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here is a blur node, I haven't tested it
2007/11/30, Frank Lenhard <franky(at)ixdream.com>:
though i dont know EXACTLY how to do it, i know that you can use the compositing tree to modify your shader tree. means you can get parts of your shader into the compositing and blur/cc/whatever them, and then bringing them back into the rendertree.
i am sure someone here can explain in detail how to do it.
ciao franky
Friday, November 30, 2007, 11:11:38 AM, you wrote:
AF>
http://www.mediafire.com/download.php?7qyqe4zay12
AF> And a test of the same thing as before, but this time with selective AF> blurring in post-production using a matte pass of the transparency map
AF> on its own.
AF> This completes the effect of transparent, refractive skin. (Think AF> transparent fishy... if you look closely at one, their transparent AF> areas share a similar effect.)
AF> I do wish XSI had a blurring node in their "Image Processing" set, AF> though. :/ It would have made this easier.
AF> On Nov 29, 2007 4:23 AM, El Espiritu VFX <
espirituvfx(at)gmail.com> wrote: >> Looks Great! I needed to find that solution this weekend, and I had decided >> to go with passes and comp, so thanks!!! >> >> >> >>
>> 2007/11/29, Alan Fregtman < alan.fregtman(at)gmail.com>: >> > >> > >> > >> >
http://www.mediafire.com/?btjzn24vy30 >> > >> > Here's a quick test render, with a refractive index of 1.2. >> > >> > On Nov 29, 2007 1:33 AM, Alan Fregtman <
alan.fregtman(at)gmail.com> wrote: >> > > Figured it out! :D >> > > >> > > Using BA_sss_fast shader, I plug my transparency map to the >> > > rep_col_weight ("replace colour weight") and a "Refraction" node (from
>> > > Nodes->Raytracing -- both input and refraction RGBA values at 1,1,1,0) >> > > plugs to rep_col ("replace colour") >> > > >> > > ......and voila! Refraction and transparency at rendertime, with a skin
>> shader! >> > > >> > > -- Alan >> > > >> > > >> > > >> > > On Nov 29, 2007 12:36 AM, Alan Fregtman <
alan.fregtman(at)gmail.com> >> wrote: >> > > > Hey guys, >> > > > >> > > > I've been trying to see if I could get SSS skin to work with >> > > > transparency on certain areas. As I'm sure you all know, there's no
>> > > > "transparency" input >> > > > >> > > > I kinda managed to fake it by rendering in passes and using >> > > > AfterEffects trickery ("Displacement" filter and Gaussian Blur, with a
>> > > > track matte) to kinda look transparent and slightly refractive. (See >> > > > the attached .mov for my result.) >> > > > >> > > > However, due to the nature of how this trickery is accomplished, it
>> > > > does not take kindly to overlap. If, say, the object had one arm and >> > > > it turns around so the arm is behind him and the middle part is >> > > > transparent, you wouldn't actually see the arm behind him, but the
>> > > > wall from the BG pass. Understand what I mean? >> > > > >> > > > So...... has anyone managed to succeed in this task? Anyone have a >> > > > custom shader tree or know some way to manage this?
>> > > > >> > > > Any help appreciated, >> > > > >> > > > -- Alan >> > > > >> > > > >> > > > ps: I tried the sss split material and lightmap nodes and tried
>> > > > plugging a mixer to make the transparent parts RGBA 0,0,0,0 but all I >> > > > got was opaque black in those areas.. no transparency. >> > > > >> > >
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