Boxx , Eizo & Enigmacs – A great partnership

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Creating World-class, award-winning 3D exhibition stands, shows, events, and museum installations Enigma Creative Solutions need outstanding kit. They need fast rendering, great visuals and outstanding customer support.  Enigmacs has been a Boxx customer for over 5 years, we talked to Enigmacs about their experience working with Boxx and Eizo Monitors.  You can check out the video to see what kit they use and to hear about why they love working with Boxx.

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The Boxx systems used by Enigmacs are the Boxx Apexx S3 and the Apexx A3. Their workflow consists of Both CPU and GPU demanding tasks and both the S3 and A3 are very capable machines. Tom Prendergast, Managing Director states that working with Boxx, “revolutionised us as a studio,…. productivity increased.”

3d Designer, Nicki Harvey went as far as to say, “productivity increased 4 fold,” and found that this speed in rendering allows ”you get better work out your team.” With a 4-hour render, down to an hour, Nicki definitely champions Boxx workstations.  She believes that they are definitely worth the outlay since the increase in speed and output means that it will be “quick to recoup the investment.” 3D Designer, Mike Slivkin talked about how they have been able to upgrade the hardware to keep their Boxx workstations at top spec to deal with demanding workflows.

Enigmacs also use Eizos Monitors – Eizo 38” Curved FlexScan EV3895-BK, The ultra-wide panel with an aspect ratio of 21:9 and resolution of 3840 x 1600 (111PPI) over a fantastically large canvas for the creative professional. Removing the need for multiple monitors. 32” Eizo ColorEdge CG319X offer one of the best 32” 4K panels on the market. A professional 4096 x 2160 monitor equipped with HLG and the PQ gamma curve for editing HDR video content, as well as a wide colour gamut for displaying vibrant images.

Mike loves the screens and discovered been able to split the screen “is really good.” Tom found the image felt natural with less strain on the eye. Since so much work is produced on 4K resolution, being able to see a true image on the screen is really helpful. Also mentioned is the colour accuracy, depth of image and detail.

Beyond the kit, Tom praises Boxx’s role in, “ guiding us in terms of creating solutions.”

Working with Boxx (and Ryan), they have found the customer service to be ‘exceptional’. High praise indeed! Tom also points out that although their machines are often working 24/7 and they’ve never had any downtime. Boxx look forward to continuing to push the boundaries with Enigmacs.

Don’t forget to check out the Video to see the full kit that Enigmacs use and hear the full interview, telling why they find working with Boxx such a successful partnership.

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Why NVIDIA Omniverse™ Enterprise Matters for Animation and VFX Workflows

Why NVIDIA Omniverse™ Enterprise Matters for Animation and VFX Workflows

 

Even prior to the pandemic, advances in technology and cloud computing were making remote collaboration a reality for animation and VFX teams. But in the wake of the lockdowns, the number of remote creators has quickly increased so we’ll see (at the very least) a permanent shift toward hybrid studios of onsite and remote artists. It’s important to understand though, that in media & entertainment, this sea change is more by design than circumstance. Productions have long relied on global project teams or contributors within their production pipeline to create a feature film or series. Enabling these geographically distant teams to work faster, more efficiently, and affordably in real time was always the goal, pandemic or not.

But how do you make it work?

 

Challenges

I’ll begin by addressing the challenges faced by project teams, most of which should sound familiar. First of all, you have large, diverse teams with specific workflows and multiple skills. Each skill requires its own software applications and system setup, from workstations to data centres (physical or virtualized). In addition, these creators may be working remotely or scattered throughout the world. Secondly, 3D production pipelines are growing more complex as artists incorporate real-time ray tracing, rendering, simulation, and more into their workflows. To further complicate matters, the array of tools necessary to enable these workflows are often incompatible, leading to long, linear workflows burdened by time-consuming export-import tasks. Lastly, the demand for faster time-to-solution, multiple iterations, and the expectation of true-to-reality simulation and photorealism is increasing as well.

 

NVIDIA Omniverse Enterprise

This is why NVIDIA Omniverse Enterprise is so welcome. Full disclosure: my employer, BOXX Technologies, offers a line of NVIDIA-Certified Systems built to support Omniverse Enterprise, but that’s not why this platform is essential. The simple reason is that it directly addresses the aforementioned challenges, making real-time, seamless, simultaneous collaboration a reality. So what else does Omniverse Enterprise do? Please read on.

 

Cost and Waste Reduction

Simultaneous collaboration enables instantaneous edits and iterations to a project file at any layer, resulting in faster time to production with less redundancy and waste. Plus, the Omniverse Enterprise “single source of truth” workflow saves on costs incurred to store large, redundant file copies.

 

Increased Value of Existing Infrastructure

Omniverse Enterprise unites creative teams working across disjointed systems and incompatible software applications while also maximizing the value of existing infrastructure by unlocking live-sync collaboration between applications. It’s also the ideal solution to the hybrid/remote work challenge, giving studios the ability to connect creators across any NVIDIA RTX professional system.

 

No Productivity/Innovation Trade-off

Omniverse Enterprise allows teams to make maximum iterations at no opportunity cost, meaning they can take more creative risks with no time or effort sacrificed, leading to superior production quality.

 

Accelerated Time to Production

NVIDIA Omniverse Enterprise eliminates tedious, linear exporting/importing, which should be music to every post pro’s ears. With a mere click to ultra-high fidelity, it enables all team members to review detailed animation and VFX.

