Normals Pass for Motion Blur

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  • #200846
    macool
    Participant

    Hello Fusion Gurus:

    I am working on a project where 3D artist are rendering animated objects however they aren’t rendering them with Motion Blur. I heard I could comp them in DF with a ‘normals map'(red /blue). Is this what this pass is called?

    Also, what would this be listed as in the channels Boolean/ Aux Channels area and is there a simple way to comp this with a loader?

    Cheers-ryk

    #212932
    Anonymous
    Inactive

    This pass is called velocity/vector pass. If Fusion have a tool tool that use this type of information is a simple, if not have this tool you can use plugins like the RSMB, http://www.revisionfx.com/mblurversion.html#DF

    #212927
    Aaron
    Participant

    Thanks for the info.

    just curious..if I use this moblur plugin, does it still need a Vector Or Velocity pass loader to feed into the flow for this fx??

    Cheers and thx again!

    #212931
    Anonymous
    Inactive
    macool wrote:
    Thanks for the info.

    just curious..if I use this moblur plugin, does it still need a Vector Or Velocity pass loader to feed into the flow for this fx??

    Cheers and thx again!

    you don´t need this data (in reality the engine used in this type of plugin can be more accurate to the pass created in 3D compositing packpage), this plugins use the moviment of clip to create the motion blur effect, but the use of vector data is a option

    #212936
    John Montgomery
    Keymaster

    yea , the RSMB is a great plugin! he made a more acurate motion blur like Mental Ray.

    But,
    if u don’t use this,
    What king of fx use de normal map data?

    #212942
    Michael Linde
    Participant
    #212925
    Niccolò
    Participant

    Yes you can use it but as guys already sad the pass is called motion vectors pass. And is best used through say revision plugin. Even do sometimes its abilty to use previous frames for motion calculation is great the real power of the plugin shows when used with vector pass.

    But what about DOF? any good plugins or ways of doing that? especialy good in the FG objects covering background?

    #212935
    John Montgomery
    Keymaster

    yea , is much diferent
    NormalMap is a 2d Color representation of geometry in 3d space (the orientation of each polygon)
    and the motions vectors is the reperesentation of translation in 2d colors , of geometry.

    is posible use NormalMap data in Fusion?

    #212928
    Anonymous
    Inactive
    martindisenio wrote:
    yea , is much diferent
    NormalMap is a 2d Color representation of geometry in 3d space (the orientation of each polygon)
    and the motions vectors is the reperesentation of translation in 2d colors , of geometry.

    is posible use NormalMap data in Fusion?

    You can use this type of data using macros (like the use of these passes in Shake, but make these type of macrso can be extreme hard, these macros use a lot of math and theory). The fusion only use a small number of extra channels and only the deep pixel tools and merge tool (z-depth) can use this type of data directly in Fusion.

    #212939
    Michael Linde
    Participant

    in fusion, you can use the “Shader” tool to have interactive 2.5D relightthing of the 3d elements. This tool uses the XYZ normal channels to do the math and simulate lighting… or even reflection and refraction. This channels are automatically stored inside some image files like EXR or RPF (if you enable them in the 3d app) or you can just render them using the right shader.
    use the boolean tool to enable the extra channels (note the XYZ nomal channels on the drop boxes) and then plug it into dthe shader tool…. you will have contro on the position of the light, intensity, scularity etc.
    one thing tho… normal channels can not be antialiased or motion blurerd, but can workarround this limitations with a coverage and a motion (velocity, vector etc…) channel…. but thats anothe story.

    #212933
    John Montgomery
    Keymaster

    oh! thanks
    i will try this.

    😯

    #212929
    Anonymous
    Inactive
    torax wrote:
    in fusion, you can use the “Shader” tool to have interactive 2.5D relightthing of the 3d elements. This tool uses the XYZ normal channels to do the math and simulate lighting… or even reflection and refraction. This channels are automatically stored inside some image files like EXR or RPF (if you enable them in the 3d app) or you can just render them using the right shader.
    use the boolean tool to enable the extra channels (note the XZR nomal channels on the drop boxes) and then plug it into dthe shader tool…. you will have contro on the position of the light, intensity, scularity etc.
    one thing tho… normal channels can not be antialiased or motion blurerd, but can workarround this limitations with a coverage and a motion (velocity, vector etc…) channel…. but thats anothe story.

    The shader tool don´t use normal pass to adjust the images, this tool only use UV passes and material/object ID (to specify objects), with these passes this tool project images or variations of “light”, but is different of macros or plugins that use normal pass (for example the Combustion can perform simple relighting operations when its is used RPF file with normal pass)

    #212940
    Michael Linde
    Participant

    wrong… the “texture” tool is the one that uses the UV channels. the “shader” does use the normal channels… the three of them. with that tool you can do the same you do in combustion (dont know the quality diference tho).

    #212930
    Anonymous
    Inactive
    torax wrote:
    wrong… the “texture” tool is the one that uses the UV channels. the “shader” does use the normal channels… the three of them. with that tool you can do the same you do in combustion (dont know the quality diference tho).

    the help file say that this tool is dependent of the UV channels. In Combustion yoou can cast shadows, modify the ilumination using lights (“ominis”, spots with falloof)

    #212941
    Michael Linde
    Participant

    well, at least in DFusion 4 the texture tool uses UV channel and the “shader” tool uses normals. it actually make sense, why would you need UV information (which is how the textures are distributed on the surface of the geometry) to do 3D relighting? you need XYZ info (normal). but again, I have only used this technique in DF4, in production… dont know about F5, probably they changed it… dont know why. the help on DF4 dont say anything about UVs in the shader tool.

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