View Full Version : THE MOST REVOLUTIONARY AFX plugin-ZbornToy
crossbones 10-31-2006, 12:39 AM The website is http://www.taronites.com
http://features.cgsociety.org/stories/2006_10/zborn_toys/banner.jpg
The plugin was developed by Taron and Philp. Its an amazing plugin that off a single depth image you can create a 3D Render, where one has control of surface, lighting and texture. It would help out all you guys with your projects and workflows.
http://www.frischluft.com/tutorials/zbt/videos/ZbornToy_Treemare01.mov
http://www.taronites.com/gallery/zborntoy/full/animated_strokes_zbornToy.mov (http://www.taronites.com/gallery/zborntoy/full/animated_strokes_zbornToy.mov)
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ssalo
10-31-2006, 07:53 AM
Looks awesome! Couldn't generate anything usefull from non-zbrush depth image though(from XSI, either 8bit or 32bit).
Shading results were really grainy and messy.
-Sami
Edit: Rendering and using seperate normal image helped for shading but leads to some artifacts in shadows. Nevertheless, top plugin.
crossbones
10-31-2006, 10:06 AM
You have to set your project settings to16bit or 32bit float.
You can make adepth pass out of anything including just regular painting in photoshop or paintier.
email taron and ask him directly
look(at)taron.de
crossbones
10-31-2006, 10:07 AM
post a jpeg
ssalo
10-31-2006, 10:55 AM
Ok, here's my results. Project and files are 32bit.
First one is without additional "normal image" and second one is using one. Note some serious banding on shadows.
-Sami
crossbones
10-31-2006, 03:36 PM
that banding I've seen caused by either me not rendering a 16bit channel or me not setting it to 16bit in After Effects or fusion.
Also try rendering it to RLA.
crossbones
10-31-2006, 04:18 PM
Shadows, just like in any 3d application, depend on the geometry!
Now, ZbornToy uses the depthmap as geometry!
If that depth map has been rendered using lowres geometry, it will be lowres geometry to the ZbornToy!
It will cast shadows based on the geometry!
The normal maps, however, will suggest a different higheresolution geometry. This causes a discrepancy between smooth normal mapped surface and hard edge low-res geometry!
Even in floating point, this would still seem funky.
You should take advantage of the fact, that you won't have to render lights or radiosity or any of this and instead give some more subdivisions to your smooth organic geometries!
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