 

Conclusion

The NVIDIA Omniverse Enterprise platform offers easy-to-deploy, end-to-end collaboration and true-to-reality simulation that will transform complex animation and VFX workflows for studios of any size. It unites project teams, creative assets, and software applications in a shared virtual space, enabling all to collaborate on a project file simultaneously. In terms of ROI, real-time interoperability across those applications means multiple iterations at no opportunity cost. You can also maximize creative risk to reach improved quality and innovation—and to meet critical post deadlines. Finally, NVIDIA Omniverse Enterprise is optimized and certified to run on NVIDIA RTX professional mobile workstations (like BOXX Technologies’ GoBOXX) and NVIDIA-Certified Systems including BOXX APEXX workstations, RAXX rack mounted systems, or FLEXX data centre platforms (bare metal or virtualized solutions). BOXX systems are purpose-built for Autodesk Maya, 3ds Max, and Arnold, as well as Cinema 4D, Chaos V-Ray, Unreal Engine, Blender, and a host of motion media editing applications.

 

New Plug-Ins Key to Maya 2022

New Plug-Ins Key to Maya 2022

 

If you haven’t yet made the leap to Autodesk Maya 2022, you should know that it has a lot to do with plug-ins and the best news is that these will definitely better serve you as an artist or technical lead. There are, of course, other cool new features (covered in a companion blog), but let’s devote this one to the plug-ins, because frankly, they’re pretty cool all by themselves.

 

USD

Initially developed by Pixar Productions and adopted early on by Animal Logic, Universal Scene Description (USD) has been quickly adopted across media and entertainment. Consequently, both of these studios released open-source plug-ins using the power of USD in Maya. These plug-ins serve as a baseline for Maya’s USD plug-in, which has also been implemented as an open-source project. The pre-built Maya USD open source plug-in is available on Windows, Mac, and Linux, enabling you to work seamlessly with USD in conjunction with Maya workflows. Basically an extensible scene description and file format, Maya’s USD facilitates the creation, editing, working in, working with, and collaborating on USD data.

 

Bifrost 2.2.1.0

The Bifrost 2.2.1.0 plug-in includes new features, bug fixes, and performance improvements How would you like to enhance your simulation workflows by resuming a simulation from a cached frame on disk? How about spawning new particles in a simulation or refining a low-res Aero simulation? Bifrost 2.2.1.0 makes it happen. It also improves terminals by enabling selective evaluation, which allows you to wait until render time to perform heavy computations.

 

Rokoko Motion Library

Now, this is pretty ingenious. Autodesk partnered with Rokoko to offer a motion capture library inside Maya. The Rokoko Motion Libray plug-in allows you to drag and drop professional mocap assets into your scenes without the need for expensive gear and a state-of-the-art studio. For example, you can use the actual assets built for major Hollywood movies in your own projects.

 

MtoA 4.2.1 (Arnold for Maya 4.2.1)

MtoA 4.2.1 introduces Arnold 6.2.0.1, a feature release that brings light mixing, bloom and interactive denoising through imagers, better USD support to improve your experience working with USD in Maya, an improved layout to the Arnold Render View, and OSL syntax highlighting to the OSL shader.

That’s it for the plug-ins, but be on the lookout for this blog’s companion piece on more new features in Autodesk Maya. For a deeper dive, visit Maya support and learning.

And remember, if you’re upgrading to Maya 2022, it may also be time to upgrade your workstation. In order to optimize Maya’s unique features, visit our systems page for the latest systems built specifically for Maya 3D modelling, animation, and rendering, or call a BOXX performance specialist at 01256378098 or boxxuk@centerprise.co.uk

Autodesk Maya 2022

Autodesk Maya 2022

 

In a previous companion blog, New Plug-Ins Key to Maya 2022, we discussed just that, so now let’s take a look at all the other new features that will help you up your game as an artist or technical lead. If you liked the new plug-ins, you’ll be equally enamoured with these improvements in Maya 2022. Right out of the gate, many of you will be pleased to know that on Windows and Linux, Maya now starts in Python 3 mode by default. Let’s look at a few more.

 

Animation Ghosting Editor

With Maya, there used to be no way you could apply sweeping changes to all ghosts in a scene. If you had multiple meshes selected and wanted to change the way ghosts appeared in the scene, you had to edit the individual attributes of each mesh in the Attribute Editor. Not anymore.

Now you can create images that echo the animation, letting you visualize the movement and position of animated objects over time. The new Ghosting Editor provides an interface where you can easily modify Ghost attributes one by one or as a group. Unlike a Motion Trail (which represents keys around your animated model) Animation Ghost shows the object instead of a trail, enabling you to make better decisions. There is one caveat, however. Don’t combine the Ghosting Editor with Time Editor and Animation Layer Ghosts because (as Autodesk says), this “produces unpredictable results.”

 

Component Tags for Deformers

Component Tags allow you to create node-independent named groups to deform geometry so you can modify tag membership on the fly. Assign sets of faces, vertices, or edges to custom groups. Using Component Tags replaces the groupID node previously needed to transform vertices, and cleans up the Node Editor by eliminating Tweak nodes. Whenever you create a deformer, Component Tag nodes are created automatically with a subset of components selected. You can create and edit Component Tag membership with the Component Tags table found in the Attribute Editor shape node tab.

 

Because Component Tag expressions allow you to define deformer memberships, when you add a deformer to geometry, an Input Attribute widget is added to the Attribute Editor so you can assign different falloff types to the Component Tag expressions to create Falloff effects on specific areas of the geometry. In addition, the new Morph deformer works with Component Tags to let you create automatic vert lookup tables, so you can easily transfer deformations across geometry.

