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St. wrote:
> "John VanSickle" <evi### [at] hotmailcom> wrote in message
>> Shot B was rendered at 320x240, shot C was rendered at 40x30,
>
> 40x30 ?? Why that size? Speed?
No, to produce the blockyness. I used mega anti-aliasing and rendered
the exact same scene at lower resolution; when scaled back up to 320x240
in the masking render, it produced a shot in which each 8x8 block of
pixels was a solid square colored to match the average of the same block
of pixels from Shot B.
>>The only thing to remember is that the objects which are present in both
>>the B and C shots MUST be positioned identically, relative to the camera,
>>and if the masking is based on the objects in the scene, then the mask
>>object must properly fit the objects in the scene, usually by having the
>>mask objects positioned, relative to the camera, in the same way.
>
> Phew! I was going to mention in my first reply that 'masks' were possibly
> used, but thought against it because it looked 'too neat'. Good job with
> what you've done there John.
It's actually quite easy to make sure that everything is positioned
right, relative to the camera; simply cut and paste the scene code for
the positioning of the camera and the objects.
It was slightly trickier with the scene above, because for shots A and B
the models and the camera are positioned exactly, but for shot C the
scene required that the robots be turned 90 degrees clockwise and
translated by <-5000,-10,15500>; but the transform only had to be
applied in four places in the .INC file, so it wasn't that hard.
>>Once you get that going right, the technique is really quite easy.
>
> I counted 36 animations on your website. I think I'll leave the
> animations to you... Let's see double that number. ;)
I'm working on it. My next one is already up to 1440 frames (a full
minute), and it will probably be closer to two minutes when I'm done.
Regards,
John
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