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itsjustme

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itsjustme last won the day on April 6 2019

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About itsjustme

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    David Simmons......me.

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    I'll bet you can guess one of my interests.
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    current
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    Windows
  • System Description
    I7-4720HQ16GB 1600MHz DDR3L RAMSATA III 6Gb/s SSD HDNVIDIA GeForce GTX 970M 3 GB GDDR5 Graphics Windows 10 Home 64bit

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  • Name
    David Simmons

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  1. until

    Have fun, Jason!
  2. I've been doing a lot of experiments, but don't have anything I can show yet. So, I decided I needed make another "stay alive" post. I think I'm close on what I'm messing with, but I always think that.
  3. It usually means there is an error somewhere in the expression if it says "Missing a Right Parenthesis". Something like this works: AtFrame(GetFrame()-30,..|..|..|..|Bone1.Transform.Translate.Z) Sometimes adding some extra parentheses will fix a calculation. It isn't necessary in this case, but it would look like this: AtFrame(GetFrame()-30,(..|..|..|..|Bone1.Transform.Translate.Z)) Hope that helps. Expressions_example_11_21_2019.prj Expressions_example_11_21_2019b.prj
  4. I don't know if it will help, but you can get to the site using the Wayback Machine: https://web.archive.org/web/20190502172228/http://www.shaders.co.uk/enhance_am/index.htm
  5. Here is a thread that might help.
  6. The first bones in each finger rotated wrong on the 'Z' axis and all of the bones in the thumb went screwy. I deleted the left hand geometry and mirrored the right to the left, then I deleted the left arm bones and mirrored the right so that everything was mirrored, then I mirrored the right Pose and manually corrected the errors. I'm not sure what caused it though. Hope that helps. Loyd_031dx hand mirrorTests_update.prj
  7. Here are three renders to compare. I included the original OpenEXR in the zip (16bit 1.0 gamma), which I then used Black Magic Fusion to convert to 8bit 2.2 gamma (PNG), a render straight to 8bit 2.2 gamma (PNG) and an 8bit render straight to 1.0 gamma (PNG). The render straight to 8bit 2.2 gamma does match pretty closely the 8bit image converted from a 1.0 gamma OpenEXR, but the 8bit image rendered straight to 1.0 gamma does not. This is because the 8bit image is being "corrected" as if it were a 2.2 gamma image by your computer/monitor. The two other PNG's are also being "corrected", but they have the expected gamma curve of an 8bit image while the 1.0 gamma PNG does not. Hope that helps. Gamma_images_10_01_2019.zip
  8. The gamma correction happens for viewing on a monitor. An EXR image doesn't store gamma correction because there is nothing to correct...it is a linear image by default. 8bit images are being corrected to be viewed the same. ------------- EDIT ------------- If you render your 8bit image using the same gamma setting as the EXR image (it is always 1.0 gamma), they shouldn't match. However, if you render the 8bit image at 2.2 gamma, they should match.
  9. Here is the video and files to mess with. Hope that clears things up. Gamma_and_Linear_Workflow.mp4 Gamma_and_Linear_Workflow.zip
  10. Yessir, this was done using a linear workflow (working in 1.0 gamma until the final image...which is 2.2 gamma). I'll make a quick video tomorrow and post it along with the Project.
  11. Okay, an updated image of a daylight test render...this time with occlusion turned on (and turned up quite a bit more than I expected after checking some reference images).
  12. It doesn't look like the palm tree has a shadow?
  13. There is some global ambiance in there, but the occlusion is set pretty low. I'll knock it around some more. ------------------------- EDIT ------------------------ D'oh! I had the occlusion turned of in the render panel...I thought is was just set low. I'll re-check things with that in mind. Thanks, Robert!
  14. I did some test renders for daylight...so, I can show those here. I'm still texturing the Smoking Area and I'm hoping to have something to show this week...we'll see.
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