View Full Version : DP_PFNE 9.6 new version
gerardo 07-03-2009, 08:41 AM Hello,
Just to let you know that the prolific developer and excellent CG artist Denis Pontonnier has updated his experimental Pixel Filter Node Editor:
DP_Pixel Filter Node Editor (PF NE)
http://pagesperso-orange.fr/dpont/plugins/nodes/DP_Filter.html
This version brings a new function with stunning benefits. By enabling the option "Raytracing/Global 3D Shad." it applies nodal shading setups globally! so don't need to apply Extra Buffers node surface by surface! But if you need a more detailed setup, you still can use it in the old way.
Let's take a look at the setup with this simple scene:
http://imagic.ddgenvivo.tv/forums/FNE/FC.png
The setup for, let's say, an occlusion pass would be like this:
http://imagic.ddgenvivo.tv/forums/FNE/OPconfig.png
Result:
http://imagic.ddgenvivo.tv/forums/FNE/OPass.png
or an AO pass
http://imagic.ddgenvivo.tv/forums/FNE/AOpass.png
or a SSS pass (Chanlum)
http://imagic.ddgenvivo.tv/forums/FNE/SSS.png
or an ID_Object pass
http://imagic.ddgenvivo.tv/forums/FNE/ObjectID.png
or a Reflection Occlusion pass!
http://imagic.ddgenvivo.tv/forums/FNE/ORef.png
or maybe a focus pass?
http://imagic.ddgenvivo.tv/forums/FNE/FM.png
or passes per light groups! (with the so useful Single Light Lambert node from Michael Wolf)
http://imagic.ddgenvivo.tv/forums/FNE/Lightpass.png
This PFNE plays nicely with Classic Camera, but by activating the "MultiThread/Persp. AA" option, it works also with Perspective Camera, Advanced Camera and Surface Baking Camera:
http://imagic.ddgenvivo.tv/forums/FNE/SBC.png
There are a lot of more things you'll can figure out about what we can do with a Pixel Filter NE.
But there's more, we can export these custom-made buffers/passes to our favorite buffer saver. We can't preview this kind of buffers but all other conventional buffers (from Render Buffer Node) are preview-able in Viper. Plus, we can save presets!
Remember, they are experimental tools and some things might not work as expected with some third-party nodes. So consider this before to report any odd behavior.
Btw, do notice the final result has not been processed in any compositing package. All optical effects (like the subtle DOF, glares)and other filters like film grain, vignetting and color gradings have been added and composed within Lightwave through the DP_Image Filter Node Editor. But that's for other thread
Comments and suggestions to improve this tool are very welcome.
Gerardo
|
|
abuminalis
07-03-2009, 08:55 AM
Still looking for a thing like this but to work with fprime :) But i guess is not possible unless worley does it by himself.
zareh
07-03-2009, 05:23 PM
Great job Gerardo.
Thank you to Dennis for this useful tool for LightWave.
Best Regards,
Zareh
Julez4001
07-03-2009, 10:55 PM
first of all..thanks gerado for breaking the plugin(s) down in easy layman terms and even super thankyou to Denis Pontonnier for his tools.
erikals
07-04-2009, 03:43 PM
if this is what i think it is... :surprised :thumbsup:
Julez4001
07-04-2009, 03:52 PM
mna..I am getting crashe all the time.
erikals
07-04-2009, 04:37 PM
hi Gerardo,
wondering, it looks like it could be able to do rgbdepth map too, do you know if this is correct?
gerardo
07-04-2009, 06:12 PM
Yes Erikals,
http://imagic.ddgenvivo.tv/forums/FNE/RGBDof.png
Just input a distant to camera gradient (Layer Color node).
Btw, I'm writing a series of 3 articles by showing several of these possibilities and experimentations with practical examples. In the first article I gonna share a scene , all these presets for render management and several others. Thanks to HDRI3D generosity, the presets will be available in the website and the scene will be available for the readers. Hope to finish the first article very soon!
Julez, download the last version :) Be sure also you are using 1 Thread for new LW cameras.
Gerardo
Julez4001
07-04-2009, 06:22 PM
Thanks.
I am using a color key effect in AE to isolate the color pass (objectID)
Is that the best way to do it .....or do you have any better recommendations.
---
Also is there wayto isolate the color pass to a saved image leaving the beauty pass alone?
So one does not have to render per pass
In your HDRI article (which can't come out fast enough)..will you display your suggested light pass using groups/
gerardo
07-04-2009, 06:35 PM
In AE, I commonly use KeyLight or AdvanceEdge. With more simple color keyers you might want to apply a Change to Color CC to convert your picked color to a primary color before any keying.
