Re: .TAG in After FX

Date : Wed, 22 Aug 2007 09:45:00 +0200
To : XSI(at)Softimage.COM
From : Darren Macpherson <darren.3d(at)gmail.com>
Subject : Re: .TAG in After FX
hmmm, for some reason i though it was float. I'd now be asking the same question as Gene, what is the work around to aliasing? It seems like a format that could be so useful. We're already doing what Takita said by creating object-specific mattes but because of the volume of spots and the number of characters and objects per spot it would be great to be able use the .tag for keying ect instead of creating passes.

Darren

Gene Crucean wrote:
So how does one work around the aliasing then?



On 8/21/07, *Luc-Eric Rousseau* <lucer(at)softimage.com <mailto:lucer(at)softimage.com>> wrote:

    they're not float,
    the file format is one 32-bit integer object ID per pixel.

        ------------------------------------------------------------------------
        *From:* owner-xsi(at)Softimage.COM
        <mailto:owner-xsi(at)Softimage.COM>
        [mailto:owner-xsi(at)Softimage.COM
        <mailto:owner-xsi(at)Softimage.COM>] *On Behalf Of *Gene Crucean
        *Posted At:* Tuesday, August 21, 2007 6:16 PM
        *Posted To:* xsi
        *Conversation:* .TAG in After FX
        *Subject:* Re: .TAG in After FX

        Isn't the work around for the aliasing to clamp the output to
        a 0-255 range? I haven't needed to do it yet but I think I
        remember reading somewhere how those files actually are
        aliased but because they are float, you don't visually see it
        until you clamp it.




On 8/21/07, *takita* <takita(at)earthlink.net <mailto:takita(at)earthlink.net>> wrote:

            Darren Macpherson wrote:
            > Thanks Takita and Luc-Eric
            >
            > I have exported the .tag file from flipbook before to an
            SGI or TGA
            > sequence, but the problem is that it seems to remain
            aliased and does
            > not line up with the other passes antialiasing.  Would
            exporting it
            > out at 16 bit make a difference to this,
            AFAIK no.  You should probably render out RGBCMY mattes
            for those things
            that need object-specific mattes if you want them
            antialiased.

            -T
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