i didn't try that but i think you could use a measure distance tool and parent one end to the cam while the other is on the boot, then use the distance attribute into the focus distance attribute
Hi, I'm learning a bit more about Arnold from your tutorials. Thank you for those. Wanted to discus an issue with you, since I read on the Arnold website that "Currently, atmosphere_volume does not compose well against volumes. This is because atmosphere's return a single flat result that is opacity mapped on top of whatever is in the background of the pixel." and "atmosphere_volume should be composited using an 'additive' mode such as 'screen' because volumetric scattering is the light that cannot be represented in the alpha channel." But here is my problem, when I render batch render a scene with no sky (basically nothing behind my objects or characters and save the image sequence in .tiff, my atmospheric fog generated from atmosphere_volume only gets chopped off on the parts where the alpha is in the tiff. I tried to export an Emission AOV and apply that as "additive" mode such as "screen", but no matter what additive mode I use in After Effects it does not blend as well as the final image we have rendered in Maya. I would have to save this batch in Jpeg sequence to get that but then I cannot composite a sky in after effects properly. And even with the .tiff plus Emission pass, I see a tiny white pixel on the edges where the transparency begins on the .tiff files. Any other solution to composite these AOVs together properly and have the fog posses opacity so we can use custom background?
Well done! The Blender has a more efficient Eevee render engine compared to the Maya Viewport Render 2.0. Looking forward to getting some real updates from Autodesk. Recently, I have been sharing the Maya Motion Graphics tutorial on my page.
The visibility problems at CG-Moa.com are solved now and it is a one step checkout so this should be fairly fast.
I have question is there a way that i can stop the camera for few seconds and move on?
i didn't try that but i think you could use a measure distance tool and parent one end to the cam while the other is on the boot, then use the distance attribute into the focus distance attribute
sure! check out the link in the description.
@@Uhr24 ok! i didn't pay attention to the description
Hi, I'm learning a bit more about Arnold from your tutorials. Thank you for those. Wanted to discus an issue with you, since I read on the Arnold website that "Currently, atmosphere_volume does not compose well against volumes. This is because atmosphere's return a single flat result that is opacity mapped on top of whatever is in the background of the pixel." and "atmosphere_volume should be composited using an 'additive' mode such as 'screen' because volumetric scattering is the light that cannot be represented in the alpha channel." But here is my problem, when I render batch render a scene with no sky (basically nothing behind my objects or characters and save the image sequence in .tiff, my atmospheric fog generated from atmosphere_volume only gets chopped off on the parts where the alpha is in the tiff. I tried to export an Emission AOV and apply that as "additive" mode such as "screen", but no matter what additive mode I use in After Effects it does not blend as well as the final image we have rendered in Maya. I would have to save this batch in Jpeg sequence to get that but then I cannot composite a sky in after effects properly. And even with the .tiff plus Emission pass, I see a tiny white pixel on the edges where the transparency begins on the .tiff files. Any other solution to composite these AOVs together properly and have the fog posses opacity so we can use custom background?
thanks! and please consult the autodesk maya AREA for this. they have a great arnold forum there.
Well done! The Blender has a more efficient Eevee render engine compared to the Maya Viewport Render 2.0. Looking forward to getting some real updates from Autodesk. Recently, I have been sharing the Maya Motion Graphics tutorial on my page.
for real I like your description