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	<title>CGTalk - EIAS Techniques and WIPs Lab</title>
	<link>http://forums.cgsociety.org</link>
	<description>CGTalk, the CGSociety's official forum for digital artists</description>
	<ttl>120</ttl>
	<language>en-us</language>
	<item>
		<title><![CDATA[Blender Render with occlusion masks as Alpha]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=750435</link>
		<description><![CDATA[Forum: EIAS Techniques and WIPs Lab<br>
Posted By: monday1313<br>
Post Time: 04-07-2009 at 02:18 AM<br>
Text:<br>
<br>
Here's yet another tutorial on Blender to EIAS integration.<br />
<br />
So now that you've figured out cool stuff like liquids and particles and soft blobby things crashing into each other, you want to use them with other elements that you'd much rather use EIAS for due to it's simplicity and super fast rendering. One thing you'll need to do is render the particles (or whatever) in blender and have them disappear behind an object that you'll be rendering with EIAS. So that non particle object needs to basically become an alpha channel hole in the render. Well I finally figured it out...it wasn't something that I could find by searching through all the various documentation available on the web, so I stumbled upon it while trying to figure out something else.<br />
<br />
In the objects material tab there is a button called ENV. That's the magic button that was hiding in plain sight. Enable that for each object that you want to be an occlusion mask (I think that is the proper term.)<br />
<br />
Then go to the render tab and enable the key button. This will make the alpha that is rendered 'straight'. (if it's a glowing object you may want to enable the Premul button instead)<br />
<br />
Then render out your scene.<br />
<br />
Then render out the EIAS scene.<br />
<br />
When you go to composite them all together, make sure the alpha channels of layers that are involved are set to 'straight'. (unless there's glowing or fading transparent edges or things like that)<br />
<br />
Then apply the mask choker effect with a -.9 setting, this will close the tiny gap between objects due the edge pixels of each layer being slightly transparent so that you can see the background ever so slightly through the layers.<br />
<br />
If anyone knows a way to fix that issue without the mask choker, please let us all know...<br />
<br />
<br />
As for rendering with Blender. There's no network rendering available unless you can delve into the inky depths of command line stuff (I think...) But everything is included in a blend file except the particle and liquids cache and I'm not yet sure if texture maps are included in there or not.  But this makes it pretty easy to move the files to all your render machines and just set the scene to render out a frame range of the entire animation. Not bad considering the price...<br />
<br />
<br />
As for Multilayer output...you have to get a $95 ProEXR plug-in to have After Effects read all the layers in the EXR files, or you can use Blender's internal node based compositor to read and tweak them...I haven't explored the full functionality of that yet, but when I do I will post it here...<br />
<br />
:-)]]></description>
		<pubDate>Mon, 06 Apr 2009 21:18:40 +0000</pubDate>
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		<title><![CDATA[Blender Liquids into EIAS shortcut basic steps]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=746269</link>
		<description><![CDATA[Forum: EIAS Techniques and WIPs Lab<br>
Posted By: monday1313<br>
Post Time: 03-26-2009 at 03:58 AM<br>
Text:<br>
<br>
Tired of importing one OBJ at a time from a liquid sim in blender?<br />
<br />
now you can import them all at once:<br />
<br />
Using Blender 2.48<br />
<br />
1. Export liquid as separate sequence of OBJ files into a separate folder<br />
<br />
2. Start new blend file and name it 'bucket' or cup or whatever. It's entire purpose is to hold the liquid sim's sequence of OBJ files.<br />
<br />
3. Batch import all OBJ's by shift clicking Import/ Wavefront (.obj) from the file menu in the user pref's window.<br />
Now each OBJ files is a separate scene in the outliner window<br />
<br />
4. Save this file and open another new blender file.<br />
<br />
5. Go to the file menu and click on 'append or link'. Choose the blend file 'bucket' or whatever you named it.<br />
<br />
6. You'll see a list of subdirectories, choose the object sub directory.<br />
<br />
