Little known developer, Motiva, does some really cool, mind bending 2.5D tricks with rendered images and beyond. These OFX plugins can be used in many compositing apps like NUKE, Fusion as well as color systems like Davinci. I wish Adobe supported OFX because then you could use them there as well but I'll leave that with you! ;) I was talking to Motiva Founder Victor Feliz recently and we thought it would be nice to get the word out about Real Perception.
BP: Thanks for taking the time for this interview. Can you tell us a little bit about Motiva? It is clear that your company does a lot of programming but I think you also do some service and graphics work as well?
VF: Yes for sure, our production work is mostly architectural visualization but also some projects that mix our production and software development skills such as www.awlandsundry.com (more than 100 million shoes)
BP: How long have you been working in computer graphics?
VF: Uff I feel really old now, 14 years not bad taking in account that I'm 32 years old.
BP: How many people are working there at Motiva?
VF: Two people, a 3d artist (Alejandro), and I do the development tasks as well as some small parts of the CG projects.
BP: Your product Real Perception is an OFX based plugin package. Can you tell us a little about your experience working with OFX and NUKE?
VF: OFX is a super clever project lead by the original founder of The Foundry (Bruno Nicoletti) it is a standard format supported but almost every compositing host like Nuke. That means that a developer can code once and he has a product supported by a really large number of applications.
BP: How can we work together to convince Adobe to support OFX so MODO/After FX users can use your cool plugins too? :)
VF: Hahaha that's a hard question in fact I think that Adobe related packages like AfterFX or Premiere are the only ones that are not supporting OFX since the software designed for colorist introduced support for them (like DaVinci, Nucoda etc).
BP: The real Perception plugin pack is a very clever use of 2D and 2.5D image processing techniques. Can you give us a quick overview of what the complete bundle includes?
VF: Motiva RealPerception tries to mimic effects produced by the perception from either human based, camera or photographic film. They could be broken down into camera response, stereoscopic effects and a mixed bag of effects like auto-exposure, depth improvement etc.
BP: When did you first create the Real Perception concept?
VF: The first test were made in 2010 but nothing has become public until the end of 2011
BP: Which one of the plugins was the most challenging to create technically?
VF: They were not too complicated technically but the most important way by far was just the key idea behind them, for example I always loved anaglyphs when I was a child and my Coherent Perception approach can be measured as the best one in most cases using some objective parameters like retinal rivalry, luma transmission and color perception, the key idea could be written in two or three lines that's the important thing, the implementation was just trivial for any developer. (Yes we still use anaglyphs! architects love them printed!)
BP: Many of your plugins leverage the depth buffer to great effect. Are there other useful buffers (or AOVs) that you can use with Real Perception?
VF: No, I wanted to make it the most compatible with anything possible so all of them work with just the final shot or final + depth pass. Others like Colimo or some as yet not released need more info given in a custom passes.
BP: The Real Deep plugin is an interesting visual trick. You mention that this was used by traditional artists such as Matisse and Picasso. How did you decide to apply this technique to 3D rendered imagery?
VF: It was an extension over a paper written by Tobias Ritschel but taking in account some other factors that you can notice if you spend sometime looking at the impressionism painters, I think that we've such high technical skill working in CG that we tend to forget some classics that could improve our works further than the realism.
BP: The RealTomeMap tool has an interesting option to auto tone map using a delayed response similar to the human eye. Do you use scientific data to determine the rates or is it calibrated to "feel correct"? Do you have options for the animated tone map to adjust in a way similar to a video camera for example?
VF: In fact it works exactly as a real life camera does but it also adds some controls that are known by the cg artist like Reinhard control, and a desired key for the exposure. It also introduces an optional delay to mimic how the eyes are working, since a camera can change the exposure in milliseconds but the human body doesn't.
BP: Real Edges seems like it would be very useful for unclamped HDR rendering. Which mode do you find is most generally useful for artists using Real Perception?
VF: This sounds pretty embarrassing but some render engines could suffer weird problems in the antialias of the high contrast areas, this tends to fix this.
