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Blarghe- internet's been out like 90% of the time this past week! But! Been getting a lot done! Wrapping up a few gigs, and got some really great work on Dynamo Dream (animated some of the robot stuff based on Alan's great voicework, and a few other shots (below)). BUT my big goal for next week is definitely tutorials! I've gotta finish up the greenscreen one first, but there are a pile of other little ones I should probably get out of my system for my own sanity. 

I broke my rule a bit with animating the robot. I didn't want to anthropomorphize him too much- I specifically made him look like a printer or some weird office appliance- so the only thing I was going to animate was his head swiveling back and forth. But he just looked... inanimate. So I elevated his head a tiny bit and that gave me just enough to let him look up and down, too. It was subtle, and maybe not as "realistic", but he reads a lot more like a character now (the voice and body just didn't seem connected before).  To animate him I just ran the lines myself, and paid attention to what my shoulders/head were doing; made me appreciate Anthony Daniel's C3PO :D

ANYWAYS! The Crappy Cowboys!

So- a tad bit embarrassed sharing these, but on the chance anyone might want to experiment with them (or use them for anything), I'm posting a link :D

There's a scene where a guy's having a conversation with a missile, and there's supposed to be a distant crowd gathered around him. I'd done the shot, minus the crowd, and kept trying to convince myself I didn't actually need a crowd.

But one day Nate Taylor was over, so we just played dress-up for a while, and recorded all of these different cowboy elements in different orientations.

Super easy to import: use the "Import Images as Planes" addon, select the cowboys you want, change the material settings to "Emit" (or Principled if you want to play around with silhouettes or something?), and hit import!

THINGS I LEARNED:

1.) I did the keying in After Effects, and when I exported I should have set the color to "Straight" instead of "Premultiplied"- that would have eliminated the dark fringe you see when you get too close (notably, I still didn't have this figured out for the Dynamo Dream teaser, which is why she's not QUITE as well integrated as I'd like (and also why I was never able to have her go in front of a bright background)).

2.) If I do a thing like this again (and I will! With more casual movement and regular/ambiguous outfits and variety of people), I'd arrange the final export on a grid, so one HD file could have a grid of like 12 different people on it, and I'd stick each person on a separate plane, so blender only has to deal with one video instead of 12 separate ones simultaneously. I suspect this would go a long way in optimizing performance. That said, gotta wait for the social distancing to be over before I coordinate a shoot like that!

(right click, save as)
Zip file with all of them

Folder where you can browse

ALRIGHT! Gonna post this quick before internet disappears again! (the repair guy should be here bright and early Monday :) 

Files

The Cowboys

Comments

Anonymous

Great thanks Ian, more amazing stuff! Your assets have now their own folder in my GFX repository, they're superb thanks man. For anyone wondering about Straight Alpha vs Premultiplied, just use Straight. I haven't yet seen a case that used Premultiplied that was beneficial. The only disadvantage isn't even a disadvantage, its a quirk- Straight Alpha looks more crunchy if viewed directly in QT as the edges don't blend until they are composited, but honestly just use Straight. Pretty sure I got this from AE legends Chris and Trish Meyer back in the day, and has helped me through the years! I would genuinely be interested if anyone has any cases where they chose Premultiplied for a specific reason, as I've yet to run into one, but there must be a reason for the choice (and the fact that it's the default option, if memory serves).

Anonymous

Ooh, thanks for these! Great timing—I’ve been working on a steampunk scene and going through that same process trying to convince myself I can get by without BG crowd elements even though I really need them, so it was either set the greenscreen back up and populate the scene with 50 Carters in different hats or try to find some appropriately dressed 3D models, but “cowboy” might be juuust close enough to “Victorian” to make this scene work without all that hassle!

Anonymous

Awesome I’m so glad you make content like this for blender.

Anonymous

Yeh might fine of you to present us with those here assets...Sir

Anonymous

Interesting stuff! A more general question: What's the license on the assets that you upload here? I myself am not a professional and would if at all probably use them only in personal stuff but maybe it would be good to clarify?

