Source Filmmaker > Γενικές συζητήσεις > Λεπτομέρειες θέματος
raptornx01 23 Ιαν @ 7:27μμ
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.
Εμφάνιση 1-8 από 8 σχόλια
< >
Pte Jack 23 Ιαν @ 7:29μμ 
OMG is that Sheen I see there??? (Just Kidding!!! - lol)
EmperorFaiz. Gaben Claus 23 Ιαν @ 9:12μμ 
Wow
TheFrozenMonkeyKing 23 Ιαν @ 10:32μμ 
That would be cool
Sparkie 23 Ιαν @ 11:43μμ 
Haha, I doubt SFM will ever get that.
Τελευταία επεξεργασία από Sparkie; 23 Ιαν @ 11:43μμ
EmperorFaiz. Gaben Claus 24 Ιαν @ 12:45πμ 
SFM is still far from being professional level 3D animation software like Maya yet. We just wait.
Pte Jack 24 Ιαν @ 9:54πμ 
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. Gaben Claus 24 Ιαν @ 10:16πμ 
nvm
Lounger, The Creator 24 Ιαν @ 4:29μμ 
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)

Αναρτήθηκε αρχικά από 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.
Τελευταία επεξεργασία από Lounger, The Creator; 24 Ιαν @ 4:40μμ
Εμφάνιση 1-8 από 8 σχόλια
< >
Ανά σελίδα: 15 30 50
Ημ/νία ανάρτησης: 23 Ιαν @ 7:27μμ
Αναρτήσεις: 8