sprockets Nidaros Cathedral Tongue Sandwich A:M Composite Kaleidoscope Swamp Demon Caboose Break Room
sprockets
Recent Posts | Unread Content | Previous Banner Topics
Jump to content
Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
  • Posts

    5,788
  • Joined

  • Last visited

  • Days Won

    59

Everything posted by itsjustme

  1. Great poster, Mark!
  2. 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.
  3. 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
  4. 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.
  5. 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
  6. 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.
  7. 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.
  8. 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.
  9. 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
  10. I would check the keys for each model in the Pose, Steve.
  11. 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.
  12. Great stuff, Robert!
  13. 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.
  14. Yessir, the door knob, door hinges and the stool metal.
  15. 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
  16. Great stuff, Luis!
  17. Stay safe, Kevin!
  18. Nice looking character, Steve!
  19. "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.
  20. 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
  21. 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
  22. 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.
  23. 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!
×
×
  • Create New...