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robcat2075

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Posts posted by robcat2075


  1. I presume that is happening because there are four splines that create a legal patch among them even though they may have other patches in their midst, and yet it is not a patch in the group that creates the skin color.

    It is difficult to get that to happen in an A:M model but a triangle polygon import like this probably has patches on top of patches on top of patches.

    Of course I don't suggest importing a triangle model at all, it will never work well, but you you could try re-adding all those CPs into the group that makes the skin color.


  2. I see now that Roger was really asking about authoring new materials that use the Symbiont plugin.

    For that you would have to have the separate DarkTree program which is not sold anymore.

    Alas!

     

    However I'll note that the .dsts files are all text files. Perhaps some clever person can deduce useful information from them

    DarkTree Knotty Pine Flooring
    
    Version: 2.00
    Modified: 05/15/2003
    Author: Ron Wolfe
    
    // So far, I've found that Agate makes the best wood grain. Play 
    // with the contrast, and especially scale it by compressing the x 
    // axis and stretching the y axis to get the grain pattern that you 
    // want. There are numerous ways to keep adjusting this shader to 
    // get many different types of wood. This one looks a little like 
    // knotty pine. By Ron Wolfe. 
    
    Pref_Map: Planar
    Rep_Frame: 1
    Type: Shaded
    Source: SHADER
    Aspect_Width: 10
    Aspect_Height: 10
    Scale: 1
    Unit_Scale: Feet
    Heading: 0
    Pitch: 0
    
