Category Archives: Download

Pixel Bender : ft-SSIBL (Screen Space Image Base Lighting) shader for After Effects


Introduction

ft-SSIBL for “Screen Space Image Base Lighting” is based on a topic I covered in a previous post about Roy Stelzer’s “2.5D Relighting inside of Nuke”.  In this shader I tried to reproduced a few approach found in his Nuke script. So with a Normal pass (object or world), you will be able to do some relighting with a HDR map. The shader won’t compute the 9 coefficients (spherical harmonics) needed for you as describe in this paper : http://graphics.stanford.edu/papers/envmap.

The default value are from the Grace Cathedral, San Francisco Lightprobe http://www.debevec.org/Probes/


Download & Sources

I will for sure add more feature to this one in the future, so come back check it out


How to install it ?


Just copy the .pbk file into your “Support Files” folder in your AE install directory


How to use it ?


How to convert a Light probe into the 9 spherical harmonics coefficients ?



Here is the tutorial


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Pixel Bender : ft-UVPass shader for After Effects


Introduction

This shader let you re-texture your rendering directly in After Effects. It use a UV pass as default input and a texture as second input. UV pass could be render from pretty much any 3d package.


Download & Sources



How to install it ?


Just copy the .pbk file into your “Support Files” folder in your AE install directory


How to use it ?




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Pixel Bender : ft-2-strip technicolor & ft-3-strip technicolor shader for After Effects


Introduction

Those two shaders try to mimic Martin Scorsese’s The Aviator movie effects. The codes are based on snippet found on VFXTalk.com, Blender source code & Aviator VFX behind the scene website.

UPDATE : Now ft-2-strip technicolor & ft-3-strip technicolor as merged to a one filter called “ft-Technicolor”

Download & Sources


How to install it ?


Just copy the .pbk file into your “Support Files” folder in your AE install directory


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Rotating Normals from a Normal pass

RotateNormal is a  group node inspired from Roy Stelzer (2D TD at Double Negative) “2.5D Relighting inside of Nuke” presentation.

This node setup allow you to offset your normal pass on the X,Y,Z axis. It could be use for several cases (relighting is one of them for sure, so I thought I would share this node. All you have to do, is to “Append” this node in your blend file and your are done. It use a normal pass as input, and would output the new normal pass.

Feel free to use it as much as you want 🙂

Download RotateNormal Blend File

Color Grading with Blender 2.5


Introduction

Yeahh Matt Ebb just commit my patch (SVN r27733) for the “Color Balance” node in Blender 2.5 Compositing node !!! Now it should be much easier to work with.

You can get a version of blender at Graphicall.org (any version above revision 27733)

There is still some precision issue on the color wheels, I guess some day it will be possible to move the color picker slower.



How to use it ?

First I would recommend you to un-check the “color management” setting in Blender 2.5 or it will make the blacks really hard to control.

If you are not so familiar with color grading, and push-pull techniques, I would really recommend you to watch Stu Maschwitz’s (Prolost) video tutorial using Magic Bullet Colorista. The settings won’t be exactly the same, but the approach quite the same though !

Red Giant TV Episode 22: Creating a Summer Blockbuster Film Look from Stu Maschwitz on Vimeo.


How does it works ?

I described the Lift/Gamma/Gain in a previous post, and mostly this node is based on the formulas specified there. We just slightly modified it so the 3 defaults values parameters are equal to 1.0 just like in Colorista. Which makes it much easier to control the blacks.
Actually the “Color Balance” node before this revision was the same formula but with lift default value equal to 0.0


Some presets !

While making some comparison test between Colorista in After Fx and the “color balance” node in blender, I tried to mimic some of Colorista’s presets.
You can download the “Blender Color Grading Presets” here : http://code.google.com/p/ft-projects/downloads/list

There is the following presets :

Bleach preset w/ Color Balance node
Cold preset w/ Color Balance node
Cool to Warm preset w/ Color Balance node
Day to Night preset w/ Color Balance node
Punchy preset w/ Color Balance node

vignetting using Mike Pan's approach


UPDATE – Cubic Lens Distortion Pixel Bender shader for AE (with scale & chromatic aberration

cubic lens distortion & chromatic aberration



If you haven’t seen my previous post yet, here is the Syntheyes’ Cubic Lens Distortion algorithm ported to Pixel Bender.


New Features

  1. Scale factor : works exactly as Syntheyes Scale Lens Workflow (v2)
  2. Chromatic Aberration : based on Martins Upitis‘s GLSL posted here (v2)
  3. Blue/Yellow Chromatic Aberration based on Dorian modification (V3)



Download

  1. Download ft-CubicDistortion.pbk here : http://aescripts.com/ft-cubic-lens-distortion/
  2. Place it in your “Support Files” folder (which is in your AE install folder)
  3. Launch AE
  4. Look for the effect called Cubic Distortion

Source Code

just download the file at http://aescripts.com/ft-cubic-lens-distortion and open it with your notepad application

Donate

still if you wish ^^




PixelBender Cubic Lens Distortion for After Effects


Introduction


If you are doing Matchmove, you probably bumped into Lens work-flow issue, where you have to un-distort the footage in your matchmove software, then track it, and export a new undistorted footage, so your client can compose the 3d rendering on top of it and then distort it back.
I don’t really like this work-flow, since for instance AfterFx do not have Cubic Lens Distortion FX and it would be really hard for the client trying to match the distortion back.

