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photoman

A:M User
  • Content Count

    588
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About photoman

  • Rank
    Renderographer

Contact Methods

  • Website URL
    http://web.mac.com/pbharchitect/JHPhotoArt
  • ICQ
    0

Previous Fields

  • Interests
    Photography (Film and Digital)<br />Video / Film<br />Computer Science
  • Hardware Platform
    Mac/Win
  • System Description
    15" MacBook Pro Unibody. 2.4ghz intel core duo, 8gb Ram and nVida Geforece 9600gt w/ 256mb
  • Self Assessment: Animation Skill
    Unfamiliar
  • Self Assessment: Modeling Skill
    Advanced
  • Self Assessment: Rigging Skill
    Unfamiliar

Profile Information

  • Name
    Josh Harmon
  • Location
    Concord, California
  1. Looks interesting... Looking at the tests gallery shows a lot of material and lighting tests. I suppose I or another user of A:M could get near identical renders with A:M. Photoman
  2. Whatabout holding shift, I believe this tweaks only the one bias handle. Or wait, adjust the in/out bias under the property panel.
  3. really? 100,000 patches? well try this one... only 625 patches and it runs alot smoother in wireframe but watch out in shaded mode... will definitily bog down your machine The thread I posted about it is here: http://www.hash.com/forums/index.php?showt...l=terrain+patch Photoman PS Nice model DJBREIT btw
  4. Last year I made a super high patch terrain model, which had over 100,000, patches. To render it, my computer would take approx. 35 seconds to "think" before it started to try rendering it. Also it ran at 6fps in wireframe and something like 25 spf in shaded. I am on a 15" MacBook Pro with 2.4ghz Intel Core Duo.
  5. Thank You! I always have enjoyed looking at your excellent Ford GT 500 model!
  6. I would try a velvet shader in combination with a bump/displacement map, and also place a few kleigs in the scene that just cast specular highlights and orient those to higlight the edges of the bumps to increase detail. Photoman
  7. It is possible with a:m composite... Let me see... I see if I can whip up a tut tonight... Photoman
  8. Render to OpenEXR, there is an occlusion buffer that gets put in there. Photoman
  9. Use the null shader in camera plugin shaders. It worked for my scenes which had particle leafs (hair system) and particle grass. Photoman
  10. Yes, it can be created by that. However you have level the resulting Depth-Map, because it is 16 or 32 bit and will show as a black image if you dont do that. *Fuchur* I don't understand, could you make a tutorial? The way I make my depth maps is: 1: Turn on null shader in the camera plugin shader settings (for all of them) 2. Set fog color to white 3. Adjust fog to simulate where infinity focus (pure white) is and where close focus is (no white) 4. Set to 1 pass 5. Render! It can be a pain sometimes to get the fog correct, but it does work for me. As for the EXR I have never gotten a Depth buffer that wasnt pure black. Photoman
  11. I used a depth map from this render here: Post 28 There is a quick video with sweeping focus. Photoman
  12. photoman

    Shadow pass

    Use the eXtractor plugin here: eXtractor Its for Adobe After Effects, just drop it onto your EXR-sequence and it will seperate it into whatever channel/buffer/pass you want Photoman
  13. All those reflections are from environment maps and hi-specularity (ie Spec Size: 150-300% Spec Intensity: 100-300%). They probably used a studio HDR image for the environment map. Photoman
  14. get on skype, its christian

  15. Try rendering to multipass if you arent. I heard there are some issues with the AA render and bumps. Photoman
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