Multilayer EXR to After Effects

Hi

I’m trying to get this plugin to work with blender generated multilayer exr images : http://www.fnordware.com/OpenEXR/

Has anyone tried this? It works sort of - I really only have trouble with certain channels like IndexOB for example. I think this is because of some setup issues, as I don’t know the internals of an exr file. If someone could point me to where I could find info on how blender stores stuff in the file, I’d appreciate it =)

Thanks a lot,
Mats

okay… kind of a helpful answer.

Mats

I don’t have AE7 so the plugins are crashing AE on startup. Did you use the Identifier plugin and did you read the Read Me.txt? Alternately you could create luma track mattes with file output nodes from the ID Masks. I know that sux cuz it defeats the purpose of the Identifier plugin but if you can’t get it to work that is an alternative. That’s how you would use the masks with the Identifier plugin anyway.

Yeah, that’s a workaround of course. But since I got the Identifier plug-in to recognize the IndexOB channel that blender outputs, but not to find any suitable id’s within that channel, I’m mostly wondering about what data types are used. Those are definable in a text file.

Cheers,
Mats

The only info I can find says that Index OB pass stores “X”, whatever that’s supposed to mean. It may be a typo or some value that I don’t know the definition of. As far as I know OB ID is just a clipped depth buffer noramlized to return a value of 0.0 in the clipped areas and 1.0 in the visible areas with the result having a 1 pixel antialias routine applied.

You can find it here:

http://osdir.com/ml/video.openexr.devel/2006-12/msg00023.html

Can you post a screen shot of the problem and a snipett of the text file where the pass index is referenced?

The openexr_channel_map.txt file looks like this:

# The supported channel types in AE are:
#
# Z-Depth            DPTH
# Normals            NRML
# Object ID            OBID
# Motion Vectors        MTVR
# Background Color        BKCR
# Texture UVs            TEXR
# Coverage            COVR
# Node                NODE
# Material ID            MATR
# Unclamped RGB            UNCP
#
#
# The AE data types are:
#
# float                FLT4
# double            DBL8
# long                LON4
# short                SHT2
# Fixed                FIX4
# char                CHR1
# unsigned char            UBT1
# unsigned short        UST2
# unsigned Fixed        UFX4
# RGB color            RGB
#
# 
# EXR channels are only FLOAT, HALF (16-bit float), or UINT.  Therefore the only AE data
# types supported by the reader are float, long, short, unsigned short, char, and unsigned char.
#
# a typical entry in this file goes like this (examples should be down below):
#
# <Channel Name>        <Channel Type>        <Data Type>
#
#
# For some properties to make sense (like Velocity), you actually need multiple channels
# working together.  Combine them in one entry, with a pipe '|' between the channel names.
# AE will see that property as a multi-dimensional channel.
#
# Hopefully nobody decides to use '|' in their channel names.
#
# Channel names are case-sensitive, BTW.
#
#
# Un-comment this line for Floating Point Gray support
# Y    UNKN    FLT4
#
# 

Z        DPTH        FLT4
depth.Z        DPTH        FLT4

materialID    MATR        UBT1
objectID    OBID        UST2

velX|velY        MTVR        FLT4
Velocity.X|Velocity.Y    MTVR        FLT4

By adding something like “RenderLayer.IndexOB.X OBID UBT1” the channel is recognized in AE, but isn’t usable (doesn’t show anything whatever index is chosen).

http://www.artflow.fi/tests/ae.jpg

-Mats

Remove the #?

Un-comment this line for Floating Point Gray support

Y UNKN FLT4