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Everything posted by robcat2075
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Hooray for updates!
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Perhaps @Jason Simonds will catch this thread.
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Sign into your account at the store and look at your past purchases and see if your key is listed there.
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Did you buy it through the Hash store? That should be pretty automatic. You get an email with your new key in it.
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A render of Serg's PRJ... serge000h2000.mp4
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Crew arrival at ISS...
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Tour from Space: Inside the SpaceX Crew Dragon Spacecraft on Its Way to the Space Station. It looks surprisingly roomy inside...
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May 30 was Mel Blanc's 112th birthday. Hear the "Man of a Thousand Voices" do eight different characters in "Birds Anonymous" (1957)
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Live feed of SpaceX launch today (Sat May 30)... EDIT: this is now an archive of the broadcast. The launch begins at about 4:23:04
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Idea to try... use Splitpatch to double the density of your ghost mesh and run the simulation again.
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The "Bugs Bunny - Roadrunner Hour" on Saturday mornings would have been rather different if they had included the WWII cartoons... "Scrap happy Daffy" (1943)
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@Madfox @Tom Here is a PRJ you can experiment with. RCH_Plume03j sample.prj SmokeBallA.tga SmokeBallB.tga Notes... There are two sprite examples in the Images folder. Look at them in an image editor to see how they are painted and how the alpha channel creates the soft edge. "B" is softer than "A". You can swap them by clicking on the Image name. Note how the sprites have been shaded on one side to create the illusion of light direction. This needs to be individually crafted to match the real lighting in your scene. There are two "Forces" in the chor that create the curling and rising motion of the smoke. There may be other ways to do that. The Emitter has been animated in the Chor to tilt erratically so that the plume is not exactly the same all the time Quick global changes to the effect can be made by changing parameters in "Sprite System"... Life (0-100%) will change the length of the plume Rate of Emission (0-200%+) will change the density of the plume Opacity (0-100%). low values blend the sprites together better but make for a flatter plume. High values make it lumpier but make the visible "popping" of the sprites as they occlude each other worse. Size (100-300%). Large values create better blend but over-smooth the appearance and lessen the clarity of the edges. You can scrub through the first few seconds to test results. If you want sprites to cast a shadow you will need "Cast Shadows" ON and a ray-traced light in the chor. No shadows is WAY faster. If you want to use NetRender, you will need to "Bake" the particles in the Chor and resave your PRJ.
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@Jason Simonds would know for sure. I suspect the Windows 7 will be seen as a different computer.
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Here is a slightly more nuanced emitter... Frames19Lc.mov
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Here is a slight blip. Particles are flipped in progressive renders. Doesn't affect shaded or Final renders, however...
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Here it is with "opacity over life" fixed. the particles now fade before they die instead of popping out. Exhaust03e_000.mp4
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It has been fixed in some version since then. I'll need to dig this all up and re-study this
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Do you have a reference image of what you want yours to look like? That will be essential.
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Render the model on a transparent background
robcat2075 replied to Userdelete's topic in A:M Rendering
The above project renders files like these. See if these have the transparent background you seek. TGA version... Thom021.tga PNG version... -
Render the model on a transparent background
robcat2075 replied to Userdelete's topic in A:M Rendering
Set your scene up so that everything you don't want in the background is either deleted or has its "Active" property set to OFF Set your camera background color to something similar to whatever you will be placing your image on top of. In the render settings try PNG or Targa format first. The format depends on what you plan to do with your image. In Buffers set Alpha ON Depending on what software you intend to use your rendered image in, you may need to set "Save with unpremultiplied alpha channel" ON or OFF -
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I love cabooses! I was disappointed if we were stopped at a crossing for a train and there was no caboose at the end.
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Hi Frederick, The Cut Plane wizard attempts to insert a break or spline (your choice) at where you position the plane to intersect your model. However it sometimes gets the order of the CPS wrong when connecting them. But hand stitching is pretty easy. Hold down the SHIFT key to "maintain curvature" if you want, and click-click-click-click to place your new CPs. You can use Hide and Lock to avoid sticking any CPs where you don't want them. You can also do your new spline in sections and leave free-hanging CPs to join them together later.
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That's a tease!. Glad to hear you are well and always glad to see new work from you!