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Hash, Inc. - Animation:Master

steamfish

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Posts posted by steamfish

  1. Hi - I havent visited since I posted for tram modellers here. I came by to sing Ken and Mike Fitzgeralds praises and found this post - which seemed the best spot to do it.

    These guys did an astounding job within some tight parametres, easy understanding and communication made the whole process very smooth despite the distance and short overlap of waking hours.

    If anyone has the need for freelance modelers I can't recommend either of them enough.

    Glad to have been your first paying gig Ken - brilliant work

    I'll try to find the time to post some images from the final piece soon.

     

    Cheers

     

    Matt

  2. Hi - Thanks Rodney and Zach, flattering indeed to get such feedback from you. Fear not about the fisherman - I'm aware of the 'issues' there - it was one of the first tests done so I guess the distance between him and the girl is the distance I've come through this production. I just haven't made it back to that scene yet :P

     

    Matt

  3. Hey - Thanks for the responses, much appreciated.

     

    Nimblepix - All the dialogue was recorded at the begining of the production process. One potential issue, amongst many, with such a drawn out production process is that the voice of the actor playing the little girl will probably have changed by the time the sound mix is being done. She was eleven when we recorded it so... tricky for getting any pickups to go in seamlessly. Hopefully there won't be any need but it is something I'm aware of.

     

    ok - so thanks again for the feedback, certainly helps to have some objective eyes in there.

     

    Cheers

     

    Matt

  4. Hey - Thanks for the responses, much appreciated.

     

    Nimblepix - All the dialogue was recorded at the begining of the production process. One potential issue, amongst many, with such a drawn out production process is that the voice of the actor playing the little girl will probably have changed by the time the sound mix is being done. She was eleven when we recorded it so... tricky for getting any pickups to go in seamlessly. Hopefully there won't be any need but it is something I'm aware of.

     

    ok - so thanks again for the feedback, certainly helps to have some objective eyes in there.

     

    Cheers

     

    Matt

  5. Hi - Here is the link to the short film I've been trying to fit in around everything else. Things are finally chugging along so hopefully I'll be able to update this site with some regularity ( I'm sure these are famous last words as the year goes into meltdown) - but oh how I will try. Current wildly optimistic projections have me finishing this sometime in the first quarter of next year.

    Anyway, enough Blah blah heres the link - look forward to hearing any comments.

     

    Raglan

     

    Cheers

     

    Matt

  6. I have been using the Babbage technique for water in a current project in 10.5.

    It was all working fine and then, for what appeared to be no reason, I got what you were intially decribing -a flat blue plane. I tried a range of fixes but finally stumbled on this - the displacement map would only show up(work), even in the final render, if the settings for shaded mode were set to 16 or adaptive in the 'polys per patch' drop down.

    As I said this was 10.5 but it may be worth checking.

     

    Matt

  7. Hey - I thought some of you may find this interesting - and apologies if it's already been chewed over here

     

    http://www.3dgspot.com/ are looking for models and pay royalties for those that sell.

    The URL and a cursory look at it is all I know at this stage but it seems to offer the possibility of getting any old digital assests in the closet to bring in some change.

    Anyone have any experience with these guys?

     

    Matt

  8. Hi- the ambience map is a grey scale image, not necessarily just black and white. So the lighter the area-the more the glow should be apparent, it should be possible to graduate the glow across the surface . You probably want to take your colour map for the sufrace and convert it to grey scale then adjust the levels and contrast unitl you getting the result you want.

     

    I haven't played with this much , but that's the theory.

    Sorry about the late reply.

     

    Matt

  9. Hi - You can make a black and white ambience map decal and apply it to your model. This along with a corresponding colour map with the glowing areas white and the non-glowing a dark(er) colour should give you control over where glows and where does not.

     

    Seemed to work in this little test.

     

    AmbienceMap.jpg

     

    Thats a start with any luck.

