1. How does masking with Flares work exactly? I have a flare i need occluding from, say, a ship flying by. How exactly does one use the alpha/rgb/whatever of the ship as the mask to occlude the flare?
2. If anybody’s savvy with expressions, i’m trying to code/work out a way to automatically calculate animated blur/glint brightness/size based on, say, the size of an engine-ball tracking mark, or, maybe the distance of an axis node in 3d space from the camera.
2 is less pertinent for now and, likely, more complicated, but if anybody could help, I’d be most grateful. Cheers!
-Tom
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