Tuesday, September 25, 2012

control instanced object of particles/nparticles, Maya

- select multiple objects
- go to nDynamics menu > nParticles > instancer
- in the option menu, select particle
- per particle attr > add general
- add userScalarPP attr
- write expression for the attr.
ex)
- go to Instancer and change object ID to userScalarPP

Remove banding in gradient, AE

Remove banding in gradient.
- increase "ramp scatter" of ramp effect.
- add 4 color gradient effect (5~10%, color mode)
- add grain effect (just a little bit)
- work and export in 16/32bit color and compress it to 8bit

Wednesday, September 12, 2012

loop, oscillate, reverse, hold nCache - Maya

- open Trax Editor.

- select object with nCache attached.

- select ncache clip in Trax editor.

- and

Extend lower corner of the clip to "loop" (repeat)

Extend top corner of the clip to "hold" at the last frame.

Check "oscillation" in the attr editor, and extend lower corner of the clip in the Trax editor.

Check "reverse" in the attr editor to play backwards.

*if you want to attach one cache file twice you can attached cache file again.


Friday, August 17, 2012

color correct stereo clip, smoke

blur both L&R clips to solid.
multiply one by the other.
apply that to a clip u want to correct.

Tuesday, August 7, 2012

C4D > AE Element 3D

C4D

- create an object with UVW material tag.


AE Element 3D

- import C4D file

- apply texture image.

AE > Camera Tracking > C4D

AE

1. Apply Effect > The Foundry > Camera Tracker
- Track
- Adjust Trackers by deleting and adjusting Min&Max parameters
- Solve Camera with keeping error around 1 pixel.
- Create Scene
- Add Null Obj to Tracking points.
- Create ground plane by selecting multiple points

2. File > Export > C4D Exporter


C4D

3. open file in C4D and add models on the plane.

Wednesday, August 1, 2012

setting up TP, C4D

create Null obj
add Xpresso tag to it.
open Xpresso window.
create PStorm.
create PGroup and P Pass.
add PBirth output to PStorm and connect it to PGroup.
Objects > TP settings > create a new group
put the group into the PGroup and P Pass.
Objects > TP settings > P Geometry

* connect P Pass to any TP Dynamic to crontrol particle movements.

Thinking Particle into Mograph, C4D

set up TP
put Particle Geometry under Connection obj.
(no Weld, no Texture)
select the Connect obj as obj for Clone obj.
add clone childs.

Tuesday, July 31, 2012

multiple objs in one clone obj, C4D

Clone obj > Object properties > Clones,
Iterate will show assign different obj per clone.
Sort will use only one child obj depending on Weight value.

restriction tag, C4D

ex) add Cinema 4D tag > restriction tag to a deformer obj.
add polygon selection of a deformed polygon obj to the tag.

Sunday, July 29, 2012

type of Effectors, C4D

1. transform initial value per clone based on parameters.
Each takes init value from...
- Shader effector
   texture's gray scale
- Formula fxtor
   formula valu
- Random fxtor
   randomized value
- Sound fxtor
   sound level of various freq.
- Step fxtor
   consecutive init value from 0 to 1 is assigned to each clone. first clone get zero transform, and the last clone get full transf. value and others in between are interpolated.
- Time fxtor
   steadily increasing value in the course of an animation.

init value will be multiplied by parameter values, strength, min/max and fall off.

2. use a spline or other animated obj.
- Inheritance fxtor
   assume the position or animation of a reference obj and pass it to another.
- Delay fxtor
   affect every clone obj's pos, size, rotation simulaniously with a temporal delay.
- Spline obj
   arrange clone on a spline.
- Target fxtor
   face clones towards a target.
- Group fxtor
   group effectors into one effector.

3. new addition
- plain fxtor
manipulate only fall-off or Clone selection of Clone obj.
- Volume fxtor
affect clones lie within spatial polygonal obj's volume.
- COOFFEE / Python fxtor
script to control effects.

How to arrange effectors, C4D

add effectors to
Clone Object > effector tab
or
put effector and C4D obj under the same null obj. (fxtor first)

Effector can affect ... , C4D

- clone, matrix, text obj, etc.
- Mograph extruder objs.
- c4d deformation free obj.
- deformation objs on obj's points or polygons.

