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Hash, Inc. - Animation:Master

aaver

*A:M User*
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Posts posted by aaver

  1. Hey Anders,

    Since both of us live in Gothenburg. How about we discuss A:M over tea sometime?

     

    Mats

     

    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

  2. I want that footprint plugin!!! :P
    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. :huh: 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

  3. "... a variety of prints?" Not sure I understand. The print will reflect the foot shape. Does that answer your question?

     

    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 :)
  4. Wow. If you could make that footprint plugin available for TWO it would be cool!
    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.

     

    You don't need a plug-in to do footprints, Ken, just an animated displacement map. Make an action where displacement moves from 0% to 100% over a number of frames.
    Probably, but it's easier with a plugin, I think.

     

    [attachmentid=13630]

    M04a.mov

  5. How do you do 16 bit images? I can only export them either as .Tiff, .psd, or .raw. None of which I can get into AM....
    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.
  6. "Now you can set it as either a bump or displacement map."

     

    With the new displacement, I question the need for bump or normal maps.[...]

    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?

  7. [...]when I remember correct aaver have a plugin in this direction[...]

    Yes. The first version is almost ready, but I haven't got much time to spare lately and it has been almost ready for a couple of months...

     

    Except for the lack of time, the new way A:M handles bitmaps has offered some additional problems, but I think I start to get the hang of that now so if nothing exceptional happens, I think I will have an alpha version ready for testing within this month.

  8. [...]how to find the assigned cp's from given bones , to build the collision hull .

     

    Steffen,

     

    I'm not sure if I understand your problem exactly, but you are familar with the method HSegmentCache* HCP::GetSegmentCache(); aren't you?

     

    My first idea would be to traverse the HModelCache the standard way and call the GetSegmentCache() for every CP. In that way you could generate your own Bone-CP Table, something like this pseudo code:

     

    for ( HSpline *spline = hmc->GetHeadSpline(); spline; spline = spline->GetNextSpline() ) {

    for ( HCP *cp = spline->GetHeadCP(); cp; cp = cp->GetNext() ) {

    tableBoneCP.assign( cp, cp->GetSegmentCache() );

    }

    }

     

    Will this solve your problem? Probably not, but if you'd like to share your problem in more detail, I'd like to try to help you :)

  9. The thing that sticks out to me is that the trees (being hair) are all pointing away from the hills in the direction of their surface normal--But trees as a rule grow straight up. So I guess that is something to keep in mind using that technique that you will have to groom the trees :)

     

    Or maybe applying a force in the positive y direction?

     

    Great test BTW, markeh!

  10. Do Americans with Danish heritage count? :)

     

    I've lived in Stavanger, Norway and was fairly fluent at one time.

     

    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 ;)

  11. [...]Is it the fattening of the mist or the speed at which everthing travels that makes it look 50+ feet? Or is it that it doesn't slow down enough close to its apogee? Is that what you were referring to Anders?

     

    I was timing the water reaching its maximum height. It took about 1 second and if the air resistance is negligible 1 second means about 16 feet. 16 feet it should be. 50 feet was just me pressing the wrong buttons on my calculator... Sorry about that ;-)

  12. But it's not done yet. Just wondering if anyone thought the mist was coming down too fast, slow, turns to mist too quick etc.

     

    If the air resistance is negligible for the up going water the total height is about 50 16 feet. Is that what you had in mind?

  13. [...]Acceleration is sweet but when it comes to deceleration the prop actually reverses direction[...]

     

    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 :)

  14. 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

  15. I need to make a throttle control pose slider from 0- 375 rpm which at 24 fps equates to 94 degrees per frame for full [ 375 ] rpm.

     

    Personally I don't think it's possible to hava a pose slider doing that, but in this thread there are some work-arounds.

  16. I believe that the main difference among the methods, is the render time

     

    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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