sprockets brown shoe Purple Dinosaurs Yellow Duck tangerines Duplicator Wizard Gound Hog Lair metalic mobius shape
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

Eric2575

*A:M User*
  • Posts

    2,615
  • Joined

  • Last visited

Everything posted by Eric2575

  1. Here's a render with 5 passes. The aliasing is even worse. I'm kinda at a loss here.
  2. Here is the render done to completion at 49 passes with 35% AO. Notice how badly it is aliased. I'm pretty sure it has something to do with my ATI card.
  3. Fuchur: Good eyes, it was not rendered with those specifications. The frame with the title and data was something I made in Photoshop and belonged to one of the original renders. I did quite a few as I was modeling the car. There is also a problem with my final output as far as renderign goes. The image I posted is actually a screencap of the model after about 80% of the rendering was done. I did this because for whatever reason, I believe it has something to do with my ATI video card, if I let the render finish it will alias very badly. To show you what I mean, I'll start a render right now with 49 passes and let it finish all the way. Once done, I'll post it and you'll see.
  4. Thank you guys, the appreciation makes it all worth while
  5. He wouldn't be very agile with those arthritic knee joints
  6. Sure thing, here ya go.
  7. Thank's for the encouragement gents. It's amazing how many variables there are to getting that render just right. Rob, the lens flares are more or less an artistic touch and were more or less just thrown in, sorta like the bling on a pile of treasure. Is it even possible to have multiple flares on one picture? So much for realistic
  8. Hi guys: Here's what I've got so far. I'm trying to go as realistic as I can, but it's pretty tough for me. The post work lens flares don't help either. It's fun to tinker though. Eric
  9. This is my latest WIP. I'll post the actual render when I'm satisfied with the lighting and details, but thought I'd share this version with a PS2 Neon filter applied. It's currently my Desktop.
  10. When I get home tonight I will start with a new test project and Dosch Designs HDRI images to see where the trouble is. I will post every step I take and the resultant renders. This should be fun and informative. Yves, the ground plane texture is coming from the camera rotoscope that was made by rendering out a Dosch HDRI image applied to an environment dome via a projection map. Ok, say that ten times fast
  11. Now I'm having trouble matching the ground plane image with the background. This is very evident in the last image Yves posted. The ground is lighter than the background. If I render the background image without any gamma setting, the render is way too dark. If I render with a gamma of 1.5 or 2, the background image looks ok, but when I use it as a rotoscope, the part that projects onto the ground plane gets washed out. Stian, any chance you could revisit your IBL tut and get a bit more detailed with it?
  12. I knew it had to be something simple - I narrowed it down to the environment sphere by ny last experiment eliminating it from the scene and thereby losing the rotoscope overlay. Now I looked at it again and saw that the environment sphere had "Front Projection Target" turned on. Turning that off fixed the problem. Thank you Nancy and Stian for looking into this with me. Much appreciated
  13. There is no other rotoscope and it is not set "on top"
  14. Nancy: couple of questions: Are you using a projection map material on the dome or an environment map material? What are your sphere settings?
  15. Ok, finally something that may narrow down the problem - I deactivated the environment sphere in this render. The only item is the reflective sphere and the stock photo used as a camera rotoscope. Now I have no rotoscope overlay, but I don't have the environment reflection either.
  16. This render is with a stock photo as a camera rotoscope with no ground plane. The Environment sphere is still active. Same funky rotoscope overlay on the reflective sphere!
  17. I have also tried the usual tricks like saving, shutting down AM and restarting. It must be something simple I am missing.
  18. Here is the same scene without the camera rotoscope.
  19. Wireframe to show active environment sphere, reflective sphere, slab, and ground plane.
  20. Here is one more pic with a simple slab model set at 35% reflectivity. The slab shows the same characteristics as the sphere, so the problem does not lie with the models in the scene.
  21. For some reason I can't seem to use the edit function on the board anymore. The pictures posted reversed - the first picture does not have the camera rotoscope, while the second one does. There are no other differences and both have an active projection mapped environment sphere surrounding the scene.
  22. The environment model is active and mapped correctly - as far as I can tell. When I do the final render, the E-sphere is active, the reflective sphere is active and the ground is active. Lighting is IBL with one sun light for shadows. The ground is set to Front projection "on". The rotoscope and projection map are lit so they appear uniform upon render. I will post two pics, one with the camera roto, the other without. That should help explain the problem a bit better. Stian, Cast Reflections on or off on the ground plane does not make a difference. Ok, so here are the pics - all settings are the same except the first pic has the camera rotoscope and the second one does not. Note that the environment sphere is active and mapped correctly as can be seen by the reflections in the red sphere. So how do I get the projection on the ground as in the first pic with the proper reflection on the sphere as in the second pic?
  23. Here's a better pic. The sphere looks transparent, but it isn't. That's the Camera rotoscope acting on the sphere.
  24. I'm playing with IBL and placing an object in a scene with reflection ala Stian's tutorial. First I render out the background image which I then use as a camera rotoscope. Next the ground is set to Front Projection "on" in order to receive shadows, then I import a sphere with reflectivity set to about 35%. That's when I run into problems. The sphere, although it is not set to Font Projection "on", has a transparent image of the rotoscope on it. It's supposed to have the reflection of the environment sphere on it, not the rotoscope. What am I missing here? When I remove the rotoscope from the camera, the sphere has the correct reflections, but off course the ground is blank without the projected rotoscope. In the pic you can see that the camera rotoscope is covering the ball, although very transparently. Since the sphere's Front Projections is set to "off", the camera's rotoscope should not interact with the sphere at all, right? I hope someone has a simple explanation for me. Thanks -E
  25. I really dig the mostly white render, it's a chilling, spooky render. Something John Carpenter might use in one of his movies.
×
×
  • Create New...