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Substance Painter - ShotGrid - Publishing
Publishing in Substance Painter is very similar to publishing in our other tools, you'll just hav...
Unreal Engine - Scene optimization tips
General rules First and foremost, treat you render time and performance as a budget. You only ha...
Unreal Engine - Perforce file statuses and common errors
In this guide, you'll learn about file statuses and common errors (And how to fix them) File sta...
Unreal Engine - Setting up Perforce
This is a beginners guide to working with perforce as a source control for Unreal engine. At th...
Maya - Rendering on the farm
Once your scene is set up you might want to render it on the farm using Maya (have you considered...
Maya - What's different at school?
Maya at school has a couple of small additions. Color management Color management is globally c...
Substance Painter - ShotGrid - Setting up your .spp project file
Substance Painter requires a little bit more setup than other programs in our ShotGrid pipeline. ...
Substance Painter - Working from the Storage server
Because of some obscure reason Substance Painter can't load files from a network share, like our ...
Substance Painter - Installation
Unlike all our other software, Substance Painter isn't installed by default on your school PC. Th...
Houdini - ShotGrid - Shading workflow
We have some automated tools which make shading assets a lot simpler. Here's what you need before...
Houdini - ShotGrid- Uploading flipbooks for review
In the ShotGrid menu you'll find a button titled Flipbook: This tool allows you to easily make...
Houdini - ShotGrid - Loading publishes
You can load in files other people have published by going to the "ShotGrid" -> "Load..." A lo...
Houdini - Rendering on the farm
You'll probably want to render your Houdini projects on our render farm. First you need to make s...
Nuke - Rendering on the farm
Submitting your comp to our render farm is quite easy. First you need to make sure that all the f...
Houdini - ShotGrid - Rendering with Karma
We mostly render using Karma in our ShotGrid pipeline. It's fast, reliable, and SideFX actually r...
VFX&IM Documentation Introduction
Welcome to the Netherlands Film Academy’s VFX department documentation! This documentation is mad...
ShotGrid - Pipeline - Start here!
If you're new to the Netherlands Filmacademy and new to the VFX industry in general you might be ...
Houdini - What's different at school?
Houdini at school isn't all that different from stock Houdini, however there are a couple of thin...
Nuke - ShotGrid - Publishing
Once you've rendered some frames using the ShotGrid write nodes it's time to publish them. You ca...
Nuke - ShotGrid - Rendering
Rendering when working in our ShotGrid pipeline is slightly different but way easier! When you pr...