______Z b o r n T o y______
setup
Use 16bit or higher for the Color Depth of your project.
The ZbornToy uses depth images and other types of images that require fine
details and even take advantage of floating point numbers. Although it is
possible to work within an 8bit domain, it's not really recommendable. However,
treating photographs in 8bit works very well for different reasons. But we do
encourage you to make experiments with it in every conceivable way!
______BASIC PARAMETERS______
render mode
chose the type of operation that should be performed by the plugin.
all computes all used features
refraction only computes only refractions and skips all lighting
and shading.
caustix only computes only caustic projections and skips shading
and refractions.
shadows only computes only shadows...
highlights only computes only highlights and reflections...
normalmap outputs the surface normal image, either computed
normals or the chosen normal texture.
depthmap outputs the depth image with all modifications that have
been applied by the user.
surface color outputs the surface color as it was designed by the
user.
depth factor
multiplies the pixel values to define the depth from original values 0 to 1.0.
Whereby 0.0(black) is the background and 1.0(white) is the foreground and
therefore closest to the camera. It also corresponds directly with the 'alpha
depth factor' provided by pixologic's Zbrush. Should the depth image be in
float format and contain actual depth values, a multiplier of 1.0 would
preserve the original values.
perspective perception
interprets camera lens openings to compute specular highlights, reflections and
refractions.
gamma correction
an option to apply a change in gamma for the internal computation.
______L I G H T S______
This topic offers the control over all sources of illumination we offer. There
are three different kinds of them: direct light, point light and environmental
illumination.
_DIRECT LIGHT________________________________________
light intensity
intensity of light
light color
color of light
light size
size of the light source, effects diffuse and specular shading as well as
translucency
direct light angle
defines direction in which the direct light shines. Since it is a parallel
light, suggesting to come from infinity, the pointer represents the direction
like the pointers on a clock
light forward angle
rotates the light forward along the direction angle. Default position 0.0
points directly along z-axis and therefore wouldn't show any change of the
light angle. Value is read as radiance, therefore a value of around 1.57 (half
PI) represents a 90 degree rotation to line up with the screen plane.
shadows
enables shadows
shadow softness
determins smoothing iterations for the shadows to simulate soft shadows
_POINT LIGHT________________________________________
light intensity
intensity of light
light color
color of light
light size
size of the light source, effects diffuse and specular shading as well as
translucency
light falloff
defines the radial fade of the light intensity
attenuation color
defines the color the illumination attenuates to during falloff
position
this is the x/y position of the point light
z position
this is the depth position of the point light and is absolute. Changes in the
depth factor will not keep the light relative to the new depth!
shadows
enables shadows
shadow softness
determins smoothing iterations for the shadows to simulate soft shadows
_ENVIRONMENT_________________________________________
environmental image
layer to be used as environment
environment type
currently there are two types supported.
The panoramic type interprets the image to be wrapped on a sphere around
the entire scene and ideally is used with an image that loops perfectly
horizontally and has proper polar regions (top and bottom prepared to avoid
squeeze!)
The spherical type is in support of spherical hdr footage and interprets
an image as if it was the reflection over a chrome sphere. It's not only the
fastest type, it also makes it very easy to create your own pseudo illumination
by creating such an environment layer yourself.
reflection amount texture
layer to control amount of reflectivity
reflection amount
defines the amount of contribution the image provides to the reflection
bias reflection brightness
uses a bias function to control the brightness levels of the chosen layer seen
as reflections. For example, if you only would like to see highlights reflected
from the image you would use a negative bias like for instance -0.99!
illumination amount
defines the amount of diffuse illumination coming from the chosen layer
blur illumination
defines the amount of blur used on the chosen layer. A value of 0.0 would
result in a sharp representation of the image and would look much like a
reflection. A value of 1.0 would completely diffuse the chosen layer and
usually is what you would want most of the time, particularely when you make
use of photographs.
quick mode
enables quick mode for the ambient occlusion approximation
occlusion amount
defines the strength of the ambient occlusion. 1.0 represents 100% use of the
occlusion approximation and is usually desirable.
occlusion radius
determins the radius which will get examined by the occlusion approximation and
is measured in pixels
_____ORIGINAL IMAGE_____
This section offers ways to manipulate or use aspects of the layer the plugin
is applied to. For simplicity reasons we call this layer 'original image'!
additive mix
By default the color mix parameter multiplies the surface color with
the color of the original image. Checking on the additive mix changes the
multiplication into an addition. Effectively this means the original colors
brighten up the surface color, when color mix is increased!
color mix
defines the amount of color of the original image contributed to the surface
color.
saturation
controls the saturation of the original image. Effects can mostly be seen when
color mix is increased, but since it effects the color information coming from
the original image this paramter can effect the depth values, interpreted for
all the 2.5d processes. The saturation paramter also has an automatic chroma
correction implemented!
depth bias
applies a bias function to the original image before getting interpreted as a
depth image!
depth gain
applies a gain function to the original image before getting interpreted as a
depth image!
