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Real Flow Essentials CG Society Workshop
So the big news of what I’ve been working on for the past 3 months! The Real Flow Essentials CG Society Workshop has finally been announced! This workshop is aimed at both expert level and intermediate FX users, or anyone in general looking to break into Real Flow.

This workshop is multi-platform, so whether you’re a Maya user, Max user, Houdini or XSI etc. As long as you have Real Flow you’re able to participate in this course. This workshop runs over 8 weeks, during which we cover a lot of information on how Realflow works, but also how to optimize and speed up simulation times, various tricks to get better simulations and utilize much of its dynamics, as well as various industry techniques to help advanced all users and ready them to jump into real visual effects shots confidently.

The workshop has only been announced for a few hours of posting this, and last time I checked there were 18 positions of the 35 already taken, so Imagine this 8 week course will fill up very quickly. So get in while you can!

Christmas Special – all four DVD’s for $199!
A bit of a shameless plug, but for those of you interested in purchasing any of the training DVD’s of mine, I have for this month only (until end of December) selling all four advanced training DVD’s together for only $199! Click here for more information
Autodesk Masters
Joe Gunn has been nominated to join the ranks of the masters. Some of Joe’s recent work includes working on the LA destruction sequence for the new movie 2012. Joe’s most recognized for a lot of his rigging and cloth/hair DVD’s, tutorials and classes as well as much of his great work he’s performed in New York and LA. Check out the Autodesk Master’s nominee’s here!

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Want to write your own FX tools?

Previously I’ve mentioned saving pflow presets which has been a real time saver, but what if you want to delve into building an fx pipeline where you literally put in the controls, the object you want to have your FX applied to etc. all in your own custom interface? This is something that I any many others have been doing for years, building blackboxes for FX.

This video we don’t go too deep into the whole process, however rest assured there will be some more videos coming that do. In this video we more just cover the first few steps of building an interface and choosing a custom object to apply your effects to. As well as building a preset file which we can read into our scene and then modify through our script. This is the first steps in the process, but I’m sure many of you will watch this video and then take this concept and build way further beyond the intended steps using this approach. I can’t wait to see what you guys come up with!

More to come soon on this subject, as well as a few big announcements coming next month so stay posted!

Make sure you’re using the ensharpen codec. Also VLC is recommended as the prefered video player

Download Ensharpen Codec Here

Download VLC Here

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Pflow 2010 FX Elements + Pflow Presets

Are you overlooking Particle Flow Presets?
Surely you’ve forgotten that Particle Flow in Max 2010 has a preset function, that allows for you to save and load particle presets. This feature has been around since Box Set 1, however it seems most people really overlook it.

This is in fact a really powerful feature, which of course is great for saving and loading preset systems, but also for saving pflow scripts, and constantly used set ups, even just some to make “rotation, spin, position, random_scale” on the fly. Here we just quickly jump in and point out the potential and usefulness of this great feature in 3D Studio Max 2010.

Read more….

3D Studio Max 2010 Particle Flow FX Elements
With the release of 3DSMax 2010 – Autodesk has added in a lot (over 100+ to be exact) particle flow setups, ranging from fire, smoke, earth, water, and in addition – Logos. These contain lots of different set ups, and also conceptual files demonstrating how to create various effects.

I was brought on board to create these earlier this year (2009) for the release. Although with certain limitations such as not utilizing any plugins and not making the scenes too slow in the viewport and copyright on textures or stock footage, it meant they needed to be more sample files to demonstrate how to create a flow for the set up, rather than a full blown production ready sample, at least in some cases. However I believe that pretty much all of these scene files that ship with max are very informative and useful in day to day production. A lot of the key concepts here are the core elements of what I use in building a lot of my more complex effects and flows. Check out this video just discussing how to use them and make the most of your Particle Flow En devours!

Read more…

Hungry for more knowledge?
Check out a good buddy of mine Carlos Anguiano’s website, loads of great information in there. Carlos is currently a Creature TD at Industrial Light and Magic, freaking talented guy and his website has a lot of great information I’m sure anyone reading this website is going to find useful!

