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Everything posted by NancyGormezano
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A couple of things that might help: 1) You can set ground/options/cast reflections=OFF. That way, you won't get that bottom white half reflection. 2) Create an environment map material (like Stian was suggesting) on the ball, but you can use any ol' image for the surface, it doesn't have to be hdr. If you want red ball - use a red shinyish image in the environment map. Set surface reflectance property to whatever % value you want. I have it at 80-100%. Don't set the ambiance intensity surface property of the ball. Leave it default. And yes make sure the ball has something to reflect as well. Set spec color, size, intensity of ball surface to whatever you like. 3) You probably want to change the length of the branch hair (I made it 3"). Probably make the density less (I used density = 2, tweak to taste). Use an image emitter for the hair, I used a cream/white variegated image, that actually was the same image used for the "white christmas ornament" surface. It adds some variation, dimension. I made the specular on the hair emitter surface property bright yellow. Make sure the lights in your chor have spec = ON 4) I played with the diffuse shader as well for the ball - found I liked oren-Nayer. You may not.
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Ah yes...clever - that works wonderfully, thanks for the project
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Did you try in 16beta5: set the render in output/buffers/depth=ON, save buffers =ON. You can render to png and have 2 separate files generated (color and depth), or you can render to Openexr format and all the buffers will be in 1 file.
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Mais, oui!
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Thanks and Same to you!
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OH but of course! By all means, use it for the compilation! Thanks again!
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That would be an interesting way to do it, though I wanted to use the decale attached to the skin itself to give the hair color (attributes) already able to do that just fine. Will try some stuff and see what happens. FYI, you can use an image for the hair emitter AND it will also take on the color attributes of the decal. That way you can make as complex, or as simple a shape as you'd like, as well as give it variation in coloring along the length of the hair. The image you use for the emitter doesn't have to be plain white. And you will have easier control of the shape.
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I don't know why it's not working but: 2 things - Did you get the most recent version? and I noticed you were doing 4 pass, I believe jenpy said to do 1,3,5,...passes, ie, only do an odd number of passes at this time
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WOW! fabulous! love it - the best yet! Happy, Happy & Merry, Merry to you too! (especially love the icing progressively appearing on the roof - wonderful ! - how did you? Holmes? do that?)
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Hoo hoooo - GREAT! thanks JimD!
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Oh yes...I have also been playing with SSS. Tricky business. If you've ever wondered what a cartoon lion looks like nekkid, wonder no more. Thanks all. EDIT: used SSS RGB = 40,20,15 at 100% density. 3 pass, approx 36 secs/pass
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This is a "documenting my progress for me" post. Yay! 1) Changed his leg rig over to 2008 type (took me days to tear it apart - I'm slow). The body, arms, & hand rigs are from the LiteRig. 2) tweaked cp weighting, added dynamic constraint whiskas, dynamic constraint tail (to work with a bendy rig type tail) 3) added LiteRig face geom bones, but will be doing my own face controls. Still need to do phonemes, basic face poses The clip is a further test of dynamic hair with collision detection, and dynamic constraints (whiskas, tail, with no collision detection). Rendered with white AI=75%, 100% white (default size, etc) Klieg with zbuffer shadows (10%soft, 60% dark, 1024 res), FakeAO (haven't installed new version yet). 7 secs/frame 3 pass, 16beta5/32 PC. This has been a good exercise in learning about modeling generically, and learning the rigs floating around. Thanks Malo! Thanks Mark, Thanks Holmes! Thanks Gary Martin (bendy Rig). Thanks Jenpy! Thanks Steffen! Thanks Hash! AIVGAshadows0h264.mov
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Yes, Could be mac specific, or maybe your settings for constraints both in hair and dynamic? I'm doing very vanilla settings. In my test - the black whiskas are dynamic (set in a pose, default settings) & the hair is constraint type, 30% stiff, use gravity OFF, 20% drag, CD ON with default settings. However, I thought that when I set the dynamic constraints in a pose - I changed some of the settings for the whiskas - and I'm thinking they didn't stick? I will investigate that further. EDIT: I also don't have collision detection on for the dynamic constraints. Only for the hair. Just tested changing settings for Dynamic in pose and seems to work. testhairdynamiccollisionfogfaketailh264loop.mov
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looking terrific!
