sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Eric2575

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  1. Thanks again guys, both ideas will work and I will try them both to see which fits the bill better.
  2. I've got a simple scene with a central object receiving reflections from a dome that has an HDRI image applied via a projection map. It renders very nicely, but I want to use an alpha channel to composite the object into another scene without the dome background. I tried tga output with the alpha channel enabled, but the resultant alpha is the whole tga, not just the central object. What am I missing here?
  3. Well, that gives me quite a bit to play with, thanks guys.
  4. A long time ago I seem to remember a thread that talked about blurring an object in motion. The trick was to have the middle to back of the object blurred with a trail in it's wake, but the front of the object was not blurred. Imagine a car or plane or fist in motion with the leading edge in focus and blurring the image as it goes by. I hope I'm explaining this right? MUFOOF may have been used, but I don't recall. Does anyone remember how to do this? Here is a pic that shows what I mean: Front relatively in focus as the rear blurs out inot the blurry background.
  5. Thank you both for looking into this with me. Off to work I go, but when I get back, I'll check out all of your suggestions.
  6. To be honest, I forgot to turn multipass off this morning when I set the render. In any case, isn't it taking a bit too long for the hair to render?
  7. No, the improvement isn't that drastic - initially 16 passes at one hour per pass, now 16 passes at 25 minutes per pass. There must be something wrong somewhere - a render without hair averages about 6 minutes now, but the hair only render with an alpha channel just finished rendering after 7 hours and 35 minutes at 28:30 minutes per render for 16 passes. Here is the TGA of the vines that took so long. Is this normal? Btw, my computer is an Intel Core 2 Duo 6600 @ 2.40 GHz running Win XP SP2 with 2 GB of Ram running AM 15.0i. Had to convert the TGA to a jpg for uploading.
  8. Well, I exchanged the three sun lights with kliegs and made sure that only one of them cast z-buffered shadows. A 1000x750 render still took 20 minutes with hair enabled for a single frame. Without hair it took 6:24. That's quite an improvement for the hair render. I'll try rendering the hair out separately next. Also, maybe I should rethink my hair model?
  9. Thanks guys, that will get me going again. First I'll change the suns to kliegs...
  10. I'll have to check on that. I know I am using only three lights, all suns with only one casting shadows. It's an outdoor scene of an alley shot with IBL and the suns.
  11. I have a scene with many objects in it that is taking about 7 minutes per frame to render without hair. When I enable hair to render, the time goes up to over an hour per frame. The density of the hair material isn't the problem, it's down to about 3%, it's the fact that there is a lot of hair in the scene. I created a vine running over most of one wall that is causing the slowdown. So now I'm thinking I could render the scene without hair and then render out the hair separately, then composite them together. I just don't know if this is possible, and if so, how to do it? I don't want to wait 16 passes at over an hour a piece to see that I will likely have to change something anyway. Thanks for any help on this. Eric
  12. I'm working on a scene that has quite a bit of hair in it. The hair is actually leaves, ivy that is hanging on a wall. Can I render that out separately, and what about the shadows the leaves cast on the wall? Eric
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