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fiberblast

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About fiberblast

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  1. fiberblast

    16 bit renders

    The unclampedRGB allows you to adjust the full range of exposure. So even if EI has rendered something thats in very low light you can use the extract to get the full range of values back in AE.
  2. fiberblast

    16 bit renders

    Thanks again Thomas. That helped
  3. fiberblast

    16 bit renders

    Is there an example or tutorial for RPF rendering? I'm having a hard time getting AfterEffects to look at any extra channels. I am using the updated .shl posted in the forums here. Thanks for any direction on this. I know I: • should use the 3D channels sub in the AE plugin menu. - eXtractor? • dont think it should matter if its CS 4 or 5 • should have a matching filename including the padding except for the extension between the render and RPF sequence • am rendering RPFs but AE sees "no aux channels." • tried EI format and pict. - convert to SGI or tif before importing into AE?
  4. fiberblast

    Fiber's Wish List

    Good deal, thanks for all the corrections to my work flow. Not sure why i need to cmd drag the timeline to enable the scaling of keyframes but it works and that's cool by me. Not sure what to say about features that are covered by $100+ plugins. I understand that you dont want to discourage 3rd party development but at the same time, shouldnt some of these features be standard with EI? Less drilling perhaps but at the same time, Ill be messing around with animator on a laptop and i cant display all the menu items... You're right, probably knew that at one point too. Thanks again I really do appreciate all the feedback.
  5. • Incorporate gradations into the material colors. EI is so good with grads. Should have always been there. • Enhance the 3D type creation tool to include post script files. Tired of turning my illustrator files into fonts. Invigorator's pretty good but clunky. Cheetah's pretty good at bevels and such but geometry has limited complexity. Maya sucks with type. EI is a logo factory. Let's make some nice bevels. • Multiple camera views • Transporter icon... coolest icon ever. Even if the app isnt used much keep it for the icon. • 16 bit color renders • Need more "Mr." type plugs. Like "Mr. Spaceship" and "Mr. Dynamics" • A tag of some kind on a an object in the project window to denote "shadow object only," "reflection object only" etc, ghost the layer icon etc • Better zooming controls in the project window. but keep the option drag thing • Ability to organize all those dialogs somehow. tabs, locking edges, lazy susan, something • Organize the snapshots... dont want separate windows for each render • if i lock an item it should not be movable in the scene, or at least make it unselectable in the project window as well • Would like a way to organize multiple scenes in a single project better then attaching my junk to a null and collapsing, heh that doesnt sound right but it is. • Put the renaming of an object on the layer instead of the weird text field toward the top of the project window. • Animated booleans. • Camera should check for free hard drive space before the render • There's a snap to grid... Can we have snap to object? • Would be nice to be able to load a scene into Unity3D. Meh. But probably not worth the work. • Theres a library for textures and shaders. Perhaps a library for models? • Keyboard navigation in the project window. • I want to be able to attach Mr Nitro to the project window and set the blast time for 1996 • Option dragging keyframes is cool. Would love to be able to scale multiple keyframes over time. Copy and paste translational keyframes between objects. • Generally I use screen shots of wireframes in orthographic views to guide my texture creation in photoshop but you could add a button for that instead. • Shouldnt the "Constraint" menu be a sub under Animation? • Animators main menu over all could be more efficient. 12 menu items seems a little heavy for whats going on up there. • Swapping geometry • It may be time to add a proper particle system. It is version 9. So particles that emit from a point, volume or object. Geometry or sprite particle replacement. Dynamics. Channel controls. Effectors. Soft/Rigid stuff. Target to target. Collision. Scripting. Yep gotta match Maya feature wise if you're going to do it at all. • Control of Renderamas stitching. If we can't do over 2gig files let me describe what it should be then. • People like Renderama's features. Add some thumbnails to it. Pretty it up. "Show in Finder" buttons. Machine names next to IPs. Least a Filename of the render. • Update that old flare dialog. Add some presets. At least a panavision setting. Knoll still make a plugin for EI? • Sorry I dont do character stuff. Was a little sad when EI started rolling that way 4 versions ago. But i guess you gotta have it in an app called Animator. But it seems like its refined and perfect now. So lets move onto something else. • Love Xpressionist. Lets give Xpressionist even more power. Wish it could generate keyframes from its scripts. I want more commands. • Would like to see IPR K well thats all i got for today. Want more?
  6. fiberblast

    16 bit renders

    Thanks Tomas, I did look at these and didn't really see anything that directly said it was rendering in a 16bit or better file, but I can call Northern Lights and ask about it anyway. I was hoping to get more range from a RPF channel. But havn't been able to find a way to make that work.
  7. fiberblast

    16 bit renders

    Im starting a film project that has subtle dark grays. I'd like to use EIAS and am wondering the best way to maintain a higher color space then 8bit in my renders. I understand that "Camera" renders in a higher color space then samples it down to 8bit per channel, ie "true color". But, it's important that I'm able to work in 16bit during compositing, and deliver as such. Are there work arounds for 16 or 32bit renders?
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