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chrisParticipant
no plans fopr osx that have ever been announced.
instead of bootcamp, how about building a linux or XP system apart from your mac
😆
//gD
chrisParticipantNomak wrote:Is there any way to make a trapcode shine effect in 3d without generating an animated texture in 3d?
I’m on a job that requires that and due to the deadline I would like to save some time and not using 3d.
Thank’serr, shine isnt 3D… can you elaborate on what you’re after? a true volumetric light?
//gD
chrisParticipantcapitanred wrote:yea, i tried that in my scene, but there were not this clear contrasts. so the seperate render was necessary.
but i think saving map channel material values of a node would be a nice add for RPF files 😀that would be cool. the issue as it stands is all the ID types are based on polygons, not maps. nice feature idea, though!
//gD
chrisParticipantin your example, you could key the orange color and output the result as a selection to feed to a glow.
//gD
chrisParticipantdo i understand that you want to clone a moving branch as the source or that you simply want to clone a static soucre and animate the result as a layer/object? in the case of #1, you’re talking hand roto for many frames. in the case of #2 you simply clone a single frame and animate the result. either way, combustion has the same limitations as any other application out there. my suggestion to nest is imply to accomodate a clone source that transforms as a layer. idf its simply pixel movement within the source image (the branch moving), there is no need to nest.
//gD
chrisParticipantim still not exactly sure what you are trying to do. can you explain it another way? (we’ll get this yet!)
//gD
chrisParticipantmaterial, object and render node IDs from max are really all just masks. that is, they are ways to isolate pixels in the final image in a compositing application like combustion (just like a matte render element).
object IDs are useful becasue you can have multiple objects share a common ID. an example is “all my trees”
material IDs are useful because they can work at the materia level instead of the geometry level. an example is “everythign made of concrete”. they also have the added bonus that they can work at the subobject level by means of a multi-subobject material shader. “i want to isolate only the front of the teapot”
render node ID’s are nice because its a simple way to effectively make a unique ID per object. kinda like an auto-unique-object ID for every object wihtout going into each object and assigning a different ID.
render element > matte is a easy way to, among other things, use selection sets to create mattes. these are grayscale images and can use boolean math for things like “lets take the matte for the sky and subtract the matte of these three buildings and then add the matte for these three windows.
//gD
chrisParticipanti think you’re after a normal map. there is a photoshop plugin by nvidia that (oddly enough) takes a bitmap image and converts it to a normal map. for a 3d render, you need a “screen space” normal map (read: from the camera, not the object space). regardless, you can take a normal map into reaction as a surface shader and then pipe it into a layer node to take advantage of 3d lighting.
your inquiry about displacement maps is kinda either a 2d thing (like combustion’s) or a 3d thing (like flames). is that actually what you are after?
//gD
chrisParticipantgood info, thanks!
//gD
chrisParticipantright, but im not familiar with that and was hopign for a few word explaination on its workflow and whats different/beneficial about it.
//gD
chrisParticipantcan you elaborate on “field tracking”?
//gD
chrisParticipantdoh! sorry i didnt get the typed sarcasm! 🙄
in all fairness, toxik’s toolset is coming along at a really nice pace finally and im biting my toungue about the upcoming stuff. NAB is just around the corner and with any luck its all revealed. its never been touted as a flame replacement and im not trying to indicate anything by this tease, but what i am saying is that its growing into a useable, mature product thats pretty forward thinking and fresh.
//gD
chrisParticipant1600 shots, 5 compositors and 3 shots a day?!
brave souls. i wish you luck (and let me know if you need help!)
😀
//gD
chrisParticipantif you are doing a full CG film, there is no real reason to work in LOG. i’d render to 16bit linear (like PNG, for example) or floating point EXR.
log is kinda an analog thingy.
//gD
chrisParticipantrohit wrote:i mean u wouldn use toxik for some simple-edl-conform-from-final-grade-telecine-add-on-some-type-on-the-pack-and dump-to-tape-kinda-job!..it would obviously be something nice and meaty..so then those tools would come in handy..fyi that toxik doesnt currently read/write EDLs or support framebuffers.
//gD
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