A:M Rendering
Rendering, Compositing and Special Effects
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Something in an old project doesn't work right in NetRender so I'm running three A:Ms to do it instead...
Last reply by robcat2075, -
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- 3 replies
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I was setting a test render with v18a and netrender. Simple spin animation and I trying to set/tell netrender to use plugin shaders. However, there is no selection for the shaders. Has this always been the case or am I missing something. Steve
Last reply by robcat2075, -
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http://aaa-studio.cz/furryballforum/viewto...f=18&t=4010 Any takers? I believe they pay.
Last reply by itsjustme, -
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In the "Heat Distortion" Thread I posted a sample project that uses a Material effector to change the refraction value of a small portion of a lumpy transparent tube. HeatDistortion.zip The idea is that where the refraction is greater than 1.0 the lumps will bend the light and distort the background seen through the object, creating something like the wavy distortion you seen in the air above a very hot object. You may also recall a similar tactic used by Jeff Lew in "Killer Bean 2" to make the "trail" of a bullet in the air visible. However the effect only appears properly in Progressive render, not Final renders. Steffen Gross has looked at the pr…
Last reply by johnl3d, -
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Hi Guest Returning User, The death of Quicktime is a problem. One solution is to render to an image sequence of TGA or JPG and use an 3rd party video editing tool to compress that to a video format like MPG. In Render to file settings click to the far right of "Format" to get the drop down list of available formats you can save in. AVI is a video format you can still render to in A:M but it is poor and I don't recommend it. If you merely need to watch your animation you can still load image sequences into A:M and it will play them if you have enough RAM.
Last reply by robcat2075, -
- 1 follower
- 9 replies
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Cloth has been very hard to get a grip on. Second run at it Steve Cloth.mov
Last reply by Shelton, -
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Is it possible to implement a model render on a transparent background in hash am?
Last reply by Userdelete, -
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Looking for advice/tute on animatable material to make the ash of a cigar 'burn'/'glow'. Cheers
Last reply by johnl3d, -
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I placed a light into choreography and noticed that the lens flare "ON" was greyed out and disabled. Have you guys noticed this??
Last reply by robcat2075, -
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AMers On my Pirate project I'm thinking on attempting to get the look of stop motion like seen in those old Sinbad movies (those skeleton sword fights) , what approach would/could one take in getting that effect/look in AM ... animating is by no means a strong area of mine..that is if I have a strong area.... Thanks, Mike "Kamikaze"
Last reply by robcat2075, -
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Hi all, Working on a scene where some action has to happen, then a parcel of boulders have to fall onto a character. Having used newton sim in the past, I noticed that, no matter where I wanted the gravity sim to start, it always starts at frame 0. I've tried turning the falling objects off until I want them to fall, but always get a "Unsolvable Problem with shortcut to.." etc. error. I figure I'm missing something in the sim settings, but darned if I can figure where. Any help or pointers in the right direction would be appreciated. Thanks, Rich
Last reply by Darthlister, -
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Tried to search but the forum errors because it's a 3 letter word..... My own trial and error attempts have not produced what I expected (ie I am trying to 'hide' the scintillation on the ocean waves in the distance in my animation but I do not want to obscure anything else - ie the sky..... Cheers
Last reply by robcat2075, -
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This is from a production design commentary on one the the Mad Men DVDs, a series I'm only now getting around to watching. Their premise is that the series is set in the early 60's so they want period furniture on their sets. They found these secretarial desks and ordered them in beige because they wanted them to appear not too extravagant. To make the beige panels photograph more interestingly, however, they put a larger than normal desktop on them so it would extend over the sides and cast a shadow (two really ifyou look close), breaking up the color without explicitly adding another color to the object. I also think the overhanging shadow gives a depth c…
Last reply by John Bigboote, -
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http://www.hash.com/forums/index.php?showt...mp;hl=propellor Ok Gang, I have an idea for the new forum project and need to get the above (MUFOOF) info to work. I have worked on this for several days and when I go to render all seems to be fine and the window says 2-3 hours. After 5 hours I go on to bed and in the morning it is still rendering.....stop it This morning started it with new settings at 7am just got home at 5:30 same results, ran all day still rendering....stop it The object is to have a model spin around blurring then stopping for something else here is the project Hopefully one you folks can look at it and see where I hav…
Last reply by Walter Baker, -
