And here are the Redshift docs on the various Render Channels, with
World Position at the top of the list:
http://docs.redshift3d.com/Default.html#I/AOVs aka Render Channels.html
On 12/1/2014 5:01 PM, Andres Stephens wrote:
I always admire your work..
Specially with the whole “small budget, can do, latest secret weapon
tech studio” vibe you guys give!
When you refer to the World Position framebuffers, what are they and
how did you use them? Those shots were great. =)
-Draise
PH: +57 313 811 6821
*From:* Tim Crowson <mailto:[email protected]>
*Sent:* Monday, December 1, 2014 09:50:09
*To:* [email protected]
<mailto:[email protected]>
Thanks Jason.
Yes, we did that with Redshift and a very small "farm" (more like a
garden really... is that a thing? A Render Garden?). By the time my
lighting tasks got passed on to me, I had about a month to light all
of my 75 shots. It was a CRAZY schedule, but I honestly can't think of
any other renderer available for Soft currently that could have done
that for us, especially on the budget we had. The longest frame times
were the daytime exterior ones where you see a lot of wide open spaces
in the background. Those averaged around 40-45min per frame using
Brute Force only. Generally, frames were much faster than that.
Anywhere from 3-4 to 11-12.
Everything was done in Softimage and Fusion, with a little After
Effects for a couple of quick fixes. Cloth was ICE-based Syflex, long
hair was Kristinka. Short hair was standard Softimag hair primitives.
World Position framebuffers were very useful on this, and that's how
comp did the transition from "night" to "day" in that frame you posted.
-Tim
On 11/28/2014 4:47 PM, Jason S wrote:
Hi everyone,
A (pretty amazing) recent piece from Magnetic Dreams up on
Soft.TV :o]
http://softimage.tv/yellowday-animation-highlights/
With some magic transforming desolation into ...
Allegedly done in record time! (using magical software ;-] )
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