    {
        Natural 1 : Agate Color
        {
            DarkData: 4, -1, 200
            Transform:
                Trans_0              : 1.66667, 0, 0, -0.916667
                Trans_1              : 0, 0.25, 0, 0
                Trans_2              : 0, 0, 1, 0
            Common:
                Roughness            : 0.6
                Strata_Function      : 0
                Blend_Function       : 0
                Brightness           : 0.3
                Contrast             : 0.3
                Input_Seed           : 13
            Color:
                Low                  : Link_To 5 | Color
                High                 : Link_To 6 | Color
        }
        Natural 2 : Lumps Color
        {
            DarkData: 4, -3, 200
            Transform:
                Trans_0              : 5.34188, 0, 0, -1.14583
                Trans_1              : 0, 1.78063, 0, 0
                Trans_2              : 0, 0, 4.2735, 0
            Common:
                Lump_Size            : 0.07
                Density              : 0.18
                Blend_Function       : Link_To 11 | Percent
                Input_Seed           : 1
                Sampling_Options     : NONE
            Color:
                Background           : Link_To 6 | Color
                Lumps                : Link_To 5 | Color
        }
        Natural 3 : Lumps Percent
        {
            DarkData: 4, -2, 200
            Transform:
                Trans_0              : 5.34188, 0, 0, -1.14583
                Trans_1              : 0, 1.78063, 0, 0
                Trans_2              : 0, 0, 4.2735, 0
            Common:
                Lump_Size            : 0.07
                Density              : 0.18
                Blend_Function       : 0
                Input_Seed           : 1
                Sampling_Options     : NONE
            Percent:
                Background           : 0
                Lumps                : 1
        }
        Process 4 : Composite Color
        {
            DarkData: 3, -1, 200
            Transform:
                Trans_0              : 1, 0, 0, 0
                Trans_1              : 0, 1, 0, 0
                Trans_2              : 0, 0, 1, 0
            Common:
                Blend_Function       : 0.5
                Mask                 : Link_To 3 | Percent
                Invert               : FALSE
            Color:
                Color_A              : Link_To 1 | Color
                Color_B              : Link_To 2 | Color
        }
        Control 5 : Switch Color
        {
            DarkData: 5, -2, 200
            Transform:
                Trans_0              : 0.599999, 0, 0, 0.549999
                Trans_1              : 0, 4, 0, 0
                Trans_2              : 0, 0, 1, 0
            Common:
                Input_Seed           : Link_To 0 | Seed
                Weight_1             : 1
                Weight_2             : 1
                Weight_3             : 0
                Weight_4             : 0
                Weight_5             : 0
            Color:
                Background_1         : Link_To 12 | Color
                Background_2         : Link_To 13 | Color
                Background_3         : 200, 0, 0
                Background_4         : 0, 200, 0
                Background_5         : 0, 0, 200
        }
        Control 6 : Switch Color
        {
            DarkData: 5, -1, 200
            Transform:
                Trans_0              : 0.599999, 0, 0, 0.549999
                Trans_1              : 0, 4, 0, 0
                Trans_2              : 0, 0, 1, 0
            Common:
                Input_Seed           : Link_To 0 | Seed
                Weight_1             : 1
                Weight_2             : 1
                Weight_3             : 0
                Weight_4             : 0
                Weight_5             : 0
            Color:
                Background_1         : Link_To 19 | Color
                Background_2         : Link_To 20 | Color
                Background_3         : 200, 0, 0
                Background_4         : 0, 200, 0
                Background_5         : 0, 0, 200
        }
        Pattern 7 : Rock_Wall Color
        {
            DarkData: 1, -1, 200
            Transform:
                Trans_0              : -2.53841e-007, 5.8072, 0, 0
                Trans_1              : -5.8072, -2.53841e-007, 0, 0
                Trans_2              : 0, 0, 5.8072, 0
            Common:
                Input_Seed           : Link_To 0 | Seed
                Height               : 1
                Width                : 16
                Depth                : 1
                Row_Shift            : 0.3
                Mortar_Width         : 0
                Blend_Function       : 0
                Sampling_Options     : NONE
                2D_Pattern           : TRUE
                Largest_Size         : 1
                Smallest_Size        : 1
                Size_Variation       : 0
                Rounded_Corners      : Link_To 0 | Rounded Corners
                Align                : 1
                Directional_Bias     : 0.5
            Color:
                Stones               : Link_To 8 | Color
                Mortar               : 127, 95, 63
        }
        Control 8 : Shuffle_Translate Color
        {
            DarkData: 2, -1, 200
            Transform:
                Trans_0              : -7.5271e-009, -0.1722, 0, 0
                Trans_1              : 0.1722, -7.5271e-009, 0, 0
                Trans_2              : 0, 0, 0.1722, 0
            Common:
                Input_Seed           : Link_To 0 | Seed
                X_Amount             : 1
                Y_Amount             : 1
                Z_Amount             : 1
