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portal into another scene
show user profile  9krausec
So I remember years back I asked this question and the answer I got was do it through a comp (which makes most sense), but now out of pure curiosity and after seeing this demo, how would you do this actually? With one beauty pass? I find the concept interesting. (examples start at 1 min mark)

The Juggler OSL Shader from François Gastaldo on Vimeo.





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read 646 times
6/17/2015 9:52:17 PM (last edit: 6/17/2015 9:52:45 PM)
show user profile  digs
you can just render out 1 animation from scene a, hide all the geo, merge in everything from scene b, render that out (using the same camera), then comp it together

yea 1 beauty pass would work. I'd probably render out some object color pass too, where like everything in the scene is red, but the parts of the cube (portal) are blue, that way, in comp, you can just mask based off of those colors
read 617 times
6/17/2015 11:19:35 PM (last edit: 6/17/2015 11:22:02 PM)
show user profile  9krausec
So there is no real way to actually do this outside of comping. It looked like in the video there was some blender voodoo magic at work.




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read 606 times
6/17/2015 11:57:30 PM (last edit: 6/17/2015 11:57:30 PM)
show user profile  Nik Clark
What is happening here is somebody has made an OSL shader that is the juggler scene, raytracing and all. Quite clever, I had no idea that you could do such complex stuff with OSL. It's an option in Blender than I haven't even started to look at.

This is then being mapped onto the cube. It's not technically two scenes, just clever shader programming.



read 600 times
6/18/2015 12:50:45 AM (last edit: 6/18/2015 12:51:29 AM)
show user profile  9krausec
That's crazy! I thought it was two scenes or something, but very impressive that it was coded.




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read 566 times
6/18/2015 3:07:36 PM (last edit: 6/18/2015 3:07:36 PM)
show user profile  ScotlandDave
Yeah but couldn't you just.. uh.. But you could.. eh.. Ah but if you.. ehh.. Just forget it alright.


Website | Blog | Contact | Vimeo

read 557 times
6/18/2015 4:16:26 PM (last edit: 6/18/2015 4:16:26 PM)
show user profile  Garp
This is speculation, I haven't tried it.

What if you use object properties? Say you have two 'scenes' in the same scene. Geometry from scene A is set to invisible to refraction, geometry from scene B is set to invisible to camera. And in scene A, you have a polygon somewhere with a fully transparent material and an IOR of 1.0.
Only objects from scene A would be visible around that 'window' and only objects from scene B would show when seen through it.
Would it work?
Of course, splitting the lighting solution between the two scenes would require more work (or might be impossible for bounced light).




read 529 times
6/19/2015 8:04:03 PM (last edit: 6/19/2015 8:04:03 PM)
show user profile  9krausec
^Cool thoughts Garp.

I'm not going to try any of this. lol. Just one of those "how the hell would someone do this?" ponders.

Sounds like comping would be the absolute best way to go about this, but the fact that the juggler dude is a shader, generated by code is incredible I think.




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read 527 times
6/19/2015 8:26:35 PM (last edit: 6/19/2015 8:26:35 PM)
show user profile  luima
here is a simple solution, just hit render from any angle:

http://www.luima.com/oneway.max

Edit: i just read Garp's explanation, it is similar to what i did

read 507 times
6/20/2015 4:57:29 AM (last edit: 6/20/2015 4:59:42 AM)
show user profile  9krausec
Dude. That's tight. Thanks for the example/explanation luima and garp. Works really well! Very cool.





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read 467 times
6/21/2015 4:06:46 PM (last edit: 6/21/2015 4:07:04 PM)
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