jeudi 31 mai 2012

blender and AE batch render *.dat

The simpliest way to batch render several scenes with blender is to create a text file based on the following and change the extension from *.txt to *.dat.

for animation:
"C:\Program Files\Blender Foundation\Blender\blender.exe" -b E:\TRAVAUX2\SHOT1.blend -o E:\TRAVAUX2\RENDERS\SHOT01\ -F PNG -s 001 -e 300 -a "C:\Program Files\Blender Foundation\Blender\blender.exe" -b E:\TRAVAUX2\SHOT3.blend -o E:\TRAVAUX2\RENDERS\SHOT03\ -F PNG -s 001 -e 300 -a "C:\Program Files\Blender Foundation\Blender\blender.exe" -b E:\TRAVAUX2\SHOT4.blend -o E:\TRAVAUX2\RENDERS\SHOT04\ -F PNG -s 001 -e 220 -a
for stills :

"C:\Program Files\Blender Foundation\Blender\blender.exe" -b E:\TRAVAUX2\blend1.blend -o c:\pic1\ -F PNG -x 1 -f 2

AE batch everything in the project Render Queue:
"C:\Program Files\Adobe\Adobe After Effects CS6\Support Files\aerender.exe" -project E:\test.aep

Windows shutdown ( -t 00 = seconds before shutdown) :
c:\windows\system32\shutdown -s -f -t 00

mercredi 30 mai 2012

double sided material

I am animating a page turn with textures mapped on both sides. I met some problems with projected UV and double side mapping. Here's my turnaround :

 -I first animate a plan with non-flat start due to the book curvature. -the best way to project the UV (one by side)from the camera view (particular need for me) was export the page animation (with 2 modifiers) as lightwave mdd then import the mdd back on the plan after killing the modifiers. Mdd solution convert animation to one shape per frame. At the wanted frame, select the actual shape, create a square texture in the image editor then select the page in edit mode then project UV from camera view. Done
Same thing for the last frame with last shape. You have now both front and back UV .

-Create 2 materials for both sides.

-Create a node material with the 2 materials linked to a Mix node. Use a Geometry node Front/Back linked to the Mix Factor.

-Back in the 2 materials textures entry, choose the appropriate UV


Now, here's the problem I met: trying to project UV from the camera on a animated mesh with the UV Project modifier fail most of time. Project UV from view doesn't work whith the modifiers because done in edit mode. To obtain a correct UV from Project UV from view you need to open a square texture in the image editor. Using texture with material node results overbright textures compare to standard material. No official solution except from RGB curves correction. The back side texture can not be anti aliased.

dimanche 6 mai 2012