Isotropix Clarisse is an amazing new generation software, it is a long time since we had something so powerful in VFX software market. Clarisse project was presented some years ago, it was developed by some R&D guys who worked in big VFX studios around the world.
Actually it is used in many blockbuster projects and any other kind of CG project for TV and commercials. At the beginning, many CG artists used it as a 3D matte painting support tool, but step by step, release after release, everyone understood its power and today it is an amazing piece of software for look-dev, photoreal rendering, set dressing, massive environment creation e many other tasks. Clarisse Path-tracing rendering engine is fast and offers high-quality output, software is so fast and so easy to learn and use, it is a light-weight software, it is stable, users can manage trillions of polygons, millions of meshes with no problems, we can say that it is one of the best CG/VFX software actually available. Many high-end studios are using it in production, like : ILM, DNeg, Iloura, Important Looking Pirates, Tippet Studio, BaseFX, Mikros, Trixter etc.etc.
In this course we’d like to show you how to use it like one of the best “look development software”, we’ll teach you art and techniques to have complete control over texturing, lighting, shading, rendering and final comp, you will be able to create amazing pictures and animation, realistic and/or fantasy look and mood.
We’d like to show you how to use Clarisse and its set dressing and massive environment creation features, but the idea behind this course is to show you how Clarisse can be a powerful look-development and rendering software for everything, interior rendering and architectural visualization, game cinematics, heavy VFX shots, and many other tasks. If we are reaching your passion with these words, if you are a beginner 3D artist, and/or a 3D artist who’d like to have more skills in look-dev/set dressing and environment creation, this is the perfect course for you. An amazing journey between techniques, art, emotions and colors, everything we can do to give you the possibility to be a great lighting TD, lookdev artist, Matte painter, Environment TD or just to give you the chance to add an amazing software to your pipeline.
So how this course/workshop will works ? We tried to find best way to manage a so complete course for Clarisse. We have recorded lessons released weekly, so all students can follow it in the best time-frame they want/can, we’ll give you assignment and excercises to check and evaluate your progress, students can contact us in our course forum or directly on the Slack course profile, (it is a free online platform for collaboration, you can register freely, contact us, post your tests/rendered images, requests, etc. etc). Every week we’ll record a Q&A videos covering all your requests and questions.
Workshop format : Recorded videos delivered weekly alongside assignment and video feedback, support forum / Slack channel
Software release : Clarisse iFX 4.0
Duration : 6 weeks
Difficulty : Beginner to Intermediate
Q&A Videos : Video recorded every week to answer questions and provide additional support
Price : USD 549.00 (35% discount for students)
Start date : May, 13th 2019 (Limited seats)
Send a mail to firstname.lastname@example.org to register !
In this course we are going to show you tips and techniques, (practical and theoretical lessons), to understand lighting, shading and rendering to create complex surfaces and amazing environments, deeply understand how to use colors, photographic techniques, compositing and color grading to obtain the right look and feel for your stills and animations. You will be able to understand how to use Clarisse features in the best way, find best compromise between quality and speed, how to plan shot/projects, how to assembly it, set dressing, how to create small and/or large scale environments with billions and billions of polygons ans meshes. During entire course duration we’ll show you how to use features and tools in real-world projects/tasks, for example we’ll work to create realistic vehicle renderings, still life images, interior rendering, large scale natural environments with plants, water, buildings, etc. etc. using Clarisse in the same way we can use it in production on a daily basis.
WEEK 1 / 2 / 3
INTRODUCTION. During week 1,2 and 3 we’ll talk about Clarisse history, its development, user interface, pipeline integration and main stuff related to look-development and all informations needed to start using it in the right way, some tasks we’ll talk about :
- Project “Clarisse” : let’s talk about its development history
- What do we mean with “look-dev” ? What is Clarisse and why it is so powerful and innovative ?
- Advanced scene and image evaluation : why Clarisse is so optimized and fast ?
