe about the news of its European branch closing downTable of ContentsAutoTOC Grab a GN Tear-Down Toolkit to support our AD-FREE reviews and IN-DEPTH testing while also getting a high-quality, highly portable 10-piece toolkit that was custom designed for use with video cards for repasting and water block installation. Includes a portable roll bag, hook hangers for pegboards, a storage compartment, and instructional GPU disassembly cards.IntroWe visited Scythe’s booth at Computex 2025 and the company showed off several new coolers, including a mockup of a liquid cooler. Our visit comes off the heels of the news that Scythe will be closing its European branch, which we discussed with the company.Editor's note: This was originally published on May 22, 2025 as a video. This content has been adapted to written format for this article and is unchanged from the original publication.CreditsHostSteve BurkeCamera, Video EditingMike GaglioneVitalii MakhnovetsWriting, Web EditingJimmy ThangScythe Liquid CoolerTo our knowledge, we saw Scythe’s first liquid cooler at the show. We spoke with Kitagawa-san, lead designer at Scythe, who told us that he spent about the last year studying liquid coolers. The company also showed us a 3D-printed prototype peg with a piece of tape underneath it, which allows you to essentially stick it to any fan you want. A fan can then socket on top of the cooler and be angled to shoot air down toward the VRM or RAM, etc. The working name of the liquid cooler is the “Scycopter,” which is really cool and is a combination of Scythe and helicopter. Currently, the radiator thickness is pretty standard at 27mm, but that might change. The standard pump block will have an option that will allow you to install a fan on top of it. For the fins, the pitch is .1mm. That makes them pretty close together. Scythe also tells us that the total height of the copper coldplate is 1.6mm. Magoruku Grab a GN15 Large Anti-Static Modmat to celebrate our 15th Anniversary and for a high-quality PC building work surface. The Modmat features useful PC building diagrams and is anti-static conductive. Purchases directly fund our work!We showed Scythe’s Magoruku CPU cooler at last year’s Computex, but it’s coming out now. It’s supposed to be but the company tells us that it might be able to bring it down to in the US depending on market conditions. The Magoruku is supposed to be a relatively high-performing, mid-range/budget cooler. Scythe is going with a flat nickel-plated copper for its cold plate coupled with 6x6mm heat pipes. The company is using 2x120mm “Wonder Tornado” fans as Scythe calls them. They are 25mm-thick fans and use metal brackets to adjust the fan height. Mugen 6 TUFThe Mugen 6 TUF is an ASUS-themed version of the CPU cooler. Big Shuriken 4Scythe also showed off its Big Shuriken 4 CPU cooler, which the company also showed last year, but is now about final. It has cut-outs on the side of the fan, which Scythe says helps with performance as it allows air to escape from the sides. One of the things that Scythe is trying to figure out with the Big Shuriken 4 is whether to make it all black or ARGB. Scythe Closing Its European Branch Visit our Patreon page to contribute a few dollars toward this website's operationAdditionally, when you purchase through links to retailers on our site, we may earn a small affiliate commission.In regards to Scythe’s closed European branch, it sounds like the company is restructuring and moving operations to Taiwan. Scythe tells us it will still ship and sell to European customers. #scythe #solvency #update #quotscycopterquot #liquid
    GAMERSNEXUS.NET
    Scythe Solvency Update, "Scycopter" Liquid Cooler, New $45 Air Coolers
    Coolers News Scythe Solvency Update, "Scycopter" Liquid Cooler, New $45 Air CoolersJune 10, 2025Last Updated: 2025-06-10We looked at Scythe’s Scycopter liquid cooler, Magoroku air cooler, Big Shuriken 4, and moreThe HighlightsScythe showed off its liquid cooler, which is currently going by the working name “Scycopter”The Magoruku is a $50 CPU cooler that’s supposed to be relatively high performing with 6x6mm heat pipes coupled with a nickel-plated copper cold plateWe talked to Scythe about the news of its European branch closing downTable of ContentsAutoTOC Grab a GN Tear-Down Toolkit to support our AD-FREE reviews and IN-DEPTH testing while also getting a high-quality, highly portable 10-piece toolkit that was custom designed for use with video cards for repasting and water block installation. Includes a portable roll bag, hook hangers for pegboards, a storage compartment, and instructional GPU disassembly cards.IntroWe visited Scythe’s booth at Computex 2025 and the company showed off several new coolers, including a mockup of a liquid cooler. Our visit comes off the heels of the news that Scythe will be closing its European branch, which we discussed with the company.Editor's note: This was originally published on May 22, 2025 as a video. This content has been adapted to written format for this article and is unchanged from the original publication.CreditsHostSteve BurkeCamera, Video EditingMike GaglioneVitalii MakhnovetsWriting, Web EditingJimmy ThangScythe Liquid CoolerTo our knowledge, we saw Scythe’s first liquid cooler at the show. We spoke with Kitagawa-san, lead designer at Scythe, who told us that he spent about the last year studying liquid coolers. The company also showed us a 3D-printed prototype peg with a piece of tape underneath it, which allows you to essentially stick it to any fan you want. A fan can then socket on top of the cooler and be angled to shoot air down toward the VRM or RAM, etc. The working name of the liquid cooler is the “Scycopter,” which is really cool and is a combination of Scythe and helicopter. Currently, the radiator thickness is pretty standard at 27mm, but that might change. The standard pump block will have an option that will allow you to install a fan on top of it. For the fins, the pitch is .1mm. That makes them pretty close together. Scythe also tells us that the total height of the copper coldplate is 1.6mm. Magoruku Grab a GN15 Large Anti-Static Modmat to celebrate our 15th Anniversary and for a high-quality PC building work surface. The Modmat features useful PC building diagrams and is anti-static conductive. Purchases directly fund our work! (or consider a direct donation or a Patreon contribution!)We showed Scythe’s Magoruku CPU cooler at last year’s Computex, but it’s coming out now. It’s supposed to be $50, but the company tells us that it might be able to bring it down to $44 in the US depending on market conditions. The Magoruku is supposed to be a relatively high-performing, mid-range/budget cooler. Scythe is going with a flat nickel-plated copper for its cold plate coupled with 6x6mm heat pipes. The company is using 2x120mm “Wonder Tornado” fans as Scythe calls them. They are 25mm-thick fans and use metal brackets to adjust the fan height. Mugen 6 TUFThe Mugen 6 TUF is an ASUS-themed version of the CPU cooler. Big Shuriken 4Scythe also showed off its Big Shuriken 4 CPU cooler, which the company also showed last year, but is now about final. It has cut-outs on the side of the fan, which Scythe says helps with performance as it allows air to escape from the sides. One of the things that Scythe is trying to figure out with the Big Shuriken 4 is whether to make it all black or ARGB. Scythe Closing Its European Branch Visit our Patreon page to contribute a few dollars toward this website's operation (or consider a direct donation or buying something from our GN Store!) Additionally, when you purchase through links to retailers on our site, we may earn a small affiliate commission.In regards to Scythe’s closed European branch, it sounds like the company is restructuring and moving operations to Taiwan. Scythe tells us it will still ship and sell to European customers.
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