Trick: Mixing Renders (Dribble and Lightworks)

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Trick: Mixing Renders (Dribble and Lightworks) // Roundtable

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Post by frank // Aug 22, 2008, 5:57am

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I'm kinda sketching out a sequence for this little short tiny small animation that I'm working on and I decided I wanted some "bits of particulate matter" floating around. Sortof like pollen or dust... and I wanted to apply depth-of-field to this using DOF Pro 2.


Generating the little bits of stuff floating about isn't an issue. Rendering it out in such a way that the bits can be isolated from the background plate, I thought, was a different story.


If rendered out to 32bit TGA, I could use the alpha channel to isolate the bits, BUT the nice blur would be clipped and not extend past the object (white part) of the render.


Rendering the bits directly onto the background plate (or from within trueSpace) was a solution, but I would not be able to finesse the particles themselves (opacity, separate color grading, bloom/glow, etc...)


The solution... simple! 50% Grey


I decided I could just render the particles against a 50% grey (RGB 128,128,128) background and then apply that to the original footage in Photoshop or After Effects, trying different overlay modes.


The mode that looks the best: Hard Light


It works like a charm. Or, if you are from the UK... it works a treat.



I then started to think of other ways I could use this technique.


Hrm... what about applying volumetrics to a Dribble render? Is it possible?


Yeaaaahhhhhhhh!!!!!


A picture is worth multiple words. Multiple pictures are worth even more words.


This is a quick example, and certainly not too good-looking. I hope to have a better example sometime soon... like two months or something. ;-)

Post by frank // Aug 22, 2008, 5:58am

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Quick reply. Didn't like my current post count.

Post by Liger ZERO // Aug 22, 2008, 6:58am

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I too have experimented with dribble and lightworks. I used uv toon and dribble together with some good results. It opens a lot of options being able to mix like that. Now only if we had a plugin that would out put the 2 together at render time. That would be nice.:)


BTW lol at post count.:D

Post by jamesmc // Aug 22, 2008, 7:31am

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Layered renders actually work.

I normally use post processing to add a bump map to some parts of the render as it comes out flat after rendering.

Same with shadows and lights.

Post by Emmanuel // Aug 22, 2008, 8:55am

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Nice effect Frank ! :)

Post by frank // Aug 22, 2008, 9:50am

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Thanks, guys!


Simple layering like this opens up the door to lots of neat effects.

Post by Jack Edwards // Aug 22, 2008, 10:56am

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This technique works for doing z-depth rendering for DOF in post as well. :)

Post by frank // Aug 22, 2008, 11:07am

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I've actually done depth map rendering manually before, by painting objects different shades of grey depending on how close they are to the camera. :-)

Post by Jack Edwards // Aug 22, 2008, 11:11am

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Cool tip Frank. That one will work in VRay. Hadn't thought to do that. :o

Post by jamesmc // Aug 22, 2008, 1:12pm

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An RPF file format would be simpler if made available. :D

Post by W!ZARD // Aug 22, 2008, 11:48pm

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Quick reply. Didn't like my current post count.


LOL! 667 - The neighbour of the beast!;)


Cool work on the render mixing Frank - it's something I have wanted to explore myself but haven't yet made the time. I'm quite intrigued by the possibilities of combining LightWorks volumetrics with Realtime renders.... one day I'll have a go at it. Meantime I like what you are doing here.

Post by frank // Aug 23, 2008, 1:01pm

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Thanks!


There are some possible limitations. Well, at least one that I can think of right off hand... Like if you have Lightworks volumetrics composited over a Dribble render with a reflective object, you may get the dracula effect (no reflection).


Or, maybe there is a way to handle that...

Post by transient // Aug 23, 2008, 1:43pm

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You may be able to mix a lightworks reflection layer into the dribble render, especially if you render both to psd layers.
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