Hi there
Is there any way to put a foreground image? (without creating a plane yourself)
Also it would be great to have foreground images in mplay.
Looking forward for this feature in future releases.
Foreground image
8385 8 0- onesk8man
- Member
- 32 posts
- Joined: 5月 2006
- Offline
- jesta
- Member
- 311 posts
- Joined: 7月 2005
- Offline
- onesk8man
- Member
- 32 posts
- Joined: 5月 2006
- Offline
- moonlightkiss
- Member
- 156 posts
- Joined: 7月 2005
- Offline
you can load a background image in mplay - File>Load Background
You can hit the d key in the viewport and load a background in the viewport as well.
if you want it to render you will have to create a plane with a texture. It's not that hard.
You can hit the d key in the viewport and load a background in the viewport as well.
if you want it to render you will have to create a plane with a texture. It's not that hard.
“In the beginning the Universe was created. This has made a lot of people very angry and has been widely regarded as a bad move.” - Douglas Adams
- buki
- Member
- 1773 posts
- Joined: 12月 2006
- Offline
actually in h10 there is a new option on the camera, to load a background image, and it will render too.
daniel bukovec | senior fx td | weta digital
qLib -- http://qlab.github.io/qLib/ [qlab.github.io]
qLib -- http://qlab.github.io/qLib/ [qlab.github.io]
- onesk8man
- Member
- 32 posts
- Joined: 5月 2006
- Offline
- edward
- Member
- 7871 posts
- Joined: 7月 2005
- Offline
- onesk8man
- Member
- 32 posts
- Joined: 5月 2006
- Offline
- jason_iversen
- Member
- 12632 posts
- Joined: 7月 2005
- Offline
I actually agree with you, onesk8man.
In a larger production pipeline, esp. in animation/layout/blocking, it's extremely common to have multiple layers (foreground, background, sometimes mid-ground layers too) visible in the viewport. Some of this is quite easy to build as OTLs which grab the camera transform and throw up a texture-mapped plane at a specified depth from Camera. It's very useful to have this support in the viewport because animators/layout people seldom need to render with anything more than a Flipbook; but it would be natural to support this in Mantra too.
Animators at R&H (in Voodoo) use a feature like this all the time, seriously. It's a fundamental tool for working with live action layers, and really useful because animators never want to render and comp anything - and especially for something so simple it's just an unnecessary slowdown.
While I do think an ImagePlane Object OTL can do this very easily, I also think that now that Mantra has support for Background Images, why does it have to only support ONE background image? I'd think that if this was a multiparm block of:
{
vm_backgroundimage## = “default.rat”
vm_backgroundimagedepth## = -1 # -1 is infinite depth for images without Z baked into a layer
}
And, naturally, the OpenGL Background Image should be able to render this too.
It might be great if the vm_backgroundimage feature could exist on several objects in the scene and Mantra should be able to pick up all of them. In this way an OTL could add one background plane each.
In a larger production pipeline, esp. in animation/layout/blocking, it's extremely common to have multiple layers (foreground, background, sometimes mid-ground layers too) visible in the viewport. Some of this is quite easy to build as OTLs which grab the camera transform and throw up a texture-mapped plane at a specified depth from Camera. It's very useful to have this support in the viewport because animators/layout people seldom need to render with anything more than a Flipbook; but it would be natural to support this in Mantra too.
Animators at R&H (in Voodoo) use a feature like this all the time, seriously. It's a fundamental tool for working with live action layers, and really useful because animators never want to render and comp anything - and especially for something so simple it's just an unnecessary slowdown.
While I do think an ImagePlane Object OTL can do this very easily, I also think that now that Mantra has support for Background Images, why does it have to only support ONE background image? I'd think that if this was a multiparm block of:
{
vm_backgroundimage## = “default.rat”
vm_backgroundimagedepth## = -1 # -1 is infinite depth for images without Z baked into a layer
}
And, naturally, the OpenGL Background Image should be able to render this too.
It might be great if the vm_backgroundimage feature could exist on several objects in the scene and Mantra should be able to pick up all of them. In this way an OTL could add one background plane each.
Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
also, http://www.odforce.net [www.odforce.net]
also, http://www.odforce.net [www.odforce.net]
-
- Quick Links