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robcat2075

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Everything posted by robcat2075

  1. Live Answer Time returns, Saturday September 18, 2021 at Noon CDT. Radio, film and TV star Eddie "Rochester" Anderson was born on this day in 1905.
  2. Here's a FilterForge "tweed" with some multiple-frames-on-one-frame noise added to the displacement map to make a fuzzier appearance... FF_Test012_000.mp4
  3. A couple of experiments with animated noise. This is A:M Perlin noise, animated by moving the noise material (set to be a displacement material) vertically through a plane. FF_Test007_000.mov This is noise made in After Effects and rendered out as an image sequence to apply as a displacement decal on a plane. I'm not sure what causes the white flecks. FF_Test006b_000.mov
  4. A few textures from Filter Forge, a texture generation program, rendered out and cylinder mapped to a simple A:M shape. PRJ and bitmaps: FF tests005.zip They have a free 30 day trial you can get. It's a serious power user program but their library has thousands already made for you to download and use as is. If you like it, they have run "50% OFF SALE- LAST DAY" two out of the last five days, so I suspect they will do that again some time. Full screen to see detail. Luna, Wasteland, Crystal, Tiles... FF_Test003b_2500.mp4
  5. BTW, if you are aiming to make a fine-looking movie I recommend Jeremy Birn's "Digital Lighting and Rendering". It is a great intro on how to use the tools of computer lighting to get good results. It is not application specific. I have a thread that translates Jeremy Birn's terminology into A:M language.
  6. Crashes will get fixed if you can report the steps to make them. I don't have many troubles with A:M but another user noted he was getting frequent, seemingly random crashes... when he ran his monitor at a non-native resolution. He had a 4K monitor but was setting it to HD to use A:M. Check that.
  7. Hi Tom, A:M seems to apply the decal only to patches where any image pixels will be visible. For most decals that works correctly but for cookie-cutters, the no-image portions are part of the effect. For Cookie-cutter decals the work-around is to first apply a version of the decal that has no alpha transparency, then swap in the version with the alpha channel. whiteeNoAlpha.tga If you have your alternate version loaded into the PWS Images folder, you can make it the image the decal uses by choosing it from the drop down list that appears when you click on the image name in the Decal images folder...
  8. We should first note that textures in a movie like "Tin Tin" didn't happen because one person worked on it. There are 46 people with the word "texture" in their credit and I suspect many "paint" and "lighting" crew had a lot to do with it also. It seems to have been at least a year's work, maybe more, for them. But you can still do good-looking work on your own. Have you ever read a book like this? Digital Texturing & Painting 1st Edition by Owen Demers It's 20 years old now, it doesn't explicitly address your question about creating "cloth", but it's all foundation techniques that are used for creating bitmap textures for CG. It's a long read, there's 140 pages before he gets to something you do on a computer but it's stuff you need to know if you are going to be a knowledgeable CG texturer. I think 3D Studio was the environment he used for the book but all this texturing stuff applies to A:M. Used copies can be had for as little as $6 so there's no reason not to get it and thoroughly digest it. (it had a CD-ROM so make sure you are getting that too) Then there are programs like Filter Forge that assist in creating maps for natural textures. (On sale now! One day only!) I haven't used it but I've seen programs like it. It will not be as simple to use as picking "cloth" from a drop down list and getting an appropriate result. If you don't know why these things do what they do you will get crap. But it is probably a powerful tool for power users. There used to be the DarkSim program like it for creating procedural textures for our DarkTrees plugin but it's no longer available. We still have all the sample presets like "Denim"... Leather... Let me know if you have more questions.
  9. Since you are looking for a tute... I should ask what is your previous experience on making textures so far.
  10. Most cloth is seen so far from the lens that threads are not visible. Can you show an example of a shot and describe what you want it to look like?
  11. I didn't know you could grow a pumpkin for more than one season. They must do that in a green house with their marijuana. But if you can grow a pumpkin for more than one season... why stop at two?
  12. Are you using v19p? Earlier versions had Environment maps broken.
  13. I guess you deleted it from the Model but the name of the Pose persists in the instance in the Chor? That doesn't happen when I try it. There must be something mysterious happening.
  14. Don't select the model in the Chor, select the model in the Objects folder
  15. Go... Project Workspace>Objects>your model>User Properties on the Pose you want to delete and choose Delete Then go down to the Relation ships folder and delete what should now be an empty folder with the name of the deleted Pose.
  16. Here's a clue... If I add another surface (the large cylinder) outside the surface I want to target (the vase shape), the CPs I select and move (the 4 point ring) will go to the intended surface and properly slide on it when i move them. It is as if it always ignores the first surface it encounters and goes to the second surface. snap Test002.prj
  17. When I test with a simple Prop it works as I would expect. I can draw a new spline and it is created on the front surface. I can slide points I have made on the surface and they remain on the front surface. But if my target surface is a regular MDL only the first creation works. if I touch them after that, they either go to a far surface or some place that is not either surface. That happens in both the modeler and in Model Mode in the Chor.
  18. Is there a way to keep Snap to Surface from jumping point to the opposite side of a model?
  19. That is super! But I think the dancers needs a break, they're getting thin!
  20. Normally it says "drag files here..." at the bottom... However, I strongly suggest you upload your video to YouTube and post the YouTube line. Everyone can see it easily then, but almost no one will download a file if they have to do that to see something. It really is the better way to do it. If you don't have a YouTube account, make one!
  21. The easiest way to post a video here is to upload it to Youtube and post the YouTube link here. That wlll make it ready for streaming to any device and and the viewer doesn't need to download it first.
  22. It is the slightest of improvements. another idea... render the frames at 3x the res... 3840x2160... and then resize them down to 1280x720 in Photoshop. You probably only need to do one pass since this will be like 3x3 antialiasing. and when you have the bump map made you can also test it as a displacement map.
  23. Try rendering 803-806 with (at least) 9 passes and 100% motion blur and see what happens. How about a bump map for the seam instead of a normal map?
  24. You mean the flickering when the surfaces are seen very close to on edge?
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