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-ColorGray shader for After Effects

Posted by François On June - 9 - 2010



Introduction

This shader will color an image based on a second input. I did it because I wanted to change grayscale into a variety of colors with a gradiant.



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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Pixel Bender : ft-CombineRGBA for After Effects

Posted by François On June - 3 - 2010


Introduction

This really simple shader let you combine 2 inputs channel into a new one. There is already something like that in AE, but I believe it is only working in 8 or 16 bits. This one is working in 32 bits (thx pixel bender). I just did it because sometimes I do need to combine map datas (as normal map & height map) for my shaders, since Pixel Bender is limited to 2 inputs.



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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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

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 ?




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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+

Color Grading with Blender 2.5

Posted by François On March - 25 - 2010


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


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




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