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Content Count
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R Reynolds last won the day on December 4 2020
R Reynolds had the most liked content!
Community Reputation
34 ExcellentAbout R Reynolds
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Rank
Apprentice
Profile Information
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Name
Rodger Reynolds
Previous Fields
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A:M version
current
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Hardware Platform
Win 10
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System Description
Intel i7-2700K@3.4Ghz 16Gb RAM
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Short Term Goals
same as long term goals
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Mid Term Goals
same as long term goals
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Long Term Goals
to try to use A:M every day
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Self Assessment: Animation Skill
Familiar
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Self Assessment: Modeling Skill
Advanced
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Self Assessment: Rigging Skill
Familiar
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I totally agree but I thought it was worth asking. Believe me, I'll gladly use whatever Steffen can manage.
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I'm hesitant to request a new feature (I think Martin once said "add a feature and add five new bugs") for a "problem" I've been living with for almost 30 years. If a plug-in is the safest way to go, by all means, use a plug-in. I have no problem with your first thought Robert. I admire your approach to minimize key clicks but having spent who knows how many man-hours aligning bias handles, a few extra key clicks would be a small price to pay. My first thought was something like this. With the desired bias handle already selected LMB File>Plugins>Wizards>Bias Aim and you get to
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Is there a defined process for making such a request?
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I didn't know you could do this. So you can teach an old dog new tricks! I'm not yet sure how this makes modeling easier but if I could have a switch for "aim selected bias handle at selected CP" that would be a great time saver when building orthogonal filleted corners. None the less, the ruler related notchiness is still proportional to window zoom.
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That can't be because the "notchiness" also occurs while adjusting bias handles. I suppose that depends upon your definition of "extreme". 😉 (See attached images.) I agree it's most noticeable when zoomed in (zoom = 43000) but on my machine even zoomed out (zoom = 3200) it's still there. And when I'm trying to align all splines in a flat surface using a ruler line as a reference, zooms of 100,000 are not out of the question. At those zooms, aligning a notchy bias handle becomes a bit of a chore. Thanks, Steffen.
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I think I've discovered the cause of the cp's moving in large discreet increments in v19m; turning the rulers on. Turn them off and moving cp's or adjusting bias is smooth as ever. Turn them back on and movements gets very "notchy".
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GeForce GTX 560 Ti performed as expected. BTW Why the seriously nasty splinage?
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My standard outdoor sunlight chor has white/blue klieg suns with AO on and a circular array of eight, inward aimed, no-shadow sunlights (6% intensity), each aimed 20 deg. up from horizontal to simulate bounce light from the ground. But the factory interior was just too dark so, as shown in the attached image, most of the large factory windows are filled with three large kliegs casting low intensity light that's a bit greyer than the blue sun. Original renders were 1280 x 720 with 9 passes. Render times on my i7-2600K 3.4Ghz CPU varied depending upon the camera's location. starting in
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Walking from the factory out into the parking lot. tank_car_walk_around.mp4
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Here's four, 8026 gal. tank cars all made in the same factory but painted with the logos of various vendors. I also tried to make each car to have a different level of surface dirt and rust.
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Before showing off my tank cars, I moved the desk and table back up against the wall.
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It's possible you might disguise some of that noise if you gave the various surfaces a subtle texture similar to this black and white Fractal Sum applied as a 5% bump.
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The ceiling lamp in this room seems to "cast" a speckle-like noise that is fixed within the frame (i.e. doesn't move with the surfaces) and is most noticeable in the door of the refrigerator. I assume this can be reduced if you're willing to accept longer renders?
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Thanks Robert, "Reset Settings" appears to have corrected the response. I also noticed there's now a "Reset Dialogs" command. What dialogs does this reset?
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I just tried installing v19m. I find moving and joining cp's in a small 600 patch model in wireframe mode to be painfully slower compared to v19e (still my favorite). It reminds me of the performance you get in v19e with a multi-thousand patch model with real time shading turned on. The cp's pausing between moves in large discreet increments as all the patches are constantly refound. Am I missing a new option that needs to be turned off?