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20/03/2012 02:11:02

HayManMarcExperimental user
HayManMarc
Posts: 128
I just wanted to share/showoff/get feedback on my progress so far. I need to shorten those stools a bit, but what do you think so far?

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20/03/2012 08:47:48

toonaramaMuvizu mogulExperimental user
toonarama
Posts: 661
Haymanmarc
That looks really excellent to me!
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20/03/2012 11:54:27

JamieMuvizu staff
Jamie
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Posts: 609
HeyManMarc - that's looking awesome. Is that a tarnished mirror behind the bar or just rusty metal? The long view down the whole pub is nice with the lighting you've gone for - what's the story going to be?

--
Direct, don't animate!
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20/03/2012 12:52:53

jonbezMuvizu mogulExperimental user
jonbez
Posts: 201
The bar looks great. Really Nice attention to detail.
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20/03/2012 16:00:59

HayManMarcExperimental user
HayManMarc
Posts: 128
Thanks guys, for satisfying my infantile need of a pat on the back.

Is that a tarnished mirror behind the bar or just rusty metal? The long view down the whole pub is nice with the lighting you've gone for - what's the story going to be?

The effect worked, then. That is a rusted metal texture used to simulate a mirror. (Mirrors would be a cool asset, by the way.) The story is one a friend of mine wrote (if he gives me his blessing to use it). It's got a noir feel to it with a nice little grabby ending. It's probably a little too serious for Muvizu characters, but I think I can pull it off.

Again, thanks for the nice comments!
edited by HayManMarc on 20/03/2012
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20/03/2012 16:49:36

JamieMuvizu staff
Jamie
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Posts: 609


It looks good. You can do the mirror effect, I've tried to show it here but it might be to small to see. What I did was make a cube in sketchup and put the tarnish / rush / distressed texture with transparency on one face and a solid colour behind it, exported it to ASE and imported it with map alpha to opacity and as a double sided object. I then used Muvizu to set the solid colour to use a camera output as a texture. Then it's just a case of positioning the camera and the object to work as a mirror - I can send you the sketchup file and ASE if this is any help, though I just did it as a quick example.

The screen shot is also here http://t.co/Du1r92aI

--
Direct, don't animate!
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20/03/2012 22:42:03

HayManMarcExperimental user
HayManMarc
Posts: 128
Thanks, Jamie. I think I get what you're talking about. I may try it, but my set is getting pretty cumbersome for my semi-weak computer. I may have to duplicate parts of the set, or something, to size it down some.
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21/03/2012 10:03:22

JamieMuvizu staff
Jamie
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Posts: 609
I usually find that I have to split my sets up for different sections, but having the whole set to begin with helps

You could also just use 2 backdrops. 1 with the transparent texture with the distressed image and a second one behind it as the mirror. The only down side to this is that you'd lose the ability to have graded transparency - it's be 0% or 100% - where as object import allows you to have 25% transparency so, for example, you could see through the distressed parts to an extent.

Great looking set though!

--
Direct, don't animate!
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21/03/2012 10:45:47

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Daft question coming up! So is there a way around putting a reflection of someone looking through a window and then the actual scene through a window?
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21/03/2012 11:10:01

JamieMuvizu staff
Jamie
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Posts: 609
I managed to get something like what your asking for Dylly. I took a outside scene with a camera pointed at it. Put that texture on a backdrop and then pointed another camera at a copy of a character on white backdrops, then projecting the second camera through a spotlight on to the outside scene backdrop I was able to have the character appear transparent against the outside scene. A 3rd camera pointed at this and a backdrop placed on the wall inside the building makes the window. A bit more though might improve this again but I'd probably just go with post-processing as the spot light method here isn't going to give a very clear image of the characters reflection, it'll always make the outside scene look extremely bright.

