<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	>

<channel>
	<title>3D Computer Graphics Source &#187; Competitions</title>
	<atom:link href="http://www.3dsource.info/category/news/competitions/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.3dsource.info</link>
	<description>3D Computer Graphics News and updates</description>
	<pubDate>Mon, 29 Dec 2008 07:01:57 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.7</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>The Ghost of Ghost Challenge: RULES</title>
		<link>http://www.3dsource.info/news/competitions/the-ghost-of-ghost-challenge-rules/</link>
		<comments>http://www.3dsource.info/news/competitions/the-ghost-of-ghost-challenge-rules/#comments</comments>
		<pubDate>Wed, 01 Oct 2008 03:27:02 +0000</pubDate>
		<dc:creator>3dsource.info</dc:creator>
		
		<category><![CDATA[Competitions]]></category>

		<category><![CDATA[3ds Max]]></category>

		<category><![CDATA[brazil r/s]]></category>

		<category><![CDATA[Non-Photoreal]]></category>

		<category><![CDATA[Photorealistic]]></category>

		<category><![CDATA[raytracing]]></category>

		<category><![CDATA[SplutterFish]]></category>

		<guid isPermaLink="false">http://www.3dsource.info/news/competitions/the-ghost-of-ghost-challenge-rules/</guid>
		<description><![CDATA[ We&#8217;re having another contest! And here&#8217;s why: Simply put, we&#8217;re working on some really interesting new technology and we need some good looking scenes to test with&#8230; and we need lots of them right away 
The guidelines we&#8217;re asking everyone to work under (and the reason we&#8217;re calling it &#8220;Ghost of Ghost&#8221;) are very [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p><a href="http://www.3dsource.info/wp-content/uploads/2008/09/brasil-rs.png"><img src="http://www.3dsource.info/wp-content/uploads/2008/09/brasil-rs-thumb.png" border="0" alt="brasil_rs" width="112" height="112" align="right" /></a> We&#8217;re having another contest! And here&#8217;s why: Simply put, we&#8217;re working on some really interesting<strong> new technology</strong> and we need some good looking scenes to test with&#8230; and we need lots of them right away <img title="Smile" src="http://splutterfish.com/forums/images/smilies/icon_smile.gif" border="0" alt="" /></p>
<p>The guidelines we&#8217;re asking everyone to work under (and the reason we&#8217;re calling it &#8220;Ghost of Ghost&#8221;) are very similar to the original feature sets from the old Ghost alpha releases back in 2000 (For those of you that may not know the history, &#8220;Ghost&#8221; was the codename of what eventually became &#8220;<a href="http://www.3dsource.info/tag/brazil-rs/" class="st_tag internal_tag" rel="tag" title="Posts tagged with brazil r/s">Brazil r/s</a>&#8221;).</p></blockquote>
<blockquote><p><span id="more-96"></span>The rules are pretty Simple: Use straight, brute-force GI and ray tracing, and only use a couple of specific materials. This very constrained working environment might seem crazy by today&#8217;s standards, but at the time we released the original alpha-test versions, we had hundreds of people playing with the renderer and sending us stellar imagery that was beyond anything anyone had ever seen come out of <a href="http://www.3dsource.info/tag/3ds-max/" class="st_tag internal_tag" rel="tag" title="Posts tagged with 3ds Max">3ds Max</a> <em>(or most any other 3d packages at the time). </em></p></blockquote>
<blockquote><p>Back then, Ghost/Brazil was brand new and we had to test specific things before we could move forward with other features. Today we&#8217;re in the same spot and need new scenes to test on this new early-development piece of code. Besides, it&#8217;ll be fun to see what artists can do today when you take away all their advanced renderer controls and they stop worrying about rendertimes&#8230; And now, we can do this with <strong>big cash prizes</strong>, which we couldn&#8217;t do back in the old Ghost days.</p>
<p>So, let&#8217;s Kick it Old-School: Dust off those old scenes you have laying around, start re-rendering them, and get them into the contest!</p>
<p>Most of all, have fun with this. We look forward to being able to share more about what we&#8217;ve been working on here.</p>
<p><strong>Contest Rules </strong></p></blockquote>
<ul>
<li><strong>Start Sept 18</strong> (Today!)</li>
<li><strong>End Oct 15</strong></li>
<li>5 categories, with entries judged by <a href="http://www.3dsource.info/tag/splutterfish/" class="st_tag internal_tag" rel="tag" title="Posts tagged with SplutterFish">SplutterFish</a> jury</li>
<li>Prizes include:
<ul>
<li>Overall <strong>Grand Prize: $2500</strong>**</li>
<li>Plus, <strong>five $1000 prize</strong>s: One for each first place winner in the categories below.**</li>
<li>Plus, the f<strong>irst 20 entries in each category</strong>, which meet the contest guidelines and &#8220;don&#8217;t completely suck,&#8221; get their choice of a <strong>free <a href="http://www.3dsource.info/tag/splutterfish/" class="st_tag internal_tag" rel="tag" title="Posts tagged with SplutterFish">SplutterFish</a> t-shirt</strong>* or a coupon for <strong>50% off the purchase of any single <a href="http://www.3dsource.info/tag/brazil-rs/" class="st_tag internal_tag" rel="tag" title="Posts tagged with brazil r/s">brazil r/s</a> license</strong>.</li>
</ul>
</li>
<li>All entries must include the rendered image and the full max scenefile, including all maps.</li>
