-
Posts
28,150 -
Joined
-
Last visited
-
Days Won
384
Everything posted by robcat2075
-
I suspect there will be some resplining to do, but do the eyes before you bound further.
-
Those look cool Rodney. Could you explain more how you got from the first to the second?
-
that looks sharp! How's the render time on a frame like that?
-
Cookie cuts have been around longer than multi-pass so they ought to work. Someone should make an AMReport if it hasn't been done for V16 yet.
-
And if you are determined to model it, here's how to do it in A:M... RaggedEdgeCones.mov Note: when I was using the Scale manipulator, i should have held down the SHIFT key to force it to scale uniformly. I also don't think I needed to scale the last ring to 0 on the Y axis, I really should have just moved it down low enough to hide it inside.
-
Mine? Yes, color map, it just adds some darkness to the recesses.
-
that looks very cool, Nancy!
-
-
Ah ha!... I think that's it! You have to use Multi-pass with displacement!
-
-
Testing a bit further I can't get it to work in Final render mode. Stay tuned.
-
Could a few people try this displacement map test? Load DisplacementShadingTest.prj and compare a Progressive render with a Final render. DisplacementShadingTest.zip I don't recall this not working before but i can't get this displacement map to shade properly in Final render In progressive render I get an expected result.... But in Final render i don't get the shading...
-
I didn't get the proportions of the ragged edge right, but I think this approach would work... In photoshop i painted a black-to-white gradient, copied it to several layers and overlapped them. Then i cut a ragged edge off the top of each one with the selection tool. That made my basic displacement map. I put that through the "highpass" filter to get a fake AO shadow look for the crevices. I used "Curve Adjustment" to clip out the excess white that creates on the high spots. That map is used as a regular color map. I added "grain" noise to the displacement map to make the unragged surface look rougher. Those were cyl mapped to the shaft. HairShaft__2_.zip A:M history note.... a long time ago, maybe v5, there was a randomize CPs feature. I made some asteroids out of spheres with it once. It randomized in all directions however, you couldn't limit it to one axis.
-
Here's what I find when I look up "Hair shaft"... The first one I'd be tempted to try some "hair" solution rather than modeling it. The second and third ones are good candidates for a bump or displacement map treatment. Can you show the picture you are trying to reproduce?
-
you said "see attached". I was expecting a picture of something?
-
While looking for another long-lost feature I got out v8. Here is what "Interrupt Drawing" looked like in the year... 2000. InteruptDrawing.mov
-
yup there's a sample here... http://www.hash.com/forums/index.php?s=&am...st&p=347067
-
Netrender must render to an image sequence. It assigns the next needed frame to the next available node. For animations that have sound A:M creates a .sinfo file that helps sync up existing audio files with the newly created image sequence when you import it back in to A:M.
-
A:M implements the most accurate compression schemes of OpenEXR, which i believe use 32-bit floating point numbers for each channel (except PXR24) A 32-bit floating point channel should make for a very, very long gray scale. A:M doesn't implement the "lossy" B44 and B44A, AFAIK. You can read about all OpenEXR's compression options in this PDF under "Data compression" I dont know of any format that uses a 48-bit integer for each channel, is there one?
-
By "48-bit" do you mean 16bits per RGB channel (3x16=48) or do you mean 48bits per each RGB channel?
-
Any reason not to use 32-bit v16 for that?
-
In a basic fashion, you can select, cut and paste portions from one QT player to another and resave the result. I do this on occasion to quickly trim or combine footage, but it's not like working in an NLE. I also like QT Pro's ability to extract the audio or video tracks from a file separately. But mostly I like QT Pro for being able to import and export many formats and having the most options for compressing things.
-
He's looking real good!
-
My favored way to do Quicktime with A:M is to render to to an uncompressed format (uncompressed AVI will work) and then recompress it in Quicktime Pro ($30). That gives you full video compression options and also audio compression options which A:M doesn't have even in the 32-bit version.