You can. Read up on Photoshop "actions". Once made, it is possible to
run it on a whole folder or group of files.
Also lets you make "droplets" so you can drag and drop stuff to a
little .exe and have Photoshop do the desired action.
Here's a good droplet tutorial:
http://www.photoshoplab.com/droplets-for-the-lazy.html
I will look into the droplets solution.
Still it would be nice if my renderings were "perfect".
--- Shaun
PURE - SHAUN CHAPMAN - VFX ARTIST/ANIMATOR
99 Madison Avenue, 4th Floor
New York, New York 10016
P 212-213-2200
F 212-213-2309
Are you saying Ultimapper can run live every frame somehow?
If something doesnt work per frame - force it to.
there's a gazillion things you can do in XSI - without scripting knowledge -
by just knowing the syntax for a loop - which eventually takes you less than
30 seconds to write.
for i = 1 to 100
go to frame i
do some actions, use i as a variable where needed
next
Ultimapper is a bit more tricky than average but it's perfectly doable:
you can't immediately set the output filename, and it doesnt allow for a
framenumber, so you'll have to add the digit after the extension in the
corresponding text field for the map(s) you're generating. Also, it will
deselect, so you have to provide the name of the object, or get the
selection first.
This will generate a sequence for the tangent normalmap using ultimapper on
the selected object.
selected = selection(0)
for i = 1 to 100
SetValue "PlayControl.Current", i
SetValue selected & ".Ultimapper.TangentNormalMap", "normal." & i
GenerateUltimapper selected & ".Ultimapper"
next
Unfortunately - there's the messages to confirm to overwrite when maps exist
allready - so dont use this to overwrite a sequence!
It just seems strange that the Normal Map standard that Mental Ray
channel renders isn't the same as what the Rendertree interprets as
correct.
--- Shaun
-André
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André Adam schrieb:
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And I'm pretty sure you are right. :) If Shaun does not mind the normal map he renders to be fixed in space (eg don't ever try to deform the object you normal-map), he can go and create object space normal maps instead of tangent space ones. I have attached the rather cheap recipe as a jpg. Basically you grab the Normal Vector of the surface you want to derive the normal map from and push it into normalized space by adding 1 and multiplying the result by 0.5. That's your normal map. Then you apply this texture directly to the bump input of the other object's material after applying an unbias (multiply by 2 and subtracting 1). There you go, raw surface normal transfer.
-André
Alan Fregtman wrote:
I may be wrong but I think the rendertree expects a tangent-space
normalmap whereas the framebuffer result is in either global or object
space.
-André
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