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Everything posted by robcat2075
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Welcome back, Edwin!
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That would be fabulous, Michael! We have sub forum of Free Models donated by users (maybe there is a policeman in there?) etc. Start a thread in it with a descriptive title so others may find it in a search and upload your stuff! If you have model that uses bitmaps or other externals, it is best to put the model and its assets all in one ZIP and upload the zip. It is also helpful to post a small render of item in the thread. https://forums.hash.com/forum/184-free-models33-materials33-projects33/
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You can get past version on the ftp... ftp://ftp.hash.com/pub/updates/windows/ copy your master0.lic file from the v19 folder to the v17 folder
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That sounds less likely. Can you set them to change over the particle's life? BTW, i suggest you load up v17 for fluid experiments, for now. I think there is a display problem in v19.
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Most of your scene... characters, models, lights... doesn't care about gravity. Particles do. Bullet objects do. Cloth does. Dynamic bones do. But that's about it. Now that I think about it, you can leave the Chor gravity at its default and negate it in the properties of the Fluid material!
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Try setting the gravity in the Chor to a horizontal direction. + or - X instead of -Y
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I think Pollock solved the gravity problem with horizontal canvases. 😃
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That most resembles the AnimationMentor "Stewie" character.
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That will be handy! I never noticed that before! Thanks!
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AMD stock went up 8% to a new high today on the announcement of new chips https://www.theverge.com/circuitbreaker/2020/7/21/21331824/amd-7nm-ryzen-4000-desktop-chips-apu-processor-prebuilt-systems-intel https://www.fool.com/investing/2020/07/22/amd-targets-oem-market-with-new-ryzen-chips.aspx Not available for DIYers yet but I presume their previous top-of-the-line desktop will be reduced in price soon. An 8-core chip that runs up to 4.3GHz yet only produces 35 watts of heat? I remember going to a show where someone was demonstrating a PC that ran at ... 200MHz! The fan sounded like a vacuum cleaner running and the exhaust felt like a hair dryer set on "high".
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The complete "Mastering Materials" collection by Bill Young is now available in this thread...
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The last one widens the funnel over time while the origin remains in the same place.
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Another variation on the theme... ConeForceD000.mp4
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I looked on the ftp server for these... I don't see them. Did these videos ever find a place that we can access them?
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A search on a character name might get you relevant threads... https://forums.hash.com/search/?q="Nimee Aimee"&updated_after=any&sortby=relevancy&search_and_or=or
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A lot of old links to material, even things on this forum seem to have gotten lost when the forum software was upgraded a few years ago. 🙁 What you are looking for may still be here but i'm not sure where!
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Here are a few experiments with cone-shaped particle movement per our discussion at Live Answer Time on Saturday @Tom @KingVidiot These show the force with "Magnitude" set to -25, -5, and -1 ConeForce1000.mp4
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In the torture test example above i used A:M to render the original "HDR" OpenEXR displacement map. Processing that in Photoshop (to blur for example) is frustrating because most of the painting tools we are familiar with in Photoshop become unavailable once you go from 8 bits per channel to 16 bits per channel. On top of that I've never been sure if Photoshop resaves to OpenEXR with all the possible values since Open EXR itself can have more than 16 bits per channel. For the dinosaur maps i sketched the shapes of the scales and plates in the 3D Painter app that works with A:M models, then took the map I created, which looked like this... ...to Photoshop to do coloring and tweaking, then switched to 16 bit mode to process and slightly blur to try to hide the stair steps that happen with 8-bit displacement maps. The Photoshop file has many layers that work together and that I turn on and off to output different maps like color, displacement, specular... The end-product displacement map looked like this... I'll note that I'm still using Photoshop 6.0 from 2000. Modern Photoshop may have more HDR tools but people who have modern "cloud" Photoshop say it's not much better. One of the forum members said that GIMP has real painting tools in HDR modes but every time I look at GIMP... i go back to Photoshop. All of the above refers to bitmap "textures". "Materials" in A:M lingo are procedural/algorithmic things that create their effect by setting parameters in certain ways. In fact, I used a "Material" to make the gray-scale that is on the dome shapes in the first picture at the top of this thread. Materials are another huge topic in them self.
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I think it is mostly obsolete I never used the Community tab. I never liked "instant messaging" at all because I never knew when a conversation was over. 😀 It was something created before social media like Twitter or Facebook existed and when things like AIM did. Just about all our interactions today are here on the forum. We also have "Live Answer Time" every Saturday for real time Q&A stuff.
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It is posted. Minus about 20 minutes of mic trouble!
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You might try a cone-shaped force with a very wide angle to draw them back in?
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I've never messed with it, but in general, A:M can export everything in chor as a polygon model and can do that for all the frames in the chor. You take that series of OBJs to some other program and render in that. If someone who actually does this ( @Bobby ) wanted to write up a tutorial on the complete work flow I'm sure that would be a useful reference to have here.
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If you're careful it should be more than enough. The hard part is creating good maps in OpenEXR format. My contest entry "Amber Waves" uses displacement maps to texture the dinosaur. That was my first substantial attempt to use it. https://forums.hash.com/topic/49581-prehistoric-gallery/
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Rodney mentioned this. Charles Babbage works in a special effects shop that makes large animatronics for movies and live shows. He has been has been using A:M for many parts of the pipeline. Farther down the thread he gives a fuller description of the workflow on this particular project.
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Mac v19 polygon import (not prop) issue
robcat2075 replied to KingVidiot's topic in Animation:Master
@KingVidiot you can find the master.log file in the folder A:M is installed in.