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real footage combined with cg water

Posted: Fri Mar 11, 2011 8:36 pm
by dave62
[vimeo]http://www.vimeo.com/20927605[/vimeo]
very rough compositing. a lot of blotches pop up...
furthermore a lot of other details needs to be improved eg using the new dynamic-
paint feature in blender to add more realism on the wall under the bricks..

technics used:
-real footage recorded with dslr
-camera tracking
-projection paint (textured bricks to receive reflections on water)
-fluidsim
-compositing/ node edit

tools:
Canon eos550d/Voodoo Camera Tracker/Blender2.5/OctaneRender2.44

Re: real footage combined with cg water

Posted: Fri Mar 11, 2011 8:41 pm
by sanblack
hey dave!
thats very cool!!!

can you make a film for us? ;) what s your plugin or programm?

Re: real footage combined with cg water

Posted: Fri Mar 11, 2011 11:37 pm
by dave62
thanks sanblack.

i used blender2.5 for modelling/fluidsim/compositing.

cheers dave

Re: real footage combined with cg water

Posted: Mon Mar 21, 2011 2:51 pm
by ello
...and how did you pass the camera data??

Re: real footage combined with cg water

Posted: Mon Mar 21, 2011 3:52 pm
by dave62
ello wrote:...and how did you pass the camera data??
..not shure what you mean exactly?
tracking was made with voodoo (http://www.digilab.uni-hannover.de/docs/manual.html) like i mentioned.
then the "camera data" was exported to blender2.5. ->rendered the fluid, wall + low quality textured bricks in octane (need reflections of the bricks in the water) ->back to blender: composite the real footage (highq bricks) with cg fluids from octane using some quick masks.
hope you could understand now..

Re: real footage combined with cg water

Posted: Mon Mar 21, 2011 3:57 pm
by ello
what i ment was how the animated camera position was brought to octane.

Re: real footage combined with cg water

Posted: Mon Mar 21, 2011 4:57 pm
by dave62
ello wrote:what i ment was how the animated camera position was brought to octane.
sorry i still dont understand your question?? ->i just use "render animation" in the blender exporter. so the same ocs is used for all frames and only the mesh (obj/mtl) gets updated.

btw yoyoz unofficial exporter is already exporting the next coming frame while octane is still rendering the last one. so you only got the loading time in octane left..
once again THANK YOU YOYOZ:)

Re: real footage combined with cg water

Posted: Mon Mar 21, 2011 5:50 pm
by GeoPappas
ello wrote:what i ment was how the animated camera position was brought to octane.
I could be wrong, but I don't think that the path of the camera is brought into Octane. Rather, each frame of the animation is exported from Blender and then imported into Octane where it is rendered.

Re: real footage combined with cg water

Posted: Mon Mar 21, 2011 6:04 pm
by dave62
yep.. of course for each frame a complete export incl cam pos/rot/fov/...
btw "cam path" feature wouldnt work at all in this case... -no mesh animations like fluids without revoxelization for each frame imo.

Re: real footage combined with cg water

Posted: Mon Mar 21, 2011 7:24 pm
by ello
i understand that, however, the camera is turning in your animation? or are you turning the whole scene??