This is a simple, two-set video tutorial showing a basic workflow on some CG rendered footage coming out of 3ds Max. The goal here is to compare and contrast a workflow that people might be used to doing in Autodesk Combustion that they now might be looking to accomplish in Autodesk Composite.
In the first video, we'll take a look at how to do "selective effects" such as a localized color correction. We'll also take a look at one method of creating a post-process depth of field effect based on luminance values of a Z-depth (grayscale) render pass. The following shows one workflow in Combustion
oh my!
...and the following is how to accomlish the same basic effects using Autodesk Composite...
To the hardcore Combustion and Composite AREA freaks, please forgive the repost of an older tutorial set. I wanted to do so to establish a launch point of ideas and please Please PLEASE feel free to post ideas and suggestions about similar 'apples and oranges' video tips and tricks along these lines. I'll monitor the blog to see what people might be interested in seeing more of pertaining to workflow comparisons between Autodesk Combustion and Autodesk Composite.
cheers,
/garyD
6 Comments
visualz
Posted 18 March 2011 12:15 am
'thanks very much for the tutorial suggestions. Composite doesnt have a direct feature to compare to 3D fog or the sprite based particle system of Combustion. you can do depth based effects such as a color correction, but there is currently no 3d fog in Composite. The text tool in Composite is limited to a simple slate, as Composite was never designed to be a motion graphics application (its much more about 3D pipelines and visual effects work). i'm not sure what you mean about "output videos" but if you mean rendering out of Composite, i'll take note.
as to the future, i can't comment on roadmaps of the different applications.
//gD
visualz
Posted 18 March 2011 1:52 am
Combustion still runs under 32 and 64 bit OS just fine. i still use it a ton. if it works, it works.
KiboOst
Posted 18 March 2011 7:49 am
Like Gary said, fog is doable in Toxik just not the same way. Ad a colorcorrect or histo, plug your z depth into CC Mask input, then in CC masking tab adjust params. Basically flatten the render (less contrast, less saturation, brighter) and you should get same effect. It is anyway the way I did it in Combustion also (wasn't so simple, as Toxik get all these mask inputs in every nodes )
Now feel free to come on aera board to go further with Toxik ;-)
PiXeL_MoNKeY
Posted 21 March 2011 3:18 pm
There are also users like myself and others researching the capability to render videos from Composite (go see my poll thread in the Toxik forums). Now you will still have to render to a standard 8-bit image format, but you may be able to convert that to QuickTime or other formats using QuickTime or some other open source products.
This is an on-going effort and not sure right now when more information may be available.
-Eric
hemmerli
Posted 22 March 2011 7:10 pm
hi kib,
there's still the option to import footage into a library. you should do so when you work with a team in the same shared project. but, you'd be right when you say, you don't have to work this way.
maybe gary can show the differencies between the two ways of working and its pro's and con's.
cheers,
rayk
visualz
Posted 22 March 2011 7:55 pm
re: rendering bit depth. you can always render out a PNG sequence for higher bit depth and use something like QTPro to assemble the resulting image sequence to an MOV higher than 8 bit per pixel.
6 Comments
visualz
Posted 18 March 2011 12:15 am
as to the future, i can't comment on roadmaps of the different applications.
//gD
visualz
Posted 18 March 2011 1:52 am
KiboOst
Posted 18 March 2011 7:49 am
Now feel free to come on aera board to go further with Toxik ;-)
PiXeL_MoNKeY
Posted 21 March 2011 3:18 pm
This is an on-going effort and not sure right now when more information may be available.
-Eric
hemmerli
Posted 22 March 2011 7:10 pm
there's still the option to import footage into a library. you should do so when you work with a team in the same shared project. but, you'd be right when you say, you don't have to work this way.
maybe gary can show the differencies between the two ways of working and its pro's and con's.
cheers,
rayk
visualz
Posted 22 March 2011 7:55 pm
//gD
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