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Here is what I came up with:
Adding a glow without affecting close parts of the handle:
The handle mesh is on scene layer 6
The blade and other objects are on scene layer 1
Create a material for the blade:
Enable Transparent in Render settings > Film:
Create two renderlayers, one for the handle and one for the blade:
By setting the handle layer to ...
First you have to decide what type of OpenEXR you want to render:
OpenEXR to get single files of your passes or channels/layers
EXR Multilayer to get a multi-channel file with all your passes or channels/layers included
This decision really depends on your further workfow. For e.g. Blender or Nuke it's much more useful to have one multi-channel EXR, but in ...
Divide objects into 2 scene layers, move actors (Suzanne) onto layer 1, move backgrounds onto second layer, place lights into both of them.
Setup 3 render layers - First for layer 1, second for layer 2 and third for layer 2 with layer 1 excluded:
Render it with transparent bacgrounds, it will produce results like this:
In compositor divide render layer 2 (...
ASC-CDL stands for the American Society of Cinematograpy's Color Decisions List
It's designed to create a standarized protocol to share basic color correction data across different systems form different vendors. It is a protocol that can be applied to either scene referred linear or log-like encoded imagery. The following outlines scene referred as Blender’...
There's build-in support for focusing on objects using this node.
In the Properties editor under Object data (with the camera selected):
In the Depth of Field panel, add your Focus object.
When setting up your Defocus node, enable Use Z-Buffer.
Cycles also has built-in support for DoF. Again in Depth of Field panel, set your ...
First of all, avoid using Blender's default font because it's the lazy option.
The quick and dirty solution is to use TextEditor's own Text To 3D Obect feature.
TextEditor -> Edit -> Text to 3D Object
That will give you two options:
One Object Per line.
My issue with this is it rather limits the amount of design aesthetic you can ...
This can be done in compositing with a displace node driven by a texture.
1st, let's see the basics.
In the node editor, select compositing and backdrop.
Now add a displace node (shift+A to open the menu or click "add")
link it to the image and to a viewer node (Ctrl+Shift+Click on the displace node) and you can move the image on X and/or Y with the X/Y ...
Yes, it's possible. I mostly render my freestyle stuff on a separate Freestyle-Renderlayer and recombine it with the ordinary one in the Compositor. If you just want to rerender your FreeStyle strokes you can just render the Freestyle Renderlayer.
I've only done it in Cycles so far, so the following is only for Cycles.
To separate it:
Activate Freestyle ...
Ambient occlusion is an approximation of global illumination that
emulates the complex interactions between the diffuse
inter-reflections of objects. While not physically accurate (for that
use full global illumination)
What is it?:
It is a way to make objects in a scene look more realistic. Ambient occlusion casts shadows where ...
Since version 2.74, blender has has the ability to display text blocks in the node editor.See the manual.
Add a frame node, then in the properties region add the text block you want to display. (A text block is simply a file made in blender's text editor.)
The frame will display the text exactly as it is in the text editor without word wrapping, you have ...
You can exclude a pass from the Combined pass by toggling the camera icon next to the appropriate pass in Render Layers > Passes:
The trick with cycles is that there is direct lighting and indirect lighting.
If you only want to filter out shadows, then it's as simple as dividing render by the Shadow pass with a Mix node. However,...
The four controls for manipulating a Background Image in the Compositor:
V zooms out.
Alt + V zooms in.
Alt + MMB pans around.
Alt + Home fits backdrop to the available area.
Also note the changes to the Node Editor Properties panel, such as the addition of the Backdrop dropdown, which, among other things like the hotkeys, allows for precision zooming.
and another, more tunable.
the Z-buffer isn't really an image but a grid of distance values mapped from camera clipping start, and end (these settings are found in the Camera Object properties tab).
Use the limits tickbox to visualize the clipping start and clipping end range, (also called near and far clipping planes). Generally keep all your geometry in ...
You must draw the shape of your symbol in black with a sharp brush with a white background and add spikes. Use a big resolution to get less compression. If you are bad at drawing you can create the symbol in a 2D mesh in Blender. You can also use a text font, preferably that looks like the Unreal Engine font with spikes: https://www....
These are some of the options to make an object not render in Cycles.
To make the object invisible/unrenderable
Disable the object for rendering (turn off the camera icon)
Move the object you don't want to a layer that is not renderable
Give it a transparent shader:
To make the object invisible to camera but keep the shadows and interaction with other ...
Here is an example file for you to inspect.
The wiki page for Renderlayers in cycles:
Render layers are used to render different objects in the scene into different images. This way they can, for example, be color corrected
or otherwise manipulated separately and then recomposed in compositing
Which objects contribute to which ...
While there are many subtleties and nuances to your question, the following should deliver reasonable results with equipment you may very well have around you or possibly borrow.
Use a DSLR and use your widest lens. The Sigma 8mm fisheye and a full 35mm sensor allows one to capture edge to edge sphere shots, for example.
Do a bracketed exposure series of ...
The value outputted by the z pass is in absolute units, going from zero to however far the objects in the scene are. Thus it goes over the color ramp's range of values, and gives out the value that maps to full 1 in the ramp.
You can fix this by adding a normalize node before the color ramp, or by multiplying it by some small value with a math node. The ...
There was a bug report on this where Ton said:
Blender compositor is an extension of our render pipeline, animation frames by definition are always the same size.
This is an issue we like to work on though, it's called "Canvas awareness" for compositor, where you can define a different output size for it than renders, and transform the renders inside ...
In computer graphics, ambient occlusion is used to represent how
exposed each point in a scene is to ambient lighting. So the enclosed
inside of a tube is typically more occluded (and hence darker) than
the exposed outer surfaces; and deeper inside the tube, the more
occluded (and darker) it becomes. The result is diffuse,
Just plug the value directly into compositor output:
Check the Auto Render option in the header to have your composite update.
In the Image Editor see the value with right-clicking on the grey rectangle:
You will see values less than 0 or more than 1 also. No need to scale them.
But you can't see it always, you have to fiddle with the nodes then right-...
Generate a curvature map from a normal map
Here are two node setups you can use to generate a curvature or cavity map from a normal map, they use the same amount of nodes and give the same result. You can download all the node setups here: https://drive.google.com/file/d/1bixkxs6cSes-J9GVwDeIP7pW2OnGNhYd/view?usp=sharing
Link of the image used: https://...
Use Alpha Over to composite the two images:
To have transparency enable "Use Alpha"
NOTE that if you try to display the image on the render viewer using RGB+Alpha you won't see the correct results.
The glow information is there, you just can't see it,
The viewer is broken and cannot represent associated alpha correctly. Pixels that are emissive and ...
Those two images you're trying to composite together have "correlated" alphas. The Alpha over operation isn't the appropriate operation for this situation.
The solution is simple: you just have to add those images together, then add their alphas together and assign the resulting alpha to the result of the first addition.
Why alpha-over doesn't ...