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Hash, Inc. - Animation:Master

Fuchur

*A:M User*
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Everything posted by Fuchur

  1. In general it looks like you have internal patches / 2 patches above eachother there... Could you show a wireframe? Just for testing, you could click on one point on the "poor"-looking patch and drag it away. If you see another one below it, there is the problem. See you *Fuchur*
  2. Is there a registery of some kind on the Mac? If yes, you can very likely change any of the settings there... at least on the windows-version you can do that. See you *Fuchur*
  3. Go to hash.com/reports, register (it is not the same as on the forums) and insert your bug-report into the system there. See you *Fuchur*
  4. you could set such things using the registery but that is not very fluid...
  5. You may want to try to reset A:M ("Help > Reset Settings"), just in case... (in general this is not very usual to be the problem if you just recently installed, but who knows...) See you *Fuchur*
  6. Much too early... Very sad. Thank you for finding out. Rest in peace Kate. Hope you are still creating art in the heads of others...
  7. Just great looking . Very well done . See you *Fuchur*
  8. A nice mouse Thank you very much . See you *Fuchur*
  9. Dae is not yet supported by A:M neighter as prop nor as spline import. what could work is unwrap3d or fragmotion. but the problem with sketchup is that it creates not very nice polygone topologies as far as I know. See you *Fuchur*
  10. you know about obj+mdd plugin, the mdl-/act-blender export-plugin, the 3dcoat plugin and the directx plugin right? there are a hole lot of new workflows available to use other renderengines with your A:M work today.
  11. maybe with an expression? see you *Fuchur*
  12. You pay 79.99, that's it. Any paypal costs are calculated into that price. See you *Fuchur*
  13. in general most people didnt notice it. some ultra sensible people did. (interestingly most of the very few i heard of only did when they heard that there was a higher framerate available... but i did never see secam... i only know pal and ntsc in real life.) the most interesting for me is, that our last crt tv had 100Hz technique but of course only 25 fps from the tv program. i never noticed a problem with that and it was a big feature to have 100Hz back then. maybe it is more important that the fps is evenly splitable into the Hz of the display than the actual framerate. see you *fuchur*
  14. ...which was bought with worse color spectrum... it really was all about bandwich these days and one death you had to die... PAL and SECAM had better colors, NTSC had better frame rates... both valid points.
  15. The computer needs to be fast enough to decode the movie codec in that resolution most of all. many computers will for instance stutter or drop frames when 4k material at 50 fps is shown on them using h264 codec. that ia why h265 will be used in future. (still a quite fast computer is needed) the fullhd 1080p standard in the USA is actually at about 60 fps (2 x 29.97 fps). in Europe (and other former PAL countries) it is 50 fps. (2x25 fps). For some situations high framerates are needed (gaming, very very fast motions which needs to be slowed down) but in general it is not really helping. In gaming people say they can notice the difference between 50 and 60 fps for instance... i doubt that myself, but it really is like fighthing wind mills to tell them, that their eyes can not see that because they are physically too slow for that... it would mean that the 800 dollars graphiccard they recently bought was a waste of money and you know how people are... they never do anything wrong... Just to mention it: including one frame messages is illegal in some countries and if someone will notice them (really notice them) a shit storm will happen and kick the advertising company in the n****. despite that we do not really know that it really affects somebody to buy more... See you *Fuchur*
  16. 1) Not exactly but there are different ways to work with that... Snap-To-Surface can help here too, the other shortcut-keys people mentioned are useful too and you can for instance just use the Stitch-Tool to insert a new point where you want it without changing the spline-curve. 2) As others have mentioned, there is the Cut-Plane-Tool... it can cut, add splinage, break at a given line, etc. It does work in many situations, if the circumstances are too hard for it, you still can just let it add CPs and connect them by hand. (which never fails) 3) Still there... others have answered that already... 4) A:M can render with presets till UHD format OR anything you can put in and you computer (mainly RAM) can handle. Rendering to EXR, TGA, PNG, and a few others can give you different features you may want or not (like HDR-Rendering, etc.) 5) Yes... you can import an OBJ-model as a prop (which will keep it as a polygonal model and will not be changeable at first) and than you can use retopolgy-tools (Snap-To-Surface) on it to remodel the shape with splines. 6) That should be well enough for even quite complex models and scenes... 7) Hm... can not think of anything right now, but I am sure there will be some . Ask for solutions and we will get rid of them together . Till then: Welcome back to the world of A:M and the community . See you *Fuchur*
  17. steffen wants to use the new windows 10 libraries for compilation of A:M. those are compatible till windows vista but not xp. this is why this question is asked. i am not sure if this is only affecting new functions available in newer oses or if it will really stopp working on win xp all together... this would be a question only steffen could answer if you ask me. see you *fuchur*
  18. I don't think this uses Radiosity at all (I am not exactly sure if AO was used, but it really is only adding a little bit to an otherwise very nicely lightened scene). This is just the result of great composition, a little postproduction work and nice textures, lightening and models. It is a very nice (maybe one of the nicest renderings I've seen) rendering from bugbrain-studios out of their shortfilm "Chicory 'n Coffee". -> http://www.bugbrain.com/chicory/
  19. You may want to check out the last image in this collection. (just in case you are wondering: Each is rendererd in A:M) http://best-of-am.patchwork3d.de/ See you *Fuchur*
  20. - Did you render in the model window too? It may be that there is a tiny white line between the margins of the UV. (change the base-color of the wagon to black if it is not yet) - Do you use a Specularity on the train which may be showing there? (unlikely, but possible) - Is there another Decal on the model which can cause this? - Or any kind of repeating of the UV-Texture? See you *Fuchur*
  21. Hi Stéphane, yes you can do that too. It is the more manual approach but should work too. For that you need to set the 4 threads to render other frames manually, but if that is not an issue for you, you can render that way. (have done that before several times before Netrender was released) See you *Fuchur*
  22. you may want to put windows vista in too, just in case. see you *fuchur*
  23. Man that are really, really nice renderings. Thanks for all the insides Yves, it really is very interesting. Concerning including you in the code base is very likely a no brainer. You already have worked on the A:M code and I think that is very likely something no one has a problem with at all . If you are interested now or in future to implement such a cool thing, I will ask Steffen and Jason in an instance about that . //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Somehow I am a little embaressed to show my (first!) approach on the Global Ambiance tutorial right now, but I made a first video tutorial on it. (again: I am not totally happy with it myself and like that I am sure I will try it again, but it may give some interesting approaches for some of you). So here it is: http://www.patchwork3d.de/am-global-ambiance-186-en See you *Fuchur*
  24. using a transparency map as a decal is the way to do this. see you *fuchur*
  25. As far as I know there is a limit of lughts which can be represented in realtime there. it will then leave out lights and render others in realtime and that may be a factor here...
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