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Everything posted by robcat2075
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What you want is one Sun light for the single light source. The additional light of the surrounding blue sky (if that is desired) is done with Global Ambience and AO. If the exact angle of the sun is important, we don't have a specific wizard for that but it is easy to do... 1) Delete or set Active OFF on all lights except one Sun light (called "Key" in default chors) 3) Google your coordinates. "London, England coordinates" gets me 51.5072° N, 0.1275° W. You can round those off to the nearest degree. 2) Go to Sun or Moon Altitude/Azimuth Table. Plug in your location and it will create a table like this Astronomical Applications Dept. U.S. Naval Observatory Washington, DC 20392-5420 LONDON o , o , 0 00, N52 00 Altitude and Azimuth of the Sun Feb 5, 2016 Universal Time Altitude Azimuth (E of N) h m o o 07:00 -5.7 108.908:00 2.9 120.609:00 10.1 133.010:00 16.1 146.511:00 20.2 161.112:00 22.0 176.413:00 21.3 191.9 14:00 18.3 206.9 15:00 13.2 220.9 16:00 6.4 233.8 17:00 -1.6 245.8 18:00 -10.4 257.4 4) We are going to presume that in A:M, when you are looking at the Chor from the overhead view, that North is at the top of the screen and East is to the right. This is normal map convention. 5) In the Chor, in the properties for the Sun light, set Transform>Rotate to 0, 0, 0 and set Options>Cast Shadows to ON 6) Choose a time from the table. Lets say 3PM or 15:00... "Altitude" is the sun's angle above the horizon... 21° "Azimuth" is the Sun's angle from straight North... 221° 7) The table presents angles from the observer's point of view while A:M needs angles from the Sun light's point of view, but we can still make them work. Enter the Azimuth, 221°, into the Sun light's Transform,Rotate> Y value as a negative number... -221°. (A:M will display that as 139°, which is the same as -221°) Enter the Altitude as is into the Transform>Rotate>X value... 21° Always do the two values in that order, and always zero them out to 0, 0, 0 before you change them. 8) the placement of the Sun light in the chor doesn't matter. It creates an infinitely wide set of parallel light rays from an infinitely distant source, like the distant Sun. 9) Set the Sun light's Intensity and Shadow darkness to taste. Color will vary from slightly yellow, almost white at Noon, to a reddish orange at Sunset. Leave "rays" at 1 and A:M will imitate a slight fill at the far ends of the shadows. Rays greater than 1will create a penumbra effect on the shadows based on the Sun light's "width" setting" This will be a "rough approximation of daylight" without Global Ambience and AO, but if you need those, ask and we can go into that also.
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That was amusing! I liked that!
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Glad you're still alive!
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I gotta p yesterday!
- 27 replies
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- Software Update
- Animation Master
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playing around with an idea first trial
robcat2075 replied to johnl3d's topic in Tinkering Gnome's Workshop
Now why doesn't you movie have the glow? -
I'm glad you dropped in to ask instead of going away mad.
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playing around with an idea first trial
robcat2075 replied to johnl3d's topic in Tinkering Gnome's Workshop
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Past forum member is "Idiotic" and "Self-aggrandizing" says WaPo
robcat2075 replied to robcat2075's topic in Open Forum
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Until I read "gasoline" I presumed it was an ad for canned black olives or something. Which would make just as much sense.
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Cool, the Nighthawks can catch the train home!
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Zach Taich's guest? What is Zach doing these days? Last I recall of him we were doing Zachary Brewster-Geisz's 48-hour film "Duck Sauce"
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I just drag the wav into the chor and that works. I tried it with one of your wavs and it worked as expected.
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It has been possible for Hash to create a license for mac users who want to run Windows on the same machine. I presume "virtualize" is the same running-Windows-on-a-Mac that others do. Contact Hash on that.
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What is the drawback for character work?
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TSM2 (not TSM1) is available free on this forum. However, to run it on Windows you will need to install A:M v16, which you can do with your current license. You only need to be in v16 while using the plugins, you can model outside of v16 and you can use the rigged models outside of v16. TSM2 for Mac will not run on any MacOS since "Panther"
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CUDA is an NVidia proprietary way doing pretty much the same stuff as OpenCL As far as I know it is not different enough to expect the results would be much different. from Wikipedia: OpenCl supports both NVidia and AMD GPUs so that was the choice to try on A:M because A:M needs to support both. I don't know a lot about this area of computing and my explanations will be very basic and probably inaccurate but that doesn't mean that Steffen overlooked some simple thing that everyone else in the world knows. Steffen really did put a lot of time into implementing it and trying it, but just as the Hash programmers found out with Gelato, the things that A:M does don't seem to benefit much from this sort of GPU computing. It is not going to be a simple matter of using CUDA instead of OpenCL. There is really nothing more that I can explain about it. Steffen would have to weigh in to give more insight.
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Steffen gave OpenCL (the open source version of GPU computing) rendering a big try when he was developing v18 but it did not have the reliability or the increased speed that was hoped for. Hash had a similar experience when they tried to implement Gelato (Nvidia's original GPU rendering scheme) some 10 years ago. For now, the idea is on hold until some substantial improvements in the development tools arrive.
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I can't duplicate that on a simple case so if you have a specific case that does it that should become a bug report. I've looked through all the v18 reports and only see one that mentions copying, #6404, but it is listed as resolved.
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found old character by Alain Desrochers
robcat2075 replied to johnl3d's topic in Tinkering Gnome's Workshop
Alain did lots of great stuff. -
Save your installer for v18L Download the installer for v18o and give it a try.
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The first one looks like a lava cola.
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"Add Image" will tile a copy of the bitmap onto every patch. This is the most likely (only) gambit if you are modeling the rope in noose shape at the outset. Cylindrical decaling can work if you start with a pure cylinder in the model window, decal the image onto it, THEN bend the cylinder into your noose shape.
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Set the specular highlight to be quite large and quite dim and that will make a duller specular highlight.