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  1. For alpha-enabled layers, same alpha has to be...

    For alpha-enabled layers, same alpha has to be applied for vectors image as well. Just pre-compose your RSMB vectors image with the convenient alpha matte layer.
    ...
  2. raw-m, haven't noticed jaggy edges with RSMB. At...

    raw-m, haven't noticed jaggy edges with RSMB. At least my sample image has very low AA passes - around 5 or so.

    mewnow, concepts have been already proven in that thread.



    Gerardo
  3. As mentioned before, you need to scale down the...

    As mentioned before, you need to scale down the motion vectors before exporting for 16-bpc. i.e. in Ae you could go in this way:

    https://s18.postimg.org/bs8yf4q6x/RSMBscaled.jpg

    Or in DP Filter...
  4. I think it makes sense blue channel is not taken...

    I think it makes sense blue channel is not taken into account, seeing that only Red and Green channels are used for X and Y vectors. Anyway, if it works and it's simpler... :)

    RSMB indeed works in...
  5. Maybe you are getting different color scheme...

    Maybe you are getting different color scheme because your alpha should be set to (copy) as well. though glad it's working fine!

    My setup has 3 solids because it tries to conform exactly to RSMB...
  6. Cardboard, I'm just a user :) If we notice, the...

    Cardboard, I'm just a user :) If we notice, the article backs up the solution you are providing. Since the only way to get (non-physical) absolute blacks in average viewing conditions as he wants...
  7. You might find this article interesting: ...

    You might find this article interesting:

    http://wtamu.edu/~cbaird/sq/2015/06/16/how-do-projectors-project-the-color-black/

    Btw, Denis updated recently DP Filter.



    Gerardo
  8. Erikals, It looks pretty similar. Interesting...

    Erikals, It looks pretty similar. Interesting experiment, btw!

    Scott, Thank you for the video! I've realized why I was getting the blue and purple result. It was because I was using RGB=0.5 for...
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    Yep, in both, HDRI3D magazine (2007 article) and...

    Yep, in both, HDRI3D magazine (2007 article) and here. The trick has been around for many years. We used to use it for gamma correction with FPrime but it can be used for proper colorspace...
  10. They talk as if they were referring to direct...

    They talk as if they were referring to direct usage of motion Vectors with RSMB in 16-bpc (integer) image. In such case, we can not use them directly, we need to map them and scale them (either in LW...
  11. Well, when I sent the DP Nodes technique to...

    Well, when I sent the DP Nodes technique to RE:Vision Effects 8 years ago they were very thankful by the setup and results. Guess you might have misunderstood what they said about 8/16 bpc formats...
  12. ...and all your results will be clipped, which...

    ...and all your results will be clipped, which the proposed method tries to avoid. This is, getting nice AA and still keeping HDR values.



    Gerardo
  13. Just in case, rendering at higher resolution...

    Just in case, rendering at higher resolution without AA and then resizing down may help for noisy results, but it won't help much for artifacts due to super bright pixel values.

    Rendered at...
  14. Hey Maxi! How are you doing? some nice...

    Hey Maxi!

    How are you doing? some nice examples there!

    Haven't noticed render speed improvements in my scenes here. Idea was just to solve artifacts in reflections, so we could skip it in...
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    Yep, as gar26lw says, DP Mask Objects/Surfaces...

    Yep, as gar26lw says, DP Mask Objects/Surfaces nodes can be used in DP NPF.
    You can plug them in Scalar Global Buffer or you can also plug 3 different masks in RGB Color Global Buffers (so a single...
  16. Why do you think I didn't reference the node...

    Why do you think I didn't reference the node setup you are trying to use? It was because if you notice, at the beginning of that tutorial it says:

    I wrote this article originally called Nah! You...
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    Yes, the highlight compression part is better...

    Yes, the highlight compression part is better addressed at render time. If you are using Vray within Nuke, maybe you want to try with Exponential Color Mapping and then apply the inverse formula I...
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    If you could elaborate maybe I might help with...

    If you could elaborate maybe I might help with the part is confusing you :)



    Gerardo
  19. Maybe you need to enable Multithread/Persp.AA?...

    Maybe you need to enable Multithread/Persp.AA? this allows AA compatibility with the pixel filter.
    btw, for the grainy result in your shading, this technique in reflection buffer (instead of...
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    hmmm... that's an interesting question. What I...

    hmmm... that's an interesting question. What I would try is to find first higher luminance values, then isolate them with a high frequency filter to find the spots only and then use that as mask to...
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    Hello Madno, Yes, that's it! Gerardo

    Hello Madno,

    Yes, that's it!



    Gerardo
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    Hey Greg! how are you doing? :) Yes, that's...

    Hey Greg! how are you doing? :)

    Yes, that's actually something I was thinking as well. All those things are implementable in compositing packages if the proper buffers are exported - even spot...
  23. I totally agree, the checkboxes idea is very...

    I totally agree, the checkboxes idea is very useful way to go.

    Just in case, shared here an improved and simpler method for enhancing AA in high contrast ratios:
    ...
  24. Indeed! nice solution there! Gerardo

    Indeed! nice solution there!



    Gerardo
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    Nice set of new buffers there. Though as...

    Nice set of new buffers there. Though as explained before, pixel filter access is useful for many other things besides custom buffer generation. Also, indirect reflection rays are not very well...
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