|
Hu, sorry, I forgot the link....... here it is: http://binaryiris.com/main/?id=UvwBlur
2007/11/30, Alan Fregtman <
alan.fregtman(at)gmail.com>:I'm sorry, Ahmidou.. where? I don't see any attachments to your message.
And Frank, you just bring in a clip from the Clips menu in the FxTree. It works great, however, in this case, we're bringing in rendered data, whereas a clip has to be sourced from an image somewhere.
If someone could do a plugin that can output the realtime-rendered result of something (almost like the camera's rendered view of said data) on screen and have a "magical" image clip that we can take to
the fxtree and modify said clip.
Kinda like doing your own custom post effects that would run right after the render is done, using the render's data as part of the magical imageclip.
On Nov 30, 2007 3:51 AM, Ahmidou Lyazidi <
ahmidou.xsi(at)gmail.com> wrote: > 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. > > >> > > >
> > >> > > > > >> > --- > > >> > Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in > body:
> > >> > unsubscribe xsi > > >> > > > >> > > >> > > AF> --- > > AF> Unsubscribe? Mail Majordomo(at)Softimage.COM
with the following text in > body: > > AF> unsubscribe xsi > > > > > > > > > > > > --- > > Unsubscribe? Mail
Majordomo(at)Softimage.COM with the following text in body: > > unsubscribe xsi > > > > --- Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
unsubscribe xsi
|