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Hash, Inc. - Animation:Master

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Posted

A couple of ways:

 

Either by Bump or Displacement decal, or use a material, (or just change the surface property roughness in the model).

 

The manual entries for Bump / Displacment:

 

http://www.hash.com/Technical_Reference/Ge.../DecalClipP.htm

http://www.hash.com/Technical_Reference/Cu...isplacement.htm

 

And the brilliant AMFeatures on surface properties, including roughness:

 

http://wikiold.hash.com/amfeatures/publish...face+Properties

 

I found a tutorial on creating Rust, from Enhance:AM:

http://www.shaders.org/enhance:am/tutorial1.htm

 

I haven't done that tutorial, although I might just have to go and do it now. You can download the AM_fBm texture from the Enhance:AM Animation Master section, the demo - enhanceam.exe, and when you install this, you can change the Material's Attribute to Plugin > AM_Noise > AM_fBm

 

(By the way, does anybody have Enhance:AM who could recommend it?)

 

Decals gives you a bit more control over the model, and renders much faster.

 

To make a bump map, you just paint in shades of black, white, and grey to indicate the height.

 

Difference between bump & displacement - if you do bump, then it doesn't actually move the pixels, whereas displacement does (??), so if you look at it in silhouette, the bumps won't show, but displacements will.

 

To apply, you just apply a decal in the normal way, and change the Decal Image Type from Color to Bump or Displacement.

  • 2 months later...
Posted

look at where you import the image and change the color from black to white or make an alpha channel to hide the white portion

Posted

I was going to suggest using Key Color (which defines the transparency color), but I couldn't get it to work in v14 even with a tga. Does it work for anybody?

 

To create an alpha channel, you need Photoshop / Photoshop Elements / Paint Shop Pro / Gimp.

 

You create a selection in one of those programs of the areas you want to be transparent, and then save the selection (Photoshop Elements) or save Alpha (PSP), and then save a .tga file, 24 bit, I think.

 

Key color is the easiest way to go, which is defined on the Image properties, but I couldn't get it to work.

 

Tutorial on A:M & alpha

Posted

Thanks for the tutorial, John.

 

The rendering was a very necessary part of this, which I missed out. I don't remember having to render it in the past, but it is good to know, although I'll probably forget it again.

 

So it does work.

 

Did you get that, Ravager?

Posted
You create a selection in one of those programs of the areas you want to be transparent, and then save the selection (Photoshop Elements) or save Alpha (PSP), and then save a .tga file, 24 bit, I think.

32 bit to save the alpha

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