#AIutilities
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fintramglobal001 · 11 months ago
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8 Super Useful Free AI Tools in 2024
🌟I'll share 8 of the best free AI tools that I've personally tested and recommend for 2024. These tools span a variety of use cases, from writing and content creation to image generation and video editing. Whether you're a student, entrepreneur, or just someone looking to harness the power of AI, you'll find something useful in this list.
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teaminnovatics · 4 years ago
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Artificial Intelligence has been benefiting diversified industry verticals by adding accurate automation.
Any organization can transform their everyday processes for the better, using AI applications.
Major processes automated by artificial intelligence-based applications are as follows: -
·       Aid research area with automation to help in collecting information for product enhancement
·       Aid value to boost productivity of team with automated training
·       Collect feedback based on user behavior for better product development and process management
·       Aid in resolving clustering processes and many more
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knb321paulcruse-blog · 8 years ago
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LIGHTING, RENDERING AND COMPOSITING
I did four renders to better compliment my portfolio and show reel, two modelling turnarounds and two callisthenics tests.
LINKS: 
TEMPLE: https://vimeo.com/240289540 SENSEI: https://vimeo.com/240290645 SENSEI_CALLISTHENICS_TEST: https://vimeo.com/240293519 KANGAROO_CALLISTHENICS_TEST: https://vimeo.com/240295752
LIGHTING
For the temple I set up three point studio lighting. One key light was placed at a 45 degree angle at the left with a downward rotation. I placed a fill light at the right side also at 45 degrees but slightly pointing upward and used a rim light at the back left at 45 degrees to pop the edges of the model out. Usually I would place the rim light on the shadowed side, but in this case it looked better on the same side as the key light. The key light had the intensity set to 0.1, the exposure at 5, the angle at 15 to make the shadows smoother and samples set at 3 to avoid any noise in the shadows. The fill light had an intensity of 0.1, exposure of 3, angle set to 0 and sample set to 3. It also had the shadows turned off and had a slight blue colour to mimic ambient light. The rim light had the same settings as the fill light except the light colour was white. Once the lighting was set up I constrained it to a control curve and then constrained the curve to a shot cam. 
I then animated a turnaround for the temple. Next I started setting up AOV passes in the render settings. The passes I created were beauty, direct diffuse, indirect diffuse, shadow_matte, Zdepth and Object ID. I also had to set up some custom AOV’s for the ambient occlusion and the wireframe. Once I had added a custom wireframe AOV I created an AiUtility shader in Hypershader and then selected the AOV node and added the utility shader to the default shader input. In the utility node I set the shade mode to flat and the colour mode to polywire. This ensured that the wireframe was flat shaded so that it was easier to composite. I used the same process to create an custom ambient occlusion AOV but instead of using a utility shader I used an AiOcclusion shader.
For the other renders I did, I used a similar lighting setup except I changed the position of the rim light to the shadow side and positioned it to work with each model. I also added a AiSky in the render settings and connected it to a skydome light so that it would emit light, after which broke the connection to the Ai sky so it wouldn’t render in the background.
COMPOSITING
The next step was to add all the AOV’s into After Effects. First I had to set the colour depth in AE to 32 bit, the working space to sRGB and linierize the workspace. This is so that the colours had the same settings as Maya and the linier workspace means colour values are from 0 to 1 rather than 0 to 255. I then imported the AOV’s and set them up like so:
- At the top I created an adjustment layer so that I could adjust the whole image, i added brightness/contrast effect and left the blending mode on normal.
- Under that I had the wireframe with a blending mode of multiply and opacity of 80%.
- The next one down was the shadow map, for this I created a new comp with the shadow aov in it and under placed a black solid and set its track mat to luma matte (shadow). This was so that the black solid I created only showed through the luminescent areas of the shadow AOV. I then added the new shadow comp to the main comp under the wireframe, I then set its blending mode to multiply.
- Under that I added the Direct diffuse AOV and set its blending mode to Add.
- The next one down was Ambient Occlusion with and opacity of 50% and a blending mode of multiply.
- I then had Indirect diffuse with a normal blending mode.
- There was an object ID AOV in my comp but I didn’t need to use it.
- I also created a Z depth layer but didn’t use it due to render time and it made the wireframe harder to see where it was blurred. I will discuss the process though. I added the Z depth AOV above everything else, I added levels and curves effects to it, adjusted the inputs of the curves to match the clipping plane of the camera in Maya. I used the curves to adjust the map so that it was completely black in the foreground of the temple and white at the back. I then created an adjustment layer under the Z depth in the main comp and added a camera lens blur. I adjusted the blur radius to a value of 166 so that the back of the temple was out of focus. I then set the track mat of the adjustment layer to luma inverted matte so that the blur would only show in the white areas of the Zdepth map.
I used the same methods for the other renders I did, but had slightly different values to fit each comp.
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three-persons-of-t · 8 years ago
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string $obj[] = `ls -sl `;
if(`objExists aiAOV_ObjectID`== 0)    {     print "ObjectIDがAOVとして作成されていません。";    } else    {        for( $setAi in $obj ) {    float $r = `rand 0 1 `;    float $g = `rand 0 1 `;    float $b = `rand 0 1 `;
   string $ai =`shadingNode -asShader aiStandard`;    string $aiSG =`sets -renderable true -noSurfaceShader true -empty -n ($ai +"SG")`;    connectAttr -f ($ai+".outColor") ($aiSG+".surfaceShader");    select $setAi;
   sets -e -forceElement $aiSG;    string $aiUtl =`createNode aiUtility`;    connectAttr -f ($aiUtl+".outColor") ($aiSG+".aiCustomAOVs[0].aovInput");    setAttr ($aiUtl+".shadeMode") 2;    setAttr ($aiUtl+".colorMode") 21;    setAttr ($aiUtl+".color") -type double3 $r $g $b ;
} hyperShadePanelMenuCommand("hyperShadePanel1", "deleteUnusedNodes");      }
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