READ THE TECHINCAL PAPER : CLOUDLIGHT
This weekend i put my hands on the Nuke Development Kit. I remember that i few time ago some friend show me an amazing video from vfxguidetv showing a mate from image engine , that was using a plugin developed around "district 9" to allow point-cloud 3D relighting on nuke.
http://media.fxguide.com/fxguidetv/fxguidetv-ep071.mov
I did a quick research and i found around some techniques using GL_POINTS to create the cloud points, but unable to render on scanline for the same reason.
As far as i can notice, scanline render works as a surface shader, and is unable to handle hardware like attributes like GL_POINTS .
So im not sure about how the guys of image engine did it, but i came with the idea of instancing little 3D pixels, or cubes instead of points.
It works very well, but quickly turns a bit hard to handle on non high-end computers. So i did some optimizations, like avoid handling non-alpha pixels, and allowing user to select wich faces of the pixel-cube ( aka:cloudlet ) want to have visible.
With this approach is posible to use standar lights and render through scanline.
For further development i need some of your support.
1. I did the plugin open source ( just remember to mention hassanvfx when you use it ) get in my github and fork on it :
https://github.com/randominteractive/cloudLight
2. I need another images to built an all-in-one cool shader around this :
(images im currently working on comes from http://www.pxfactory.eu/ )
so please ! share me :
A 2K EXR image ( preferable a character ) in:
color pass
point pass
specular pass
diffuse pass
reflection pass
bump pass
3. Please some LINUX and UNIX friend wants to compile the source on that platforms.
(or at least go to your Nuke6/Documentation folder and send me the "Makefile*" file in there to try to compile it on my mac )
Download:
Tecnical paper cloudLight
OSX VERSION + EXAMPLES







