Forum Replies Created

Page 231 of 285
  • [Sami Syrj

  • Mylenium

    February 6, 2006 at 5:55 am in reply to: Bjork – cocoon

    Actually I believe it’s a combination of multiple techniques. Part of it is real red plastic thread, some of it seems strictly 2D with pseudo-shading (e.g. 3DStroke beveling) and a large part is made up of 3D elements, both modeled and based on particle effects. You might be able to get some of the effects in AE, but not all of them, that seems certain.

    Mylenium

    [Pour Myl

  • Nope, no way. Like in the past, projects of newer versions are not backward compatible to older version.

    Mylenium

  • Mylenium

    February 4, 2006 at 8:10 pm in reply to: Fractal Noise Effect in AE 6.5

    No, you can’t get this effect separately. I believe in AE 7 they moved some of the effects in the Standard version and Fractal noise must be one of them. So upgrading would probably be the easiest way to obtain this effect. Many other effects bundles also have their own flavor of Fractal noise effects, but since the usually are more expensive than your version of AE, it doesn’t seem feasible.

    Mylenium

    [Pour Myl

  • Mylenium

    February 4, 2006 at 9:34 am in reply to: Plugin Compatability in AE 7

    Except for Magic Bullet all plugins seem to work. Some of them just expose minor quirks, but that doesn’t stop them from being usable. Trapcode’s plugins needed a minor update because e.g. the mini-preview in Particular didn’t work properly. A more complete list of working plugins can be found elsewhere. Do some searching.

    Mylenium

    [Pour Myl

  • Mylenium

    February 4, 2006 at 9:33 am in reply to: Plugin Compatability in AE 7

    Except for Magic Bullet all plugins seem to work. Some of them just expose minor quirks, but that doesn’t stop them from being usable. Trapcode’s plugins needed a minor update because e.g. the mini-preview in Particular didn’t work properly. A more complete list of working plugins can e.g. be found at https://www.toolfarm.com .

    Mylenium

    [Pour Myl

  • Mylenium

    February 4, 2006 at 9:26 am in reply to: openGL rendering

    No. OpenGL renders will never look exactly the same like software renders even with advanced OpenGL features. There are several things that differentiate OpenGL in that respect. E.g. Antialiasing algorithms are much simpler than the ones you can have in software. However, you should see some improvements and depending on what look you are after, even OpenGL can look good. Stay tuned, I’m in the process of compiling some more detailed info that will be available soon.

    Mylenium

    [Pour Myl

  • Mylenium

    February 3, 2006 at 7:09 pm in reply to: AE7 thoughts

    While you did make no personal insults, you made unfounded assumptions that are hardly bearable. The general gist I get from your statement is: Anybody who’s even trying to see something good in AE7, is a fool and must have been paid to do so because in your world AE7 is a heap of horse droppings. In some ways this gives you an ugly face like the ones that some of your caricatures/ illustrations show (which have an interesting style, but are in an odd way disturbing).

    My problem is not that you try to devalue the efforts of a single person, but of an entire group of people without giving any constructive criticism. You know, I’m known to be cynical, rude and impolite at times and I just love bashing software, but I feel I at least always provide an explanation as to why I do so and I can get across my message. You failed in doing so and thus can only be filed in a category commonly known as “trolls” these days. You have succesfully destroyed all your reputation and credibility with this one stupid post. Even if you are allowed to stay on this forum, you shouldn’t expect too much help anymore from the people at which your post was directed. It’s your own loss.

    Just for the record: Many of the people you tried to mock are definitely better and more experienced AE users than you, myself and most likely a few other people as well and have tried to further development of AE on levels you can’t even begin to understand. I found working with them very enlighting and is has opened up my very limited view of the AE world and if nothing else, I’m thankful for having had a chance to get them to know. Perhaps you might try it some time…

    Mylenium

    [Pour Myl

  • Mylenium

    February 3, 2006 at 5:27 pm in reply to: New plugin

    Normal maps are just RGB images where the three channels are used to store vector info of the surface normals (hence the name). The plugin itself doesn’t care how those maps were created, it will just look up the pixel values. So to some degree your idea might work by creating controlled shading using filters and then tinting it with Colorama. You shouldn’t expect miracles, though. The plugin won’t add a real 3rd dimension to your 2D footage, so it really comes down to how skillfully you can translate common realworld experience into the synthetic world. It will also be very difficult to control where the fake like hits. Since each of the specular/ diffuse shaded points is a result of combining all 3 channels, you will scratch your head more than once trying to figure out how to tweak the channels. I already thought about this myself and it might be helpful to create an expression driven template project for this of these days, but at the moment I simply don’t have the time. I wish you the best of luck with your experiments and let us know if you come up with something cool.

    Mylenium

    [Pour Myl

  • Mylenium

    February 3, 2006 at 5:27 pm in reply to: New plugin

    Normal maps are just RGB images where the three channels are used to store vector info of the surface normals (hence the name). The plugin itself doesn’t care how those maps were created, it will just look up the pixel values. So to some degree your idea might work by creating controlled shading using filters and then tinting it with Colorama. You shouldn’t expect miracles, though. The plugin won’t add a real 3rd dimension to your 2D footage, so it really comes down to how skillfully you can translate common realworld experience into the synthetic world. It will also be very difficult to control where the fake like hits. Since each of the specular/ diffuse shaded points is a result of combining all 3 channels, you will scratch your head more than once trying to figure out how to tweak the channels. I already thought about this myself and it might be helpful to create an expression driven template project for this of these days, but at the moment I simply don’t have the time. I wish you the best of luck with your experiments and let us know if you come up with something cool.

    Mylenium

    [Pour Myl

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