7. Highlight the model files you want and click 'load library'. Now you have all the OBJs in one scene.<br />
<br />
8. Click on File/Export/ Autodesk FBX <br />
<br />
9. Click the Scene Objects button. DO NOT click the enable batch button. Choose what other options you need and hit export.<br />
<br />
10. Import the FBX file into EIAS as normal and then do the child cycling.<br />
<br />
<br />
EDIT: I don't think I explained this well enough, but you end up with one single FBX file to import into EIAS that contains all the separate model files already in it. Instead of having to import the hundreds or thousands of fact files after you convert them with OBJ2Fac. The process in blender sounds like a lot, but it literally takes like 20 seconds once you know where the commands are and what to do. It took me 4 hours to figure out the first time, but I learned so many things by accident trying to figure it out that I don't think of it as wasted time.]]></description>
		<pubDate>Wed, 25 Mar 2009 22:58:24 +0000</pubDate>
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		<title><![CDATA[Blender Camera into EIAS basic steps]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=746268</link>
		<description><![CDATA[Forum: EIAS Techniques and WIPs Lab<br>
Posted By: monday1313<br>
Post Time: 03-26-2009 at 03:57 AM<br>
Text:<br>
<br>
Hey everyone. So here's more results from further Blender/EIAS compatibility testing.<br />
<br />
Since particles aren't really easy to transfer from one package to the other(and as far as I know now, which really isn't that far, soft body physics are impossible to transfer to EIAS), I figured it would be easier to figure out how to render in Blender (rhyme semi-intended) and then render non-particle elements in EIAS. I just needed to make sure there weren't any snags that are show-stoppers.<br />
<br />
so here are the steps.<br />
<br />
Set-up scene in Blender with camera movements.<br />
<br />
export as FBX with 90 deg rotation X button enabled. (or disabled, had some interesting results either way)<br />
<br />
import into EIAS as FBX<br />
<br />
move the EIAS camera to the same position and rotation as the Blender camera<br />
<br />
Parent the EIAS camera to the Blender camera. (make sure and keep the blender camera's visibility checked on or it won't pass along animation to the EIAS camera correctly..I think..seemed to have had that problem before with parented objects)<br />
<br />
Here's the only real snags:<br />
<br />
24mm focal length for the blender camera is equal to about 21.3 for the EIAS camera. So render out a low quality movie from blender with enough objects to make sure everything is lined up in EIAS. Then add the movie as a rotoscope background to the EIAS camera. then put the shading mode to wireframe in the camera view window and adjust the focal length until they line up.<br />
<br />
I have just worked on a project that required some camera movement where the camera rolled more than 90 degrees. For reasons I have yet to discover this doesn't transfer correctly to EIAS...any ideas what that is?<br />
<br />
My question now is, what are the best practices for moving EIAS camera/ object animation into Blender? anyone care to share their experiences? Or am I gonna do all the talking here?<br />
<br />
<br />
__________________]]></description>
		<pubDate>Wed, 25 Mar 2009 22:57:36 +0000</pubDate>
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		<title><![CDATA[Get Together?!!]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=745930</link>
		<description><![CDATA[Forum: EIAS Techniques and WIPs Lab<br>
Posted By: scottfox<br>
Post Time: 03-25-2009 at 07:36 AM<br>
Text:<br>
<br>
Any chance a group of us could get together sometime in the future?  Ive got space for a few guys, in La.  Maybe Las Vegas or somewhere else.  It would be really cool for us all to try and get together for say a 3 day (long) weekend type thing.  Maybe it relates to a conference or maybe it relates to us just hanging out and detoxxxxing.  I know this is a worldwide thread, so I dont want to sound exclusionary, but EDIRIS, Id chip in for your air fare.  Im not the type to recommend this type of thing, but I know this much.  Brian and I could give you all a pretty good tour of Hollywood and LA.  <br />
<br />
Im just throwing out ideas at the end of MY night.  You never know.]]></description>
		<pubDate>Wed, 25 Mar 2009 02:36:06 +0000</pubDate>
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	<item>
		<title><![CDATA[EIAS Jeep]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=651693</link>
