patch, regrain?

Hi everyone,

I have a question that I should have ask a long time ago. It’s really basic, so I post it here to the beginners section.
A common way to retouch something is to track a patch onto the element you want to remove.

I often clone/paint this patch from the surroundings of the element, this means that the painted patch inherits the grain of the original picture as well.
The final step of the compositing process should be to regrain that patched area. But if I regrain the grained still image, it looks really weird. How do you guys usually solve this issue?
If I degrain the patch, I might loose detail…

Cheers,

pH.

DI process

can anyone explain me about DI process and what role autodesk lustre plays in the DI pipeline?

GEL 2010 by Thornberg Forester

The new GEL 2010 opener and introductory titles by Thornberg & Forester are just delightful. This is the kind of project that looks like it was a lot of fun to make! Of course, we know that there was a lot of hard work, good thinking and careful planning that went into the project, but somehow it looks so effortless that it just seems inevitable. We talked to Justin Meredith and Scott Matz of T&F to find out more about this project.

Read more…
(Oh and thanks to Jeffrey Welk for the tip!)

Posted on Motionographer

Pekka

Pekka illustration agency from finland

Extract Custom ID Pass

Hi there,

I have a Object ID Pass with random colors from Max rendered wirth Vray. I want to "key" them in nuke and put them in an seperate alpha channel!

I’ve found this tutorial http://www.sigillarium.com/blog/lang/en/379/ for shake (on the bottom of the page) where he uses this expression to extract a color to the alpha channel:

floor(r*256)==64&&floor(g*256)==0&&floor(b*256)==1 28?1:0

Now what can I do to get something similar in nuke?

Hope someone can help me!

thanks
lee

MEL: specifying shader paths & files with numbers

Thanks for the help so far. It’s nice to see a forum where people respond 🙂

This script is shader specific, so not ideal, but is going to save heaps of time right now because I have to make so many of them. I basically want to set the attributes of my shaders automatically, as well as set the file paths to texture files with specific naming conventions that are numbered. The numbers of the files should coincide with the number appended to the shader.

Since I didn’t know how to do that (query and modify the numbers), I was going to base it on a counter, so as the counter updates during a for loop in an if statement, it would use that number and append it to the name of the file after fixing the padding.

Now the counter is probably not ideal, especially the way I set it up. Ideally I would want to query the number at the end of the shader, add padding if necessary and use that to append to the file name, i.e. shader is named Rman_1, the file name would be appended with 001

So far the actual file paths work fine, it’s just the number that’s crap.

Here’s my code, I will split it up into pieces to hopefully make it easier to follow.

Texture Files (these are all residing in a global proc)
The variable declarations:

Code:

string $shader;
    string $selectedShaders[] = `ls -sl`;
    string $rmanTexPath = "renderman/textures/job/";
    string $texFilePrefix = "DOS_desertPiece";
    string $texFileSeparator = "_";
    $counterD = 0;
    $counterS = 0;
    $counterF = 0;
    string $texFileSuffixD = $counterD;
    string $texFileSuffixS = $counterS;
    string $texFileSuffixF = $counterF;
    string $shaderChannelA = "diffuse";
    string $shaderChannelB = "spec";
    string $shaderChannelC = "fresnel";
    string $fileExtension = ".tex";


The Diffuse Texture File:

Code:

//Set Diffuse Texture
    for($shader in $selectedShaders)
    {
        if($counterD <=45) ++$counterD;
        setAttr -type "string" ($shader + ".diffuseTexture")
        (
        $rmanTexPath +
        $texFilePrefix +
        $texFileSeparator +
        $texFileSuffixD +
//      $texFileSeparator +
//      $shaderChannelA +
        $fileExtension
        );
    }


The Specular Texture File:

Code:

//Set Specular Texture
    for($shader in $selectedShaders)
    {
        if($counterS <=45) ++$counterS;
        setAttr -type "string" ($shader + ".specularTexture")
        (
        $rmanTexPath +
        $texFilePrefix +
        $texFileSeparator +
        $texFileSuffixS +
        $texFileSeparator +
        $shaderChannelB +
        $fileExtension
        );
    }


