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Typhoon H cable cam tests

10/22/2016

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Have worked a drone shot into my next film called 'Retirement' which involves a wide reveal type shot of my mother's house. It is just a simple flyover the top of her house to reveal the front.

However, never used the cable cam mode before which would allow me to control the camera while it flies automatically between two points. Set up the two points okay. But found I couldn't control the camera. Points I've subsequently learnt:

1. Position the camera before you set the waypoint
2. Put the Gimble into Gimble mode (right camera switch to the down position) - this allows the right controller to move camera if needs be.
3. Once the H is at waypoint 1 after swiping start, push the left controller up slowly to get a slow fly between points - watch the points go from point 1 to point 2
4. Control camera

Overall, give yourself a bit a a run up and set the end waypoint a little further than you need.

If the camera doesn't connect straight away - tap into settings then camera and select the pro camera again.

Check the camera settings before take off - size, manual WB and manual ISO - low as possible then adjust shutter speed - give it time to adjust. Then check exposure again at way points.

Should be fine!
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Cinema 4D displacement with alpha

10/22/2016

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After much head scratching I managed to solve a long standing issue I was experiencing with C4D and it's displacement channel.

Basically if you use a displacement channel and alpha channel in one texture; in order to stop the alpha conflicting or stopping the displacement you must not use black - 50% grey is king. I basically used the same displacement map for the alpha (.psd) which had 50% grey as its background and white for positive displacement; the alpha channel then uses no sampling or any invert/soft etc functions selected.

Just works.

Posted a gallery image of two Ulster Bank contactless cards which use a displacement map for the 'embossed' card details and an alpha channel allowing the chrome texture underneath to be 'mapped' onto the displacement - effectively giving it that punched through look - it's very subtle but works.

Lighting is key and I'm sure this could have been done better but used an HDRI plus a couple of soft boxes from GSG with Physical render settings from the HDRI kit plus AO on.
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