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
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
