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Everything posted by NancyGormezano
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assign it to a different bone, ie click on the bone you want them to be assigned to, then lasso the cps that were assigned incorrectly
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I especially love the pyramid scenes, settings - very ambitious work again from the SpleenMyroonamations team!
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yup - I wonder if you smooth your pattern more if that would help, but I suspect there will always be anomalies for some view angle. Too bad can't bake the "displaced" geometry in the model - rather than have it computed on the fly (or that's what looks like is happening)
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I found that there are less anomalies when the image used for displacement has smoother transitioning. Used same image (800 x 800 24 bit tga) progressively blurred (with gaussian 20 pixel radius) for displacement (and color - cylindrical map 6 x 1). The right most vase has the most problems obviously - too sharp transitions. 4vasetestbiggercolor50AIh264loop.mov
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Hmmm...yup...your example looks like the computed displacement is popping, rather than any computed shading anomalies. I ran a short test - with a displacement decal (24 bit tga) at 1000%, 4 pass, - no conclusions on my part - but scintillation seems to occur in areas of high contrast (upper left, lower right), as well as in those areas that resolve to small number of pixels. Maybe more passes might help. I have no idea what's the problem. Adding a bump map - didn't alleviate. disp2withbump4mph264.mov
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me too...perhaps try rendering the model with flat shaded option - to test if the "displaced geometry" isn't causing the popping - try with different light types? Maybe shading computations aren't precise enough for displacement?
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Happy birthday hip hip hoo hoooo rayyyyyyy! ..
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Render test Clip from for my presentation
NancyGormezano replied to jason1025's topic in Work In Progress / Sweatbox
IMO, it would work depending on the style & feel of the entire movie - I would not want to see this type of camera movement for all types of animation. eg it doesn't work for Pixar, Wallace and Grommit, Southpark styles, etc. In your particular setting, I find it a little too shaky - my first impression, with seeing it stand-alone is I wonder why it looks like bad camera motion. But if I heard the dialog, and knew the rest of the story, and there was a purpose to the shakiness - then I would probably say it's clever and looks good. In other words, it works for those stories/styles that are trying to simulate a hand-held, intimate, personal viewpoint - ie, just the character(s) and the camera man -
excellent character - love the hair - I take it that the left red eye is on purpose?
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Tools/options/units/show time as frames
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Just set the start frame number to 980, end frame number to whatever you want in the render to file settings/output/range
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If you are referring to the action around where googly says something about "that miserable boy Pon" - then I read it as well as a "woe as me" - but I thought the gesture came too late, or seemed out of place as well. I think it might have read better if it coincided or preceded the dialog. For humans- usually a thought (reflected in body language by posture, gesture or expression) triggers some feelings/emotion (triggering a change in posture, expression), which then triggers possible the utterance of words, or change to new posture, gesture. Usually this happens quickly in reality, with sometimes subtle changes, and sometimes more obvious changes.
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If you want Black shadows on a white groundplane - try using a Klieg light (only), with z buffered shadows, where the shadow softness is =0, darkness of shadow =100%, color of shadow = black. AND do the following as well: 1) give the camera a rotoscope - use an image that is all white (or whatever color, pattern you want) 2) in options for ground plane, make the ground plane front projected, flat shaded. DO NOT change the diffuse falloff (in surface properties) for ground - leave as default (100%) here is example of what the shadows will look like In that example - I had set the intensity of the Klieg light to 0% - therefore the characters other than the ground plane are black. If you want the models to be something other than black - play with the light intensity (make 100%?) - the shadows will stay black on the ground plane. If you want you can also play with Global AMBIANCE percent. (Global ambiance type= Global color = white, ambiance intensity = 100% or whatever works for you). You will probably have to tweak the balance between the klieg light intensity and ambiance intensity. Post an image of what you have now, with your current settings/method - so that we can better suggest what to do EDIT: Please ask any questions if the above is not clear, or you can't find where to change the settings.
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My WIP Mascot entry at the time my computer crashed
NancyGormezano replied to Eric2575's topic in Work In Progress / Sweatbox
Apparently not for you! Impressive! -
treez is standard with A:M - (no need to download) - but the treez plugin included with A:M is used when in an action - can't remember exactly how it's done - but I think you create your model with a group called base (defines bottom of tree) and some other group (named? unnamed?) that defines the canopy. Then go into an action, right click in window and choose wizard/treez ...magically a tree should appear in your model as well as in the action just in case you haven't seen this Treez tutorial
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Quite an accomplishment! Googly-Goo interaction with King is terrific
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I add my: Very nice!
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tres bon!
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He's a charmer, he is! (love your water - how's that done?)
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very cute!
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Ahhhh...of course! The vines are trippy - yes indeedy. Then it works. I thought you were going for straight 1920's-30's Art Deco - didn't realize the intent was to go nouveau 1960's art deco.. Rock On...Peace...Make Love Not War... Burn ALL Yer Bras (PLEASE before someone finds them)!
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I didn't mean to submit report with a different material than you already have - I meant that it MIGHT be good for Steffan to have different examples of where materials don't work with bumps. He may or may not need this info. We now have 2 examples that don't work - 1 using a gradient material, and another using a simbiont material, that do not work with bump decals and rendering NO multipass. I had noted that there was NO problem - if I made a simple material - where I only set the surface color - and then decaled the surface with a bump - that would work if rendered with NO multipass.
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I love the raku feel as well and design of the vase - beautiful! And I love the flourishy organic thingies poouring out of the vase - wonderful! But my feeling is that the neon green flat coloring and look of the "ribbons" doesn't match the coloring, 3D dimensionality of the jar. Perhaps a more unsaturated copper tarnish or antique gold or malachite or brushed tarnished silver for the ribbons (if you want contrast with the jar) might look good? Or even making jar & ribbons same material? Love the designs.
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It's a good idea to submit another report (with simple case, different material) - I had already submitted a simple case with this problem using gradient material and bump decal and NO multipass. The report shows as currently assigned - so I assume that means it's being looked at...(thanks mucho, Steffan)
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in A:M - go to tools/options/global/real time drivers - toggle between opengl and direct3d