I have had some ooooold HDR probes sitting somewhere on my harddrive - one day I would buy HDR Studio and convert them...
But actually C4D can convert probes and crosses (HC and VC) in the image viewer to the C4D Longitude/Latitude format for skies. It does it automatically, you open the file and - le voila. A great little gem hidden away!
Here are small notes with problems I ran into during the production of shorts/commercials/etc in the 3d or post-production process. Many quick tips to be found.
Freitag, 21. Oktober 2011
Sonntag, 16. Oktober 2011
Sorting multi-pass files into directories
The problem of the multi-layered file was that EXtractoR takes forever to extrude eg the motion vector channel, even if the file is on the local hard drive (possibly due to the unzipping) -
the problem is also described here:
http://area.autodesk.com/forum/autodesk-3ds-max/lighting---rendering/exr-compression-and-ae/
I will go for the recommended route and split up the files again. It might also help me with the previews. But we will see for that.
Found the AE Plugin "Immigration" here:
http://aescripts.com/immigration/
for importing files - I would like to prefer to sort the passes in different folders, after the render
http://www.linuxjournal.com/article/8919
got me going with a rather simple script.
So I came up with this ultrasimple script:
the problem is also described here:
http://area.autodesk.com/forum/autodesk-3ds-max/lighting---rendering/exr-compression-and-ae/
I will go for the recommended route and split up the files again. It might also help me with the previews. But we will see for that.
Found the AE Plugin "Immigration" here:
http://aescripts.com/immigration/
for importing files - I would like to prefer to sort the passes in different folders, after the render
http://www.linuxjournal.com/article/8919
got me going with a rather simple script.
So I came up with this ultrasimple script:
find . -type f -print |
while read -r pathname; do
filename=${pathname##*/}
# very unclean because hard-coded 0000.exr ending but good for now
new_dirname=${filename%????.exr}
if [ ! -d "$new_dirname" ]; then
mkdir -p "$new_dirname"
fi
mv "$pathname" "./$new_dirname/$filename"
done
while read -r pathname; do
filename=${pathname##*/}
# very unclean because hard-coded 0000.exr ending but good for now
new_dirname=${filename%????.exr}
if [ ! -d "$new_dirname" ]; then
mkdir -p "$new_dirname"
fi
mv "$pathname" "./$new_dirname/$filename"
done
Samstag, 15. Oktober 2011
OpenEXR and R13
I am changing my pipeline to accomodate OpenEXR for the following advantages:
- All channels in one file (no messy directories)
- 32-bit
- lossy compressions available
- You cannot re-render just one channel (ie a mask), but from experience I have rarely only rendered one channel, plus it looks like C4D would have to render to whole image anyway, so not a lot is gained. For special cases, such as masks I will generate subdirectories and they are highly compressed anyway.
- No 16-bit support in R13 (maybe, they'll bring it back) - so the only option is to go with 24bit lossy, which according to forums will just truncate 32->24 bits and rezip the file. For my purposes this is more than enough, as I don't layer a lot of stuff.
- ExtracToR in After Effects is rather slow, but this seems to be related to the file transfer.
- All compressions RLE, ZIP, ZIP16, lossy PIZ wavelet, etc around 20-24 MB
- The 24B format comes in around 12 MB (ie half)
- A 16-bit PSD file comes in at around 12.4 MB - so 24BLossy is the way to go.
- 8-bit DPX is 6.2MB
Freitag, 14. Oktober 2011
Copying mograph simulation to high-poly object
It is not straightforward to bake a simulation in an array of dinamically simulated mograph objects. This is my way of doing it:
- Bake the simulation in the cloner (it doesn't matter if the dynamic tag is on the cloner or the object)
- On the final object create an expresso tag and add a node for the Cloner object and the Final Object.
- Add mograph data node and connect global matrix to the Final Object global matrix.
- Step through the index manually until you've arrived at the object.
Mittwoch, 12. Oktober 2011
Lighting Setup and Balls on Table
First lighting setup - the balls should be able to pop from the background, so I've added a white reflective band from the outside which helped a lot. Might be slightly too dark, but as looks rather realistic.
Pool Table Modeling
Added another 2 hours. Still working on the lighting of the whole thing. Torus is added for shadow measuring and color bounce.
Dienstag, 11. Oktober 2011
First take on pool table
After about 1 hour of reference searching and 1 hour of modelling.
Already looks quite ok - some issues with Hypernurbs and the end parts of the table. Need to remodel some of them.
Sonntag, 9. Oktober 2011
First Material Tests
Here are some material testss. The scratch texture must be hold separately and in much higher resolution. Rendering times in 32-bit were around 10 minutes (not saved in OpenEXR format) - standard lighting with HDRI environment (garden, outdoors) - no color correction. White should be more off - taking that into the shader.
Some reflection work for the balls - very carefully applied. Ball whites are taken to off-white improves the look greatly. Reducing accuracy on area shadows plus AA on 1x1,4x4 and 5% th gives an enormous speed up. Rendering time went down to 6:30.
Some reflection work for the balls - very carefully applied. Ball whites are taken to off-white improves the look greatly. Reducing accuracy on area shadows plus AA on 1x1,4x4 and 5% th gives an enormous speed up. Rendering time went down to 6:30.
Mittwoch, 5. Oktober 2011
Encore PAL Widescreen DVD Menus resolution
How to create best resolution menus.
Create the menu in encore and edit Menu in Photoshop. Scale to 1050x576 (weirdo Adobe Format) and set Pixel Aspect Ratio to Square, save and voila.
In Encore take out the Ratio correction in the menu viewer (small icon lower left)
Create the menu in encore and edit Menu in Photoshop. Scale to 1050x576 (weirdo Adobe Format) and set Pixel Aspect Ratio to Square, save and voila.
In Encore take out the Ratio correction in the menu viewer (small icon lower left)
Dienstag, 4. Oktober 2011
Reflecting Invisible Floor
To generate a reflecting ground, that can be composited on a blackground.
Put a plane (it doesn't have to be a floor) under the objects and make it 100% transparent, use the "additive" option. Add reflections to your liking. Only the reflections remain in the alpha, the floor is gone.
Put a plane (it doesn't have to be a floor) under the objects and make it 100% transparent, use the "additive" option. Add reflections to your liking. Only the reflections remain in the alpha, the floor is gone.
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