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Hair, makeup people adapting to 3D

*Format even more unforgiving of imperfections than HD*
Hollywood’s makeup artists and hairstylists, who’ve barely had time to get a handle on what’s necessitated by high-def shoots, are already facing additional hurdles with 3D.

Advancements in camera technology and the proliferation of stereoscopic films have pushed artists to advance their techniques to compensate for increasingly realistic visuals.

Not only is 3D shot in high definition, but the dual images that make up a 3D film present an even clearer picture.

“The camera’s getting closer to the way we actually see,” says Buzz Hays, chief instructor at Sony’s 3D Technology Center. “Most people never get to see what the makeup actually looks like.”

That means makeup artists and hairstylists have had to become even more precise and meticulous. Missing an area of the face when applying foundation can make a small patch of skin appear to pop out at the viewer. Individual hairs, too, are more visible, and tricks that worked in 2D films, like using extra coloration to enhance or diminish certain features, might be too obvious or awkward-looking in 3D.

Wigs, too, pose new difficulties. In high definition, part of a wig’s netting can hang down onto an actor’s head and not be visible onscreen in the final cut. In 3D, however, that netting is likely to show.

Solina Tabrizi, a hairstylist whose 3D credits includes last year’s “My Bloody Valentine” and the currently shooting “Shark Night 3D,” says she tries to avoid wigs when shooting in 3D. “It’s even less forgiving,” says Tabrizi of the medium.

Contrast, too, is an issue, causing colors to sometimes appear brighter and more intense than intended. Tabrizi says she once had to adjust the whiteness of an actor’s hair because, in 3D, it just looked unnatural. “I’ve never been asked to tone down anyone’s white hair on regular HD before,” she says.

“The farther away you get from the extreme ends of the spectrum, the easier it gets,” says Hays.

Since a 3D film is essentially two identical movies, one for each eye and shown at the same time, any slight difference in these images can also cause confusion. “Polarization artifacts” — reflections that appear too bright, like an uncomfortable glint of sun off a car — can make shiny makeup problematic.

Kristina Vogel, a makeup artist for “Drive Angry 3D,” says 3D has challenged her to achieve certain looks without glossy, shimmery or sparkly products, often turning instead to matte cosmetics. “You just have to be really perfect about the application,” says Vogel.

But Hays notes that many of the adjustments necessary for shooting in 3D don’t fall solely on the shoulders of the makeup artist or stylist. Directors, cinematographers and other crew also need to coordinate their efforts to achieve the right look on a film.

“I think you have to take a holistic approach,” says Hays.

And, to see how someone will actually look in the final 3D movie, Hays suggests relying less on dailies and more on what an actor looks like up close, in person.

“In a lot of cases, we’re getting to less and less what looks like makeup and more and more to what looks like realism.”

By RACHEL ABRAMS

link to original post: http://www.variety.com/article/VR1118024583.html?categoryid=1009&cs=1&query=3d

NVIDIA GPU Technology Conference – 2 interesting 3D experience products

Trinity Racing 3D Race Car Simulator

Out of Trinity-Racing Concepts this is a simulator driven by NVIDIA’s GeForce graphics cards and their 3D engine to produce what appears to be a relatively affordable very realistic 3 screen 3D racing experience. Granted, my idea of affordable may not be the same as yours as the base frame is $870. Add force feedback and better controls and it jumps to $3,200, and the full race car experience is a whopping $18,000 but keep in mind that actual race car drivers buy the expensive system to train for races. Good news is if you wipe out your car someone doesn’t show up with a bill for a half a million dollars. So, in perspective, it is actually a bargain!

So far my wife is still looking at me like I’ve lost my mind when I try that argument, but the platform is wicked cool if you are into racing and really want true realism. The software is custom designed to emulate the track and cars perfectly which is what makes it different than typical racing games. In 3D, the experience is incredibly realistic with the exception of body movement; this system doesn’t have actuators to move the cab like some more expensive systems do but that’s what makes it affordable.

Scalable Display’s Scalable Desktop

The Scalable Desktop is actually a software product that someone else has to turn into something real. The demonstration uses three HD projectors connected to a PC that shine on the back of a curved screen to create a near seamless surround experience. You could make the thing floor to ceiling size if you wanted and have your own version of an IMAX screen. And it will do 3D, how cool is that? I’ve got your 72” screen right here; my screen is 150” of wrap around amazing. And yes I’m pretty sure my wife won’t let me redesign the living room for this thing, having a place to sit is so last decade. You watch, in a few years well see homes with stuff like this in them and even though will likely say the people have more sense than money we’ll likely still envy them.

original post: http://www.digitaltrends.com/computing/nvidia-gpu-technology-conference-shows-off-possible-tech-products/?news=123

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Specification for Naming VFX Image Sequences Released

ETC’s VFX Working Group has published a specification for best practices naming image sequences such as plates and comps. File naming is an essential tool for organizing the multitude of frames that are inputs and outputs from the VFX process. Prior to the publication of this specification, each organization had its own naming scheme, requiring custom processes for each partner, which often resulted in confusion and miscommunication.

The new ETC@USC specification focuses primarily on sequences of individual images. The initial use case was VFX plates, typically delivered as OpenEXR or DPX files. However, the team soon realized that the same naming conventions can apply to virtually any image sequence. Consequently, the specification was written to handle a wide array of assets and use cases.

To ensure all requirements are represented, the working group included over 2 dozen participants representing studios, VFX houses, tool creators, creatives and others.  The ETC@USC also worked closely with MovieLabs to ensure that the specification could be integrated as part of their 2030 Vision.

A key design criteria for this specification is compatibility with existing practices.  Chair of the VFX working group, Horst Sarubin of Universal Pictures, said: “Our studio is committed to being at the forefront of designing best industry practices to modernize and simplify workflows, and we believe this white paper succeeded in building a new foundation for tools to transfer files in the most efficient manner.”

This specification is compatible with other initiatives such as the Visual Effects Society (VES) Transfer Specifications. “We wanted to make it as seamless as possible for everyone to adopt this specification,” said working group co-chair and ETC@USC’s Erik Weaver. “To ensure all perspectives were represented we created a team of industry experts familiar with the handling of these materials and collaborated with a number of industry groups.”

“Collaboration between MovieLabs and important industry groups like the ETC is critical to implementing the 2030 Vision,” said Craig Seidel, SVP of MovieLabs. “This specification is a key step in defining the foundations for better software-defined workflows. We look forward to continued partnership with the ETC on implementing other critical elements of the 2030 Vision.”

The specification is available online for anyone to use.

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