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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 - Steve

Pages: 1 ... 96 97 [98] 99 100 ... 104
1456
ASL Scripts / Re: exporting vertice and edge data
« on: April 11, 2008, 11:45:58 pm »
Yes, there is a GetNumPoints() call and a GetPoint() call which allow you to enumerate all of the points, but there is no GetNumEdges() or GetEdge() call.  I have a batch of these and other functions that were missed in the original ASL release almost ready to make available.

The GetEdge() call is (will be) done with GetEdgeIndex0(int edgeIndex) and GetEdgeIndex1(int edgeIndex) to get the point number and GetEdgePoint0/1() to return the value of the vertex because GetEdgeIndex() is already defined to return the edge within a face.

With luck the next v0.97 preview will be ready in a week or so.  Without luck it will be a week or so into May because I'll be out of town.

1457
Anim8or v0.98 Discussion Forum / Re: Packaging and Sending
« on: April 11, 2008, 05:18:48 am »
Hey, don't bump your topic flametiger74, I saw it when it was first posted.  I often would rather hear what everyone thinks about something that to say anything.   Since you keep on insisting, I think this would be too much work relative to the benefit relative to other things.  Finishing the ray tracer an scripting languge, for example, would benefit almost everybody while I doubt the many people would use this.  Besides if you simply organize your files in meaningful directories then you can do this with little effort yourself.

1458
The properties of dielectric materials are well understood in the field of physics.  There are long standing mathematical madels that explain their behavior when interacting with, for example, light.  Thus they are well suited to ray tracing.  Glass, water, quartz, diamond and many plastics are example of dielectric materials that you can use for more realistic models.  Opaque dialectrics like ceramics are best modeled with simpler materials because they are much faster to render.

1459
Kyle, I'll be the first to admit that setting the materials up for ray traced effects is clumsy at best.  You need to add "Attributes" of the appropriate names and values.  Download the sample .an8 projects on the ART ray tracer documentation page for some examples:

http://www.anim8or.com/download/preview/art_raytracer.html

I'll be writing some better documentation and possibly making it easier to set the necessary values in the future.

1460
Anim8or v0.98 Discussion Forum / Re: ART and texture mode?
« on: April 09, 2008, 04:08:07 am »
Yes, there are a lot of things left to do to make materials match all of the scanline render's capabilities.

1461
That is a nice idea.  Drop down menus can get very long to search when there are a lot of items on them.  I'll see if I can come up with a way to manage these and other resources (textures, materials, etc.) better.

1462
General Anim8or Forum / Re: at at starwars robot
« on: April 07, 2008, 11:40:28 pm »
wannabe67 is no longer welcome in these forums due to this and other transgressions.  Plagiarisma and bad language have no place here.   I appreciate those of you who clicked on the "Report to moderator" link when they read his posts.

Steve

1463
General Anim8or Forum / Re: newbs come
« on: April 07, 2008, 03:10:39 am »
I've removed Wannnabe67's post and everyone's replys.  Thanks for letting me know about this and helpin gkeep the forum friendly!

1464
Anim8or v0.98 Discussion Forum / Re: texture messed up
« on: April 05, 2008, 09:57:15 pm »
I wahted to update everyone on this.  I suspect that these problems have something to do with the shadow bias that the raytracer uses to prevent self shadowing artifacts.  I'm still looking into the problem.

1465
Objects are referenced by name in a Figure.  Anim8or doesn't remove the reference in a Figure when you delete an Object so that you can substitute another Object without having to redo all the settings.

1466
Anim8or v0.98 Discussion Forum / Re: Really wierd render bug
« on: April 05, 2008, 09:44:46 pm »
Yes, I'll probably remove this.  Maybe I'll try and make an Anim8or project with some of the test cases in it.

1467
No there is not any way to add your own shaders to Anim8or.  It would be quite a bit of work to do that because they'd have to be supported by the OpenGL, scanline and ray tracer renderers.

1468
Anim8or v0.98 Discussion Forum / Re: 2 sided materials
« on: April 02, 2008, 04:22:21 pm »
The ray tracer wasn't designed to handle two sided materials.  Toon shadiing using one sided shells isn't physically consistent so I'm not sure it would work as well with a ray tracer.

1469
Anim8or v0.98 Discussion Forum / Re: Shadow Bug...
« on: April 01, 2008, 06:05:10 am »
The Shadow Bias setting is mpt currently used by the Art ray tracer.  The concept doesn't extend well to ray tracing since movig the shadow backwards only looks OK from the front.  It could appear very much worse from the point of view of a reflection.  I use other techniques to try and avoid the problem here (but I suspect that they are the cause of the shadow problems shown in other posts.)

1470
Anim8or v0.98 Discussion Forum / Re: Shadow Bug...
« on: March 31, 2008, 06:51:29 pm »
This rendering artifact is caused by an inconsistency in the geometry and shading of your object.  Ray tracing is based on modeling a physical world.  The only 100% correct way to do ray tracing is to model all triangles as flat faces.  When smooth shading is used (like in Anim8or) you are essentially lying to the ray tracer.  The surface is not smoothly curved and yet you want it to appear that it is.  So ther ray tracer distorts the normal used for lighting.  This is inconsistent.

The scanline renderer is able to avoid much of this problem by moving the shadows backwards into the object.  It is not perfect and works OK as long as you can't see the back (like with reflections).  There is even a parameter that you can set to control how far to push the shadows.  That hack doesn't work so well for ray tracing.

The best way to avoid these artifacts is to use more faces on curved surfaces (by subdivision or simply setting the polygon count higher for a parameteric object like a sphere).

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