sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

yoda64

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Everything posted by yoda64

  1. 1:35 Who is faster i7-4770 32gb memory gtx660 V18 alpha3 (but the speed hit is coming from the cpu , not from the version , with V17g nearly the same time)
  2. Late to the party :-) I have built in the last week my new develop machine and I can say only wow , Haswell cpu's are rocking ..... The only disadvantage , the price for this machine is not cheap , ~ $2900 (i7-4770, 32 gb memory, gtx660, 1x250gb SSD, 2x500gb SSD, and the small components (case , power supply and so one ...)) Have a look at my benchmark results . Benchresults.pdf the first benchmark project is the teapot from robcat (only with another name ), the others I'm using for tests.
  3. John , don't waste Your time . There is a bug in the parser, I'll correct them but first for V18
  4. Make a feature request :-) , (with a project before and after ...)
  5. If You familar with regedit, set the value for depth buffer to 24 instead of 32 . It solves this problem for the windows version (mac's not affectet) It's solved in V17g (on the way)
  6. OpenGL has nothing todo with SimCloth . Which version You are using, SSE4 or the normal one ?
  7. Robert has hit the point, the real problem here is , that the model bone is not centered at 0,0,0 in the model . The model rotate around the center of this bone . The second problem was the false normals for the grid. I have attached a corrected project file newtonfalltest_corrected.prj
  8. Please open a bug report for this , I need some additional informations . I have updated internally the openexr libraries to the latest version and I assume this is a sideeffect from this update
  9. You're right here , that's a bug, is fixed for 17.0b , because 17.0a is out from my side last week. In this case the default values are used .
  10. A:M for mac is still 32 bit and I see no cance to change this , due many carbon calls are used (in the middle layer), which are not avaible for 64bit .
  11. Okay guy's , I was diving today into this problem . Bad news , the plugin will work only with v17 , when jenpy recompile the plugins with the new v17 sdk (avaible here) The problem is coming from a internally change (affecting the Time class, which is also used from the sdk) /* from the changelog */ !Breaking changes - MAX_TICKS changed from long to long long to avoid overflow the long, when squaring time (issue #0005893: Expression rotation limited to 16,000 degrees) - Baked particle systems particle systems baked with version 16 or previous, won't work in V17 , they need to be rebaked (coming from the above change) /* */ Changing this back isn't a option .
  12. And a wish from me, resolution should be 540x640 . That I must not adjust the text positions ....
  13. Sorry for hijacking this thread . But's really important . I need the winner entry from Xtaz for the mascot contest V17 , that I can build the V17 release version.
  14. SSS is only calculated at the first pass now and than used in the other passes too, so yes the rendering is faster for multipass And somehow the result of the first pass is pasted onto the surface of the other passes, so motion blur still looks right? motion blur not tested yet , Your task :-) maybe , I have disable this speed up , when motion blur is in use . Needs test . multipass render times
  15. SSS is only calculated at the first pass now and than used in the other passes too, so yes the rendering is faster for multipass
  16. SSS is not skipped in this case , but the rendering will get very slow, because in this case the OS must start swapping .
  17. I'm I bit more on SSS now .... Appetizer for the next version, and a little bit explanation for the "Half extinction distances" problem Two examples for the last point Correspondending log entry (master.log) ---Information about SubSurfaceScattering for ---Project : "wizard_21test" ---Choreography : "Choreography1" ---SSS Figure : "Shortcut to Wizard" Group : "skin" ---SSS maxphotons : 141801 area: 46321.9 samplesarea: 3.06122 ---SSS Memory needed : 6 MegaByte ---SSS Figure : "Shortcut to Wizard" Group : "mund" ---SSS maxphotons : 1874 area: 3611.37 samplesarea: 0.519031 ---SSS Memory needed : 158 KiloByte ---SSS Figure : "Shortcut to Wizard" Group : "nippel" ---SSS maxphotons : 220 area: 94.1347 samplesarea: 2.34375 ---SSS Memory needed : 80 KiloByte Correspondending log entry (master.log) ---Information about SubSurfaceScattering for ---Project : "SkinTest4_RedSetToZero_timing" ---Choreography : "Choreography1" ---SSS Figure : "TestShape1" ---SSS maxphotons : 272485504 area: 108994 samplesarea: 2500 ---SSS Memory needed : 12 GigaByte Where the second example is from the #0006174
  18. No , it was resolved first in beta5 . I have sent this version now to jason , should be online soon
  19. I can only say , he will be missed . Paul had helped me alot find and fixing bug in A:M, thru the V16 period and the early V17 alpha stage with his experience using A:M and 3d in general . This time is late , I wish I had said this to him at his lifetime Thanks Paul Josh , my deepest sympathy to you and your family Steffen
  20. How looking other plugin folders ? (as example the texture plugins at /Animation Master 16.0/Textures) Also please attach Your logfile (master.log located at /Applications/Animation Master 16.0/ if You have done the default installation) What You can try too , install the V17 beta (after installation You must copy the master0.lic file from the V16 folder into the v17 folder ) My develop mac works also with german language , so this can't be the problem .
  21. I have played a little with the problem, points me to a thing which should never happened One of the decals was the problem, it has a path , which exceeds the path limit under windows (260 chars at max for a path). ../../../../Program Files (x86)/Hash Inc/V15.0/Data/Materials/Particles/Sprites/V15.0/Data/Materials/Particles/Sprites/V15.0/Data/Materials/Particles/Sprites/V15.0/Data/Materials/Particles/Sprites/V15.0/Data/Materials/Particles/Sprites/V15.0/Data/Materials/Particles/Sprites/V15.0/Data/Materials/Particles/Sprites/V15.0/Data/Materials/Particles/Sprites/V15.0/Data/Materials/Particles/Sprites/V15.0/Data/Materials/Particles/Sprites/V15.0/Data/Materials/Particles/Sprites/V15.0/Data/Materials/Particles/Sprites/ExtrasData/Models/Props/Musical/Drums/a_tarka_sand.jpg
  22. With V16 , I got this for the websubscription version so I'm very confused with Your screenshot .
  23. Happy Birthday, Robert also from me and thanks for Your work to improve A:M .
  24. The simbiont plugin will not work on Lion , due Apple has removed some system calls in Lion , they are referenced from a library which the plugin is used and Hash doesn't have the source code for this library (owned by Darkling Simulation) The index.i file is created if You are using the first time the dictionary, I think this fails due a permission problem for the /applications//animation master 16.0/ directory.
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