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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. A 32-bit number can distinguish between 4 billion+ values instead of 256. In computers that is typically +- 2,147,483,647 Floating point means it can use that precision in different scales. It can draw a billion levels of depth between 1cm and 2cm or it can draw a billion levels between 1 billion cm and 2 billion cm and do it all in the same image if it needs to. A 32-bit floating point number is big enough to represent a pentillion light years in centimeters and small enough to represent the width of the smallest atomic particle at the same time, too. The upshot of all that precision is that you never have to scale a 256-depth depthmap represent a certain distance from near to far. 0 is zero but what is 256 in real-world units? 10 feet? 50 feet? a mile?
  2. OpenEXR is the right way to make a depth map, there's no way an 8-bit map will be good enough. AE can be configured with a text file to read in the OpenEXR buffers automatically, so that should be the standard way to work rather than a work-around. Tell us more about this!
  3. I bet that will be a good novel.
  4. Doe AE not allow you to use an OPENEXR depth map? A:M can make those. If it's a matter of an object entering from out of the frame, you could widen the camera view by a number of pixels equal to the width of the blur and then crop the render back down to the desired size.
  5. I've always wondered if A:M's fast Depth of Field, the DOF you get if you have Multi-pass OFF, could be modified to allow greater blurring. It does what it does well, but only up to a small amount of blur.
  6. Another possibility causing the bad result is doing a lathe when the "center" CP is either exactly on the center axis or crossing past it. The center CPs of the lathe shape should be just a hair short of reaching the center axis.
  7. Excellent work!
  8. I presume this is about multi-pass DOF and not the fast DOF?
  9. If you could post one of the bad ones with the decal for it someone could look at it.
  10. Can you show an example? For that case I would suggest doing the lens flare as a separate pass with everything else in the chor black and all other lights off and then composite that with a flareless render.
  11. Beautiful work! I wonder if maybe a crow is too-often used with Poe?
  12. I presume you are the key creative behind the GIFs that headine the forum. I enjoy seeing them and look forward to new ones!
  13. That is very disappointing. I'm glad we had her for a while, I enjoyed seeing her work.
  14. Very amusing! I moved this to WIP. Is that what you wanted?
  15. I was also wondering about her.
  16. Can you make them mirror?
  17. I have always known the word to be "codec" (COmpression DECompression) so I believe "codecs" would be appropriate. I'll note that you can render to Quicktime if you open your PRJ in 32-bit A:M which you can also install and run under your license. (Copy the master0.lic file from the 64-bit folder to the 32-bit folder.) You could also load your 64-bit rendered animation into the Images folder of 32-bit A:M and do a "SAve Animation As" and choose one of the better Quicktime codecs. Personally i prefer to use Quicktime Pro or all my recompressing needs because it also does audio compression. QT Pro is $29.99
  18. I tried watching "The Wizard of Speed and Time" once. It's available for free now, but an hour and a half is a lot of frames to step through on the "Steenbeck"
  19. So what to do with my unbalanced fan? I couldn't superglue the broken blade back on (does superglue actually glue anything?) so I clipped off pieces of the blades on the opposite side until it spun reasonably smoothly again. That should hold me until a replacement arrives.
  20. Have you tried Help>Reset Settings?
  21. Slight dust accumulation beneath my CPU fan. I only noticed this because the fan spit out a blade and was rattling the whole case and I had to examine it closely.
  22. Take a look at some of the game assets forum member Madfox has made with A:M for the venerable video game "Quake" In this post... post #12
  23. Autonomous drone ghosts!
  24. Welcome back to A:M! If you import a polygon object into a model window rather than import it into the PWS as a "prop" it will get "converted" into splines which can be textured or decaled like any other model. Note that these conversions from polygon to spline are usually grim, especially if the polygons are of the all-triangle sort. Try it with a small one.
  25. You appear to have posed KeeKat appropriately! I'll note that if you post JPGs rather than TGAs they will show up directly in the forum. You can choose JPG as the file format in the render dialog.
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