About the saving process, we can render all passes in asingle render! The exporting process is very simple. Just plug the output of your custom-made buffer node (or node tree) to the buffer you want to export (be careful in to use the appropriate kind of buffer - Color/Scalar) - in this way:
http://imagic.ddgenvivo.tv/forums/FNE/OPassExp.png
Here, we are overwriting the diffuse buffer.
Then, use any buffer exporter in Image Filter:
http://imagic.ddgenvivo.tv/forums/FNE/OPassExp2.png
We can export multiple buffers too.
Since they are custom-made passes/buffers, it would be great if they could have their own extrabuffer saver.
And yes, I'll share that setup in the article, and many other passes with scenes and presets. But not only about Render Management, I gonna share node setups for Compositing, FX, and Color Grading in the next two articles as well.
Gerardo
Julez4001
07-04-2009, 07:25 PM
Thanks Gerado
I did a search on "AdvanceEdge" .. is this a plugin or a switch on another effects panel.
---
When you do a special pass :Chalum Pass/SSS ... do you use color buffer or special buffer .... in short does the pass have to correspond to the buffer (diffuse pass - > difuuse shader buffer)
gerardo
07-04-2009, 09:27 PM
Yes, AdvantEdge opens a new panel, don't know if there's still a demo version availeble but one just use sample backing option, drag in the color you want to key and hit Ok. The tool calculates automatically the best setup for you (even if hues are quite similar) - though you can finetune it, it's not necessary most of the times, in fact, it's never necessary for an ID_Object pass.
About special passes, no, it's not necessary the pass has to correspond to the buffer. The only thing we need to take into account is if they are Color or Scalar.
Tip: But let's say you are using all your color buffers, then you can split a Color output in its RGB channels and export them in 3 scalar buffers :)
As I said, it would be great if they could have their own extrabuffer saver.
Gerardo
Julez4001
07-05-2009, 04:43 PM
Sorry to bother you again (or anyone else)
I was so accustomed to the object ID feature in rpf/rla and it isolating the object for me, that the whole color custom object ID pass has my expectations at a alltime low. I am ableto tag the object but it leaves everything visible and there is not a invert/inverse feature in Keylight to just make that object visible. However I managed to get it isolated but it took several duplicated layers to do it and I have the feelingthat I am doing it backwards or the extremely long way.
Anyone want to share their AE screens of isolating an object using the outputted colored "custom" object pass? Maybe I am doing what you doing but I just alwasy feel like I am "hacking" it ....
gerardo
07-05-2009, 05:12 PM
Guess there are several ways to do this, but with KeyLight, you could go in this way:
http://imagic.ddgenvivo.tv/forums/FNE/ObjectID_Comp.png
By setting the Screen Matte, we are able to use the ID_Object pass a Luma Matte. Just 2 layers are necessary. I've found that the edges behaves better by working in LCS.
Gerardo
Julez4001
07-05-2009, 06:09 PM
I should have addeed an image in the first place - my bad!
This is what i am trying to do .... trying to isolate the orange box on the (screen) right.
and then shade it with the greyscale-diffuse pass...with only the orange being colored (or glow, or hue adjusted or whatever one may like to do with it)
http://www.flarenova.com/composite.jpg
gerardo
07-05-2009, 07:48 PM
If I understand well, you could go with a setup like this:
http://imagic.ddgenvivo.tv/forums/obj_id_config.png
The ID pass is working as a Luma Matte in the first layer, and as a color pass, multiplying it with the shaded pass. If you'd want to shade just the orange box, you'd have use the ID pass as a Luma Matte for the shaded pass.
Gerardo
Julez4001
07-05-2009, 09:34 PM
what is the effect you have above the keylight effect?
gerardo
07-06-2009, 04:44 PM
It would be translated as Change to Color or Color Change. I've changed the orange to blue for better keying. Guess a Hue&Sat cc may work, too.
Gerardo
Julez4001
07-07-2009, 05:49 PM
Hello,
or a SSS pass (Chanlum)
http://imagic.ddgenvivo.tv/forums/FNE/SSS.png
or maybe a focus pass?
http://imagic.ddgenvivo.tv/forums/FNE/FM.png
or passes per light groups! (with the so useful Single Light Lambert node from Michael Wolf)
http://imagic.ddgenvivo.tv/forums/FNE/Lightpass.png
Comments and suggestions to improve this tool are very welcome.
