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Everything posted by nog

  1. I thought nothing looked weirder than overlaying an unmoving wrinkled piece of paper on an animation, but that video proved me wrong. overlaying the same wrinkled piece of paper in the exact same position on multiple scenes looks even more wrong.
  2. The 99 percent blog (unrelated to the recent protest movement) has a lot of great articles and advice on the topic of creative productivity, process, etc. http://the99percent.com/
  3. the cloud aspect would have been great if it involved some kind of really well integrated backup/storage/asset management/version control killer app. as it is though I guess it can be useful for people who work on short term projects or companies that regularly need to add or remove extra seats.
  4. nog

    Lytro Camera

    I have no idea what kind of voodoo technology they're using. But I've often thought it would be cool to have a camera that just captured as deep of a depth of field as possible: everything is automatically in focus. And then alongside that it could capture some kind of depth pass (I don't know how. some fancy infrared thingamajig? figuring out the parallax between two cameras?) And then you could do selective focus in post. Same thing with exposure. Imagine some kind of ultra HDR sensor where you don't even worry about exposure, it just captures everything, then you adjust in post.
  5. Yep, the first person to copy it was maybe a plagarist. But by the time the 1000th person has copied the same thing, it's now a "style."
  6. uh... not really. At least not in my experience. But then "web business" is kind of a hugely broad generalization.
  7. Yeah, I agree Monkey. I thought the stuxnet piece was pretty well executed compared to a lot of the generic infographic animations out there. And it looks nothing like that mk12 piece.
  8. I've never used Unmult, but the method I mentioned would be darker because you're basically applying that same luma information twice. You could sort of fix that by tweaking the contrast of the mask with levels or curves or whatever. I'm not sure how Unmult does it though.
  9. select all, copy, new channel, paste, command-click to make a selection, make the selection into a mask for the layer.
  10. I think it's a cool look though, and it's something people are getting used to seeing from iphone games. It gives an interesting mixture of realistic motion and a cartoony feel. Plus it looks like it would be a useful way to generate data that you can than work into a bigger 3D comp. And like anything in AE, having it available quickly and easily will allow people to discover new ways to abuse the effect and get unexpected things out of it that you would probably never stumble upon in a full 3D app.
  11. Yeah, I don't know specifically how to spot which is which, but I just followed my gut instinct and voted for the one I thought looked better and got 18/20.
  12. Oh wait, I was missing the "color depth" pulldown and just changing the output file format. Your test file works fine for me. Mylenium is right, as expected.
  13. Yep, Aaron, that's exactly what I tried. Is there some "bit-depth override" checkbox I'm missing?
  14. It's not wrong. The project settings determine what bit depth the project is in. The render settings determine what kind of file you render to. So for example, I often work in 16 bit but then render to an 8 bit file. That way all of the compositing and effects are done in 16 bit to reduce banding, but the final render is output to a regular 8 bit file. And of course that setup means that you can do what you've been doing and render an 8 bit project into a 16 bit file, even though there's no reason you would ever really want to. edit: I see what you mean now. "overrides the project color depth when rendering for final output" is really confusing because it makes it sound like it should work the way you're describing it. I just tested it though, and if you do what you're saying it even gives you an error message "output module depth exceeds project color depth" or something like that.
  15. nog


    True, but it still has to have some kind of structure or sequence to it right? Like the viewer notices A, then notices B, then puts two and two together and deduces C and the lightbulb goes on.
  16. nog


    I think the shortest story structure is the joke (setup -> punchline). So yes, even very short things can function as stories. I don't know about 1 second, but certainly there are millions of 15 or 10 second commercials that communicate a story.
  17. nog

    AE Depth effect

    That's Greyscale Gorilla. Kramer is the Oprah.
  18. thanks, don't know how I missed that.
  19. How much does it cost to attend the conferences? I can't find that info anywhere on the NAB site.
  20. 3D. I didn't mean how-to reference though, but just examples of that kind of work. I can picture it, but I can't figure out where I've seen something like that before.
  21. I'm looking for reference of a camera that moves around in a hyper sort of way, stopping briefly at various points and racking focus in and out. Kind of like a p.o.v. shot from a little flying robot or something. I know I've seen this a million times, but for the life of me I can't find any examples. Does anyone know what I'm talking about?
  22. They're both still services. I think it's just that some people are selling a service based on technical know-how or even their ownership of certain software and hardware, while the "real designers" are selling themselves as a service. Their brain, their thinking. I think it's obvious which approach gives you more career longevity although there is potentially a fortune to be made in the short term if you ever find yourself on the cutting edge of technical know-how. The reality though is that even great designers can fall into the "go-to solutions" mode of working from time to time for various reasons. I think some designers in their youth (during school, or an early formative job, etc) develop their own toolbox of tricks and go-to solutions that comes to define their personal style and which they continue to use throughout their career. The fact that they developed these solutions on their own (or absorbed/stole from a mentor or coworker) rather than learning them from a tutorial makes them feel like they're doing something more creative and personal. But the underlying process is actually similar. I also think that the people who are in the business of selling their cutting edge technical know-how tend to sometimes overvalue the "r&d" side of the process. If a trick from a 5 minute tutorial is exactly what the project needs then why not use it? I think some people are too quick to jump into the custom, ground up solution, thinking that it somehow adds to the quality of the end product when maybe it doesn't.
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