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Hmmm, bummer....sorry, I can't help you with the cloth. I did notice also there is a weird distance thing going on for collision distance & cloth. However, I just tried dynamic constraints, hair and collision detection in 16beta5/32. It worked beautifully (first time I've really tried collision detection). So something is going on in particular with your chor/project. what I did: 1) made sure my chor range was set properly 2) turned hair off 3) baked dynamic systems (channels would show up for the bones involved) 4) turned hair on 5) baked particle systems (files would be created in project folder), groups would show up in chor pointing to these files 6) rendered multipass when I found I wanted to experiment with the hair settings, after rendering - I did NOT unbake particles first - but just ran "bake particle system" again and it worked wonderfully. In the past I believe there would be some funny business with unbaking and baking. No jittering either. I am so impressed with ver16. Great job Steffen!
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Looks terrific!
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You don't do anything with the hair files - that is where the dynamic data is saved for the hair. You can now play in real-time with hair on, and you should see how it will render, behave. If you change any of your animation for the model, you would have to "bake hair" again of course. If you don't - it would stay in the same place as before. As for collision detection of hair, John Bigboote, I believe found that many cp's for hair (7?) has better CD and I also believe he has "invisible deflectors" on his models around the shoulders. I personally don't use the CD system for hair, so I can't say anything about it. But his tests look pretty good - I will try to hunt up link. Cloth is another option. I haven't tried that either for hair.
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I don't know what version you are using, but in previous versions there was a problem, just as you describe. However in later versions, one can right click in chor and "simulate springs - or something like that " (with hair off) first, and the dynamic bones will get "baked". Ie channels will appear. Then turn hair back on and render. Also sometimes dynamic bone movement will look different in real time then after it gets simulated/baked. thanks nancy.... unfortunately this doesn´t do the trick... now it´s just the other way round: dynamic constraints render properly, but the hair just stays completely in place. i´m using v15j on a mac... same problem with v16beta... After simulating springs, you can also "bake hair" - separate file(s) are then created for the hair system(s) dynamics. The file names will show in the chor... this would work in 15e (PC) ... I am not sure about later versions, nor the Mac. Not sure how it is determined where the hair file(s) are created. I believe they show in the same directory as the project file. Unfortunately that means you have to make a project. Which I don't, I only like to work with chors, because I don't like how saving a project will save everything that has changed. I prefer to save things individually. I wish there was a way to set the destination for the hair file. (probably could change it in a text editor)
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I don't know what version you are using, but in previous versions there was a problem, just as you describe. However in later versions, one can right click in chor and "simulate springs - or something like that " (with hair off) first, and the dynamic bones will get "baked". Ie channels will appear. Then turn hair back on and render. Also sometimes dynamic bone movement will look different in real time then after it gets simulated/baked.
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Thanks!
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Wonderful! Happy Holidays to you too!
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The sss looks terrific with the fakeao! Care to post your settings? I never had much luck with sss. Is it related to the size of model as well as lighting? Can you have decals with sss? I seem to remember the sss group(s) must have certain surface characteristics, as well as be the last ? first? group. Not belong to other groups? It was a long time ago that I played with it.
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I only use "animation" compression with rendering to QT with A:M. I believe that is NO compression. I will then recompress using QT pro for posting to forum in order to play with quality versus file size issues. I use h264 usually with QT pro. And yeah, my guess is that one has to render a still first to access the depth buffer, and then from then on, can render to QT. Have not verified. I have found that it is not a good idea to do a Render (Q) to the screen when using FakeAO, nor to experiment with turning the post effect on/off/on in the render settings. It is then that the weird fakeao results show up, and will not go away, even when doing a "render to file". I find I have to delete the post effect, and delete any orphan channels created, and re-add it, in order to have it correct once again.
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Oooo-weee Jimd - that's great! umm...er...if...you are inclined... and...don't run out of energy...and could stand it...er...um...I would love to hear what you would do with my entry...I'm loving your sound work. It's very terrific. (I have the final version on youtube, A:M films with addition of some effects - but the length, timing is the same) No problem, if you prefer not to give it a whirl.