Re: Alphas, mattes, adds and overs
| Date : Tue, 26 Jun 2007 20:46:34 +0200 |
| To : <XSI(at)Softimage.COM> |
| From : "Tim Leydecker" <BauerOink(at)gmx.de> |
| Subject : Re: Alphas, mattes, adds and overs |
imho AE is less than ideal for anything more complex than animating the opacity of the FG layer "over" the BG layer.
It´s unnervingly complicated to unfringe things, CC intuitively or simply switch and combine some channels or layers for further use. I do my precomps in AE currently and I hate it. (i´ve no plug-ins installed, maybe that´s the problem...)
Cheers
tim
----- Original Message ----- From: "Eric Lampi" <ericlampi(at)yahoo.com>
To: <XSI(at)Softimage.COM>
Sent: Tuesday, June 26, 2007 7:44 PM
Subject: Re: Alphas, mattes, adds and overs
I've frequently had problems translating how I set up one of my FXtree comps to an AE compositor. Seems like a lot of the same blending modes do drastically different things.
E
Freelance 3-D Animator, F/X Artist
----- Original Message ---- From: Robert Chapman <tekano.bob(at)googlemail.com> To: XSI(at)Softimage.COM Sent: Tuesday, June 26, 2007 12:17:01 PM Subject: Re: Alphas, mattes, adds and overs
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> 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. --- Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body: unsubscribe xsi
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- References:
- Re: Alphas, mattes, adds and overs
- From: Eric Lampi <ericlampi(at)yahoo.com>
- Re: Alphas, mattes, adds and overs
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