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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. The good news is you can download and install both and use both with your license on your 64-bit machine. Just copy the master0.lic file from the one you activated with to the other one. the only big con of 64-bit IMO is no QuickTime for renders.
  2. If I were trying to use the material to make something like your pic #3 my first gambit would be to scale that material much larger on its X Y and Z properties so that its bumps are much bigger. You may also need to scale down the displacement effect so that the bumps are not trying to rise so far above the surface. Try that and let us know what happens.
  3. Can you show us an example of the result you have so far? Both wireframe and final rendered version. Then we'll know what you are seeing.
  4. I'll note that in 64-bit A:M the only AVI codec you can render to is "Full Frames (uncompressed)" I forget if that is also true in 32-bit A:M. If you have a PRJ that can crash A:M consistently that is a good thing for an AMReport
  5. Hey... it's probably not too late to get him into Rear Window! Ask Paul, i bet he'd love to have it.
  6. Basically, anything that artificially brightens the surface will negate the darkening effect of shadows and true Ambiance Occlusion In A:M Materials and Surface Properties and Plugin Shaders, "Ambience" generally refers to things that artificially brighten the surface with a color and therefore don't show shadowing effects or AO as much as they might. other wise. If you modeled a Flourescent light tube that was suposed to look ON you would set it's surface ambiance to 100% so any shadow cast on it would not be visible. This does not make the tube surface emit any light of its own but it does stop it from shading like a regular unlit surface. The "ambiance" term is confusing but it came into use for this sort of artificial lightening long before "real" ambiance occlusion in renders was possible. ––––––––––––––––––––––––––––––- Camera: Global Ambiance (%) artificially brightens all surfaces Camera/Render Options: Ambiance Occlusion (On/Off) you need this ON for AO effects Occlusion Sampling (%) higher % means less grain in AO shadows Transparent AO (On/Off) ON will prevent transparent objects from casting occlusion shadows These are artificial brighteners: Camera/Render Options: Plugin Shaders (On/Off) Ambiance Render Shader (shader) Ambiance Color (Color) These are artificial brighteners: Material: Ambiance color (color) Ambiance Intensity (%) Ambiance Blend (%) Ambiance Render Shader (shader) These are part of the true ambiance occlusion effect: Choreographies/Choreographie1: Global Ambiance Type (Color) Ambiance Color The color of the all-around environmental light that is shined on all objects Ambiance Intensity (%) strength of that all-around environmental light Ambiance Occlusion (%) strength of the occlusion shadowing. Higher is darker. I'll note that Yves Poissant, who wrote A:M ambiance occlusion effect, regards AO as a lighting effect rather than a shadowing effect (as I have characterized it above) and I'm sure that as far as the software works internally, he is correct in describing it that way. I'll also note that for almost all fo these properties, if you have v17 or later, you can on most of the properties and choose "display help" to get the tech ref description of the property's meaning.
  7. Very cute! I think fat cats only run for dinner.
  8. Did you manually flatten to stamp those decals and how long would it say it took you?
  9. There is a quite big link to the FTP-server under "Support & Contact". Ah... I see the problem. The page is wider than my monitor. It used to be not so wide, didn't it? Those testimonials on the right are getting lost too.
  10. Thanks, Rodney. I guess there used to be a link on the Hash site, but it seems to be not listed anymore.
  11. I can't find the HASH ftp page anymore with installers for old versions. Does that still exist?
  12. He's gone wild! You're a cool dad to make 3D characters for your daughter.
  13. I watched a movie today that reminded me of this, "The Battle of River Plate", about the Graf Spee, which is not quite the same as the Bismarck. It's one of those weird 50's war movies where, in between shooting at each other, everyone is saying how much respect they have for each other. But it had a few scenes with those small, boat-launched seaplanes like in Stian's model here. Most of the film used real ships but the planes were rather unconvincing miniatures, they should have had Stian and A:M!
  14. Very cool Marcos! Thanks.
  15. That's the most unusual Spanish accent I've ever heard. I see what you are wanting to do. Here's a way to fix the Smartskin... -Click in the Relationship window for that Smartskin -Select Muscle Mode -use the |>| buttons to navigate to the Smartskin Keyframe with the bad deformation -lasso a selection around the bad CPs (it's OK if you get some neighboring CPs) -Press the Delete Keyframe button. That will remove the key from the Selected CPs. (If you had not selected any CPs, it will remove that key on all the CPs.)
  16. I'm still stuck on this. I loaded what I believe to be the original chor for the project (not the one from what I am trying to render) and it shows blank ground there too. If I turn OFF the "Shortcut to ground" in the chor then there is just empty camera background color where the blank ground was so i don't think there is an extra ground plane there. Is there some other intended ground plane buried in the set that might have gotten turned OFF?
  17. Another occasion where text editing a file was useful... I had a long series of bones and each one had to have an "Aim At" constraint to the next one in the line. Once I found out what the text was that made one bone aim at the next bone, i could use search and replace in a text editor to add that to every bone quickly.
  18. It seems to me that in return for this one step being faster in Blender, every other part of the workflow is being made harder. How many models do you need to model and texture in a year? If you had to do 300 models every year then you'd need a fast way to do this. But if you do 4 or 5 models a year then the difference between between 5 minutes per model doing it the automatic way and... 30 minutes? an hour?... per model doing it in A:M doesn't add up to much extra time compared to all the other things you will be spending lots of time on anyway. No?
  19. Hmmm. Yes, I suppose it should do something. Tell me more about how you would use this to help edit a smartskin.
  20. You can already have all your decal stamps on one map, is that what you need?
  21. HiRes Simulation ON in the Chor's Properties will greatly improve success with cloth (v17 or later) What you have there is promising.
  22. Another one of our members was talking about the problem with 3 pointers. Could you make a sample PRJ in v12 that demonstrates problem and post it? That might make a good bug report. What's a CV?
  23. I would say that the improved stability and new features of v17 are worth the small effort involved in setting averaged normals on a per group basis. Is that v17 pic with averaged normals? In my experiments I don't see the crosses anymore with that on.
  24. Is it that all the faces are decaled on one bitmap the thing you need from that?
  25. Video found here... http://www.hash.com/forums/index.php?showtopic=45461
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