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Mono + 5.1 Multitrack ProRes Export from Premiere

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So I was having issues for a short film release, it turns out that ProRes supports Multitrack audio with Mono/Stereo/5.1 tracks however I didn’t know how this should be handled.

After going through it again and thanks to the help from the guys over at the “Editores y Postproductores México” FB Group https://www.facebook.com/groups/editoresmexico/permalink/3844096602305717/?comment_id=3844284348953609

I managed to get it working.

Here’s the basic workflow:

I needed 4 mono tracks and 1- 5.1 track, the premiere export accounts for all tracks as 1 but when selecting type 5.1 for a multitrack it counts as 6 tracks so at the end you want to do a Multichannel 11 Adaptative Tracks Sequence.

Something like this:
Track 1 – Mono (Stereo Mix L)
Track 2 – Mono (Stereo Mix R)
Track 3 – Mono (M&E Mix L)
Track 4 – Mono (M&E Mix R)
Track 5 – 5.1 Multitrack (5.1 Theatrical)

Go to the new sequence dialog and under the tab “Audio Tracks” select “Multichannel” and number of tracks “11” (The extra track helps for premiere exporter to recognize the last track as 5.1)

Make sure you have 4 Adaptive tracks numbered 1, 2, 3, 4 and a single 5.1 track on the 5th track.

You should see something like this:

Now you have to make sure to click each “Output Assignment” and route each channel to its intended output, for example:

Track’s “Audio 1” Channel 1 goes to Ch.1 on the Master Track


Track “Audio 2” Channel 1 goes to Ch.2 on the Master Track


Track “Audio 3” Channel 1 goes to Ch.3 on the Master Track


Track “Audio 4” Channel 1 goes to Ch.4 on the Master Track


Track “Audio 5” “Channels L R C Lfe Ls Rs” go to Ch 5 to Ch 10 in that order.



You might notice that Channel 1 on every track is routed to Ch 1, 2, 3, 4 respectively, thats because as your input is a MONO track you have to tell Premiere that It’s channel 1 is the one to be exported.

Once you have your timeline with 4 mono tracks and 1 Surround track go to MOVIE/ EXPORT

Select ProRes HQ

Under Audio settings, make sure to map each mono output to a single channel and the last 5th track make it 5.1 with L R C Lfe Ls Rs mapping.

Once you’ve rendered your file, you sould have 4 mono audio tracks and 1 Surround 5.1 track on your .mov

Create tileable textures online

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Use this tool to turn an existing, non-tileable stochastic texture into a tileable texture, by manipulating its edges using histogram-preserving blending. It works on all random-phase inputs, as well as on many non-random-phase inputs which are stochastic and non-periodic, typically natural textures such as moss, granite, sand, bark, etc.

https://unity-grenoble.github.io/website/demo/2020/10/16/demo-histogram-preserving-blend-make-tileable.html

Meshlab Clean ply from Capture iOS App

We will apply the following filters and tools to the PLY file Scan from the “Capture” app in the following order.

We can search all of the filters at the MESHLAB search box, apply them with the default values unless specified.

First we’re going to clean the point cloud

  1. Remove Duplicated Faces
  2. Remove Duplicated Vertex
  3. Remove Zero Area Faces
  4. Point Cloud Simplification (You can skip this one if you need the texture color from the vertexes as it will ad unwanted speckles)
    Number of samples try 1/2 of the total Vertex count and increase if needed (Ex if Count is 800,000 then samples can be 400,000)
    Best Sample Heuristic Checked
  5. Select the “Simplified Cloud” new mesh
  6. Compute normals for point sets
    Neighbour num between 10 – 100
    Smooth Iteration between 0 – 10
  7. Show Normal
    Make sure Normals are Computed properly

Now to Create the solid Mesh

  1. Screened Poisson Surface Reconstruction
  2. Select Faces with edges longer than
    Then delete those faces
  3. Remove isolated pieces (wrt Face Num.).
    Remove unreferenced vertices Checked
  4. Select non Manifold Vertices
    Delete them
  5. Laplacian Smooth (In case is needed)

Now for Texturing

  1. Per Vertex Texture Function
  2. Convert PerVertex UV into PerWedge UV
  3. Parametrization: trivial Per-triangle
    Quads -per -line : 0
    Texture Dimension (px) : 4096 or (1024, 2048).
    Inter-triangle border (px) : 0
    Method : Basic (with Space-optimizing somethimes Meshlab crashes.)
  4. Save Project As... Save the project in “.mlp”
  5. Export Mesh As... OBJ
    TexCoord Checked
  6. Transfer: Vertex Color to Texture
    Texture file : Same name as the mesh
    Texture width (px) : 4096 (make sure this is same as Texture Dimension in the above steps)
    Texture height (px) : 4096
    Check Assign texture and Fill texture

How to Create A Joint-Based Skirt Rig With Auto Collision In Maya

There are two methods one with scenes included which is the following:

SKIRT COLLIDER

https://www.perryleijten.com/en/works/skirtColliderRD
This one has sample scenes

His website seems to be offline so I took the liberty of recapturing everything from wayback machine and reposting it here
(Perry please write me if you want the content to be taken down when your site is back online):

(From Perry’s website)
I recently saw this article being posted about a simple skirt rig based on math by Liling Liu.

To be honest I couldn’t really follow the tutorial but the images where clear enough to make a start.


The first test was created with a similar setup as the one in the tutorial above, but instead of using math nodes its just using a ik-handle that directly drives the rotation of the affected joints. On this joint the limitTransformations are set in such a way that it only rotates in Z and cannot rotate less then 0 degrees. Thus making a fake collision based on rotations:

Expanding on this, what if we want to have more segments to the skirt or even a way to use collision when we have the knee in place? for the next section instead of using a nearestPointOnCurve node, the detection circle is expanded to a full nurbsSurface and the ClosestPointOnSurface node is used to attach the ikhandles to the mesh.

This works better as now the skirt wraps around the knee and fakes a sense of gravity, but one downside of using the nearestPointOnCurve and closestPointOnSurface is that they wrap around the object. So sometimes the detection is on the wrong side of the surface.


The next iteration was based on this tutorial by Riham Toulan. In stead of a closestPointOnsruface the ikhandle is now attached to a keepout node that is placed on the chain itself. As soon as the collision mesh hits this keepout node the ik handle is pushed in the local direction that is given in the inDirection vector attribute. This simple connection gives the exact same output as the previous test, but it has far less nodes, does not need the transformation limits on the joints and is far more stable.

For the people that want to have a better look here is the scene file:

And the base for all the work

https://www.lilingliu.com/post/skirt-rig-with-auto-collision

How to fix Adobe installer failed to initialize

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Just rename this folder “OOBE”

C:\Program Files (x86)\Common Files\Adobe\OOBE
To

C:\Program Files (x86)\Common Files\Adobe\OOBE _OLD

Rerun Installer