Wednesday, July 25, 2012

Step effecter, C4D

fracture and connect object, C4D

select polygon
control + a to disconnect faces
put under fracture effect.
add some effector
put them under connect object.
put it under nurbs surface.
>>keep polygon smooth while adding some effect at only a part of polygon.

formula effecter, C4D

formula value will multiply transform values.

Tuesday, July 24, 2012

display info at each point, C4D

ex) Transform tab > Display > UV

Monday, July 23, 2012

cloth, C4D

create polygon plane.
tags > clothilde > cloth.
make it collide with an object.
- select obj
- tags > clothilde > Collider
pin the cloth
- tags > clothilde > Belt
cache polygon animation
- tags > Charactor tags > Point Cache
- tag properties > calculate
(now the plane moves even after removing cloth tags.)

set Selection, C4D

make polygon editable.
select components.
Selection > Set Selection.
(This will add orange triabgle tag to object layer window.)

Friday, July 20, 2012

GI Portal to create light comming through transparent part of an object. C4D

apply transparent material to polygon selection.
turn on material > Illumination tab > GI Portal.
change sampling mode from Normal to Oversampling.
change Strength as you like.

create Fresnel reflection, C4D

material > reflection setting > texture > choose Fresnel
adjust strength as you like.

Wednesday, July 18, 2012

torso rig, Maya

1. create joints.
bottom > between legs > belly > belly2 > chest > shoulder > neck > head > top
2. create SplineIK.
neck > btw legs
3. create clusters to control spine bend.
- select top vetice of spineIK curve
- Deform > create Cluster
- move clusterHandleShape off Z .
- snap clusters' pivot point to corresponding joints.
- parent the clusters to bottom joint
- connect hip joint to two leg joints.
4. add control curve to each cluster.
- create wire cube and attach it to chest c by point constraint.
- create the same kind of cube and attach it to hip c by point constraint.
- create star out of circle curve and attach it to hip c
- create circle curve and attach it to belly C.
- create double-sided arrow curve and attach it to shoulder C by point constraint.
- create 

How to add a new joint between joints.

Monday, July 16, 2012

Rigging legs, Maya

<p>&lt;p&gt;1. draw joints&lt;br&gt;<br>
&amp;#160;&amp;#160;&amp;#160; hip &amp;gt; knee &amp;gt; ankle &amp;gt; foot &amp;gt; toe&lt;br&gt;<br>
2. connect ikHandle.&lt;br&gt;<br>
&amp;#160;&amp;#160;&amp;#160; hip &amp;gt; ankle (ikRPsolver)&lt;br&gt;<br>
3. create ikHandle &lt;br&gt;<br>
&amp;#160;&amp;#160;&amp;#160; ankle &amp;gt; foot &amp;gt; toe (ikSCsolver)&lt;br&gt;<br>
4. create skelton for pivot.&lt;br&gt;<br>
&amp;#160;&amp;#160;&amp;#160; heel &amp;gt; toe &amp;gt; foot &amp;gt; ankle&lt;br&gt;<br>
5. parent first joints to corresponding joints&lt;br&gt;<br>
&amp;#160;&amp;#160;&amp;#160; toe, foot, ankle&lt;br&gt;<br>
6. Skeleton &amp;gt; Mirror joints&lt;br&gt;<br>
7. create control curve for foot.&lt;br&gt;<br>
&amp;#160;&amp;#160;&amp;#160; - create sphere curve @ foot joint and shape it like a foot and freaze transformation (FT).&lt;br&gt;<br>
- add attribute to the curve and make it drive pivot joints' rotations.
8. create control curve for a horizontal knee movement.&lt;br&gt;<br>
&amp;#160;&amp;#160; - create letter curve in front of a knee. (r &amp;amp; l)&lt;br&gt;<br>
&amp;nbsp;&amp;nbsp; - create pole vector by selecting knee curve and ikhandle at ankle.&lt;/p&gt;</p>

Monday, July 9, 2012

Object ID for seperate particular obj - C4D

- Add C4D tag>Compositing tag to obj
- select Obj Buffer tab (Add to Object Buffer)
- check one of the obj ID.

