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Messages - Steve

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1396
thecolclough If you render a movie to RGBA .png files select only the image channel Anim8or makes full color RGB with the appropriate alpha channel. The background (where the alpha is 0) will be whatever color it is on the screen, which you can set to any color (or an image, etc) in the Scene->Properties dialog using the Environment button.

The black background and separate alpha images are created when you select Image+Alpha Channel which outputs both channels as you'd expect. The black background makes it possible to blend the images with another image an not result in a color fringe tinted the background color. This is not possible with the back ground color which can vary when you use an image or panorama.  See the user manual for how this works:
http://www.anim8or.com/learn/manual/7_scene_editor.html#the_alpha_channel

1397
Ongoing Anim8or Development / Re: Layers
« on: October 31, 2014, 08:44:36 pm »
Layers are now supported for Figure components for visibility. Locked support will come next.

I am using the Separate model so when you hide something in, say, the Object editor it vanishes everywhere. While this is the most generally useful, it makes it difficult to make a test render of the final look in the Scene editor, for example, without going though all the different parts of your project and making sure that it's all visible.

So I've decided to add a GUI option to toggle between a Modified Global mode that I'll call Override, and the currently used Separate. This new mode will assume everything in the other editors is set to Visible. It will allow you to do a final render without leaving the Scene editor by just enabling all Scene layers and changing the Layer mode to Override or whatever better name comes up :) .

1398
Check out build 1124 with a few fixes and Layer support for Figure components.

1399
Anim8or v0.98 Discussion Forum / Re: Modifier, Type related issues.
« on: October 31, 2014, 07:08:17 pm »
#098-043 - Multiple Modifier issues in properties dialog and copy/paste.

I have the settings shift part fixed for the next drop but am still chasing down the apparently long standing copy/paste issues. Thanks for the report!

1400
Will do. That was an oversight.

1401
I'll look into it.

#098-042 - Morph targets aren't working for 3DS frame export.


1402
neirao:
Quote
Steve, is possible in next builds EXPORT IMAGES /IMAGES SEQUENCE to .PNG
WITH TRANSPARENCY PIXELS EMBED in the png files??

Yes, this will work in the next build. All you need to do is check the RGBA box (which is the default) and select the .png format. Somebody in the Anim8or Software Department forgot to pass that information from the movie rendering code to the image saving code. :)


1403
Raxx:
Quote
in 1122 build ... it seems to take a good 30 seconds or more between each texture not found notification.
Quote
It seems builds 1121 and 1118 don't even notify me of missing textures.

#098-040 - Erratic behavior when loading a project with missing textures.

There's a bug in the code that searches sub-directories of the texture directory for images. It's fixed for the next build.


1404
I don't want to use SW acceleration. HW acceleration is always better. 99% of today's Windows computers support it in some form for WinXP and later, more like 100% for Vista and beyond. Trevor is using Win98 in a way that Microsoft never supported. The 9700 Pro's support of dual monitors is a testament to a lot of work by ATI (and I'm an NVIDIA fan so I don't say something nice about ATI without a good reason :) ).

1405
Trevor: Anim8or does not choose what version of OpenGL to use - it's simply reporting what your computer is using. When you use two monitors with the 9700 Pro it's driver only supports 1.1.  What do the "OpenGL Vendor" and "OpenGL Version" in the About->System Info dialog say? Doh! It's in your screen capture...

So what's happening is that you are not using the graphics card at all. The vendor is Microsoft, which means that you are running completely in software, no hw acceleration at all. Microsoft wants OpenGL to die and for everyone to switch to Direct3D so they haven't updated their OpenGL code in more that 15 years.

It's probably your dual monitors that are causing the OS to fall back to software OpenGL. There was no official support for dual monitors in Win98 and all the vendors  did what they could to get it to work, often reverting to Microsoft's sw OpenGL.


(I didn't even know that Win98 was still legal!!!  :) )

1406
cooldude234: There are two ways to utilize transparency in textures.

1. For a RGBA diffuse texture you can use it as the diffuse texture and set the Alpha Mode to Final. This will use the RGB components for the diffuse color and the A component for transparency. By using both a diffuse color and a diffuse RGBA texture you can achieve 9 different effects. The most useful is Blend Mode = Decal and Alpha Mode = Final which is what I think that you want here. See http://www.anim8or.com/smf/index.php/topic,4985.msg36548.html#msg36548.

2. If you don't have an RGBA texture or don't want to use a texture for the diffuse color, you can use a Transparency texture. If there is a diffuse texture, set it's Alpha Mode to None. Then add a Transparency texture. The RGB components will be averaged for the alpha value.

Note: You can set the diffuse texture's alpha mode to something other than None when you have a transparent texture as well to achieve other effects but they aren't really that different or useful and can be inconsistent between renderers (though I may someday come up with some useful additional combinations and support them consistently through).

1407
That's annoying. I'm assuming that it was essentially immediate on your computer for previous builds :-)  I'll look into it.

1408
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?

1409
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:

1410
Fantastic! It was just a little copy-and-paste error that pasted the wrong OpenGL function. Darn you, copy-and-paste! :-)

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