Photoshop is not a compositing tool

loocas | opinions,software | Sunday, July 10th, 2011

Photoshop CS5

Let me get this straight. Photoshop is not a compositing tool. Period.

I certainly am not a compositing artist, however, I have a, rather, deep technical knowledge of compositing principles and compositing software packages (such as Nuke) and thus I get asked from time to time by fellow CG artists about some compositing issues they have etc. The worst thing is when I find out they’re comping their still image in Photoshop saved as a PNG file! Blasphemy!

There are so many attributes that make a good compositing program that you cannot even start considering Photoshop for the duty. Even After Effects fall flat facing some more serious compositing tasks (mainly true 32bit float comps, or 3D space comps etc…). Why, you may ask. Let’s start with the essentials. One of them is color management. It truly startles me that Photoshop, the mecca of digital image manipulation tools, doesn’t have this feature! I mean, of course you have color management in Photoshop, but that’s more to have with calibration to printing standards, CMYK color space etc… but you don’t have a chance loading up a custom LUT, or, hell, even something as essential as an sRGB LUT. So, working with true linear renders is a huge pain in Photoshop.

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Mari 1.3v2 is finally available!

loocas | Mari,Nuke,software | Thursday, June 30th, 2011

Mari 1.3v2

Finally! This was one of the reasons why I bought a copy of Mari! The bridge between Nuke and Mari makes these two an uber-powerful combo!

Here are some information about this update and Frank’s video demonstrating the power of this tool.

Btw: this is something I also want to extend to the 3ds Max world. Stay tuned… ;)

Creating 3ds Max deployments

loocas | 3ds Max,miscellaneous,software,technical | Monday, June 27th, 2011

A very informative post on the Autodesk forums about making 3ds Max deployments.

I planned to do a similar how-to here, on this blog, in the future. Possibly a videotutorial, so, stay tuned… ;)

Virtualizing the render farm

loocas | miscellaneous,opinions,software,technical | Wednesday, June 22nd, 2011

So far I haven’t had much luck transforming my render farm to a fully virtualized environment for easier management of the render nodes’ software config.

I’ve tried Microsoft’s Hyper-V technology at first as it seemed like the easiest path, but I couldn’t have achieved what I’ve wanted from the setup:

  • Startup of the render nodes
  • Have all the render nodes boot up to a centralized virtual OS
  • Render tasks
  • Shutdown

I’ve even tried the SCVMM, but it was way too complex and complicated so I didn’t actually spend too much time fiddling with it.

I’m currently looking at my #2 option (mainly due to added cost and software layers), VMWare. Especially the VMWare View and vSphere products.

So, no virtualization tips from me right now, all is still one big work in progress, but I’ll be posting updates as soon as I have them.

Deadline’s Power Management not waking slaves properly

loocas | deadline,miscellaneous,software,technical | Sunday, May 29th, 2011

I recently had a problem with Deadline 5 and its (awesome) Power Management setup. The issue was that the server that was running the Pulse on wasn’t waking my machines up from their shutdown states (WOL).

The weirdest thing was that I was able to wake those machines up from any of my workstations via the Deadline Monitor app, but Pulse wasn’t able to. So, after speaking to the Thinkbox Software support (which is also top-notch and very helpful, by the way), they recommended me a few network traffic sniffing apps to monitor what is going on on the NICs.

The problem was that the NIC connected to the network was not actually sending the magic packet, so, no machines were, obviously, able to receive it. After a bit of further investigation, I found out that the WOL packet was actually being sent through the secondary NIC on the server, which wasn’t physically connected to the switch (mainly because the server also acts as a DC). So, the simplest solution seemed to disable the secondary NIC in Windows and have the primary NIC take care of the whole business.

This, however, presented a lot of trouble. By disabling the secondary adapter, you completely disable the NIC (in Windows, that is), so, with that you also disable any licenses that are bound to that particular adapter’s MAC! After that I wasn’t able to start Nuke, Mari, or even Deadline Slaves!

So, I had to dig deeper. The answer was Interface Metrics. In the Advanced tab under the IP properties, you can manually override Interface Matrics. See the link for more details, but basically, any lower value has higher priority. In my case, the secondary NIC (not physically connected to the switch), got automatically assigned a higher priority matric (a lower value), than the primary NIC. I manually overrode those and voila!, all traffic was being directed through the primary NIC.