The Fresnel Texture File:

Code:

//Set Fresnel Texture
    for($shader in $selectedShaders)
    {
        if($counterF <=45) ++$counterF;
        setAttr -type "string" ($shader + ".fresnelTexture")
        (
        $rmanTexPath +
        $texFilePrefix +
        $texFileSeparator +
        $texFileSuffixF +
        $texFileSeparator +
        $shaderChannelC +
        $fileExtension
        );
    }


Now for the other procedure, I thought I set it up correctly, but I think the way I’m trying to set the attributes is incorrect. I get an error that there was an error while parsing the arguments and my guess it comes to the vector stuff. I’m just trying to set the RGB color, it’s a color slider in the shader.

Code:

//Set DOS hapke shader attributes
global proc setDosAtt(){

    string $shader;
    string $selectedShaders[] = `ls -sl`;
    string $attribute1 = ".diffuseMultiplier";
    string $attribute2 = ".diffuseColor";
    string $attribute3 = ".applySRGB";
    string $attribute4 = ".forwardScattering";
    string $attribute6 = ".occlSamples";
    string $attribute7 = ".specRoughness";
    string $attribute8 = ".specularColor";
    string $attribute9 = ".fresnelIntensity";
    string $attribute10 = ".fresnelCoeff";
    string $attribute11 = ".fresnelBias";
    string $attribute12 = "._computesOpacity";
    vector $setting1 = <<1, 1, 1>>;
    vector $setting2 = <<1, 1, 1>>;
    float $setting3 = 1.0;
    float $setting4 = 0.1;
    float $setting5 = 0.6;
    float $setting6 = 16.0;
    float $setting7 = 0.5;
    vector $setting8 = <<1, 1, 1>>;
    float $setting9 = 0.2;
    float $setting10 = 0.05;
    float $setting11 = 0.5;
    float $setting12 = 1.0;
   
    if(`size $selectedShaders` == 0)
    {
    error "Nothing is selected. Please select your Renderman Shaders before initiating.";
    }
   
    for($shader in $selectedShaders)
    {
        setAttr ($shader + $attribute1) $setting1;
        setAttr ($shader + $attribute2) $setting2;
        setAttr ($shader + $attribute3) $setting3;
        setAttr ($shader + $attribute4) $setting4;
        setAttr ($shader + $attribute6) $setting6;
        setAttr ($shader + $attribute7) $setting7;
        setAttr ($shader + $attribute8) $setting8;
        setAttr ($shader + $attribute9) $setting9;
        setAttr ($shader + $attribute10) $setting10;
        setAttr ($shader + $attribute11) $setting11;
        setAttr ($shader + $attribute12) $setting12;
    }

}


Tracking/MM

Luma Pictures is looking for a Lead Tracking / Matchmove TD

LUMA PICTURES, located in Venice Beach, CA. is looking for Tracking / Matchmove TD artists to add to our talented team for a number of high profile upcoming projects. Luma attracts some of the best in the business and many talented who have worked with us on a project basis have made Luma their home. We pride ourselves on providing a challenging environment with plenty of room to spread your wings and be your best.

RESPONSIBILITIES:
– Work with animation and modeling departments to ensure accurate camera track
– Problem solve and predict potential problems related to scene setup and continuity
– Accurately reconstruct 3D geometry based on photographs

QUALIFICATIONS:
– Mastery of core 3D principles: rotation, translation, scale, gimbal lock
– Thorough understanding of 3D camera principles: lenses, distortion, parallax, camera projection, overscan, cornerpins
– Artist must be well versed with Maya, Boujou, Matchmover, Syntheyes, PFTrack or other tracking software
– Artists must be able to take direction and work in a team oriented environment, great communication skills are a must

