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raptornx01 23 янв в 19:27
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.
Показано 18 из 8 комментариев
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Pte Jack-ReinstallingGAMEFiles 23 янв в 19:29 
OMG is that Sheen I see there??? (Just Kidding!!! - lol)
EmperorFaiz. html 23 янв в 21:12 
Wow
TheFrozenMonkeyKing 23 янв в 22:32 
That would be cool
Sparkie 23 янв в 23:43 
Haha, I doubt SFM will ever get that.
Последний раз отредактировал Sparkie; 23 янв в 23:43
EmperorFaiz. html 24 янв в 0:45 
SFM is still far from being professional level 3D animation software like Maya yet. We just wait.
Pte Jack-ReinstallingGAMEFiles 24 янв в 9:54 
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 янв в 10:16 
nvm
Lounger, The Creator 24 янв в 16:29 
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)

Изначально опубликовано 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.
Последний раз отредактировал Lounger, The Creator; 24 янв в 16:40
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Дата создания: 23 янв в 19:27
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