     

    Matt

  10. It probably comes down to the way you work but I think multiple cameras is the way to go. Each one could be constrained to the action in a different way- this will give you most freedom and in switching between cameras at different parts of the action may result in a more creative edit - ie give you other ideas about the direction than just your first pass. If you don't have net render then this will mean multiple render outputs but if you render out an overlap (a handle) in the action from each camera then it will also give you the ability to make some decisions in the edit rather than being locked into a frame to frame cut - which is what you get if you pop the camera around.

     

    IMHO anyhoo..

     

    Matt

  11. Hi - I emailed Kenyip who originally posted the images (ball, torus, cube) to see if he can provide the images uncompressed. No idea if this will help or move things forward but I'm guessing he saw a difference before they were compressed other wise probably wouldn't have posted them. It would be good to get your take on it , Yves, if there is anything to discuss - all this assuming Kenyip can provide the images...

     

    Matt

  12. Hi - Yeah, I've come across something similar. I posted it here a while ago and while there was no solution offered ( I sent it to support and they seemed to think it was worth looking into - although I haven't heard back yet) some one ( sorry - forget who) posted this link.

     

    http://cn.f2.pg.photos.yahoo.com/ph/idkeny...9&.dnm=3779.jpg

     

    Whether this sheds any light on it for you I don't know - any way you're not alone. Changing light size didn't seem to make a difference for me. If I find the issue I'll let you know. If you do, let us know.

     

    Cheers

     

    Matt

  13. Thanks for the info Jack - always good to know you're not alone. I'll check these issues you mentioned and look forward to any other info you find out from your partner.

     

    Cheers

    Matt

  14. Hi - I need some advice on netrender setup. Netrender 10,5r has been running very well over my small network. I'm just trying to hook up the rest of the machines on the floor whose spare CPU time has been donated to me. They are all on LAN to the render server machine. I run render messenger ( on each of these other) from the central machine - they connect to the render server and show up as available in Net render. Everything looks good but when i try to get them to do some work they say log an 'Invlaid project file' error and close. The same choregraphy is happilly processed by my machines so ...?

    I'm not sure what other info i can provide - Windows 2000 Pro for the Server machine and Xp ( it seems, for the other boxes) All the machines, mine and the others, run render slave across the network from the application on the C drive of the Server machine.

    Does the render server machine need read-write access to the slave machines? If so what level of access?

    Ok - hope someone can help

    Thanks.

     

    Matt

  15. Which version are you using? I used to get similar artifacts sometomes with 8/8.5 . I tracked the problem down to an 'Active' channel that didn't need to be there. Check that none of the models have an unecessary Active channel and get rid of them ( the channel not the model).

    Of course this may be no help at all, but worth checking.

     

    Cheers

    Matt

  16. Hi - I've been having some problems with dynamic constraints rendered across a network with Net render 10.5r ( they get interpreted in wierd ways). One solution is to upgrade but support say they have come across problems like mine before and can't say if they will still be an issue with V11.

    So - Has anyone out there used dynamic constraints with V11 Net Render and how did it work out for you? I'm quessing the problem's fixed if the Avalanche Huntress test is anything to go by but anyone who's using netrender V11 - I 'd appreciate any experience you'v had.

     

    Ok -

    Cheers

    Matt

  17. Hi - I haven't posted on this forum before but I gotta say Hash's online community is one of it's best hidden features. I've learnt alot here - thank you all.

     

    Here's a link to an image rendered from a current project. Can anyone tell me what is causing this odd jagged edge and how to deal with it ? I've changed the lighting and even the geometry of the object ( it's nicely bevelled) and this test is at 64 passes with no observable change from 25 passes.

     

    I've noticed similar issues with some other scenes but this is the best/worst example. I'm using 10.5r on Windows2000.

     

    http://www.steamfish.com.au/raglan/64pass.jpg

     

    Alright - thanking any and everyone in advance

     

    Cheers

     

    Matt

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