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Everything posted by Eric2575
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Let's investigate why "No workey." In order for a boolean to work, you have to make the boolean cutter model, assign a bone to the model and make sure the model is a "closed" model. A simple case is a rod. You can't just use two extruded circles, you have to make sure to close the circle on the end to make a closed, solid rod. Once you've go the boolean modeled, assign a bone to it and make sure all cp's are assigned to that bone. In the PWS make sure the bone has "boolean" checked. Now go to your model to be cut - in the modeling window - and import the boolean cutter. Position the cutter where needed and you're good to go. Import the model, cutter and all into a new chor and render away. Oh, I almost forgot, the model to be cut needs to have a bone assigned to it also, otherwise, "No workey." Booleans are great!
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Gerald, ich benutze zur Zeit V.13. Falls Du Dich wunderst, ich wohnte eine ganze Weile in Muenchen. Gruesse aus Californien. Matt, I read up on the phone booth project, very nice. That is using AO, and I would like to use a skylight. I believe Yves talked about adjusting attenuation properties of a sun before V.14, but I'm not sure. Edit: I wasn't getting anywhere with skylights, white renders, shadows and sunlights, so I re-read the phonebooth article and was very pleased not only with the look, but also with the dramatically reduced render times. What would I, or for that matter the forum, do without the Bradbury's. Thanks again, Matt!
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According to this post: http://www.hash.com/forums/index.php?showt...amp;#entry48718 it is possible to get a white render with shadows using a sun type light. So far I have not been able to reproduce this. I get shadows with a klieg light, but not a sun. Yves states that any type of light can be used for this as long as the attenuation is set to 0? Where is the setting for a sun type light's attenuation?
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I'm curious, there are patches on the side view of the car's roto. Are those patches from stiched photos? I've had trouble finding ortho rotos, so I sometimes patch them.
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First off, there are plenty of posts about planets and the making of them. Second, what exactly makes you say it looks like a marble? Lighting and environment play a huge factor in making a planet look real. Post your marble render.
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Did he have a run-in with Iron Mike? Kidding. Great visitor! Will you make a body?
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How about two large teeth ala T-rex on the dog? Kidding. Nice start!
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Hi Rodger: A couple of nitpicks to an otherwise fine sidetrack. First, the key material looks a bit flat, not enough specular I suppose. And second, the actual ring holding the keys is ususally a brighter chrome, isn't it? I won't mention the wood, because you are just using it to show the keys. Does the center piece of the fob have something like a logo in it? Should it be plastic or also a bit more reflective and shiny? Do you have a WIP of the main project? I'd love to see it. Eric
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How did you end up solving it?
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Put it in the system32 folder
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I can fix those creases for you, no problem. Send me the model.
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I seem to recall trying to use an image as a patch image, but when I right clicked, I could have sworn the option for displacement was not there. I saw bump, but not displacement. Since I have been frying my eyes out at night on AM and working hard at my day job, I could be wrong and was prolly dreaming. Once my AM computer is back online - hopefully tonight, I'll check the options under patch image again. Well, since V.14beta10 is not out yet, maybe the bitmap problem really is fixed. Let's wait and see.
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About that long 5 point patch...if you keep the patch a small as possible and as flat as possible, it won't give you any trouble. I haven't really scrutinized your splinage, but you might run an extra spline to make the 5 pointer smaller and then hook the extra spline. Just a thought on the fly. You really have become much better. Great job.
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animated displacement with a decal
Eric2575 replied to johnl3d's topic in Work In Progress / Sweatbox
Another gem in my toolbox to play with. Thanks John! -
John: as Matt pointed out, bitmap makes applying decals to a model drag-n-drop. There is no positioning, no flattening, no poses, etc. Off course this is only good for applying random materials such as you would find in nature, not for anything that needs to be lined up. It is interesting to note that you also had problems in V.14. Steve emailed me and informed me that the issue was resolved in V.v14b10: http://www.hash.com/reports/view.php?id=4748 Which version did you try it on? Jake: Bitmap comes shipped with AM. I'm not sure when it started to be included, but I believe the first inclusion was V.13. You can find it under the Hash heading for plugins. Which version do you have? For earlier versions, I believe there is still a link somewhere for the downloadable version. Marcel Bricman wrote the plugin.
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The bitmap plugin is a great addition to AM. It makes it very easy to apply an image to a model. The problem I've been having with Bitmap in V.13 has been resolved in V.14 according to the Hash support team. At least now I know I'm not the only one who has had this problem... Now to upgrade to V.14
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Submitted a Hash Report.
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Has anyone gotten Bitmap to work with Displacement? Hello? Anyone there? Hello, hello...hello........hello.......................argh!!!!
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Since I did not change the model's properties and since there is not way to control anything that has to do with lighting, specularity, or reflectivity in Bitmap, I reasoned that maybe the displacement image I was using did not agree with Bitmap. Well, here is a different displacement image. Note: These displacement images are all images I've used successfully as displacement decals. Again, the displacement seems to be working, but why is it the color of the background? The last pic is from a newly created camera with a green background. Update: The order of Bitmap material placement does not make a difference.
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Here is displacement set at 300%. The displacement is now showing the correct form, but the blue color is still wrong.
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For that matter, I am having trouble with Bitmap's displacement function. Whenever I use a displacement value in the material's property, I get major black artifacts when rendering or the patches of the model I am applying bitmap to don't show up at all. Maybe I'm using it wrong? I take a displacement map and import it into bitmap. Not knowing any better, I import it into the bitmap slot. There is also a slot for a Normal map and a Tile map. Maybe it should go into one of these? In any case, I'm adjusting the dispalcement percentage under the material's property and I get weird results every time. Bottom line, what is the exact step by step procedure to get displacement to work in bitmap? Any help is greatly appreciated. Edit: I'm experimenting and have found that the artifacts may have something to do with the camera background? I rendered two spheres, the first one with a displacement map, the second one without, in a default chor. See for yourself below. Displacement is set at 75% with everything else untouched. There are no changes at all to the spheres' properties.
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If it were that easy, everyone would be doing great looking cars Nice progress! Are you doing any bias tweaking as you model? Also remember, once you're finished, you can apply porcelan to the body panels to smooth them out even more. But don't do it until you've done the best you can on smoothing the model without it.
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If you'll be more specific about what exactly you need this model for, maybe someone here can help you.
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Is there a way to change the percentage value of a Normal Map in Bitmap Plus?