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xuefeng xuParticipant
That is correct 2012 will be a bug fix release.
-Eric
xuefeng xuParticipantWhat version of Toxik/Composite? What blur node are you using?
-Eric
xuefeng xuParticipantI wouldn’t count out Composite until you actually try it. I had to do a motion graphics piece last year. I started it and moved it from Combustion to the Composite beta. It provided tools I needed to process multiple layers at one time (using merge and extract stream and placing nodes in between). Then I was able to have control over effects like ripple to handle filtering (Combustion just results in aliasing). Options to handle combining layers and how alpha is handled (no more alpha inflation when combining layers that have overlapping alphas), etc. Stick in a 2D Transform and some motion blur nodes before the Blend and Comp and everything is great. Plus it rendered at about 6 sec a frame for 1080p resolution.
The workflow is definitely different. For example, instead of using a single Composite operator you combine 2 nodes at a time in a blend and comp and build it out that way.
To tell you the truth it was a pleasant experience, than I have had on other projects that had to be done in Combustion. It does lack some tools (audio, edit op, particles, text, movie format IO, etc), but overall the tools that are the same are much more advanced.
Just my 2 cents on actually using it over Combustion in production,
-Ericxuefeng xuParticipantYes the product(s) has been announced and we have been encouraged to speak about it. We can speak about what we know about the release.
-Eric
xuefeng xuParticipantIn some areas it is leaps and bounds ahead of where Combustion was. Being able to scale size and opacity at the vertex level is great. Also, the clone mode can have the shape transform multiply the rotation, scale, and shear to the cloned information. So for example, if you rotate the shape with x Shape enabled for rotation the cloned information inside will rotate along with it.
It does still lack some features from Combustion like text (which I may be able to come up with some ways to handle this) and B-Splines, but overall a much more powerful tool, IMHO. Go check the this thread over at VFXTalk for some more information about what I have done with it.
-Eric
xuefeng xuParticipantBeta testers of 3ds max and Maya 2011 have had access to Composite 2011. What information are you looking for?
-Eric
xuefeng xuParticipantThe original and better quality versions of the videos are on the AREA site. It looks like that site has simply taken those videos and reduced the quality. Here are the Toxik/Composite related materials from the AREA site:
Toxik/Composite Tutorials
Ken LaRue’s Blog-Eric
xuefeng xuParticipant@timberoz 28674 wrote:
With Toxic now bundled with Maya, it will be interesting to see if in the next release of Max Autodesk will give away Combustion or offer it free to those on subscription? With Toxic now being given away does this mean it is now being put out to pasture? (Edit anyone?)[/quote]Toxik is far from being dead, it may have been renamed but development will continue on the product.
Quote:I would be interested to see if existing users of Realviz Matchmover Pro/HD will be offered any form of future upgrade path to newer versions of this software. Speaking with Autodesk at DMF in Sydney I was led to believe that it had been axed & would not see future release as an independent product.I doubt it since it is no longer being sold as a product and was made available to subscription users of Max and Maya.
Quote:Fingers crossed for a refresh of Combustion, with some of those developers now hopefully free over in the Toxic camp to come back to work on this great tool.I think it will be quite the opposite, there is probably less of a chance that there will be Combustion updates. The Toxik user base has now grown dramtically, since every Maya user is now a Composite user and every Toxik user has been, from my understanding, has been crossgraded to Maya. There is more to the story than has been revealed, but we will have to wait and see how it all plays out.
-Eric
xuefeng xuParticipantFrom my understanding the Toxik team and Combustion team are the same. With that information I don’t expect anything with Combustion at this time, given what they are working on with Toxik 2009. Toxik 2009 has been announced, but hasn’t shipped yet meaning that it is probably still under some point of development/testing. This would be a horrible time to pull resources to do anything for Combustion, IMHO.