Gerardo
1. What is a focus pass? Is that a depth pass.....
and 2 - Single Light Lambert node from Michael Wolf
Is Poms Lights the plugin you are referring to or is this a in-house plugin?
gerardo
07-07-2009, 07:35 PM
1. It's a pass based in the focal point position, not in the depth buffer.
2. I was referring to the so useful db&w tools. (http://www.db-w.com/content/view/124/79/)
Gerardo
gerardo
07-13-2009, 08:46 AM
Just to let you know Denis Pontonnier and Marvin Landis have updated the x32 AND x64 95/96 of DP Filter versions:
http://pagesperso-orange.fr/dpont/plugins/nodes/DP_Filter.html
Some bugfixes and new nodes. Exposure Node is a filter which works in similar way than the whitepoint in HDRExposure. See the difference compared with a simple solution like a multiply node in a subexposed image:
http://imagic.ddgenvivo.tv/forums/Expossure.gif
Denis has included also a new Division Node (Color mode) to avoid unpredictable results in antialiasing if the value of a background is 0.0 (black).
Gerardo
Julez4001
08-07-2009, 09:19 PM
Have you used Normality with Lightwave, gerado?
http://www.minning.de/software/normality
-----
Check out Mudbox plugin: RELIGHT
http://vimeo.com/5912529
gerardo
08-08-2009, 06:50 PM
I just try it a couple of times. Nice app, though it doesn't save reflections settings here. It might offer more control if it could add maps for every option (lets say to use a reflection map based on an AO pass), and it could add a rawColor channel, besides shadows. Here's a test with a normal map in tangent space, and some additional passes:
http://imagic.ddgenvivo.tv/forums/FNE/Normality_test.png
I prefer ZBorn Toy, but frankly, I still prefer much more to make this stuff with classic passes from a 3D package :) though I wouldn't discard it for non-photorealistic renders or if we want to get some passes within AE.
Gerardo
P.D. Nice ReLight plugin, btw!
Julez4001
02-17-2010, 05:16 AM
Has there been any advancement to this plugin?
Gerado..when are you going ot make a video?
gerardo
02-17-2010, 12:16 PM
Hello Julez,
You might want to see the lastest improvements to these filters here (http://www.newtek.com/forums/showthread.php?t=71751&page=11%20%20):
My English is terrible so I don't see a video coming anytime soon, but I've written an article in the last issue# 30 of HDRI3D magazine (http://www.hdri3d.com/index.php?option=com_content&view=category&id=163:c30&layout=blog&Itemid=100) about the usage of this filters for multipass-rendering :)
They have kindly shared for free all the nodes setups from all the experiments in the article. This scene is available only for readers:
http://imagic.ddgenvivo.tv/forums/FNE/article/FColor.jpg
The unconventional passes we have experimented in this article has been:
http://imagic.ddgenvivo.tv/forums/FNE/article/Op.jpg
http://imagic.ddgenvivo.tv/forums/FNE/article/AOp.jpg
http://imagic.ddgenvivo.tv/forums/FNE/article/ROp.jpg
http://imagic.ddgenvivo.tv/forums/FNE/article/BLp.jpg
http://imagic.ddgenvivo.tv/forums/FNE/article/Flp.jpg
http://imagic.ddgenvivo.tv/forums/FNE/article/Klp.jpg
http://imagic.ddgenvivo.tv/forums/FNE/article/Rlp.jpg
http://imagic.ddgenvivo.tv/forums/FNE/article/Bp.jpg
gerardo
02-17-2010, 12:17 PM
http://imagic.ddgenvivo.tv/forums/FNE/article/Fp.jpg
http://imagic.ddgenvivo.tv/forums/FNE/article/Dsp.jpg
http://imagic.ddgenvivo.tv/forums/FNE/article/Ip.jpg
http://imagic.ddgenvivo.tv/forums/FNE/article/ROpAL.jpg
http://imagic.ddgenvivo.tv/forums/FNE/article/ROpDL.jpg
http://imagic.ddgenvivo.tv/forums/FNE/article/Np.jpg
http://imagic.ddgenvivo.tv/forums/FNE/article/OMp.jpg
http://imagic.ddgenvivo.tv/forums/FNE/article/SMp.jpg
http://imagic.ddgenvivo.tv/forums/FNE/article/SSSp.jpg
http://imagic.ddgenvivo.tv/forums/FNE/article/UVp.jpg
Thanks a bunch to Denis Pontonnier, not only for so stunning tools but also because the article is full of Denis' Tips!
Gerardo
P.D. Forgot to mention all those passes have been gotten in a single render.
gerardo
02-17-2010, 12:17 PM
In following articles we'll probably experiment a bit more with the possibilities of DP_IFNE :)
http://imagic.ddgenvivo.tv/forums/FNE/article/Fpost.jpg
Gerardo
Julez4001
02-17-2010, 02:10 PM
hmmmmm I dunno.
