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Everything posted by robcat2075
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is that cloth simulated in a cycle or in the chor? '
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HI, Yves, thanks for checking in! While you're here... How crazy is the "baking" idea? I recall the old radiosity scheme was storing the results to a map. Was there a reason that didn't survive into the new radiosity? Also... is it conceivable that GPU computing could speed up radiosity rendering?
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A run-through of an idea i had for New TAoA:M It was going to be the "Ten-Minute Triceratops" but here I am an hour later...
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Is that test scene on a disk or the forum somewhere?
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4 hours for radiosity? Why... when I was a boy we had to wait seven hours just to get ... and we liked it! I'll be eager to see what you come up with.
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I just tried a "Shag" emitter and indeed it does seem to respond to maps in some fashion. However, my 2004 disc has Orangutan on it and I know that was a new Hair creation, so there's still room for it to be new hair.
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Here's the PRJ for the cord with Force... SimpleCordTest06_force_simmed.zip
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True, FakeAO is a "screenspace" AO solution that uses only the depthmap as a guide. Any transparent mesh appears as an opaque surface in a depth map. It's not real AO it's just something that happens to look very much like it in most circumstances. Depending on what your transparencies are, a work-around might be to do a pass with all the transparent mesh deleted and use the depthmap from that pass with your original render to create the FakeAO result. You can also use FakeAO in the final render as a camera post effect, but I've preferred using it in post in a Composite so i can quickly test settings to get the right look without having to re-render. Make that feature suggestion for v18! Yves wrote the radiosity stuff I recall. Maybe he could be hired to add baking.
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Cord blown by Force: CordDropD.mov
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What's wrong with it? In general it works well. I have a few odd circumstances.. Give it a try. Remember, the default settings are just default settings, you can change them.
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Installing 32-bit A:M if you already have 64-bit A:M
robcat2075 replied to robcat2075's topic in New Users
There isn't a video version of the Giraffe tutorial yet but it is in the PDF version of TAoA:M. That's a great exercise. I did make some video notes on part of the giraffe tutorial. You can find it in the screencams link in my signature. -
Installing 32-bit A:M if you already have 64-bit A:M
robcat2075 replied to robcat2075's topic in New Users
Blueprints? Why when I was a boy.... I'm talking about the TAoA:M tuts # 8,9,10 and 11 which introduce the core concepts of A:M modeling. Maybe you mean the "rotoscope" images for the giraffe and fighter plane? In your first series of emails when you bought A:M there was a link to an archive you can download that has among other things, the various assets you use for tutorials. I believe this is the link... http://www.hash.com/ftp/pub/misc/Data.zip from the email: of course, you will replace that version number reference with whatever you are using now. -
Let us know when you find out!
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Yet another cord drop: CordDropC.mov This is fun. I could do this all day.
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Installing 32-bit A:M if you already have 64-bit A:M
robcat2075 replied to robcat2075's topic in New Users
Have you done the modeling tuts in TAoA:M already? Posted your work? Don't pass them up. -
Here's another casual cord drop: CordDropB.mov
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Cloth rope can work, but you need to experiment quite a bit with it. The problem of using cloth as rope is to make it stiff enough that it doesn't collapse like a cloth fire hose when it rests on something and yet still be flexible enough to bend like rope. For I never found that happy medium. I had to simulate with cloth rope, then make a second rope model that was not cloth but had a bone for every spline ring and constrain every bone in the second rope to its corresponding spline ring in the original simulated cloth rope. However, in less-complicated situations pure cloth may function well. Here is a simple example case to get you started. [Mod edit: the several .mov files in this thread should all be playable in a common app like VLC Media Player that plays .mp4 files.] CordDrop.mov SimpleCordTest04_simmed.prj
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It must be our current hair system because he mentioned using the various maps that can be used with it like density and direction.
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I retrieved this c. 2004 work via the Wayback machine and felt it ought to be seen again. That's genuine A:M hair, expertly done. Great work Phil, where ever you are!
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Installing 32-bit A:M if you already have 64-bit A:M
robcat2075 replied to robcat2075's topic in New Users
You'll have to tell me more. What are you trying to do? -
I believe they can but I think their best use might be for heads which don't move much from their original location. Anything that ventures outside the bounds of the box jumps back to its undistorted position. If you tried to use a d box for an elbow you'd need the d box to also encompass the rest of the arm and hand. If anyone can show me to be wrong on that, that would be fabulous.
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The image is a combination (done in an A:M Composite) of these two: The dark one has AO. For some reason I couldn't get either FakeAO or Real AO to get what I wanted so i tried combining two exposures. It's still not what I was aiming for. Then I blurred it by 2 pixels (also in A:M Composite) There is indeed a 2nd form, the white "seed" of the kernel. That was the tricky part to try to reproduce from the original photo. I made it blurry by sweeping the Index of refraction of the outer surface over a multi-pass render. Without that, the unsatisfying result is like this:
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I think I have made one already. Check out this thread and there's a video tutorial down near the bottom in post #34. Probably. I am paralyzed by the task of trying to get it exactly right. The quicktime problem is a mystery to me still.
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in the PWS, in the model, in Groups. Somethign is overriding something and needs to be moved above or below something else
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Perhaps it's a groups priority issue. try re arranging the groups.