IanHubert

AH! Thanks for this! Yeah, in the blender compositor the keying never looks good until you use a "convert alpha to premultiply" node (and then it usually looks pretty fantastic), so I got in my head that premultiplied was this fantastic thing- but apparently it's been burning me quite a bit this past year, so I'm going to avoid it when I can! Definitely useful for making future pre-keyed assets!

IanHubert

AH! Hahaha, these guys make even better steampunks than they do cowboys, probably! That's great :D I'd love to see how it works out! I guess a third thing I learned: I did a lot of "extra wiggling" because I wanted to sell that it wasn't just a bunch of still images... it definitely just comes across as "extra wiggling" though- I'll have this figured out for next time! Although I still gotta come up with that mocaped-crowd solution (hopefully very soon here!) HAH! I could even add a "cyberpunk" slider which just turns on an emission texture for various edge loops, Tron style, haha. And glowing eyeballs.

IanHubert

Ah! Yeah I guess I don't talk about that much. I'll specify if they have any restrictions. The only real restriction is, "don't take the models/textures and re-sell em", but using them as assets in renders/commercials/anything is totally open. You can give them to other folks, too; mostly these are just things I made that I want to make available to folks in case they find them useful.

Anonymous

So, strictly speaking, premultiplied alpha is the correct way to do things. Well, maybe "correct" is too strong of a word. But better, at least. There's a beautiful rant from Larry Gritz about this on some mailing list somewhere, and about how "premultiplied" is a horrible name because it makes people think something has been done to it, rather than it just being an alternative representation. But basically: premultiplied is strictly more capable than straight alpha. It can do everything straight alpha can do, and more. For example, you can have fully transparent but emissive pixels that add light to the background (think e.g. fire effects, or bright reflections on transparent glass). Straight alpha can't do that: your pixel can be bright and opaque, or dull and transparent, but it can't be bright and transparent. With premultiplied it can be. This has actually come up in real gigs for me before. I had a client that for the life of them couldn't figure out why the composites of their glasses were coming out so dull and lifeless. It's because they were using straight alpha, so all the bright highlights on the transparent lenses were going dull. We switched to premultiplied, and regenerated the assets in the right way, and then it all worked beautifully. Having said all of that, in practice so much software gets this stuff wrong that it often *is* better to just use straight alpha, unless you have a specific use-case that needs it. In fact, finding software that can even *create* image assets that properly utilize the benfits of premultiplied alpha is really hard. And in fact, there are file formats (like PNG) that actually *require* straight alpha in their specification, because whoever wrote the spec didn't know any better (which is completely understandable, btw, this isn't even common knowledge now, much less back when the PNG spec was written). In summary, in a sane world everything would be premultiplied alpha, but that's not the world be live in. So you gotta be pragmatic. But also, complain to your software vendors about their broken premultiplied alpha, because it would be nice to get there one day.

IanHubert

Ah! Thanks for that, Nathan! I feel better about being confused. I read this big ol' explanation a couple years ago that went super in depth about all of this, and for a few glorious moments the heavens parted and I was like, "I get it!"... but then the rains came. I think I'll probably just try all combos of stuff for each workflow and try to figure out what works best in each case.

Anonymous

Haha, that’s amazing! Also, have you noticed that each Ian’s reply starts with “Ah!”

Anonymous

Thanks Nathan- this is really interesting, I'm only used to using AE for compositing, and premultiplied in there just looks pretty terrible on anything I've ever tried - but I guessed there had to be a reason for it being in there! And interestingly I use PNG sequences all the time, so that may be part of the issue. But yeah I think I've never gone wrong with it in AE, but interesting to know that this is a software and formats issue. Cheers! Also really interested to hear about the Blender composting stuff Ian, I'm just getting started again with Blender and haven't used it for composting at all but guess Nathan's point about the software just shows that it may be you use a particular alpha dependant on whether using AE Blender or other software. Fascinating stuff!

Anonymous

Haha thats great!

Anonymous

Dude, thanks! Thank you for explaining about the teaser trailer, thats really helpful! This little clip does look even more polished than the teaser, good stuff!