HAPPY THANKSGIVING!

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Website Update + Afterburn 4.0 Tutorials

News update
Hopefully none of you really notice this, but this site’s been completely rebuilt (again). Pretty much same design, just completely different content management system, so things like visits and other stuff have been reset. One key feature is comments now work, so feel free to supply comments on posts that are relative, it would be good to get other industry people and enthusiasts posting comments or adding ideas to posts on tutorials or showing some of their end results etc !

Hopefully all newsletter subscribers still stay in tact, however feel free to resubscribe to the newsletter just in case!

Afterburn 4.0 – Utilizing Explosion Daemon
Still covering more basic subjects just to add some more introductory content. Here we go through one of many methods for creating explosions in 3D Studio Max. This one is designed to really show how to use the Explode Daemon in Afterburn 4 as well as create an explosion without any key frames or lights necessary, purely all based off the particle age.

Read more….

Afterburn 4.0 – Triggering Canned FX
Following on from the previous tutorial, we then take our explosion and link it up to another system. In this case, its killer teapots! (Yes I was too lazy to make any actual planes flying around). The concept is very similar to the airstrike CG Academy DVD I created some years ago, however updated for Afterburn 4.0. This is a demonstration of creating canned FX and then being able to hook them up to other effects to control the entire thing through some basic controls you set up, rather than manually having to do all of this by hand.

Read more….

That’s it for now, there are a few announcements happening over the coming weeks, as well as a lot of advanced content coming. As I’ve previously mentioned I’m trying to put a bit of my spare time into producing some beginner to intermediate subjects for real flow, max, maya, scripting etc. for people who are wanting to get into FX and don’t know where to start. However I have a lot of more advanced content that will be coming soon. As always, if you have any cool ideas or requests, feel free to shoot me an email (go to the contact page) and I’ll keep them in mind!

Allan McKay

San Francisco, USA

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Website Update

A little overdue, but finally a new website up and running! I’ve been running this webpage for 13 years, 6 of which have been as allanmckay.com, however averaging over 1,000 hits a day the bandwidth has not been able to keep up in the past!

I’ve switched over to a lightning fast server, and unlimited bandwidth, all of the previous tutorials are online, and loads more are going to be popping up very soon, as well as other content, maxscripts, Real Flow, Maya and various other material too.

Bare with us over the next coming weeks as this website comes online, however I now have other people running and contributing to this website so it will become a lot easier for myself and others to keep it up to date and make more frequent updates.

I will be putting up a newsletter soon, so people who are interested in participating in CGWorkshops or other events that sell out quick can get a heads up before they are announced, ensuring their place in the workshops ahead of everyone else, as well as gaining access to exclusive content and other cool material that noone else has access to.

I’m excited and looking forward to getting this website online both to put together a focal point for solid visual effects content as well as various other areas I’m tied to such as travel, writing and film production.

Any ideas or things you would like to see covered, or anything else feel free to contact me! amckay@allanmckay.com


Allan McKay

Gold Coast, Australia

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DMW Interview

INTERVIEW: Allan McKay, Catastrophic FX
Posted January 22nd, 2008 – Bill Dawes, Digita

Now working on Daybreakers, a $A20 million dollar film for the Spierig Brothers, we asked Allan McKay, the director of Brisbane post-production facility Catastrophic, what the future holds.

DMW: Allan, you are back on home soil after spending the last few years jetting around the world to work on some major film VFX and game cinematics projects. What can you tell us about your specific role in Daybreakers?

AM: I’m a sequence supervisor as well as senior technical director, responsible for a large portion of the effects and all of the fire simulations we’re developing for the film. For this project I am working with Kanuka, another Brisbane studio which I’ve assisted with developing and executing the fluids simulations pipeline for the film as well as assisting in developing various tools and overseeing one of the sequences for the film.

DMW: What are some of Catastrophic FX’s recent productions?

