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Hash, Inc. - Animation:Master

NancyGormezano

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Everything posted by NancyGormezano

  1. It works with exr. I will document my steps for me (especially) and anyone else if they want to experiment with fakeao without rerendering. 1) render image(s) to openexr format (.exr) with camera/output/buffers/depth ON, and "apply post effects" = OFF. (For now, light buffers OFF). 2) import image.exr just rendered (or "add to project") 3) rt click: Images/New Composite 4) rt click: Post effects/new 5) rt click: Post Effects/Posteffect1/change type to/jenpy/fakeaocpu 6) drag fakeaocpu post effect to composite 7) expand image.exr to see 2 images color, depth. Drag the depth image to first place holder argument under composite/post effects/fakeaocpu. Drag the color image to second place holder 8) rt click on the composite/edit 9) change the properties for fakeaocpu under the post effects under the composite - and observe. whew.
  2. okey dokey - i will give it a try - thanks!
  3. Composite confoooses moi. I have 2 images - the depth buffer.png, and a color image.png I then want to combine these 2 images in A:M using the post effect fakeao, without always having to rerender, in order to try out the fakeao properties/settings. Is it possible to do this in ver16beta5 pc? using composite? some other way? Does composite only work on exr? I have read Holmes tutorial on Compositing Light Buffers - I believe I almost actually did the tut at some point in my life. I believe I got it to work. Somewhat. I could be lying. Or I was probably confused at that time as well. Here's what I have - how do I get the images into a composite? I can't seem to drag them. How do I change the place holder arguments for fakeao to be the depth (first one), and the color (second). Thanks for any insight, help.
  4. Sound is simple rt click on sounds/Import/ sound file (wav or mp3) drag sound to choreography set properties in shortcut to soundfile in chor - ie, start , end frames, volume, etc
  5. There are now 2 crazy people in the room - I have seen that happen as well. I can't remember exactly what I did to bring it back...but more than likely it was to start the hair material from scratch. Blah. Before doing that, maybe instead close A:M and restart? I have noticed that funny stuff might happen when switching between Muhair and NOT muhair? Things go missing, or remain set, don't change. Also maybe from switching between dynamic type options (spring, constraint). Did you bake the hair? Was this a hair material created in a previous version? (what version are you using?) Can you describe in more detail what you had been trying?
  6. I got it to play from the first link, but it was slow to start up. However, it seems the whole forum is slow for me today as well.
  7. Spring hair is ...uh...springier. Bounces more wildly. I like it - but is harder to control. I usually set drag to 20%, Turn respond to gravity = OFF (so that hair returns to original styling and doesn't fall flat), but still respond to forces. Constraint type seems stiffer, less noticeable It doesn't (or didn't useta) seem to take any more time to compute.
  8. Great little character, terrific chair. I am intrigued. (Your poem, character reminds me of Harold in the movie "Harold and Maude", one of my all time favorites)
  9. Not sure I follow you - it is a problem at every join? (3 x3 repeat, seamless ON) - doesn't match. Regardless - I would have used an irregular coil rope decal image by now and be done with it. Rope, rope coils aren't perfectly regular in my universe. Me be done. I know not what the problem is.
  10. Your image is not exactly "seamless" - I took it, applied it to ground plane, repeat 2 x 2, seamless ON. Looks like there's discontinuity 1 pixel wide?. For any pattern so regular, it would have to be exact to not show funnies. I am also guessing that there might be funnies moire-pattern wise, and possibly scintilating when resolving into small # of pixels. I have a horizontal stripe regular pattern that could also work as a cylindrical decal 1x20 repeat (doesn't have to be seamless)
  11. yes you would have to rotate your images instead suggestion: take your striped image - apply as decal to entire coiled model (as in your project) as cylindrical map - change repeat to taste (i made it 30 x 50)
  12. I'm surprised patch image wouldn't work with the right image. Perhaps try bitmap plus? EDIT: proof of concept only: used a tesselating diagonal stripe type image for bump patch image, (image should be modified for better coil look)
  13. Oooo ... perfecto here's the page where I stole it from They claim to have the original lyrics but there are many many deliciously seedy versions.
  14. Nice! Care to augment that with some "All the girls in France do the hootchey kootchey dance" type music? No? Noooo??? well, just in case... streets_of_cairo.zip
  15. yeah! Many many more! and Happy Happy Happyier than what he said! Thanks for all you do - Best wishes!
  16. Another way: How Malo's Marvelous Modeling Method might progress for a beak (not the only way). Basic concept is to create more spline rings for more detail, more shape. One would only do half of course, then CFA as well (I did both sides - thus uneven). I like this method because you don't have to figure out how to attach things later. And most things are already closed. One follows a similar method for eyelids, ears, normal mouths, adding limbs, fingers. I've just done a fast example for a beak shape. 1st example is with a grid, second with a head shape that was lathed with cross sections = 4, 3rd with cross sections =12. Malo's wonderful example in his tut uses 12 cross sections and works for any creature with 2 eyes, nose, mouth. I did not close the top of head, but Malo also shows a neat, clean, easy way to close the top. I love his method because I don't have to keep rethinking how to do anything. beak.mdl
  17. 5 pointers aren't necessarily a problem if their curvature isn't extreme. I think hooks present more of a problem when animating. Have you seen Malo's wonderful tutorial on modeling using what he calls "extrusion". It solved many mysteries for me of how to model anything, and I do mean anything, without having to first plan for "holes", or changing direction. I will hunt up link. I might also have a simple diagram of his basic principle of how to "extrude" for organic models (eg arms coming out from body, beaks, noses, eye holes, etc), by adding spline rings.
  18. Alternate commentary audio? Exact same length as one's clip? What type of comments did you have in mind ? Anything goes? I was thinking of singing. heh heh. right.
  19. I have found that when that happens, I need to zoom in much closer to where I want to attach the hook. It usually works then. And yes, looks like you have too many hooks stretching that area. Depending how you plan on animating the face, you might be happier with some additional splines, spline rings?
  20. It means the shadow (ray tracing) computation will be spread out among the passes, taking less time to compute, but shadows will look less smooth (more grainy)
  21. Are you using kliegs with z buffered shadows or ray traced shadows? If kliegs with z buffered shadows - do you have "black" as shadow color? (shadow softness?, darkness?) If they are kliegs with ray traced shadows, why wouldn't you use sun type lights instead?
  22. Yes FakeAO works with kliegs. I have only tested with Kliegs that have z buffered shadows, where you can set the shadow color AND color of light. see here. I have not tryed fakeAO with kliegs that use ray trace shadows, where you cannot set the shadow color, you can only set color of light. I have no reason to believe FastAO wouldn't work with ray traced kliegs. Stian usually has a gababillionzillion patches in his models. Usually that means longer render times with AO. Your models look less dense patch wise. And using sun's with ray traced shadows is a render time hit as well (that's why Kliegs with z buff shadows are preferable if you can) Interestingly enough, FastAO looks better when there are more patches in scene/model. Low density patch models don't show the effect as much. The number of patches is not as big a rendering hit in FastAO as in real AO.
  23. Will be watching with great interest.
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