Forum Replies Created
-
AuthorPosts
-
shannones ridersParticipant
Thanks Adam, that must be the problem.
shannones ridersParticipantThanks for the comments. Do you actually encode these formats with QuickTime Pro? I tried all you mentioned, and still got error messages. I found a new one: “Variable frame rate is unsupported”…
shannones ridersParticipantThanks. Once I had to do some rig removal on 2K footage, the interactivity dropped quickly… 🙂 I guess that is what you call difference in approach…
What about the skills? What makes a flame artist good at film jobs? What do you have focus on? OK, you have to know LUTs and the film pipeline and extreme level of precisity is needed. Is there anything else?
What about the pay?shannones ridersParticipantThen you can simply stop them with an animator.
-choose function and type in speed=speed*magnitude
-set magnitude somewhere around 0.98 (just play with this number, but be careful, it’s really sensitive)You can add more complex function, but this is the simplest way to stop particles. Now you can mix it with my previous idea and you’re probably closer to the solution.
Unfortunately you can’t stop more complex objects, because speed is a vector. A zero vector has no direction, so every object will face to the same direction and that makes this idea useless.
I did a test and discovered this few months ago. If interested, I uploaded the test for you to vimeo: http://www.vimeo.com/9550218
shannones ridersParticipantWhat do you generate? Spheres? Points or quads?
shannones ridersParticipantThanks for all your inputs. Andy is right, I did exactly what he said. Unfortunately lookat knows the trigonometry too well and produces unwanted results around (or above) certain degrees. I had no time to find out the roots of the problem, but I guess only the Autodesk guys could fix it. In fact I rediscovered why I really hated lookat before…:)
I’m thinking to post this issue on flame-news as well as the camera conversion.
But I’ll definitely try Brian’s idea first.
shannones ridersParticipantI think if integration was possible, it would be included in userfun expression file, just like the speed function which is derivation.
I had a little time recently and tried to find a better solution, but I failed. Got lost in the jungle of expression loops.
A ‘for’ cycle could do wonders…:)pH.
shannones ridersParticipantI would try extinct and generate a new stream with 0 speed…
shannones ridersParticipantHave a look on this post, this is what you’re looking for:
shannones ridersParticipantBut there is a totally unflexible cheat. It can save lives sometimes.:)
You can’t link channels, but you can copypaste them.
In this case you should type in your expression to any untouched channel in defocus1, bake it and copypaste it to defocus2.
Just don’t forget to reset the channel you used for baking.
shannones ridersParticipantThanks for your tips guys. I try to live with this issue.
shannones ridersParticipantIn usual cameras debayering takes place in the camera as part of the image processing. RED cameras don’t do any image processing inside the camera, this gives you the freedom to change the processing settings later. You’re supposed to do this image processing first and afterwards you can continue your work.
shannones ridersParticipantsorry, I’ve rediscovered lookat…:)
shannones ridersParticipantThe problem is solved. We’ve just installed 2010 ext.1.
LUTs work perfectly. If interested how, go to the flame tutorials:
http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=8260649&linkID=9241736Watch the new features in 2009 ext.1./Flame Workflow&Productivity Tools/Viewer enhancements
We simply didn’t have 2009 ext.1 before.
Thanks for all help guys!
shannones ridersParticipantThanks Andy. I’ll try it.
-
AuthorPosts
