Here is a tutorial on how to convert your own Light Probe into the 9 coefficients needed into my ft-SSIBL plug-in (Screen Space Image Base Lighting).





Links :




I’m sorry for the poor sound, I hope you will still be able to understand !

Pixel Bender : ft-UVPass shader for After Effects

Posted by François On June - 1 - 2010


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 ?




Donate



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.


Download & Sources



How to install it ?


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


Donate


My tutorial for AETuts+ is finally out !!
It covers Time Remapping, Waveform to keyframe conversion, expression, … I got really inspired by watching all those reels from motion designer or filmmaker with music most of the time from Hecq. I was wondering how they did their editing and cuts, so I came up with this idea. I don’t know if it’s the way they did it, but this is my approach.

Hope you like it !!!

Link : Audio Reactant Time Remapping Tutorial at AETuts+

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

Posted by François On March - 22 - 2010


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://code.google.com/p/ft-projects/downloads/list
  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




OpenFX (OFX) – An Open Plug-in API for 2D Visual Effects

Posted by François On January - 20 - 2010

Open FX


I did bump into this website a few days ago, it looks pretty old, but it’s the first time I heard about it, and I think it is worth looking at it for open source software development (Ramen already implemented it).



Introduction

From there website :

OpenFX is an open standard for visual effects plug-ins. It allows plug-ins written to the standard to work on any application that supports the standard. This avoids the current per application fragmentation of plug-in development and support, which causes much heartache to everyone, plug-in developers, application developers and end users alike”



Who use it ?

Well this is the interesting part ! Big major plug-in development company use it as a few in the following list :



Why is it interesting for open source softwares ?

I know many people, especially from the Blender community would disagree with me (even more since the big “fight” fans had on 3dsoul’s blog “5 things Blender should do to be successful in the industry”), but actually I think this could be part of a solution about the point I added to his list asking for an external SDK/API. At least for the special effect part.


So beside the bullshit talks about “Blender should remain freedom and shouldn’t mix with closed source third party apps or commercial one”, this could be really useful for some of us who still want to use Blender as main frame, but still be able to use great external (sometimes commercial) plug-ins !


Here for instance, The Foundry Keylight, which in my opinion is one of the best Keying plug-ins ever (and the first one who tells me blender’s can do the same job, I give him 12 shots to do in a week and expect it to be perfect :) ).
If you want to use it today, you’ll need to buy the plug-ins (175€) + on of the software compatible with as Nuke, Shake or so (which I believe is around 2000-3000 €) or even buy an After Effects licence because it come bundle with it now (about 700€). Pretty expensive just to do Keying don’t you think ?

When you can actually only spend 175€ on the plug-in and use it with your favourite apps (even your own if you’d like to).



Conclusion

RamenHD’s developer (Ramen is a open source nodal compositing software in development) is already working on the subject (checkout his blog for ofx). He already start to have good results with The Foundry Keylight and the Sapphire suite Plug-ins.

I believe it is a really smart move, and I hope Blender would do it in the future as well. It might even make simpler the way to develop new filter for it.



A few links :

halloweenpic-screenshot

Juan Bermudez did a cool facebook app called HalloweenPic based on the small Flash application I did a while ago.

I’m really happy (and proud :) ) that sharing the sources could help someone creating some cool stuff.

That said, just go and test it here : http://apps.facebook.com/halloweenpic

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Saturation Shader

Posted by François On November - 6 - 2009

saturation-panel

This one should be pretty simple, but still all the shaders I have found on the Internet was based on conversion to HSL color space. Which could be actually useful if  you need some color balance control, but if you just want to control the saturation as fast as you can, it’s probably not the right approach.

Anyway here is a small shader which does the trick (Media Player Classic) :

http://www.pasteall.org/8891/c

Exposure/Offset/Gamma photoshop tool to Shaders

Posted by François On November - 5 - 2009

The goal here was to understand how works the Exposure feature of Photoshop for my research on lift/gamma/gain

exposure-photoshop-panel

NB : I wouldn’t say I’m an 100% sure about how it works, but that’s how I understood it worked so far


Exposure :

I though exposure was more complicated than that (maybe it is) but the way I’m reproducing it, is only by adding a percentage of the pixel by himself. nothing more complicated than that.


Offset :

As seen in my previous post, the Offset is just an Add of a value. My first approach on it was saying Offset is controlling the luminance of it, so I guess the correct way would be to convert the pixel in the YCbCr color space, add a value to the Y channel, and reconverting back to RBG color space. But this is doing a lot of calculation for nothing, while adding just a value to the entire picture would probably do the same, and actually would correspond to the Lift (or Offset of the CDL).
Plus switching between color space makes you loose some tiny precision in the color.

Anyway, I’ll give the two solutions, please let me know if you think one is better than the other


Gamma :


As usual, power(1/gamma)

The right order :

If all this was actually all pretty simple, at least I learned one thing (obvious as well I must say). Don’t forget to do the operation in the right order. In my first try I had a small bug, and couldn’t have the same result in Photoshop & in my shader, because I was doing the offset before the exposure. Which is pretty silly, since if you do that, you are loosing all the dynamic range of your picture when you actually want to have as much information as you can for your exposure.

The order is Exposure -> Offset -> Gamma.


Formula :

output = ((input*exposure) + offset)^(1/gamma)

hum… looks a lot like the CDL formula doesn’t it ? :) Except exposure is a single float value between 0 and 20 ? (maybe more, maybe less depends of your picture)and the default value should be 1.The offset should be between -10 ? and 1 I think.


Shaders (HLSL in Media Player Classic) :

http://www.pasteall.org/8868/c

Here I’m giving the version with YCbCr conversion, but I’m pretty sure it is not doing anything more than the above one, except loosing information in conversion. But at least it shows the YCbCr conversion :)

http://www.pasteall.org/8869/c

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