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Everything posted by robcat2075
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Can you explain that a bit more?
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I believe it's >mirror all smartskin Black sss usually means reversed normals
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On My PC OpenGL is faster for real-time, so you might want to try the other tricks and see if you can get OpenGL 100%. Remember you have to restart A:M after a Direct3DOpenGL change.
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Welcome to A:M! I think it's "disable desktop composition" time try this http://www.hash.com/forums/index.php?s=&am...st&p=314433
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Yay! Congratualtions on solving the problem.
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She's looking real good!
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I see a wake in there, don't you? I've done a little R&D on wakes. Here's a test of cloth as a water surface. It has problems like wanting to stick to the boat and pinching itself but there might be some promise in it. ClothWake4_H264.mov
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He's turning out real well! A smartskin might be a good solution for the pinching.
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Not anymore. New displacement since v13.
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I always have a hard time telling whether bump maps are innies or outies. Someone posted a process for converting a bump map to a normal map. Those shade slightly differently and maybe slightly more realistically in some situations. I'd also be curious to see how the bump map looks set to "displacement".
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expand the + sign next to the start icon, to show the Images container. You can drop multiple images in there and (presuming they have the same dimensions) the will be aligned exactly. You can drop your new version of the bump map in there and then delete the first. This is the typical way of aligning related maps like color...bump... tranparency... reflection... that are all based on the same thing. Set the "type" for each one after you drop it. If it's just a matter of reversing the black/white of a bump map you can set the percentage to - number.
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It was added to deal with "buffers" in OpenEXR renders Fuchur made a nice intro to it.
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Here are real-world objects shot against a (poor) blue screen. With A:M Composite it's possible to pull out a matte like this... and use that as a transparency map to remove the background from the original image... and overlay the photographed objects over CG imagery Ta-daaaahhhh! I"ve been wanting to figure out a way to do this in A:M by itself for maybe 5 years now. I'm still R&D-ing this so no tut yet.
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I just downloaded it from Hash page>support>reference http://www.hash.com/2007web/reference.htm It seems to be there. A good introductory book on CG lighting is Birn's "Digital Lighting and Rendering, 2nd Edition". I made an annotation thread on it in the tutorials forum.
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You had me going there. I gave it a try but I didn't find a way to copy/paste pivots to materials. I haven't looked at how pivots are stored... it's possible a text editor copy and paste might be feasible.
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This is a Perlin Noise combiner used as a bump material. I tried it as a displacement material but in this case bump looked nicer and rendered faster. MoonlightG000h264_1500.mov
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Don't do a 5 minute short. Not your first time out. That is way too long. Even Pixar doesn't do five minute shorts. Do a 1 minute or less subject. It's very possible you could get the animation polished and up to spec in a 1 minute project but the amount of work in a five minute project will defy getting it done well.
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I'm surprised at the winner, but I'm usually surprised at the winner. I regard dialog shots as very... very... VERY... HARD... to do well. Dialog tends to be a lot of subtle movements and subtle movements are the hardest thing to get going right on a CG character. That's a problem with our OZ movies. They're all dialog shots and yet we're lacking dialog ready animators. An 11 second shot is a whole universe of things ready to go wrong. Every month I listen to the new clip and think of something that might be cool to do, but then I realize how much work it will be to do it well. The problem with the 11 second club is that it's promoted as a way to learn animation and yet one can not learn animation by doing dialog shots. Not to start anyway. Body mechanics needs to be mastered before venturing into dialog. There's really only three rules to body mechanics, but they are so general that very few people can see through them to their specific situation. Critting dialog shots is an exasperating task because it's very hard to put motion and rhythm into words. And if the person doesn't "get" body mechanics already no amount of description is going to make them get it. When I crit things on the forum now I try to pick one representative item rather than try to solve everything. If a light goes off, great, if not, hopefully one thing got fixed. How long is the short going to be?
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Submit a sample PRJ that shows the problem to AMReports. Bump maps are a fundamental that ought to work in regular renders.
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in A:M. Tools>Options...Global I think
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Try switching Direct3D Presuming the installer really was the 15h installer, go to the folder that you installed 15h in and double click on "master.exe"
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a model can have a list of lights that affect it, to the exclusion of any other lights. You can read more on pg. 178 of the free TECHREF