            Color:
                Background           : Link_To 4 | Color
        }
        Pattern 9 : Rock_Wall Bump
        {
            DarkData: 1, 0, 200
            Transform:
                Trans_0              : -2.53841e-007, 5.8072, 0, 0
                Trans_1              : -5.8072, -2.53841e-007, 0, 0
                Trans_2              : 0, 0, 5.8072, 0
            Common:
                Input_Seed           : 1
                Height               : 1
                Width                : 16
                Depth                : 1
                Row_Shift            : 0.3
                Mortar_Width         : Link_To 0 | Bevel Width
                Blend_Function       : Link_To 26 | Percent
                Sampling_Options     : NONE
                2D_Pattern           : TRUE
                Largest_Size         : 1
                Smallest_Size        : 1
                Size_Variation       : 0
                Rounded_Corners      : Link_To 0 | Rounded Corners
                Align                : 1
                Directional_Bias     : 0.5
            Bump:
                Stones               : 0
                Mortar               : 0
                Bump_Scale           : 1
                Bevel_Width          : Link_To 0 | Bevel Width
                Bevel_Profile        : Link_To 26 | Percent
        }
        Shader 10 : DarkTree_Shader Color
        {
            DarkData: 0, 0, 200
            Transform:
                Trans_0              : 1, 0, 0, 0
                Trans_1              : 0, 1, 0, 0
                Trans_2              : 0, 0, 1, 0
            Color:
                Light1_Color         : 255, 255, 255
                Light1_Rise          : 0.625
                Light1_Rotate        : 0.85
                Light2_Color         : 0, 0, 0
                Light2_Rise          : 0
                Light2_Rotate        : 0
                Surface_Color        : Link_To 7 | Color
                Diffuse_Level        : Link_To 0 | Diffuse
                Diffuse_Function     : 0.5
                Luminosity           : Link_To 0 | Luminosity
                Specular_Level       : Link_To 0 | Specular
                Specular_Function    : 0.5
                Glossiness           : Link_To 0 | Glossiness
                Metal_Highlight      : 0
                Anisotropy           : 0
                Anisotropic_Direction : 0
                Reflectivity         : 0
                Environment          : 180, 180, 240
                Transparency         : 0
                Refraction           : 1.5
                Clear_Coat_Level     : 0
                Clear_Coat_Glossiness : 0.4
                Clear_Coat_Thickness : 0
                Clear_Coat_Smoothing : 0
                Surface_Bump         : Link_To 9 | Bump
                Alpha                : 1
        }
        Generator 11 : Sine_Wave Function
        {
            DarkData: 5, -3, 200
            Common:
                Input                : 0
                Frequency            : 1.25
                Amplitude            : 0.5
                Phase_Amount         : 0
                Phase_Min            : 0
                Phase_Max            : 5
                Shift                : 0.5
                Upper_Clamp          : 1
                Lower_Clamp          : 0
                Invert               : FALSE
                Reverse              : FALSE
        }
        Process 12 : HSV_Attractor Color
        {
            DarkData: 6, -3, 200
            Transform:
                Trans_0              : 0.37, 0, 0, 0
                Trans_1              : 0, 0.37, 0, 0
                Trans_2              : 0, 0, 0.37, 0
            Color:
                Background           : 255, 255, 255
                Target               : Link_To 0 | Grain 1
                Hue_Invert           : FALSE
                Sat_Invert           : FALSE
                Val_Invert           : FALSE
                Hue_Amount           : 1
                Sat_Amount           : Link_To 14 | Percent
                Val_Amount           : Link_To 15 | Percent
        }
        Process 13 : HSV_Attractor Color
        {
            DarkData: 6, -2, 200
            Transform:
                Trans_0              : 1, 0, 0, 0
                Trans_1              : 0, 1, 0, 0
                Trans_2              : 0, 0, 1, 0
            Color:
                Background           : 0, 0, 0
                Target               : Link_To 0 | Grain 1
                Hue_Invert           : FALSE
                Sat_Invert           : FALSE
                Val_Invert           : FALSE
                Hue_Amount           : 1
                Sat_Amount           : Link_To 16 | Percent
                Val_Amount           : Link_To 17 | Percent
        }
        Control 14 : Randomizer Percent
        {
            DarkData: 7, -3, 200
            Transform:
                Trans_0              : 1, 0, 0, 0
                Trans_1              : 0, 1, 0, 0
                Trans_2              : 0, 0, 1, 0
            Common:
                Input_Seed           : 1
            Percent:
                Percent_Minimum      : Link_To 18 | Percent
                Percent_Maximum      : 1
        }
        Control 15 : Randomizer Percent
        {
            DarkData: 8, -3, 200
            Transform:
                Trans_0              : 1, 0, 0, 0
                Trans_1              : 0, 1, 0, 0
                Trans_2              : 0, 0, 1, 0
            Common:
                Input_Seed           : 1
            Percent:
                Percent_Minimum      : Link_To 18 | Percent
                Percent_Maximum      : 1
        }
        Control 16 : Randomizer Percent