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I find it interesting that the Rendering of light 'through' geometry (ie windows/doorways) is different between a Final Render in AM and a Final Render in Netrender (Netrender gets it right). In AM, the light pentrates the geometry. In Netrender it is properly blocked by Geometry. (17g 64bit) Cheers
Last reply by Fuchur, -
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Have been having this issue for a while now and not sure how to get rid of the problem. Basically you see striations in every gradient, particularly bad in areas of extreme contrast. Not sure if its a rendering option, a card issue, or what. No matter what card, amount of memory, or processor I have used over the past, and they are varied, I get the same results no matter what. Info on PC is an Intel Duel core 2.6 G, 2 gigs of ram, 1.9 T hard drive space. Also have tried a variety of passes and between 2 passes and a 100 absolutely no difference. Again if anyone can help me I really would appreciate it. Also side note, when doing alpha layer rendering, I notic…
Last reply by jimd, -
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THis is very short and not to impressive but I was curious one day and did this from something I saw on TV. Any way I added some of my video to some blocks to see how it would look. test2.mov
Last reply by Walter Baker, -
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Anyone using AM on Windows 8? I installed it on my crappy little Acer i5 2.1ghz with 4gb RAM and it is rendering 3 time faster than my Windows 7 Toshiba Qosmio i7 1.8ghz with 8gb RAM. I wouldn't have thought that the extra 0.3ghz processor speed would have made that much difference..... Cheers
Last reply by robcat2075, -
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Howdy Folks, Been awhile sense I've used A:M and seeing if I can get back into it before a possible upgrading....I am using 14c Some of U may remember this old newbie... Ok the problem ,I want to use a picture I took and add a 3d model to it with its shadow on the ground plane.... I've gotten the shadow to show up but the model does not show........or visa versa.... Ground plane has receive shadows on and shadow only on and front projection target and flat shaded on but even when off no render differance Model has cast shadows on Camera has shadows on and a rotoscope pic/decal with On top off and include in alpha buffers off I've done …
Last reply by Kamikaze, -
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Staging and Composition probably should have a forum area of its own but perhaps a separate forum isn't strictly needed. Discussion of these two themes is certainly encouraged and insight into them by practitioners of the craft is always appreciated. There are a lot of similar concepts in 3D staging and composition to photography, filmmaking, illustration... carpentry.... flower arrangement... Staging and Composition can be found everywhere. And what can be applied appropriately can enhance what we produce in CG. Here is an article from Videomaker.com that proposes to set up standing sets for use with live action filmmaking. The concepts found in these fiv…
Last reply by Rodney, -
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Well I'm not sure if this is new ( on a Mac ) but I can now drag and drop a quicktime movie as is ( no tga stuff here ) into AM as a layer or roto and even a decal renders and player great !! at least so far so good I'm using the latest version love it ! j
Last reply by jimd, -
- 1 reply
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Just goofing around here .....What I have is a clothsim where I have is several deflector half tubes spaced below the cloth and moving towards the camera, the cloth settles on them and I adj CS settings to try to get a bubbley effect ..a little jerky here and there ..the cloth is decaled with an image....with a little work on settings I think it could look nice.......... Lava.mp4
Last reply by robcat2075, -
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Last reply by Rodney, -
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Is there a way to achieve the "perspective" view of a model or scene in a choreography like one achieves by pressing the number pad 9 key in the modeling window?
Last reply by cribbidaj, -
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Animate Boolean Effect (Animated Gif attached - click on the picture and wait loadings ) Project file BOOLEAN_v15_7.prj
Last reply by robcat2075, -
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I'm considering buying an Intel Mac computer with Mojave installed (last Mac OS to allow 32-bit apps). The computer will have an Intel i9 CPU and an AMD rx590 GPU (8GB) and 64GB of RAM. Will I see some decent rendering times with A:M v19 on this setup? I don't quite understand what aspect of the computer A:M utilizes for rendering - the GPU or the CPU. Which makes the biggest difference in render times in A:M? Thanks.
Last reply by Fuchur, -
- 2 replies
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Is it normal for A:M to grind to a crawl when working in a Chor using particle sprites? I'm not be able to scrub through the Chor timeline as normal in order to see how they are looking or how the animation timing is for the emitted particle sprites. I can step through the Chor a frame at a time but I have to wait for a couple of minutes before the each frame is displayed. This is happening with my old nemesis, the Rear Window set! I have deactivated most of the set and character to try and speed things up, which has at least got the wait between frames down from 4 minutes! As soon as I turn off "Show Particles/Hair" I can scrub through normally again. I don't t…
Last reply by markw, -
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I see I don't have to use the pre-canned resolutions in the render tab. I can set my own. So I am wondering how to compute the proper aspect ratio?