 

Added to the Attribute Editor is a new Poly Unite Attributes area where you can add Component Tag selections that before, would have (by the Combine process) been discarded to the Component Tags table of the merged objects. Now you can access the Component Tag assignments of individual geometry—even when objects have been combined. When using Component Tag nodes, Tweak nodes are not created automatically. However, you can still create them using a new Tweaks setting in the Rigging section of the Animation Settings Preferences or the Add Tweak setting in the Deform menu.

 

For state-of-the-art colour management, Maya has integrated OCIO v2, a complete colour management solution with an emphasis on visual effects and computer animation used in motion picture production.

 

Create VR for Maya is an immersive conceptual design tool that empowers artists and designers to begin directly in 3D. Using simple curve and surface tools, you can explore form and shape alongside your design while being fully immersed in VR. Then, sketches and models can be easily exported to Maya or other creative apps for final realization.

The Sweep Mesh feature lets you generate an editable mesh from the length of a curve, so you can create both organic and hard surface forms like tubes, pipes, cables, ropes, ribbons, roads, and more.

The Graph Editor offers a number of improvements including a peak removal filter to clean up noisy animation, a smooth filter for curve noise reduction, a Show Animated Shapes option, and more.

 

There are more new features in Maya 2022, but remember that in order to optimize those and the ones discussed here, you need a workstation computer purpose-built for Maya. We can help with that build, call a BOXX performance specialist on 01256378044 or email boxxuk@centerprise.co.uk

Keeping It Real: VR and AR

Keeping It Real: VR and AR

 

When virtual reality arrived on the scene, the first application mentioned, and subsequently hyped, was gaming. Of course, that’s not the least bit uncommon when new advances in digital imagery debut. Technology goes where the money goes and video game revenues hit $180 billion in 2020 alone. Still (that eye-popping figure aside), if you’ve been paying attention, it’s been clear for some time that VR and AR isn’t just for gaming anymore.

 

In fact, innovative companies like Varjo and VRgineers have upped the range of professional VR usage models to include:

  • training & simulation

  • industrial design & engineering

  • academic, clinical & commercial research

  • medical (image examination, surgical operation prep, or medical training)

VR continues to gain in popularity in industries from automotive design and architecture, to piloting drones. Let’s take piloting drones as an example. Suppose you want to shoot a remote, outdoor movie scene on terrain so rugged it’s unconducive to transporting production gear. With a VR-piloted drone, the director, location scout, producer, or whoever else they wish to include, can determine the best locale for the actual scene and placement of the camera, as well as the crew and basecamp. This enables the production team to shoot accordingly without the burden and cost of physical location scouting and the subsequent trial and error which accompanies that

 

So what about augmented reality, you ask? With augmented reality, common use cases include law enforcement, where an officer can scan a large crowd through AR glasses, and then, using facial recognition can spot potential troublemakers. Taking it a step further, that data can then be shared with other LEOs or event security so all personnel has real-time crowd scanning via 5G. Granted, this application is further in the future and most certainly requires ethical and legal scrutiny, but that’s a topic for another blog. Just understand that this technology is constantly progressing and frankly, the possibilities are only limited by one’s own imagination.

 

Whether it’s VR or AR becoming an aspect of your workflow, all of these usage models require serious computing power, i.e., state-of-the-art systems available as mobile laptops, desk-side workstations, or rack-mounted data centre platforms. At BOXX, we design and manufacture a full range of systems purpose-built to power VR and AR workflows—even systems with 16 GPUS. Hopefully, you never have to go that big, but if you do, BOXX is ready. If you have VR and AR questions, we have the answers. Talk to a BOXX performance specialist today at 01256378044 or email us at BoxxUK@centerprise.co.uk.

Boxx Customer Story: Back & Forth and Weirdly Split

Boxx Customer Story: Back & Forth and Weirdly Split

-by John Vondrak

 

The fun (and not-so-fun) challenges of Eric Keller, the CG artist who straddles a creative line between entertainment (Aquaman and John Wick 3) and the bold future of scientific visualization.

 

What’s your backstory? Who’s Eric Keller?

I’ve been doing professional CG work for a little over 20 years now and my career is weirdly split between entertainment and scientific visualization. I kind of bounce between the two on a regular basis. When I started way back in 98, I was working for the Howard Hughes Medical Institute, which sounds ridiculous, but is an actual place—like the original Gates Foundation but created by Howard Hughes way back when. It’s actually one of the most prestigious scientific philanthropy organizations in the world even though it was founded by a rather kooky dude. I did a lot of animations for scientific visualization there. Then, in 2005, I moved out here to Los Angeles mainly to attend the Gnomon School (of Visual Effects) and I ended up actually teaching there for 10 years—ZBrush, Maya, etc. I was also working for various studios (sometimes freelance, sometimes as staff) and also doing some scientific work as well—back and forth.

 

Which studios did you work for?

A lot of smaller studios doing film, commercials, and TV work. One of the cooler places I worked was Bad Robot (10 Cloverfield Lane, Star Trek Beyond) doing modelling and texturing in 2015. Sometimes I work on site, but I do a lot of projects largely from my home studio where I have my shiny new BOXX machine which I love very much. For the past year, during the day, I’ve been working at the Griffith Observatory in Los Angeles on a fully CG planetarium show that will be released in 2020. In the evenings I’ve been working for studios such as Filmograph on projects including the title sequences for Aquaman, John Wick 3, and Swamp Thing. I’ve been doing a lot of feature film title sequences with my BOXX and it’s fun work. Filmograph allows me a fair amount of creative input in the CG assets I create for them.

