PROJECT PHOENIX: FORUM LEADER'S Q&A


#21

Didn’t see this, I miss read the instructions and I thought I needed all my models done.

Oh well… it’s been a crazy week anyway…now I can explore the EI Modeler/EIAS tools I was trying to use on this piece without the rush…

well back to the day job…

Mike


#22

Sorry Brian, I didn’t make myself clear, what I meant to say was:

I’m having FoV anti-alias woes, can I render large and scale down rather then render at a higher anti-alias setting and send my render time into orbit (I have 10x multi-frame blur at the moment). So, in effect: Does scaling equate to manipulation?

Bon weekend!
Ian


#23

As long as the original high resolution output was generated within EI I’m fine with you scaling something down. It would be a kin to scaling down a high resolution texture map for better optimization.


#24

Hi Brian,

I’ve created some clouds from Dante and Dante-clouds shader, to generate the normal maps, but i’ve brighten the alpha channel (which is generate from EI) a bit just to make the clouds looks thicker, (I’ve do a lot of test on EI but couldn’t get the result I want, thats why I go for PS to brighten the alpha cahnnel…)

but from the message above… it seems that only alpha channel direct from EI is permitted…

am I disqualify from this contest…

anyway I’m still try to finish it before the deadline…

regards,
Loon


#25
  1. The mask was originally generated in EI, so that qualifies.

  2. The resulting alpha channel was then modified in a paint package by altering the levels to make the mask more opaque. The resulting image was then reutilized in EIAS. No direct painting manipulation was involved. Altering the histogram of an EI rendering is available within Electric Image through Northern Lights AG_Utilities shaders. Therefore it “could” be done in EIAS. If you possess those shaders, and failed to use them, I would disqualify you, but if you do not, I will permit your manipulation.

You may proceed to the final round provided you do not possess these shaders.


#26

Additionally…

Creating alpha channels is a common, required technique, for proper texture placement and construction. Normal map construction, I believe falls into that catagory. Since you were using the result to produce a normal map to reuse in EI, I can not see how you could not avoid using levels to obtain the proper results.

Northern Lights AG_Utlities aside… proceed to the finals.


#27

I don’t have AG utilities (I don purchase any 3 party shader yet, except the free download), I just drop into NL web site, just curious… how frequent do we use these shader? since we can modify the end result with Photoshop or AfterEffect…

regards,
Loon


#28

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