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Andrew Hazelden
Works at Dover Studios, Inc.
Lives in West Dover, Nova Scotia, Canada
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Andrew Hazelden

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The Domemaster3D lens shaders now support Vray 3 for Maya on Mac OS X with new builds. https://github.com/zicher3d-org/domemaster-stereo-shader #IX_symposium
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Andrew Hazelden

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Dome2rect v1.3 is out with support for latlong to cubic, cubemap3x2, vertical cross, and horizontal cross panoramic image conversions.
Dome2rect v1.3 – May 6, 2015. by Andrew Hazelden. Overview. Dome2rect is a command line script that uses the open source Panotools library + MPRemap application to automate the process of converting image sequences between multiple panoramic formats. I created this script because I wanted to ...
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Andrew Hazelden

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I'm really enjoying Maya 2016's new shader ball preview that supports mental ray rendered HDRI backgrounds, refractions, and reflections.
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+Lu-Hiep Phan The mental ray rendered shaderballs appeared to be 100% CPU rendered on my system. The hardware driven shader balls used a viewport 2.0 style rendering mode that didn't support any of the advanced raytraced features of the mental ray mode.
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Andrew Hazelden

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The PlayblastVR for Maya renderer has been updated to work with Maya 2016 so you have hardware based panoramic rendering support from day 1 of the new Maya release.
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Hey +Aaron Bradbury . I'm still waiting for 3DS Max to support Mac OS X and Linux first before I would invest the development time. Given the timeline for that happening, a 3DS Max version of PlayblastVR would probably be out by 2020 at the earliest. 
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Andrew Hazelden

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The Domemaster3D shaders for mental ray have been updated on GitHub to support the new Maya 2016 & Max 2016 releases: 
https://github.com/zicher3d-org/domemaster-stereo-shader/releases

The Domemaster3D for Maya 2016 release has added a nice feature to the UI where custom icons have been added to each of the menu items.
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Andrew Hazelden

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PlayblastVR for Maya version 1.1.0.6 is out today. The PlayblastVR shelf has new tools and many improved features. The PlayblastVR pre-compositing tools have been expanded. Take your Maya render layers into Photoshop, After Effects, or Fusion in a single click.

http://www.andrewhazelden.com/blog/downloads/playblastvr-for-maya/
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I put together a new Domemaster3D Vray for Maya shelf and created a set of native Maya stereo camera rigs for the Vray DomemasterStereo and LatLongStereo shaders. This means Maya based Vray artists can view the merged left and right eye panoramic stereo renderings from the lens shaders live in the Maya Render View as they work.
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Hi Andrew, Domemaster3D toolset is a unbelievable awesome plugin. We used it for our fulldome production. Well, I think VR market is much bigger than fulldome. I have no doubt that using VR for storytelling will be popular in the near future.
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Andrew Hazelden

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Are you rendering Immersive VR content in Maya? I've written a new blog post to help you solve your Maya Fluid Effects / mental ray lens shader artifacts.
This is a production tip for users of the mental ray version of the Domemaster3D lens shaders for Maya. Mental Ray lens shaders can have a dark streaky line artifact occur when you are rendering with a camera inside a Maya Fluid Effects volume. If you are rendering with the LatLongStereo shader ...
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Andrew Hazelden

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PlayblastVR for Maya now has a set of comp building tools for After Effects and Blackmagic Fusion users. Your Maya render layers can now be loaded automatically into a new composite with the click of a single shelf button.

http://www.andrewhazelden.com/projects/playblastvr/docs/index.html#compositing-tools
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I really like Maya 2016's updated Hypershade window that has Node Editor style work area, and a hardware or CPU rendered shaderball system that can show the textures with HDRI IBL lighting on a variety of shapes. You can also solo the effects of individual shader connections to a surface material in the Hypershade to explore things like complex shading networks for specular maps or bump maps in isolation without having to break apart your shading network.
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Here is a Maya 2016 visual comparison of Finalgather vs the new mental ray GI Prototype rendering modes with both renders completed using CPU rendering. The same latlong lens shader was applied in both renders.
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I think the standard finalgather mode image was set to an Overall Quality sampling level of 0.6 in the 15 second render but I will have to double check that number tomorrow. The new GI Prototype mode needed the Overall Quality to be raised higher to reduce the visible grain in the lighting solution as it was quite noisy when it was set to the same "Overall Quality" setting as the regular finalgather mode. 

The new GI prototype mode took longer to render but it did have a greatly improved lighting accuracy that made each of the shapes seem better grounded in the shot and the lighting and shadow details were more realistic. If you want to play with the Maya scene file it is included with the Domemaster3D shaders (which have been updated on GitHub to support Maya 2016 & Max 2016 today).

As a side note, I did notice the mental ray caustic options seemed to be missing from the UI in the current mental ray for Maya 2016 release.
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Have him in circles
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Work
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Visual Effects Artist
Employment
  • Dover Studios, Inc.
    Visual Effects Artist, 2000 - present
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Male
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Introduction
I am a visual effects artist and a co-founder of Dover Studios, Inc. I live in West Dover, Nova Scotia, Canada.

For fun I like to tinker with computer graphics, write small programs, create electronic inventions and work on special photography projects. I have a passion for RC flight and aerial photography.
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Currently
West Dover, Nova Scotia, Canada