ObjectID vs Label

Hey people, I have a relatively quick question that calls to compare two very similar (if not the same) 3D passes, objectID and the Label pass. I am aware of how each are set up and that the label pass is really supposed to be integrated with the coverage pass for masking but, when comparing objectID and label by themselves alone, are the essentially the same output?

I always thought that objectID was inferior to label because label didn’t store AA data (which could be multiplied later by coverage). With a quick render test however, I found that the two passes had very similar results (if not exactly the same). I may have flawed somewhere in my process but I wanted to make sure, are results for label and objectID the same? I’m not looking for a long reply but they’re always appreciated. A simple "label is better with coverage" or "they’re the same" would be sufficient. Thank you for your replies in advance!

A vfx reel by murali krishna

My First Vfx Reel
http://vimeo.com/20783120

Inertia

I have a small problem tackling inertia and bounce with an expression.
There are some scripts written for after effects but they base on velocity which I do not have in nuke.
I managed to write sth but it is far, far from usable as it takes way too many arguments.

Problem I have.
We have two points on x axis (just for the sake of simplicity).
One is moving with a keyframed animation. The second should follow BUT:
– the second point should have inertia that makes him bounce around every time it has to stop
– the second point should react like it is connected with a rubber string with the first point. So it moves some time after the first point and moves faster when points are further appart

I have found a way to express inertia bounce with sth like this (all values come from a NoOp node that has custom knobs):

Code:

amplitude*sin(frequency*current frame)/exp(dampening*current frame)


but as I wrote earlier I had to add a lot of other things into the statement to make the bounce visible.

I hope I wrote it clearly enough and someone can help me with it.

Line Producers @ Double Negative

Double Negative is a full-service VFX facility capable of handling projects from initial design through on-set supervision and production to post-production. All key post-production technologies are available in-house to allow for maximum flexibility. Our R&D Department is constantly developing groundbreaking software to ensure we remain at the cutting edge of global VFX.

We are currently in production on John Carter Of Mars, Harry Potter and the Deathly Hallows, Paul, Captain America: The First Avenger and Attack The Block.

* Job Title: Line Producer
* Department: Production
* Location: London, UK
* Reports To: Producer / Executive Producer / MD and CEO

Key Purpose of the Job

To provide and frequently adapt a detailed plan for the delivery of a project to the visual effects producer, supervisors and individual artists.

Needs To Do

* Plan facility resources with the visual effects producer, supervisor and facility resource manager to create an effective approach to the visual effects work
* Create the detailed plan for the short to medium term and provide to supervisors and individual artists
* Ensure the visual effects team understand the goals and deadlines for sequences, r&d projects etc
* Work with the coordinators to ensure the schedule of work is on track

Needs To Know

* Project management experience with MS Project or similar essential MS Office package, particularly Excel
* Experienced in database work, preferably Filemaker
* How to manage artists and clients
* Experience of working as a line producer within a production driven environment

Needs To Be

* Proven in project management to a high level
* Organised and methodical in their approach to the work
* Clear in their planning with artists, supervisors and clients
* Capable of motivating and leading teams with enthusiasm
* Calm and personable under pressure and when working to tight deadlines

If you are interested please send your CV and cover letter to jobs@dneg.com

We look forward to hearing from you!

Anima

an(i)ma is the fastest stand-alone character animation application developed especially for architects and designers, ideal for st…

Momentum

Exocortex, is pleased to announce that Momentum 2.0, the ultimate high speed multi-physics simulator, is now immediately available…

Compositing III Final – WIP

Hey Guys,

I am a student at the Art Institute of Vancouver and I will be graduating at the end of June this year. This is a shot I am doing for my Compositing III class as the final assignment for that class and I am hoping I will be able to get it looking good enough that I’ll be able to put it on my demo reel.

For now I will just post an image of a quick slap comp I did. Tomorrow morning I will post a couple vimeo links so you can see the rotoscoping I have completed. Any feedback would be greatly appreciated.

Thanks in advance for your help!

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relighting

hi
i have my normal pass rendered(not the detailed displacement one, but the direction )
how can i use it
i mean it’s the relighting way isn’t it.!?:splat:
is there any need for plug-ins.!?

