Archive for July, 2012

Maya Export Position and Normal Pass to Pixel Cloud Tutorial


Hey guys, this tutorial is a brief overview on how to use Maya to quickly create a position pass and normal pass to be used with the Pixel Cloud plugin for After Effects. The process is pretty much the same as in my previous tutorials but this is dedicated to exporting the passes from Maya and the adjustments necessary after importing into After Effects.

On a side note, I’ve started setting up a Forum for any questions regarding Pixel Cloud, Scripts and even just general graphics talk! If you have any technical questions please feel free to post here and for my customers feel free to email me at support@blurrypixel.com I’ll get back to you! The forum is still in the beta stages but feel free to start using it!

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Introducing Pixel Cloud!


The Pixel Cloud plugin for After Effects is a powerful compositing tool that allows you to relight a 3D generated image, make 3D aware selections or displace the pixels in 3D space. Combine the use of a Position Pass and a Normal Pass with the power of After Effects’ 3D lights and cameras and change the lighting of your composited 3D graphics. This native plugin for After Effects can use the coordinate information from a Position Pass or depth map to generate a Pixel Cloud in 3D space. This Pixel Cloud can be viewed from all angles using AE’s own cameras. With a Normal Pass, the Pixel Cloud can be relit using After Effects’ own lights or using an image as an Image Based Light. There are a number of uses from 3D compositing to motion graphics! Find it at AEScripts.com!

Features:
Relighting with 32-bit passes
Use AE Lights and Cameras
Diffuse
Specularity
Image Based Lighting
Reflection
Alpha Lights for matte generation
Support for falloff in CS5.5 and above
Pixel Cloud generation with 8bpc to 32bpc
3D Displacement
Pixel Texturing
Lo-res Preview modes
Multiprocessor compatible

Generating the position pass can be done in various 3D software packages. In Cinema 4D you may use the PointPosition C4D from AEScripts.com. There is also a tutorial for doing this here: http://youtu.be/yfoT7bxbBwo

For Maya, you may use the Point World output of a samplerInfo node connected to a surface shader and render an EXR using mental ray and the 32-bit framebuffer. There are also a variety of tutorials available.

For 3DS Max, you may add the XYZ Generator shader to the surface slot of a mental ray material. Set it’s Coordinate System to 3 and render to an EXR using the floating point framebuffer.

More tutorials coming soon!

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