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Pensart
05-24-2004, 03:26 PM
Hi there,

I have this problem when doing a multipass render.
I tried de .psd exporter and also Dstorm's buffer export plugin but they both give me the same results.
Please look at the 2 renders, the one with more highlight is the original render, the other one is composed out of 3 buffers.
Here's how i layed them out in photoshop:

Specular shading (screen mode)
Raw color (multiply mode)
Diffuse shading (screen mode)

This makes a serious difference, please look at the arms, hands.
anyone have a tip to get better results?
Or am i doing something wrong.
Here's the tutorial i followed
http://vbulletin.newtek.com/showthread.php?s=&postid=69285#post69285

Thanks in advanced.

Pensart
05-24-2004, 03:27 PM
Original render:

Pensart
05-24-2004, 03:28 PM
buffer render:

toby
05-24-2004, 04:48 PM
If you jump through the tute, you can see that his colors vary from the original too. Try putting the rgb mode back to normal, on the bottom, and the diff shade to multiply, since it darkens the rgb ~

cresshead
05-24-2004, 05:37 PM
http://www.3dfightclub.com/newtek/tutorials/

try this video from lee on psd saves from lightwave


http://www.3dfightclub.com/newtek/tutorials/dfx/PSD_Saving.mov

31mb [btw]

Pensart
05-25-2004, 01:34 AM
Hi Toby,

I tried this but had no luck, still not the same results. Could this have to do with the mac version or does it also occur on the pc platform? I'm only having this in scenes where i use bump and enough specular values.

Cresshead,

This is the exact same movie u sented?
Nevertheless Thanks for the reply.

starx
05-25-2004, 01:44 AM
There is a tip about this on flay.com: http://www.flay.com/getnewsdetail.cfm?ID=539

Apparrently you need photoshop 7 to get an exact result.

toby
05-25-2004, 01:58 AM
well for one thing, he was getting different colors between his original image and the comped image, on a pc. The other thing is that you're probably not using every buffer that LW is using internally, and LW maybe blending them slightly differently than photoshop.

reason 3 not to worry is that you probably won't ever need to match comped footage to the original footage. As long as it looks good, it doesn't matter, you can make all the adjustments you want, and make it look better than the original.

Pensart
05-25-2004, 02:12 AM
Hi starx,
Thanks for the link, i followed the tip but the results are still not the same as the original.
just a "little bit" better.

Hi Toby,
I think that lw indeed blends his images another way. Sadly i cannot come close to the original render whatever modes, channel tweaks i try.
Also tried to disable the dither in lw and render the psd to 16bit has no luck.

Anyone tried it with DFX?
Where the results better over there?

Pensart
05-25-2004, 02:15 AM
So here is the result using

-reflection: have not used any so why bother including the render :p

- Specular shade: Linear dodge
- Raw color: multiply mode
- Diffuse shade: screen
- background (back): normal

Pensart
05-25-2004, 02:34 AM
Here's a better comparisation:
On a full size render its very clear to see.
And since its for printwork...

Ps: dont mind the outline around the hand

toby
05-25-2004, 03:41 AM
that looks awful. half the shading is missing, it's really posterized.

Pensart
05-25-2004, 06:27 AM
Yp, now u understand why the fuss. :D
the best results i can get is when i render different scenes in lw.

- Diffuse/color pas as one "meaning, no light highlights nor reflections"
- Shadow pass
- specular pass
- reflection pass

But this means that i have to render the scene over and over with other settings and adjustments to all the surfaces and light settings.
Not to mention that i would like to have sepperate passes for every object that animates in my scene.
Like i said, the save buffer plugin from dstorm doesn't give better results :mad:

Anyway mega thanks for trying to help me out.

Pensart
05-25-2004, 06:48 AM
here's an interesting post on cgtalk about it.
http://www.cgtalk.com/showthread.php?s=&threadid=93031