Larger image at https://twitter.com/#!/CerebralDump/status/182422815704743936/photo/1/large




--
Direct, don't animate!
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21/03/2012 11:14:52

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Cripes! That was fast work Jamie! Now here's a thought...could we have a 'projector' tool with an opacity slider, sort of combining the lighting abilities with the camera abilities?
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21/03/2012 11:22:25

DreekoMuvizu mogulExperimental user
Dreeko
Posts: 1257
I've mulled this one over before.
The effect i had in mind was to have a scrolling view showing on the passenger window of a car by the use of masking and reduced opacity.
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21/03/2012 11:47:17

DanimalMuvizu mogulExperimental user
Danimal
Posts: 477
Jamie wrote:
What I did was make a cube in sketchup and put the tarnish / rush / distressed texture with transparency on one face and...


That is about exactly where you lost me. Too much texturing and exporting and mapping and question marks flying around my head. Wouldn't it be easier to just pop in a backdrop using a camera output as its texture, position the camera to act as a mirror, then add the rust texture to the camera as an overlay?

Using a spotlight with a camera output effectively creates a projector tool, no need to muddy up the interface with more tools. Please, if another tool gets added, in the name of all that's holy make it a tool to allow prop interaction or attachment. Then again, using a spotlight as a projector isn't something most people would think of and the point of Muvizu is to be easy as pie, so perhaps it is a good idea.
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21/03/2012 14:31:38

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
Danimal wrote:
Wouldn't it be easier to just pop in a backdrop using a camera output as its texture, position the camera to act as a mirror, then add the rust texture to the camera as an overlay?



Yeah, you could do it that way pretty easily but you'd be stuck with 0% or 100% transparency. The point of the object import method is that you could have some of the tarnished sections with 70% transparency, others with 30% transparency, other areas with 100% transparency so you could mix it up a bit more for the look you were going for, as in my screen shot example, the image I've used only had 0% or 100% transparency and you'd probably want to tone it done quite a bit for use in a scene - with backdrops or camera over lays you wouldn't be able to do that.

--
Direct, don't animate!
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21/03/2012 20:11:45

DanimalMuvizu mogulExperimental user
Danimal
Posts: 477
It's still baffling to me, but I never claimed to be anything but a lunkhead with 3D modelling. And pretty much everything else, come to think of it. Goofus
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28/10/2012 00:48:10

EEFilmzExperimental user
EEFilmz
Posts: 397
Thanks Jamie, I was searching for a way to make semi transparent shower curtain, so you could see someone behind the curtain, and that kind of helped me, although my brain was already wrinkled and I'm wondering is there a tutorial on how to do this? just so I don't have to guess to get it right? I find myself messsing with ambiant light etc and lighting am NOT good at yet...so wondering if there is a way to setup my scene easier? think a camera slowly zooming (from either/both sides) of the shower curtain...sounds a bit "Psycho" I'm sure heheheh.

Jamie wrote:
Danimal wrote:
Wouldn't it be easier to just pop in a backdrop using a camera output as its texture, position the camera to act as a mirror, then add the rust texture to the camera as an overlay?



Yeah, you could do it that way pretty easily but you'd be stuck with 0% or 100% transparency. The point of the object import method is that you could have some of the tarnished sections with 70% transparency, others with 30% transparency, other areas with 100% transparency so you could mix it up a bit more for the look you were going for, as in my screen shot example, the image I've used only had 0% or 100% transparency and you'd probably want to tone it done quite a bit for use in a scene - with backdrops or camera over lays you wouldn't be able to do that.
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28/10/2012 13:38:42

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
There isn't a tutorial on doing this specifically for Muvizu, may be I'll find a spare minute or 2 and do one.

Basically though -

1. Go to photoshop

2. Create a new image, 256x256 pixels is probably good for a shower curtain unless you want it to be highly detailed.

3. Pick the colour you want it to be and use the paint bucket tool to apply that colour at 100% opacity

4. Go the channels tab (normally this is on the bottom right hand corner of the photoshop window, next to the layer tab)

5. At the bottom of this window there is a little button that looks like a piece of paper with the bottom left hand corner of it folded up. If you hover the mouse over it then it'll say "Create new channel". Click this.