*use the ID for Glow render setting.
*get alpha of an obj.
- add Obj Buffer to Multi-Pass
(will be saved to a directory set in the Save>Multi-Pass Image)

Light Linking - C4D

- go to Project tab of a light.
- drag&drop obj into the space.
(u can select either exclude or include)

Primal Visibility - C4D

- Add C4D tab>Compositing tab to obj.
- Uncheck Seen by Cemera.

*useful when u do not want to show sky obj.

Studio Lighting - C4D

- Create 2 area lights and put one on the left of an obj and the other one on the right side. (key and fill lights)
- Create another are alight above the obj facing from a little near side. Not from the behind(rim light).
- Create back drop and canopy by extruding square line without one edge with rounded edge.
- Create sky obj
- Add GI to render setting

Caustics C4D

Enable Caustics in light attr.
Enable Caustics in material attr.
Add Caustics to the render settings.

Do the same for Volumatic Caustics.

Thursday, July 5, 2012

blue/green screen key Nuke

Primatte - Apply Primatte node to foreground to get alpha. - apply HueCorrect to original. - input it into Copy node. - input alpha from Primatte to Copy node. - Pre-multiply it. IBKeyer - apply IBKColour to foreground. - input it into IBKGizmo as color. - input original into IBKGizmo as fg. - adjust parameter to get good edge. - merge it with bg plate. - add Grain node to the bg plate. - Shuffle node to priginal to get only one node. - Grade node to make bg black and hair white.(if hair is darker than bg, do the opposite.) - Merge node with bg plate in plus mode.(use multiply mode) - add another IBKGizmo with the same IBKColour - Keymix with 1st IBKGizmo inputA - Roto hair out of inputB as mask

Tuesday, July 3, 2012

different face expressions for blend shape Maya

Mouth
smile + L&R
m face
frown + L&R
u face
f face
sneer + L&R
face roll L&R

Eye and Eye Brow
brink L&R
twitch L&R
brow raise L&R
upset
sad
shocked

Monday, July 2, 2012

face replacement, Nuke

- roto face you want to replace.
- cameraTrack the face. (keep the errors less than 1px in the output window.), solve camera and create scene.
- readGeo and add 3d face model to the scene
- project the footage onto the face obj from the camera just created.
- place the obj where it matches the projected image.
- connect the scene to a  scanlineRenderer and  the projection mode to uv.
- Now u have animating texture on the face obj.
- track original face wih trackers  apply the positions to SplineWarp points. or use GridWarp.

create reflection map in Nuke.

- add environmental light to a scene with the object.
- add a new scene and locate a new camera where the object is.
- connect the scene to the scanlinRenderer and set the projection type to sphere.
- connect the scanlineRenderer to map input of the environmental light.
- composite the object with reflection over the same object with diffusion.

Saturday, June 30, 2012

compositing cg with live footage Nuke

- add a little blur node on cg
- grain node with footage on cg
- edgeBlur node for sharp alpha channel
or edgeDetect node and blur node
- lenseDistortion node on cg
- mitionBlur node on cg

make seperate render per light Maya and Nuke

make a duplicate of  master layer  for each light.
enable one light for each layer.
render them
import them into Nuke.
merge them with "plus" setting.

Wednesday, June 27, 2012

create multichannel exr file

ShuffleCopy node
- input 2 is original channels and inout 1 is additional channels
- create new channel layers (rgb)
for indirect, reflection, reflaction and other passes and hook them up with rgb  input1.
Write node
- render out openEXR file.

manipulating channel(s) Nuke

Shuffle node
- shuffle channels within one input.
ShuffleCopy node
- copy channels from input 1 and add them or replace channels of input 1&2.
Copy node
- copy channel of input 1 to channel of input 2.
ChannelMerge node
- add, instersect, subtract channels from input 1&2.
Add node
- add non-existent channel of input 1 to input 2.
Remove node
- remove channel from input.

