CG Portfolio: Barnali Bagchi
Posted in: 1need the LUT settings…….
Posted in: Autodesk Combustioni.e., Film gamma, softclip…..
nuke certification from foundry
Posted in: The PadRhythm & Hues’ animation for Yogi Bear
Posted in: 1Rhythm & Hues’ animation for Yogi Bear
For Yogi Bear, Rhythm & Hues mixed 3D versions of the beloved Hanna-Barbera characters with live action whilst preserving the popular elements of the 2D cartoons. Here’s my article at fxguide where I talked to visual effects supervisor Betsy Paterson and animation director Joe Ksander about getting the right performances out of a 3D Yogi and Boo Boo.
renderman, keyshot, mental ray etc… help…
Posted in: The Padby that i mean, what i can get the best results with the quickest, im not expecting quick, but if i can get something 90% of the way in keyshot in 2 hours or 100% in renderman in 2 days, right now im going with keyshot, thats where i need the help
it looks like renderman is very complex, right now im trying to make simple objects look photo realistic in my footage, could use your advice there, thanks
plugin or program to sync audio and video
Posted in: The PadI looked into the Iop example codes /blocky.c ;checkerboard2/ and i managed to build them ,but it seems that they don’t work correctly.
I tried some logging in the validate function, it’s ok , but logging to console in the engine part is not working ..it seems that the plugin does not enter this part.The node itself updates in viewport but for the example the checkerboard2 stays black, the blocky plugin didn’t change the image also.
Also noticed that these plugins are included in Nuke and they/the built-in ones/ works fine as expected, / i built the examples with other names also ,removing the built-in plugs/.
I tried some other plugins also with pixelIop with pixel_engine and they works well not as Iop./the logging in pixel_engine also works/.
I’m on win7x64 Nuke 6.1v2x64 2 core machine.
Are they for older Api or does anything changed ?Or am i missed something?
thanks in advance,
Asi
Say I have a rendered scene in 3D with a metal ball and a wooden cube, two very different materials and textures. Say I rendered the ball and the cube separately and the background with no holdout so there isn’t a black edge where the ball and cube used to be and now I need to integrate the objects back in the lightwrap node.
In a situation where there are very different materials, would it be necessary to have multiple nodes or is it fine to just clump them together and use one? My concern was that I may need to have different settings for each distinct materials or it may not look right (although I don’t know if that would actually be an issue).
I honestly have very little knowledge of the physics of light and so I was wondering which would be most physically correct/look the best.
Happy new year
Posted in: The PadThank you for this amazing year of advices VFXtalk.