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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Here's my attempt at lower contrast sky such as your sample, but anything less and the identifiable cloud shapes aren't really identifiable any more. overcast.mov
  2. that Aris Kolokontes stuff looks cool but doesn't look decayed like a mummy that dblhelix is describing. On the other hand I'm not quite sure what dblhelix is envisioning exactly. Sounds hard...
  3. Haven't seen him around these haunts lately, but I use his code every day... happy birthday, Ken!
  4. mmm... refrigeration. Looks good!
  5. When using all four cores, use the Windows Task Manager to set the "priority" of one NetRender node to "below normal" so the windows interface can still grab enough CPU time when you need to do something like move or open a window.
  6. You can also try the semi-informal-not-quite-official Three teapots benchmark scene... http://www.hash.com/forums/index.php?s=&am...st&p=316705
  7. Can you show me a reference of what you are really hoping for and I can try to match that look closer. Slower, faster, lefter, righter... that's the easy part.
  8. Yay! You should be able to render up to four at once. What does it say when you do "About" in Netrender?
  9. I've been thinking of suggesting that as a feature, being able to bake using an already-applied decal as the template. But Steffen has a full plate right now.
  10. Here's with fewer small particles.... cloudbank2.mov
  11. I agree. Lately I've had some success with rendering these textures on a simple planar model and applying them as decals on flattened models. So I suppose that will have to be my strategy to use them in 64bit A:M from here on. Remember you can "bake" textures in place, no need to flatten.
  12. Fröhliche Geburtstag! Und viele mehr!
  13. Z-buffered lights have a "bias" setting for dealing with "self-shadowing" artifacts. That may have been the problem.
  14. How about like this? cloudbank.mov
  15. An unexpected, not-quite-what-I-wanted, but interesting result from particle experimenting: turb.mov that's a force with turbulence blowing the sprites around
  16. V16 64 bit includes the Darktrees plugin so those should work. I tested one, it worked. Other things, I suspect not, but that's why it's good you can have both 32 and 64 bit running with the same license. Any particular items?
  17. Yes. This bothers me too. The hands and feet, being most distantly attached to the torso, ought to be the last things to get going but they begin moving backward as soon as the torso does even though the arms and legs haven't been pulled tight to start moving them. Also... he's slowing down in mid air. That can't happen. Once he's been flung thru the air his horizontal velocity will stay the same until something can slow him down, like the ground. Look how his horizontal speed changes in mid air: fling.mov Also 2 ... he's going horizontal, then down. It's not a real arc that he's flying thru.
  18. The perfect Forum Project: -interesting enough that people will be drawn to participate -clear enough that everyone understands what to do -simple enough that anyone can play -flexible enough for each person to contribute something unique -bullet-proof enough that it still works if someone drops out
  19. Summer is here and we'll definitely want to get this going by September-ish, I think. I already have a preferred premise that will cause me to take too long to finish my segment, so more brainstorming is still welcome!
  20. Good news, there's a PRJ of the technique up already... http://www.hash.com/forums/index.php?s=&am...st&p=322946 Animate the emitter to put the clouds where you want them
  21. I'm thinking something like this could be devised, slowly drifting and churning... http://www.flickr.com/photos/johnson7/1460568819/
  22. Would something in this vein be useful? overcast.mov
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