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Everything posted by Fuchur
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I'm not sure I understand you... is the importer in v17 working properly or not? If it is working properly, then the importer is not Tore's problem. I don't know if that is going to happen or not. Till now there is no feature like that. I think it is just a rumor because jason (not hash) wanted that feature. I am not sure if steffen is working on it but when i asked last time he said he is not working on it. (This was years ago). Malo just said that Troer writes a wrong mdl-file. In v16 A:M did correct errors in the code 9f the file since A:M v17 this recoveryalgorithmus / rebuilt algorithmus is no longer used. I am not sure if this is a bug or just optimisation by steffen. It could be thst this is necassary in some way but asking steffen will not harm. See you *Fuchur*
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What happens, if you just use the resulting texture-map from 3DC and use it for the decal in A:M and do not reimport the whole model? The usual way is this: 1.) Use A:M to unwrap (for instance with BakeSurface) 2.) Export to OBJ. I think you can use any kind of subdivision here, which should be the key to your problem. (with a high subdivision count, the distortion should get smaller and smaller). Try it with 16 subdivisions for instance. (in v18 there will be much higher subdivision-levels here, but I think this is all you have in v17 for now) 3.) Import it to 3DC. 4.) Paint on it. 5.) Export / Save ONLY the texture-files. 6.) If you saved the textures using the same path and filename, you need to get A:M to update that. I often do it by opening the UV-editor once) / Otherwise (which works better in my experience) you have to reimport the image and assign it to the decal on your model (drag and drop it to decal > Image-Folder). Delete the first image assigned there. Does this result in distorted maps too? (it can be, but I am not sure about it. See you *Fuchur*
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Now, looking at this with serious intent... what would it cost to entice a programmer who is either familiar with that code and would do the work to familiarize himself with coding for A:M... OR... is familiar with coding for A:M and is willing to do the work to familiarize himself with that unwrap code? What would it cost to hire someone who could get this task done? I don't think there is anything that A:M can not decal... It just may be easier to do it without stretching and maybe faster with an Auto-Unwrapper. See you *Fuchur*
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From what I have read both have quite nice overclocking potentials. The best overclocking scores can be found with FX-CPUs from AMD which slightly surpasses Intel's potential. (4,8 GHz x 8 on AMD does not seem to be that hard to archieve, if you believe the forums out there) The big but is, that it will have a quite high power consumption. (much higher than the Intel once) See you *Fuchur*
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8150 was a bad one. It is said that 8350 is about 8-16% faster at the same clockspeed. (Depending on the benchmarks) (Cinebench test 10-16%). But if u r after faster singlecore performance intels are much faster.
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Take in mind that the most expensive intel cores are more than 5x more expensive than the most expensive once from AMD: - Intel Core i7-3970X Extreme Edition (a real monster) = about 933 Euro in my favourite online store. - AMD FX-8350 Prozessor, Boxed, Sockel AM3+ = about 180 Euro in my favourite online store. However I have to say, that this is not the ideal time to put together a new computer. Intel will release a new CPU generation in the 4th quater of this year and AMD plans on expanding their portfolio too. That means: Buying now will not give you a huge saving (because it is too early in he year that the prices of the "older" generation would drop massively) and you can not get the fastest CPUs neighter. Comparing server-cpus is about the same... intel is faster, AMD is cheaper. (on core base) See you *Fuchur*
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Histeve. Jason's site uses html5. You need at least ie9 (better ie10) to be able to see the videos. I would highly recommend firefox, chrome or safari (which can use html5 since quite a while for as deep as html5 is defined till now) or update your ie to the latest version: - Mozilla FireFox (my favourite) - Google Chrome (very good too) - Apple Safari (not the one I would get, but still a good one) - Microsoft Internet Explorer (a good browser, as long as you get IE10 which you need at least Windows 7 for, okay if you get IE9 (at least Vista) and anything below that is not close to competing with any of the others) See u *Fuchur* Ps: i really enjoyed the animations! Well done everyone!
