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Everything posted by itsjustme
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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.
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I rendered the first seventeen frames and had no problems...all at about the same amount of time. Maybe it is hardware related? Or maybe I'm using different render settings...could you post your settings, Tore?
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What I did was change the image Mode to grayscale using GIMP...I don't think just changing the blue color to gray would fix it. Hope that helps, Tore.
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The problem is with "sigm_krop_Default_disp.png"...since it is being used as a displacement map, it needs to be a grayscale image. Currently, this image is an RGB image and has a blue background. When I converted it to a grayscale image, the problem went away. Hope that helps, Tore.
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I don't see the attachment, Tore. ------------------------ EDIT ------------------------ Looks like a double post...the thread with the attachment is here: https://www.hash.com/forums/index.php?showtopic=47292&do=findComment&comment=405440
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Insect Image Contest Results Announced!
itsjustme replied to robcat2075's topic in Contests/Challenges
Great reveal, Robert! -
Nothing I can post yet. I've been working on an update to the Squetch Rig, which also involves some modifications to Squetchy Sam, the installation instructions and my thinking...I'm still testing and trying a few different things. As usual, not a lot of time available, but I'm squeezing work in where possible.
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There was some realtime normal indicator strangeness in v18.0L that happened for me when a part of the model was hidden. That problem was fixed in v18.0m, but maybe this is a variation on that. The report is here: http://www.hash.com/reports/view.php?id=6612 Hope that helps.
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Making the Medal (Insect Image Contest)
itsjustme replied to robcat2075's topic in Work In Progress / Sweatbox
I like the antiqued pewter...very nice! -
They look great, Steve!
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Another "stay alive" post, unfortunately. I've been working on Bertram and the Squetch Rig when I've had free time, but that has been in short supply. I'm hoping to get something done that I can post this week or next.