raptornx01 23. Jan. 2014 um 19:27 Uhr
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.
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Pte Jack 23. Jan. 2014 um 19:29 Uhr 
OMG is that Sheen I see there??? (Just Kidding!!! - lol)
EmperorFaiz. vtf 23. Jan. 2014 um 21:12 Uhr 
Wow
TheFrozenMonkeyKing 23. Jan. 2014 um 22:32 Uhr 
That would be cool
Mary Berry 23. Jan. 2014 um 23:43 Uhr 
Haha, I doubt SFM will ever get that.
Zuletzt bearbeitet von Mary Berry; 23. Jan. 2014 um 23:43 Uhr
EmperorFaiz. vtf 24. Jan. 2014 um 0:45 Uhr 
SFM is still far from being professional level 3D animation software like Maya yet. We just wait.
Pte Jack 24. Jan. 2014 um 9:54 Uhr 
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. vtf 24. Jan. 2014 um 10:16 Uhr 
nvm
Lounger, The Creator 24. Jan. 2014 um 16:29 Uhr 
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)

Ursprünglich geschrieben von 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.
Zuletzt bearbeitet von Lounger, The Creator; 24. Jan. 2014 um 16:40 Uhr
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