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Viewing 12 posts - 1 through 12 (of 12 total)
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  • in reply to: mocha>toxik #218882
    karan
    Participant
    in reply to: Toxik #219552
    karan
    Participant

    hey swamy,

    take a look here (ken larue toxik tutorial for adsk on the area):
    http://the-area.com/tutorials/toxik_robin_hood

    -rayk

    in reply to: Shape Channel Animation #217696
    karan
    Participant

    hi,

    afaik, the gmasks are exchangeable between combustion and flame. that said, in c* you can animate the shape independently from the mask controle points. you animate the “bounding box” so to say.
    in the mask controle, you can switch between “edit object” mode and “edit controle point” mode. see buttons left hand side. short cut should be “TAB” -switching between these modes.

    -rayk

    karan
    Participant

    hey antoine,

    you might want to cross post your question here: http://area.autodesk.com/index.php/forums/viewforum/116
    because there are developers looking into that forum from time to time.

    best,
    rayk

    in reply to: HD Uncompressed 10 bits #216785
    karan
    Participant

    mhh,ok, the blue-ish tint could have something to do with colorspace conversion. not sure about that. there were quit a long discussion about qt and color shifts somewhere on the internet -don’t remember where, though-
    if you absolutely have to use this “Uncompressed 10-bit 4:2:2” codec, why don’t you just use shake or nuke then?! in any other case, use a codec c* can open. or better, use a 10bit dpx sequence, or a 16 bit tiff sequence, if fcp cannot export dxp files. processing will be faster in c* in any way, compared to these yuv codecs.

    best,
    -rayk

    in reply to: HD Uncompressed 10 bits #216786
    karan
    Participant

    … it depends on your codec…. the 10bit blackmagic codec works great here on my pc, as well as 10 bit dpx file sequence….working of a file sequence is better anyway…regarding stability…haven’t had any more problems over the years than with any other software doing music videos and commercials….

    -rayk

    in reply to: Secondary Color Correction in Combustion #216723
    karan
    Participant

    pardon my way of replying, but you do exactly the steps you did in photoshop. the filters/operators may be named different, but everything else is basicly the same. only, but big, difference is that you need to animate your selection, in case you don’t like to branch out, or you use a keyer to key out the faces in a second branch and use a “compound selection” together with the matte generated by the keyer, or you simply invert the matte of the keyer and put the faces in top of the graded layer and grade the faces to your likeing.

    -rayk

    reading your original post again… in ae you would draw a mask to hold out the blue tint?
    selections in combustion do the same. you can draw them or you can create them by using procedual methods like keying or channel manipulation. just look up “selection” in the help files.

    in reply to: Secondary Color Correction in Combustion #216722
    karan
    Participant

    @kk01 25117 wrote:

    …after using a selection mask then what…:confused:

    … use another CC op …

    you could also try the color suppression op (in the keyer section) …
    say, you wanna have a blue tint, you could raise the blue curve for all hues, but keep the blue curve points in the reds low … just play around with it and see what it does. maybe it’ll suit your needs.

    have fun.
    -rayk

    in reply to: Secondary Color Correction in Combustion #216721
    karan
    Participant

    add “discreet keyer” – go to keyer controls – “setup” (left side) – goto “output matte as” (right side)
    or
    add “diamond keyer” – output tab – “output matte as”
    or
    use the alpha, produced by the keyer in combination with a “channel selection” operator, or with a “compound selection” op
    … you’ll get the idea….

    cheers,
    -rayk

    in reply to: moving particles- the proper way? #216734
    karan
    Participant

    well,
    whatever works… some put particles on an extra layer and then move the layer.
    but there’s also a checkbox which binds the emitted particles to the movement of the emitter, that’s if you move the particle emitter all the emitted particle will do the same move. so, you wouldn’t need an extra layer just for that purpose.
    i’m not in front of c* so, i cannot tell you the specific location, nor the exact name of that checkbox, but it’s there 😉

    cheers,
    -rayk

    in reply to: Secondary Color Correction in Combustion #216720
    karan
    Participant

    hi,

    if you are on C2008, the colorwarper is what you might looking for.
    if you don’t have this version, or don’t like to upgrade, secondary cc is pretty much just choosing and seperating a hue and change its properties. in combustion you can use the discreet keyer, set its output to selection, after the keyer node use your cc tool of choice and use a remove selection op to kill all prior selection. in short for secondary cc use a keyer and a cc op.
    also, you might want to make yourself comfortable with combustions schematic view. it is easier to keep track of branching off things.
    also, for render speed reasons, try not to make too many nestings. they will slow things down.

    best,
    rayk

    in reply to: Can’t controll mask points #216176
    karan
    Participant

    hey greyj,

    make sure you did not mixed different frame rates, like 23,97 and 24, or something like this.
    this behaviour is typical for mismatched frame rates and yields sooner or later to a corrupt mask. better match the frame rates asap before your mask goes haywire

    best,
    rayk

Viewing 12 posts - 1 through 12 (of 12 total)