Today we have added 15 short tutorials to the community area of our website at http://www.bunkspeed.com/community/tutorials. Each tutorial focuses on a specific funtionality to help you get great results quickly and are between 2 minutes and 10 minutes long. Just go ahead and register to get to the tutorials and access to the community asset library, the forum, and webinar posts too.
The first set of tutorials include:
- Setting Preferences
- Interface Overview
- Models Overview
- Importing Models
- Materials and Textures
- Basics of Materials
- Environments Overview
- Environments HDRI Lighting
- Cameras Overview
- Camera Basics
- Library Overview
- Animation Overview
- The Animation Ribbon
- Rendering Overview
We are planning many more tutorials soon. If you have any suggested topics for tutorials please post to the forum.
Reposted from Nvidia:
Car design is like a heady combination of art, high fashion, and engineering, requiring extreme degrees of creativity and aesthetic sensibility. Creative aesthetics are even more refined in the rarified world of concept car design, which explores the future form and function of automotive transport. Each year at the LA Auto Show in Los Angeles, design studios are invited to compete in a Design Challenge to create entire story lines based on and featuring extreme car designs.
For several years, the Advanced Design Center California, the North American research and development division of Mercedes-Benz, has competed in the LA Auto Show Design Challenge. This year, the Mercedes California studio added to its technology tools the NVIDIA® Maximus™ platform, transforming the studio’s workflow from a tedious, serial process to a parallel processing environment enabling multitasking with even the most compute-intensive steps.
Today Nvidia announced the release of their Maximus technology announced at Siggraph in August that works with Quadro and Tesla cards. Maximus is a really cool idea and very useful for rendering with Bunkspeed software. What Maximus does is allow you to “render” in the background on a separate graphics card or cards while keeping a card free to run the application fast, free from resource conflict. Essentially it’s like having offline rendering inside a single box.
Without Maximus, rendering will use all your hardware resources making the use of other applications feel sluggish. We have a tool that comes with Bunkspeed PRO called Queue, that helps to alleviate this problem. Queue software allows rendering jobs to be sent to a queue to be rendered when your not using the machine. On the other hand, with Maximus, you can have one card dedicated to interactive work, and the other dedicated to offline rendering without the two jobs competing for resources. This is great and has the potential to dramatically increase your work productivity. If you have a machine with 2, 3, 4 or even 8 GPU’s then this is extremely useful, essentially putting offline rendering capability inside your local workstation.
SANTA CLARA, CA–(Marketwire -11/14/11)- After 25 years of design and creative professionals anticipating a workstation that simultaneously performs complex analysis and visualization, NVIDIA announced today its arrival, with the introduction of NVIDIA® Maximus™ technology.
The new offering unleashes productivity and creativity, dramatically accelerating work by enabling a single system for the first time to simultaneously handle interactive graphics and the compute-intensive number crunching associated with the simulation or rendering of the results. These previously needed to be done in separate steps or on separate systems.
NVIDIA Maximus achieves this by bringing together the professional 3D graphics capability of NVIDIA Quadro® professional graphics processing units (GPUs) with the massive parallel-computing power of the NVIDIA Tesla™ C2075 companion processor — under a unified technology that transparently assigns work to the right processor and is certified by industry leading application vendors.
For the first time in 5 years, we’ve overhauled our website. We’ve had lots of changes over the past 18 months, including: our switch to the superior Nvidia iray render engine, our partnership with RTT and our new product line, so we figured that it was time for a refresh. The new web experience is fundamentally different. It is focused on the community whose passion is making amazing imagery and animation from 3D models. The site is highly dynamic so check back often for new content!
Here are some highlights:
- Single login – Register once with a single email and password to get access to our forum, community, and the cloud based asset library from within our software products. Create a profile, join our community and come back often to see what’s new.
- High resolution images on the home page. We’re using some cutting edge, flash-less technology, so that you can experience Bunkspeed renderings and other info in very high resolution. Click around to pan and use your mouse wheel to zoom into the images. These will be changed so keep coming back to see more.
- All news has been consolidated into a single blog for easy access to what’s new and happening at Bunkspeed.
We hope you like it and please feel free to send feedback!
Once again Bunkspeed joins with RTT to sponsor the annual Designer Night event at the Los Angeles Auto Show and again we’ll be featuring a “Live Competition” that goes with the them of “Movie Car” for the design challenge. Show us your skills in the design competition with great prizes. Compete with other designers as a team.
We hope to see you there! www.laautoshow.com/DesignersNight.html
Meiko Panitzsch has always been fascinated with 3D technology and virtual prototyping. After spending five years working as an engineer in the automotive industry, Panitzsh decided to merge his two passions; becoming a design and development consultant for automotive, aerospace and mechanical engineering companies around the World. Then in 2010, Panitzsch joined forces with his father and sister to start flow-med, a medical appliances company specializing in product design, development and production for the consumer health-care consumer market.
