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Everything posted by robcat2075
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🙂 That is true. We can create the change of reflectivity due to the "angle of incidence" with an "edge gradient" material. The rest we can do with judicious color and lighting choices. On one of my contest entries I used an edge gradient to make the reflection of the horizon line stronger at shallower viewing angles...
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I was able to download it and play it in Quicktime and Windows media player. Its properties say it is in "Microsoft Video 1" which used to be a standard codec but I'm not sure if it is anymore. We need to find a better video choice for A:M users.
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We must be talking about some other parameter because 1% reflectivity is next to no reflectivity at all, and there is way more than no reflectivity there. I am also doubtful that the normal map has been set to type "Normal" . It should be distorting the reflections like waves would, but the reflections are still undistorted. notice how the lines of the columns are still straight.
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Ruscular, what does it mean on your screen capture where is says the "Volume conservation" is 110%. I'm wondering how it could conserve volume any more than 100% which would already be completely conserved.
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Here is a shot of Venice in "From Russia with Love" that is very similar to your scene's view point. Notice the refection of the buildings near the water's edge. For now, take the normal map off and see if you can find a reflection amount that approximates that amount of building seen in the water. I'm guessing the reflection level is somewhere between 25-50%. Notice how the amount of reflection decrease as we look more directly into the water at the bottom of the frame. Later on we'll make a gradient that does that for us.
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You won't need the transparency. At this distance the canal water is pretty much opaque. You could set the surface color of the water to a dark greenish brown as a first gambit. But you do need the reflection. That is most of what makes water look like water. You can reduce your testing time by turning off the AO and going back to conventional lighting long enough to see if your reflections are looking watery
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Test of Bullet friction. The three tablets are all the same, but the planes they slide on have different friction settings. The friction is in the object's "Bullet Static Object" properties. Bullet seems to be better at stopping than Newton was. on the Chor in the PWS and choose Simulate Bullet to try it yourself. SlabSlide07 unsimmed.prj
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Here is a test (v19i) showing different bounce stiffness settings. My guess is that Soft Body settings are model-wide only in A:M L to R: 0.05... 0.01... 0.005 PRJ: RubberDonuts05b Three Bounces.prj (To simulate, choose the Chor>RMB>Simulate Bullet) DiffBounces.mp4
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I don't know either way, I had only just gotten Newton dynamics figured out then... POOF... out with Newton in with Bullet! I don't know enough about Bullet to know if the parameters are behaving like they should or if a bug report is due for something. I'm hoping someone will investigate Bullet more thoroughly than I have had a chance to do and report to us. Maybe that person can be you!
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I'm not sure I ever showed this before. This is test of cigarette smoke done with streak particles. You'll probably have to full screen it to see the smoke clearly.
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Tell us when you are back! There are other ways we haven't tried yet.
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I figured you had just a simple plane underneath the land areas, so... Anther solution is to decal it once on that whole mesh (not the Patch image method), then use the repeat values to skinny the tiles down. I'm guessing X and Y repeats in the range of 10-30 might do.
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Here is a thread with some people (including me) trying it out for the first time... https://forums.hash.com/topic/48895-bullet-soft-body-dynamics/?tab=comments#comment-418430 I'm sure there is more to it than these simple tests. If you are familiar with it in another program perhaps you can tell us more about the possibilities?
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If your water plane is a grid with fairly square patches, the easiest way to use the normal map is to select it in the modeler>RMB >Add Image and choose the normal map from the drop down list. This creates a Group of your selection and puts a copy of the image on every patch in the Group. (This is called a "Patch Image") In the properties for that image set Type to "Normal" If the image is facing the wrong way you can select the Group>RMB>Rotate Images to turn it in 90° increments, or you can rotate your water plane. If the pattern is too large, you can shrink it in multiple by setting the "Repeat" values to 2,3,4... Or you can remodel your water plane to have smaller patches and do the patch image over.
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Give me a chance to sleep and we can look at the options for some canal water.
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Bitmap Plus does have a "normal" option
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When you tried Dan's decal, did you set the type to "Normal"? I think if we made a bump material with a noise combiner we could get the waves effect that Dan showed you and also be able to have it move for animated shots.
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It's a bit still but it does look more watery!
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Update of flame simulation i did long ago, but I can't find the old long ago thread!
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Do you have a treatment planned for the water?
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Makes me want to visit!
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Too bad there's no animation potential in woodpeckers.
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If you want to decrease the fog effect, you can increase the End distance. The fog accumulates from zero at the Start distance to 100% total fog at the End distance. Increasing the End distance will make it accumulate over a longer distance and reduce the effect. Here is another thing to try. Drop this Sky Dome into your chor and scale it to reach past the back edge of your scene. This has a gradient to make sky look less flat. Sky Dome.mdl
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Wow! This just gets bigger and bigger! Lets try the fog again. Go to menu Tools>Options>Rendering and make sure that "Use Settings from " is set to "This Dialog" (If "the Camera" were chosen then you would need to make all these render setting we have been making in the properties for the camera. That is valid, but since we haven't been doing that, we'll stick with "This Dialog") Then when you go to render, set Fog ON and set the Fog Start distance to 800cm and the End distance to 5000cm and lets see what comes out.
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That's looking sunnier! How far back on Z does your model go?