Tuesday, June 26, 2012

better motion blur

1. ScanlineRender node
    - Shader tab
    - check outputVector
2. plug into vectorBlur node

instead of raising ScanlineRender > MultiSamples > samples

python before & after render control

1. Write node
    - enter python code in python tab> before/after render

Autocrop to reduce resolution Nuke

1. insert curvetool
    - select curve type > autocrop
    - click GO!!
2. insert Crop node
    - link Crop > box to autocropdata of CurveTool node

Monday, June 25, 2012

Maya and Nuke Camera Projection Process

1. Take a picture of a building.     - 45 degree     - has flat surface - has some ground plane Maya 2. import into as a imageplane of a camera 3. set camera sensor size to match the camera used to take the image - default is 35mm (full frame) - wikipedia " sensor size" and get coversion rate. 4. creat a cube 5. match one corner of a building and a corner of a cube on the same side. 6. set center of the cube to that corner. 7. match one axis 8. create a locater at the same corner and make it cube's parent 9. match another axis. 10. scale polygon to match 11. duplicate cube and

Compositing Integration check list

1. Context
2. Tracking (make it perfect!!)
3. Color
    - Light (lighting and shadowing)
    - Depth & Atmosphere
    - Contextual
4. Sharpness
    - Focal (f. plane & dof)
    - Motion (blur, manually if possible)
    - Contextual

from fxphd,
"Nuke and Digital Environment"

Tuesday, March 20, 2012

install Shake 4.1 on Fedora Core 16

1) un-compress and move the whole thing to /usr/nreal/shake-v4.10.0606/

2) vi .bashrc at /home/usrname and add following:

PATH=$PATH:/usr/nreal/shake-v4.10.0606/bin
NR_SHAKE_LOCATION=/usr/nreal/shake-v4.10.0606
NR_ICON_PATH=$HOME/nreal/icons
NR_INCLUDE_PATH=$HOME/nreal/include
LD_LIBRARY_PATH=/usr/nreal/shake-v4.10.0606/lib

### omit the next line if running 32-bit Linux ###
LD_LIBRARYN32_PATH=/usr/nreal/shake-v4.10.0606/lib

### always include this last line ###
export NR_SHAKE_LOCATION NR_ICON_PATH NR_INCLUDE_PATH

3) open /usr/nreal/shake-v4.../bin/shake and edit LIBRARY_PATH
move '/usr/bin' to the end of the list.

4) log out and log in

5) type 'shake' and find out what are missing files.
You will see libXz, libXi, libX11 etc...
(those files are missing because Shake is 32bit software)
(You need them in either /usr/lib or /usr/nreal/shake.../lib)

6) find their package names and install
yum whatprovides filename
sudo yum install packagename
(package must be 32bit version, so they should have names like libXi-1.1.1-1.fc7.i386.rpm. NOT x86_64)
(For libXi and libX11 you need older version, in this case, fc7)

7)type 'shake' and the application should start. :)

install Shake 4.1 on Fedora Core 16

1) un-compress and move the whole thing to /usr/nreal/shake-v4.10.0606/

2) vi .bashrc at /home/usrname and add following:


PATH=$PATH:/usr/nreal/shake-v4.10.0606/bin
NR_SHAKE_LOCATION=/usr/nreal/shake-v4.10.0606
NR_ICON_PATH=$HOME/nreal/icons
NR_INCLUDE_PATH=$HOME/nreal/include
LD_LIBRARY_PATH=/usr/nreal/shake-v4.10.0606/lib

### omit the next line if running 32-bit Linux ###
LD_LIBRARYN32_PATH=/usr/nreal/shake-v4.10.0606/lib

### always include this last line ###
export NR_SHAKE_LOCATION NR_ICON_PATH NR_INCLUDE_PATH

3) open /usr/nreal/shake-v4.../bin/shake and edit LIBRARY_PATH
move '/usr/bin' to the end of the list.
4) log out and log in

5) type 'shake' and find out what are missing files.
You will see libXz, libXi, libX11 etc...
(those files are missing because Shake is 32bit software)
(You need them in either /usr/lib or /usr/nreal/shake.../lib)

6) find their package names and install
yum whatprovides filename
sudo yum install packagename
(package should be 32bit version, so they should have names like libXi-1.1.1-1.fc7.i386.rpm. NOT x86_64)
(For libXi and libX11 you need older version, in this case, fc7)

7)type 'shake' and the application should start. :)