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  1. Today
  2. I presume that is happening because there are four splines that create a legal patch among them even though they may have other patches in their midst, and yet it is not a patch in the group that creates the skin color. It is difficult to get that to happen in an A:M model but a triangle polygon import like this probably has patches on top of patches on top of patches. Of course I don't suggest importing a triangle model at all, it will never work well, but you you could try re-adding all those CPs into the group that makes the skin color.
  3. I have this model from turbosquid, and I tried to outrun the skinny lines of the verts by rendering it in toon setting. What I wondered about is the patching of a squad with a centerpoint. The rendering wants to make it a pyramidical shape, but for some reason there always appears a square over it. I know there is a way to patch a five edged subject, but is there a way to delete the square above the five pointed object?
  4. Yesterday
  5. Wow, did not see that thread till now... that girl at the start is really, really great :). And very very nice stuff on sketchfab John... very nicely done :).
  6. Cool! I think I may have helped you out with that pillar, which can be seen on Sketchfab https://sketchfab.com/3d-models/pillar2-1ee0e4c05f834812981e0aaa73c26804 Funny, I put all kinds of crazy stuff on Sketchfab and that pillar of all things gets the most likes and downloads! A cool Sketchfab feature I employed on this model was the addition of a soundfile, which as you zoom-in closer to the model the audio gets louder. A big ATTABOY to the 1st person who can tell me the name of the band who made the music I used... and the album/song... I'll just sit here and wait...
  7. Just tinkering with an idea and gone a little help from santa's helper santa.prj
  8. Last week
  9. As far as installing fonts to Windows I think you just right-click on the font file and choose "install" Probably have to reboot after that.
  10. Yes, A:M uses the fonts that are installed in Windows. No need to install them separately for A:M.
  11. If I wanted to add a font to AM, is there a fonts directory? Or does it just use the Windows fonts? I did not see a font folder in the AM parent folder.
  12. decided to play with xmas tree ideas here is first result tree1.prj treetest0.tga
  13. I see now that Roger was really asking about authoring new materials that use the Symbiont plugin. For that you would have to have the separate DarkTree program which is not sold anymore. Alas! However I'll note that the .dsts files are all text files. Perhaps some clever person can deduce useful information from them DarkTree Knotty Pine Flooring Version: 2.00 Modified: 05/15/2003 Author: Ron Wolfe // So far, I've found that Agate makes the best wood grain. Play // with the contrast, and especially scale it by compressing the x // axis and stretching the y axis to get the grain pattern that you // want. There are numerous ways to keep adjusting this shader to // get many different types of wood. This one looks a little like // knotty pine. By Ron Wolfe. Pref_Map: Planar Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Feet Heading: 0 Pitch: 0 { Natural 1 : Agate Color { DarkData: 4, -1, 200 Transform: Trans_0 : 1.66667, 0, 0, -0.916667 Trans_1 : 0, 0.25, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.6 Strata_Function : 0 Blend_Function : 0 Brightness : 0.3 Contrast : 0.3 Input_Seed : 13 Color: Low : Link_To 5 | Color High : Link_To 6 | Color } Natural 2 : Lumps Color { DarkData: 4, -3, 200 Transform: Trans_0 : 5.34188, 0, 0, -1.14583 Trans_1 : 0, 1.78063, 0, 0 Trans_2 : 0, 0, 4.2735, 0 Common: Lump_Size : 0.07 Density : 0.18 Blend_Function : Link_To 11 | Percent Input_Seed : 1 Sampling_Options : NONE Color: Background : Link_To 6 | Color Lumps : Link_To 5 | Color } Natural 3 : Lumps Percent { DarkData: 4, -2, 200 Transform: Trans_0 : 5.34188, 0, 0, -1.14583 Trans_1 : 0, 1.78063, 0, 0 Trans_2 : 0, 0, 4.2735, 0 Common: Lump_Size : 0.07 Density : 0.18 Blend_Function : 0 Input_Seed : 1 Sampling_Options : NONE Percent: Background : 0 Lumps : 1 } Process 4 : Composite Color { DarkData: 3, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Blend_Function : 0.5 Mask : Link_To 3 | Percent Invert : FALSE Color: Color_A : Link_To 1 | Color Color_B : Link_To 2 | Color } Control 5 : Switch Color { DarkData: 5, -2, 200 Transform: Trans_0 : 0.599999, 0, 0, 0.549999 Trans_1 : 0, 4, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : Link_To 0 | Seed Weight_1 : 1 Weight_2 : 1 Weight_3 : 0 Weight_4 : 0 Weight_5 : 0 Color: Background_1 : Link_To 12 | Color Background_2 : Link_To 13 | Color Background_3 : 200, 0, 0 Background_4 : 0, 200, 0 Background_5 : 0, 0, 200 } Control 6 : Switch Color { DarkData: 5, -1, 200 Transform: Trans_0 : 0.599999, 0, 0, 0.549999 Trans_1 : 0, 4, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : Link_To 0 | Seed Weight_1 : 1 Weight_2 : 1 Weight_3 : 0 Weight_4 : 0 Weight_5 : 0 Color: Background_1 : Link_To 19 | Color Background_2 : Link_To 20 | Color Background_3 : 200, 0, 0 Background_4 : 0, 200, 0 Background_5 : 0, 0, 200 } Pattern 7 : Rock_Wall Color { DarkData: 1, -1, 200 Transform: Trans_0 : -2.53841e-007, 5.8072, 0, 0 Trans_1 : -5.8072, -2.53841e-007, 0, 0 Trans_2 : 0, 0, 5.8072, 0 Common: Input_Seed : Link_To 0 | Seed Height : 1 Width : 16 Depth : 1 Row_Shift : 0.3 Mortar_Width : 0 Blend_Function : 0 Sampling_Options : NONE 2D_Pattern : TRUE Largest_Size : 1 Smallest_Size : 1 Size_Variation : 0 Rounded_Corners : Link_To 0 | Rounded Corners Align : 1 Directional_Bias : 0.5 Color: Stones : Link_To 8 | Color Mortar : 127, 95, 63 } Control 8 : Shuffle_Translate Color { DarkData: 2, -1, 200 Transform: Trans_0 : -7.5271e-009, -0.1722, 0, 0 Trans_1 : 0.1722, -7.5271e-009, 0, 0 Trans_2 : 0, 0, 0.1722, 0 Common: Input_Seed : Link_To 0 | Seed X_Amount : 1 Y_Amount : 1 Z_Amount : 1 Color: Background : Link_To 4 | Color } Pattern 9 : Rock_Wall Bump { DarkData: 1, 0, 200 Transform: Trans_0 : -2.53841e-007, 5.8072, 0, 0 Trans_1 : -5.8072, -2.53841e-007, 0, 0 Trans_2 : 0, 0, 5.8072, 0 Common: Input_Seed : 1 Height : 1 Width : 16 Depth : 1 Row_Shift : 0.3 Mortar_Width : Link_To 0 | Bevel Width Blend_Function : Link_To 26 | Percent Sampling_Options : NONE 2D_Pattern : TRUE Largest_Size : 1 Smallest_Size : 1 Size_Variation : 0 Rounded_Corners : Link_To 0 | Rounded Corners Align : 1 Directional_Bias : 0.5 Bump: Stones : 0 Mortar : 0 Bump_Scale : 1 Bevel_Width : Link_To 0 | Bevel Width Bevel_Profile : Link_To 26 | Percent } Shader 10 : DarkTree_Shader Color { DarkData: 0, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Color: Light1_Color : 255, 255, 255 Light1_Rise : 0.625 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0 Light2_Rotate : 0 Surface_Color : Link_To 7 | Color Diffuse_Level : Link_To 0 | Diffuse Diffuse_Function : 0.5 Luminosity : Link_To 0 | Luminosity Specular_Level : Link_To 0 | Specular Specular_Function : 0.5 Glossiness : Link_To 0 | Glossiness Metal_Highlight : 0 Anisotropy : 0 Anisotropic_Direction : 0 Reflectivity : 0 Environment : 180, 180, 240 Transparency : 0 Refraction : 1.5 Clear_Coat_Level : 0 Clear_Coat_Glossiness : 0.4 Clear_Coat_Thickness : 0 Clear_Coat_Smoothing : 0 Surface_Bump : Link_To 9 | Bump Alpha : 1 } Generator 11 : Sine_Wave Function { DarkData: 5, -3, 200 Common: Input : 0 Frequency : 1.25 Amplitude : 0.5 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 5 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE } Process 12 : HSV_Attractor Color { DarkData: 6, -3, 200 Transform: Trans_0 : 0.37, 0, 0, 0 Trans_1 : 0, 0.37, 0, 0 Trans_2 : 0, 0, 0.37, 0 Color: Background : 255, 255, 255 Target : Link_To 0 | Grain 1 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 14 | Percent Val_Amount : Link_To 15 | Percent } Process 13 : HSV_Attractor Color { DarkData: 6, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Color: Background : 0, 0, 0 Target : Link_To 0 | Grain 1 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 16 | Percent Val_Amount : Link_To 17 | Percent } Control 14 : Randomizer Percent { DarkData: 7, -3, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 18 | Percent Percent_Maximum : 1 } Control 15 : Randomizer Percent { DarkData: 8, -3, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 18 | Percent Percent_Maximum : 1 } Control 16 : Randomizer Percent { DarkData: 7, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 18 | Percent Percent_Maximum : 1 } Control 17 : Randomizer Percent { DarkData: 8, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 18 | Percent Percent_Maximum : 1 } Process 18 : Composite Percent { DarkData: 9, -3, 200 Transform: Trans_0 : 2.7027, 0, 0, 0 Trans_1 : 0, 2.7027, 0, 0 Trans_2 : 0, 0, 2.7027, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Variation 1 Invert : FALSE Percent: Percent_A : 1 Percent_B : 0 } Process 19 : HSV_Attractor Color { DarkData: 6, -1, 200 Transform: Trans_0 : 0.37, 0, 0, 0 Trans_1 : 0, 0.37, 0, 0 Trans_2 : 0, 0, 0.37, 0 Color: Background : 255, 255, 255 Target : Link_To 0 | Grain 2 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 21 | Percent Val_Amount : Link_To 22 | Percent } Process 20 : HSV_Attractor Color { DarkData: 6, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Color: Background : 0, 0, 0 Target : Link_To 0 | Grain 2 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 23 | Percent Val_Amount : Link_To 24 | Percent } Control 21 : Randomizer Percent { DarkData: 7, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 25 | Percent Percent_Maximum : 1 } Control 22 : Randomizer Percent { DarkData: 8, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 25 | Percent Percent_Maximum : 1 } Control 23 : Randomizer Percent { DarkData: 7, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 25 | Percent Percent_Maximum : 1 } Control 24 : Randomizer Percent { DarkData: 8, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 25 | Percent Percent_Maximum : 1 } Process 25 : Composite Percent { DarkData: 9, -1, 200 Transform: Trans_0 : 2.7027, 0, 0, 0 Trans_1 : 0, 2.7027, 0, 0 Trans_2 : 0, 0, 2.7027, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Variation 2 Invert : FALSE Percent: Percent_A : 1 Percent_B : 0 } Generator 26 : Linear Function { DarkData: 2, 0, 200 Common: Input : 0 Frequency : 2 Amplitude : 0.1 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Grain 1 Tweak : 179, 133, 91 Tweak : IF_COLOR Tweak : Grain 2 Tweak : 240, 228, 202 Tweak : IF_PERCENT Tweak : Variation 1 Tweak : 0.1 Tweak : IF_PERCENT Tweak : Variation 2 Tweak : 0.1 Tweak : IF_PERCENT Tweak : Rounded Corners Tweak : 0.02 Tweak : IF_PERCENT Tweak : Bevel Width Tweak : 0 Tweak : IF_PERCENT Tweak : Diffuse Tweak : 1 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.3 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.15 Tweak : IF_PERCENT Tweak : Luminosity Tweak : 0.1 Tweak : IF_INT Tweak : Seed Tweak : 2 }
  14. Try this, Roger... clip4913StartDarkTreeMaterial.mov
  15. I know DarkTree textures were rolled into AM at some point and the plugin is available...but how do you go about making new textures to use with the plugin? Are they still selling the software? Or did it go the abandonware route? It looks like their website hasn't been updated since 2010.
  16. While we're waiting for a few entries to get over the finish line, if anyone has revisions or extra touches added to their entry since they submitted you may send those in. I'll note that I've reduced the minimum res to 720 pixels. There is no need to re-render if yours was already larger.
  17. saw snowflake and decide to try quick snowman with it snowman.prj
  18. Not the best animation, but it's progress. David11111 First Flight0.mov
  19. If you have the image sequence in the Project... - Open Project Workspace (PWS) - Right Click on Image sequence icon - Save As Animation Please see attached image of menu:
  20. Rodney, I got the image sequence loaded into a new project. What do I right click on the get the "save as animation" option on the menu?
  21. I can edit and combine video clips with transitiions. I have The AVS suite of programs) and can add sound later. I'll play with the knowledge that I now have and see what happens. I'll combine the images in A:M and edit the clips and sound in AVS. Thanks again for your help, Robcat!
  22. OK. I presume you have something you edit video in. Check an see what it imports for video formats. If it imports numbered image sequences that would be ideal.
  23. It's just background music and engine droning nothing that has to be synchronized.
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