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BryceTalk Tips n Tricks; Q n A
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BryceTalk Tips & Tricks and Q & A, April 29, 1999
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ccasady: I have a tip for that, I need a visual aid to draw a filter curve! tuckersaur: or get bsmooth! ahole: There is no easy way right now. But we're working on some technology to help you control the shape of the seam. Clay: cool! 3d~?~elf: thought bsmooth might have been 'swallowed up" in B4...? tuckersaur: let us save filter presets - this is for Tile! MetaBrian: not yet ;) Cricket has joined the party! Clay: hi ahole: hmmm? AuntiAlias: k.. Tuckersaur..... tuckersaur: for outlandish skies print and animation - set your field of view to 180 and aim the camera so the sky is most of the scene - the clouds will come screaming at you! quick and done! boru is off to render mirrored spheres. 3d~?~elf: ? (boolean ops) AuntiAlias: gdmsynth, you're on.. If you gotta querstion, please type ? gdmsynth: How can I get an alpha channel from a Bryce object so I can manipulate the object within AfterEffects? Rodney: Also stretch your render vertically to exagerate the effect tuckersaur: yeah! ahole: Render the mask for the object boru saunters in. AuntiAlias: I got an answer for that... tuckersaur: and render to pict or bmp seq - it will save the alpha channel gdmsynth: Ah! AuntiAlias: If you have more than one object that you want to render a mask for, then assign them a color or name or give them URLS Giles is off to see the Wizard. AuntiAlias: then, when you are ready to create mask renders, use select menu gdmsynth: So Bryce can render alpha channels? AuntiAlias: to select by the family color or select URLs gdmsynth: What about with millions+ colors in animations? ahole: bmp does not have an alpha channel ccasady: ! AuntiAlias: and then select Mask Render and then go through the steps to render animation. M'Kell is off to save the world. AuntiAlias: it's a separate render, not a matter of rendering RGB + Alfa. Rodney: Gdm, you have to render the animation again using Mask instead of Prespective render. In AE load the mask render above AuntiAlias: It's either/or tuckersaur: I mean TIFF ales - sorry gdmsynth: Thanx! Rodney: the regular render and use the LumaMatte transfer setting for the regular rewnder's channel AuntiAlias: okay... where are we? 3D will be next followed by ccasady wehn this is done gdmsynth: Did we cover animation tips? AuntiAlias: well... not exactly... if you have a question, type ? if you have a tip (about anything, including animation) type ! Rodney: Didn't Cyndi Rhodes sing for Animotion... AuntiAlias: we're just taking it in order of the ?s and !s that are typed MonkeyT: ? gdmsynth: ! renato!: wow, someone else who remembers Animotion! right on Rod Rodney: Astrid Plane was the first vocalist AuntiAlias: I do believe that 3d~ is next.. go for it! 3d~?~elf: get 'lost' with doing multiple neg. booleans...any easier way to outline/set it up? sometimes.it seems to not work, until i start over... rvanderlippe: ! (material animation) tuckersaur: if its really deep - do it on paper first - the grouping... flip: personally I wan't really into them... but they were waht they were... Anamotion MetaBrian: elf, make sure all of the objects have a boolean flag set (i.e. positive, negative, or intersect) AuntiAlias: Queue list: ccasady, monkeyT, gdmsynth, rvanderlippe Calyxa: I try to use the family colors to keep track - use really light ones for the bits that are mostly "outside" the object, and dark family colors for bits that are mostly "inside" the object. 3d~?~elf: do each obj have to be set "neg" and then group, set group as neg? tuckersaur: no just things that cut things are negative the things being cut are positive AuntiAlias: (this is great, getting one quesiton with a bunchof answers! :D :D :D :D) Clay: LOL 3d~?~elf: understand that...but if neg. boolean a group, do each ahve to be set neg b4 grouping? tuckersaur: only the cutters - does that make sense? Calyxa: no, you can use the ctrl click menu to select pieces and change their boolean attributes at any time AuntiAlias: (In fact I think that we should have newbie night.. where only newbies ask ? and everyone w/ more experience can answer!) 3d~?~elf: knowing that too... tuckersaur: in Bryce3 thru 4 you can only boolean them into 1 large group. flip: siunds good to me..... (hello I'm a bryce "newbie" Rodney: 3D.... to be safe, assign every negative object the negative attribut. beowulf slinks out. slareau: <clapping> "Good answer! Good answer!" Rodney: Sometimes assigning a group negative works but it's strictly by accident tuckersaur: that's why i suggested mapping them out on paper first if its really comple x 3d~?