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Here's the Hardware & Software News Roundup for Content Creators for this week. Please enjoy!

CGDirector Weekly Hardware & Software News Roundup for Content Creators November 14th - November 20th, 2020
This week saw quite a few application updates, a few popular professional applications announcing support for Apple’s new M1-powered Macs, and another disastrous GPU launch. Let’s go over what happened this week, shall we?

News

This section covers news sourced from various trusted media and business outlets.

Foundry Announces Modo 14.2 – A Major Update

Foundry’s focus on accelerating artist workflows comes to a close with the final major update to Modo for this year. The update brings USD export support, Rig Clay, topology views, MeshFusion Embossing, Ghost/Xray Viewport, and many other improvements to the popular 3D modeling, texturing, and rendering application. Read more.

Adobe Photoshop Now in Beta for Apple M1-Powered Macs

In a showcase of surprising speed and agility, because Apple is involved, Photoshop joins a few other professional applications immediately available for M1-powered Macs that were launched just a week ago. Adobe indicates the application’s Beta status and lists a, well, long, long list of known issues. You can find the beta announcement as well as the list of issues here.

Blackmagic Design Announces DaVinci Resolve 17.1 Beta 1 for M1-Powered Macs

DaVinci Resolve’s Version 17.1 update now features universal app support for M1-powered Macs. This major release brought over 300 new features and improvements, and Blackmagic Design assures users of their availability on Apple’s latest devices. The release notes state that the combination of Apple’s M1, Metal processing brings a whopping 5x performance uplift compared to previous generation ‘computers.’ Read more.

Chaos Group Releases V-Ray 5 for Rhino

V-Ray 5 for Rhino combines real-time and photoreal rendering for Rhino and Grasshopper. The new features include improvements like V-Ray Vision, Easier Lighting, Post-processing, and more. The update focuses on allowing artists to go beyond just rendering and get photorealistic shots at the push of a button. Read more.

Luxion Announces Release of KeyShot 10

Luxion’s KeyShot received a significant update this week, with the application getting a host of improvements for professionals. The update adds Keyframe Animation, new Smart Export options for output to full-color 3D prints, AWeb interaction, a new Light Manager, RealCloth 2.0, as well as improved Denoise and Firefly Filter for faster creation. You can find more detailed feature update descriptions here.

Maxon Announces Major Updates for Red Giant Trapcode Suite 16 and Red Giant Magic Bullet Suite 14

For the first time, Maxon announced two major suite updates at the same time. While Trapcode Suite 16 brings a set of 11 tools of particle simulation and 3D effects for motion graphics, Magic Bullet Suite 14 comes with a set of 7 tools for color correction, finishing, and film looks. The latter allows new color workflows and powerful tools in Magic Bullet Looks and Colorista. Read more.

AMD Radeon’s RX 6000 Series Reference Graphics Cards Launch on November 18th – Out of Stock Instantly

In what’s become an industry trend and meme at this point, AMD’s reference graphics card launch somehow managed to top Nvidia’s disastrous launch of the RTX 3000. Several major hardware outlets reported receiving just ONE top-end card, i.e., the Radeon RX 6800XT. AMD assures its customers that stocks will improve in a few weeks after 25th November when AIBs can also offer their own Radeon products for purchase. Read more.

Educational Content and Helpful Resources for CG Professionals

This new section features tools, training materials, tutorials, and so on for various CG applications.
Will AI Take my Job? (CG Edition): http://www.wrongfingquestion.com/372026/1712740-s01e09-will-ai-take-my-job
Discussing Virtual Production, Issues of Latency, and Targets for Professional Use with Matt Madden (Director of Virtual Production) from Epic Games. He has worked on projects such as The Mandalorian: https://www.fxguide.com/fxpodcasts/325-virtual-production-epic/

Rumor Roundup

This section only covers rumors sourced from relatively unreliable sources. Please treat them as such.

