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Firas
04-14-2003, 05:45 AM
help please to do this :
http://www.ztoon.com/3d/images/help.jpg

Firas
04-14-2003, 08:02 AM
or just till me if there is a way to do PIXELIZE PHOTOSHOP EFFECT using maya nodes ?

augustus
04-14-2003, 10:22 AM
I don't have Maya there, but just an idea: You can use luminance to drive a two-color ramp and use this ramp as cell colors of a checker texture:shrug:

MasonDoran
04-14-2003, 12:49 PM
would changing the resolution of the image based on camera distance or time (or whatever) do the trick? Assuming the pixelation that you want is nothing more then changing the resolution of the image.

Firas
04-14-2003, 01:15 PM
augustus: its possibel .. IF i have array of small squares ..

but my case used one object (nurbs or poly i dont mind).





2byts : i dont think playing with resolution gives clean look.. maya try to antialise bitmap even in low res maps, if i didnt get what u mean .. please do small test to show me how to do it.

Houkah
04-14-2003, 03:18 PM
Couldn't you just have a pixellated texture map as the texture in maya w/ mipmapping and anti aliasing both turned off?

Firas
04-14-2003, 03:57 PM
Houkah , the hall point is to animate my light gizmo and have the effect of blinking squars.


augustus, i didnt have any success with your method.. please try it, and c why its not working ..

augustus
04-15-2003, 06:47 AM
Yes, i tried. All i get is a circle. There should be a way to get luminance sample only at certain points, maybe at UV sample points. But i'm not that good on Maya shaders&MEL.:shrug:

Firas
04-15-2003, 02:06 PM
check vgergo work to solve it :

http://www.highend3d.com/boards/showflat.php?Cat=&Board=mayarender&Number=145578&page=0&view=collapsed&sb=5&o=0&fpart=&vc=1



big thankx to him.

Duncan
04-15-2003, 06:01 PM
Hmm... How about simply turning off antialiasing and rendering a really tiny image. Then resize back to the desired resolution. This has the advantage of rendering quickly, as well as not requiring fancy shading networks.

Duncan

Firas
04-15-2003, 06:31 PM
Duncan,

u didnt get the idea of this..

i need this pixle effect for my animation, i want to animate light gizmo easly to achive the animation..

i know i can do it in afterfx using some filters .. but i wont get the cool animation ..

so Duncan its not tiny image .. i need tiny seq of images.. and each time i want to change the animation .. i'll return back to afterfx.. and thats exactly what i dont want to do.

vgergo solve 80% of the problem, please take a look on his file from highend3d.com forum.

kamil_w
04-15-2003, 06:53 PM
Firas,

There is a way to do it. This method uses expression inside shading network.

Tom Kluyskens showed this effect in Maya Techniques | Rendering 2D Effects in a 3D Environment.

I will let you know how to do.

Although Duncan told you about very simple way.

He means that you should render your image or seq in low res so in high res you will get "pixels" effect.

Firas
04-15-2003, 07:44 PM
will u please till me how Tom Kluyskens did it ?

and about Duncan way .. i think its good but i need a fast way but not for my target ..

check this avi .. and dont ask me how i didt .. because its array of particles with circle gravity gizmo affect.. and am sure it not the fastes way to do it.

http://www.ztoon.com/3d/animation/test2.avi
(divx 5.03)

Firas
04-15-2003, 07:52 PM
i dont know why avi is not active .. but this is jpg

http://www.ztoon.com/3d/images/takrir.jpg
http://www.ztoon.com/3d/images/takrir.jpg

kamil_w
04-15-2003, 09:17 PM
Tom Kluyskens` method.

The idea is to keep UVs the same over certain distance.

Just play with these expressions:

file1.uCoord = trunc (place2dTexture1.outU *10 ) / 10;

file1.vCoord = trunc (place2dTexture1.outV *10 ) / 10;

You can create custom attr on file texture node >

mosaicResolution >

file1.uCoord = trunc (place2dTexture1.outU * file1.mosaicResolution ) / file1.mosaicResolution

It works really well.

You can then map grid texture to color gain to create lines and connect mosaicResolution to repeat U & V of place2DTexture for grid texture.

Hope it is clear

Firas
04-16-2003, 04:13 AM
:beer: thats great..

i didnt use uvCoord till now..

thankx.. my site is not working till now :) i'll try to fix it soon - so u can see the test2.avi i did.

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