Shader Development, Creature, Pipeline TDs and R&D Programmer ~ week 8

Shader Development TD

A shader developer is some who would design and write shaders to create a photorealistic look for the movie, TV series or whichever project they are working on. They would be applying procedural shading and scripting techniques, develop rendering tools for creatures, environments, props and VFX, write shaders for surface, volume, light and displacement. They would be using lighting and rendering techniques, including HDRI and Global Illumination and work in conjunction with the lighting TD’s to ensure shots can be delivered to the very highest standard. A shader developer must be proficient in C++ code.

Snowball render, shader created by Thomas Harle
Normal maps for the shader
Normal masks for the shader

To be hired as a shader developer they are required to be fluent with RSL, show an excellent understanding of technologies and techniques in relation to shading, lighting and rendering with the supporting demo reel, have a good understanding of the whole VFX pipeline, i.e. from shooting to modelling to texturing, animation, lighting and rendering. The software they should have a knowledge of includes Renderman, Maya, Nuke. Due to the technicality of the position, the shader developer should have a deep understanding of the linear algebra, rendering and lighting algorithms; they must have strong communication skills and be able to remain calm under the pressure.

https://80.lv/articles/vfx-shaders-with-thomas-harle/

Creature TD

A creature Technical Director is the one working out the mechanics of a CGI character movement, simulation of the character’s hair and clothing, creating muscle and skin deformation. They oversee building of the software in order to create believable attributes of the creatures. They help to develop and program the digital tools for the artists working on digital dinosaurs, animals or a grand beast. Depending on the size of the studio, the amount of job can vary a lot. Whilst in some studios, the role would include rigging, i.e. creation of the skeletons and muscles, in the larger studios a creature TD would be focusing on creation on the fur, hair, skin, feathers.

The creature TD would have to have good problem-solving skills, use cutting-edge technology to find new ways to achieve a creative vision; be collaborative and communicable, as they will be working closely with other VFX artists and would have to give constructive feedback; have programming and coding skills, be familiar and able to use software such as Houdini, Maya and Ziva Dynamics; be able to work on Linux or Unix operating systems and keep up with the deadlines. From the whole VFX pipeline, they report to CG and VFX supervisors, while working closely with modelling artists, riggers and animators, effects artists and lighting TDs.

Creature TD Demo reel

Pipeline TD

A pipeline TD’s job is leading the charge on designing and developing custom tools to help everyone else get their work done faster and more efficient. They provide technical troubleshooting support for the end users of the VFX pipeline, implementing bug fixes or suggesting solutions and work arounds; assists the Lead Pipeline VFX with all aspects of technical components; maintain and develop libraries and APIs for the core pipeline tools to meet the current projects’ requirements and would test and document new software and tools along with their adaptability. They work closely with the various development teams, such as research & development (R&D), infrastructure and feature animation, in order to make sure standard work practices are followed and to report common issues.

C++ coding example

Due to the tasks of the job, the pipeline TD has to be able to work well within a team to develop solutions, communicate with a variety of staff on different levels, think analytically to identify problems and come up with creative and effective solutions, understand the jobs and their requirements within the pipeline, have advanced knowledge of programming in Python and C++, while knowing a way around software such as Maya, Houdini and Nuke, be collaborative and maintain a positive attitude.

R&D Programmer

A research and development (R&D) programmer is responsible for development of software tools and technologies inside the studio. The create systems for the usage by TDs and modify such to suit the specific need of the VFX artists. They design new digital tools and make sure they fit into existing software systems, thus enabling the efficient passing of assets from one VFX process to the next. As this role requires working out ways to improve how well the digital processes work, they have to be informed about software and technology relevant to their field and beyond.

Bifrost node set-up (from Autodesk)

The R&D programmer must know C/C++ and Python, use experience in desktop application development, user interface design, image processing and computer vision algorithms, be an excellent communicator as they would have to talk to technical developers and non-technical artists; have a strong sense of organisation and planning; know of all the parts of the pipeline; use analytical thinking to come up with creative solutions. They work closely with all the technical directors in the whole of VFX pipeline.

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