Nvidia RTX 3060 Ti Performance Numbers Leak Out

The first new-gen, sub-$500 graphics is on its way and it does look impressive for creative professionals. An official graph comparing the performance to an RTX 2060 Super and an RTX 2080 Super indicates the price point and performance tier that Nvidia will try to beat. Creation workload performance shown is impressive with the new card comfortably beating the RTX 2080 Super by a comfortable margin in Blender, V-Ray, and Redshift while completely obliterating the RTX 2060 Super. Availability still sus.

Software Updates

This section keeps track of the latest versions of popular Content Creation Software. Lots of big updates this week!
3D
  • Blender: 2.90.1
  • Cinema 4D: 23.110
  • 3ds Max: 2021.2
  • Maya: 2020.3
  • Houdini: 18.5.395
  • Modo: 14.2 *Recent Update\*
  • zBrush: 2021.1.2
  • Keyshot: 10.0.198 *Recent Update\*
  • Redshift: 3.0.33 *Recent Update\*
  • Octane: 2020.1
  • Vray: 5.00.05
  • Arnold: 6.1.0.0
  • Corona: 6
  • Renderman: 23.5
  • Deadline: 10.1.11.5
  • Substance Painter: 2020.2.2
  • Substance Designer: 2020.1.3
Video Editing
  • Premiere Pro: November 2020 (14.7) *Recent Update\*
  • Davinci Resolve: 16.2.7
  • Final Cut Pro X: 10.5
Motion Design, Compositing
  • After Effects: October 2020 (17.5)
  • Fusion: 17
  • Nuke: 12.2
Graphic Design, Illustration, Photo Editing
  • Photoshop: October 2020 (22.0)
  • Illustrator: October 2020 (25.0)
  • Lightroom: October 2020 (10.0)
  • Indesign: October 2020 (16.0)
CAD
  • Solidworks: 2021 SP1 EV *Recent Update\*
  • Revit: 2021.1.1
  • Autocad: 2021
  • Inventor: 2021.2
  • Archicad: 24
  • Sketchup: 2021.0.339 *Recent Update\*
Game Design
  • Unity3D: 2020.1.14 *Recent Update\*
  • Unreal: 4.25
That's about it from our side for this week! If you find these News roundups helpful, let us know. You can also subscribe or find more info on our site CGDirector (link).
Cheers, Alex
submitted by CG_Director to MotionDesign

