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Hash, Inc. - Animation:Master

aaver

*A:M User*
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Everything posted by aaver

  1. For some strange reason, I totally missed this thread. I'm so glad I finally found it though. Truly amazing work Dusan! Truly amazing!! /Anders
  2. I don't know where you've got that information, but 1.07 is way too low. 1.5 is a good for ordinary glass.
  3. Bruce, I think you and Dick have a winner. It's great and important! /Anders
  4. I never found a way to do this with the v12 SDK, but for v12 there is a workaround involving copying dll:s from the v11 install. I wouldn't be surprised if the workaround works for v13 too. With the v13 SDK I think it's possible again, however, but since I don't have access to A:M v13, I can't debug the plugin. When I upgrade my A:M licence and find some time, I will continue with this and some other plugins.
  5. Kul idé! Jag har lättast att komma ifrån på eftermiddagar må,ti,to. Välj en tid och plats så ska jag se till att försöka vara där /Anders
  6. Don't expect too much. It's more like a simple image processing plugin rather. The method I use is described here and the plugin just "collects" the prints. I haven't got time to write any documentation for this tool at the moment so just take it far what it is, experiment with it and expect it to crash A:M and destroy your computer... You reach the plugin by right clicking a footprint image sequence To make things even more confusing, I just realized that contrary to the tutorial, the plugin expects white prints on black background. I will make that optional in a day or two. Unzip the file and place the FootPrints002.hxt file in the hxt folder (e.g. C:\Program Files\Hash Inc\V11.1\hxt) The plugin is tested in v11.1i and it does not work in v12 or v13. [attachmentid=13640] FootPrints002.zip
  7. Maybe a non-isotropic surface? Like when mud and clay mix around on the ground? Not really a deep concern, just trying to clarify... No, it only makes an animated displacement map from the history of how far below the ground any model in the scene has been. It's possible to develop this very simple idea much further of course, but I'm not sure I will. It's just something I played with
  8. "... a variety of prints?" Not sure I understand. The print will reflect the foot shape. Does that answer your question?
  9. Sure, but I have problem implementing this in v12/v13. I have a simple plugin for v11.1 that I could donate to TWO, should you want it. Probably, but it's easier with a plugin, I think. [attachmentid=13630] M04a.mov
  10. Sorry, I missed this post. I save out to 16 bit in my own little program, but I think it's possible in the latest version of Photoshop and PSP. 3D foot prints are also possible: [attachmentid=13627]
  11. Yes, that'll do the trick! Thanks Will!!
  12. The new v13 displacement is so fun to play with, but for some tricky situations (see attachment) you have to go further than the usual 8 bit gray scale image displacement maps. Remember that this is just one single patch! ..and it's fast to render too; less than 60 seconds with 9 passes. [attachmentid=13363]
  13. I have exported some synthetic terrain data to a 16-bit gray scale PNG. I think A:M should be able to read that, but I haven't had any luck yet.
  14. You are probably right if you use 16-bit displacement maps, but with just 8 bits the dynamic is to low. Has anyone done tests with 16-bit displacement maps yet?
  15. It will be interesting to see what johnl3d has come up with this time For those with further interest, I would recommend this and this thread.
  16. This is one great movie! Thanks for the laughs and a Happy New Year to you too!
  17. Or maybe applying a force in the positive y direction? Great test BTW, markeh!
  18. Definitely! Anyone who can understand any of the Scandinavian languages does of course count as a Scandinavian The question is whether you are a Dane or a Norwegian
  19. Yes, that's what I meant. It works for pure accelerations or retardations, but in the general case, I still don't think there is a solution in A:M. Hopefully this is useful for some anyway
  20. I couldn't stop giving this another try. I still don't think it is possible to control the RPM with a pose slider in the general case, but for pure accelerations or retardations I think this is at least a good approximation: [attachmentid=12000] For the interested, this is the expression I used 360*(..|..|..|User Properties.RPM*100*GetTime()-Floor(..|..|..|User Properties.RPM*100*GetTime())) It is a saw-tooth wave function with amplitude 360 and where the frequency is controlled by the RPM pose slider. PropellerPose01.zip
  21. Personally I don't think it's possible to hava a pose slider doing that, but in this thread there are some work-arounds.
  22. I disagree. With all due respect I think the main difference is in quality. With your spiral method, you will never get rid of the banded look unless you have a very large light together with multiple rays from each light, but probably not even then. Your method with a moving light within a single frame was first thought of some years ago and John Henderson addressed the banding problem in his application Scycast. Jeff Lee has also done this in his JSL Skylight Rig Utility Although the methods are slightly different, a static rig like Yves' is capable of producing as good results as a dynamic rig. Yves', John's and Jeff's rigs are designed to cast uniform light from the whole dome, while your rig casts much more light from above than from the sides. If you like to compare the methods, you have to remove most of the lower lights in Yves' rig and you really don't need all the 148 lights to light this scene. My suggestion for a quick comparison would be to use the rig with 8 lights and lift the whole rig so the top light is maybe 150% higher. Set lights to cast 2 shadow rays and render with 9 passes. For even better quality, use the 20 lights rig and 16 passes. My guess is that with the same quality, you will find Yves' rig to be much faster.
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