_____G E O M E T R Y_____
The ZbornToy interprets the original image as a 3d object and derives height as
well as surface normals from its pixel values. The result of it we call
geometry and offers several ways of manipulating and correcting the
interpretation of it.
normal texture
normal maps can be used as an alternative to the internal computation of
surface normals. If low resolution geometry was used for the depth image,
computed surface normals could reveal the facets of them. A provided normal
layer with smooth normals would avoid such an appearance! Choosing a normal
texture will also skip the computation of the normals and will speed up the
rendering by some minor percentage.
depth channel
chose the color channel or combined luminance, which shall be used as depth
values.
Hint: since After Effects always splits off grayscale images into it's color
components, you could skip a few computations by chosing any color channel
instead of luminance.
pre blur strength
defines the strength of the distribution of one pixel to it's surrounding
pixels.
pre blur threshold
defines the required height difference between neighboring pixels in order to
avoid being blurred. This would maintain shape-defining edges, while blurring
finer features!
pre blur iteration
number of iterations for the blur algorhythm. The more the blurrier!
discontinuity detection
activates the discontinuity detection.
discontinuity threshold
determines the threshold to discover discontinuities along a surface during the
process of generating surface normals based on the depth/original image. This
helps to reduce artifacts due to the challenge of interpreting the depth image
as geometry. When a discontinuity is detected, surface normals will be
generated by alternative means. Using a normal texture will make this feature
obsolete.
front level
offsets the front/white level of the depth image.
back level
offsets the back/black level of the depth image.
_____S H A D I N G_____
This section offers all the basic shading functions except transparency, which
has its own section below. Here you can determin the surface color, micro
texture (glossiness) and translucency
surface color
set the base color for your entire geometry. It will act as a multiplier and
therefore tint the entire image.
surface color texture
determins a layer to be used as surface color texture.
surface tint amount
controls the influence amount of the surface color texture.
glossiness amount texture
determins a layer to be used as multiplier to the glossiness level. That might
sound a little bit confusing for a moment, but since the glossiness amount is
the leading parameter to determin the glossiness and doesn't require a texture,
this layer is merely modifying the glossiness amount by means of
multiplication.
glossiness
determins the glossiness/roughness of the surface. It effects more than just
the specular highlights, but all the aspects that would vary based on the
surface's properties like reflections, refractions and caustic projections.
specular color texture
determins a layer to be used as specular color. The replication of metal like
reflections often suggests a tinting of highlights and other reflections.
Therefore this texture will tint both types of reflections.
specular tint amount
determins the amount of tinting the specular color texture could provide.
Although it might come across as somewhat improvised, values above 1.0 will
boost the highlights and reflections for additional special effects and more
artificial alterations!
translucency amount texture
determins a layer to be used as multiplier to the translucency amount.
translucency
determins the amount of translucency, which represents the amount of light that
gets distributed to the inside of an object's surface. To simplify this
feature, translucency controls both the strength as well as the depth of the
light's intrusion.
translucency color texture
determins a layer to be used as subdermal color, so to say, or the tinting
underneath the surface.
translucency color
determins a base color for the translucency and multiplies the above chosen
translucency color texture.
shadow softness
optional global softness addition to the shadows in order to support a subtle
but more cohesive relationship between translucency and shadows for the
simulation of sub surface scattering
_____T R A N S P A R E N C Y_____
This section deals with all things transparent. That includes refractions,
caustics and alpha related features.
background image
for compatibility reasons it currently has been more beneficial to pick a
background layer in order to process any deformations on it due to refractions.
transparency texture
determins a layer to be used as multiplier for the transparency amount
transparency
determins the transparency amount.
colorize
determins the amount of tinting/colorization of the transparency and caustics
by the surface color!
refraction type
determins the type of formula used to arrive at the refraction coordinates.
This goes from perfectly accurate over normalized to completely heuristic
approaches, which support both curiosity and speed of computation!
refraction texture
determins a layer to be used as multiplier for the refraction/refractive index.
refraction
determins the index of refraction used and goes by familiar values (e.g. 1.33
for water)
refraction depth texture
determins a layer to be used as multiplier for the refraction depth.
refraction depth
determins the depth a refracted ray travels. This can be used to dial in an out
the effect of refractions and caustix for that matter.
caustix
controls the strength or brightness of the caustic projection of the light
sources through the transparent areas. The amount of transparency as well as
the intensity of the lights effect their brightness as well.
blur transparency
determins the amount of blur or diffusion that gets applied to transparency and
caustix.
link blur to glossiness
links the amount of blur to the glossiness levels and supports more visual
coherence that way. The roughness of the surface therefore affects any
transparent aspect.
alpha clipping
clips black level to be invisible (alpha = 0.0).
alpha fade
fades out the entire image based on depth values. Great for fog effects and
other phenomena of that kind!
_____Q U A L I T Y_____
This section provides paramters to individually control the quality of each
major topics
override all
sets a specific quality level for all quality parameters according to their
specifications.
caustics antialias
controls type of antialiasing for caustix only.
refraction antialias
controls type of antialiasing for refractions. Whereby low is a supersampling
method as opposed to sharp and smooth, which are our proprietary concept of
combatting aliasing.
environment antialias
controls type of antialiasing for environment. Whereby low is a supersampling
method as opposed to sharp and smooth, which are our proprietary concept of
combatting aliasing.
oversampling illumination
determins samples taken for oversampling the illumination by lightsources.