All posts by Steven Olver

May 27, 2018

Facebook have released their new 3D post type allowing anyone to post detailed 3D objects for their followers to view and explore. But authoring to the native glTF file format employed by Facebook is a bit of a minefield for 3D artists at the moment and I’d like to share a production proven pipeline for authoring advanced glTF and GLB files, complete with metallic/roughness physically based shaders and materials with…

May 28, 2016

I have often noticed that those who are new to compositing and VFX go about their green screen keying the wrong way. There’s a misconception that keying is an almost one click, five minute process and that if the results are unsatisfactory that there is something wrong with the keying software. But that’s very seldom the case, pulling a matte takes WORK. Work and time which you need to…

June 22, 2013

Compositing VRay render passes is an important subject for the purposes of both quality and flexibility in our compositing workflow. Being able to adjust colours, reflections and even individual lights in the scene long after the render is complete is not only exceptionally powerful, but also sometimes necessary for speedy turnaround on client changes. In this tutorial I’m going to get straight to point with quick yet powerful formulas…