Based on the times I have now versus a cloud test, we have helped everyone to understand. Joking around one day I said to an IT Director, “I’ll tell you what, when George Lucas decides to switch Industrial Light & Magic over to a cloud-based system or when Digital Domain does it, I will agree and submit to adding mine to the cloud, but considering they just built new campuses and have run hundreds of thousands of miles of network cable to all the processors and the render farm, I don’t think that will happen for quite some time.” So, George if you’re reading this please, please take your time.

 

How much input did you have on your title sequence for Aquaman?

That’s a good example. Filmograph has a small team based in Echo Park but they also have artists spread out all over the place. Mostly what I’ve been doing for them lately is modelling and texturing, so with the models of the statues of the ladies, the Atlantis Greek statues, a lot of the compasses, and mermaid type of stuff, they give me the initial concept art and guidelines for design. Sometimes it might be a series of pictures meaning “We want something that looks like this, we want this kind of coral on it or something that suggests this.”

 

Take me through your creative process.

I usually start in ZBrush. Sometimes I get assets in Maya that I then take into ZBrush because it’s usually my starting place. I have an older 24 HD Wacom Cintiq hooked up to the BOXX. I have ZBrush and Maya, which are my two main tools. I have Photoshop and other things like that, but most of the time I’m in ZBrush and Maya. So I start sculpting away and post some updates when we get closer to something they like. They usually say, “Go with that,” and I’ll do more of the posing, the detailing, the UV mapping, sometimes texturing in substance and I’ll do test renders using Octane Renderer, Arnold, or whatever and I’ll send that over to them and when they approve the design, it is usually a really fast turnaround. At the most, I may have three or four evenings to work on a particular asset. I have to turn it around really quickly so they can hand it off to whoever is doing the main layout, animation, and camera work. They’ll render and put it together. So that’s kind of typical—also like what I did on John Wick 3. Sometimes I do the animation and effects, but these days, it’s mostly the modelling and texturing and that’s the part I like best anyway. Projects I’ve worked on with Filmograph include Power Rangers, Aquaman, The Haunting of Hill House, Overlord, Krampus, Why Him?, Swamp Thing, and branding for Romulus Entertainment, Atomic Monster, and Blinding Edge.

 

How did you fall in with them?

I was working at Prologue Films around 2008 and they worked there as well—some fun stuff, some really difficult not-so-fun stuff, but we bonded over that and then they started their own studio (Filmograph) a few years later. They call when they need help on a project. That’s basically the way it works. I hang out with them too because they’re my good friends.

 

Tell me about your scientific visualization work.

In my spare time, I’m working on scientific visualization. My speciality is creating insects and arachnids. Entomology is one of my favourite topics. For this, I’m doing more and more with the Unreal game engine. I really like the idea of doing real-time rendering, so I’ve been experimenting with using Unreal as an animation and rendering package. My friend Mark Dedecker has been building interactive controls so that eventually a user can drive the spiders and insects using a game controller.

Media & entertainment and science visualization. Are the processes similar or different?

For scientific visualization, most of what I do is biology instruction for students. Much of it has to do with insect models, so I’ll be asked to do a specific species or I’ll decide to do one on my own and gather as much reference as I can. I just did a rainbow scarab beetle. I get kind of insane about references, for example, last year I went to Africa to take pictures with a macro-photography group to get the best possible reference. Also, I like to hang out with scientists because they’re awesome people, and Africa is very cool. Sometimes my reference is just pictures, sometimes it’s pictures and diagrams, and I’ll bring those images into ZBrush and start sculpting away. I also use YouTube videos created by entomologists. Andreas Kay has some amazing YouTube videos

 

I have a microscope by my desk in case I can get a dead specimen to look at. (My wife gets really excited about this—as you can imagine) I sculpt as best I can, take them into Maya, retool, do some UV work, rig them, and then use substance to paint texture –Substance Painter (3D painting software) and also Substance Designer. I then either bring them into Unreal to create a real-time asset or render them out of Maya using Octane or Arnold. Sometimes, if I’m doing a specific thing for a scientist, they’ll send me reference material, sketches, and storyboards. Sometimes, they’re really great. Sometimes they look like scribbles because the scientist is not a very visual person and I have to educate them on the process for animation.

 

The entertainment projects are like what I described for Aquaman. That’s the most typical workflow. Sometimes we’ll get assets from the studio and we’ll use that as a basis for designing. But sometimes, they’re not crazy about doing that—as you can imagine. I do a lot of what I mentioned regarding autonomy. Sometimes they’re very specific about what they want and a lot of the time it’s a general idea and they’ll let me create a bunch of different poses for the models. They’ll kind of work with that based on their storyboards and their camera animation. That’s pretty much it. I haven’t done as much rendering at home as I used to do, which is pretty cool. I’ve done a lot with Octane and I’m just getting into Redshift. I’m very interested in GPU rendering. If you’re like me and doing a lot of small projects in your own home studio, the GPU is the way to go—much faster turnaround and it looks beautiful.

 

For scientific visualization, what’s the typical end product?