~elf: hmmm...not that new...ok...generally do that, sometimes op doesnt happen Calyxa: huh, I've made "nested" groups where a sub-group (say, half a sphere) does a strange cut out of another primitive or other group after grouping to make the half sphere, make that group itself negative. Rodney: Nesting groups in a boolean construct is often inneffective. They seem to "cancel each other out" AuntiAlias: really Rodney, I've had ok luck with assigning properties to the group... Mindscenes: When doing a boolean op with a group, every object within the group has to be set to either positive or negative(not neutral), then the properties for the group can be set to positive or negative and be used in a boolean op..... Calyxa: don't forget 'intersect'! tuckersaur: have you done it in b4 cal - it doesn't seem to work like that here MetaBrian: Group booleans should work just fine, I'd like to know otherwise... Calyxa: don't think so, tuckersaur... tuckersaur: I can send you a model that breaks it Brian Calyxa: could try real quick... Mindscenes: whoops, your right Caly, forgot intersect... AuntiAlias: uh... 3D elf, your qustion been answered yet? ; ) MetaBrian: please do tuckersaur: I'll do it 3d~?~elf: ...yup AuntiAlias: ccasady... you're ON! ccasady: This is for that person wanting to reduce seams in Sym Lats: Rodney: ? 3d~?~elf: yes...me ccasady: Ya know that thing called "Filter" in the Terrain Editor? It looks like a 45º triangle of grey and black. Draw just the bottom of it straight down, Leave 90% of it untouched, but drop that last 10% (dark to black) straight down. This forces the dark grey ...... Elysium has left the building. ccasady: to be full black, The dark greys are creating your seam. : ) AuntiAlias: Queue list: monkeyT, gdmsynth, rvanderlippe, Rodney (if you have a question,please type ?; if a tip, type !) 3d~?~elf: got it..thx ccasady: done AuntiAlias: done, chris? aah monkeyt! MonkeyT: A topic or 2 behind by now, but: I haven't tried it, but can you render an animated distance render? That would be cool as an alpha in AE. MetaBrian: Sure AuntiAlias: I don't see any reason why not. Brian? gdmsynth: Explain more please... MetaBrian: Mask as well AuntiAlias: and altitude for that matter... you can create animations in any of Bryce's render modes tuckersaur: he could use it for on the fly depth of field, etc in the anim - that would be nice ; ) gdmsynth: ? AuntiAlias: So you can render the RGB for an animation, then go back and set the render mode to distance render, and then use the resulting 2nd render as a mask for manipulation in AE tuckersaur: using blur with that alpha channel gdm - yeah AuntiAlias: all done? then gdmsynth!! Clay: thanks guys it was a blast, cyall later:-) tuckersaur: bye clay\ gdmsynth: Tip - How to eliminate flicker from Bryce images displayed on Video. Clay has more important business elsewhere. gdmsynth: Use Photoshop Filter>Video>Deinterlace (interpolation) to remove shimmering flicker from Bryce images that are being sent to video. (What happens is that pixels sitting between video (What happens is that pixels sitting between video fields cause a very undesirable shimmering flicker) The result of deinterlacing can be absolutely stunning- all the little shimmering wigglies will be _completely_ gone. If anyone knows how to acomplish this same effect with a movie animation (other than to process each frame one at a time in Photoshop) Calyxa: ! MonkeyT has more important business elsewhere. gdmsynth: PLEASE tell me....I'd really like to know. Last week Rodney suggested rendering at 1.5 times the final size but that about doubles the rendering time. Any other solutions? MonkeyT materializes from thin air. AuntiAlias: Queue list: rvanderlippe (!), Rodney (?) gdmsynth (?) tuckersaur: yeah - render field interlaced in AfterEffects gdm Rodney: gdm, doesn't that effectively halve the resolution, though? Calyxa: did a quick boolean test in b4 - made half sphere with pos sphere and intersect cube, made that group negative and grouped with positive cube - http://www.best.com/~calyxa/ pearl/0images/booltest.jpg metafernc wants to play too. tuckersaur: and use Rodney's tip - the shimmering is a completely different problem than interlacing video - you need to fix both. gdmsynth: Resolution doesn't change. Why would it? MetaBrian: Good example Calyxa Calyxa: thx gdmsynth: The deinterlace is interpolation between fields I think. tuckersaur: I'm talking 4 or 5 levels deep - that Breaks it - I'll send to Brian gdmsynth: In anycase try it. It works for me. Rodney: gd, deinterlace throws away every other row of pixels then restretches the frame to the proper height. tuckersaur: it is a sledgehammer way of calming them down... Michael: !AuntiAlias, before the discussion is over, do you think we can get a compiled list from users of their online galleries??? gdmsynth: Thanx Tuckersauer. tuckersaur: no problem AuntiAlias: Queue list: rvanderlippe (!), Rodney (?) gdmsynth (?), Calyxa (!)
MonkeyT: Weak connection bumped me off. Luddite me has to start animating now. Thanks for your answers. I'll read them in the final talk posting. AuntiAlias: good idea, Michael! Calyxa: (I snuck in my bool example, so scratch me off the queue... thx)
>>>> Next up: Rvanderlippe's Great texture animation tip, Still more Q & A |
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