Last reply by robcat2075, -
- 3 replies
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i´m working on my second rubberguy short right now, and i want to have a bullet flying through the air effecting those matrix-rings as in the movie... (you know, when you can see the air displaced by the bullet...) i´m using an animated reflective transparent perlin-combiner as material on the rings, that works pretty well so far.... my question is: how would make the rings scale up as the bullet flows through? and how would you fade them in and out? sure, i could animate that all by hand, but i´m pretty shure there´s a more elegant solution for that, like using constraints or something... thanks ahead... matrixtest.mov
Last reply by thefreshestever, -
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- 3 replies
- 1.2k views
Testing out netrender on my animation machine. Ran just perfectly. Steve
Last reply by Shelton, -
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As far as I know, you need to use multi pass to get OpenEXR renders to contain most buffers, including the depth buffer. Or is there some way to use regular render and still get a depth buffer? It can't be a "normalized" depth buffer like the 8-bit renders get with the depth buffer switch ON (because that won't work with fakeAO, AFAIK)
Last reply by NancyGormezano, -
- 15 replies
- 1.1k views
Greetings all! I've never used the hair material before and don't understand why I'm not getting any specular effects. I’ve tried everything I can think of, but I have a feeling I’m missing something basic. Anyone? Thanks much. Doug F
Last reply by Douglas Ferrin, -
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- 1.1k views
I'm doing a test render of my holiday animation and even at one pass, at half-size (360x180) each frame is taking around ten minutes. I'm only rendering every tenth frame and it looks like around 45 hours just for this test. And it *doesn't* have the snow falling, just some hair material and the shooting "roman candles". I need to look into this and then I'll be in touch with a couple of folks here who have render farms. I should also test the render times on the Mac as it's always rendered faster, but I'm a little leery that the Mac may render the particle systems differently. It has in the past but that's a few versions ago.
Last reply by Gerry, -
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Hey Folks I have an old model that I build a ways back in v14c of a c-130 aircraft ....... I'm trying to get it to leave a smoke trail as it goes along a path in a chor. I had it working in 14c back in the day but I am having problems in 64b AM 16b on windows 7 64 bit......when I put it in a new chor alone on a path it works fine but when I bring it into another chor..to be specific the chor used in the "rear window" group project started by robcat ..it does not emit sprites... I want to use this c 130 in a flyover scene .....with the smoke trail behind it...now for more detail.....the 4 engines on the c 130 are brought into the chor as action objects ...... and firs…
Last reply by Kamikaze, -
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- 1k views
Here's a current job running. Is this common? Instance 0 got started first and is doing something but Render Server doesn't seem to know. But instance 1 appears to be reporting in correctly.
Last reply by HomeSlice, -
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I did some more testrendering for a project of mine. Format Full HD with quite a few big models in it with shadow, reflections, toonrender on. I know I should use singlefile format, but just for a general test , if it would work at all, I choose Quicktime with high quality. So what happens with my scenes they render quite o.k. with times from 5 to 15 minutes till all of a sudden from one frame to another the rendertime rise exceptionally to 40 minutes or higher, seems like it is stalled somehow. Can I forget and quit this now or does it make sense to show some more patience? What might be the reason? Not enough ram maybe? Would this happen with…
Last reply by HomeSlice, -
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- 1k views
I may not be asking this in the appropriate place, If sO I apologise. I have spent a long time rendering out .tga files from my current project. They were rendered at 1920 x 1060 and I am now trying to compile the frames in Final Cut Pro into the finished piece. Can anyone advise as to what video Codec to use to get the best quality at full registration ? The still frames rendered have no visual banding but, when I compile them in FCP, even in uncompressed form, ( all 508Mb for 3 seconds worth ) then banding is very noticeable. Is there acny way around this ? If I am asking in the wrong place, can anyone advise as to where to ask ? sincere…
Last reply by Darkwing, -
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- 988 views
Hey, all, delving into texturing and I've created a Color texture. I'm wondering since I've created this texture, would it be possible to create a displacement texture using the UV that was created for the Color texture? I say this as when I created the Color texture, I did a test and run kind of method (flatten, apply Decal for Color, not save Action). So, I'm almost done with the character and started to wonder about other possible decal textures - displacement, bump, etc. I'm wondering if there is a way to utilize what I've already done or would I have to start all over again and just create more decal images (one for all I suppose because, how would I determine how ma…
Last reply by ernesttx, -
- 3 replies
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I've got a shot in my Nightcallers scene, where Midge lands at the front entrance and the doors open to reveal Biff and his Enslaver Ants. There are only a couple of lignts in the shot, with main light coming from a klieg, in fact I think it's the default rim light. Up to where the doors open, it renders fine, about two minutes/frame. But as soon as the door opens, the render slows almost to a stop, it says it's rendering the rim light's shadows, and it just hangs hangs hangs until I cancel the render. Even with a Shift-Q screen render, it just won't render if the doors are open; the info line says it's trying to render the rim's shadows. As an experiment I mad…
Last reply by robcat2075, -
- 3 replies
- 949 views
I am rendering a scene and want to render every third or fourth frame. Right now I'm just entering the frame numbers with commas between each in the custom frame options dialog box when rendering, but I feel that there was an easier method that I am forgetting. Is there a way to set a render so that it renders only every other frame or however you want? Also, as my reason for rendering this way is to get a choppy, "stop-motion" look to the animation, is it possible to accomplish this in a choreography when there are camera movements and I want the camera movement to be smooth while the models I am animating have the jerky stop-motion look?
