I received a question the other day that was asking how I would approach painting out lights from LatLong HDRI’s that are near the bottom or the top of the image. Anything near those poles will usually be heavily distorted and are a pain to remove if you try to paint on the original map. However there’s quite an easy way to remove them in Nuke and at the same time get the lights to a nice and rectangular format for using them on area lights.
I have recently started getting into Shader Writing in OSL (actually rather Pattern Writing just to not get frustrated too quickly :-) ). To start things off I wrote a simple Pattern that lets you create a life 3d mask in your shading network that can be used to alter different shading effects in very particular areas of an object without the need to paint texture masks. On top of that being OSL it should work in any renderer that supports it (e.g. PRMan/RIS, Cycles in Blender, VRay, etc).
Integrating CG into uneven soil is an interesting challenge. On a recent show we had to integrate CG characters into plates which often had a grassy ground. For Comp it’s benefitial if you get masks from Rendering to aid the blending of the CG elements into the grass. If the ground the characters are walking on is flat this can easily be achieved with a standard PWorld AOV. It get’s a bit trickier though if the characters are walking up a hill or a similarly uneven surface, because the coordinates at which the character comes in contact with the ground are constantly changing. I’ve been trying to come up with a system to make a Comper’s life easier and found a relatively simple solution.
Primitive Variables are a really cool way to get variation in Renderman Shading Networks. As it requires adding Attributes to your Shape Nodes within Maya to control the variation it can be quite time consuming to set it up. So I was trying an attempt to build an interface that helps a bit with the set up.
Getting textures from Mari to Maya is pretty straight forward. Once you understand the Workflow it’s pretty fast. But what if you have a complex model, or even multiple models, each with multiple channels and lot’s of UV-Patches? It can be VERY time-consuming setting up each and every texture by hand.