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Everything posted by robcat2075
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Stay Tuned for Summer Memories Image Contest Results
robcat2075 replied to robcat2075's topic in Contests/Challenges
I recall in college being in a car with some people driving 180 miles from Des Moines, Iowa to Rock island, Illinois. Eventually as we passed a mileage marker that said "Rock island 60," I noted we were going 60 mph and I thought, "only an hour to go!" But it started raining and traffic slowed down and when we passed a "Rock island 45" sign we were only going 45 mph. The rain kept getting worse. By the time we got to "Rock Island 20" the traffic was down to 20 mph. Then it got really bad with snow and slush on the highway and trucks are in the ditch and as we're creeping along at 10 mph I see a sign go by, "Rock Island 10." AFAIK, I'm still an hour away from Rock Island! But the Contest Winners are now announced! -
Stay Tuned for Summer Memories Image Contest Results
robcat2075 replied to robcat2075's topic in Contests/Challenges
It's real close now... -
I'm glad you're on board, Rodney!
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I'm not sure how the permanent license works but I presume the v17 will install into a different folder as it does with the web version.
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GPU in Netrender still only applies to things that A:M uses it for like SSAO. I suppose it's possible you might disable it to prevent a bottleneck of several frames trying to do SSAO at once or if there were some inconsistency in results among frames on different computers with different GPUs?
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You can bake most textures. You can't bake lighting and shadows. But lighting and shadows is what the other renderer is for, right?
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There is a recent patent on it... https://web.archive.org/web/20130304090841/http://www.patentgenius.com/patent/8049753.html
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Yeah, to me, Houdini is still a guy in the river with handcuffs on. If the shader is a well-known algorithm perhaps someone can be found to code it. Is it an open source thing?t
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I just got a new beta last Sunday.
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That tree is gong to be making leaves all winter!
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I've looked at this briefly and will look at it more. One problem I notice is that the AO intensity is only 20% and it's getting drowned out by the level of the other light. So you're paying for AO with long render times but not getting the AO look because the other lights are much stronger. I will look at this more.
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Steffen describes this as experimental. My tests with four cores take about half the simulation time of one core. If you find cases that work with one setting but not another those would be useful to save and report.
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Explanation: It is often useful to leave a Progressive render running onscreen while making lighting or material changes to a project as a sort of live preview of what a final render will look like. Progressive Render normally make 5 passes of increasing resolution but restarts when a visible change is made to the scene. However, it is difficult to make some changes in the PWS, like dragging materials onto groups, until all passes are done or you manually abort the progressive render. Often, just one pass is enough to discern if a change to a light or material gets the desired result. Setting the Progressive Render Limit lower can get the PWS unfrozen for your use sooner than if you had to wait for 5 passes to finish. Although this option also appear in the Render Settings when you go to render to a file, it has no meaning there. It only applies to live, onscreen renders.
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Stay Tuned for Summer Memories Image Contest Results
robcat2075 replied to robcat2075's topic in Contests/Challenges
I'm sorry I'm taking so long. All prizes will be awarded! -
Explain to me again how these two work together.
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Can you also save a "preset" of the render settings you are using? Make your render settings and then press "Save as Preset" (May just say "Save" on earlier versions) to save a .pre file If you are using different render settings for each version save a preset for each.
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Something is wrong. Something is very wrong. I'd have to see the Project to know more. But you are getting no visible AO in that render. Something is not set right. Ambiant Occlusion in a shot like that should be absolutely, unmistakably visible, but it's not. Something is not set right. You're having long render times for AO with out getting AO. Something is not set right. I'd have to see the Project and the render settings saved in a Preset to know more.
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The code has to be copied EXACTLY. No short URL , no extra spaces, no extra characters. The only part you can change is xxxxxxxxxxx <iframe allowfullscreen="" frameborder="0" height="480" src="https://www.youtube.com/embed/xxxxxxxxxxx" width="640"></iframe>
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That looks great! It's not easy but it's possible... https://www.hash.com/forums/index.php?showtopic=47143
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I'm not sure what I'm looking at here. What is the white part? Is there some reason you need an alpha channel in the finished render? Unrelated... are you trying to use AO on this shot?
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I think the most underwhelming Halloween treat I ever got was a page from a book of children's Bible stories.