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

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Messages - AlecJames

Pages: [1] 2 3 ... 10
1
Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: Yesterday at 07:40:40 pm »
Trevor - what does it mean "has corona as close to Z-Near as possible"?

2
Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 16, 2018, 02:42:17 pm »
Steve: these are not problems for me but I noticed recently and while you are in ART-

#096-014 - ART Renders Don't Show Panaroma Backgrounds

I think there is also an issue with image background.

A second camera does not show the panorama in the work space or rendered view.

3
Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 13, 2018, 06:32:37 pm »
Steve: When I saw Raxx had said "Quad core, 8 threads", I wondered why because I always thought that I could have 1000s threads running on as many CPU cores that I saw in the task manager performance tab.   Why 8 threads?

I found that CPU threads relates to hyper threading where a single CPU core uses 2 (hyper) threads to create 2 virtual cores. They context switch when one thread is idle waiting on some resource.  I guess you don't get 2x performance but its better that 1x.  (I found a really good description this morning but can't find it now :( )

Since there are virtual cores they appear in task manager as separate cores (so I though I had 8 cores but I've got 4 x 2 hyper-threaded cores).  I must have seen the "hyperthreading" term loads of times over the years and just assumed it was some marketing term :)



4
Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 13, 2018, 12:30:17 pm »
I don't know my threads from my cores  :-[  :)

5
Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 11, 2018, 09:21:30 pm »
I ran some rough tests, ChunkSize vs frames rendered in 1 min:

ChunkSize : Render speed
Not set    5.5 frames per min
16   5 frames per min
32   1.9 frames per min
64   3.5 frames per min
128   7 frames per min
256   12.6 frames per min
384   18.5
448   18
512   21.5 frames per min
640   20
768   19.5
1024   15 frames per min
4096   9.5

Hope it helps :)

6
Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 11, 2018, 01:31:35 pm »
Hi Steve

I have a 200 frame 1920 x 1080 simple animation on a green background rendering using ART, anti aliased, xvid codec.
I'm running on an 8 core i7 4800MQ 2.7GHz.

1329 renders in 31 minutes  :(  [processor is running at 96% during render]
1321 renders in 15 minutes!     [ processor is running at 15% during render]

Both tests are running with the PC using about 5GB of 8GB RAM, anim8or is using about 250MB during both tests.  Multithreaded is checked.

Let me know if I've might of set it up incorrectly.


7
Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 11, 2018, 12:24:13 pm »
Hi Steve

I've got Raxx's phur script loading at startup.  when I start 1329 I get

Compiling "C:\Program Files (x86)\anim8or\scripts\PHUR v1.4.a8s":
2531 lines 0 errors
Compiling "C:\Program Files (x86)\anim8or\scripts\PHUR_Comb.a8s":
error on line 47: undefined member reference 'LockAmbiantDiffuse'
error on line 47: incompatible types in assignment
47 lines 2 errors

I'm on Win7 x64.

(This is not something I'm using at the moment its just left over from experiments.  Hope this is useful feedback.)

Thanks for the hard work :)


8
I watched a Terranim8or tutorial video and that put things into context for me.  I was going to use it in my other world project but I tried the script first and found it did just what I needed.  The problem with the script is sometimes it does not work and it doesn't tell you why.  I'm getting better at finding the reason, often the material seems to have "lost settings" but I can't work out how to force this issue so not sure if its me doing something or a gremlin.

Hope the project goes well :)

9
Glad you've got it working

Have you used Terranim8or or Raxx's animated textures script or a combination of both?

10
Hi Ian,

Not sure what you mean.  I think you mean that you don't see the animated texture while viewing a single frame in scene mode (or object mode).  I will try and explain that, if I've got the wrong end of the stick let me know :)

In scene mode, as you step through frame by frame you see your objects move to the required position for each frame.  e.g. in my example, if you select top view, you can see the camera moving as you advance through the frames.

If you have an object with an animated texture, the texture changes frame by frame, in the same way as an object moves frame by frame. The water splash starts as a video, it is converted to many single frame images - Tan0001, Tan0002, etc. Raxx'x script swaps the texture (Tan0001 for Tan0002, Tan0003, etc.) on the material depending on the frame that you are viewing.  So in scene mode with an animated texture, you will not see any animation while looking at a single frame, the animation is done by selecting each image in turn as you move through the frames. It does'nt become animated video again until you render your scene.

If you had a splash consisting of 12 frames from start to end, you could make a stop frame animation with 12 images.  You could put each image on a its own object, and in scene mode key the visibility of each object (each object is a frame of stop frame animation) so that the objects are displayed for 1 frame, one after the other.  When you render, it will appear to be an animated texture on one object.  Raxx's script achieves exactly the same, but with a single object.  The expression that calls the script calculates which image should be selected given the frame number.   The files Tan0001, Tan0002, etc. are each frame of the stop frame animation.

Let me know if that makes sense. :)

Have you seen Raxx's video tutorial on this thread http://www.anim8or.com/smf/index.php/topic,5333.msg39604.html#msg39604?

[Still frames / sprites become an animated texture when you render (or play) the scene.
I could not find your reference "Raxx's method of "add to project"?
I don't know terranim8or, but my guess is that it creates many objects (particles) adds them to your anim8or project file and keys them in scene mode to splash / explode / smoke / fire ,etc.]
A

11
I've made another version.

In V2 Iíve tried ENSONIQ5ís suggestions for making water in this thread http://www.anim8or.com/smf/index.php/topic,5703.0.html  Not bad for 1st try?   Iíve also reduced the zip file size significantly by reducing the image size of the animated textures.  Its only 2.5MB now but it will not let me attach it.  (This change has also had a big impact on the scene playback speed in anim8or - I didn't realise the image size affected this so significantly)

2nd attempt comes out like this (the break up at the end is a youtube thing, my original didn't do it):

[/youtube]

Project V2 https://1drv.ms/u/s!Ag0is5Le3T-0kghBMhl1XKajVsMC

12
Hi Ian - no problem.  The second time I used the script I had all kinds of issues because I had forgotten some of the steps so any excuse to practise helps me remember, in the short term at least :)

13
Thanks for the comments

Theo - I agree the explosion where ow44 goes through the roof could be more spectacular, if you blink you miss it, same when ow44 returns. I have about 20 tiles as part of the explosion it would be better with 100+ and coming out of the front :)  On the return I wanted to have a dust cloud coming out of the chimney and out of open windows.  But its all time and I ran out of it.  When the satellites blow up leaving the solar panels, I think that would be better with a flash as well.
The facebook group challenge is for anim8or so I took it as an extra challenge to do as much as possible in anim8or. 

14
Hi Ian

I've made an example project to practise doing this.  (zip link below) It tool me a while the first time I tried.  In the zip is a word doc with notes on each step.  I hope it reads OK.

This was the result:

[/youtube]

Let me know how you get on :)

https://1drv.ms/u/s!Ag0is5Le3T-0kgagntrGeciRdZqS  (the project is too big to attach - 17MB)

15
The finished animation (3 months later)! :)



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