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I got no idea about fxphd. Wich is a course rather then a downloadable tutorial and includes eval licenses via VPN. I was told they are not bad at all, but i cant tell myself.
I'll write the postion texture when I find enough free time in my hands.
I guess it should be able to render these things: UVW coordinates channel X, world, object and camera spaces (or everything in the UVW coordiantes rollout). Also normals in world/object/camera space.
Yup, Reference Coordinate System (You pick a scene node and the coords would be accordingly offseted. For example an animated thing (could be a car :P ) consisting of many pieces that are linked together. In worldspace it would be constantly moving. In object space each screw would have a different object. In such situation a reference Object would be nice.
Btw. All of the above (plus refracted, reflected normals and barycentric stuff) is done by InfoTexture and the sources are available here :
seen that one too, in an Andrew Kramer tutorial...it's coming out of the woodwork...relight that is.
Also caught this one: http://euqahuba.com/blog/
Looks like there probably is some depth blur and relight action going on in those nuke tools he mentions.
Love it, gonna wish for free money next.
No wait, first the exr header camera extractor ... then free money...no no no...then a universal point data
exporter...THEN free money...phew. Almost messed that up!
Last edited by Mikokariadis; 31-08-2009, 05:01 AM.
There are already various relight approaches for nuke. Some in-house and some public ones. Including a gizmo based one from the masterclasses (available via the foundry homepage).
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