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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 2 [3] 4 5 ... 107
31
Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 13, 2018, 04:00:24 pm »
AlecJames: A core is a complete set of hardware registers, etc. and can run any program. They execute in parallel and independent from each other. So a 4 core CPU can continuously execute 4 programs at the same time. If it is executing more, then all but 4 are paused at any given time, and the OS swaps them in and out as necessary to make it appear that they are all always running.

A thread is a stream of instructions being executed by the CPU, i.e. software. You can run many, many threads at once. Windows normally has dozens and dozens of them active. But at any one moment in time, there can only be as many executing as there are cores.

When Anim8or is rendering with the ART ray tracer, it uses as many threads as there are cores.

32
General Anim8or Forum / Re: Bizaar Path Extrusion results
« on: July 13, 2018, 03:36:21 pm »
Can you post a picture of the results?

Here's how you should generally do this.

1. In the Front view build the outline that you want to extrude.

2. Make the path that you want to extrude it along. This can be any shape that you like, in 3D, etc.

3. Select the outline and then use the Build->Extrude command. Check the "Path" button and close the dialog.

4. Click on the path.

33
Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 11, 2018, 10:00:08 pm »
It looks like the default setting of ChunkSize = 100 is far from optimal for your computer and your scene. This may take a bit of experimenting to figure out how to automatically choose the right parameters.

34
Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 11, 2018, 05:25:17 pm »
AlecJames: I haven't tested on an 8 core CPU yet. It may be using too much cache. Try adding the int attribute ChunkSize with a value of 32 and see if that helps. (Use the menu command Scene->Attributes to add an attribute)

Limiting the number of threads might help, too, but unfortunately the attribute I added to do that is broken.

AlecJames: Oops! I broke it in v1.01.1325. I'll fix it!!!

35
Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 09, 2018, 04:28:50 pm »
nemyax: Oops! It looks like Edit | Rotate was disabled in build 13.25 as well. I'll look into it.

selden: Thanks, I fixed it :)

36
This problem should be fixed in the latest build: build 1329. Let me know if it solves your problem.

37
Ongoing Anim8or Development / Multi-Threaded Rendering
« on: July 08, 2018, 07:08:38 pm »
I just posted a new development release  v1.01.1329 dated July 7, 2018 that uses all of your CPU's cores to render ART images. It also has an improved FastAA algorithm that improves shadow edges, especially for soft shadows, and properly ignores shadows from objects marked to not cast shadows.

Note: There are some minor issues, particularly with noise in movies when the image isn't changing. These are cause by the separate threads calling the random number generator in different a different order for each render. I'm working on fixing this.

Please give this build a try. Let me know of any problems that you have, and how much it speeds up your renders.

38
General Anim8or Forum / Re: OpenGl render problem
« on: June 26, 2018, 04:22:15 am »
OpenGL rendering doesn't currently support anti-aliasing. I'll see if I can add it but be warned that it takes a lot much memory on your graphics chip so it may not work even if it does for on-screen anti aliasing.

39
selden I'm finally getting time to fix all these issues. The problem is that Anim8or doesn't go into Groups to select faces. This should be easy to fix.

#101-023 - Ctrl-A Doesn't Select Faces in Groups

40
Frightening!

41
You can save quite a bit of money by scaling it down. For example, for a model 1/3 smaller the volume is less than 30% so it should cost about 30% as much.

43
I just posted a new build 1325 with two sided support.

I've attached a script that lists all materials and their properties in a project.

44
Two sided support is coming soon. Preliminary documentation is here but I'm still testing the software.

45
$myMaterial = project.NewMaterial("name");  -- Adds material to the current project (i.e. to File)

$myMaterial = $object.NewMaterial("name");  --  Adds material to $object.

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