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Everything posted by robcat2075
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A:M Bench 2017 – Benchmark for Hash Animation:Master
robcat2075 replied to Fuchur's topic in Animation:Master
Very good! How does the teapot bench mark go?- 42 replies
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- Benchmark
- Benchmark for A:M
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(and 2 more)
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Here is a magnified comparison in After Effects. The top images were rendered in A:M with "Unpremultiplied Alpha Channel" OFF The bottom ones were rendered in A:M with "Unpremultiplied Alpha Channel" ON The left side has the wrong interpretation of each in After Effects chosen. The right side has the correct one. Either can composite correctly with the right interpretation. "Unpremultiplied Alpha Channel" ON is slightly more accurate for compositing purposes. The advantage of rendering with "Unpremultiplied Alpha Channel" OFF (the A:M default) is that outside of a compositing program the anti-aliasing of the object's edges still looks right.
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Change the setting for "Save with unpremultiplied alpha channel" to whatever isn't what you have it set at. If you are using After Effects to composite, it has a setting to use either version of the Alpha channel...
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I put a PRJ up there for you to test. Test it. Can you show this happening?
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It just occurred to me... I think there was a PNG bug in v19o Render to TGA and see if that fixes the problem. v19p is out soon.
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JPG never has an alpha channel. It can't. I always render to TGA because it represents the alpha channel the same as it does the RGB channels and imposes no color management. However, when i render an object in either TGA or PNG, the alpha channels both work as expected. Load this PRJ and see if it displays like I have... AlphaTest.zip The top Chor is the model that got rendered to TGA and PNG. The middle Chor is the TGA on a Layer. the Bottom Chor is the PNG on a Layer.
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Amplitude strikes again thanks to a bubble donor
robcat2075 replied to johnl3d's topic in Tinkering Gnome's Workshop
You could try linking the emission rate to the amplitude? -
Let's flag @Jason Simonds
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OpenCl is a programming library for trying to send computation tasks to the GPU. But all the OpenCL things your program needs should be taken care of by the program's installer. Have you tried uninstalling and re-installing? Have you tried uninstalling and installing a previous version of the program? Have you reported the bug to them and looked for a newer version of the program?
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So you have the 16 digit key but it doesn't work for some reason, right?
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Remember that handy list of new features I sent you?
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I tried it in v15 and v17 and got similar results.
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Yes there is. Edit the Netrender.cmd file in your A:M program folder... REM starts the rendermessnger in two instances for a dual core machine REM renderserver should be started first start renderserver_64.exe timeout /t 15 start rendermessenger_64.exe timeout /t 15 start rendermessenger_64.exe duplicate this portion for as many nodes as you need to start... timeout /t 15 start rendermessenger_64.exe That file will get reverted it you later do a Help>Reset All Settings so you may wish to save a copy elsewhere. OpenMP enables multi processing, which probably has no advantage for NetRender.
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Rodger, can you add the "rear_hinge_hub.tga" image that is called for? Even though you did an "embed all" on the PRJ, images will still not be embedded. Do any previous versions do any better?
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The Master_64.MAC file seems to store keyboard shortcut customizations. Does it store anything else? And where are custom screen Layouts stored? @yoda64
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I can almost smell the Play-Doh!
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As we get higher and higher-res screens to work on , the buttons we have to hit get smaller and smaller.
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I'll add a flag for Jason here... @Jason Simonds
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That is your most interesting result yet! I had not even considered that decals on a boolean cutter would transfer. Great work!
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I think everyone here is pretty much on the latest version, version o. I always have v15-18 installed also, so it is easy to to test if some change has happened.
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Hi Edward, try this...
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Here is a version of your PRJ that works when the mesh for each box bone is a separate enclosed box. Ribbon_SeparateBoxes.prj
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If I had to do the sort of scene you are planning I would do the moving transparency gradient ploy. I think that gets the smoothest motion and is easiest to modify. ThreadReveal5Z000.mp4
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Hmmm... I notice it works in an orthogonal view, but no other. Possible work-arounds... Use muscle mode to animate the Boolean Cutter. I did that to reveal an S shape at Live Answer Time June 20 2020 https://forums.hash.com/topic/48801-live-answer-time-less-live-archived-versions/ Model the threads straight. Use a pose slider to adjust a Gradient transparency to reveal them over time. Bend the threads in the chor. Thread Reveal003.prj Notice the shadow is whacky with z-buffered lights... ThreadReveal000.mp4 Ray-traced light fixes that... ThreadRevealB000.mp4