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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. The star turns decal drawing on and off. You must have added that to your pallete since that is not a default tool. CTRL-D will also toggle decals on and off
  2. Hi Gene! Good to see you back. Try this and tell me what doesn't work...
  3. I was asked how to apply a decal to one patch Have images in the Images folder Select the patch on the selection and choose "Add Image" Choose an image from the drop down list The image can be rotated in 90° increments with "Rotate Images" You can select multiple patches in step 2 if you want to apply the image to repeat on multiple patches. Cautions: Patch Images often do not shade correctly when used as bump or displacement maps.
  4. How does one encounter the snapcode? What would be the situation where i would get the snapcode for this building?
  5. So the video at the end was taken with your phone... which has Snapchat on it... and that adds the spinning logo on top of the image whenever it senses that it is seeing that building. It's like "Augmented Reality"?
  6. Are you able to show an example of this in operation?
  7. If you look at the movie pic I posted above you can see that the dark parts of the waves are where the surface faces us more and has less reflection so we mostly see the color of the water. The lighter parts are where the surface is tilted away from us and reflects the blue sky and buildings more.
  8. 🙂 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...
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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
  14. 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
  15. 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
  16. 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!
  17. 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.
  18. Tell us when you are back! There are other ways we haven't tried yet.
  19. 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.
  20. 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?
  21. 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.
  22. Give me a chance to sleep and we can look at the options for some canal water.
  23. Bitmap Plus does have a "normal" option
  24. 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.
  25. It's a bit still but it does look more watery!
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