Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Pages: 1 [2] 3

Author Topic: PNG Support added to Build 1118, October 19, 2014  (Read 10288 times)

ianross

  • Full Member
  • ***
  • Posts: 142
  • Imagination is the elixir of life.
    • View Profile
    • https://www.tradebit.com/filedetail.php/164976574-part-1-anim8or-tutor-course
Re: PNG Support added to Build 1118, October 19, 2014
« Reply #15 on: October 21, 2014, 08:40:45 am »

Thank you Steve, this is fantastic for cut out animation, it makes alpha mapping easier and pngs produce better quality renders.
I wonder if it is possible to load a sequence of png files on to flat plane and have it play as movie, somebody would have to write a script for this?
This was possible with bmp files, Kreator created a video on this years ago. Kevin please can you post a link to this, it just may inspire somebody.
Logged

ronaldefarmer

  • Sr. Member
  • ****
  • Posts: 293
    • View Profile
    • Ron's Website
Re: PNG Support added to Build 1118, October 19, 2014
« Reply #16 on: October 21, 2014, 05:30:12 pm »

Steve:


 Transparency for lights is a great idea but it's not that easy. I've wanted to support that for a long time. Adding it to the ART ray-tracer is the most straightforward, and then probably the scanline renderer but only for ray-traced shadows. OpenGL is considerably more difficult.


Ray-traced shadows in scanline would be most useful to me; most of my rendering is scanline.



Your example works in the viewer for me, alpha and all, but I can't tell if the alpha falls off smoothly at the edges or abruptly. (And thanks for the compliment :-)


Alpha does not seem to fall off smoothly in the viewer, also back side of the material is not visible but I might have some settings wrong for the material. The compliment is well deserved.
Logged

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 1532
    • View Profile
Re: PNG Support added to Build 1118, October 19, 2014
« Reply #17 on: October 21, 2014, 07:42:36 pm »

I've fixed the inverted png textures. All png images are read in inverted, including reference images and backgrounds, so all I needed to do was flip 'em after they are read :-)
Logged

johnar

  • Sr. Member
  • ****
  • Posts: 814
  • Make it, Move it--Give it Life
    • View Profile
    • youtube vids
Re: PNG Support added to Build 1118, October 19, 2014
« Reply #18 on: October 21, 2014, 11:54:46 pm »

Quote
I wonder if it is possible to load a sequence of png files on to flat plane and have it play as movie,

 That was one of the really cool features in 'Terranim8or'.
 The option for this in anim8or would definately be a cool addition, but in the meantime, terranim8or still does an excellent job of doing exactly that. Then saves to .an8, making an an8 file with Ýmaged planes loaded in order in scene mode and  ready to go. Was/is handy for a lot of things. Ie: using as guide for scene animation, and making 'moving backgrounds'

Edit: Not sure about .png files in terranim8or. Must check that out
« Last Edit: October 21, 2014, 11:56:27 pm by johnar »
Logged
%

kreator

  • Hero Member
  • *****
  • Posts: 1114
  • Anim8or, Blender, & Carrara. A Great Combination!
    • View Profile
    • Anim8orWorld
Re: PNG Support added to Build 1118, October 19, 2014
« Reply #19 on: October 22, 2014, 05:03:52 am »

Johnar: I think that was what IanRoz was referring to.

I don`t think that Leslie enabled .png files to be loaded, have checked only jpg, bmp or gif supported.

With Leslies site now gone, I don`t imagine it will be upgraded either
« Last Edit: October 22, 2014, 05:27:15 am by kreator »
Logged
O

johnar

  • Sr. Member
  • ****
  • Posts: 814
  • Make it, Move it--Give it Life
    • View Profile
    • youtube vids
Re: PNG Support added to Build 1118, October 19, 2014
« Reply #20 on: October 23, 2014, 04:05:16 am »

Cheers kreator. Wow, thats interesting. GIF support. Hmmm.