To check what settings you’re at, use this command in the command prompt:

netsh interface ip show address

Hope this helps… :)

duber studio buys Mari

loocas | Mari,miscellaneous,software | Thursday, May 12th, 2011

Mari

That’s right, I bought my first license of Mari a week or so ago and have been toying with it since. :)

I’ve been looking for a usable and flexible texture painting app aside from Cinema 4D or Deep Paint (is it still being developed?) that can take on really complex projections and meshes. The way Mari handles its project data and the textures is absolutely fabulous! Oh, and did I mention Mari also sports Python? ;)

Originally I wanted to buy Mari prior to buying a license of Nuke X and Furnace, but then the job I would have needed Mari extensively for got cancelled, unfortunately, so I put it on hold. Then, recently, I saw Frank Rueter’s Nuke/Mari workflow video and immediately fell in love with the idea of software interoperability!

So, after playing with Mari for a few days and bugging the support team at The Foundry (about one undocumented feature of Mari’s command port), I now have everything I need to make Mari and 3ds Max communicate the same way as Frank demos with Nuke in his video.

Anyways, expect at least a preview of the things I’m about to do with Max and Mari in the near future. Stay tuned!

Shotgun and 3ds Max integration preview

loocas | 3ds Max,maxscript,Python,showcase,software,technical | Friday, April 29th, 2011

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If you’re interested in a live demo or more information about the duber Python and Shotgun integration in 3ds Max, drop me a line via e-mail at: ldubeda[at]duber.cz

Using Dictionary data types in 3ds Max

loocas | maxscript,Python,software,technical | Thursday, April 28th, 2011

I’ve had a few customers and clients asked me specifically about getting Dictionaries from 3ds Max to Python using our 3ds Max Python plugin, but I wasn’t able to answer with an elegant or productive way of handling these data types in the MAXScript environment.

Until recently, I’ve been handling Dictionaries two ways:

  1. String parsing (i.e. a very primitive way of handling foreign data types, not really recommended)
  2. Manual wrapping (i.e. passing in a List or Array object and converting it back to a Dictionary object)

String parsing is the worst possible way of handling such an issue. It’s very cumbersome, highly unintuitive and with MAXScript string capabilities, extremely difficult. Manual wrapping, on the other hand, is rather more elegant, faster and you can use other, known, data types to construct your future Dictionary and have that converted in Python natively. The down side is, you have to be very careful with the way you’re handling the future Dictionary. The thing is, only a tuple of list pairs can be successfully converted to a Dictionary in Python. This is a bit limiting as we don’t have any specific way to tell what is a Tuple and what is a List in our Python implementation in MAXScript as there are no such data types available. So, what I did was I had an Array sent to Python (an actual .NET Array object, by the way) I had that converted first to a Tuple, which is pretty straight forward and then have that converted to a Dictionary. Worked fine, but it was a bit difficult to construct more complex Dictionaries, especially nested Dictionaries, in MAXScript.

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Customizing Deadline, example

loocas | deadline,software,technical | Tuesday, April 19th, 2011

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An example of the limitless possibilities how to customize your Deadline installation in order to make it work in your specific production pipeline.

Crysis 2 – minor tweaks

loocas | miscellaneous,opinions,software,technical | Tuesday, March 29th, 2011

Ok, it wouldn’t be the TD inside of me if I didn’t customize the game at least a tiny little bit before even starting to play. :D

So the absolutely first thing I did was to change the game’s language. I can’t stand Czech localization (though, admittedly, it was done very well in this particular example, to be perfectly honest). Unfortunately, there isn’t a super simple way for an average player to do this. You have to modify a config file called system.cfg, found in the root of the Crysis 2 installation (i.e. C:\Program Files\Crysis2).
In there, there’s a line that says g_language = Czech (in my case, obviously), simply rewrite the locale name to your pereference (mostly, probably, English).

After that was done, I started playing. Now, I have a 24″ widescreen monitor (as probably most of the people on the planet), which makes it even more baffling why the devs kept the default FOV option at 50 degrees?! I changed that to something more pleasant and “natural”, 70°. To do that, simply open up the game’s console by hitting the ~ key (delete the semicolon!) and type:

cl_fov = 70


or whatever value you like. Try several options which one will suite you best.

After this, you should also consider tweaking the near FOV (for drawing the weapons you hold etc…) and the sprint FOV (when you’re running). These are the commands (with my settings):

r_DrawNearFoV = 60
pl_movement.power_sprint_targetFov = 70


If you need to change anything else, try searching the web for the right command. Unfortunately, I don’t know if there is any particular command for listing all the available commands, so, this was just that. :)

I don’t feel the need to modify anything else anymore. :D Enjoy the awesome game!

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