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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. Are your center bones on '0' of the 'X' axis, Matt? If they are not, you can get duplicates. Hope that helps.
  2. I've temporarily tabled the lighting of the Exam Room because I need Bertram posed in the room, so I'm back to working on the Squetch Rig update. I've got some small tweaks and what may end up being a big shoulder update that I'm working toward. We'll see how things pan out.
  3. Great stuff, Serg!
  4. Great poster, Mark!
  5. SSAO would, but I'd rather avoid it if possible...you're right about the flatness though, Robert. I'll have to do some more thinking and experimenting. I'm not the most knowledgeable when it comes to lighting and texturing, so I'm learning a lot in this process. Thanks for pointing out the false blacks, Rodney. When I get to a final series of images in the Exam Room, I'm hoping to have something decent.
  6. Looks like it's more of an ambiance adjustment. Here is the same Project with and ambiance of 20% on each object, the light set to an intensity of 480, attenuation of 50 and a darkness of 60%. It could probably use more tweaking, but it's something I hadn't messed with much up to this point. light_test_10_23_2015b.zip
  7. Some of that may need some bounce light, but more passes, more rays cast and possibly a lower attenuation can also improve those areas, I'm thinking (I'll render another test or two to see). The main purpose of doing the tests was to get a better overall lighting of the room. With the light attenuation set to 100%, you get quadratic falloff (which is the way light without the additional bounces behaves in the real world), at 50% attenuation, you get linear falloff and at 0% attenuation, you get a constant light (which would get rid of any shadows). Here is a better explanation: https://developer.valvesoftware.com/wiki/Constant-Linear-Quadratic_Falloff The lighting will probably get more tweaks, but I've gotten a better understanding of lighting using these tests and a linear workflow. Time will tell if it shows in the final images.
  8. Here's a test room to mess with. The light is currently set to 5 rays and the render shown is 16 pass (4x4). The room was rendered to OpenEXR, then converted to an sRGB color space using "Black Magic Fusion 8" (the free version....https://www.blackmagicdesign.com/products/fusion) for the PNG...you could do the same thing using Krita (https://krita.org/download/krita-desktop/). I have included the OpenEXR image to do test conversions. Hope that helps. ----------------------- EDIT ----------------------- The chart for linearization of your colors is in this post: https://www.hash.com/forums/index.php?showtopic=46986&p=405842 light_test_10_23_2015.zip
  9. It's a single bulb, size is 5 inches, falloff is 20 inches, attenuation is 55% and for this room (12 feet x 14 feet at this time) the intensity is set to 600% with ray traced shadows set to 10 rays cast (could probably be fewer rays...still have to do some testing). The bulb is inside a light fixture with a cover that is 80% transparent and 100% translucent.
  10. I made some updates to the Exam Room here: https://www.hash.com/forums/index.php?showtopic=46986&p=406175 Now I'm going to get back to some work on the Squetch Rig and then see if I can finish up Bertram.
  11. A lot more tweaking of materials, lighting and such. I changed the door frame and baseboard color, adjusted the door and cabinet wood materials, put the light inside of the light fixture, tweaked the lighting and added a wall material. Here are some quick renders of where it stands at the moment. The AA and shadows will get better when I increase the passes, these are 9 pass renders (3x3), and I'm thinking the final image size will be at least 1920x1080 (we'll see what my patience will allow). Once I get further along, I'll work out what post processing will help. For now, I've got some work to do on the Squetch Rig, then some work on Bertram.
  12. Maybe I misunderstood the question. Here is a possible solution to what I think the question is now. If you translate the Null in the Choreography to anything other than "0" it will hide a model...each non-"0" on either the 'X', 'Y' or 'Z' axis will hide one of the three spheres. Hope that helps. hiding_test_10_22_2015.prj
  13. I would check the keys for each model in the Pose, Steve.
  14. Here is a test I did a few days ago, but the light isn't inside the light fixture at this point...I'm still working on that. The lighting will end up looking slightly different if all goes well. I'm posting this just to show some of the current material tweaks...still a lot to do, but I think it's getting better. I've been learning quite a bit, hopefully it will show in the final version...we'll see.
  15. Great stuff, Robert!
  16. I've been working on the lighting and desaturating the material colors...still a lot of experimentation to do there. I'll mess with the Chromium material once I get the light nailed down.
  17. Yessir, the door knob, door hinges and the stool metal.
  18. Here is a linearized version of the Chromium material. Chromium_linear.zip
  19. For grins, here is the exact same render using Matt's "Chromium.mat" that has been linearized. I'll upload the altered material to Matt's thread...here: https://www.hash.com/forums/index.php?showtopic=47334&p=405947
  20. Great stuff, Luis!
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