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2014年1月15日 星期三

mask3d node

set cut_paste_input [stack 0]
version 7.0 v10
push $cut_paste_input
Group {
 name mask3d
 selected true
 xpos 1457
 ypos -418
 addUserKnob {20 User}
 addUserKnob {18 pos l Position t "Select the colour that corresponds to the position you want."}
 pos {5.994726658 48.59552765 6.745039463}
 addUserKnob {13 rad l Radius}
 rad {0.7 {rad.x} {rad.x}}
 addUserKnob {7 fall l "Falloff Exponent" R 1 10}
 fall 3.25
 addUserKnob {7 gain l Hardness}
 gain 0.54
}
 Input {
  inputs 0
  name __POS_INPUT__
  xpos 95
  ypos 536
 }
 Expression {
  temp_name0 distR
  temp_expr0 (Br-parent.pos.r)/rad.x
  temp_name1 distG
  temp_expr1 (Bg-parent.pos.g)/rad.y
  temp_name2 distB
  temp_expr2 (Bb-parent.pos.b)/rad.z
  temp_name3 len
  temp_expr3 sqrt((distR*distR)+(distG*distG)+(distB*distB))
  expr0 pow(1-len,fall)
  expr1 pow(1-len,fall)
  expr2 pow(1-len,fall)
  expr3 pow(1-len,fall)
  name __POSITION_KEY__
  xpos 95
  ypos 597
 }
 Clamp {
  channels rgba
  name Clamp1
  xpos 95
  ypos 641
 }
 Group {
  name Perlin_gain
  help "This is an implementation of Ken Perlin's gain function. It boosts micro-contrast (acutance, in photographic terms) without clipping. When set to 0.5, it has no effect. When >0.5, gain is boosted; when <.5, gain is muted. Only luminance is affected; not hue nor saturation. Superwhites remain untouched."
  tile_color 0xcc9d6d00
  xpos 95
  ypos 686
  addUserKnob {20 "" l User}
  addUserKnob {7 realGain l "Perlin Gain function" t "This is an implementation of Ken Perlin's gain function. It boosts micro-contrast (acutance, in photographic terms) without clipping. When set to 0.5, it has no effect. When >0.5, gain is boosted; when <.5, gain is muted. Only luminance is affected; not hue nor saturation. Superwhites remain untouched."}
  realGain {{parent.gain}}
 }
  Input {
   inputs 0
   name Input1
   selected true
   xpos 130
   ypos -89
  }
  Expression {
   temp_name0 gain
   temp_expr0 parent.realGain
   temp_name1 lum
   temp_expr1 "0.2125*Br + 0.7154*Bg + 0.0721*Bb"
   temp_name2 val
   temp_expr2 .5*((lum<.5)?((1-gain)>0?pow(2*lum,log(1-gain)/log(0.5)):0):2-((1-gain)>0?pow(2-2*lum,log(1-gain)/log(0.5)):0))
   expr0 r>1?r:r*(val/(lum+0.00001))
   expr1 g>1?g:g*(val/(lum+0.00001))
   expr2 b>1?b:b*(val/(lum+0.00001))
   name KPGain
   tile_color 0xd47f3b00
   label "TRUE GAIN\nFUNCTION"
   xpos 130
   ypos -24
   addUserKnob {20 "" l User}
  }
  Output {
   name Output1
   xpos 130
   ypos 98
  }
 end_group
 Clamp {
  channels rgba
  name Clamp2
  selected true
  xpos 95
  ypos 731
 }
 Output {
  name Output1
  xpos 95
  ypos 839
 }
end_group

Enable the mip production shader in Maya mentalRay

The Mental Ray production shaders are hidden by default.  mip_* mib_* mia_*
Simply go to your script editor, type in:
optionVar -intValue "MIP_SHD_EXPOSE" 1;
Also check out info on the finest in Mental Ray websites from Zap
http://mentalraytips.blogspot.com.br/2007/10/production-shaders-hidden-treasures-of.html
To find more info you can always search "Mental Ray production shaders" as well as read the 2013 Mental Ray production manual online.

http://docs.autodesk.com/MENTALRAY/2013/ENU/mental-ray-help/

2013年12月11日 星期三

LiveAction CG VFX HDR LightComp test breakdown


LiveAction CG VFX HDR LightComp test breakdown from vfxjimmy on Vimeo.
Thanks Rex's Camera support to let this demo happen!

2012年5月23日 星期三

2012年5月22日 星期二

Tiji - Balloon

2012年5月2日 星期三

2012年3月9日 星期五

2012年2月18日 星期六

2012年2月3日 星期五

The Fantastic Flying Books of Mr. Morris Lessmore

在這網路與媒體充斥的年代, 你有多久沒有好好讀一本好書呢? 也許 Moonbot Studios 的短篇動畫會勾起你一些感動..... 這部動畫短片讓我想起1998年的劇情片Pleasantville, 劇中人物因為發現自我而呈現自己的ture color!..... 我與許多人一樣想用動漫/設計/文創..等等外殼去膨脹與成就.... 而我內在在最重要的"打動人心"的部分卻一件也沒做好! 真是慚愧!

2011年8月9日 星期二

ILM - Creating the Impossible

Thanks A-Hom's info....
http://www.youtube.com/watch?v=5ZGkneixgpg&cc=1

2011年8月8日 星期一

Oren–Nayar reflectance model

mia_material

Diffuse:
http://en.wikipedia.org/wiki/Oren%E2%80%93Nayar_reflectance_model

Reflection:
Auto link reflections and "highlights" together!
In real world, the Glossy Highlight (we normally talk about "Specalur") is the reflection of light source

Anisotropy:
BRDF: design your own BRDF curve

Engery Conservation rules:
>Transparency "wins" over Diff
>Reflection "wins" over Diffuse+Transparency
>Translucency(半透明) is percentage of Transparency

Practical meaning of above:
>Reflection act as "coating" above transparency+diffuse
>Translucency acts as a "type" of transparency

http://www.mentalimages.com/fileadmin/user_upload/PDF/arch_and_design.pdf

2011年5月24日 星期二

Slimtime

Thanks A-hom's info

Slimtime from Slimtime on Vimeo.

2011年4月9日 星期六

The 3D Truth in Old Masters

Thanks AIC class great input! What a creative idea behind....

The 3D Truth in Old Masters

2011年3月19日 星期六

Combine Bump 3d and Bump 3d together

connect multi-Bump 3d node and keep their it's own bump value control:
First show Left and Right hidden
Out Normal -> Normal Camera


This also work on 2d bump chan, too! And also chan 3d bump and 2d bump together...

This give you different level of bump control, and easy to see!
sample maya file!

Other bump resource on internet!