Even if your english is not that great, maybe supplied text on screen or maybe you can teach Proton and he make a video.
I got to get back at this but 'watchable" training material would definitely be in order.
Try a non-audio setup video just to see the response.
Nothing long... just to get feedback from Lightwave audience.
Paypal "tips" can be the barometer.:scream:
cg4me
02-17-2010, 02:58 PM
or you could use your brain and figure it out like him and everyone else that is using it is doing? just sayin... its not that hard of a concept its just like regular nodes for surfaces except on a global scale. The way I like to look at it is like a nodal version of modos shader tree... you can use surface id as mask to do all surfacing in global shading if you want. It really works good! You should not sit around waiting for someone to show you how to use it because you may never get to use it then...
I wonder what vid gerardo watched to figure it out?
Julez4001
02-17-2010, 07:13 PM
wow.
Really even glad you told me about my brain.
Look I know your post have some good intentions in there somewhere however Gerado
been doing this for quite some time and has been the mover and shaker on all things nodes and compositing. I figure out quite a few things on my own already however if you check out any of his previous post the guy have some unique tips and pointers and its worth getting in his head. I am not waiting on him but I know that me and others - work from a show and tell - and as I have said ..would pay him for it because sometimes his simple replies had answered a lot of questions in which I was fumbling around for days.
If the offer is good, he accept - if not, moved on.
gerardo
02-19-2010, 03:50 AM
cg4me, I understand the point of figuring out from ourselves. but sharing these things is good for all too. I'm sure many people have been benefited from your ingenious solutions in your video tutorials. All we are able to be, at some point, knowledge generators and knowledge consumers. So you'll understand from that point of view, that the simple fact of documenting a technique or workflow (in text, images or video) helps to construct on top of that. Because not all people see things in the same way, and not all people will solve things in the same way. It also obligates us in some way to organize our ideas and always improve our own methods, because sharing these things after some time means that we have a better method implemented for our own work and we have taken our knowledge a step ahead. We can also see gladly that enhancements and improvements comes from others too - not only for a technique or workflow but also for the tools we use. So sharing these things is a good thing for all, I think.
Julez, Thank you for your suggestions and interest. Really appreciated! You know, the most near thing to a video tutorial that I made are animgifs :D It's not really a matter of money, but time - I'm extremely busy right now - to make many tests with audio and ask some people if they have a clue of what I'm saying :D Maybe eventually, but right now the best thing that I can suggest is to get this HDRI3D Issue (http://www.hdri3d.com/index.php?option=com_content&view=category&id=163:c30&layout=blog&Itemid=100). They are a series of 3 articles, that's just the first one. Hope be on time for the other ones!
Gerardo
erikals
02-19-2010, 11:38 AM
did buy that HDRI3D magazine...
22 pages Gerardo, not bad, and you say there are 2 more articles coming up...? :D
loved it ...thanks :)
Julez4001
02-20-2010, 06:20 PM
If you willing to review and correct me, maybe I can do the videos.
of course with your approval/signage.
yah Just picked it up and man...wow. 20+ pages and the Batmobile to boot.
I would literally just go throiugh your pages as a video.
Are you going to use After Effetcs or Fusion when you talk about the other two articles?
;)
erikals
02-21-2010, 12:40 PM
i think u probably need permission from HDRI3D and make it paid videos where money goes to them though...
gerardo
03-01-2010, 04:58 PM
Thanks Julez! :thumbsup:
Have to consult about this. But let's wait a bit more (article just published).
Erikals, yea, it takes a lot of time and editors have a lot of patience with me.. it's not so long you know? my first little article had more than 200 pages. It couldn't be printed... well, not totally :D
Gerardo
erikals
03-01-2010, 05:59 PM
Erikals, yea, it takes a lot of time and editors have a lot of patience with me.. it's not so long you know? my first little article had more than 200 pages. It couldn't be printed... well, not totally :D
Gerardo
heh :) now, where can i get a hold of that 200 pages article...!! :love:
gerardo
03-03-2010, 03:23 PM
Thank you for the interest :) it's still here (http://www.hdri3d.com/xtra/11estrada/index.htm), but it's outdated now :blush: I've updated the technique with nodes and though LW GI is really fast these days, I still use it in some cases (same technique, different tools). not only for radiance but also for fast and simple SSS effects.