Read more on the Featured Designer Page.
With the recent introduction of Bunkspeed PRO™ 2012, we have combined the best of our previous Bunkspeed SHOT PRO™ and Bunkspeed MOVE PRO™ into a single integrated system featuring the NVIDIA® iray® 2 raytrace engine, a full keyframe animation system, and cloud based asset library, simplifying the 3D rendering and animation process, and shattering the barrier to create “Hollywood” quality content along with many new features and enhancements:
- Up to 2x Performance increase – Lots of performance enhancements. Iray 2 is faster, we’ve tuned the interface to be more snappy.
- Integrated raster and raytracing using iray 2 – Just as we were first to release SHOT in 2011 with Nvidia iray V1, we are the first to release our 2012 products featuring iray V2. V2 has many cool new features under the hood that will be exposed in upcoming releases. But for now, we get better performance, and of course more stability.
- Multiple Render Passes with Check Box Selection – Available in PRO, the render passes options give you seven images rendered for use in Photoshop to enhance or mask an image. Passes are very useful and can easily justify the upgrade to PRO.
- Color picker and favorite colors panel – This is a really cool tool that allows you to color pick from both inside AND outstide the application. You can pick a color off any web page or your desktop and have it show up dynamically in your ray traced image.
- More animation capability added to MOVE and PRO – Pretty much anything can be animated in MOVE and PRO now. Lights, cameras, materials, parts, models, camera properties like depth of field. Very sophisticated animation can be made with relative ease.
- Traditional spot, point and directional lights – All these can be animated in MOVE and PRO too.
- Import .FBX animations – We’ve enhanced our .FBX importer to include animation (excluding bones), further enhancing our connection to Autodesk products.
- “Digital Sticker” decal system – Finally the innovative decal system from our previous “Hyper” versions is available in all of our 2012 products. Easy to use you can place multiple “stickers” on a model and you can make it go on one surface, or over multiple surfaces, or you can even “detach” it from the surface to move it freely.
- New blending mode switches automatically between full interactivity and final raytrace results. – Now you can work in “blend” mode which keeps the resource intensive ray tracing off while you work and move around, then when you stop the camera, ray tracing “fades” on to give you the final image. This is a great mode for those people working without the new Nvidia Fermi based graphics cards or in CPU mode.
- Innovative animation ribbon giving 3D feedback to animation paths – The animation ribbon uses a color metaphor for speed. Green fast, red slow etc, to show visually exactly what is happening in your animation and what the transitions are between key frames. This innovative tool really helps the beginner animator understand exactly what is happening in the scene.
- Automatic .mp4 (MPEG-4), .flv (Flash Video), or .mkv (Matroska) Movie encoding – Available in MOVE and PRO. Just tick the rendering option box to compile your frames into a viewable movie. Of course you have the option to keep individual frames or just the movie or both. We have even included the professional level compression of Matroska .mkv
- Configurations – Another PRO feature that works in much the same way as layers in Photosh0p that you can turn hide and show. You can copy and paste between configurations and even have different models within different configurations. Configuration allow designers to have multiple complete scenes set up and scroll through them with a click and even “render all configurations”. This is a fantastic and very useful new feature. Request a license of PRO to try these features out.
- Cloud connected library and rendering capabilities – We’ve connected all of our products to the cloud to for a couple of reasons: We’ve reduced the size of the trial download to less than 100 MB and now that we’re net connected, we are regularly adding new content that can be download directly into your scene. Right now there is a 3D model of a ’69 Camaro that you can download for free. Cloud connection is the start of a direction for Bunkspeed so stay tuned!
- New import options such as ACIS and SAT – We’re always enhancing our import pipeline to allow you to connect to more data formats.
- Revamped split tool. – After importing a model, you can extract a piece out of the mesh with some built in intelligence. You select an area you want to extract then “grow” the selection until the desired part is highlighted, then “extract” that piece to a new part in the parts tree.
- Interface Layout Enhancements – Interface arrangement is now saved when you close any of our products. Also, you can now widen up the right hand window to show all your materials, hdrs, cameras etc into a vertical column with the properties to the right of that column. This is a very fast and easy way to access your assets. A great improvement to workflow.
- SHOT 2012 starts at $495
- MOVE 2012 starts at $995
- PRO Suite 2012 starts at $3,495 (Includes all the functionality of SHOT and MOVE plus many more professional level features)
- All available now. Download trials from the Bunkspeed home page www.bunkspeed.com
Contact firstname.lastname@example.org for more information and upgrade pricing.