A few years ago, Apple did a major project for the iPad. It was one of Steve Jobs’ last big ideas and he wanted to reinvent the textbook. When the iPad was first introduced, Apple worked with E.O. Wilson, a famous Harvard scientist, evolutionary biologist, and entomologist. Apple hired Wilson’s foundation to do this iPad biology textbook so we did countless models and animations. More and more, I’m getting requests for VR, and I’d like to get into AR as well. So that is sort of on the horizon. Some projects are meant for the web or as a curriculum biology course and then there is some stuff we’re doing for pharmaceuticals like patient education or demonstrations. I haven’t done one of those in a while but that’s where a lot of the work in science visualization is. Pharmaceutical companies tend to not be as excited about insects as I am (laughs). The audience I most often create for tends to be more biology students –high school or undergrad. I’ve also done projects for the Natural History Museum in LA. Some of that is just for fun.

 
 

Are you more of a freelancer or do you work for specific organizations?

Mostly freelance. When I did the book for Apple I worked with Digizyme inc. Digizyme is a leader in scientific visualization. Its founder, Gael McGill, is a good friend of mine. I’ve worked with them for over ten years. These days it’s mostly freelance contract work.

 

 

 

Entomologist first, biologist first or artist first?

I was a failed musician first (laughs).

 

Aren’t we all?

(Laughs). It’s a common thread in the industry. I studied music in school and when I got out I waited tables for a while and that was no fun. Then one day I played around with 3D software and said, “This is what I want to do for the rest of my life”. I didn’t even know if it was a possibility back then in 1995.

 

Quite primitive, then.

Quite literally. I rendered a chrome sphere in Ray Dream Designer, almost by accident, and my mind was blown. It felt like I had just split the atom.

 

That’s about the time I learned to cut video on the Avid and I thought it was so advanced.

Photoshop had just gotten layers –brave new world (laughs). I was in Washington, DC at the time, so you can imagine the 1995 DC market for CG artists was really small. I managed to get a job doing web stuff because the internet was blowing up and at the Hughes Institute they’re a bunch of scientists who were working on their science education website. But they also hired me because I had a few goofy little 3D animation videos on my website. They wanted to create 3D as well. My two bosses, Dennis Liu and Satoshi Amagai, became my good friends—still are. Aside from the web stuff, we had a little SGI, little blue toasters and version one of Maya on it. They had this because they had a lot of money, and back then Maya was like 17k or something ridiculous. They basically said, “Put together these animations for these lecture series.” So that’s when I started doing 3D professionally, 1998, making bacteria, hearts, etc.

I loved the science aspect—working with scientists. I also liked science communication which is definitely a passion of mine. Around 2005, it was time to do something else. I was also dissatisfied with doing one or two animations a year. I wanted to do one or two a week. That’s when Gnomon came into its own so I really wanted to go there and study. I dragged my wife out here to California, took classes, wrote articles, some books on Maya and ZBrush, and convinced Gnomon to let me teach ZBrush and Maya intro courses and then creature sculpting classes. Did that for a while and now I work on my own projects. My wife ended up really enjoying living in LA, now we have a house in Eagle Rock.

 

Describe your workflow challenges.

Fun challenges and not-so-fun challenges. How to sculpt a particular object in Aquaman is a fun challenge. The not fun is usually the rendering. I’m going between GPU rendering and Unreal game engine stuff, but that’s my strategy—to get as far away from batch rendering as I can if I’m working at home. That leads to why I got a BOXX with a couple of (NVIDIA GeForce) Titans in it. You have to just sit there and let your machine cook and you’re not getting anything done during that time. It’s not like I want to start charging people for a minute of rendering ‘cause that’s lame. I’ve dealt with that by going to GPU or game engine stuff or letting the studio handle it. But my BOXX machine is nice and fast whether I’m doing real-time GPU rendering or CPU rendering which makes rendering a much more pleasant experience.

 

Prior to your BOXX workstation, what were you using?

A long time ago I went through a phase with Apple, but then they abandoned artists so I’m not crazy about them anymore. I have one Mac still up and it is largely my web browsing, Spotify- listening machine. I had a BOXX a few years ago and I liked it a lot. I used it for six or seven years and it’s still in my studio. Then, I did what all CG artists do, because everyone says, “You gotta make your own machine.” I’m terrible at putting that stuff together because when things don’t work, I go crazy. I just want things to WORK. So I had a friend of mine build me a machine and it was a perfectly fine machine, but you know when you get someone to build a machine there are always weird things that it does. So you think, “That’s not what it should be doing right now.” Then there is the fear of what if something happens to it. What are you going to do? Call up the guy five years later?

 

Hey man, do you stand behind your work?

(Laughs). You’re going to get a dead phone number like you’ve been ghosted or whatever. So I did that one time . . . and also the machine was massive, it was like a freakin’ refrigerator. So when it got old, like four or five years, I didn’t even search around. I said, “I’m calling BOXX.” I talked to (BOXX performance specialist) Joe Matthews and another reason I like BOXX so much is you guys understand 3D artists and that’s the most important thing. I can’t go into the Apple store and talk about Maya or ZBrush. They just kind of blink at you. Friends or yourself making it—that’s just not reliable. With BOXX, it’s “This is what I need, this is what I want” and you guys gave me a price quote, set me up with a machine. I get it, I plug it in, and it works perfectly and that’s why I love it so much. I just have a little extra RAM I’m going to throw in. I’ve had it since last summer and it still feels like new. It’s a great little machine. If I have a problem or a question, I get an answer from you guys within an hour, which is great. I’ve never needed tech support.

 

How did you initially become aware of BOXX?

