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Film Look node tree

A looong time ago, I promised to make the “film look” compositing network that I use available once Soft Light mix mode was in trunk, as the effect depends upon it heavily and irreplacably. That time came a couple of months ago, and I just remembered to follow up.

So, you can click on the thumbnail below to get the full sized image of the network.

Film Look node tree

Film Look node tree

Download a .BLEND file here.

The effect is created from an old tutorial I had found on some kid’s website for adding a film style look to his digital photography in Photoshop. I re-purposed the decently complicated Photoshop layer-based work flow into a nodes-based one for Blender. I went looking for that original one, so I could link and credit, but I’ve been unable to find it since that one lucky strike a couple of years ago. To be fair then, the general theory behind this technique isn’t my own, although I added and adjusted a bit while I was nodifying the process. As a reminder, the results are:



You adjust the way that the shadows, highlights and midtones cast by changing the colors in the RGB color node, and in the Color Ramp node. If you’re going to use this, make sure to set the render dimensions to match the dimensions of your input image.

Merry Christmas!

Project from Camera: Done

After discussions with Matt and Brecht, I took their advice and just rolled the functionality into the “UV Project from View” operation. So, if you’re in a camera view and use Project from View now for your UV coordinates, it actually works like you’d expect. Before, this resulted in a nasty mapping that had to be scaled, skewed and tweaked by hand to even get close to working. Now it works as is.

The whole point is that if you want to do some quick camera mapping for 2.5D matte work and don’t want to deal with the UV Project modifier, you can just blast it to UVs from camera view now. The nice part is that you don’t have to do anything special to use it — just jump into edit mode, press the U-key for the Unwrap menu and choose “Project from View.” If you’re in a camera view, it’ll do it.

Very cool news! Animating with Blender is now available for Amazon’s Kindle.

Now, besides being called the “top recommendation” among all books about short animation production by one reviewer, it is also available for perusal on your Kindle or iPhone with Kindle app.

You can bop over to check it out here.

If you’ve been following this blog, you saw my proposal and skeleton code for a surface deform modifier that would allow you to, for example, do cloth sim on a basic shirt form, then use that to deform a more complex shirt model. I had proposed it to utilize the shrink wrap code for initial pinning, and the internals of the old-style hook code for actual deformation.

The other day, Brecht committed an addition to the Cage Deform modifier which performs this same task. I believe it uses the heat weighting algorithm for pinning, followed by the cage deform method of deformation. I haven’t tried it yet, but it sounds like it will do exactly what was needed!

In the end, I had absolutely nothing to do with it. I’m just happy that there’s now a way to pin one entire mesh’s surface to that of another.

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