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Hash, Inc. - Animation:Master

animas3D

*A:M User*
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Everything posted by animas3D

  1. Really eclectic. It's very cool. I like how the soundtrack slows down and speeds up like analogue tape. Did you do that yourself?
  2. Thanks, I appreciate it. I've never played around with HDRI much. By this do you mean the same thing as IBL (image based lighting)?
  3. Hey Stian, love those VWs Could you give some indication of how you lit and rendered the images. Obviously you used AO. Was there any other lighting setup? Also, would you please indicate what version of A:M you use and whether it is 64 bit. (I assume you are using v16, 64 bit).
  4. Hi Marcos, Good luck on this. I have always admired your work and I am looking forward to seeing you progress. Hey Robert, what exactly is Jenpy's SSAO plugin? Does this have something to do with that thread on realtime AO? Or does the SS stand for Sub Surface (Ambient Occlusion) - If such a thing is possible. Maybe there is a thread on it.
  5. Hooray! Thanks, Holmes. That was very kind of you. Time to pour myself a cup of tea and watch the new and improved synced tutorial! Thanks a million!
  6. Thanks for the reply Holmes. I understand. I hope that the things that are keeping you busy are Animation Master related! I look forward to seeing more of your work and any other tutorials you may make in the future. Hmmm. I just wondered. What if one just time stretched the audio in Premiere or After Effects to help make it match? If you want me to do it for you, I could give it a shot if you are too busy and want to send me the movie file. Thanks again for the great tutorial on rigging. Cheers.
  7. Hey Holmes, Sorry to ask again, but any news on syncing up the audio on this fine tutorial?
  8. This was a very nice tutorial. Thank you very much for making it. Edit: By the way, the audio becomes out of sync with the video. It's really quite a shame because it is a great tutorial with important information. However the lag between the audio and video gets so confusing. Holmes: Is there a simple way to fix it? Thanks.
  9. Good looking stuff. Is there any larger plan here, or are you just out for the modeling challenge?
  10. Very nice images. Question: what exactly is an HDR EXR and how do you make one to use as a decal? (I am assuming it is brighter than an 8bit image, but how do you make it? Another question: What is a front project target? Thanks!
  11. This is an awesome tread... I mean thread. Could you give some indication how you made the materials. Is it mostly the gradient material moved around to different places? By the way, I once heard that displacement bitmaps should be saved as EXR (32 bit floats per pixel). Would you confirm that?
  12. Happy Birthday Martin, wherever you are...
  13. Great work! For the texturing, did you use bump maps or displacement maps?
  14. Hey that's a pretty cool idea! That might be the way to go. Thanks! I'm going to try it this weekend.
  15. Thanks! Do you mean do a cookie cutter map on a group of patches. If so, that is a good idea. I was thinking about that. That is the next step. I like your images. I am hoping that Steffen (or whoever) has a chance to implement the fog though. By the way, there is only a couple of days to vote in the contest. For those who are unaware or didn't get a chance to vote yet, I hope you will take a minute to have a look at my storyboards on YouTube, and if you like it, please click the Thumbs Up button to help it win! Here's the link again in case: http://www.youtube.com/watch?v=YT1yOPu5F9A
  16. Thanks for the input. Well, I guess bad news often follows good news... It seems that, indeed as predicted, fog seems to have no effect on splines rendered as lines. as shown in the following image: The image on the left has no fog, the one on the right has black fog. The cubes are affected by the fog, the lines are not. So, either come up with a way to generate some kind of depth map that to composite over the lines or find another technique (which I can't really think of any as elegant as render as lines). In the meantime, I'll send in a feature request. Joe.
  17. Looking good! Nice atmosphere and sense of movement. A little floaty in some places, but really good!
  18. The good news is that "Render As Lines" does follow the laws of perspective as shown in the image below: Now I must learn whether it is affected by fog. Joe.
  19. Oops... How did I miss that? Thanks! That's cool! Thanks!
  20. I'm doing some experimentation to with Render As Lines. So I made a group with no legal patches, selected the splines and turned on render as lines in the group. However, where does one set the color and thickness of the lines? I can't seem to find it. I looked in the chor, etc. Thanks!
  21. I see... get rid of the patches or make them transparent. I am going to try it out a little later tonight. Before I do, any idea whether the lines obey the laws of perspective and get smaller the further away they are from the camera?
  22. Cool. Good to know. In other words, make the whole thing transparent then select each spline with the comma key (to select each cp along the spline) and make a group for each. Thanks. I will put some thought into otherways of achieving the fade out unless someone else has a thought on this. One other thing... I am noticing a slight converging of the lines in the picture due to perspective (see image above). In other words they get thinner the further away they are from the camera. Do you know if render as lines obeys perspective or whether the lines have uniform thickness no matter how far away they are? Thanks.
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