<li>All entries will be submitted with a release/entry form that gives <a href="http://www.3dsource.info/tag/splutterfish/" class="st_tag internal_tag" rel="tag" title="Posts tagged with SplutterFish">SplutterFish</a> a non-exclusive license to use and modify the scene</li>
<li>Entries can be submitted privately, but we welcome artists to post WIP versions to the forum if they want feedback and help.</li>
<li>Multiple entries per participant are allowed</li>
<li><strong>All entries must conform to the Technical Guidelines listed below.</strong></li>
<li>Everyone is welcome to enter</li>
<li>All entries will be scored on a point system for technical and artistic quality with bonus points given for early entry (before Oct 1), animations, and scene complexity.</li>
</ul>
<p><strong>Categories </strong></p>
<ol>
<li><strong>Architecture</strong>: interior, exterior daylight, exterior night, etc.</li>
<li><strong>Industrial Design</strong>: consumer products, engineering, manufacturing, medical equipment, etc.</li>
<li><strong>High-End Product Advertising</strong>: automotive, marine, jewelery, etc.</li>
<li><strong><a href="http://www.3dsource.info/tag/non-photoreal/" class="st_tag internal_tag" rel="tag" title="Posts tagged with Non-Photoreal">Non-Photoreal</a> Animated Character</strong>: animated feature film style, FPS/Fantasy game character/environment, etc.</li>
<li><strong><a href="http://www.3dsource.info/tag/photorealistic/" class="st_tag internal_tag" rel="tag" title="Posts tagged with Photorealistic">Photorealistic</a> VFX</strong>: digital matte paintings, set-extension, hero-creature, sci-fi, period, etc.</li>
</ol>
<p><strong>Technical Guidelines: </strong></p>
<ul>
<li>Use any version of <a href="http://www.3dsource.info/tag/3ds-max/" class="st_tag internal_tag" rel="tag" title="Posts tagged with 3ds Max">3ds Max</a>, <a href="http://www.3dsource.info/tag/brazil-rs/" class="st_tag internal_tag" rel="tag" title="Posts tagged with brazil r/s">Brazil r/s</a> V2 for <a href="http://www.3dsource.info/tag/3ds-max/" class="st_tag internal_tag" rel="tag" title="Posts tagged with 3ds Max">3ds Max</a>, or the <a href="http://splutterfish.com/sf/WebContent/Rio">FREE Brazil V2 Rio Edition</a></li>
<li>You can use full <a href="http://www.3dsource.info/tag/raytracing/" class="st_tag internal_tag" rel="tag" title="Posts tagged with raytracing">raytracing</a> with brute force QMC GI (ie. &#8220;Global Illumination: On&#8221;) &#8212; no photons and no rendercache &#8212; GI is not required</li>
<li>You can use the following materials:
<ul>
<li>Brazil 2 Advanced Material</li>
<li>Blend</li>
</ul>
</li>
<li>The Brazil 2 Advanced Materials must be all using the Default Shader with either a phong highlight or no highlight</li>
<li>You can use the following textures:
<ul>
<li>Bitmap - in any slot in the Brazil 2 Advanced Material</li>
<li>Brazil 2 Fresnel</li>
<li>Mix</li>
</ul>
</li>
<li>It&#8217;s not required, but preference may be given to scenes that don&#8217;t have deep material trees (ie. avoid using blends within blends, and mixes within mixes)</li>
<li>You can use the following for lighting:
<ul>
<li>Brazil 2 Main Light, set to &#8220;point&#8221; or &#8220;direct&#8221; with any Brazil2 Ray Shadows (so you can use area shadows, but not an area light)</li>
<li>You can use include/exclude lists with the lights</li>
<li>You can use the Luma Server Skylight</li>
<li>You cannot use the include/exclude lists in the Luma Server (or in other spots outside the Brazil 2 Lights)</li>
</ul>
</li>
<li>Use a Brazil 2 Camera, with any lens.</li>
<li><strong>Do not use</strong>:
<ul>
<li>Motion Blur</li>
<li>Depth of Field</li>
<li>Brazil2 Displacement (using max&#8217;s displacement is ok)</li>
<li>BzSphere and BzPlane Objects</li>
<li>Dispersion &#8212; any other feature (ie. Glossy reflections and refractions) in the Brazil 2 advanced material is ok.</li>
<li>Volumetrics/Atmospherics &#8212; You can use simple &#8220;Fog&#8221;</li>
<li>No render effects</li>
</ul>
</li>
<li>Scene cannot contain copyrighted material (ie. no turbosquid objects that you don&#8217;t have the authority to give away)</li>
</ul>
<p>Please try to stick to the spirit of this and please don&#8217;t &#8220;game&#8221; the rules. If we have to change the technical guidelines to clarify something, we will.<br />
<a href="https://splutterfish.com/sf/WebContent/ContestSubmissions" target="_blank">Click here to go to the Contest Entry (Scene Submission) Form.</a><br />
<em>* for t-shirts shipped outside North America, the winners will have to pay shipping.<br />
** cash prizes will be awarded via paypal. If winner resides in a non-paypal country, prize will be awarded via direct bank-wire<br />
</em></p>
<p>__________________</p>
<p><a href="http://splutterfish.com/forums/showthread.php?t=23723" target="_blank">The Ghost of Ghost Challenge: RULES - SplutterFish Forums</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.3dsource.info/news/competitions/the-ghost-of-ghost-challenge-rules/feed/</wfw:commentRss>
		</item>
		<item>
		<title>&#163;1,000 Cash Prize for New Winter 2008 Games Competition</title>
		<link>http://www.3dsource.info/news/competitions/1000-cash-prize-for-new-winter-2008-games-competition/</link>
		<comments>http://www.3dsource.info/news/competitions/1000-cash-prize-for-new-winter-2008-games-competition/#comments</comments>
		<pubDate>Wed, 01 Oct 2008 00:02:00 +0000</pubDate>
		<dc:creator>3dsource.info</dc:creator>
		