Mauro Carraro, Raphael Calamote, & Jeremy Pasquet: Matatoro


Matatoro, directed by Mauro Carraro, Raphaël Calamote, and Jérémy Pasquet, is a lovely meditation on bullfighting that mixes a lush color palette with well-crafted non-photorealistic 3D rendering. It seems like the short films coming out of France’s animation schools (this one being from Supinfocom Arles) are constantly achieving new ways to tastefully combine traditional illustration styles with 3D. What sets this film apart for me is the unique storytelling point-of-view. Rather than a traditional narrative, the story is more of a stream of consciousness emotional arc (with clever shape-shifting arena crowds to boot!).

Check out concept art for the film here and a bit more on the process in this making-of film. We were lucky enough to catch the filmmakers for a Q&A, check it out after the jump!

Where did the idea of a bullfight come from?

Mauro: Personally, I was charmed and frightened after seeing my first bullfight four years ago in Arles (South France), the reach of the colors, rhythm, symbols, and volumes. The rapport between the matador, the bull and the public permeating continuously – it was all that I searched for in an animation film.

The balance between the watercolor textures and dimensionality is really stunning. There are many times where every frame looks like a key pose, but other times where the camera seamless revolves around a character. Was there any frame animation or was it all 3D? a mix?

Mauro: The approach of the textures on this project was totally different from what we had ever tried before. The goal here was to get as close to a “traditional” result as possible.

Raphael: After various tests with Photoshop, the result was too close to what we were used to seeing in 3D animation, so we decided to print the UV boards out and draw on it traditionally in pencil and paper. We then had to scan the textures obtained for use on 3D objects.

The difficulty of this work was to find the “flow” of pencil lines, a logic in the paths to give an idea of the volume of the characters. So that the textures wouldn’t seem “frozen”, as we are used to seeing, but would seem to “vibrate” as redrawn frame by frame. We made an animation loop of five textured images, at three different sizes (A5, A4, and A3), in order to change the texture depending on the value of the planes. The rest is compositing.

Jeremy: We used 12fps to reinforce the traditional side of animation. In the animation, the keyframes were the most important. They were based on drawings or illustrations taken from pre-production. The movements are as simple as possible, to go to most of the action by focusing on picture composition.

How tightly did you work with the sound designer/composer?

We ask the composer to work on our film more than one year before the final cut! That’s very unusual, but very comfortable for the team. In fact, we met together really late, because of the distance between Paris and Arles.

I sent Pierre Manchot more than ten versions of the storyboard. He made five themes with the piano solo. I chose one and he orchestrated it with a real corrida brass band (fifteen musicians) called Chicuelo II from Arles.

A lot of times, we didn’t understand each other, because the vocabulary of animation and music is really specific… Conditions were really perfect financially, because we had the SIRAR grant for music (delivered by the Aubagne Music Festival and SACEM) that permitted us to have an entire orchestra, a studio, an engineer, and a composer!

During the recording and the mix the whole the team was present, allowing for real discussion between the directors, conductor, and sound engineer.

A lot of the shot framings are very dramatic. How much of the composition was decided upon at the storyboard phase?

The start was three or four handmade drawings, without any connection.

We had just one rule, follow the chronological order of events/choreography in the bullfight. We symbolized the moody public with clapping hands, laughing mouths, judging eyes and angry forks, matching each type with a peculiar universes: an arena, a carousel, a circus, a temple.

We produced more and more drawings and eventually made a musical slideshow to find the structure. The film became an animated picture with cryptic symbols and floating environments.

There was a huge amount of work on the storyboard and image composition, everybody was involved in thinking and giving his ideas. Then we selected the most interesting and most dynamic and dramatic storyboard sequences. Keeping in mind the images made in pre-production for some shots are closer to a painting than a traditional film.

How long did production take?

Production for the film took a year and a half. Three months of pre-production (creation, research, design, writing, story board…) and a full year devoted to the production and post-production.

What are you up to next?

Mauro: I’m preparing a new short film that should be a Switzerland production, about my experience on the Way of St. James.

Raphael: I currently work at Cube Creative, where I’m working on textures, layout, and rendering/compositing. I am waiting to find a little time to make a one-minute short film.

Thanks to Team Matatoro for their time! And a special thanks to Yves Geleyn for helping out with translating the interview.

Credits
Directed by Mauro Carraro, Raphaël Calamote, Jérémy Pasquet
Original music composed by Pierre Manchot
Sound Design by Mathieu Maurice

Produced by Supinfocom Arles – 2010

Posted on Motionographer

Freelance RealFlow Artist

Senior level RealFlow artist needed for cool commercial project for month of April. Needs to work on site in our very nice office in Santa Monica, CA. If available and interested, please email contact info, website link, and rate info to recruitinator@gmail.com. Thank you!