Gerardo
erikals
03-03-2010, 07:11 PM
ah, i remember that trick, can recall you made a post on it here on CGtalk some time ago.
have it stored somewhere :)
one thing i found interesting not too long ago was rendering sequences with this technique,
have to work more on it,... one of these days... :D
http://www.youtube.com/watch?v=zgqzMVjGFVY
gerardo
03-05-2010, 10:15 PM
That's a clever trick, Erikals :thumbsup:
It could be viable for BG plates or anim sequences where nothing else moves, except the camera.
I've noticed you are using Photoshop PSD Export, but DP_Image Filter Node Editor might help you there as well for saving the sequence in any format. Just set up Michael Wolf's Revenge of the Lenscap (from his db&w Tools (http://www.db-w.com/component/option,com_remository/Itemid,84/func,fileinfo/id,72/)) as Image Viewer. In DP_IFNE double click in Buffer Root and enable Global Buffers. Add a Render Buffer node and connect the Final Color output to a Color Global Buffer in Buffer Root and save it with the Get Global Buffer Node by choosing your favorite format :)
Gerardo
P.D. Btw, might be worth a read the comment of the Michael Wolf's plugin here (http://www.db-w.com/content/view/137/) (green frame).
erikals
03-05-2010, 10:22 PM
That's a clever trick, Erikals :thumbsup:
It could be viable for BG plates or anim sequences where nothing else moves, except the camera.
as far as i can see though, it will work with all kinds of animations.
we tested e.g. a walking person, worked fine, one minus is that it doesn't do colored illumination, but i found a workaround, rendering a separate pass.
but it still needs to be tested further.
hehe, i know, me and passes ;)
erikals
03-05-2010, 10:28 PM
it's a long time ago, can't remember all the tests we did, but here's one of the earlier ones...
http://www.newtek.com/forums/showthread.php?p=943481#post943481
gerardo
03-05-2010, 10:38 PM
Thought it couldn't work because of locked cache file - even less with a deformed mesh. That's great! Wondering if results are consistent, since as you say, colorations could be solved in other way. Have to try it definitely :)
Gerardo
gerardo
03-05-2010, 11:59 PM
Tried here with a simple ball&floor and - as expected - GI shades doesn't move with the object. Maybe what you guys have seen moving is a shadow cast by a CG light and not the GI shades? Even in that way, it looks useful for static cases.
Btw, in next article about FNE, we'll experiment some possible solutions for animations with GI, too :)
Gerardo
Edit: Tried again with animation enabled and it's working! it works also with colorations from the radiance effect, but I'm getting flickering. Have to do further tests, but it's a very interesting trick, Erikals :)
Julez4001
09-16-2010, 07:21 PM
Really good thread so I am bumping this guy back up.
gerado, anyway we can get the pictures back on this one.
erikals
09-17-2010, 01:00 AM
did some more tests here,
http://www.newtek.com/forums/showthread.php?t=110646
not sure what my conclusion is on this, seems to work good for cartoons, not so good for interiors.
however i have a new trick for speeding up rendertimes for interiors, it requires baking the GI only (no reflections) then mix it with a reflection render in post and use NeatVideo filter on the reflection to remove noise. (and maybe some other tricks, like ObjectID)
(will post some previews later on youtube, you might want to subsribe to the thread i linked above in order to get a mail in your inbox when i post it. not quite sure when i will post it)
(an alternative is removing GI flicker in post, but haven't tried that yet, think it will be too much work, too time consuming)
hint, to speed up a baking process you can use trueart's new baker.
gerardo
09-22-2010, 11:43 PM
Julez, I'm on it, but it gonna take some time. I've had a HD crash (where these images were) and I'm moving all to another server.
Erikals, pretty interesting technique!
As for the other method, I use also a denoiser tool for my Modular Illumination method described here (http://www.newtek.com/forums/showpost.php?p=894610&postcount=130) a year ago. Difference is that all is made within LW through DP_FNE. A radiosity pass is got first and then filtrated with a special DP_Denoiser setup to be re-integrated later with all other passes to get a clean result. I'll detail the technique in an incoming HDRI3D article about FNEs.
Gerardo
erikals
09-23-2010, 12:36 AM
sounds very interesting... :)
(tested DP_Denoiser some time back, but didn't get the results i had hoped for)
might just get a copy of the magazine, very possible ;)
Julez4001
10-20-2010, 10:00 AM
Bump for much needed reference.
Would you believe I have lost my #30 ...just ordered abackup issue.
Gonna scan the pages this time or take pictures of them for archival. Really pissed. Probably show up the day before my back up arrives.
Time fo a video.:wise:
erikals
10-20-2010, 12:49 PM
been waiting for a video for years... ;)
crossing fingers... :)
Julez4001
07-16-2011, 06:48 AM
Bumping this thread....great reference
I also would love to see the video
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.