		<category><![CDATA[Competitions]]></category>

		<category><![CDATA[competition]]></category>

		<category><![CDATA[DX Studio]]></category>

		<category><![CDATA[studio 3d]]></category>

		<guid isPermaLink="false">http://www.3dsource.info/news/competitions/1000-cash-prize-for-new-winter-2008-games-competition/</guid>
		<description><![CDATA[ In line with the recent release of v3, we are pleased to announce the launch of a competition for the best game demo made using the DX Studio platform.
The prize for 1st place will be £1,000 cash, a Commercial Pro DX Studio license (worth £375) and a limited edition DX Studio Polo Shirt and [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.3dsource.info/wp-content/uploads/2008/09/dx-studio-competition.jpg"><img src="http://www.3dsource.info/wp-content/uploads/2008/09/dx-studio-competition-thumb.jpg" border="0" alt="dx_studio_competition" width="315" height="286" align="right" /></a> In line with the recent release of v3, we are pleased to announce the launch of a <a href="http://www.3dsource.info/tag/competition/" class="st_tag internal_tag" rel="tag" title="Posts tagged with competition">competition</a> for the best game demo made using the <a href="http://www.3dsource.info/tag/dx-studio/" class="st_tag internal_tag" rel="tag" title="Posts tagged with DX Studio">DX Studio</a> platform.</p>
<p>The prize for 1st place will be £1,000 cash, a Commercial Pro <a href="http://www.3dsource.info/tag/dx-studio/" class="st_tag internal_tag" rel="tag" title="Posts tagged with DX Studio">DX Studio</a> license (worth £375) and a limited edition <a href="http://www.3dsource.info/tag/dx-studio/" class="st_tag internal_tag" rel="tag" title="Posts tagged with DX Studio">DX Studio</a> Polo Shirt and USB key. Runners up will receive a Non-commercial Pro <a href="http://www.3dsource.info/tag/dx-studio/" class="st_tag internal_tag" rel="tag" title="Posts tagged with DX Studio">DX Studio</a> license, Polo Shirt and USB key. Winners will be announced on 22nd December and the best games will be made available to play on the website.</p>
<p><span id="more-95"></span></p>
<p>The deadline for the <a href="http://www.3dsource.info/tag/competition/" class="st_tag internal_tag" rel="tag" title="Posts tagged with competition">competition</a> is midnight (GMT) on the 20th December 2008 and entries will be accepted from both individuals and teams (though teams will have to split the prizes).</p>
<p><a href="http://www.dxstudio.com/news.aspx?newsid=66cd8550-dfa9-4c18-81b5-c3c8396d6e1d">DX Studio - 3D Editor &amp; Real-time 3D Engine</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.3dsource.info/news/competitions/1000-cash-prize-for-new-winter-2008-games-competition/feed/</wfw:commentRss>
		</item>
	</channel>
</rss>