- Rendering engines : let’s talk about ray-tracing, path tracing, GI and many other algorithms
- Linear workflow, LUT and color management
- Basic photography and color theory, why it is useful to talk about it for look-dev artists ?
- References, why we need it, how to find and collect it
- Let’ start using Clarisse : User Interface, how to start using it and be productive in a simple way, UI customization, and modules
- Object manipulation, constraints, parenting, subdivision surfaces, smoothing, shading groups and displacement
- Attribute editor : one of the most important module in Clarisse
- Scattering, one of the most amazing feature in Clarisse : Particles, advanced scattering and nested scattering, using particle features, baking and properties, painting tools to control scattering properties and shading
- Scene and geometries management : Groups, Contexts, Combiners, Browser, etc. etc.
- How to use Clarisse together with Maya, Houdini, 3ds max, Terragen, Megascans, SpeedTree and Substance Painter : moving data from other software to Clarisse, creating plants, textures, HDRI maps, terrain meshes, openVDB caches for volume rendering, etc. etc.
- Scene management : assets, rendering layers, resource management, lighting setup
- Animating stuff in Clarisse, expressions, variables, curve editor, etc. etc.
TEXTURES / SHADERS. How we can manage textures and materials in Clarisse, shading features, procedural maps, creating photoreal looking materials, aging effects, and many other stuff :
- How to use the node-based Material Editor, shading groups, assign materials, let’s talk about the main shaders in Clarisse
- Standard Physical material based on AlShader, Disney Principled Shader
- Bitmap textures in Clarisse, UVs, Procedurals
- Advanced high resolution texturing techniques, (UDIM, MipMapping, etc. etc.)
- Material Blending, 2-sided materials, material layering and nesting : creating complex and photoreal surfaces
- Simulating natural surfaces (water/ocean, rocks, snow, ice, plants, etc. etc.)
- Subsurface scattering, traslucency and volume rendering, simulating fog, volumetric lights, clouds, smoke, dust, etc. etc.
- Let’s discuss about all major texture nodes available in Clarisse, (Math, Procedurals, Color, Utilities…)
- Scope textures, Slope control, Ramp management
WEEK 4 / 5 / 6
LIGHTING E RENDERING. In this part we’ll move forward deeply to understand how Clarisse renderer works and talk about its lighting tools and features :
- Clarisse lighting tools (physical lights, main features, artistic vs physical, environment/IBL)
- How to lit different scenes, exteriors, interiors, still life, big scale environments, etc. etc.
- Cinematic look, how to control image mood with lights
- HDRI, dome light, IBL, light balancing, IES lighting, Portals : finding best setup for production
- Image Sampling, let’s talk about it, how it works, how we can manage its parameters to find best compromise between speed and quality, (AOVs)
- Adaptive sampling, diagnostic AOVs, denoisers in Clarisse
- Light linking, scene layering and lights/layers interaction
- Massive instancing, controlling instance properties inside material editor
- Volume rendering, managing VDB caches, (Houdini, FumeFX, PhoenixFD), to render fire, smoke, clouds, etc. etc.
- Toon shading
- Motion blur and depth of field
- OSL, (Open Shading Language)
- Shading layers and shading variables
- Light Pass Expression
- Hair shading, irridescent materials, SSS, layered materials
- Shadow catching, how we can integrate CG stuff in live photos and videos
- Physical shader, Disney Principled shader, shading blending and nesting
- Creating different lighting/rendering setup inside a project and how to manage it in a simple way
- Displacement, bump and normal bump
- Simple pre-comp / scene layer splitting in Clarisse
COMPOSITING. Our project is ready, we can render it, so let’s talk about some compositing stuff :
- How to use a node-based comp software to manage Clarisse layers
- What is pre-comp and why it is important for a lighting artist
- How to use vairous passes in comp (beauty, reflection, refraction, specular, ambient occlusion, depth, etc.etc.)
- LUT, Color correction, Color grading, Chromatic aberration, DOF, etc. etc.