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gerardo
07-01-2009, 01:03 PM
Hello,

Just to let you know the excellent CG artist and developer Chris Huf has released a new version of his experimental Node Pixel Filter:

tibe3_PixelNode
http://www.splotchdog.com/
(first plugin)

People that like to render independent passes will find it very interesting. Though at this moment it only works for Classic Camera and its tibe3_PFOut needs an update yet, its main advantage is that it applies any nodal setup globally. What this means?

Let's see it with a quick example:

http://imagic.ddgenvivo.tv/forums/tibe3PFNE/TPF_final.png

We can, for example, get a general occlusion pass by just inputting an occlusion node in the PFNode output:

http://imagic.ddgenvivo.tv/forums/tibe3PFNE/TPF_AOcnfg.png

Result:

http://imagic.ddgenvivo.tv/forums/tibe3PFNE/TPF_AO.png

Same thing with an AO pass:

http://imagic.ddgenvivo.tv/forums/tibe3PFNE/TPF_RO.png

Or let's say we want to get an ID Object pass. We just use a simple setup like this in the PF node:

http://imagic.ddgenvivo.tv/forums/tibe3PFNE/TPF_idobj_cnfg.png
(Inspired in Wut's nodal setup)

http://imagic.ddgenvivo.tv/forums/tibe3PFNE/TPF_idobj.png

Customized Depth maps are also simpler than the fog or gradient trick:

http://imagic.ddgenvivo.tv/forums/tibe3PFNE/TPF_dofgrey.png

or a RGBDepth map:

http://imagic.ddgenvivo.tv/forums/tibe3PFNE/TPF_dofRGB.png

Remember, it's an experimental tool in development and still has some limitations, but you'll surely find it many other usages.



Gerardo

proton
07-01-2009, 04:24 PM
looks awesome. IS there a 64bit version?

gerardo
07-01-2009, 05:30 PM
hope so in a near future :)



Gerardo

erikals
07-01-2009, 11:28 PM
wow, and free! :)

like the "ObjectID" option with the colored parts.

btw, if you haven't seen it, you might also find ShaderMaster interesting,
http://www.db-w.com/content/view/127/117/

Zardoz
07-02-2009, 10:20 AM
I find it useful, but (probably because it's a pixel filter) it still has to render the scene AND then apply the filter (occlusion as an example).
So, what it would need to be a better tool is to export the result to different files, one for each pass (because it overrides the final render we have to render at least twice)

by the way...where is this ObjectID node that you have in the examples?? we need a search field in the nodes window!!
tx

3dee
07-02-2009, 02:48 PM
by the way...where is this ObjectID node that you have in the examples?? we need a search field in the nodes window!!
tx

Don't know about this but Item Info in DP Kit has object ID output.

gerardo
07-02-2009, 10:17 PM
Erikals, Thank you for the link. db-w has really great tools there.
Zardoz, Totally agree.

Btw, the ID_Object node was from Symmetrix website (sorry, it's down rioght now), but we can also use ItemInfo Node from Denis Pontonnier as 3dee said, or Extended Spot from db-w, or Truart's Extended Spot Info.



Gerardo

Julez4001
07-03-2009, 08:46 PM
I find it useful, but (probably because it's a pixel filter) it still has to render the scene AND then apply the filter (occlusion as an example).
So, what it would need to be a better tool is to export the result to different files, one for each pass (because it overrides the final render we have to render at least twice)

by the way...where is this ObjectID node that you have in the examples?? we need a search field in the nodes window!!
tx

Is that true?... you have to re-render for each pass vs one render splitting neach pass out
Can't you stack them in the image filter list panel for each pass?

Julez4001
07-04-2009, 04:12 PM
Hello,



http://imagic.ddgenvivo.tv/forums/tibe3PFNE/TPF_RO.png


(Inspired in Wut's nodal setup)



Customized Depth maps are also simpler than the fog or gradient trick:

http://imagic.ddgenvivo.tv/forums/tibe3PFNE/TPF_dofgrey.png

or a RGBDepth map:

http://imagic.ddgenvivo.tv/forums/tibe3PFNE/TPF_dofRGB.png



Gerardo

Hey can you show the nodals etups for these too.

gerardo
07-04-2009, 06:06 PM
Julez, Chris is very busy right now developing other LW tools, but he's very willing to enhance this PNE. About the setups, the AO pass is the same that the occlusion pass, just use the Full Surface Evaluation option in SG_AmbOcc node or Backdrop option in OcclusionII. The gray scale and RGB depth buffers are made with a distance to camera gradient. The difference is the first one is a Scalar Layer node and the second is a Color Layer Node :)

Btw, for people interested, I'm writing a series of 3 articles by showing several of these new possibilities and experimentations with these kind of tools with practical examples. In the first article I gonna share scenes, all these presets for render management and several others. Thanks to HDRI3D generosity, the presets will be available in the website and the scenes will be available for the readers. Hope to finish the first article very soon!



Gerardo

erikals
07-04-2009, 10:16 PM
Gerardo, you're a cool fellow :)
looking forward to see some insights on how-to... :)

gerardo
07-05-2009, 05:20 PM
Erikals, Thanks man! :) It's very probable that Chris improves even more these tools by the time the article comes out.



Gerardo

Julez4001
07-06-2009, 08:48 PM
Has anyone rendered a normal pass?

TrueArt has a Nomal Pass shader and nodes... anybody else.
Would like to use that Normality (free plugin to relight objects in After Effect)

http://www.minning.de/contact#software/normality

gerardo
07-06-2009, 10:43 PM
That AE plugin makes me remember a bit to ZbornToy (http://www.taronites.com/), isn't it?

For a normal pass (object space) you can add a SpotInfo node and plug the Nomal info to PFNode Output. Chris can add a Normal buffer (tangent space) in his Tibe3_PFOut. Until then, you might want to try the SpotInfo node together with NVidia NormalMap (http://developer.nvidia.com/object/photoshop_dds_plugins.html) filter. There could be other way, but I have to make more tests.



Gerardo