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Hash, Inc. - Animation:Master

Elm

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Everything posted by Elm

  1. Just in case you wonder about why the image looks "painted" here and there - I ran the whole sequence through A:Ms "denoise" post effect to get rid of the final-gathering jitter grain.
  2. My scene is based on the prj. that is attached to this post. I hope I may make this public here and now, because he sent it via dropbox... radiosity.zip
  3. Hi! Attached the Test Renderings. Notice how small the difference between 1Mio and 2Mio Photons is.. ..and the large gap between just 100.000. Of course, the compression of the attached .mov does the rest, but there's also still some flickering in the uncompressed 2Mio-HD-Frames (1980+1080). I think it's most clever to render at 1Mio, because 2Mio takes double as long to render (7h+ per frame). Greetz, Elm. P.S.: Thanks to Xtaz for the radiosity scene this project is based on! Radiosity_Vergleich_A.mov
  4. Ahhh, don't expext a big bang.. Just a little indoor set with a ball slightly moving.. BUT: WITH REFLECTIONS A N D RAYTRACED SHADOWS!!! NOW WHAT ABOUT THAT?!? Talking bout the Amiga days, aren't you?
  5. Yeah, I made a feature request already (hope I did it right ...) on A:M reports I understand the advantages of the fake AO procedure, really quick and all that.. In use, it would definitely be a seperate pass in my compositing workflow, as it would have to get color-tweaked anyway to fit the scene's lighting situation right, so.. Okay, radiosity update: I rendered a test sequence with quite good settings ( 1 Mio. photons cast) 1920 x 1080 pixels, moving object inside.. It rendered apxx 4 hours per frame (i rendered on 40 cores), and the flickering was moderate (still a bit). I rerender at the moment with 2 mio photons casted. Let's wait and see... I'll keep you updated with attached rendering comparisons. Greetz, Elm.
  6. Well it doesn't seem to work properly with the test scene I set up. All in all it's okay, but it seems to have problems with transparencies for a start... And - I want to move away (at least a bit) from having loads of passes / compositing work.. I'm after a nice beauty pass for which I'd have some masks to tweak and that'll be all.. that radiosity thing still got me hooked - works well and fast enuogh for scenes without moving elements. Still thinking about how to integrate moving elements... If one could only bake the lighting situation!
  7. Stunning, as always... I'll try that out now. Just in case I fail, is there a good workflow tutorial, I already did a forum search... THANKS? Cool, but... well...
  8. Thanks, but that's not quite what I'm looking for - your example rather has an AO / sky / domelight look, instead of an Indoor look, which I'm after. Greetz, Elm.
  9. Would love to, but I remember trying to request a feature somewhen in the past and wasn't "authorized" for some reason ?! Could someone point me to the feature request thread please? @robcat: Yeah, mapping the scene from multiple angles would be a solution, but it's quite a hassle, isn't it (the more complex the scene), and I wanted to avoid JUST that ...
  10. Hi! Is there any way to sort of "bake" the radiosity to a 3D set (for all Non-moving objects, of course)? Thanks in advance for any help! Elm.
  11. Remember: After importing the model from Max into A:M, you FIRST have to export it again as an obj to Max, and use THIS obj for texturing and further processes in max, as the (later) exported mdds from A:M only work with the obj that has been exported from A:M.
  12. Hi again! I aleays use the workarounds you described. The half dome doesn't work for me now, as my camera does wild things in space (like whole turns, etc..) So it really seems to be a feature request
  13. Hi all! I always was wondering if objects can be set to cast reflections ONLY (and not be visible to the camera in renderings). Is that possible somehow? I'm talking about a sphere around the scene that I want to just cause reflections but keep the renderings alpha channel "clean"... Greetz, Elm.
  14. When doing these mdd things in the recent past, there was absolutely no problem with 5pointpatches or hooks.
  15. Very cool. Any news on the Sparkling/glitter effect?
  16. Someone said "It's like open source software now, but without the open and without the source" I edited my post and gave credit to the "Sourcerer"!
  17. Haven't dynamic constraints been reality for a pretty long time by now? We use them since I ever can remember.. What I was thinking about: Is it possible, to simulate a "bouncing ball" instead of animating it? Maybe with those kinds of dynamics you're talkink of ?(We have used springsystems somewhen, but...) I don't think so, am I wrong?! As I dont want to hijack, I'll post a new thread about this. See ya -> here. Concerning the actual topic: Every Birthday of A:M is great! Look at it - it has gone such a long way - hardly any one today can even really tell, if it already is a community project solely in speaking of software develpoment? It's still making its steps year after year and keeps being the most intuitive animation software ever created on the planet by genious minds, speaking pathetically, but that's how it is. Thanks to Martin and his crew. Greetz to you if you read by! So let's hope it stays this way for at least 25 more years!
  18. Had a look there... "Version 10 (2003) Soft-body Dynamics..." What's that supposed to mean?
  19. Elm

    Pendulum

    Thanks for the render - info, serg!
  20. Elm

    Pendulum

    Fantastic. Would it be asked too much to tell us your cartoon render settings ?
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