DigitalEro Offline

Image Clipped Overlays and Light Emitting

Wed, 01 Jan 2014 04:09:55

deathhand

OK, so I've gotten quite a few things working in SFM but am troubled by a few things. I'll use shot from my current project to explain. [spoiler:33mthmem][/spoiler:33mthmem] In the picture above, I have Lara and Mr X going at it with Leon in the background filming with the Handy Cam model from the Outlast pack with Dupont. I positioned a light in front of the bulbs on his camera but from this view it just looks unnatural since the bulbs are not lit. Is there an effect that can simulate lit bulbs that I could use on cameras and even lamps to make them appear more realistic? [spoiler:33mthmem][/spoiler:33mthmem] The viewfinder on the side of the handy cam is in the open position but only shows a black screen. Is there a way that I can take an image, or snapshot, directly in front of the cameras lens to capture the scene as the camera would see it and then use that as a overlay for the viewfinder? There was an overlay for it in the Outlast pack but I didn't happen to figure out how to use it.
Wed, 01 Jan 2014 17:58:15

Ganonmaster

You could place a lens flare particle system over the the light source.
Wed, 01 Jan 2014 23:29:46

deathhand

Thanks, I'll have to look into the particle system as I've yet to use it. Was messing with the editor a little but maybe I should watch a tutorial first. Do you have any suggestions on the overlay or is this not a feature implemented within SFM? I'm not quite sure how it would work but is there a way to load an exported PNG as a model that I could then stretch in front of the viewfinder? I know nothing of the intricacies of making models but it would be cool if there were a way to get this working. By the way, Happy New Year!
Thu, 02 Jan 2014 00:06:26

Ganonmaster

"deathhand" said ...
Do you have any suggestions on the overlay or is this not a feature implemented within SFM? I'm not quite sure how it would work but is there a way to load an exported PNG as a model that I could then stretch in front of the viewfinder? I know nothing of the intricacies of making models but it would be cool if there were a way to get this working.
There are ways to implement those kinds of effects in maps using cameras and materials, but I think that's way too complex for the scope of what you're doing. Unless you're making an animation, the best thing would be to create an additional camera, render a separate image for what the camera is capturing, and either edit it into the camera's texture file or superimpose it over your final render in Photoshop/GIMP. If you're making an animation, you could do the same, but the image in the viewfinder wouldn't move. You could use some tricks to make it look animated; render a separate clip for what the camera is capturing and superimpose it over your final render in After Effects or some other video editing program. You'd have to use the tracking features to roughly position the second image over the camera's screen and maybe adjust it manually if it doesn't animate properly. Tough. You could also render it out, overlay it on the camera vtf and turn it into an animated texture. This way you get at least some animation.
Thu, 02 Jan 2014 00:09:30

Ganonmaster

"deathhand" said ...
Thanks, I'll have to look into the particle system as I've yet to use it. Was messing with the editor a little but maybe I should watch a tutorial first.
There are a lot of pre-made particle systems you can use. Just look through the particles included with SFM. Zachariah Scott also has a lot of useful videos regarding particles. Look him up on Youtube. Oh and you could also add a selfillumination texture to the material to make the lights a little brighter than before.
Fri, 03 Jan 2014 02:59:17

deathhand

I hadn't realized that some of the lighting props have bodygroups that make themselves appear to be lit. Though it doesn't fix the "Handy Cam" issue it does work well with some different lamp models. See below... [spoiler:1llaq08w][/spoiler:1llaq08w] I hate to be a bother but would you mind telling me how to take all the animation elements (i.e. Models, Lights and Particle Systems) from one Session and move them into the exact same locations in a New Session? Reason being, I'm getting more interested in making a comic but I'd rather not overwrite my main session in case I need to go back later. Is this possible?
Fri, 03 Jan 2014 03:17:05

Ganonmaster

"deathhand" said ...
I hadn't realized that some of the lighting props have bodygroups that make themselves appear to be lit. Though it doesn't fix the "Handy Cam" issue it does work well with some different lamp models. See below... [spoiler:2bfp42vp][/spoiler:2bfp42vp]
Your screenshot does a very poor job of illustrating your point.
"deathhand" said ...
I hate to be a bother but would you mind telling me how to take all the animation elements (i.e. Models, Lights and Particle Systems) from one Session and move them into the exact same locations in a New Session? Reason being, I'm getting more interested in making a comic but I'd rather not overwrite my main session in case I need to go back later. Is this possible?
Create a copy of your session's DMX file. Load the copy instead of the session. Also, you know you can slice clips into smaller shots right?
Fri, 03 Jan 2014 03:43:12

deathhand

Sorry, the point of the image was to show that I could make the lamp appear to be the light source as I had been trying to do with the Handy Cam. I've updated it to one that has less to do with the scenes I was doing.
Tue, 07 Jan 2014 02:20:32

deathhand

I apologize, I was dealing with a bit of sleep deprivation when I sent that. Yes, saving my dmx under a different name during a certain segment of posing did the trick but I haven't been able to get scene splicing to work. When I tried following a guide on Valve's SFM wiki, my session "B" would take over and delete my session "A". I'd link the... well link but I'm unsure what I searched for in my "sleepless daze". Oh, and no, I'm not all that sharp with the program as I'm really not quite comfortable enough with making my own movies or animations. I've gotten pretty good with posing, I think, but it looks like I still have a ways to go.