Last reply by HomeSlice, -
- 0 replies
- 894 views
Jody (aka MMZ Timelord) has been setting up a render farm and we did a test shot for Nightcallers that came out great. I'd recommend his help just on this basis because it went so well. Not posting it because the flame effect needs some serious tweaking but once all the tech stuff is managed and we do another render I'll be posting.
Last reply by Gerry, -
- 3 replies
- 878 views
I know a number of apps can load OpenEXR files but what current apps can load them and give individual access to the various buffers that one file might contain, such as the depth or normal or light buffers, much as the composite feature of A:M does Does anyone have After Effects CS3? Does it do that sort of thing? If there aren't apps that do that, is there a way to extract these buffers into separate files?
Last reply by MattWBradbury, -
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- 877 views
Is it possible to copy the settings from one of my older projects into a new project Have a new project where that was tracked in PFHoe and, I could not get the ground to have shadows on it. I imported a 4x4 grid that I used many times before but still can not get shadows. So I found one older proj. that does work, Thus my question. Can the Grid settings from the old Proj., or Chor., be imported to the new grid?
Last reply by Walter Baker, -
- 3 replies
- 863 views
I need a brown dust sprite / brown smoke? I tried the dust from TAOAM but its not looking how I need it to. it would be a big help if someone has such a sprite. Thank you very much! Gene
Last reply by robcat2075, -
- 2 replies
- 815 views
OK Heres the deal , i have a top down view of a building and i have a little ball thats going to move through it , i need a line to follow it in a way similar to how a line follows a pencil sort of like is created at the center of the ball but does not move on its own accord, was wondering if any one had any ideas that could make this work ?
Last reply by jakerupert, -
- 8 replies
- 777 views
My new computer (thanks, Steve Shelton!) has an Intel Core i7-12700K with 12 cores, with a base frequency of 3.6 GHz and "boost" up to 5 GHz. Eight of the 12 cores are high-power "performance" cores and four are low-power "efficiency"cores. The performance cores can be Hyperthreaded to behave as two cores for up to 20 total cores. I've been giving it a workout with NetRender and testing to see how much extra work gets done with each additional core. This chart shows the relative thoughput of completed frames as the number of cores allotted to the render increases. The productivity of one core alone is treated as a baseline of 1.00, so we can loo…
Last reply by Fuchur, -
- 3 replies
- 733 views
After importing Smoke2 as a Sprite it goes Material>Smoke2>Sprite Emitter>Sprite Emitter (2). Why are their two? I could not find an explanation in the Tech Manual.
Last reply by robcat2075, -
- 2 replies
- 663 views
Mod note: this topic has been split off from a Live Answer Time discussion. Very cool class today! Here is a project addressing a possible refraction bug with two identical glass balls on a table with a decal. The glass materials are identical except one has refraction set to 1 and the other has refraction set to 1.5. The material with refraction at 1.5 is black... Not sure why that is happening... Is this a bug? Image for PRJ: RefractionTest.prj
Last reply by Tom, -
- 1 follower
- 8 replies
- 658 views
Still trying to get this "thread" effect to work. Robcat's clever animated gradient material almost worked but didn't get the "end of the snake" of the thread I needed to follow the moving thread. (see attached) Tried adding two animated gradient materials but couldn't get that to work. i then reverted back to animating them with booleans but they caused a buttload of problems in the chor. so now i'm trying to animate a regular decal along the length of the threads (which are then reshaped in the chor.) and cannot get anything to happen. So my question at this point is How can I animate a decal's position along a model? Have tried doing it in Action but nothing …
Last reply by robcat2075,