Quote
With Leslies site now gone, I don`t imagine it will be upgraded either
Had better locate and put my copies of Terranim8or into a safe place.
 
Logged
%

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 1532
    • View Profile
Re: PNG Support added to Build 1118, October 19, 2014
« Reply #21 on: October 23, 2014, 09:23:30 pm »

raxx: Build 1121 fixes inverted .png files.

CrashDrive:
Quote
Also using two images (diffuse and transparency) on an object disappears in the viewport.
I've fixed a bug where materials with multiple textures were badly broken in build 1112. Check and see if built 1121 fixes your problem.

johnar: You can now output .png files when rendering a movie (but there is still an issue where you can check both RGB and RGBA simultaneously :-( )
Logged

cooldude234

  • Sr. Member
  • ****
  • Posts: 901
  • You know what I realized, I dont have an avatar :\
    • View Profile
Re: PNG Support added to Build 1118, October 19, 2014
« Reply #22 on: October 23, 2014, 10:17:31 pm »

So are we going to be able to use the alpha channel in our png files?
Logged

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 1532
    • View Profile
Re: PNG Support added to Build 1118, October 19, 2014
« Reply #23 on: October 23, 2014, 10:59:05 pm »

cooldude234: Absolutely. Here's a sample using a single RGBA texture .png file that was created by an Anim8or render. The texture has a b&w image with transparency, and the material color is magenta. The three materials have their diffuse texture's Alpha Modes set to: None, Layer and Final:


« Last Edit: October 23, 2014, 11:00:14 pm by Steve »
Logged

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 1532
    • View Profile
Re: PNG Support added to Build 1118, October 19, 2014
« Reply #24 on: October 24, 2014, 03:59:46 am »

Fantastic! It was just a little copy-and-paste error that pasted the wrong OpenGL function. Darn you, copy-and-paste! :-)
Logged

neirao

  • Sr. Member
  • ****
  • Posts: 570
  • Neirao
    • View Profile
Re: PNG Support added to Build 1118, October 19, 2014
« Reply #25 on: October 24, 2014, 11:54:54 am »

Great Steve!!
yes, need only work in raytracer mode.
Anim8or always in big progress!!! :)
Logged

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 1532
    • View Profile
Re: PNG Support added to Build 1118, October 19, 2014
« Reply #26 on: October 25, 2014, 12:06:23 am »

OK in the just posted build 1122 all blend modes and alpha modes should work correctly in ART raytracing, GLSL shaders and scanline rendering. ARB shaders and OpenGL Materials mode havr a few color issues which aren't easily fixable, but the transparency is correct (and the match each other :-) ).

Here's a sample project and the outputs:
« Last Edit: October 25, 2014, 12:08:38 am by Steve »
Logged

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 1532
    • View Profile
Re: PNG Support added to Build 1118, October 19, 2014
« Reply #27 on: October 25, 2014, 12:20:18 am »

Raxx: You can do this by setting the diffuse texture's alpha mode to "Final".

Quote
When loaded as a texture, could there maybe be a check box in the Texture Mode Selector dialog to apply the PNG alpha to that channel?
Logged

Raxx

  • Administrator
  • Hero Member
  • *****
  • Posts: 1447
    • View Profile
Re: PNG Support added to Build 1118, October 19, 2014
« Reply #28 on: October 25, 2014, 12:36:04 am »

Yarr, I noticed this later, thanks for clarifying. It's not very obvious, unfortunately.

In the new 1122 build, running your (Steve's) TargetBlendModes .an8 file, it seems to take a good 30 seconds or more between each texture not found notification. It took about 5 minutes before I could actually use the program. Is there a rogue loop going on in the code when searching for textures?
Logged

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 1532
    • View Profile
Re: PNG Support added to Build 1118, October 19, 2014
« Reply #29 on: October 25, 2014, 12:45:01 am »

That's annoying. I'm assuming that it was essentially immediate on your computer for previous builds :-)  I'll look into it.
Logged
Pages: 1 [2] 3