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Hash, Inc. - Animation:Master

johnl3d

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Everything posted by johnl3d

  1. added a couple of images to v11 hair and renderd for awhile also added some sprites..one of the same tgas as the hair alien life form ? f11_2.mov
  2. to be honest i think the movement...again i "think" is caused by the collisions when the hair "turns on" and just continues at least for the period I rendered. I was just playing with the hair in general and so i posted what you see because it looked interesting. Project below f11_1.prj
  3. setting color thickness kinkiness over time really great idea f11_.mov
  4. v111.1 combiner material v11.1 hair and streaks all on top patches multimat.mov
  5. I did this before shutting down for the night just roughing out an idea so its far from perfect. I used a material that is animated on the z and y axis on two faiirly close planes to add depth. It needs a lot of tweaking and maybe it won't work as I thought it might but will post on it later if I get it to look better and I guess I did 'try" instead of do or maybe in this case dew Tinkering
  6. material on two planes animated looks okay for first try ? h20.mov
  7. I overdid the elevation just threw in a number and rendered and thus we have the crash at the end as i didn't take too much time for the path. I try to do these samples in 30 minutes or less Here's the project less the deathstar decal it made the file too big Jeff any question just emai me dem.zip
  8. grabbed a dem type gray scale off the web at tried this ...another quick example ....can post project if interested found something to fly over too sorry about the crash...no time to fix dem.mov
  9. There is no do AM does it all You make the material real easy (set scale) you apply and select colors you set a few values in chor move x units over x time you render AM does the displacement the movement the color you tweak A lot less work then the displacment map or use darktree it animates itself http://johnl.inform.net/pages/105sim.htm
  10. and here is the project file version 11t ocean.prj
  11. As it was pointed out displacement materials were not available earlier this is a $1.98 ocean i created using a material as a displacement map and changing colors to also make it a color map then animating both in the chor its a bit too quick but a only gave myself a few minutes so only 1 render I'll post the project file the next post Tinkering Gnome ocean.mov
  12. This is a little jagged but just testing the idea targas ..to PS then find edges then history brush Jane model on cd with her action and 1 multipass slow scroll to see effect better test000.mov
  13. you could animate a bug going under a rug with animated displacement map quick try bug.mov
  14. project for materialeffector newflower.prj
  15. Great I make a simple goblet throw someone's daisy decal onto it to show that it works as a cookie cutter decal and I create a work of art. I better stick to alien turkeys or I'll ruin my standing on the list........hey the results even surprised me... By the way that was in 11.1 alpha it must be the lighting the only thing i really played with flower.prj
  16. here a materialeffector trial in v11 need to have multipass on newflower.mov
  17. here's what I got after photoshop and alpha mask targa applied to every patch as cookie cutter flower.mov
  18. http://www.hash.com/forums/index.php?showt...=8648&hl=cooper this is the tut yes not much of a turkey but thought it looked similar just another "test"/"tinker"
  19. decided to play woth hair and rigid bodies in version 11.1 no decasl used straight hair modified per the latest tut for thickness and color over time sort of an alien turkey rendered fast p11_1.mov
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