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raptornx01 2014년 1월 23일 오후 7시 27분
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-ReinstallingGAMEFiles 2014년 1월 23일 오후 7시 29분 
OMG is that Sheen I see there??? (Just Kidding!!! - lol)
EmperorFaiz. html 2014년 1월 23일 오후 9시 12분 
Wow
TheFrozenMonkeyKing 2014년 1월 23일 오후 10시 32분 
That would be cool
Sparkie 2014년 1월 23일 오후 11시 43분 
Haha, I doubt SFM will ever get that.
Sparkie님이 마지막으로 수정; 2014년 1월 23일 오후 11시 43분
EmperorFaiz. html 2014년 1월 24일 오전 12시 45분 
SFM is still far from being professional level 3D animation software like Maya yet. We just wait.
Pte Jack-ReinstallingGAMEFiles 2014년 1월 24일 오전 9시 54분 
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 2014년 1월 24일 오전 10시 16분 
nvm
Lounger, The Creator 2014년 1월 24일 오후 4시 29분 
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)

Pierre Bénard님이 먼저 게시:
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.
Lounger, The Creator님이 마지막으로 수정; 2014년 1월 24일 오후 4시 40분
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