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Everything posted by itsjustme
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I have posted an updated set of images for the Smoking Area here. I realize I've taken forever to get it to this point. I'm trying to get out of my own way and actually finish some of this.
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Here is the smoking area textured (yes, I have taken forever). I may still tweak some things, but I think it will work for the most part.
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Are the Special Topics going away or is their disappearance due to maintenance?
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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
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Great tree, Dan!
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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
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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.
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Here is the video and files to mess with. Hope that clears things up. Gamma_and_Linear_Workflow.mp4 Gamma_and_Linear_Workflow.zip
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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.
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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).
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It doesn't look like the palm tree has a shadow?
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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!
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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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Animation Master license history question please
itsjustme replied to Hash Tinhorn's topic in Animation:Master
A:M is capable of some very realistic images. Of course, the skill of the user is also a factor. Here are a few things to check: Stian's Nidaros Cathedral thread Stian's website Nidaros cathedral Stian's AVR32 Network Gateway thread Stian's KM Bismarck thread Stian's Ecto-1a thread Rodger Reynolds' site Rodger Reynolds' street car thread -
Da Vinci Resolve is a video editor and compositor...there is a free version for personal use.
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I don't think A:M is set up to use Look Up Tables...I would think that you would use those in post processing. Render your images using a linear workflow (1.0 gamma, correcting your colors and lighting for that) and use whatever LUT you want in your color grading program (maybe Da Vinci Resolve...here). Here are some links that might be useful: DesiredGamma.mp4 linearization.zip RGBlinear post Gamma discussion thread DaVinci Resolve 15 Tutorial : Color Grading Crash Course Davinci Resolve 16 Color Grading For Beginners Hope that helps.
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Welcome, Mike!
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Still working on things...I know, I take forever. I've been working on some materials and texturing the smoking area set. I've had some minor victories, but I haven't finished yet. Back to my experiments.
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Great stuff, Robert!
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To unhide the majority of the geometry bones, you can turn on the "Show_and_Hide_Rig_Components/show_geom_bones" Pose. For the hands, turn on the "Animation_Controls/Hand_Controls/show_right_finger_controls", "Animation_Controls/Hand_Controls/show_left_finger_controls", "Animation_Controls/Hand_Controls/show_right_thumb_control" and "Animation_Controls/Hand_Controls/show_left_thumb_control". For the face, turn off the "Show_and_Hide_Rig_Components/hide_face_setup_bones/hide_face_geom_bones", "Show_and_Hide_Rig_Components/hide_face_setup_bones/eyes_and_eyelids/hide_eye_geom_bones", "Show_and_Hide_Rig_Components/hide_face_setup_bones/eyes_and_eyelids/hide_eyelid_geom_bones", "Show_and_Hide_Rig_Components/hide_face_setup_bones/eyes_and_eyelids/hide_eyelid_FAN_bones", "Show_and_Hide_Rig_Components/hide_face_setup_bones/mouth/hide_lip_geom_bones", "Show_and_Hide_Rig_Components/hide_face_setup_bones/mouth/hide_lip_roll_geom_bones" and "Show_and_Hide_Rig_Components/hide_face_setup_bones/mouth/hide_mouth_fan_geom_bones". I think that's all of them. Hope that helps.
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Why doesn't this render? [sort of solved]
itsjustme replied to robcat2075's topic in Animation:Master
Realtime and final render both worked fine for me, Robert...64bit. -
Is there any SSS on the model?
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Call of the Wild Ankylosaurus
itsjustme replied to robcat2075's topic in Work In Progress / Sweatbox
Extremely cool, Robert! -
It has been a crazy few months...again. So, I am forced to use another "stay alive" post. I think I might have an image to show in a few weeks though. I got stuck on something, so I decided to pivot to some texturing.
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Great stuff, Robert!