sprockets buildings buildings Rubik's Cube Nidaros Cathedral Tongue Sandwich A:M Composite Kaleidoscope
sprockets
Recent Posts | Unread Content | Previous Banner Topics
Jump to content
Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
  • Posts

    28,276
  • Joined

  • Last visited

  • Days Won

    406

Everything posted by robcat2075

  1. Thanks, David! I'm finding out now that this must be a 19.5 problem. If I go render in v19.0 the frames come out properly. I should have thought of this before since i already had a 19.5 problem with the regular color render of this scene.
  2. Here's a birdseye view of the chor. The alien in the camera view is highlighted, the offscreen aliens are to the right of the camera. But now I've gone through deleting each alien one-by-one, re-rendering that frame and the gash is still there...
  3. Starting with the full chor plus a few additions, the gash is till there... But if I delete all the aliens, (there are about 9 offscreen to the right) the gash is gone, with a new, smaller scratch on the front-most cushion...
  4. I just tried making a stripped-down version with only the brick wall... but that didn't produce the gash when I rendered. So there must be some point between all-the-of-other-objects and none-of-the-other-objects that creates the problem. I'll have to investigate further and report back. Thanks, none-the-less, David!
  5. Strange blotches appear on occasional random frames of an SSAO render... If I render the same frame number plus 0.01 the mark will not appear...
  6. Hi, Edward, I think you have to do it in the original material, rather than in the model. Just to be safe, delete the keyframe you have in the model.
  7. Can you post a sample PRJ that has that mustache model in it
  8. I put a bump map on this model to simulate some wrinkles on the top, but although both top patches have their normals facing out, one patch shows the inverse bump result of the other... Just to try it, I did RMB>Renumber CPs... That fixed it! Don't know why, don't know how, but that did fix it.
      • 1
      • Like
  9. That's how they do Southpark!
  10. Here is a modern re-render of my "Exercise" animation from 20 years ago. This is a Radiosity render for lighting... ...composited with a Screen-Space Ambient Occlusion render to heighten the darkness in small crevices... ...final result. Notice the improved detail in the basket ball net and the roll-out bleachers, for example. PRJ with Gym Scene minus the character. Gym Scene.zip You will need to drill down to exercise39b2 NoChar_1026737012_1729443151>E- >_BI_Projects>hash 2\CBT390Alien>Exercise 2004-04-08 to find the PRJ and the render PREset
  11. A modern render of my 20-years-ago Showdown entry, now with lighted dance floor!
  12. BTW, Steffen's page documenting the settings in Transfer_AW can be found... http://www.sgross.com/plugins/plugin24/index.html
  13. Look at this fabulously flexible result of rigging a face with the Transfer_AW plugin. Steve @Shelton modeled this great character (right) and then we pulled out a lo-res version (left) with just enough splines to cover the essential landmarks of the face. We rigged and CP-weighted that with some minimal bones for the jaw and lip corners and then used Transfer_AW to interpolate that lo-res rig to the hi-res mesh. It would need some further fine-tuning but this is a huge time saver for rigging a face. TAW Hans.mp4
  14. As I dimly understand it... Z-buffered lighting works by rendering a depth map from the viewpoint of the light. Every pixel of that map is really a number that is the distance from the light to the surface point that pixel lands on. then when the real camera image is being rendered, every pixel is checked to see if the surface point it lands on is farther from the light than that same surface point is in the depth map. If it is farther, then that means some other surface is in front of it from the light's point of view and it must be in shadow and should not get the light's intensity added to it's surface color. Apparently this is usually faster than computing an actual ray form teh camera to the light. So why can't this process accommodate the Boolean cutter? I dont' know, but it doesn't.
  15. A modern render of this Showdown entry, now with lighting, atmosphere and sound...
  16. A forum member has posed this problem... LightSource.prj That is the correct behavior. Only ray-traced lights can accurately account for the shadowing created by boolean cutters. So, with the box as a boolean cutter, the sphere is completely "cut" and casts no shadow from the ray-traced light. The z-buffered light can not handle that complex situation, so even though the box cuts the sphere from the camera's view, the z-buffered light still sees it and a shadow is cast. Interesting way to get a shadow-only pass! I shall remember that!
  17. Thanks, Roger and Gerald! I hope I can be helpful for a while longer!
  18. Beautiful, Myron! Thanks!
  19. You don't really need to download a new install if you already had A:M installed. delete the expired master0.lic file from the AM folder of your expired AM, then run it and it will prompt you for your new key
  20. It is definitely to late now. But for future ref you can always find the link in my signature.
  21. Is that computer on the internet? Can you bring it to live answer time?
  22. Here's a variation a bit more organic looking...
  23. Displacement experiment today.
  24. It also remembers the location of tool bars. What is it not doing for you, Edward?
×
×
  • Create New...