After watching Victor Wolansky’s FXPHD Class on SYN202 (syntheyes) about Lens work-flow, I thought : “hey why not porting the lens distortion algorithm ?”. Pretty easy to do, since I already did it for HLSL & Martins Upitis did port my shader to GLSL !
Thanks to SSonTech for sharing there alogrithm


Pixel Bender Cubic Lens Distortion :

Not much to say, it does what it suppose to do ! You can copy & paste values from Syntheyes and it will match perfectly (or it should at least). See the screenshot below.

  1. Download CubicDistortion.pbk here : http://aescripts.com/ft-cubic-lens-distortion/
  2. Place it in your “Support Files” folder (which is in your AE install folder)
  3. Launch AE
  4. Look for the effect called Cubic Distortion

UPDATE : now with scale factor & chromatic aberration, see the post here

Thanks to Jerzy Drozda Jr (aka Maltaannon) for his great tips about Pixel Bender.

So now, you can create a new comp with your distorted footage > pre-comp it > undistorted it with the shader > track it in syntheyes > export the camera to a 3d package > render the scene > import the render into your pre-comp > desactivate the shader. Should match perfectly 🙂



Screenshots

(yeah I know, PFTrack grid with Syntheyes … not cool ! :p )

Distorted Grid
Syntheyes Cubic Undistortion
AE with Cubic Lens Distortion shader
compare AE & Syntheyes Lens distortion


Donation

If you wish




RGBto3D Space application made with processing

Introduction

I wanted to play with Processing the other night. I thought about representing RGB pixels value of a video in a 3D space based on there RGB value, where RGB stand for XYZ.


Mobile Version on Vimeo

00:00 : using “Avatar” Trailer
01:07 : using webcam feed


How, why, cool ?

So really basic programming, but I thought it would looks cool. Actually, what was going to be a cool looking animation  turn out to become a cool visualisation tool !
I found out that by just showing those pixels in a 3d space based on there RGB values you could see several dimensions at once :

  • Red value : X axis
  • Green value : Y axis
  • Blue value : Z axis
  • Luma value : is the vector between the black color (0,0,0)  -> white color (255,255,255). It means that if the point cloud is closer to the white corner, brighter the picture is (… no kidding 🙂 )
  • Saturation value : it is the vector perpendicular to the luma vector. it means if the picture is saturated wider the point cloud would be, and of course more it is desaturated finer the point cloud will be. A black & white picture would only show particles on the luma value.
    This one was the less obvious to me (but I’m not really smart :p)



Examples

Saturate picture = wider point cloud
Saturate picture = wider point cloud
Desaturate = finer point cloud
Desaturate = finer point cloud
black&white = point cloud only show as a straight line on the luma vector
black&white = point cloud only show as a straight line on the luma vector
brighter = point cloud closer to the white corner
brighter = point cloud closer to the white corner
Darker = point cloud will be closer to the black corner
Darker = point cloud will be closer to the black corner



Source Files :

You will have to add a quicktime movie (.mov) in the “data” folder called “vid.mov”


Conclusion :

For sure all this sounds pretty obvious, and I’m pretty sure I’ve seen people doing this kind of stuff before, but I’m surprised I haven’t seen it in any “video editing” software before (or maybe I miss it).

I think it could be a really helpful tool to have a quick over look on your picture and just in a snap being able to tell if its too saturate, too red, or too blue, too bright or too dark…

Feel free to leave any comments about that or if you know something similar, just drop a line in the comments. By the way, this is my really first complete project with processing, so I probably did things the wrong way, you are welcome to correct me 🙂

YouUp

YouUp is a fun application by Ubisoft
YouUp transform your head live and add fun to your video conversations ! Create your own custom videos with movie style. Add special FX, change your background. It uses a face detection and tracking system to create 3D masks that follow your every move.

I’ve been working on this project for the past couple years as first a CG Artist and then as a Technical Artist Director working on pipeline, realtime matchmove, augmented reality and so more. The technology used is totally done by our team at Ubisoft.

Feel free to give it a try, it’s free, it works with your Windows Live Account. They’ll update it pretty often with new assets some are free, some other you can buy

http://www.youup.com/en/

Marilena : source code of the Glasses Demo

Somebody remind me that I forgot to share the project of my demo using the Marilena project (OpenCV port).

So here is the source code, nothing fancy, nothing complicated, just a real basic use, but I guess it will help some of you who are interested.

This code is compiled with free tools as Flex SDK, Flash Develop , the optimized version of Marilena by Mario Klingemann and the AS3 Tweenlite class. If you never setup this kind of IDE before I highly recommend this tutorial which will help you with all the settings !

I’m not a programmer so this code is way too simple and not optimized at all, so feel free to re-use it as you want 🙂

[iframe http://www.pasteall.org/5725/actionscript/embedded 600 320]


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