View Full Version : monsters inc door masking question
slayerment 09-20-2002, 07:24 PM Im trying to recreate the Monsters Inc door effect. where all you see is a door by itself, but when the door is open you can see inside of the door but not outside. this pic might better explain
http://www.media-file.net/images/mi/monsters%20inc%2021.jpg
and then when the doors open u can see the environment inside the door.
http://us.ent4.yimg.com/movies.yahoo.com/images/hv/photo/movie_pix/walt_disney/monsters__inc_/monsters13.jpg
sorry i couldn't find that good of pictures, but maybe this makes sense to somebody.
Thanks!
Quinton
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DesignDawg
09-20-2002, 07:46 PM
OK. So that's what you're trying to do...
I'm not being a smart-ass here, but..... Are you having a problem doing it? Are you asking something?
At any rate, that's definitely a post thing, I would think.
Ricky
goosh
09-20-2002, 07:50 PM
Post... I would do all that in post...
Goosh
slayerment
09-20-2002, 07:53 PM
how do u make it so that u can only see only whats inside the door when its open. like mask all the stuff inside of the door. but like say if u were to rotate around behind the door, u would only see the door. does that make sense?
goosh
09-20-2002, 08:09 PM
Ok.. what you would have to do is two renders
One with the door only...
Another one with a room built behind the door (as if the room really existed)
Then in post production you put them both together and you create a mask and mask out everything but the entrance of the door... so this way, you can see what's through it...
Does that make any sense?
Goosh
jschleifer
09-20-2002, 08:12 PM
You could do this by rendering 2 scenes from teh same camera angle..
Scene 1 = room with door
Scene 2 = room you see "through" door
then use a mask for where the door is and use shake or some other compositer to merge the two together.
chaching?
-jason
slayerment
09-20-2002, 08:45 PM
ya i get it now. thanks a lot guys. u never sieze to amaze :buttrock: :buttrock:
ZeroNeuro
09-21-2002, 07:21 AM
You could also just put a green, blue, white... whatever color you want plane in the door that you can use in a compositor as an alpha mask.
Noxerus
09-21-2002, 03:00 PM
Hmm... Now that's something which could be very useful in all 3D packages, yet present in none of them - portal rendering! Why can't we pick a plane, and set it to show what a camera sees, with rotation correction taken into account? All modern real-time 3D engines can do that, so someone has to make it available in non-real-time programs too... Could be useful.
slayerment
09-21-2002, 03:21 PM
i just masked it in ae and it worked out good. but that green screen sounds like it would be much quicker. i think i might go for something like that
GrafOrlok
09-23-2002, 07:44 AM
If you texture a plane with "Use background color" and put it on the other side of the door in the "door-shot" you'll get the alpha automaticly. No need for green or blue-screens.
DesignDawg
09-23-2002, 02:24 PM
If you put NOTHING behind the door, you'll get alpha automatically. Of course you shouldn't try to animate your own mask in a compositing app. It's already there if you turn alpha on!
--Though, depending on how you want to work, you may create a garbage matte that loosely fits behind the door and adds to your alpha channel. --But that's just one way to work.
Ricky
ZeroNeuro
09-23-2002, 05:07 PM
If its a simple static design you can do that. I was talking about using the green screen behind the door for character interaction. Make a box room beyond the doorway, 1 sided with normals facing inward. You can't see it except from the opening. Then as the character (or for that matter anything) passes through the door, you also have a shadow you can work with in the compositer.
There are many ways to do it :beer:
GrafOrlok
09-24-2002, 10:45 AM
DesignDawg;
I was under the impression the door was to be placed in an environment, like the machine hall in Monsters Inc. That way you can't just put "nothing" behind the door. Besides, if there isn't any environment behind the door, the whole topic becomes irrelevant...
:rolleyes:
brainspoon
09-26-2002, 01:45 PM
now the big trick. place a single sided plane with a surface shader and black alpha behind the dor and voila. from the door side it blacks out the alpha and from the back side it doesn´t
DesignDawg
09-26-2002, 03:59 PM
Graf,
You miss the point. You put nothing behind the door and render it that way. Then, you have alpha on your door where you need it. This pass, with the door by itself, is then composited over the scene you need. It's all done in post. No worrying about trying to put two scenes into one.
Edit: I think I see what you're getting at, now. It's just two different ways of working. There's nothing worth rolling your eyes about. They're both valid ways of working.
Ricky
brainspoon
09-26-2002, 04:02 PM
but my sollution will work in every environment. you don't have to render the door seperately. no additional render pass.
DesignDawg
09-26-2002, 04:05 PM
Don't have to render the door separately?! WHERE'S THE FUN IN THAT!? :)
(I render everything separately. Post is your friend. :))
Ricky
brainspoon
09-26-2002, 06:02 PM
not everybody has a fetish for fighting with hundreds of layers and rerendering because some shadows are missing in one layer and so on :applause:
DesignDawg
09-26-2002, 06:45 PM
Oh yeah. Post really slows stuff down. Uh-huh.
robertp
09-26-2002, 11:56 PM
sounds like fun.
I would make two different rooms duplicate the cameras and the main door.
that will allow you to match up your shots
Then you build your room for the kids room in one project and then build the monsters staging area in the other.
From here you can then take that door in the monster room and once your monster and door are animated duplicate that animation over to the childrens room project.
Once you do that turn that monster door into a blackhole matte.
now set up light linking. you can copy the lights from the monster staging room and set it so they only effect the door. Then create lights for the childrens room.
Remember to do a shadow pass of the monster on the door seperate.
then render away.
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