When will people understand that AE is for motion graphics and not vfx
comp...
On 6/26/07, *Robert Chapman* < tekano.bob(at)googlemail.com
<mailto:tekano.bob(at)googlemail.com>> wrote:
yeah, bin the AE guys, its not *that* complicated to think about
now is it, they should go with what works and stop whining. :)
on a more constructive note, perhaps its possible to isolate out
the 'add' part in the alpha channel only and use a track matte -
which might not confuse the poor dears so much. bless.
On 26/06/07, *Alan Jones* < skyphyr(at)gmail.com
<mailto:skyphyr(at)gmail.com>> wrote:
Hi Guys,
Got a production question for you as I'm a bit stuck coming up
with a
"good" solution (read solution artists find acceptable) to
this issue.
Say you run a couple of objects in a couple of
passes/framebuffers and
the block each other with 0,0,0,0 as you do. This means along
the edge
you'll have pixels with an alpha of n for object a and 1-n for
object
b. Which would be "the right answer" (tm).
You then go to composite this. Artist pulls an over node and
of course
this winds up with slightly transparent line running along the
join.
If you use an add (and it adds the alphas as well) then you
get the
result the artist expects (between the two objects we know
it's solid,
but viewing either individually that's not the case), but of
course if
add was used in a scenario where they was overlap then you'd
get glowy
grossness etc.
The guys don't like the idea of using an add because it seems
counter
intuitive to them. Where they'd just use an over if it went over a
plate (of course - the plate is solid so you really are going
over).
It's not a huge issue (if you ask me anyway ;-) - for node based
compositors) because you just use the add node where it's
required and
over where it's needed, but it's freaking the After Effects
guys out
because it apparently means subcomps and other things to
obfusificate
the comp when they're looking at it.
So - was that obscure and long-winded? Anyone got any
comments/suggestions etc.
Cheers,
Alan.
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