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Everything posted by robcat2075
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Rodney shows you how it's done. It's easy enough to make the hole small enough for any useful purpose. On this one the ring has been scaled so small that I can't even see a ring no matter how far I zoom in. That's too small. It's a matter of doing the technique properly to get a good result much as we need to do many things in life properly to get a good result. The only circumstance I can think of where a tiny hole wouldn't do is the 3D printing that people are doing that ostensibly need a truly closed shape. V16 will have an STL exporter so people may get to experiment with work-arounds for that.
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Show me a glitch and the model. It's like anything else, if you do it wrong or use it wrong it won't come out right.
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Hey, haven't seen you around for a while! That all-around drop shadow will be tough to do with one light. Here's a shadow done with no lights but with AO instead. This is done by having the camera point straight down at the letters which are just above the ground plane. AOShadow.prj
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The more octaves, the more detail in the noise pattern. Detail that is a pixel or less onscreen is very difficult for the renderer to interpret consistently as it moves around. For example both of these look gray from a distance but the top is really black and white dots. As it moves in front of the camera it's hard for the renderer to sample those black and white dots and produce the exact same shade of gray each frame. Less complicated textures might give the same final appearance but with less flickering.
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Discovered while messing with something else... this is made with a grid combiner, animated in the chor. The actual mesh never moves. DomePanels.prj Dome.mov
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The chair back looks uncomfortable, is that based on a real one? But it's looking good.
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yup, you got tons of small fine details there. That rusty texture on the rocket nozzles... that's got a noise component, what are the "octaves' set to?
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Happy birthday, Mr. Gravity!
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Here's a traditional dome with a very small hole. For almost any purpose it's invisible and it's easier to make than with no hole.
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Three pointers and 5 pointers are happiest being as flat as possible. use them on a smaller portion of the curve you are trying to model hemi.mdl However I think you can get better results with the regular hole-in-the-center approach and make the hole VERY small.
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When you were talking about other projects, i was thinking you really ought to do something with the Pirates instead. Like a trailer! I envisioned it starting with "There are stories to be told..."
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Once you have one camera shake animated that you like, you can copy those keyframes and paste them at later points for other foot stomps. Of course this means each camera shake will be exactly the same, which is not necessarily good, but it's fast.
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btw, TWO went to a festival and was well received and don't miss BUS STOP our most recent collaboration project.
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feature list-like forum posts http://www.hash.com/forums/index.php?s=&am...st&p=318285 http://www.hash.com/forums/index.php?s=&am...st&p=338289
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That Softimage price sounds crazy but I remember we had SGI machine where I worked with "Alias Power Animator" on it for probably around the same price. It was many tens of thousands of dollar, I know. I spent some time looking at it but concluded there just wasn't anything it was doing that my $300 A:M wasn't doing easier.
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Dispersion without dispersion
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
It's a slight effect, but interesting. For more accuracy one will likely want to study some reference photos of real glass to see where the effect should and shouldn't be. But it looks like the basic elements are there for the using. -
Robert, I tried this first, and this is what lead to the issue I posted here - http://www.hash.com/forums/index.php?showtopic=39791 Ah... so that's what needed the line. In that case I'd probably scale everything down so the line can be relatively larger. But if what you've got is doing the job, that's fine too.
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Two things... -the first word of his sentence is getting lost under the sound effect -it sounds very odd when the sound drops out completely. If the background hum can't be removed from the audio (audacity can do that) you might try editing in some of the dear air from that take from when he's not speaking.
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My first guess is that you need more passes. 9 pass is just 3x3 anti-aliasing which is less than the regular render (4x4) minute detail is always a challenge for CG.
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A:M works great and there are many knowledgeable people on the forum to help when you have a question. hey, just out of curiosity, do you recall what the cost of the workstation and the SGI license were? Was that in the 90's?
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Dispersion without dispersion
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
Here's an example that steps the light. A bit on the red side. glass04_Dispersion.prj The light is set to step from Red to Green to Blue at 0:00.0 0:00.7 0:00.14 and motion blur was set to 21% (easily divisible by 3), multi pass ON Chromatic aberration and Dispersion are different names for the same thing , I think. One for lenses, one for non-lenses. -
Dispersion without dispersion
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
Thinking about the light sweeping some more, I had trouble getting the R G and B correctly balanced, because I was continuously sweeping them. Perhaps a more accurate way would be to step them . do the full R value for one third, the full green value for one third and then the blue for one third -
If you want something a bit more wild like lightning you might try like on this Jacob's Ladder: http://www.hash.com/forums/index.php?s=&am...st&p=291756
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Dispersion without dispersion
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
It's going to a time that is not an exact frame. But Next frame /Prev frame will still go to whole frames. I saw that scaled keyframes would get fractional values in their properties, so i tried typing one in directly. -
hey, the post made it! Can you show a few frames that demonstrate the problem?