		<description><![CDATA[Forum: EIAS Techniques and WIPs Lab<br>
Posted By: ediris<br>
Post Time: 07-10-2008 at 09:15 PM<br>
Text:<br>
<br>
Hey people,<br />
   I have done this model in C4D, the enviroment i left it for second i was more interested in SubD modeling. Exported as FBX opened in EIAS.I am still working in these piece.Crtitiques welcome. this started as a modeling exercie at this stage is a ligthning and rendering exercise.<br />
  Thanks<br />
  Edgard]]></description>
		<pubDate>Thu, 10 Jul 2008 16:15:09 +0000</pubDate>
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		<title><![CDATA[Brushed or rough metal, how to?]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=642925</link>
		<description><![CDATA[Forum: EIAS Techniques and WIPs Lab<br>
Posted By: futagoza<br>
Post Time: 06-15-2008 at 12:41 PM<br>
Text:<br>
<br>
Hi all,<br />
<br />
I just was wondering if you could help me out finding the right material settings for a rough metal look like Paul did in his Chromey and Rings images at his Brazil4Rhino section. Jim had a similiar metal used with his brushed aluminium look for his digital camera image a while ago. I had always problems to find the right look in the past so i ask here for advise.<br />
I like to use not always shiny metals thatīs why i ask. It would be great if someone could give me a clue. I posted here because i think it could be a nice W.I.P. session if folks like to help and participate.<br />
<br />
Thanks in advance<br />
Stefan]]></description>
		<pubDate>Sun, 15 Jun 2008 07:41:27 +0000</pubDate>
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	<item>
		<title><![CDATA[Albatross Continued]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=642192</link>
		<description><![CDATA[Forum: EIAS Techniques and WIPs Lab<br>
Posted By: mike33<br>
Post Time: 06-13-2008 at 03:36 AM<br>
Text:<br>
<br>
Hi all, I am continuing to model the Albatross 2000 from the recent EIAS forum YESTERDAY'S FUTURE contest.<br />
 <br />
My approach at the moment is to:<br />
 <br />
1) create the main aircraft body as a solid<br />
2) shell the body<br />
3) create nurb curve outlines for windows<br />
4) project the window curves onto the body<br />
5) copy and transform the windows curves and create 6 surfaces to use as surface knifes<br />
6) create solid primitve, cut to size using surface knifes. This is now a window cutting tool solid.<br />
7) use window tool and boolean subtract it from the main body.<br />
 <br />
Question 1: Am I approaching this the right way? <br />
 <br />
My concern at the moment is the complexity of the model. It's slow going in some form just experimenting with one window, I'm not sure my Mac G4/400 and EIM will be able to handle approx 24 windows, plus other interior detail... <br />
 <br />
Question 1b: I was wondering if I should have the Main body just be a surface instead of a solid...? But I haven't tried that approach yet nor have I worked with surfaces in that manner before.<br />
 <br />
Question #2: Any suggestions on handling large models in EIM? I'm using layers for each main feature of the aircraft, and hiding them when not in use. <br />
 <br />
Thank you for any help/suggestions,<br />
 <br />
Mike<br />
 <br />
PS ....[edited out confusing content]... I'm just not certain I'm going in the right direction for modeling using Nurbs and Surfaces... my CAD life experience is solids based, with mostly cutting, extruding, revolving, etc simple parametric parts and pieces of parts.]]></description>
		<pubDate>Thu, 12 Jun 2008 22:36:40 +0000</pubDate>
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	<item>
		<title><![CDATA[And the winner is....]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=638712</link>
		<description><![CDATA[Forum: EIAS Techniques and WIPs Lab<br>
Posted By: Vizfizz<br>
Post Time: 06-03-2008 at 03:49 PM<br>
Text:<br>
<br>
Richard Joly. The judges have come to a decision and we feel that Richard's entry best represents the spirit of this particular competition. Thanks for your hard work Richard. Lets touch base to get you your prize.]]></description>
		<pubDate>Tue, 03 Jun 2008 10:49:50 +0000</pubDate>
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	<item>
		<title><![CDATA[Contest is now closed]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=637413</link>
		<description><![CDATA[Forum: EIAS Techniques and WIPs Lab<br>
Posted By: Vizfizz<br>
Post Time: 05-31-2008 at 03:52 PM<br>
Text:<br>
<br>
Hi Everyone, <br />
<br />
