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Author Topic: RIBRobin Toolkit  (Read 8949 times)

Raxx

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Re: RIBRobin Toolkit
« Reply #15 on: March 31, 2013, 08:19:05 pm »

Groups don't work yet, if that's what it's composed of. I'd like to try my hands on this to see where it breaks, if you could send it to me (with the textures), I'd appreciate it!

Also, multiple materials per mesh causes a massive slowdown due to all the extra sorting it has to do. It could be that rather than crashing, it's just taking a long time to process.

Other than that, do simpler scenes export and render fine?
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$imon

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Re: RIBRobin Toolkit
« Reply #16 on: March 31, 2013, 08:48:04 pm »

Raxx - that is probably it, because there are a few materials involved.

The texture issue i was talking about is very probably a tiling issue - aka there is no tiling, only a single instance is shown, and the edges of the texture seem to stretch out to the rest of the object. You're probably well aware of that though ;)

Now I'm having trouble getting the shadows to work - probably a user error again though. We'll see!

BTW - love the 32 bit images , thanks :)


edit- I was right, as usually is the case with your work, the error is mostly with me haha. I had scanline and distant light, so I read your documentation again , changed it to raytrace and the shadows do work now!
See attachment, 36 samples is enough for smooth blur results
« Last Edit: March 31, 2013, 09:44:23 pm by $imon »
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Raxx

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Re: RIBRobin Toolkit
« Reply #17 on: April 01, 2013, 12:31:50 am »

Wow $imon, I've only been doing bland renders for testing, so seeing your render working that well is spectacular! I'm glad you put the depth of field to work, I take it it was easy to use?

I did find a bug related to scanline shadows, in that it'd mess up if you mixed lights that did and didn't cast shadows. I fixed that and a .bat issue where it'd compile everything no matter what. It -should- work fine now in that regard.

On a side note, I just implemented single-image environment maps, and raytraced reflections! The way I'm handling reflections and other special material effects is to make a shape called "MatMod". Basically, you create the shape, apply a material to it, and then that shape's parameters will change or add to that material for all objects that have that material applied. For example, if a sphere has "Material01" applied to it, and you added a MatMod shape with reflection enabled and applied "Material01" to it, then the sphere will have reflections too.

Note that at this point, the render becomes a mix of scanline, point-cloud, and raytraced techniques. The "Render Type" option in the Scene Options pretty much just applies to shadows and AO, and in the future GI. Otherwise the techniques that can only be done via raytracing will be done regardless of what render type you choose.

In RenderPixie you could get a lot of "too many eyesplits" junk, so in the Scene Options I added an option to change the max number of eyesplits per piece of geometry rendered. If you find missing pieces of geometry, increase this number. Don't worry too much about what an eyesplit is :P

Attached are the files pertinent to the changes mentioned above. Feel free to replace the ones in your current installation with these, in order to use them. I will put them in a new release when there are more features. sl_phong goes in the shaders directory


[edit]By the way, I wasn't aware of the tiling issue, actually. My tests didn't extend to that. Unfortunately I'm not sure how to obtain this info from Anim8or! I'll have to ask Steve about it.
« Last Edit: April 01, 2013, 12:49:15 am by Raxx »
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Raxx

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Re: RIBRobin Toolkit
« Reply #18 on: April 09, 2013, 05:06:34 am »

My progress slowed down a bit, thanks to refractions :P I also decided to ditch RenderPixie and just stick with 3Delight, since RP had no hope of getting some much needed bugfixes in the future.

I created support for displacement maps, and now I'm trying to figure out how to get the shadows to portray depth and color. I have it working for partially transparent objects, but it's not true depth that I can tell. I'm also in the process of getting caustics worked out.
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johnar

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Re: RIBRobin Toolkit
« Reply #19 on: April 25, 2013, 08:35:26 am »

Wicked. Awesome.
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cooldude234

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Re: RIBRobin Toolkit
« Reply #20 on: April 25, 2013, 09:24:38 am »

Just wondering, do you have plans on integrating your phur script with this?
IE Have phur export to a carrara scene with that object and fur (its called hair in carrara but still)

What about Carrara in general you plan on adding it to this plugin?
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Raxx

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Re: RIBRobin Toolkit
« Reply #21 on: April 25, 2013, 04:05:08 pm »

Yes, that is my intention! I will have the option to either export PHUR as it's currently generated, or instead to render it using the Renderman hair method.

However, I will not be supporting Carrara. The most recent version is not free, and if you can already do hair and particles in Carrara then there's no point in doing all the work in Anim8or first. Not to mention this is specifically a .rib toolkit -- I'd have to make an entire Carrara toolkit from scratch which does not appeal to me whatsoever :P
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cooldude234

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Re: RIBRobin Toolkit
« Reply #22 on: April 25, 2013, 07:32:05 pm »

owever, I will not be supporting Carrara. The most recent version is not free, and if you can already do hair and particles in Carrara then there's no point in doing all the work in Anim8or first. Not to mention this is specifically a .rib toolkit -- I'd have to make an entire Carrara toolkit from scratch which does not appeal to me whatsoever :P

Awe ):
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