One year I went to SIGGRAPH and I met some of your reps at the BOXX booth and I was impressed. I was impressed because you were talking 3D from day one. At the time I was using Alienware. It was big and yellow. Beyond that it was . . . it never felt like a professional machine.

 
 

What problems has your BOXX solved?

This may sound like a small thing but it’s not. Part of it is peace of mind—knowing that when I have a tight deadline, I don’t have to worry about my machine working. That’s a big deal. Or I know if I run into a problem, I can call you guys. I have full confidence in BOXX and that’s a huge deal because I don’t need added stress on top of everything else, and deadlines are always shifting. The overall speed of the machine working in Maya and ZBrush is really great and with the GPU rendering, a few months ago, I got to create the 40th anniversary cover of the Alien box set. It was a big, creepy alien egg but they wanted it in chrome. I knocked that out so fast, I don’t even want to say how fast it was. They asked for a time budget, and some referenced images, and I knocked it out so fast because I was able to sculpt it really quickly in ZBrush then render it using Octane on my BOXX. A couple of iterations and it was done.

 

I’ll be quiet about it so you get the 50th-anniversary gig too. Are you typically given deadlines that make you say, “I need to get on this right way?”

Yes, and sometimes it means I have to work all day long doing animations at the planetarium, come home, eat dinner, and then spend four or five hours at night working on a Filmograph project or whatever. We usually agree on the deadline and then two or three days later I get an email saying the deadline has been pushed up. And you knock it out. That’s how this week has been. It’s all about the fast turnaround and the BOXX machine definitely helps with that.

 

What does the future hold?

I think my biggest interest going forward is working with the Unreal game engine stuff and also virtual reality and augmented reality. That means fast GPUs, lots of RAM, a fast machine. I’d like to work mainly from my home studio and see how I can integrate CG with the Unreal engine for science education. Science education is one of the most important things going on today. We need scientifically literate children. Its one thing to create an animation that shows how an ant stings you and that’s a great educational exercise—if the kid is watching. But you know kids. Their attention span is short. In an ideal world, it would be great if the kids made the animation themselves because when they go through the creative process, that’s when they begin to really learn. They actually have to learn insect anatomy or how an ecosystem works. There are some kids, and I was one of them, where the best way they learn is through creativity—actually making something. Science fiction movies depict the classroom of the future with kids working on holograms. Well, someone has to actually build that in the real world in order for it to happen like we imagine in our sci-fi utopia. We have to get to a situation where it’s no longer a sci fi fantasy thing, but a reality. Find a way to integrate CG into an actual teaching curriculum. You can’t have kids in a classroom batch rendering. They have to work with real-time tools. That’s the only way it’s going to work. I’m not there yet, but trying to slowly build up a proof of concept through creating animations. I have a YouTube video channel called “Entomology Animated” where I show my process for modeling and ZBrush. It’s still at a very CG nerd level, but through exploring the tools, inexpensive powerful tools like Unreal and Unity and other sculpting programs like Sculptris and even Blender, you could see a future, hardware costs aside, of a lot of cheap software which could become available to students. If that point arrives and schools start to embrace that, you need a guide to take them through the process who has actually been doing it for a long time. That’s sort of where I’m going with all this. I like the entertainment stuff, but there are millions of people doing that. There are not enough people saying we have to start using these tools for different purposes, something other than just entertainment. People underestimate the power of giving a student a computer and a blank slate and saying, “Make this,” as opposed to saying, “Watch this goofy little animation or play this game.” Students don’t care about educational games. They will play an educational video game until the teacher walks away and then they’ll switch to the game they actually want to play. I really think using video game authoring is a better approach to education than having kids just play games.

 

Any final thoughts?

I have a lot of projects on the horizon and I’m not messing with other machines. I’m sticking with BOXX. You guys care about your customers and that’s a big deal. I never feel like you’re trying to sell me something I don’t need. Do you ever try to buy something and it feels like they’re giving you a commercial? It’s not helpful. I don’t get that from BOXX. I get, “This is what you want to do? Let’s work together to get you the best system for that.” That’s a big benefit. It’s more like a partnership instead of just sales. Know what I mean? It’s cool.

 

Configuring Eric Keller’s APEXX T3

  • CPU:Eight-core AMD Ryzen Threadripper

  • GPUs:Two NVIDIA GeForce GTX 1080TI graphics cards

  • System memory:32GB

  • Storage:1 1.0TB SSD M.2 PCIe Drive

  • Hard drives:2.0TB 7,200rpm SATA 6Gb/s

What AMD Ryzen Threadripper PRO Means for Post Production

What AMD Ryzen Threadripper PRO Means for Post Production

 

AMD says their new Ryzen™ Threadripper™ PRO processor is “Built for creating” and we can’t disagree. The power behind our new BOXX APEXX Everest* workstation, this new proc has some impressive benchmark credentials:

 

  • AMD Ryzen™ Threadripper™ PRO can outperform two of the competition’s highest core count processors.

  • 25+ record-breaking wins

  • First 64 core pro workstation CPU

  • Leadership single and multithreaded application performance

 

With that in mind, let’s take a quick look at what this new Ryzen Threadripper Pro processor means to video editors, VFX artists, and other post-production professionals using DaVinci Resolve and Adobe Creative Cloud.

 

DaVinci Resolve Studio combines 8K editing, color correction, visual effects, and audio post-production all in one application, allowing you to instantly move between those tasks with one click. Another key advantage of DaVinci Resolve Studio is the fact that it’s built for post collaboration so editors, assistants, colorists, VFX artists and sound designers can all work simultaneously on the same project.

