Posts Tagged ‘3D’

Tips: Using RGB mattes in CG compositing

Sunday, April 12th, 2009

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This topic came up recently on CGTalk and I also covered it in the compositing course I taught at the Queensland College of Art.  I do have a video screencast as well that I did that I will try and dig up as I think it is on my main PC which is in pieces at the moment.

 

Inspiring, no?

The question was: “How do I use ID passes (or RGB mattes) in my compositing?”

 

I guess the first place to start is to remember that compositing is all about colour channels.  Pretty much the first thing you do when you get your plates is check the colour channels (red, green and blue) to see what kind of information is there.  When you are working with straight CG images, it is a bit different.  You will often have various black and white mattes rendered out for you to isolate various objects in a scene.

 

As we (hopefully) know by now, mattes are essentially greyscale (grayscale for you North American types) images that affect an area of your based on the intensity of the pixel colour value, usually with pure white affecting the change the most and black affecting the least.  These can be things like images, patterns, keys or rotoshapes.

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3D: Useful 3D skills for the VFX compositor

Sunday, February 15th, 2009

 

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I mentioned in my last post that a lot of compositors come from non-3D backgrounds.  Being a 2D medium, compositors often come from working with Photoshop or editing software such as Avid and Final Cut Pro.  As such, a lot of compositors might not have a full appreciation of the 3D pipeline.

 

As I suggested, my opinion is that whatever your job in the pipeline, it is a good idea to have at least cursory knowledge of the skills that bookend your position.  That way you will be able to communicated effectively with your workmates and be more efficient.

 

Sometimes, depending on the production, you may find yourself needing particular minor things done and you need them done quickly, not when someone finally has a chance to get to them.  The following are reasonably basic skills that can really help out a compositor:

 

Import match-moved camera data.

At some point, if 3D is being integrated into live action, a Match Move artist (using something like PFTrack or Boujou) will have produced a final locked-off match move solve and camera setup that is being used by the 3D guys.  Knowing how to, at the very least, set projects and open files in Maya is something that everyone in VFX should know.

 

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