Forum Replies Created

Page 35 of 411
  • Darby Edelen

    January 16, 2014 at 5:51 am in reply to: Moving Lights Made Easy?

    I’m not sure what you mean by “in a different place.” There are different reference points involved in defining a “place” when you work in 3D.

    The 3D position of any object should not change so long as its position or any of its parent objects positions are not being animated.

    That said, when you look through a new camera the screen (2D) position of every object is going to change if the camera has different transforms from the previous one.

    Can you post a project file or images that illustrate the behavior you’re seeing along with a short description of how you’d like it to behave?

    Darby Edelen

  • It looks like you’re using “Bake Object…” which does not allow you to bake many of the material channels (including reflection). You should use the “Bake Texture…” function/tag instead.

    Darby Edelen

  • What do you mean by lens size? The focal length? The aperture? There’s a lot of specific language surrounding the camera’s attributes so please do be, erm, specific 🙂

    Here’s some more general information. The focal length and film back are related on one side of an identity equation to the zoom and composition size on the other:

    Film Back / Focal Length = Composition Size / Zoom

    So changing either the Focal Length or the Film Back will change the Zoom value if the Composition Size remains constant (which it does when editing the camera settings). This equation is true by definition.

    The FOV is also related to the above in that:

    Film Back / Focal Length = Composition Size / Zoom = 2 * tan(FOV / 2)

    So changing the value of any of the ratios by modifying the numerator or denominator disproportionately will necessarily change the FOV.

    For example, increasing the Zoom by 1.5x would decrease the FOV unless the Composition Size also increases by 1.5x or more. If the Composition size is increased 2x but the Zoom only by 1.5x then the FOV would increase (2 / 1.5 > 1). If the Zoom and Composition Size are both increased by 1.5x then the FOV will remain unchanged (1.5 / 1.5 = 1).

    Every other camera attribute is unrelated to the field of view.

    Darby Edelen

  • Darby Edelen

    January 11, 2014 at 3:36 am in reply to: Moving Lights Made Easy?

    You can right-click a spotlight, parallel light, or camera and go to Transform > Auto-Orient to turn it ‘Off’ and disable the Point of Interest.

    Darby Edelen

  • I haven’t looked at whether the RAM is considered user servicable in the new Mac Pros (it had better be) but my “best value” move for any Mac purchase has always been to buy with as little RAM as possible (I wish you could buy it with none) and then purchase after market RAM.

    The mark ups on the RAM through Apple are generally ridiculous.

    Also I’d suggest that RAM upgrades are far cheaper than CPU upgrades.

    https://www.datamemorysystems.com/apple-mac-pro-6-core-intel-xeon-e5-3-5ghz-md878ll/a-late-2013-memory-upgrades/

    If you order with the default amount of RAM you can save $420 on the upgrade to 64GB if you buy after market and you’ll have 16GB of RAM left over to give… sell to a friend 🙂

    Darby Edelen

  • In order to properly unpremultiply an image this way in AE the operations must take place in floating point. Premultiplication takes the RGB values and multiplies it by the Alpha. To unpremultiply the RGB the software must divide by the alpha value, since alpha ranges from 0-1 you can end up with very very very large values (divide by 0). Those values need to be preserved instead of clipped so that they can be limited by the Solid Composite and then composited properly.

    That’s the first thing I can think of, there may be other reasons as well 🙂

    Darby Edelen

  • Sure thing. If you’d like additional help we’re always here 🙂

    Darby Edelen

  • Darby Edelen

    January 9, 2014 at 5:06 am in reply to: Visible outline on Alpha Channel Mask

    Possibly a misinterpreted alpha, a rogue effect, or the image was premultiplied with a non-black color (white?). Just guesses. If you can upload the problem image we might be able to diagnose a bit easier.

    Darby Edelen

  • Here’s a file that follows the Nuke pipeline. It works only on unpremultiplied RGB until the Stencil Alpha at the top of the comp.

    6978_unpremultpremultedgecomposite.aep.zip

    Turns out that unpremultiplying the RGB in AE is a bit obtuse. I thought I knew how to approach it but I quickly learned that I needed to adjust my expectations 🙂

    The Remove Color Matting effect (with Clip HDR Results disabled) results in an unpremultiplied RGB but not the RGB values we want. AE divides the RGB value by the Alpha value which gives us a very large RGB value; the result looks correct because it’s still being alpha blended. However, problems quickly arise if you try to blend more than one of these unpremultiplied layers together. The alpha values are blended together and the extra high RGB values start showing (you get a bright line around the composite).

    The solution is to use the Solid Composite effect set to Black after the Remove Color Matting effect. This removes alpha blending from the RGB values and takes the alpha out of the composite entirely. If you apply the unmodified alpha (the Stencil Alpha step) at the end of all of the RGB compositing (all your passes unpremultiplied using Remove Color Matting + Solid Composite) you should end up with the same result as following the unpremult -> merge -> premult workflow in Nuke.

    Darby Edelen

  • I’m running CS6 so I can’t see how your compositions are set up. I was able to get the same result with the new assets you uploaded though.

    I did notice that the results look worse when using Blend Colors Using 1.0 Gamma only. I linearized the working space in the project files I’m working in and everything looks good.

    Darby Edelen

Page 35 of 411

We use anonymous cookies to give you the best experience we can.
Our Privacy policy | GDPR Policy