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willow wafflebeard

help me about smoke obscurance/matting

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hello fellas, lately i been needing a good way to composite smoke on a burning live action actor,
i animated a geometry to match the motion of the actor
as you might imagine neither the motion nor the proportion match, but most of the time its good enough for sourcing smoke.

#ACTUAL PROBLEM#
however i find it hard to obscure/mask/matte the smoke since proportion and motion is not a complete match.


#CURIOSITY TORMENT#
im looking a deep images for the moment( im very new to it)

ive tried the DCM seem to be a good candidate for my situation.
i got it to work and the recoloring logic, but the file size is huge 700mb for a single exr
containing rgba, deep, objid

but i dont understand DSM at all,
i kinda expecting a depth shadow map looking thing
as my lights are also using depth map shadows
when i import it in nuke it looks empty.(deep channel only has (inf, inf) for (front,back)
deeptopoints crashes as soon as i plug it.

please share to me some workflows  :D 
 

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You can roto/matte the character in Nuke then use DeepFromImage and set the z to be in the correct position of the deep render. Please see attached

Deeper.zip

post-8321-0-78007600-1426817758_thumb.pn

post-8321-0-24828600-1426817777_thumb.pn

post-8321-0-00307600-1426817795_thumb.pn

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ok got that, thanks marty!!, 
by the way do you have an idea how to use DSM?. is it obsolete version of DCM, i read around and found out that its use for self shadowing object..
but it show nothing to me in nuke compared to a DCM map.

thanks dude!

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Sorry, haven't used Deep Shadow Maps; I've only read that Deep is/was very similar tech wise to DSM and is why it was first rejected by Siggraph IIRC.

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Deep Camera Maps are kind of like a generalization of Deep Shadow Maps.

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