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Instance/Replicator
Posted: 15 August 2008 07:54 PM   [ Ignore ]  
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Hi folks,
I am requesting the instance plug in which CJ programmed for the use of EI community and its associates.

Is already developed it just needs to be enhanced a bit more.
Why?… well complex animations like the next bellow.
This is easy from a point of view but to recreate it requires time patience and a lot of caffeine.

Thanks Edgard.

The animation has a petal with a bounch of bones for a soft bending for each petal. Than after i did got the movement that i liked i just simple duplicate as a many as i wanted to, but for my surprise i had to BindSkin them again and redo the whole work for each petal.
Each IK is constrained (Position-Modify Y) to a sphere, so it has only one channel that controls the IK chain.
Now i want to duplicate the same flower 5 times. And so for… is very archaic in my opinion. Just to get the shapes correct into EIAS was a big pain. Because there is no way to texture any non planar shape, so i had to do it throug UV using FBX , but these is why of my request it seems reasonable or if you guys can tell me a short cut will be nice.

Thanks

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flower-animation.jpg
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Posted: 15 August 2008 11:51 PM   [ Ignore ]   [ # 1 ]  
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Is there a way to add an ambient oclussion without the GI formula. It just taking forver to calculate the GI i dont really need it but i do need the ambien occlusion shading

It just adds some realism which i need for these scene.COmbine the GI effect ad the image without going thru photoshop.
Thanks Edgard

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flower-GI.jpgNO-GI.jpg
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Posted: 16 August 2008 12:40 AM   [ Ignore ]   [ # 2 ]  
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What about faking it with a dome light and doing it at half resolution or something like that?

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Posted: 16 August 2008 03:05 AM   [ Ignore ]   [ # 3 ]  
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HI Juan,
THanks for the suggestion i applied GI with 600 limit light,Illuminator(SkyDome) and an Ambient Light to give a little to enhance the petals.

It needs to be adjusted with the image i am creating. It doesnt convince me yet. I nedd that AmbienOclussion effect from the GI. Maybe if i add more flowers i could get the results i want i need to see the whole model . This is a previs of how the flower will look like.

Ok as i was reading the Apass manual found out that Ambient Occlusion is in the GI calculation so there is no way to get the occlusion pass noticeable without raising the Limit Range on the GI setting.
This canot be true. I am missing something here.

And there is no info on the Ambient Occlusion . Is an unknown ghost.

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Posted: 16 August 2008 05:09 AM   [ Ignore ]   [ # 4 ]  
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Hi,
Would it make a difference in render time to generate a separate Ambient Occlusion pass using the APass shader?

Aziz

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Posted: 16 August 2008 05:24 AM   [ Ignore ]   [ # 5 ]  
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Is not intended as an image is an element for a scne and these has to b copied severla times like random copies, watch my post http://forums.cgsociety.org/showthread.php?f=186&t=664492

This is intended for these sne and i donot know how am i gonna do these in EIAS. smile
Probably i will be done in 2 weeks the shot of 15 seconds.

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Posted: 16 August 2008 11:25 AM   [ Ignore ]   [ # 6 ]  
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Hi Edgard,

Here is a tutorial on doing ambient occlusion separately: http://www.eitechnologygroup.com/downloads/tutorials/eias/videos/general/occlusion.mov

Best,
Ian

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Ian Waters
Development Specialist,
EI Technology Group, LLC.

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Posted: 16 August 2008 08:12 PM   [ Ignore ]   [ # 7 ]  
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Hi Ian,
I had to do it the Photoshop, in my case After Effects way.
It is quite convincing i am very happy smile with the result s i got from this thread.

I am unconvinced more than ever that EIAS is capable of more than moving objects around. I am using all the tools available don think i havent try Illuminators as Juan suggested. GI and Ambient Oclussion.

Well i finally did a GI and a separate Apass.

Is a nice beginning for my quest.
Thanks Ian and Juan,
Edgard

EDIT: DO you ave to put your Apass on top as Multiply right? smile Just did that and work for me, a bit of greenish and transparency down a notch.

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Posted: 17 August 2008 01:31 AM   [ Ignore ]   [ # 8 ]  
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Mystery solved

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