Edit: I wrote that quickly in late night, so today I added my Result and also fixed some information.
You can do this by making a mask, with which you can map an Emission Shader with a Principled BSDF Shader. Set up your UV system first, you need the image to be projected perfectly on one of the faces, I picked the front one.
Second, find an image texture ...
A method to get believable light interaction with the environment, is to recreate the environment.
I have chosen this template image. The process will be the same for moving, tracked footage, but the tracking must be very accurate.
I chose this background image by Hans Weingartz - Self-photographed, CC BY-SA 2.0 de. Click to enlarge.
I have recreated the ...
No adaptive sampling in Cycles in Blender versions prior to 2.83
Cycles used lack adaptive sampling functionality in versions lower than 2.83 so no matter what, the pixels being rendered used to get sampled as many times as there were samples defined in the render settings.
Mask with Holdout shader
You could make a plane, parent it to the camera(Ctlr+p) ...
I thank God for showing me the solution: all you have to do is create a new, blank 3rd Scene (with no objects or cameras) and composite the other 2 scenes there in the compositor. Now when you hit render from the 3rd scene, both scenes will render and one file will be output. Be sure to set your color management settings AND the desired frame output range in ...
Create a Glow Layer
You separate your render into two, the normal render and a glow render, both layers with a transparent background, in the glow layer set all the objects to have the same material (use an emission shader with the color of the glow you want):
Then, you can use this Node Setup in the Compositor:
You have to take into account that, in this ...
You could try using Blender's Displace node fed with a Voronoi texture. If the displacement is to rough then apply some gentle blur also driven by the texture.
To achieve the daubed paint effect I have added a Bilateral blur node to constrain the blur. I feed this with a mixture of the source image and the Voronoi texture.
There is a function which creates a very close effect to the one you're describing.
In the Properties Panel, go to the object section and under Duplication, select Frames.
Duplicates of the object in its state from the specified Start and End frame are shown on all frames. To create the echo, set a keyframe on both properties.
Then, go to the graph editor ...
Various aspects of a Freestyle Line Style can be given modifiers, including the Alpha of the stroke.
The modifiers available to Alpha include Distance From Object. (In this example, the blue empty):
Which, with settings like this:
Can get a result like this:
Try lowering the threshold value
The Glare node works based on the luminance (or brighness) of the pixels in the image, the threshold value means that pixels that are brighter than that number will be affected by the glow, while values lower than the set number will not.
By lowering it, you are changing the node's level of tolerance. If it's set to a low ...
Load the background image in the image editor
Set the editor in mask mode
On on the image click while pressing the Ctrl key and draw a mask for the area you want to use as foreground.
Then in the compositor use that mask to combine the foreground and background elements.
As a loose outline, it’s much better to skip the ACES complexity and focus on what is required. ACES comes with its own entire set of issues, not the least of which is obfuscating the goals and the technical needs.
It’s All About Radiometric-Like Ratios
Integration requires using a specific encoding. That is, the key here is that we seek the radiometric ...
A few notes to set the stage for an answer:
LOG is not a color space. It is a way to encode data (designed to scale large dynamic range Scene Referred data to fit within containers for Display Referred formats (0 to 1)).
Proper compositing should be done using linear data, in a common color- space.
Data from cameras should be linearized first (sometimes ...
Using only the material nodes you could use the image texture's color components. With a good clean key background, just send the green value (alter contrast to taste) to a mix node and mix to transparent.
Here it is in action, with a very poor key background ;-)
Why did you give up on using EXR (I have tried to import EXR files to Davinci Resolve with the LUT's) and go to a useless format like PNG?
PNG cannot handle associated alpha channel, it cannot have pixels that are emissive and transparent at the same time.
Go back to EXRs and be happy.
As for the glow on other elements you have two choices: Create some ...
It is not that easy :) and in some cases just impossible. If you want to just make parts darker or brighter, there is a change you just dont notice, but it would be there.
This "imperfection" comes from anti-aliased pixels generated on object edge to make them smooth. They consists partly from foreground color and partly from background ...
If you render your object with a transparent background, yuor render will have an alpha output in which the object will be white and the background black. In the compositor you can use this output in the input of a "Set Alpha" node which carries the background image you want (a render of the background sky or directly the image of the sky).
Hold down Shift and click on the X button right beside the mask dropdown.
This will unlink the 'mask data-block' from your file. To get rid of the mask's data, you can either save and re-open your blend-file or just click the Purge All button in the Outliner:
You should not use Blender 2.8 for production until it is realeased. It is not stable yet and you may lose your work if you do.
Other than that, the add-on does not seem to contain anything that is changed in the bpy API from the first glance(I might be wrong), so you could try to just find the add-on's file
[Blender 2.80 install location]\2.80\scripts\...
Use a math node in the compositor set to “minimum” to merge multiple mist passes:
“Occluding” objects in the mist pass will always have a lower value than what they are occluding, since the distance range of the mist pass is the same for all layers. “Minimum” takes the smaller of the 2 input values. So this will simply merge all occlusion objects. Just add ...
You are mixing up some things here:
The node-based material definition process is not the same thing as "compositing". They share the feature of being node-based but they are not the same thing.
Since they are two separate things, Blender 2.8 split the editor into two: the "Compositing" editor and the "Shader Editor" (Eevee doesn't really matter here, ...
How does it work? Faces of one plane (tiles) are mapped through Explode modifier to randomized faces of a plane with Build modifier.
Create a Plane and UV unwrap it, then loopcut it or subdivide to match desired columns and rows amount (final facecount = rows * columns). This is Randomizer object
Duplicate Plane ALT-D and add material with ...
No, the compositor will not degrade rendered images.
The compositor works with 32bit float precision, in scene referred linear (meaning that there is way more information that what can be displayed in the monitor).
Of course, there could be intentional or unintentional degrading in the compositor caused by incorrectly connected nodes and/or poor judgement by ...
The Compositing and Material Editor are two node-based Editor Types that are very different. Beginners can get these mixed up.
The Compositing Workspace is to edit your final renders and do things like color correction, effects, and things like that.
The Material Editor is the actual Editor you want. This will actually let you change how the material is ...
Short answer. Re-rendering is your only option.
PNG will not save the mist pass, or any other passes. It will only save color and alpha by default.
If you need to save multiple layers use OpenEXR multilayer.
When you import the rendered image back it will have the corresponding sockets for the layers you saved.
You can't just render the mist pass on its own. Blender always renders the combined pass (even if you check it off on the Data passes for the view layer).
You will need to render again.
Enable mist on the data passes for the view layer
Then use the Mist ouptut of the render layer to save your image.
What you should do in the future:
Avoid PNG and save as ...