Custom Map Themes are BACK + Tutorial

Greetings
**►►►Update 19.Nov 2020: It's been a while since i posted the map themes here, but i finally found the time to recreate not all of them, but at least my favorite ones for the current version of the game and a new one for map6, Caustic Lands.
OLD Map Themes Reddit Thread
1 new Addition:
Map 6 Caustic Jungle: Everyone who plays Survival ends up on Map6 at some point, so i had to make a nice Caustic Lands theme to kick this off. Read more about it below...
DOWNLOAD: They Are Billions - Custom Map Themes 2020
►MAP 2:
The goal for this map theme was to make it brighter, since the vanilla Dark Moorland it notoriously dark. To accomplishe this i gave the dirt a lighter brown tone and since the waterground also uses the dirt texture for color the water is now darkgreen as a result. I colored the trees in a lush green and used one tree asset which was never used in game and was removed from the texturefile by the devs at some point.
►MAP 3:
Inspired by the zone from World of Warcraft, i wanted to create dense forest areas, groundtexture a more muddy browntone, water changed to a light green. This theme also uses the tree asset which was never used in the game.
►MAP 4:
Alot of blue in this one to underline the frosty nature of the map.
►MAP 5:
A complete revamp of the desert theme, with new HQ assets, new sand texture, new palmtrees and lightgreen water.
This one is very experimental and inspired by the Eclipse scene from Berserk. A very dark and hostile place.
►MAP 6:
In this one i used the tree and bush assets from Deep Forest theme (Map1) and put them on top of the dead tree assets from map6 to create jungle like trees. I left one of the tree assets a dead tree, to give the impression that the healthy trees feed of the dead matter around them, which looks nice and doesn't make the forest appear overly dense. Groundtexture changed to a more brown tone, graslands more green, mountains more blueish, gave the water a new texture to make it appear oily and Iron looks like Starcraft minerals. All in all it looks less dead and more lush.
►►INSTALLATION:
Download the package, extract to safe location with 7-Zip, then simply copy&paste "ZXGame_Data" and "#MAP_THEME.txt" from the desired map theme into your gamefolder, replace files, enjoy. The .txt file acts as simple indicator which map theme you have currently installed.
To uninstall either use Steam's "Verifiy Integrity of game files", it will scan all files and will replace modified files with the latest original ones, or backup your original files before modding and the copy paste them back in to replace.
[!] Since the game is more or less finished, i doubt the devs touch up any texture files. So this pack should be up to date for some time.
[!] I only modified the HQ texture files, which means the highest graphics settings. Should you use lower graphics settings the modded textures won't show up.
►►TUTORIAL:
First get familiar with the filestructure of the game, where files are placed, what is what etc. this makes modifying it much easier.
Personally i always make a copy of the untouched Original files, which i use as base or to make a reset. You can also place this copy into your gamefolder and rename it, so you switch back and forth between Modded and Original easily.
If you look into the gamefiles you will notice that almost the whole game consists of textures and sprite animationsheets interacting with each other. All texturefiles are spreadsheets where the game takes the textures from their -exact- specified spots. You can now change colors or change the reserved texture spot entirely.
I did a few asset swaps, like mountain textures for Char, Fall and Barrens, a custom red plant and tree for Eclipse, a new flowerbush for Grizzly Hills, i changed the standard stone texture which is displayed with buildings to the unused graveltexture on Barrens, Eclipse and Grizzly Hills, or used the nice spiky tree model to create a unique appearance.
All textures of the game can be opened with your Photo Editing software, that can be GIMP, Photoshop etc. Personally i use GIMP + dds plugin, it's free and works like a charm.
► ".dat" textures like "Atlas1_HQ.dat" (Buildings, Effects, Geology, InteractiveObjects, Vegetation) are .dds files (also available in _MQ and _LQ which are the lower graphic settings), so after your editing you have to export them as .dds with the compression "BC3 / DXT5" + "Generate Mipmaps", then you rename it back to .dat, so the game can read it. They are always accompanied by "Atlas1_HQ.dxatlas" which, i think, is responsible for picking the spots from the texturesheets and "Atlas1_HQ.trans" which modifies visibility.
Here is an extreme example what happens, when you paintbucket the whole "Geology" texture with a plain darkgreen surface.
► ".dxtexture" (Terrains) are most likely simple .png files, so after you edit those, export as .png and then rename them back into .dxtexture for the game to recognize them.
To kickstart your own experiments i included GIMP template files in the "Original" folder for "Geology" and "Buildings" with elements preselected, so you save some time and you don't have to precisely select elements everytime, especially the geology file would otherwise be pretty timeconsuming to modify. Asset swaps take a bit longer since you have cut out the replacement and allign them perfectly on the corresponding spot.
-Edit each layer to your liking, merge down until you got only 1 layer left, export as .dds+mipmaps(BC3 / DXT5), rename file to .dat, done!
Now follows 3 examples for simple recolors.
  • 'Geology' example: Before -> After
  • 'Buildings' example: Before -> After
  • "Effects" example (map overlay tint): Before -> After The blue tint from the picture, i used for "Blue Winter", "Eclipse" uses a menacing deepred tint, or "Barrens" uses a yellow tint. This overlay is very good for giving a map theme a general color tone.
-> Here it is important to note that the standard map overlay tint from the 'Effects' texturefile uses a faint hardcoded light red color and not white as seen in the picture (couldn't find where the game takes the red color from). Every recolor you do will be mixed with a light red tone no matter what. Also, when the final wave hits, the overlay is removed. In combination with the full map reveal, the map appears more neutral as a result.
Please let me know how you like the map themes, also post suggestions for color schemes you would like to see, i'll see what i can do. If you are motivated, you now have the knowledge to create them on your own.
If you have any questions or suggestions for a nice colorscheme you would like to see, do not hesitate to ask.
Cheers and enjoy!
submitted by BroccoliThunder to TheyAreBillions