I tried to put my input in to those that I could get a hold of at Siggraph, with saying that if they are to continue with Combustion it should really be focused towards Motion Graphics. Otherwise they are trying to develop 2 products with one team that do the same thing. At this time Toxik lacks any kind of motion graphics tools so I see this as a good area for Autodesk to fill a void with Combustion. Where as Toxik has many benefits over Combustion when it comes to compositing effects and digital assets.
If you are looking for desktop compositing Toxik, Nuke, and Fusion are really the future.
-Eric
xuefeng xuParticipant@Luis 25217 wrote:
1 Can I import HD Uncompressed 10 bits files in Combustion? What other options do I have if I have to preserve the original quality?
It really depends on the format and codec just like anything else that has to do with video files.
Quote:2 How can Combustion is so unstable since version 1 up to now?, I mean I not really worry about fancy new things for newer versions, it’s just fix something is there since the very first days of this software, stability!.If it were so simple I think it would have been done by now. Each release does get more stable, but your system and hardware drivers also effect the stability of software like Combustion.-Eric
xuefeng xuParticipantzolo’s response is close, but not entirely accurate. 1) His respone applies to layers and composites, if you duplicate an operator or object there is no link between them (same as copying). 2) When you duplicate a layer you can add new operators on top of the italicized items and it can/will be unique to that layer (italicized means instanced). If you add an operator between italicized items it will be applied to all layers. This is similar to referencing in 3ds Max where evening below the point of Reference is an instance and anything on top will be unique.
Hope that helps,
-Ericxuefeng xuParticipantIt should work fine Maya. 3ds Max just has some better tie-ins like RPF support and rendering render elements out to a CWS file. You can use RLA out of Maya or just render out passes and use the GBuffer builder to make an RPF compatible node.
-Eric
xuefeng xuParticipantIt should work fine Maya. 3ds Max just has some better tie-ins like RPF support and rendering render elements out to a CWS file. You can use RLA out of Maya or just render out passes and use the GBuffer builder to make an RPF compatible node.
-Eric
xuefeng xuParticipantDo to the way Combustion (and possibly other compositors) handle compositing and alpha channels, I avoid formats that use pre-multiplied alphas (like PNG). No matter what I did I was always getting a halo around my images. For 8-bit I generally use TGA files, if I need higher dynamic range I would go with EXR. There were some alpha related issues with EXR prior to 4.0.5 so make sure you are up to date.
At this time Brazil doesn’t support layered G-Buffer channels so render occluded won’t work with it. For a ZDepth pass I create a Distance Blend falloff and use that in the Material Ovverride (See the Brazil 1.2 Guide for generating passes from your Splutterfish Account page for more info on the ZDepth Pass). From there I would create some Scene States and hide objects based on your needs. Use the GBuffer Builder to connect the ZDepth to the already rendered color channel (You will have a GBuffer Builder per layer). Connect the 2 layers into a 3D Composite. From here you need to enable Layer > 3D Depth on both layers.
That should do what you need, if not post some sample images and I, or someone else can throw together a sample CWS for you.
-Eric
xuefeng xuParticipantDo to the way Combustion (and possibly other compositors) handle compositing and alpha channels, I avoid formats that use pre-multiplied alphas (like PNG). No matter what I did I was always getting a halo around my images.
For 8-bit I generally use TGA files, if I need higher dynamic range I would go with EXR. There were some alpha related issues with EXR prior to 4.0.5 so make sure you are up to date.
At this time Brazil doesn’t support layered G-Buffer channels so render occluded won’t work with it. For a ZDepth pass I create a Distance Blend falloff and use that in the Material Ovverride. (See the Brazil 1.2 Guide for generating passes from your Splutterfish Account page for more info on the ZDepth Pass) From there I would create some Scene States and hide objects based on your needs, or from your description just do 1. Use the GBuffer Builder to connect the ZDepth of the images with the other color. Connect the 2 layers into a 3D Composite. From here you need to enable Layer > 3D Depth on both layers.
That should do what you need, if not post some sample images and I, or someone else can throw together a sample CWS for you.
-Eric
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