 

If you’re a DaVinci Resolve user, you have to be able to deliver in any format or resolution. This is often where bottlenecks develop due to underpowered workstations which struggle with 8K or real-time collaboration. However, with an AMD Ryzen Threadripper PRO-based system like the APEXX Everest, it’s not an issue.

 

With a frequency of 4.5GHz, the Threadripper™ PRO 3995WX processor boasts up to 64 cores/128 threads, which is the highest core count available in any professional CPU. Each core also has equal access to memory, resulting in a blazing-fast architecture. For DaVinci Resolve 8K content, Threadripper™ PRO enables instant 8K playback at real-time rates.

 

The Threadripper™ PRO inside the APEXX Everest also supports PCIe 4.0, improving performance and power by allowing data to move faster to and from host to up to four NVIDIA RTX™ GPUs and Samsung SSDs.

 

Now let’s take a look at Adobe, where Threadripper™ PRO also ensures less time waiting and more time creating. The new processor accelerates Premiere Pro or After Effects video and motion graphics powered by Adobe Sensei AI, integrated workflows, and increases support for every camera, frame, and platform. With 64 processing cores, you can also expect accelerated video editing and animations, faster render previews, video encoding, and animation exporting.

 

And like the improved 8K support offered for DaVinci Resolve, Threadripper™ PRO enables real-time editing of 8K REDCODE RAW footage in Premiere Pro. When it comes to storage, PCIe® 4.0 and up to 2TB of memory means you’ll be loading those 8K files faster than ever before.

 

If you’re a post-pro who made the move to AMD Ryzen™ Threadripper™ a few years back, you know that processor lived up to the hype. You also know it may be time to upgrade to Threadripper™ PRO. If you never tried Threadripper in the first place, it’s time to experience what you missed—and go PRO in the process.

 

Contact us at Boxx UK for more information about Apexx Everest.

______________________________________________________________________________________________**APEXX Everest is equally outstanding for Avid, 3ds Max, Maya, Cinema 4D, Vegas PRO, V-Ray, and other applications.

How AMD Ryzen Threadripper PRO Boosts Architect Workflows

How AMD Ryzen Threadripper PRO Boosts Architect Workflows

 
 

“The ultimate processor for architects” is how AMD refers to their new Ryzen™ Threadripper™ PRO. Since BOXX offers this powerful new processor inside the new BOXX APEXX Everest workstation*, let’s take a look at what this new CPU has to offer Autodesk Revit users who may also rely on professional render engines like V-Ray.

 

Since complex visualizations and large datasets (coupled with tight deadlines) are commonplace in architecture, engineering, and construction (AEC), these pros require a versatile processor capable of supporting key aspects of their key workflow. AMD Ryzen™ Threadripper™ PRO processors fit the bill by providing high-frequency cores for your lightly threaded design and modelling tasks (like those in Revit), up to 64 cores for multithreaded rendering (like V-Ray), and eight memory channels to support the most complex projects. On top of that, Threadripper PRO processors include 128 PCIe 4.0® lanes, and support for up to 2TB of memory.

 

The AMD Ryzen™ Threadripper™ PRO inside the APEXX Everest also includes AMD PRO Technologies—tools designed to help architecture firms and their IT managers address a number of challenges through stability, manageability, reliability, and flexibility.

AMD PRO Security

  • 18 months of planned software stability

  • 24 months of planned availability

  • Enterprise-grade quality assurance

  • Feature consistency across all models

AMD PRO Manageability

  • Remotely update and repair networked devices

  • Monitor, restore, and upgrade systems

  • Fix a wide range of client issues in-band and out-of-band

AMD PRO Business Ready

  • 18 months of planned software stability brings peace of mind

  • 24 months of planned availability for a stable enterprise

  • Enterprise-grade quality

  • Long term reliability

In addition to all this CPU technology, APEXX Everest is configurable with up to four professional GPUs (NVIDIA® RTX™, ® GeForce™, or AMD® Radeon Pro™) for unmatched rendering power. The best news of all for architects and engineers? When using the Threadripper PRO-based APEXX Everest, you don’t have to sacrifice productivity as you switch between designing and rendering. Of course, you don’t have to be reminded how important that is—especially regarding the aforementioned tight deadlines. Tight deadlines are what the AEC industry is all about. Fortunately, accelerating the architect workflows to meet (and beat) them is what BOXX is all about. Configure an APEXX  workstation today by contacting a BOXX AEC performance specialist at BOXX UK 01256378044

______________________________________________________________________________________________

*Boxx Apexx Everest is currently only available in limited numbers please contact us for more information

Physically Based: Unity’s New High Def Render Pipeline Template

Physically Based: Unity’s New High Def Render Pipeline Template

 

 

Physically Based: Unity’s New High-Def Render Pipeline Template

 

Unity recently unveiled their new High Def Render Pipeline (HDRP) template which introduces beginners to multi-room lighting setups, physically based lighting intensities, and a whole lot more. As part of the process, they enlisted a group of experienced game industry artists (Assassin’s Creed, Batman: Arkham, Crysis, FIFA, Grand Theft Auto, Need for Speed, Red Dead Redemption, and Watch Dogs) to create a sample scene. The artists in this group specialize in various disciplines including VFX, lighting, and 3D environments, as well as technical artistry.

 

The need for a new template

According to Unity, the new HDRP template was designed as a necessary learning tool because some HDRP techniques and concepts may be difficult for newcomers—especially those unfamiliar with industry standards and photographic concepts.

