Bobo´s Camera Projection tutorial with scanliner/other renderer then krakatoa?

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Old 11 November 2007   #1
Bobo´s Camera Projection tutorial with scanliner/other renderer then krakatoa?

Is it possible to render the camera projected particles with the scanliner or any other third party renderer?

im referring to this tutorial:
http://www.franticfilms.com/softwar...ng_dataflow.php
 
Old 11 November 2007   #2
Originally Posted by PsychoSilence: Is it possible to render the camera projected particles with the scanliner or any other third party renderer?

im referring to this tutorial:
http://www.franticfilms.com/softwar...ng_dataflow.php


I haven't tried it, but it should work - it is setting the Vertex Color channel of each particle, so adding a Material Dynamic operator with a Standard material using Vertex Color Map in Diffuse Channel and Self-Illum. of 100% should "visualize" that data.
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Bobo
 
Old 11 November 2007   #3
thank you very much for the tip, bobo! maybe u saved my a$$

kindest regards,
Anselm
 
Old 11 November 2007   #4
tested it but i think i did something wrong :( the vertex color channel is set to 2 but i dont know what im doing wrong


 
Old 11 November 2007   #5
Originally Posted by PsychoSilence: tested it but i think i did something wrong :( the vertex color channel is set to 2 but i dont know what im doing wrong


I cannot tell from here (don't have Box #3 at home). There is a slight chance that the Shape operator is killing the channel, try moving it before the Data Operator.
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Bobo
 
Old 11 November 2007   #6
tried that...same result :(

i uploaded the maxfiel to my server. maybe u can have a brief look at it tommorow. thanks again in advance.

http://core2core.de/spielwiese/wall_01.zip
 
Old 11 November 2007   #7
Originally Posted by PsychoSilence: tried that...same result :(

i uploaded the maxfiel to my server. maybe u can have a brief look at it tommorow. thanks again in advance.

http://core2core.de/spielwiese/wall_01.zip


Just a note that I am sick today and not in the office :(
Will try it when I go back to work...
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Bobo
 
Old 11 November 2007   #8
no problem, its a personal project of mine we have all time in the world! Get well again in the first place!
 
Old 11 November 2007   #9
Any new on my issue with the vertex color issue :( ?
thank you in advance.

with kindest regards,
anselm
 
Old 12 December 2007   #10
Originally Posted by PsychoSilence: Any new on my issue with the vertex color issue :( ?
thank you in advance.

with kindest regards,
anselm


Sorry for the delay, if you read the CG News you probably know we were a bit stressed lately.

I looked at your scene and your Vertex Color map was set to read channel 2 while the second Data Operator that does the camera projection was set to write to the Vertex Color channel (0). I switched the map to use the Vertex Colors channel and the wall stucco colors appeared on the particles.
Channel 2 is used to store the particle positions, so it caused the particles to turn in shades of red, blue etc. based on their XYZ coordinates
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Bobo
 
Old 12 December 2007   #11
hm, didn´t get in which sub-operator :( i thought the mapping input in the top left corner under the camera...i´m with stupid
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Old 12 December 2007   #12
Originally Posted by PsychoSilence: hm, didn´t get in which sub-operator :( i thought the mapping input in the top left corner under the camera...i´m with stupid


What you highlighted in the flow is the INPUT of the particle position stored by the previous Data Operator (NOT sub-operator) in the flow. It uses channel 2 and it ok as it is.

What you had set wrong was the VERTEX COLOR MAP in the material assigned to your particles. It was ALSO set to Channel 2, which is WRONG because it shows the POSITIONS of the particles as COLORS, resulting in 4 "rectangles" of particles with colors obviously based on their X and Z axes. (see the previous screenshot you sent me).

The Vertex Color Map in the Diffuse channel of the particle material MUST be set to the VERTEX COLOR CHANNEL (in other words, channel 0) because the BOTTOM MOST sub-operator in the screenshot you sent WRITES the camera projected colors into that channel!

So in short:
*Channel 2 is used to STICK the position data from frame 0 to the particles
*Channel 0 (Vertex Color Channel) is used to COLOR the particles.

So open the scene, go to Material Editor, find the material assigned to the particles and switch the Vertex Color Map in the diffuse map slot to Channel 0. Done!
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Bobo
 
Old 12 December 2007   #13
Hey Bobo,

I was wondering that,If I am rendering a sequence where,there is a car with which the camera moves,then would I have to render the full animation as an open .exr sequence and then assign it as a bitmap sequence on the "$Plane01"?Also If I render a larger image with an aspect ratio of 1.77778 then will it improve my output quality?

Thanks a lot,
Entrancea
 
Old 12 December 2007   #14
Originally Posted by Bobo: What you highlighted in the flow is the INPUT of the particle position stored by the previous Data Operator (NOT sub-operator) in the flow. It uses channel 2 and it ok as it is.

What you had set wrong was the VERTEX COLOR MAP in the material assigned to your particles. It was ALSO set to Channel 2, which is WRONG because it shows the POSITIONS of the particles as COLORS, resulting in 4 "rectangles" of particles with colors obviously based on their X and Z axes. (see the previous screenshot you sent me).

The Vertex Color Map in the Diffuse channel of the particle material MUST be set to the VERTEX COLOR CHANNEL (in other words, channel 0) because the BOTTOM MOST sub-operator in the screenshot you sent WRITES the camera projected colors into that channel!

So in short:
*Channel 2 is used to STICK the position data from frame 0 to the particles
*Channel 0 (Vertex Color Channel) is used to COLOR the particles.

So open the scene, go to Material Editor, find the material assigned to the particles and switch the Vertex Color Map in the diffuse map slot to Channel 0. Done!

wow, i feel extremly stupid now if only there´d be some more input on box3 around *looking at charley*

Last edited by PsychoSilence : 12 December 2007 at 02:45 AM.
 
Old 12 December 2007   #15
Originally Posted by entrancea: Hey Bobo,

I was wondering that,If I am rendering a sequence where,there is a car with which the camera moves,then would I have to render the full animation as an open .exr sequence and then assign it as a bitmap sequence on the "$Plane01"?Also If I render a larger image with an aspect ratio of 1.77778 then will it improve my output quality?

Thanks a lot,
Entrancea


Yes, if the projection is changing, you will need a whole animated sequence, one for each frame. (See the rotating mini which used an animated rotating camera to render and then project back the animation).

The aspect of the source plane the Box #3 operator is using to grab the pixel color should match the output aspect (because the particle is calculating its screen coordinates and then wants to "pick up" the color from that same point on the rendered image). The quality depends on the quality of the rendered sequence you are projecting. Each particle will get the color of the texel closest to the sampling point, so the higher the resolution of the projected image, the better. Not sure why the aspect would play any role in the quality...
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