Anonymous

I have literally been waiting a year or more to see what the still frames of this scene were all about! It looks so interesting!!

Anonymous

Oh man, that subway shot looks amazing!

IanHubert

Ah! I hope they can be useful? Also oh nooooooo, haha, it's true. I think I use it to signal, "hello, I am attempting to communicate using, like, a casual vernacular". Text is hard!

Anonymous

Yeah, just trying things until it works is a pretty good strategy to be honest, ha ha. But there is a correct and incorrect way to do things with straight vs premultiplied image assets, so it's easy to accidentally go wrong. It's important to keep in mind that, assuming you're using the right assets with the right kind of alpha compositing, you should never get artifacts with either type of alpha compositing. They can both do perfect clean composites. So any time you get either a dark fringe or bright halo effect it means one of three things: 1. You're using the wrong kind of alpha compositing for the given image asset. 2. The asset itself is busted in some way, and isn't actually valid for either kind of alpha compositing. Or, for example, if it's keyed from a green screen maybe the key just sucks--basically the same thing as busted alpha, ha ha. 3. The software you're using is busted, and one of the types of alpha compositing doesn't work right. Usually it's 1 or 2. Be especially mindful of compositing with PNG images: they should always be both saved and composited with straight alpha, because a lot of software tries *really* hard to treat them as straight alpha due to the specification. One trick to keep in mind: if your compositor has anything like a "convert to premultiplied node" (in the Blender compositor it's "alpha convert"), using that followed by a premultiplied alpha composite is literally identical to doing a straight alpha composite directly. The math is literally exactly the same, and should produce identical composites. If it's not identical, something is fishy with your software, or there's something wrong in your node configuration. But also, this is useful to know if you want to keep a premultiplied workflow but are working with PNG assets: just put a convert-to-premultiplied node right after all the PNG image nodes, and (assuming the software isn't buggy, or doesn't auto-convert already in the image node) you should be golden. Sorry for the wall of text. Hopefully that's helpful!

Anonymous

Wow, those two frames look amazing! Were those done with Cycles or Eevee? Thanks for the stuffffffff!!!!

Anonymous

Hello Ian, I joined a couple weeks ago but I still don't know how to access discord. Can you help me? Tnx in advance.

Anonymous

It is absolutely useful, I tried to find the Larry Grist mailing list but it kept directing me to a 404, but I feel like I've learned a lot with just your posts, and it's made me re-evaluate my decade long rule - I will continue with the vast majority of work to just use Straight Alpha with AE PNG sequences for quick corporate jobs and the like, but excellent to know this for more refined work and vfx that needs more attention. I will follow the 3 rules you've added! And try to get into it, to find where and when to spend the time and effort making sure this way of working is used. Thanks again Nathan! (And if you do happen to stumble on a copy of the Larry Grist link please do add it!

Anonymous

If you go to the "My Membership" page, you'll see an option that lets you connect Patreon to your Discord account!

Anonymous

Sweet renders boss, how do you come about your textures they are amazing..... You have a pbr workflow? Cos the level of dirt detail in the printer and showing age and wear is so mesmerizing

IanHubert

Oh, thanks Michael! So in this case most of the weight is being carried by a roughness map. The color itself is just a flat beige, but I have a (fairly random, actually) image texture going into the roughness setting in the PBC node (dialed in slightly with a color ramp), and that made it feel surprisingly tactile! I talk about it a bit in this video here at 12:17: https://youtu.be/hnGBlt1FXCw?t=737 Sorry I didn't see this till now!

Anonymous

Hey Ian... any chance you could breakdown the crappy cowboy scene please? Looks awesome... not crappy at all... THanks.

IanHubert

Oh! It's the cowboys themselves that are crappy- I think the scene turned out nice :D But yeah! Is there any particular aspect you're curious about, or just an overall kinda breakdown?

Anonymous

Just an overall process breakdown (modelling and texturing)... feel free to spend AAAGES on it ;) ;)

Anonymous

To really get your head around this idea of straight or premultiplied alpha, I'll recommend the book "The Art and Science of Digital Compositing" by Ron Brinkmann. It's a must-read for all compositor's