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Posts posted by jason1025
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Here is specifically what I am doing. I have the image sequence decal ed twice, one as color and one ambiance.
Now that I think about it. Do I really need to use the same image sequence for the ambiance?
The standard route for a TV screen is to put the image decal on the screen surface and set the screen to 100% ambiance. That works. You'd have to show me a case where that is not appropriate.
If you can't remodel your screen to the dimensions of your image then a still frame decal for ambiance would be the way to make just the image part luminous.It seems like a waste of resources because the computer has to buffer all those extra frames. Cant I use a pure gray or white single decal and get the same effect for Ambiance? I am not sure of the results because the image sequence has the unique images for everyimage regarding ambience, but is it necessary or is it negatively impacting me anyways because of the variations in the image sequence?I am not on skipe. I will have to look into that.
OPTION A: So your saying the "Group" aka the models surface property that is the screen is normally set to 100% Ambiance when doing the TV screen model when not using a decal to drive ambience?
OPTION B: So you are also saying my method of using the image sequence twice one for color and one as ambiance is not standard practice in regards to driving ambiance VIA decals?. You say to Just use a single white decal to drive the ambiance when using the decal method?
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Here is specifically what I am doing. I have the image sequence decal ed twice, one as color and one ambiance.
Now that I think about it. Do I really need to use the same image sequence for the ambiance? It seems like a waste of resources because the computer has to buffer all those extra frames. Cant I use a pure gray or white single decal and get the same effect for Ambiance? I am not sure of the results because the image sequence has the unique images for everyimage regarding ambience, but is it necessary or is it negatively impacting me anyways because of the variations in the image sequence?
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I know it's been used successfully before.
The decal has a property somewhere for frame currently shown. Try setting keyframes on that.
smart idea.
I have the same image applied in the same spot twice but one is for ambiance and one is for color. It gives me the look I want but I think this may be adding to the problem. Is there another method?
Do you really need the image to do ambiance? Couldn't you just set the surface to an ambiance %?
Not that two decals shouldn't work as well as one.
Yes I think. The image sequence represents the screen of the monitor. So the Screen needs to be brighter than the monitor itself. However I guess I could remodel the model so that I could isolate a group specifically where the screens image sequence is and then raise the ambient intensity for that group.
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I know it's been used successfully before.
The decal has a property somewhere for frame currently shown. Try setting keyframes on that.
The only place I can find the "Frame" Option is in the objects not the shortcuts to the objects in the chor. Its my understanding that only objects/properties in the chor can be keyed.
What am I missing?
Also Robert can I give you a call?
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I know it's been used successfully before.
The decal has a property somewhere for frame currently shown. Try setting keyframes on that.
smart idea.
I have the same image applied in the same spot twice but one is for ambiance and one is for color. It gives me the look I want but I think this may be adding to the problem. Is there another method?
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looking good.
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Does this feature work?
I am using a Jpeg image sequence on a few monitors in a chor. Sometime some frames render the first frame of the image sequence regardless of of what frame in the time should be rendered.
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That is so impressive. Tutorial!!!!!
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keep at it. The last 10% is where 90% of the work will be done. But that's only true 50% of the time.
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That looks so good. How did you create the after burner?
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looking good
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looks good. Close up shots will require some sort of beveled edge.
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Any chance you could donate the light model that is in the left corner of the screen.
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Trying to figure out the new solutions.
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Thanks
Robert you and the rest of the community have sure unlocked the potential of this program for me.
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How do you create depth maps? Is it generated by using open exr and buffers?
Yes, it can be created by that.
However you have level the resulting Depth-Map, because it is 16 or 32 bit and will show as a black image if you dont do that.
*Fuchur*
I don't understand, could you make a tutorial?
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how do you create a depth map?
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To deactivate decals too, you will have to create a pose though.
Or you can use the Nancy method.
Set the model to Front Projection Target in the chor.
Apply a solid white rotoscope image to the camera.
I think this also turns decals white, but bump maps will still render.
Thanks folks
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Is there an easy way to switch all models to white leaving just the shadows on a bunch of white objects? What do you think about a feature request that is a switch that globally turns all objects surface color to white?
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Thanks Robert. How would you create a shadow only pass for all shadows and or AO shadows in the chor with multiple objects? I want to save render time by doing to separate renders. The Pros seem to render a flat pass without shadows then render the shadows with occlusion, and then composite.
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How do you create depth maps? Is it generated by using open exr and buffers?
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Thats disappointing.
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Hey,
I've currently been using shadow passes all over the place in A:M..... Mostly for ground shadows....Ground plane must be set to "Receive Shadows Only" in it's options panel...... ALSO and important....USE .TGA FILES.....Then in the render settings set both the ALPHA and SHADOW buffers to "ON".... Leave the other buffers(light, etc.) at "off"......When you render set the multi passes low at maybe 2-3 passes...Then later you can soften them in a post App like After Effects... BTW.....You won't see the shadows until you go to composite so test a frame or two first... Cut all the render settings off in the render settings except the Multi-pass and shadows.
THIS is a simple way for ground shadows that requires some compositing know how....... FOR shadows on the characters...I have found that rendering the shadows along with the character works best in A:M....Haven't seen a fast way to render just the shadows on the character itself....
Cheers,
William
I cant get it to work when I fallow your instructions. I just get black screen with blank alpha that is flat with no difference. Any ideas?
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Do you have a particle/hair emitter in there?
no
image sequence decal not working
in New Users
Posted
Yes, thank you. Good advise