1. 2015
    Tronco & The Maestros
    Directors: Rogelio Sikander, Rodrigo Valdés
    Animation & Post-production Directors: Hernán Aragunde, Sebastián Sanz
    Executive Producer: Paula Moura
    Line Producer: Florencia Bardas
    Production Designer: Florencia Bardas
    Art Director: Hernán Aragunde

    # Uploaded 1,347 Plays / / 2 Comments Watch in Couch Mode
  2. Simon Spencer-Harvey created a really cool rig for creating iPad holograms in C4D. To learn more and download the rig, go to

    # Uploaded 1,589 Plays / / 0 Comments Watch in Couch Mode
  3. 'The Wild' featuring Noah Beschen is the 2015 REDirect Surf Film Festival Grand Prize Winner.

    Presented by RED Digital Cinema & Surfer Mag. REDirect Surf was a filmmaking competition to see who can create the most unique and original surf short of the year using RED Dragon 6K cameras provide by RED. 11 film makers were hand selected to participate and after 10 weeks of filming and 4 weeks of post production all films were submitted. The distinguished panel of judges included Taylor Steele (World Renowned Surf Film Maker), Jarred Land (CEO of RED) as well as Director of Point Break 2, Grant Elis (Editor of Surfer Mag), and Jamin Jannard (Founder of RED son).

    Directed. Filmed. Edited: Aaron Lieber.
    Featuring: Noah Beschen.
    Additional Footage: Layne Stratton. Peter King.
    Sound Designer: Nash Howe.
    Colorist: Octave Zangs.
    Music: Stefano Ruggeri - Happy Medium. Blues Saraceno - Bad Man.

    Red BTS:

    # Uploaded 243K Plays / / 97 Comments Watch in Couch Mode
  4. I'm making a tracer based particle system and I've just implemented the start of a bit of waveform functionality. This is what it looks like

    # Uploaded 4,563 Plays / / 15 Comments Watch in Couch Mode

    This development allows me to transfer the power of the mograph module into a shader. ( Quite different from the mograph colour shader )

    Each polygon can be treaded as a clone but runs way faster than cloned geometry. The ploys don't need to be uniform and it also doesn't discriminate between quads and tris. No need for fractures or disconnecting meshes and also works happily with deformers

    The shader works by porting mograph matrix values into a shader bitmap. The matrix values can be controlled in any conventional way. The examples I have shown show matrices mapped to the centre of each polygon so as effectors are used, the falloff is matched to the mesh.

    The shader plugin is written in c++ and the simple uv remap plugin you see at the start is written in python.

    # Uploaded 8,597 Plays / / 29 Comments Watch in Couch Mode


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