BP: Real Stereo seems like a very good way to accelerate the process of creating stereoscopic content. Are you aware of any large productions using this plugin?
VF: Yes also including someones at IMAX format, also other tools of this package have been used in very high profile projects but the nature of high profile projects prevents us from naming them for now.
BP: Using the depth buffer to modify the image to create fake parallax is a nice trick! It reminds me a bit of the standard camera projection technique. I could imagine this being very useful as a sort of enhanced "Ken Burns effect". Have you found any users taking your technique and doing something really unexpected with it?
VF: Yes, this is mostly used to improve panning, zooms etc over static images, they are mostly used on low budget productions to save money using stills as part of the video instead needing to render more and more footage. As you can imagine now, most of the ideas of this plugins come from our own needs.
BP: Thanks for your time today. Can you share with us any plans for future product? :)
VF: We'll make a public release of the Mac version in the next incoming days and we'll add at least two new nodes before the end of the summer as a free upgrade.
The Community is changing, in a good way. The Foundry team has been working hard to create a better online space that is easier to use which will include:
One account (now) – This allows you to have one single account on both The Foundry’s main website and The Community.
One place to purchase (coming soon) – Soon, if you would like to purchase, upgrade or trial MODO you will need to go to The Foundry’s website.
One Community for everyone (coming soon) – Soon, The Community will be a place for all of The Foundry’s customers to chat to friends, share tutorials and have a jolly good time. If you haven’t and would like to share some thoughts on this, you can fill out this short survey here. (chance to win a goodie bag!)
For now, the only thing that will be changing as of today is that you will now have one account. How will this all work? Please read the whole thread!
There are three scenarios depending on who you are and what type of account you have:
Scenario 1: I have an account with The Community
You will still have access to your Community account. When you go to the sign-in page on The Community site it will direct you to The Foundry site where you will log-in instead. You will use your email address instead of your login/username/community id. Once logged in, you will be directed back to The Community. You will be logged into both The Community and The Foundry’s website.
Scenario 2: I have an account with The Foundry
Nothing changes to your account with The Foundry. You can sign in as normal on The Foundry’s website. You will also now be logged into The Community where you can create your profile if you wish to join in with discussions etc.
Scenario 3: I have an account with both The Community & The Foundry
You will still have access to both accounts and you can sign in on either The Foundry's website or The Community site using the same details. You will be logged into both The Community and The Foundry’s website.
IMPORTANT: You cannot log in using your Community ID anymore, please use your account email address and password. If you have an account with The Foundry and a Community account with the same e-mail address, these will be merged. Your Foundry password will be the one you will use. There will be a reset password button if you wish to change the password. If a you have accounts on both sites with different e-mail addresses, you will log-in with the usual passwords associated with each e-mail address.
PROBLEMS SIGNING IN?
If you're having trouble signing in, clear all thefoundry.co.uk cookies from your browser. Close your browser. Open your browser and try signing in on the main Foundry site http://www.thefoundry.co.uk using your email address and password. If that's not successful, follow the steps to reset your password. Once you're able to sign in on the main site then visit the community. You should automatically be signed in here.
Thanks & FAQ’s
The Foundry team has been working very hard on this, meaning you really shouldn’t have any problems and the process won’t dramatically effect you. However, if you do feel like your boat has been rocked too much and you need some help, take a look at the FAQ’s HERE
We are happy to announce one small step that represents a GIANT amount of work here at The Foundry. The Community site and the main Foundry website are being transitioned to a single sign-on, unified database! This means you will no longer have to sign into two different sites. This is all part of a larger project which includes a new purchase pathway. As it stands we wanted to get the single sign-on functionality out to you as soon as possible. As with all transitions there are some things you should be aware of.
1. Community accounts will be merged into The Foundry accounts system based on your account email address. If you have accounts on both sites you should verify that the same email address is used on both if you want them to be merged properly.
2. Once merged, the email address on your account will be used as your login.
3. Merged accounts will use the email address and password from The Foundry site rather than your Community credentials. If you did not have an account at The Foundry, your community account info will be used.
This transition will take place next week. Once we have a confirmed date we'll update this post.
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