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Everything posted by itsjustme
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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.
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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
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I would check the keys for each model in the Pose, Steve.
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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.
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My "Third Thursday" October Entry for Society of Visual Storytelling
itsjustme replied to NancyGormezano's topic in Showcase
Looks great, Nancy! -
Great stuff, Robert!
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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.
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Yessir, the door knob, door hinges and the stool metal.
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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
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Great stuff, Luis!
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Stay safe, Kevin!
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Nice looking character, Steve!
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"The Art of Animation Master" and the "Technical Reference" are located here: http://www.hash.com/manuals-24-en There are gaps in the information provided in those references because it has been a few years since they were put together...but the forum can fill whatever gaps exist. Hope that helps.
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I put together a chart to convert colors for a linear workflow to make the process quicker. I'll post it here in case it might help someone else. The equation used is (sRGB/255)^2.2*255, I rounded the number down if it was below 0.5 and rounded up if it was above 0.5. What I'm doing is changing all material colors (not colors for bump and displacement) and all light colors to a color for linear (the chart lists the conversions), converting all color maps (not bump or displacement maps) using Krita (https://krita.org/download/krita-desktop/) to a 16bit float EXR with an "AllColorsRGB-elle-V4-g10.icc" profile and rendering as usual with gamma set to "none" as an OpenEXR with Zip compression. Then, any Tone Mapping can be done with a program like "Luminance HDR" (http://sourceforge.net/projects/qtpfsgui/) which is free or "Photomatix" (http://www.hdrsoft.com/download.html) which is not free and convert the image using Krita to an 8bit format like PNG. Hope that helps someone. ------------------------------------- EDIT ------------------------------------- After some reading and experimenting, I'm thinking about bypassing the Tone Mapping software and just making adjustments in Krita. ------------------------------------- EDIT ------------------------------------- Now I'm leaning toward using some Tone Mapping software...I'll do some experimenting. linearization.pdf
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I sidetracked from rigging for a little while to do some experiments with the Exam Room here: https://www.hash.com/forums/index.php?showtopic=46986&p=405827
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Here are a couple of test renders of the exam room. The first render is a standard workflow and the second is using a linear workflow. The lighting, render settings, etc are exactly the same, but the texture colors, material colors and light colors were adjusted for a gamma of 1.0 in the linear workflow image (which was rendered as an OpenEXR and then saved as a PNG). The next experiment will be to do some tone mapping to try to tweak it a little better, but using a linear workflow is already a big improvement.
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The rotate manipulator and mesh selection problems appear to have been fixed in the latest v18.0n in both the 64bit and 32bit versions. When I have more time, I'll do more testing. Thanks!
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For me, it's the fix for "Paste with Bones" and the addition of the "Clone CP Weights" plugin. The combination of those two make updating rigs and changing rigs a lot easier.
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I'm having the same issue on Windows 8.1 with onboard graphics in both 32bit and 64bit versions.
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The 32bit version now installs for me...the rotate manipulator problem is there as well. I made a report.
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I spoke too soon...I'm having trouble with the rotate manipulators. I'll send a report.
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Does that mean 32bit installs correctly for you David? No sir, the 32bit version won't install because it says it's not for my system...I never get as far as you did. The 64bit version works fine though (in what I have tested so far).
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Thanks! A very helpful set of updates!
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Once again, a "stay alive" post. It's taken me this long to decide to add some things to the Squetch Rig. Now, I'm deciding on how far I want to take the additions. Some of it may not end up happening...it depends on whether things work well together.
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I wasn't using the camera settings. Now that I'm using them, I'm getting the problem. If I turn the displacement down to 3% the problem goes away. At 4% or higher it slows down again. I transferred the camera render settings to the render panel and the results were the same, so I don't think there is an issue with the camera. Hope that helps. ----------------------- EDIT ----------------------- I did another test render and reducing the displacement to 3% did not get rid of the problem this time. I'm thinking it's a bug now.