6. You'll now have a black image, don't worry this is the alpha your seeing. Go back to your paint bucket tool and change the opacity to 50% or 60% or whatever level you want. Once you paint bucket the image it'll turn a shade of grey.

7. Look at your channels tab, you'll see that your RGB, Red, Green, Blue channels are not visible. Click the little eye icon on the left hand side of each channel and your image will appear again - though now it will have a red tint to it. This red is the opacity on the image.

8. Save the image as a TGA (targa) file

9. Go to sketchup and create or open the shower curtain model. Apply your newly created TGA as the material. Adjust the tile / position / etc in sketchup and then export your model

10. Open Muvizu and go Import Object. Select your ASE file and then look at the "Map alpha to" drop down option. This needs to be set as "Opacity".

11. Click import and move it into place in your set, you should now have a 50% or 30% or whatever level transparent shower curtain.

Hope this all makes sense!

--
Direct, don't animate!
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28/10/2012 15:27:20

EEFilmzExperimental user
EEFilmz
Posts: 397
Wow Jamie, that was informative thanks, but what I mean is, I already have the texture and was trying to do everythng in muvizu using backdrops and cameras and lighting and I almost got it exactly the e way it should be except one thing: From the shower side looking out you cannot see a shadow of the character on the other side of the curtain, but you can see a shadow of the character IN the shower from outside the shower. I KIND of used Danimal's method mentioned here http://www.muvizu.com/forum/topic1640-tips--tricks.aspx?p=f#post9060 in the forums, but I didn't use it as a mirror(not enough cameras for what I'm doing) and it did everything except I would like to have a shadow visible from inside the shower as well, but if I can't figure it out I will work around that since I have everything else the way it should be...I hope this makes sense. Thanks Jamie -EEF


Jamie wrote:
There isn't a tutorial on doing this specifically for Muvizu, may be I'll find a spare minute or 2 and do one.

Basically though -

1. Go to photoshop

2. Create a new image, 256x256 pixels is probably good for a shower curtain unless you want it to be highly detailed.

3. Pick the colour you want it to be and use the paint bucket tool to apply that colour at 100% opacity

4. Go the channels tab (normally this is on the bottom right hand corner of the photoshop window, next to the layer tab)

5. At the bottom of this window there is a little button that looks like a piece of paper with the bottom left hand corner of it folded up. If you hover the mouse over it then it'll say "Create new channel". Click this.

6. You'll now have a black image, don't worry this is the alpha your seeing. Go back to your paint bucket tool and change the opacity to 50% or 60% or whatever level you want. Once you paint bucket the image it'll turn a shade of grey.

7. Look at your channels tab, you'll see that your RGB, Red, Green, Blue channels are not visible. Click the little eye icon on the left hand side of each channel and your image will appear again - though now it will have a red tint to it. This red is the opacity on the image.

8. Save the image as a TGA (targa) file

9. Go to sketchup and create or open the shower curtain model. Apply your newly created TGA as the material. Adjust the tile / position / etc in sketchup and then export your model

10. Open Muvizu and go Import Object. Select your ASE file and then look at the "Map alpha to" drop down option. This needs to be set as "Opacity".

11. Click import and move it into place in your set, you should now have a 50% or 30% or whatever level transparent shower curtain.

Hope this all makes sense!
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28/10/2012 15:49:50

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
Oops. It's sunday I'm pretty sleepy today!

I still don't follow what your trying to achieve. Shadows are inside but not outside or outside but not inside? Do you have a screen shot to show me what you mean?

--
Direct, don't animate!
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28/10/2012 17:59:55

EEFilmzExperimental user
EEFilmz
Posts: 397
As you approach the shower you see the shadow of the victim in the shower, but the victim IN the shower does not see the shadow of the killer approaching...make sense? so the perspective from inside the shower doesn't show the character coming up to the shower
edited by EEFilmz on 28/10/2012
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Home ? Tips & Tricks ? A Screenshot