John Bigboote Posted August 17, 2005 Posted August 17, 2005 I think the edge lighting may be from what they call (in step 2) the poissant domes with kliegs and z-buffered shadows... do you guys know where i can learn about this 'Poissant dome with kliegs and Z-buffered shadows'... or is this really similar to 'artbox'... (thanks for the link above...nixster) Quote
John Bigboote Posted August 17, 2005 Posted August 17, 2005 I just found a copy of JSLSkylight 16 on my harddrive, I must have downloaded it a long time ago, I'll try that out... I like to stay away from things that require 16 pass multipass because of the excessive render times...when you get into rendering long scenes...gah! Now for the next (step 2) it says 'every group needs to be white'...any easy way to go about this? I'm thinking the easiest way will be to save a copy of my model as modelWHITE.mdl and in it I'll delete all groups/decals and make 1 white group and then replace the original model in the chor with the WHITE one... Quote
Elm Posted August 24, 2005 Posted August 24, 2005 The lighter edges in the ambience pass is achieved by applying a gradient material to the models, similar to the plush darktree material. Quote
nixie Posted August 24, 2005 Posted August 24, 2005 Aha! thank ye very much! I will have to experiment! One more question though - Can such a material be applied to an object which already has colour maps ? Any response is greatly appriciated, Thanks for sharing your techniques. Nixie Quote
Elm Posted August 25, 2005 Posted August 25, 2005 Can such a material be applied to an object which already has colour maps ? Don't really know, but i think so. Quote
NancyGormezano Posted August 25, 2005 Posted August 25, 2005 Now for the next (step 2) it says 'every group needs to be white'...any easy way to go about this? I'm thinking the easiest way will be to save a copy of my model as modelWHITE.mdl and in it I'll delete all groups/decals and make 1 white group and then replace the original model in the chor with the WHITE one... I wonder if using an all white image as a camera rotoscope in the chor. & making each model a front projection target might be quicker, easier? Then one doesn't have to create any variations on the models. All done in the choreography. Not sure if this gives the same results. However, I don't believe hair will get "front projected", do not know about other materials, as I only use decals & patch images & hair. Quote
UNGLAUBLICHUSA Posted September 29, 2006 Posted September 29, 2006 Revisiting this thread, I wonder what format these guys render out to???????? EXR, TGA????? Quote
UNGLAUBLICHUSA Posted September 29, 2006 Posted September 29, 2006 AAAAAARRRRRRRGGGGGGHHHHHH!!!!!!!!!!!!!!!!1 What could I be doing wrong. Got my flat pass fine. My dome pass is all black. Can't enter the Mascot Contest if I can't render an image. HELP!!!!!!!!!!!!! Quote
John Bigboote Posted September 30, 2006 Posted September 30, 2006 Wow---this IS an old thread! I think the Soulcage guys render out to tga's and composite in AfterEffects or similar compositor, I could be wrong though. Have you looked in to using Marcel Bricman's (Zpider) 'Null Shader'??? It helps BIGTIME in renderring an all-white or all-black pass. You can learn more in the 'Material Laboratory' forum: Quote
mike meyer Posted October 7, 2006 Author Posted October 7, 2006 I think the Soulcage guys render out to tga's and composite in AfterEffects or similar compositor, I could be wrong though. John, you are right. We render out different passes (format .tga), then we use After Effects for all the compositing work. best, michael Quote
Mike Lium Posted October 8, 2006 Posted October 8, 2006 Extremely good work and thanks for the explanation of how you set it up ,very helpful to people like ME! Quote
UNGLAUBLICHUSA Posted March 30, 2011 Posted March 30, 2011 I'm only adding a reply because I subscribed to this thread - but it isn't on my list. These guys have it nailed so I want to always follow this dialog. Quote
Fuchur Posted April 1, 2011 Posted April 1, 2011 Are they still working in A:M? Yes, A:M and Modo, if I am not wrong. See you *Fuchur* Quote
jo b. Posted August 20, 2012 Posted August 20, 2012 We work in Xsi (sucks since autodesk took over) and AM, and additional modelling in z-brusch and modo, occasionally animation in maya. Quote
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