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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. And may your current ventures be happy and successful ones!
  2. Initially, test your SSS without any FakeAO, just to test it on its own, to see if the changes are causing any problem. If one had a pressing immediate need, you could render your SSS scene to an EXR sequence and add the FakeAO in post (the more meticulous way to do it, anyway)
  3. Ah, you cleverly hid the answer in plain sight Why, when I was a boy it was enough to just read the first sentence of internet posts.
  4. No, I meant the spiky creature in the center. My guess was hedgehog?
  5. Appealing as always! What sort of animal is he?
  6. Herzliche Glückwünsche zum Geburtstag!
  7. Here's a first attempt at using the derived map to create the meniscus effect that surrounds an object in a liquid. The match of the map to the object can be made much better, but the basic concept seems feasible... meniscus000.mov
  8. That's a good solution. thanks!
  9. That's showin' those polygon guys how it's done.
  10. I like those shoulders. Those look like thy would be easy to rig.
  11. If i pass any arbitrarily shaped object through another surface (lets start with something as simple as a plane) how can i capture the shape of the intersection on that surface at any moment? For example, the intersection of this torus with the plane would be a couple of ovals. How could I capture that? I can sort of get the edges of the object as they pass thru the plane by putting an orthogonal camera very close to the plane... TorusThroughPlane.mov ... but it misses pixels and I'd really like to have the shapes filled, not just the outlines. I'm trying to find a way to better simulate the disturbance an object makes immediately around it as it sits in a liquid. Being able to have an image of the intersection of the object with the plane of the liquid would be a part of that.
  12. Remember to send it to AMReports.
  13. Put together a test PRJ with that top plate and someone might monkey with it.
  14. what happens if you set multipass to one pass? And how about a regular render? Regular render has the same anti-aliasing power as 16 passes.
  15. Wait a sec... the top one is not the first pass, it's on its third pass.
  16. that last one is much more obvious. Presuming that's a regular Q render, something is odd.
  17. If that's not AO noise perhaps it is dithering on the part of A:M to avoid obvious banding. I have to really crank levels on the image in Photoshop to see it.
  18. Right Mouse Button
  19. It will be easy! You can in the camera view, choose New>Rotoscope and choose and navigate to an image in the file dialog that comes up. You can also drag an image that you have already imported to your Images Folder to the camera view to make it a "Rotoscope" Welcome back to A:M!
  20. Get out your old SSS projects and give them a test render and see if this change has created any side effects. So far, it looks the same to me, just faster!
  21. Also... Jason Hess (thejobe) tells me he is slowly getting his segment rendered. Dhar Jabouri (dhar), tells me he has finished "the planning stage" and does intend to get something done for the project.
  22. I am in the larval stage.
  23. Actually it's supposed to be fixed in beta 4 already, try that if you were using v16
  24. Coincidentally, I ran into that a few weeks ago, AMReported it and it's marked as fixed for the next release.
  25. While pursuing an AMReport Steffen found a way to optimize the Sub-Surface Scattering code. My first simple test gives promising results: that's almost 60% more frames per minute. This change is in v17 beta 5 available now!
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