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Everything posted by Rodney
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I'm not aware of any specific tutorial regardng motion blur outside of Marcos's MUFOOF method to blur objects on the subframe level. The primary considerations in motion blur are Keyframes and Multipass which equate to Timing and Spacing with respect to what will be burred due to motion. In general, the more passes you render with Multipass the smoother the resulting blur will be. The real trick I have found is make sure you leave enough inactive objects/frames with little or no movement as needed to complement the frames that will be blurred. Otherwise everything will appear blurred. I would say that its generally a good idea to have a few anticipatory frames moving in the opposite direction as well so that the viewer will be able to more easily 'read' the blurred motion. Control is really what we are after in Motion Blur so it helps to keep an eye on what is changing (and what we don't want to have blurred). If you know that there are some frames that you don't want to have any blur occuring you might want to render those separately without any blur. These nonblurred frames can give a nice contrast to the sudden/blurred movement. To augment the motion blur consider squash and stretch also.
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I know the Tinkering Gnome has examples of rain hitting the ground. I'm guessing you need more close up effects than that? Ben de Leeuw has a nice example of a fairly large splashing effect (w/ project file): HERE I believe that is the Surface Flocking version... the spriticle version is: HERE
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RE: Lloyd's reference video It might just be me but... I find that jump to look really cool in reverse. Pretty impressive jump too (especially without the use of your arms).
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One of Matt Campbell's recent renderings combines SSS with... just about everything else: I believe Matt donated that project to the A:M Community.
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Yet another 'fake SSS' work in progress: One is real... one is fake... This one by Anders Averö.
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Another 'fake SSS', this time by J Griffin: Ref: Link
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Similar to Nancy's chart, Matt Bradbury posted his analysis of SSS. Here is one of the results: Here's the whole topic (with useful information): LINK
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Nancy posted a chart of some SSS settings:
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This one kind of goes against the primary purpose of demoing SSS but it does illustrate that there is more than one way to achieve an effect in A:M. Remember this result after Elm (from Soulcage Dept) posted about 'faking SSS' in a render? (You rendered it) Here's the link to that discussion.
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Plastic look? This one is by Tai Shan. Paul Daley render Anuld:
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This isn't a great SSS image so much as it is an odd one. It's the first (well... second) attempt I made at SSS. I was trying to see how thick and thin areas with SSS were effecting models.
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In the early days of SSS Frank Hegemann posted this one: Here's the one Fuchur was referring to by Jeffrey Bolle: There may be several different version of Jeff's alien out there...
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Very nice Dan! Congrats and may 2013 be ten times as much fun for you as 2012.
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Jason has been working this issue for awhile but it seems reasonable to me that sites designed specifically for the bandwidth/throughput of a Youtube or Vimeo will always be prime candidates for larger files. I suspect this will be even more true as folks begin to post entire movies! A very easy way to show a film here in the forum is to link it in via BB Code: For Youtube: [youtube]videocode[/youtube] For Vimeo: [vimeo]videocode[/vimeo] Note that this videocode is the shortform code assigned to the video and not the full URL/address to the video. The A:M Films forum is an ideal place to post those films/short movies.
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A solution is always possible. It's good to plan for the future and a forum that can accept files larger than 100MB is certainly possible. (Not often needed but very possible) Right now the forum is not set for routinely uploading files larger than 100MB. A workaround would be to divide larger files into smaller files of less than 100MB each. Jason has previously stated file storage is not an issue for the forums so there is no issue there. My gut feel however is that we don't want to work at cross purposes with areas that are designed specifically with the purpose you have in mind (i.e. A:M Films and the A:M Channel over at Youtube). Regarding collaborative projects such as 'Rear Window'.... The Hash FTP site is often used for sharing files associated with collaborative projects. See also the offer from fae_alba for the 'official' FTP they are using for 'Rear Window'. Jason is the server guy so plans for the future naturally gravitate toward him. I just stare at what is here in front of me until it starts to make sense.
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Impressive look!
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The A:M Forum is a rarity in many ways as most forums don't allow anywhere near 100MB uploads. I believe A:M Films, Youtube, Vimeo etc. etc. are more conducive to posting movies and short films. Many sites (including the A:M Forum) then link to those sources via BB Code. I'm not sure who is the POC for the A:M Youtube Channel but I'll guess... Jason.
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Jirard, I believe you are talking about Shade? The problem there is the same as with other/similar software. They usually do polys. They can often use a form of splines. But the two are not compatible enough to easily move back and forth without some loss of data or manual reworking. If there has been a breakthrough recently I'm not aware of it. Edit: We've gone a bit off topic here but... just soze ya knows. Shade 3D for unity is a free program that you should be able to use with A:M to get OBJ files into Unity... not necessarily FBX however as it appears to only import and not export. Linkage: http://www.mirye.net/shade-3d-for-unity-overview It is free so could make a nice addition to the toolset for getting A:M models ported to Unity.
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Bruce, It may be that for a 155MB file it is the server itself that prevents the upload. This is likely the case because there is no limit to the filesize that can be uploaded for you or the permissions group you are assigned. A quick check shows that 94.92mb is the largest attachment that has ever been uploaded to the forum. When in doubt I suppose larger files could be split into parts and then uploaded.
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Hello All! While assisting a forum member with a posting issue I noted a few other Profiles where a required entry was blank (or at least from my perspective they appear to be blank). It is my understanding that this Spam Reduction Field was created as a means to keep spam out of the forum. If you answer the question wrong then (presumably) you are seen as a spam bot. If for instance that question is "The Sky is blue. What color is the sky?" The answer should not be blank. The answers to any question can be selected from a drop down menu to prevent spelling errors. Note that upon registration this field is required to be filled in. To edit Profile information, and to answer the Spam Reduction Field question proceed to "My Controls" at the upper right of the forum and then look on the left of the screen for the link to Edit Profile Information. While I haven't investigated this fully, it is possible that anyone who has not answered this question may have some difficulty in posting. We'd hate to see anyone not post simply because their Spam Reduction Field was left blank. As always, if you are experiencing problems of any type in the forum forum please let us know and we'll get it fixed. If you don't feel like posting your issue in public my email is: rodney.baker@gmail.com Thanks! Rodney
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Yes, indeed. That is exactly what I'm seeing on my end. Thanks for the confirmation Mark!
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I've been testing out some keyframing issues and turned to Baking Actions again only to discover something isn't quite working as expected. Trivial example: Create a new Chor Open Thom or other model and put him in the Chor Apply an Action (such as Stagger from the library) Bake Action with a tolerance of 0, 1 or whatever In the Timeline, note the first and last frames of the sequence are not baked as expected. The first and last keyfame always seems to shoot off in unexpected directions for me. Perhaps someone can confirm this on their end? I've noted several issues with forcing keyframes that seem to be off today. I'm not sure if it's related only to v17d but that is what I'm using here. As I get time I'll reinstall v17c and check to see if it is also happening there.
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oops have maybe render as line issue
Rodney replied to johnl3d's topic in Tinkering Gnome's Workshop
Too much eggnog... (the snowman... not necessarily John) -
Very strange.
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Dan, Just for clarification purposes do you mean you 'saved' a whole bunch of time or you 'wasted' a bunch of time by rendering the characters and the background/foreground independently? That sentence can be interpreted either way. The word 'lost' usually is a negative connotation so I want to be sure I understand. You seem to be indicating that you had to discard the previously rendered frames. Thanks!