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Messages - Trevor

Pages: [1] 2 3 ... 12
1
Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 20, 2018, 05:41:18 pm »
oh, haha, I know we can do it manually, I was meaning more a An8 feature for Steve :P, it would certainly make ART unique.

haha, I couldn't resist testing my old lightsaber in the new ART

10:33 for full self illumination (DIR) with 64AA - there are no "Lights" in the scene

Final image has corona as close to Z-Near as possible.

Trev

2
Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 19, 2018, 05:18:15 pm »
Those Christmas lights just scream "Corona required" :P

hmm, actually, just having a think about it, how hard would it be to have 2d sprites attached to the Z-Near and locked to the on-screen position of "target" nodes?

Bit more of a "Game Engine" feature than a "3D Modeler" feature, but it would be great for renderings (scanline or ART)

Trev

3
Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 16, 2018, 05:39:25 pm »
I have 2 physical cores and 4 logical cores = 4 threads. I suspect that you have 4 physical cores and 8 logical cores - that's what Intel calls a "8 core cpu".

Erm... no... I have 8 cores, 16 threads, Im not mistaken :P

Hmm, looking at the cores, it would seem that they are all doing something since right before pressing render they were all more-or-less idle, however only 8 red lines ever show up on the preview.

maybe Im missing something?

Ok, so doing some tests with affinity and priority it seems you made a comment earlier that less cores could be faster, it seems your right, limiting to the first thread of each core actually works out faster than allowing all threads to run.


Trev

4
Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 16, 2018, 12:15:23 am »
so, on your dual core, how many threads do you run? 2 or 4? (Since hyperthreading makes windows think you have 4 logical cores)
I have 8 cores, 16 logical cores and not all cores light up, only 8 do at a time. (obviously some cores also run other processes like windows, but they are not full)

Trev

5
As I stated before, for a touch interface, the addition of a zoom would be usefull, but yes, with a mouse the original arc rotate is far better hence why I said the new one should still accept right and middle clicks (since they cant be done on touch it wouldn't affect them - well, right can, its touch-and-hold-then-drag :P)

Trev

6
Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 15, 2018, 11:41:19 am »
HOLY CRAP!!! Multi-Threaded rendering has arrived, testing NOW :)

Trev

rendered a test (Diffuse Inter-Reflection test as shown on another topic)

83 secs down to 14 !!!! WOW

Also, anyone using DIR should disable fastAA as its actually slower since it always has to do "full evaluation".

My only suggestion now would be to "build" an image interlaced, i.e., blocks of solid -> blocky(coarse) -> final image(fine)

Also, my tests show that ChunkSize 32 is the best for speed, anything bigger gets held up on one or more chunks (like the mirror ball).
32 on the other hand is small enough that each chunk can finish in a timely manner and if its still needing to render then another thread can "take over" since its not tied to a thread.

Can you up the thread count to 16 too? Im only using 70% CPU (anyone have anything more?)

7
Might I suggest seldon that this should have been in Ongoing Development and not Anim8or V1.0.

Trev

8
yay another CAD user :P

Remember I also suggested "Angle between path segments" but also just thought that "Angle between selected edges" would be good (provided edges are joined by a vertex)

Trev

9
Ive been meaning to mention this since build 12xx but refrence images are not transparent in wireframe mode.
this means I have to switch to solid mode and assign a temporary transparent surface to model to match refrence image.

Trev

10
Anim8or v1.0 Discussion Forum / Re: Idea for Skinning
« on: December 12, 2017, 12:39:30 pm »
My suggestion to vertex painting would be to only paint non-occluded surfaces - if a vertex is blocked by another triangle ignore it unless a checkbox/button/hotkey is pressed.
This allows one to paint an arm without fear that the body or legs will get painted too if any vertex is hidden behind the arm.

Trev

11
Hi Steve, Can you please make sure you post development builds in the dev thread too since I lost the last build and it took a while to find this build (the thread didn't even show it had new posts in it)
At present the dev thread still says "The current release is build 1269, February 14, 2017"

Glad you got copy/paste working though

Trev

12
Finished Works and Works in Progress / Re: Gyperboloid's Lab
« on: December 02, 2017, 10:45:50 pm »
Nice.

Are you using Glossyreflector for walls? (Just noticing the noise on the wall and how the blue above the couch is imparting colour onto the wall)

heh, yeah, though Id like to know the difference between his current implementation and photon mapping.

Trev

13
Finished Works and Works in Progress / Re: Gyperboloid's Lab
« on: November 09, 2017, 03:34:49 pm »
When I seen your thumbnails I thought you were using diffuse inter-reflection, sadly when I opened up your images they look like they have been done in the scanline renderer with lights simulating the doorway.

You should try using the settings I posted (back-up your project first) and see how it looks.
The numbers might need tweaking but I think it should work fairly well with that doorway.

Trev

14
Finished Works and Works in Progress / Re: 4K logo overhaul
« on: November 04, 2017, 05:36:49 pm »
its another example of needing multi-threading/core
funny thing I found was that I made a test app with 4 threads expecting them to use 4 cores but unfortunately they all stayed on 1 core, so multi-threading and multi-core is slightly different even though I thought that the OS took threads and spread them over cores...


trev

15
Finished Works and Works in Progress / Re: Diffuse Inter-Reflection Test
« on: October 28, 2017, 01:45:20 pm »
Thanks everybody, I thought Id share to bring the subject back up since it was a while ago since I last mentioned it (must have been around 2014)

PerfectGold aka GoldenEye Setup Editor. PerfectGold is a concatenation of Perfect Dark and GoldenEye Since the editor supports both as PD was built from GE.
The editor now also supports Diddy Kong Racing, Micky's Speedway and Jet Force Gemini, however I don't think any realistic name could be made from that list of games :P

Trevor: this is a nice collection of images, especially since Anim8or doesn't use Photon Mapping which is much more efficient at rendering diffuse inter-reflections like in your examples.
Ah, is that why you originally said it couldn't be done (My original images of the ship were extremely contrasty)
Ive done a few DIR renders with ART, each time getting better results, these I think are the best which is what prompted me to post them.

For those who want to re-create these are the entire settings

Material:
Ambient 0 (0)
Diffuse 20 (128,128,128) (Optional texture set to Darken)
Specular 0.95 (255,255,255) (If used texture copy here too and again set to darken)
Roughness 0 (9999 for mirror)
Attributes class[type string = glossyreflector]

Scene:
1 infinite light for sun (255, 229, 191) - slightly orange sun to counter the blue sky
1 local light for interior (136, 124, 118) - warm interior light 1/2 as bright as sun
Environment spherical panorama of sky
Global Lighting ambient 0, diffuse 1 (exterior) diffuse 4 (interior)
AA samples min 49


Trev
Attached is the original image and composite sample

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