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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 - rufsketch1

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General Anim8or Forum / Re: AmbientOccluder
« on: September 27, 2008, 01:50:05 am »
haha, no biggie. I'm just glad to get ambient occlusion working.

Anim8or v0.98 Discussion Forum / Re: A Note About the GUI and New Features
« on: September 26, 2008, 09:12:29 am »
lol, i feel my post was the warrant for this thread  :-[.  haha, sorry.

ASL Scripts / Re: Fluid Simulation
« on: September 26, 2008, 09:09:33 am »
I can tell your from personall experience that it wouldnt necissaryily be faking it i made a softbody physics engine with just particles and ranom meshes pieced together to do all sorts of things. What kind of optimizations did you have in mind?

I never said you'd be faking it... I said you'd be brute forcing it.  brute forcing means you're not really taking a mathematically ideal approach to solving the problem.  you're just letting the computer crunch the raw numbers for each particle.

the optimizations include pre-emptive wave calculation (for surface of liquid), ignoring particles that are not likely to be affected (and further optimization of this through clumping groups of particles), and figuring out when or if (again making use of pre-emptive wave calculation for fluids already settled and clumping for fluids in motion) said particles will be affected.

General Anim8or Forum / Re: AmbientOccluder
« on: September 26, 2008, 08:55:13 am »
the remark was an aside to the main question in the post. As I have just reccently become active again, i hadn't had much time to scout the rest of the forums.  but i am glad to hear its just a temporary shortcut :).

great work Steve XD.

General Anim8or Forum / Re: AmbientOccluder
« on: September 25, 2008, 07:25:57 pm »
I think its a UI nightmare, something blender would come up with. 

actually, blenders interface is very effective, it is designed to maximize work flow, after spending about 20 minutes with it it gets much easier to understand.

though i prefer moddeling in anim8or, i tend to do everything else in blender.

I was reffering to its inuitivity, not its workflow.

General Anim8or Forum / Re: AmbientOccluder
« on: September 25, 2008, 03:03:57 pm »
ah, thanks guys.

I figured out the problem.  apparently, the ambient occluder doesn't work if you have your material settings to ambient 0.  weird... yet totally expected O_O.

now how do i specify that i want 256xAA?

General Anim8or Forum / Re: Time to Learn
« on: September 25, 2008, 12:17:57 pm »
huh?  what's with all the forum's top posters disappearing en masse all of a sudden?!!  first spicy, now tanzim...  ???  *gives hihosilver a pointed look*  don't you even think about it, hiho!  :o

well, we'll miss you, tanzim.  hope you are able to come back later.  and in the meantime, have a good time with... *cough*blender?*cough*... or whatever the other program is ;)

- colclough

lol.  i remember when hiho was just a wee little nublet.  man i've missed this place >_<

General Anim8or Forum / AmbientOccluder
« on: September 25, 2008, 12:03:34 pm »
hey all.  long time no see.  cool that steve got a new forum. 

So anyway, after a long anim8or hiatus, i was checking out the new updates.  And I'm trying to figure out how to use the new ambient occlusion feature.  I should make it clear that i'm far from a fan of the new "attribute" option.  I think its a UI nightmare, something blender would come up with. 

that said.  I created the AmbientOccluder attribute in scene mode. however, trying to render with this and the suggested settings of global intesity 0.0 and ambient intensity 3.14 renders a black scene.  which is exactly what i'd expect to render if i set the intensity of lights to 0.  could anyone explain what i'm doing wrong here? I'm using the ART raytracer, I'm not especially sure where to specify that i want 64xAA samples or 256, so perhaps it has something to do with that.   

and hopefully, this attributes idea is just a temporary thing during the preview phase.  other than that, I must say i'm in awe of the feature improvements steve has made.  if only i could figure out how to use them >_<.

fun fact: the current version of anim8or works flawlessly in linux under wine.   unless i am in fact doing the ambient occluder thing correctly, and wine is messing it up somehow.  which i doubt, because i don't think the ambient occluder would rely on any windows libraries.

edit: note, that enabling the AmbientOccluder attribute does increase my render times.  there's just nothing in the render to show for it.

ASL Scripts / Re: Fluid Simulation
« on: September 24, 2008, 05:17:29 pm »
Fluid simulation is not difficult to render think about a set of virtual springs that make up an object then apply gravity and you got a rubbery object now apply a set of rules to break up and round the models off and you got fluid and the formation of water dropplets. put it in a contained mesh and you got a pool of water. :)

that would be the brute force method of doing it yes. 

i've actually figured out a series of useful optimization algorithms for fluid simulation.  however, this isn't very useful for anim8or until we have metaball support.  I guess you could fake it with particles though :\.

Finished Works and Works in Progress / Re: Max reflections
« on: September 24, 2008, 08:04:25 am »
I almost have the v0.97d update ready to post.  It will support user settable max ray depth plus ambient occluders.  For an example of what they can do, I am posting an image that has no lights, but uses ambient occlusion an ambient intensity of 3.14 to treat the whole sky as a light.  It takes a lot of samples to get rid of the noise for this.  One image uses 64x AA and the other uses 256x.

ah! anim8or has ambient occlusion?!

>_<  sweeeeeeeeeeeeeeeeeeeeeeet.

I've been gone too long.

General Anim8or Forum / Re: bloom effect
« on: August 10, 2008, 04:55:41 pm »
anim8or does not yet have this capability.  however, it is a very easy effect to make using post processing with the gimp. 

render your image in anim8or first.  import it into the gimp.  create a duplicate layer of the image (you should be able to figure out how, the button will be in the layer dialog). convert the top layer to grayscale using the desaturate command in the "colors" menu. then in the layers menu (not to be confused with the layers dialog.  a dialog is a separate window,  a menu is that writing at the top of the image window) select transparency,  and then select color to alpha.  pick black as the color.   

you should now see part of your image in color again, as you have "cut out" the dark parts of your layer, and the layer underneath it is showing through.   

now in the filters menu, add a nice blur (using the option that lets you control the exact amount of blur. 

now back in the layer dialog, adjust the transparency of this image. so you can see more of the layer under it.  you should see a bloom effect now.  play around with the settings to get it just how you want it.

you can optionally skip the desaturation step for a different, but still believable effect.

General Anim8or Forum / Re: Dotan8
« on: June 18, 2008, 01:33:07 am »
oh man.  haha. I've been away for too long. I had no idea someone else had picked up the gauntlet on this.  I've noticed you guys don't have the original two issues on your site.  I think i may still have them on my comp, you want me to scrounge them up for you? 

I'm amazed you've been able to keep on a monthly schedule, i could never find the time for that.

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