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Ganthofer

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About Ganthofer

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    Iowa Bauernhofjunge, der in Deutschland lebt

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  • Interests
    Learning all facets of CG Animation. Experiencing Western Europe. Enjoying Life.
  • Hardware Platform
    Windows
  • System Description
    Inspiron 5150 P-4 3.06gHz, 1GB ram, XP sp2, Nvidia FX Go5200 AGP 4x 64MB, Dual monitor Optiplex 280 P-4-HT 3.06gHz, 2GB ram, XP sp2

Profile Information

  • Name
    Glenn Anthofer
  • Location
    Forchhiem, Germany
  1. What program are you using the depmth map in to create the final image? I'm just curious. I've played a little with Gimp and Paint.Net. They don't, as Robert pointed out have a proper blur using a depth map. You can't choose the grey value for the infocus depth. So I understand your experimenting to move the white to the area you want to be in focus. But as he also points out, there are problems for some programs to not blur the in focus objects. Like the trees taht are at the same focal depth as your infocus rock. The truck near the ground is infocus, but as it gets thinner and is against the blurred backgournd, it ends up getting blurred. In theory, it should still have sharp edges except where something in the foreground passes in front of it. Gimp seems to leave an unwanted edge on the out of focus objects (at least on my experiments). Paint.Net (with the Blur map plugin) uses a grey scale (or alpha or RGB or ARGB or...) as a blur map with white being in focus and black being blurred. It seems to handle the sharp edges of the in focus objects against a blured background.
  2. Are you wanting to be able to animate this or are you just looking for a way to create a final with the 5 colors? I may be totally off on what you are trying to achieve, but this is my take on the problem: I am assuming since this is showing signal strength, that the Higher signal (e.g. Blue, green, yellow, orange, red) takes precedence. -Split each of the three maps into the 5 layers (one for each of the strength colors) -Make then opaque -sequence the layers Front to Back ( or Top to Bottom) Blues, Greens, ..., Reds -Render (or flatten) and save (depends if you are ding this in A:M or a Paint/Image editing program) -set the transparency
  3. Ganthofer

    Creases

    If you are asking about only displaying the patches that are facing the camera/view. Here is the thread that Fuchur answered, Show Backfacing polygons If that's not what you are asking for, then you'll have to clarify what it is. -Robcat2075 beat me to it. I type to slow!!
  4. I am guessing that you turned on "perspective view", no grid or rulers and it's , well, in perspective If you have the default keyboard short cuts, pressing the \ key should toggle it on and off. Also it is the Icon between the Bird's eye and the Camera view on the Views toolbar. If that's not it, any chance of a screen snap?
  5. I definitely like Robert's solution, but if you want geometry, try using Steffen Gross' Explode_Rebuild wizard. It will build an inner or outer surface (depends on the choices you make in the plugin) and you can define the thickness. I not sure if it is included with AM or not. Check for E_Rebuild.hxt in you HXT folder. Steffen Gross' Plugins E_Rebuild instructions quartersMP4.MOV
  6. Well, shows what I know. Learn something new everyday, sometimes useful, sometimes not. Today it was something useful ;-)
  7. I could be wrong here, but I think you will need to use a decal for what you are describing. to make a material scale with your patches, would require, just that, actively changing the scale of the material. Depends on the model and movements, but this would be (could be) quite complicated and may not be practical.
  8. OK, here goes. First see the attached screen cap. Next under "Tools > Options" on the "Global" tab and make sure "Show Property Triangle" (lower right corner) is selected. Also under "View" select "Project Work Space", "Properties" and "Time Line" -Once you create the material and change the default type from "Attribute" to "Streak Emitter", then click the + in front of the "Streak Emitter" and you should see an "Attribute". Clicking on the Triangle (between the White square and the word "Attribute" will display the "Surface" attribute.Again click the triangle in front of the word "Surface" and you will get all the surface properties. -Click the triangle in front of "Diffuse Color" and the RGB sliders are displayed. Slide the Red and green to 0 and the Blue to 150 ( or enter it in the boxes). -Now that you have set the first point for the diffuse color, there will be a + in front of "Attribute". Click it and you will see (below the "Surface" properties), 3 entries "Surface.Diffuse.Color." followed by the color. -Select the Blue and in the "Time Line" window you should see the Channel for the Blue Diffuse Color Setting. Try and make it this far and get back to us if you have more questions. And Good Luck.
  9. I believe this is the one you are looking for Make a Fake sculpt mode... maybe?
  10. Merry Christmas Wally First, how are you trying to select the patch to flip the normal? Did you use the Patch Selection tool or the lasso tool or just the normal cursor and select the 4 points? The only possibility I can think of is, there are duplicate CP's and the actual patch CP's are not all being selected. Did you create this model using copy flip attach? Check the 4 CP's in wire frame mode by moving each one (then undo), one at a time to see if you have some duplicate CP's/Splines. Good Luck
  11. Hey Steve392, have you looked in the mbw_conflicts.txt file that is referred to in the error message? It may point you (or someone) in the sirection of the problem. Regards Glenn
  12. You may be bad in math, but I don't believe you can make a Beach ball texture with spherical or any of the other combiners. The Spherical combiner creates spheres of color with a thickness defined by the ring sizes If you want to make a beach ball, the easiest way is to make lathe a sphere with 6 Longitudinal divisions (north-south). Make 6 groups, each consisting of the patches between 2 adjacent Longitude Splines. Set the color on the group ( i.e. red, yellow, green, blue, orange, white). You can set the reflectivity and transparency on the basic model to make it look more like plastic if you are trying for a realistic beach ball. Hope that helps
  13. For 3D text, Right Click in a Modeling Window and select Plugins > Wizards > Fonts. If you have your own custom TrueType Fonts, they should also be usable. From there you will find many options to play with. There is also the Possibility to import AI files (Adobe Illustrator ?? I believe) by selecting AI (instead of Fonts).
  14. First, the question about adding an image to a Model. -PWS "project work space" > Objects > double click the Object/Model to open the Modeling Window -display in Shaded(9) or Shaded/Wire(0) (pressing the top row of numbers, not the Number Key pad, those change the View as in top/bottom/right....) -turn on "Display Decals" (Ctrl-D) the Icon is a Star in a red box. -There are many choices on how to get the image into/onto the Model: ---Import the image into the Images folder in the Project ---Drag and Drop an image file from Windows Explorer onto the Images Folder in the Project. ---or browse for it once you perform the following step. -Add an image to the model by one of the following ways: ---Drag and Drop the Image from the Images folder in the Project into the Modeling Window (this automatically makes it a Decal). Position/Resize the Decal and Right Click and select Apply. ---Drag and Drop the Image from the Images folder on to the Model Name in the Project under Objects. Choose Object Type appears and select Decal. Then Position/Resize the Decal and Right Click and select Apply. ---Right Click on the Model Name in the Project under Objects or Right Click in the Modeling Window and select New > Decal. If you have imported images, they are displayed in a list and you also have the option (at the bottom of the list) to browse for the image you want to use. Select the image Position/Resize the Decal and Right Click and select Apply. Hopefully this will help. Any questions, ask. I did this in V13.0l - although, I don't think it has changed.
  15. I replied to you question in the other post, so I won't cover that again here. Inreverse order: Yes- you could think of Displacement and Bump maps on steriods. Bump maps only fake the shadow (and I believe the specularity, but not sure) No and Yes - An easier way to create in PS I don't know. see your other post for suggestions on creating the Bump map (or maybe normal map;)
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