SUBMISSIONS:
If you think you fit the bill and want a quick response, email your resume, a link to your online reel/portfolio and a shot breakdown to
jobs10@luma-pictures.com. Please make the email subject "ATTN: Recruiting – Tracking / Matchmove TD". Do not attach images or movie files to your email because they will get filtered out. If you prefer to send hard copies, you can submit a resume, reel, shot breakdown and cover letter to:

Attention: Recruiting – Tracking / Matchmove TD
Luma Pictures
248 Westminster Ave
Venice, CA 90291

Submitted materials will not be returned and no phone calls please.
www.luma-pictures.com

Jr Artist

Luma Pictures is looking for a Jr Artist

LUMA PICTURES, located in Venice Beach, CA. is looking for the best Jr Artist out there to add to our talented team for a number of high profile upcoming projects. Luma attracts some of the best in the business and many talented Artists who have worked with us on a project basis have made Luma their home. We pride ourselves on providing a challenging environment with plenty of room to stretch your wings and be your best.

QUALIFICATIONS:
*Traditional art skills
*Traditional sketching skills
*Storyboarding and previz are a plus!

SUBMISSIONS: If you think you fit the bill and want a quick response, email your resume, a link to your online reel/portfolio and a shot breakdown to jobs10@luma-pictures.com Please make the email subject "ATTN: Recruiting – Jr Artist" . Do not attach images or movie files to your email because they will get filtered out. If you prefer to send hard copies, you can submit a resume, reel, shot breakdown and cover letter to:

ATTN: Recruiting – Jr Artist
Luma Pictures
248 Westminster Ave
Venice, CA 90291

Submitted materials will not be returned and no phone calls please.
www.luma-pictures.com

Mesh/Texture (Luma Pictures)

Luma Pictures is looking for Model/Texture Artists

LUMA PICTURES, located in Venice Beach, CA. is looking for the best Character and Hard Surface Model/Texture artists out there to add to our talented team for a number of high profile upcoming projects. Luma attracts some of the best in the business and many talented Artists who have worked with us on a project basis have made Luma their home. We pride ourselves on providing a challenging environment with plenty of room to stretch your wings and be your best.

RESPONSIBILITIES:

• polygonal modeling of creatures, props and environments from photo reference
• optimization of UV’s for maximum efficiency
• developing multilayered photo-real textures for use in multipass rendering.

QUALIFICATIONS:
• Artist must be well versed with Maya and Z-Brush skills are a plus
• Artist must have an understanding of pipeline based productions and multi-pass rendering methods
• Artist must submit show reel demonstrating their ability to model and texture photo-real creatures, characters, props or environments
• Artists must be able to take direction and work in a team focused environment, good communication skills are a must
• Relocation assistance may be available subject to negotiation

SUBMISSIONS: If you think you fit the bill and want a quick response, email your resume, a link to your online reel/portfolio and a shot breakdown to jobs10@luma-pictures.com Please make the email subject "ATTN: Recruiting – Model/Texture Artist" . Do not attach images or movie files to your email because they will get filtered out. If you prefer to send hard copies, you can submit a resume, reel, shot breakdown and cover letter to:

ATTN: Recruiting – Model/Texture Artist
Luma Pictures
248 Westminster Ave
Venice, CA 90291

Submitted materials will not be returned and no phone calls please.
www.luma-pictures.com

MEL: system and exec commands on Mac OS X

We’re trying to get a batch script going here to convert our texture files into .tex for renderman. So far everything works (the syntax is correct and the file names are properly queried) but the actual conversion won’t work. It works on the windows machines, not the Mac, so from what I gathered in the docs it was the syntax for sending the command to the shell on OS X that needs to be different.

Would highly appreciate help on this as we have a ton of things to convert and doing them by hand could take hours.

Here are the 2 commands that work on PC:

Code:

exec (("txmake \""+$files[$i]+"\" \""+$files[$i]+".tex\""));
system(("txmake "+$filename+$files[$i]+" "+$filename+$files[$i]+".tex"));


Thanks

LD