Thank you for your submissions. The contest is now closed.]]></description>
		<pubDate>Sat, 31 May 2008 10:52:16 +0000</pubDate>
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	<item>
		<title><![CDATA[Today's the day]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=637144</link>
		<description><![CDATA[Forum: EIAS Techniques and WIPs Lab<br>
Posted By: Vizfizz<br>
Post Time: 05-30-2008 at 02:31 PM<br>
Text:<br>
<br>
Hello Everyone...<br />
<br />
Today is the day for final entries. All contestants will have until midnight Pacific Standard Time to submit their entries. <br />
<br />
Good Luck]]></description>
		<pubDate>Fri, 30 May 2008 09:31:13 +0000</pubDate>
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	<item>
		<title><![CDATA[YESTERDAY'S FUTURE Entry: Cj Berg]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=627601</link>
		<description><![CDATA[Forum: EIAS Techniques and WIPs Lab<br>
Posted By: cjberg<br>
Post Time: 05-03-2008 at 03:13 AM<br>
Text:<br>
<br>
I am in and hoping I can finish it before my next looming deadline!<br />
<img src="http://www.cjberg.com/IMG_0360.JPG" border="0" alt="" /><br />
<br />
As seen before, my concept takes things a little further back, and a little further forward... The concept being a future retro Pirate Ship...<br />
<br />
A time where we have space flight and build the future from the past...<br />
<br />
Arrrrr!<br />
<br />
Cj]]></description>
		<pubDate>Fri, 02 May 2008 22:13:04 +0000</pubDate>
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	<item>
		<title><![CDATA[YESTERDAY'S FUTURE Entry: Eric Decker]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=627549</link>
		<description><![CDATA[Forum: EIAS Techniques and WIPs Lab<br>
Posted By: edecker<br>
Post Time: 05-02-2008 at 10:02 PM<br>
Text:<br>
<br>
Since I just resigned my full-time job to get back into the 3d world again I think there would be no better way than to jump into this.<br />
   <br />
   Count me in. My old-new ultraspeederŪ hopes to keep up with the likes of you all.<br />
   <br />
   Eric]]></description>
		<pubDate>Fri, 02 May 2008 17:02:03 +0000</pubDate>
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		<title><![CDATA[A project in the box...]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=626429</link>
		<description><![CDATA[Forum: EIAS Techniques and WIPs Lab<br>
Posted By: miseka<br>
Post Time: 04-29-2008 at 03:27 PM<br>
Text:<br>
<br>
This project is my first serious project, at the moment is off because i want finish the contest, but how i have that study for 3 or 4 months now, then i dont have time, when re start the project, i want to do a animation too, i post new pics...<br />
 <br />
Thk for view, this render is only gi ...]]></description>
		<pubDate>Tue, 29 Apr 2008 10:27:33 +0000</pubDate>
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	<item>
		<title><![CDATA[Deadlines Deadlines...]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=624899</link>
		<description><![CDATA[Forum: EIAS Techniques and WIPs Lab<br>
Posted By: Vizfizz<br>
Post Time: 04-25-2008 at 01:01 AM<br>
Text:<br>
<br>
Hi Everyone, <br />
<br />
As of tomorrow there will be two weeks left until the deadline for final entries. (May 9th)  I'm not seeing much development or work being done in the individual threads so I'm needing to ask: <br />
<br />
Do we need more time? I'm willing to extend the contest if you're willing to kick in the effort. Personally, I'd be rather disappointed if those who entered never supplied a final entry or just gave up due to disinterest. Project Phoenix gave a considerably stronger showing. Is the prize just not motivating enough? I'd like to continue these contests, but I'm beginning to question that decision. Prove me wrong.<br />
<br />
Thoughts contestants?]]></description>
		<pubDate>Thu, 24 Apr 2008 20:01:19 +0000</pubDate>
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	<item>
		<title><![CDATA[Keep up the good work]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=621105</link>
		<description><![CDATA[Forum: EIAS Techniques and WIPs Lab<br>
Posted By: Vizfizz<br>
Post Time: 04-15-2008 at 05:17 AM<br>
Text:<br>
<br>
Hey Everyone, <br />
<br />
Glad to see some participation in here. Keep moving. There is still quite a bit of time left. However for those who haven't started building some geometry, it might be good to start showing a little something before you loose track of too much time.]]></description>
		<pubDate>Tue, 15 Apr 2008 00:17:39 +0000</pubDate>
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