AM: The last five months I’ve been on Day Breakers throughout the initial R&D through to post-production. Prior to that I was co-directing a TV commercial in New York city for the game Bioshock (Catastrophic also assisted with helping Plastic Wax with their cinematics for the game, and I also worked with Blur studio on their original trailer for the game in 2006, which won game trailer of the year).

During that time Catastrophic also completed several commercials for Subaru and McDonalds, as well as several high profile game cinematics. We’ve also been consulting with several large game and film studios in the US and Canada, as well as various effects houses in Australia, helping expand their pipeline and hold their hand on some bigger more ambitious jobs etc.

We also have another big feature film coming up which, although early days looks to be quite exciting. Lastly we’re contributing a lot of time to our developers in building new tools to help with our visual effects work.

DMW: What is the current staff and technology resources at Catastrophic?

AM: We’re currently a boutique sized studio assembled primarily of a lot of veteran staff with over a decade of experience, most of us have worked primarily overseas in London or LA in feature film work, which is where we source a lot of our pipeline and infrastructure.

Working on large Hollywood productions can be both very technically demanding but also resource and schedule wise sometimes impossible. So this is where we are able to apply our strengths to turn around large FX or animation sequences in weeks instead of months and usually under budget.

Catastrophic’s main focus is primarily as a post-production facility, specializing in visual effects and creature work. So as you can imagine we do a lot of digital pyrotechnics and fluids work, so lots of water and fire simulations, clouds, magical effects etc. and plenty of character animation and realistic humans/animals and monsters for TV, game and film.

The other half of our team is focused on a lot of visual effects outsourcing and consultation. We’re also currently developing a lot of our own software, which sets us aside from other studios as we’re able to really customize our technology and toolset to not only achieve ‘exactly’ what our clients are after, but also go beyond that and create new technology that isn’t necessarily already available.

I always stand by bridging creativity and technology together, and the more we’re able to fine tune things, the less we and our clients are limited by technical restrictions. Freeing up our clients to get exactly what they want, rather than what the software can handle.

DMW: How do you see the company evolving in the Australian post & VFX landscape?

AM: Currently Catastrophic feeds primarily from the international pool, however we’re starting to now look into what’s available locally and see what kind of an impact we can make back here. We’ve already completed a few local productions ranging from computer game cinematics, as well as a few bigger budget TV Commercials both for Brisbane and Sydney agencies.

One unique advantage we have is that we’re able to consult with other studios and help expand their pipelines and services through our specialized backgrounds. These are exciting times, and there are a lot more productions popping up now than there was 10 years ago, and as more and more focus gets put on Australia, the technical requirements bar is rising significantly. We see this as a great opportunity not only to build our own strengths as a post-production facility, but to also work with other studios collaboratively assisting them with strengthening their pipelines and technical abilities whilst also being able to handle some of the more technically demanding visual effects or creature work etc. that may fall into a grey area that their team or facilities aren’t able to accommodate.

http://www.catastrophicfx.com
l Media World Magazine

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Creature FX Volume 1 Released

CREATURE FX VOLUME 1 – RELEASED!!!

In the last 24 hours since releasing the little teaser trailer, this DVD has recieved a lot of attention which is great to hear!! I’m very proud to announce that it is officially available for download!

Creature FX Volume 1 boasts over 8 hours of training content, covering everything from initially setting up the FX shot, Creating all of the Particle Systems and organizing them into an procedural system to control the timing and process the particles. We also cover building complex procedural shaders, masking and creating Fume FX based fire and smoke, as well as generating render passes and compositing all of the effects layers together and finessing the entire look inside the comp. As well as discussing workflow and pipelines for distributing the effects to any creature or character we need.

This DVD is aimed at intermediate to advanced users, but designed in a way it should be fairly easy for enthusiastic novelists to clearly follow each of the steps and get a good understanding for how each of the elements we cover works. Useful for both film, games and TV houses – this DVD is choc-full of advanced visual effects content!

Click here for more information…

 

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