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Everything posted by NancyGormezano
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Great progress, interesting, unique designs!
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When you say this I'm not sure what you are seeing. You'd have to point me to the evidence. When ver 16 RC starts up, it only shows ver 16. Help/About Animation:master only shows version 16.0. It has been this way for as long as I've been using A:M, I believe. Help/About in previous versions also showed which release of the version, eg Version 15.0j+. I don't remember seeing any year from the help/about. And when the CD is in, one never knows what image was on it. Version 15 CD, has no year on the image. Version 14, 13 had no year on the CD (I believe, would have to go dig it out). There is confusion even with years, versions having the same image on the CD (13, 14 eg) It really is up to whoever is making these dvd,CD's, help/about screens as to whatever they want to put on it, and if they care if there is confusion.
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FF 3.6.3 - even after clicking, didn't see a diff, I had to right click & choose "view image" to see. EDIT: I noticed the image is from modenstudios.com - perhaps if you uploaded gif to forum, it would work? However, I suspect would still have to click on it.
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Exactly.
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I like it!
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Decals don't significantly slow rendering. However, if you use very large sizes (high resolutions) for the decal images, and you don't have enough RAM, then I suspect there might be some disk thrashing going on (not sure), which will slow rendering. If you bake your decals, you can cut down on RAM requirements. Displacement maps can be expensive sometimes. I have my suspicions about bump maps, as it can impact render time when used with other types of materials, in certain situations (happened in old versions, not sure about current). The legacy bump map doesn't have this impact. Procedural materials, depending on their complexity, or type are usually more computationally expensive than using decals. The biggest contributor to render times is ray traced shadows, and render time increases with number of rays, number of lights. Ambient occlusion is expensive. Ambient Intensity is not expensive. Volumetric lights are expensive. (fyi, radiosity, SSS are big hogs as well)
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muy bueno, muy gracias! I converted your chor - now I will try one of my own. I am curious: Just what did I install on my computer? Seemed like a whole lotta stuff went somewhere when I first doubled clicked on the shortcut (gulp). Looks like it shall be a very useful tool - Thanks! EDIT: Just converted a more complicated chor & it worked a charm! Very, very neat!
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Happy big bouncing boo..er...Birthday Matt!
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2011/v16.0 Mascot Contest
NancyGormezano replied to Jason Simonds's topic in Work In Progress / Sweatbox
Just sent mine in. -
That reminds me, I have to re-record the narration. It's from ten years ago and I used kinda crappy equipment. =P Thanks! Definitely. The voice doesn't fit as well as it could. Needs ominous officiousnessity ramped up. Looks terrific.
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Looks terrific! Are you going to use your full names?
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That's looking very good!
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I tried selecting individual points, group selecting, lasso, selecting the same points but on different splines, and so on. Is there some configuration? I have lots of other 5-point patches that worked fine. Why not this one ... for me, at least? I haven't downloaded your model, but usually when I run into 5 pointers "not taking": I select the 5 cps, then hit "." twice (to deselect, reselect). Green Donut should show up. When that doesn't work, I select the 5 cps, hit "hide" so only those cps show, then reselect (with lasso, etc). Donut should show up. However, what I am noticing on your model is a reluctance to use hooks for ending splines. I usually reserve 5 pointers for those places where I want to "extrude" an appendage, ie, change direction of the patches, or the 5 cps are not co-planar. You have situations where the 5 cps appear to be co-planar, and in those situations it might be better to use hooks.
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render style looks terrific
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fascinating!
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Lush Lawn TV Commercial
NancyGormezano replied to John Bigboote's topic in Work In Progress / Sweatbox
terrific! feck off and die? huh? -
I also prefer the first, as it is more dynamic looking, more interesting pose. It depends on the message you want to communicate
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A bull in a bikini? with bouncing boobs? er...yup...Just what I expected.
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yes, more than likely you have too high an emission rate for your particles, or streaks for your computer to display, process in real-time playback mode. And if you are banging on keys willy-nilly (or doing continuous render-lock) - you can easily cause crashes. not sure what you are looking for, perhaps tools/options/global/real-time driver/opengl (or directx) yup, that'll do it. Hoo hoo! - first I've heard of using + for play forward (- for play backwards!) - It does work better! I think what Holmes was meaning about "better" was that you can use the shortcut, instead of having to move the mouse, for easier control, manuevering. Both methods work. Some day I might even read the shortcut descriptions again (Tools/Customize/Keyboard) - I'm sure to find even more diabolical secret stuff hidden in the Code of HA:Mmurabi.
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Excellent, terrrific stylization!
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Excellent and creepy.
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Nice job on the water!
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New Childrens Video Finally Completed
NancyGormezano replied to detbear's topic in Work In Progress / Sweatbox
Just watched it.. Wonderfully done! Congrats again! -
Is this the one that fails? Or has the problem gone away? Are you wanting both skin shader & sss on the skin? I think the use of sss is a matter of taste, and finding the right RGB extinction values for each character. I have not used sss on any of my characters. I put it on the lion for testing purposes only.
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I have sss, and skin shader on the skin, matcap on the pants, and fakeao all going. Perhaps upload your simple model that fails in 16rc1. Hard to figure out what lighting should be for sss & matcap & fakeao all together.