2013年10月31日 星期四

2013年10月27日 星期日

AE_Audio Spectrum Effect 音頻頻譜特效

This week , I learned a cool effect about audio from VC. No third plug-in.Just AE Built-in. Like this

這禮拜,我從Video copilot學到一個有關音效很炫的特效,不是外掛,AE內建,像這樣


It's pretty simple and easy to do this effect.

這相當單純並且簡單做到

So let's begin !

開始吧!

1.__ Add a solid layer(no matter any color) and Import a MUSIC !!

增加一個solid layer(不管甚麼色,最後都變成黑底)並且匯入音樂

   __Add a Audio Spectrum Effect to it

添加 Audio Spectrum特效

   __ In the options,check Audio Layer and choice the music layer.

在 Audio Spectrum的屬性中,打開Audio Layer並且選音樂那層

PS : Maximum Height means the Height of the wave.   High value brings high wave.

PS: Maximum Height 就是波形的最高峰 數值越高 波形越高

 
2.__ You will see it immediately.

   你就立刻看到效果了



3.__More details 

更多細節

  __Draw a mask in the same layer.

畫一個MASK在原來的layer上

  __In the options,check Path and choice the mask, and it will follows the path.
在屬性中,打開Path選Mask,它將會跟隨PATH

PS : Frequency Bands means the number of the band.

PS : Frequency Bands指的是元素(長條)的密度

4.__Hold ctrl and drag Left mouse bottom could help you drag slowly to get precise value.

按住ctrl 並且拖曳左鍵,可以幫你慢慢拖出更精確的值.


5.__Side options : control audio effect from inside ,outside or two side.

可以控制特效來自裡面或外面或是雙向


6.__Display Options  : change display 

改變外型

  __Thickness

改變厚度


7.__Audio Duration(milliseconds)

音效持續


Enjoy it !!

2013年10月20日 星期日

Creating a tiling mesh with ZBrush

__I need a rock stair in my scene, and it is tile rock surface. So if i want to sculpt it with ZB, how to do? 
我需要一個石頭階梯在我的場景裡,並且它是4方連續的石頭表面。如果我要在ZB雕刻這階梯,該如何做?

__GO to  Brush -> Curve -> WrapMode     (3Q ZB!!)



I also find this bradhb3d' s tutorial 


enjoy it !

2013年10月13日 星期日

How to Edit cage with xNormal ? 如何用xNormal編輯cage


I 'm xNormal User. Below it's my xNormal summary .      

我是xNormal使用者,下面是我的xNormal使用總結

1.  It bakes Normal texture faster then Max.

xNo燒Nor比MAX快

2. It could calculate HP easier then Max

xNo計算HP比較簡單

3. It's easy to make different kinds of texture in the same time.

xNo容易一次產出多種貼圖

4. Edit the cage of the model   is simple with xNormal.

在xNo編輯cage很單純

How to Edit cage with xNormal ?

如何編輯cage在xNormal裡

1.__Add your HP and LP. Go to  3D Viewer >Launch viewer

匯入你的高低模,然後去3D Viewer >Launch viewer 


  2.__3D Viewer  (Control setting on Bottom right) 

操作設定在右下角


3.__Turn on Show cage. Use the bar of Cage global extrusion  to extrusion

 打開show cage. 使用Cage global extrusion 做調整


4.__Turn on Edit Cage . Hold Middle mouse button to draw select the vertex of the cage .

 打開Edit cage. 按住滑鼠中鍵圈選cage的點


5.__Use the R G B color bar to Edit it.

使用R G B的Bar去做編輯


6.__Save meshs ! (Important !) Save it  as SBM file.

存Mesh 存成SBM檔 這很重要!!


7.__Now,You could find out the LP has been changed. And Just bakes your own Normal map !

現在你會發現LP被換成SBM檔了,然後就去燒出你的Normal 吧!


Enjoy it !

2013年10月7日 星期一

When i bake normal map with Xnormal or 3D max , they look a little bit different in hard edges model. Why ~~ part_01

As title, i found some research from polycount thread .(3q so much ).

research :  http://www.polycount.com/forum/showthread.php?t=107196

Below it's my study summary.

1._There are two methods to bake a normal map.

2._Averaged projection mesh and Explicit mesh normal  

3._In 3DMax, By default ,it's averaged projection.But  Turn off "cage" and then Offset option will be show off in the RTT (render to texture) option. It will become EMN mode.

 In Xnormal, it's Explicit mesh normal .If you use "cage",it will become APM  <------No wonder i find my normal map baked from xNormal different with others baked from MAX !!!

4._Using a synced normals workflow. (If your game engine support it )

to be continued~~

Left : Normal baked Max
Right : Normal bake Xnormal
PS : SG180 = smooth group 180 ,non SG = No smooth group


如題,我從polycount 討論串發現了一些資料(太感謝了)

資料來源 :  http://www.polycount.com/forum/showthread.php?t=107196

下面是我的學習總結。

1._有2種烘培Normal map的方法

2._分別是Averaged projection mesh and Explicit mesh normal 

3._3DMAX,默認情況下,它是APM。但關閉“cage”,然後offset選項將顯示在RTT(渲染到紋理)選項,它將變成為EMN模式。



 在Xnormal,它是EMN,如果您使用的“cage”,它將成為APM<------難怪我發現我從Xnormal燒的法線貼圖與他人從MAX燒的不同

Xnormal                                                                       

















MAX

















4._使用同步的法線工作流程。 (如果你的遊戲的引擎支持)


待續~~