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Really nice looking test . I dont think AO is the best to lighten such a scene, but it still looks cool . And quite fast too. See u *Fuchur*
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If you would place them on a wall, they would be more limited in where they could fire at. like that the head is rotateable on one axis for 360° and they can secure the edge of the wall in all two directions. Don't ask me how they do it that they do not shoot on the other gun-tower is not hit by friendly fire but somehow they never get that damage in the game but only hit the caos spacemariens (, etc.) See you *Fuchur*
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Best wishes Terea! Hope u have a good day and all the happiness in the world. See u *Fuchur*
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I did not think of a displacementmap... yes if you use that it is not enough. I thought of normal geometry like a lathed cylinder or something like that. See you *Fuchur*
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2048 can not be used, since it is not possible to reach that number with 4n: 40 = 1 41 = 4 42 = 16 43 = 64 44 = 256 45 = 1024 46 = 4096 47 = 16384 48 = 65536 ... In the latest v18 Steffen inserted 1024 and 4096 as options. But you should not underestimate large filesizes... It is not really the filesize but what is resulting of it. > Exporting with 2048 instead of 16 > much longer export times. ("A:M is no longer responding...") > Larger filesize / more polygones > longer slicing-times for Makerware. > Better resolution while printing > much longer printing times (especially annoying if you are trying to test something out, etc.) So all in all it just takes hours more to do that all together... It depends on you if you've got these hours or not. I for instance am rarely printing at 0.1mm layerheight (or smaller... some people seem to be able to print at 0.04mm with the Rep2) because it just takes too much time. In general I use 0.2mm because for most stuff that is enough and it prints twice as fast. I think it is more or less not a big deal for Steffen to insert anything that is accessable by (4n) there, since it will just be an additional iteration... When 256 was on the table, Steffen had run into a problem with the exporter splitting the patches in a wrong way. (that is why I was sceptical about anything even above that... it produced bad meshes) I think he has found a way to fix that (otherwise there would not be the options 1024 and 4096 available), so like that it is no longer a bigger problem. Till v18 is out, you can just increase the resolution while modelling. Using for instance 24 or even 32 lath-intersections instead of 4 or 8 should handle most problems you are facing there. In future it will be easier because with 4096 you can really even use 4 lath-intersection (I tend to use at least 8, but even 4 should be doable). See you *Fuhcur*
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Easy: 1.) Buy a new subscription in the store. You will receive a new activation-key after payment. 2.) Go to your A:M installation-folder and rename your "master0.lic" to "master0.old". (or move the file to another folder. If you are only seeing a file called "master0" this may have to do with the OS setting "hide known extensions". Just move this file to another folder, it is the right one.) 3.) Start A:M. You will be asked for an activation-key again. 4.) Put it in and make sure you are connected to the internet before hitting okay. 5.) Hit okay. > You are done. See you *Fuchur*
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You may want to test to set your Windows-Style to "Classic". It may help too. Otherwise: in later versions there is an option for "resizeable file dialogs under Tools > Options" which fixed this and in even newer versions (v17 and up if i am not wrong) this is solved by default. See you *Fuchur*
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New Hard drive = new hardware. You'll need to contact Jason/Hash Support. Since we don't know what is really used for the calculation of the host-id (which would be a security-problem if we did) this is the right statement. If you are changing hardware (I doubt that RAM is a problem, actually I added RAM before without a problem) it will properly need a reassigning of your licence. This is not very problematic so... get in touch with Jason from Hash and it wil be resolved. See you *Fuchur*
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It's possible that only people beta testing v18 right now can see those so far. Basically, I described the problem and suggested adding 1024 and 4096 subdivisions as options to STL. great thank you. Steffen already plans to insert 256 subdivisions for v18. That should be enugh for anything to be printed. The value in A:M seems to be connected to the realtime views too. Till this happens use 64 and just increase the values for lath etc. Before exporting. See u *Fuchur*
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AMD has an equal technology (there was a discussion about it when the newest Tomb Raider came out, since it used AMD's engine for realtime hair-simulation called TresFX and Nvidia's cards could not do it / crashed all the time). Again, (like with CUDA) Nvidia has developed a closed technology. AMDs one is open and has since Tomb Raider came out been adapted. There is no way Steffen will implement a technology, which is forcing people to go with one hardware manufacture over the other... (if he would, the Mac-version of A:M would be long gone... Steffen (and I am with him there very much) is for open technologies. (it does not have to be open source, but it should be adaptable by APIs and it should not be based on special hardware you need to buy. See you *Fuchur*
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Lass es krachen! See you *Fuchur*
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Need help reinstalling hash into new OS (Win 8)
Fuchur replied to ruscular's topic in Animation:Master
That is normal... I think only fellows are able to send messages anymore... I am not sure why, but I think it was decided some day by Martin way back. See you *Fuchur* -
If you mean adding the specularity, do that inthe rpoerties for the group. I f you mean filling in the hole... FillingLathedHole.mov That is exactly what I was looking for thank you. In Roberts video-capture: You can create more legal patches if you are connecting the dead ends on the half ot ehs pline between them too... it will result in a 3 point / 4 point-patchsituations so. Another way is to make the whole really small and then using the Stitch-feature (I tend to do this). You get a "plain" area then, but since it is that small it will not matter, but it still will not let you look through... See you *Fuchur*
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Need help reinstalling hash into new OS (Win 8)
Fuchur replied to ruscular's topic in Animation:Master
If you are willing to send your (new) host id, old activation code and email-adress you have used to buy it to me, I can reassign it too. Jason is quite busy this week. (> werbung at patchwork3d (dot) de) Otherwise it may be that you need to wait a little till he answers back which he will do surely. See you *Fuchur* -
*lol* It IS a real photo of his stove, if you ask me... no 3d in there. He is showing of his reference there... See you *Fuchur*
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Jep, know what you are talking about... CAD models are always hard to work with, especially since the customer tends to say "but I gave you the model, you just have to make it look well..." In most cases I end up remodelling the model (because there are now or very bad edge loops, etc. in the CAD-model-exports) in A:M and only use the CAD-imports as a reference-guide... but is always a timing-challenge to do that... Anyway it looks like a very nice result and that it what counts . See you *Fuchur*
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I'd say it is really very realistic... quite as if it could and would be real... See you *Fuchur*
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Did you use the internal A:M feature for the SVN? (better to say connect A:M directly) or did you do it externally? I never really had a look at it, but I think it has a big potential. If you can share some info about that, it would be highly appreciated . See you *Fuchur*