        {
            DarkData: 7, -2, 200
            Transform:
                Trans_0              : 1, 0, 0, 0
                Trans_1              : 0, 1, 0, 0
                Trans_2              : 0, 0, 1, 0
            Common:
                Input_Seed           : 1
            Percent:
                Percent_Minimum      : Link_To 18 | Percent
                Percent_Maximum      : 1
        }
        Control 17 : Randomizer Percent
        {
            DarkData: 8, -2, 200
            Transform:
                Trans_0              : 1, 0, 0, 0
                Trans_1              : 0, 1, 0, 0
                Trans_2              : 0, 0, 1, 0
            Common:
                Input_Seed           : 1
            Percent:
                Percent_Minimum      : Link_To 18 | Percent
                Percent_Maximum      : 1
        }
        Process 18 : Composite Percent
        {
            DarkData: 9, -3, 200
            Transform:
                Trans_0              : 2.7027, 0, 0, 0
                Trans_1              : 0, 2.7027, 0, 0
                Trans_2              : 0, 0, 2.7027, 0
            Common:
                Blend_Function       : 0.5
                Mask                 : Link_To 0 | Variation 1
                Invert               : FALSE
            Percent:
                Percent_A            : 1
                Percent_B            : 0
        }
        Process 19 : HSV_Attractor Color
        {
            DarkData: 6, -1, 200
            Transform:
                Trans_0              : 0.37, 0, 0, 0
                Trans_1              : 0, 0.37, 0, 0
                Trans_2              : 0, 0, 0.37, 0
            Color:
                Background           : 255, 255, 255
                Target               : Link_To 0 | Grain 2
                Hue_Invert           : FALSE
                Sat_Invert           : FALSE
                Val_Invert           : FALSE
                Hue_Amount           : 1
                Sat_Amount           : Link_To 21 | Percent
                Val_Amount           : Link_To 22 | Percent
        }
        Process 20 : HSV_Attractor Color
        {
            DarkData: 6, 0, 200
            Transform:
                Trans_0              : 1, 0, 0, 0
                Trans_1              : 0, 1, 0, 0
                Trans_2              : 0, 0, 1, 0
            Color:
                Background           : 0, 0, 0
                Target               : Link_To 0 | Grain 2
                Hue_Invert           : FALSE
                Sat_Invert           : FALSE
                Val_Invert           : FALSE
                Hue_Amount           : 1
                Sat_Amount           : Link_To 23 | Percent
                Val_Amount           : Link_To 24 | Percent
        }
        Control 21 : Randomizer Percent
        {
            DarkData: 7, -1, 200
            Transform:
                Trans_0              : 1, 0, 0, 0
                Trans_1              : 0, 1, 0, 0
                Trans_2              : 0, 0, 1, 0
            Common:
                Input_Seed           : 1
            Percent:
                Percent_Minimum      : Link_To 25 | Percent
                Percent_Maximum      : 1
        }
        Control 22 : Randomizer Percent
        {
            DarkData: 8, -1, 200
            Transform:
                Trans_0              : 1, 0, 0, 0
                Trans_1              : 0, 1, 0, 0
                Trans_2              : 0, 0, 1, 0
            Common:
                Input_Seed           : 1
            Percent:
                Percent_Minimum      : Link_To 25 | Percent
                Percent_Maximum      : 1
        }
        Control 23 : Randomizer Percent
        {
            DarkData: 7, 0, 200
            Transform:
                Trans_0              : 1, 0, 0, 0
                Trans_1              : 0, 1, 0, 0
                Trans_2              : 0, 0, 1, 0
            Common:
                Input_Seed           : 1
            Percent:
                Percent_Minimum      : Link_To 25 | Percent
                Percent_Maximum      : 1
        }
        Control 24 : Randomizer Percent
        {
            DarkData: 8, 0, 200
            Transform:
                Trans_0              : 1, 0, 0, 0
                Trans_1              : 0, 1, 0, 0
                Trans_2              : 0, 0, 1, 0
            Common:
                Input_Seed           : 1
            Percent:
                Percent_Minimum      : Link_To 25 | Percent
                Percent_Maximum      : 1
        }
        Process 25 : Composite Percent
        {
            DarkData: 9, -1, 200
            Transform:
                Trans_0              : 2.7027, 0, 0, 0
                Trans_1              : 0, 2.7027, 0, 0
                Trans_2              : 0, 0, 2.7027, 0
            Common:
                Blend_Function       : 0.5
                Mask                 : Link_To 0 | Variation 2
                Invert               : FALSE
            Percent:
                Percent_A            : 1
                Percent_B            : 0
        }
        Generator 26 : Linear Function
        {
            DarkData: 2, 0, 200
            Common:
                Input                : 0
                Frequency            : 2
                Amplitude            : 0.1
                Phase_Amount         : 0
                Phase_Min            : 0
                Phase_Max            : 1
                Shift                : 0.5
                Upper_Clamp          : 1
                Lower_Clamp          : 0
                Invert               : FALSE
                Reverse              : FALSE
            Generator:
                Repeat_Flag          : FALSE
        }
    }
    
