Source Filmmaker > Общи дискусии > Подробности за темата
raptornx01 23 януари в 7:27след.
Not exactly SFM related but a neat little example of Pixars new animation technique
http://www.cartoonbrew.com/cgi/pixar-makes-painterly-cg-new-research-could-change-the-look-of-their-films-95205.html

Wouldn't mind if Valve tried to add something like this is. I looks basically like a variation on Ambient occlusion.
Показване на 1-8 от 8 коментара
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Pte Jack is away for a MONTH++ 23 януари в 7:29след. 
OMG is that Sheen I see there??? (Just Kidding!!! - lol)
EmperorFaiz.html 23 януари в 9:12след. 
Wow
TheFrozenMonkeyKing 23 януари в 10:32след. 
That would be cool
Nerp 23 януари в 11:43след. 
Haha, I doubt SFM will ever get that.
Последно редактиран от Nerp; 23 януари в 11:43след.
EmperorFaiz.html 24 януари в 12:45сут. 
SFM is still far from being professional level 3D animation software like Maya yet. We just wait.
Pte Jack is away for a MONTH++ 24 януари в 9:54сут. 
What has Maya got to do with animation software? Yes it has the capability and you can do it, but it's primarily a 3D editor.
EmperorFaiz.html 24 януари в 10:16сут. 
nvm
Lounger, The Creator 24 януари в 4:29след. 
Very interesting topic and technique.
It seems that it's already possible to use this, though probably not directly from within the SFM.
Also, it's far from what Ambient Occlusion is. AO is a calculation of how exposed a part of a model is to a light. This new technique by Pixar is for rendering 3D animation in a way to make it look like it was painted or drawn.

(Advanced stuff ahead)

Първоначално публикувано от Pierre Bénard:
Thanks! A disclaimer first: this is a research prototype not a final product. As such, it may fail to run, crash, or otherwise not perform as expected.
The technique is implemented in Cuda/C++ as a standalone software. Its source code in "http://graphics.pixar.com/library/ByExampleStylization/PaintTweenDistro.tgz" should compile on any plateforme (using cmake) and run on relatively recent Nvidia GPU (Cuda 4 required). Yet various inputs - image sequences - are needed (see "PaintTweenWorkingSets.tgz" for an example). At the very least, shading information and velocities across frames need to be provided. We use to render them with RenderMan, but you can use any rendering engine that lets you access those data (3delight should work for instance).
Note that, in its current form, the UI is minimal; we use to couple our prototype with Nuke plugins to deal with complex shots with multiple layers.
Good luck, and let me know if you manage to do something out of it.
So exporting shading information and velocities across frames is probably not possible with the SFM at this stage.
A way to make it work is to export animations from the SFM to an animation program that does support exporting the required data.
Though you could probably just ditch the SFM at that point and use the more advanced program.
Последно редактиран от Lounger, The Creator; 24 януари в 4:40след.
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Дата на публикуване: 23 януари в 7:27след.
Публикации: 8