Bigger on the Inside?
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Bigger on the Inside?
Hi there!
I'm new to the forum.
I would like to find out how to create the "Bigger On The Inside" effect as seen here: http://www.youtube.com/watch?v=gFPOUXmvx_U
I do not want a trick where you put the small box against a wall and then hide the big box behind the wall.
Just a small blue box housing a BIG yellow box would be great.
Thanks!
I'm new to the forum.
I would like to find out how to create the "Bigger On The Inside" effect as seen here: http://www.youtube.com/watch?v=gFPOUXmvx_U
I do not want a trick where you put the small box against a wall and then hide the big box behind the wall.
Just a small blue box housing a BIG yellow box would be great.
Thanks!
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this is not exactly coding blender
all you would do is make the inside of the box be a matte material. render the shot from the outside ( lets call it [A] ) and then using same camera animation, render what you want to see inside of the box (lets call that )
Then composite the two together so that B shows through A where the matte material is.
Then composite the two together so that B shows through A where the matte material is.
Re: this is not exactly coding blender
dustractor wrote:all you would do is make the inside of the box be a matte material. render the shot from the outside ( lets call it [A] ) and then using same camera animation, render what you want to see inside of the box (lets call that )
Then composite the two together so that B shows through A where the matte material is.
Interesting. I don't know how to do a matte material. What's the best tutorial?
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idk if there is a tutorial so I'll explain
first of all, sorry to confuse you with wrong info but I don't think it is called matte or if it is then it would be the wrong usage for this case...
I was reading the release notes for this blender (2.64) and stumbled across the solution.
Its called id-mask node and its in the compositor.
so heres how you would set it up:
scene 1:
This scene contains all the stuff that goes on the outside of the cube, including the cube. Perhaps a light, some ground, a camera... and a cube that has two materials on it, A and B.
The A material is whatever you want it to look like. Where you want there to be a hole into the other scene, you assign the B material to that face or faces. The setting you change to make the B material is its Pass Index. The default is zero so set it to one.
In the compositor now how to get this Pass Index as alpha...
You get to the node editor shift+F3 and make sure its showing compositing nodes and that they are enabled. home key zooms to fit the window once you get to the default node setup you make it like this
http://www.pasteall.org/pic/38758
There needs to be checked a box in the Render>Layers panel -- material index. That will make a node output show up IndexMA. You hook that up to and id-mask node. The id-mask node hooks up to the factor on an AlphaOver node. The two inputs on the AlphaOver node get the two scenes, and will mix between the two so that whereever there is material B showing, Scene 2 is showing, but for everything else, you see scene 1.
Your camera gets animated in scene 1 however you see fit. i put an empty where the hole was and damptracked the camera to it. once you create the second scene, you link this scene's camera to the other scene (ctrl+L), so they will share the same animation data. Ctrl+L is your amazing friend.
scene 2:
all the stuff that goes on the ''inside'' of the cube (even though not necessarily located inside). i went ahead and enabled mist mist here to add to the illusion.
When you are on scene 2, you would delete the blue/outside/small cube and on scene 1 you would delete the yellow/inside/big cube.
let me know if i missed anything but i think that's mostly it
I was reading the release notes for this blender (2.64) and stumbled across the solution.
Its called id-mask node and its in the compositor.
so heres how you would set it up:
scene 1:
This scene contains all the stuff that goes on the outside of the cube, including the cube. Perhaps a light, some ground, a camera... and a cube that has two materials on it, A and B.
The A material is whatever you want it to look like. Where you want there to be a hole into the other scene, you assign the B material to that face or faces. The setting you change to make the B material is its Pass Index. The default is zero so set it to one.
In the compositor now how to get this Pass Index as alpha...
You get to the node editor shift+F3 and make sure its showing compositing nodes and that they are enabled. home key zooms to fit the window once you get to the default node setup you make it like this
http://www.pasteall.org/pic/38758
There needs to be checked a box in the Render>Layers panel -- material index. That will make a node output show up IndexMA. You hook that up to and id-mask node. The id-mask node hooks up to the factor on an AlphaOver node. The two inputs on the AlphaOver node get the two scenes, and will mix between the two so that whereever there is material B showing, Scene 2 is showing, but for everything else, you see scene 1.
Your camera gets animated in scene 1 however you see fit. i put an empty where the hole was and damptracked the camera to it. once you create the second scene, you link this scene's camera to the other scene (ctrl+L), so they will share the same animation data. Ctrl+L is your amazing friend.
scene 2:
all the stuff that goes on the ''inside'' of the cube (even though not necessarily located inside). i went ahead and enabled mist mist here to add to the illusion.
When you are on scene 2, you would delete the blue/outside/small cube and on scene 1 you would delete the yellow/inside/big cube.
let me know if i missed anything but i think that's mostly it
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forgot blend:
http://www.pasteall.org/blend/16868
http://www.pasteall.org/blend/16868
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https://docs.google.com/open?id=0B5DBgm ... U5NcjMtaTQ
this thread should probably be moved, come to think of it.
this thread should probably be moved, come to think of it.
I did this with simple Mask alpha, the compositing isn't great though (used VSE, but there are probably better ways):
http://www.youtube.com/watch?v=T-gZmmxvARs
http://www.pasteall.org/blend/17736
http://www.youtube.com/watch?v=T-gZmmxvARs
http://www.pasteall.org/blend/17736
I'm sitting, waiting, wishing, building Blender in superstition...