    Trigger_Bank: 1, 1
    
    Tweaker
    {
        Tweak                : IF_COLOR
        Tweak                : Grain 1
        Tweak                : 179, 133, 91
        Tweak                : IF_COLOR
        Tweak                : Grain 2
        Tweak                : 240, 228, 202
        Tweak                : IF_PERCENT
        Tweak                : Variation 1
        Tweak                : 0.1
        Tweak                : IF_PERCENT
        Tweak                : Variation 2
        Tweak                : 0.1
        Tweak                : IF_PERCENT
        Tweak                : Rounded Corners
        Tweak                : 0.02
        Tweak                : IF_PERCENT
        Tweak                : Bevel Width
        Tweak                : 0
        Tweak                : IF_PERCENT
        Tweak                : Diffuse
        Tweak                : 1
        Tweak                : IF_PERCENT
        Tweak                : Specular
        Tweak                : 0.3
        Tweak                : IF_PERCENT
        Tweak                : Glossiness
        Tweak                : 0.15
        Tweak                : IF_PERCENT
        Tweak                : Luminosity
        Tweak                : 0.1
        Tweak                : IF_INT
        Tweak                : Seed
        Tweak                : 2
    }

     


  3. 1 hour ago, MJL said:

    It's just background music and engine droning nothing that has to be synchronized.

     

    OK. I presume you have something you edit video in. Check an see what it imports for video formats.

    If it imports numbered image sequences that would be ideal.


  4. If you have an animation with sound you need to render and keep the sound attached (for example, you need to edit it into some other video), render to an uncompressed AVI as Rodney notes above. This will be a large file.

    If you have an animation with sound you need to render and keep the sound attached (and upload to something like Youtube), render to an uncompressed AVI as Rodney notes above and use your video editing app or an app like Handbrake to compress that to a YouTube friendly format like .mp4 with h.264 compression.

    Note that compressing to MPEG-4 is not the same thing.

    If you have an animation that doesn't need sound attached render to an image sequence  and use your video editing app or an app like Handbrake to compress that to a YouTube friendly format like .mp4 with h.264 compression.

    If you have questions, keep asking!

     

     

     


  5. I'm sorry this is not going smoothly. Hopefully, our interactions here will help solve the related software problems.

    The problem for Hash in trying to explain how to use paint programs is that they all seem to work differently and not have standardized terminology.

    If Photoshop Elements will let you save a PNG with background transparency that works as transparency in A:M, then that's most of what you need. Give it a try and see what happens

    For me, for all the things i do, I still need to be able to edit the R G B and  Alpha channels individually.

    I would still like to be able to look at this with you at Live Answer Time.


  6. 1 hour ago, svetlik said:

     Seems to me there was a setting in the options for that but cannot find it now, is it still there (or anywhere)??

    You can control it three ways.

    • the keyboard CTRL-D toggle
    • add an on-screen button from Tools>Customize>Commands>Draw (the red/white star)
    • in Tools>Options>Rendering set Quality to Shaded and set Show Decals ON/OFF

  7. Quote

    robcat1275, my son showed me how to make the picture. I was able to write on the invisible background and save it as a png. I applied it to a patch. It did not make the patch disappear. It looked like the picture I drew on the white patch.

     

    And you set the type to Cookie-cut?


  8. Still taking entries!

    Quick Prehistoric tip:

    If you are doing anything with Hair, don't use Preroll. Set Preroll to zero.

    Instead of setting your Hair material to use one second of Preroll, and trying to render your scene at frame 00:00, set PreRoll to zero and render your scene at  01:00.

    For some reason A:M is way faster calculating hair motion after 00:00 than before 00:00.

    One second will give most hair a chance to settle, if you need more, render farther down the line.

    PreRollZero.JPG

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