In recent years, most users relied on the old small construction site template which featured an incorrect lighting setup. With sun intensity set at ten thousand lux (ten times lower than the physical version) the setup was severely impacted—especially on the exposure and calibration of other light sources. The result was frustration and confusion, not only for beginners but any artists and designers who required a physically based workflow.

HDRP’s Volume System was also daunting for beginners unacquainted with the concepts of global volumes and local overrides essential to render settings on a per-location basis. Comprised of one area only, the previous template was not able to demonstrate the volume system’s real potential.

As good application providers do, Unity also listened to the concerns of their users and provided more examples for interior and exterior transitions which are always difficult due to extreme exposure variations between a darker, artificially lit interior and a brightly lit outdoor area.

 

New template features

Set up in a physically based way with realistic sun intensity at 100,000 lux and correct exposures for each location, the new template provides beginners with a solid introduction to lighting scenes. You can also experiment within the template, reassured that the lighting is correctly tuned.

Upon opening the HDRP template, you will find three unique (but interconnected) rooms with distinctive lighting. Each area has its own set of local volumes to handle the exposure using a new feature called Automatic Histogram mode. They also include additional HDRP settings like Volumetric Fog and White Balance to “simulate the natural action of your brain or the auto white balance of a camera.” Unity encourages users to explore and appreciate the template environment (and get a good feel for its scale) by starting in Play mode.

As new HDRP features emerge, the template will be updated, so be on the lookout for future releases of Unity and HDRP. In the meantime, we strongly encourage you to check out Pierre Yves Donzallaz’s detailed blog on the HDRP packed with instructions, details, valuable links, and information about educational webinars and more. It’s a must-read by an experienced lighting artist and expert in the field of real-time rendering. Pierre’s resume includes the Crysis series, Ryse: Son of Rome, Grand Theft Auto V, and Red Dead Redemption 2. He is currently a member of the Unity R&D Graphics team.

 

Whether desk-side rendering or on a data centre platform, BOXX systems optimize Unity features and accelerate your workflow, enabling artists, designers, and engineers to create and iterate faster than ever before.

Intel 10th Gen: What’s in it For Me?

Intel 10th Gen: What’s in it For Me?

With Intel 10th Generation processors now featured inside our ultra-light GoBOXX SLM laptop, multicore, mega-tasking APEXX X-class workstations, and our best-selling flagship workstation, the APEXX S3, you may be asking yourself, “Why should I upgrade to a 10th gen system?”

Before spending your hard-earned money on new technology (or pretty much anything else for that matter) asking why an upgrade is worthwhile is always a fair question.

Let’s start with Intel® Turbo Boost Max Technology 3.0 which may, on the surface, sound like a straight-up replacement for Intel® Turbo Boost Max Technology 2.0, but such is not the case. In fact, 3.0 enhances 2.0 with a massive frequency boost on your fastest cores for more flexibility in order to get the most from your processor. Here’s how it works.

Inside a processor die, there are ten separate cores and each of them might have slightly varying frequencies. Intel® Thermal Velocity Boost goes out among all ten cores and locates the two best. It may be one and four, two and eight, six and ten—you get the picture. After finding the two best performing cores, it turbo boosts with those and enables BOXX systems to deliver optimal performance for your software applications whether you work in manufacturing and product design (SOLIDWORKS, ANSYS, CATIA, Inventor), architecture, engineering, and construction (Revit, AutoCAD, Civil 3D), or media & entertainment (Adobe, 3ds Max, Maya). Keep in mind, the availability and frequency upside of Intel® Turbo Boost Max Technology 3.0 is dependent upon a number of factors including:

  • Workload type

  • Number of active cores

  • Estimated current consumption

  • Estimated power consumption

  • Processor temperature

  • Drive support

Another advantage of Intel 10th gen is an increase in the number of processing cores. The 10th Gen Intel® Core™ i9 now has ten cores (with 20M Intel® Smart Cache), as opposed to eight in the previous version. Also key is Intel® Hyperthreading Technology (HT) available across all ten of those cores. Intel® HT Technology uses processor resources more efficiently, enabling multiple threads to run on each core.

It also increases processor throughput, improving overall performance on threaded software. This means you will be able to easily run demanding applications simultaneously while maintaining system responsiveness and keep your system protected, efficient, and manageable. In doing so, it allows for future business growth and new solution capabilities.

Digging deeper, Intel 10th Gen has replaced DDR3 support with DDR4-2933, thereby offering higher data transfer rates on the memory bus at lower voltages. It also allows for higher capacity memory modules, i.e., 16GB sticks vs. 128GB sticks. If that isn’t enough, in order to get more out of the system BOXX uses DDR4 at 3200MHz to deliver higher transfer rates. For overall instruction execution, there’s enhanced core and memory overclocking.

Lastly, with a 2.5G Ethernet connection soldered onto the motherboard and integrated Intel® Wi-Fi 6 AX201 (which is actually gigabit wireless technology) you can expect lower battery consumption when supported by Wi-Fi 6 networks, higher data rates with peak gigabit speeds, and increased capacity with reduced latency to support higher numbers of users and devices thanks to improved medium access control (MAC) control signaling.

So…an upgrade makes good sense. Whether you’re in the market for a state-of-the-art desktop workstation or a slim laptop that may very well outperform your current PC, contact a BOXX performance specialist today at 01256 378 044 or visit https://boxx-tech.co.uk/