Gradient Multi Lighting

Hi,

I've been experimenting with this process for a while now, and have been able to build up some pretty awesome 3D paint effects.

(FYI. Being able to animate changing angle/elevation/width etec etc, was a HUGE help, so thanks for your answer to my questions)

One thing though, -changing lighting angles,  and running the process a second or third time, can have the unfortunate effect of amplying artifacts, that are distracting.

Would it be a a difficult process to add multiple lighting sources to Gradient Multi Lighting, in a future release?

 

Tony

 

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Replies

  • So you want something like a dual or tri gradient multi-lighting that uses multiple simultaneous angles?

    I can think about that, but i'm unclear if it would really be any different from just running the existing one multiple times?  I guess in the sense of the front end part having mutltiple angles in the calculations, but you'd only be running the back end once on the result of that.  So yeah, maybe it would be different.  Like i said, i'll think about it.

     

    One thing added to a lot of the Ip Op effects in V5.5 is the built in denoising.  You can access that in Gradient Multi-Lighting vi the Cleanup options. 

    And if you are running it recursively multiple times, turning that on is a big help to cut down the inherent noise amplification.

    That is true for running it multiple times in a single PASeq effect.  But also for movie processing where you are running it as a part of your movie animation effect, and the effect is then feeding back.  Like if you are overdrawing on the previous frame, or a modified version of the previous frame.  Things like gradient lighting or sharpen filters can lead to noise amplification and/or clipping when that processing builds up recursively over time.  Turning on the de-noising helps quite a bit.

    The other trick for movie processing or just recursive processing in general is to store the intermediate frame prior to the lighting and sharpening in the style buffer, then run the lighting and sharpening for the frame output at the end of the PASeq, then at the beginning of the PASeq set the canvas back to the contents of the style buffer.  That way you get the benefits of the lighting and sharpening without having those effects in the recursive part of the processing loop.

    • Yep, simultaneous sources, run using multiple angles etc., is exactly what I'd like to see,

      I make use of Denoising a lot, as well as minscale. Both reduce noise considerably but also blur out bits of detail too, ( and that's fine).

      I'll trying your trick with stroing the frame prior to lighting, and see if that helps.

      Thanks!

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