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Messages - Trevor

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Things seem rather quiet on the development front.

What is on the agenda for future releases and are you close to another build?


can you add "fixate" to stereo view so that both sides move when moving either the camera or alt - last time I checked only one side moves which breaks the stereo vision without reselecting the view from menu.
also can you add "swap eyes" to enable cross-eye or vr viewing.

actually, on the subject of vr, you wouldn't be able to add full screen workspace and custom ratio to stereo too? what I mean is, with the Oculus I was able to use a desktop VR app that literally splits the screen down the middle for left and right however it kept the original desktop ratio so the image appears stretched.


Finished Works and Works in Progress / Re: Diffuse Inter-Reflection Test
« on: January 19, 2019, 02:34:21 pm »
Just a quick update to show another method that seems to work great.

This render uses similar settings I mentioned before and use An8 Lights

AA = 100, time = 30min

This render however uses no "lights", its totally self illuminated (and different to the lightsabre shown elsewhere) and uses a much simpler material setting

AA = 196, time = 45min

the material set for this is
Ambient =0
Diffuse = 0
Specular = 1 + Texture
Emissive = 1 + Texture (For Model Light only)
Rough = 0
Attributes = class(glossyreflector)

So now there is no more huge numbers - but lights must be built-in to the object or use sky.

One odd thing, the light seems to radiate with bias toward the camera...


Oh wow, the re-write also seems to have fixed "bright internal corners" bug.

This is what it looked like before (1332)

this is 1345

Thanks steve,

All triangles have a "front" and "back" face. Most environments cull back faces to improve rendering time, you need to stop that from happening with the "volumetric Sprite" (and Im not sure how you are not clear about what I mean when you attach an image of exactly what Im talking about :S )

Also, there is no post, its an image which is already attached in my post above.


Wow, that thread is exactly the method I used for my lightsaber - though independently thought up despite that thread existing before I created my lightsaber (2010)

Layers of spheres would have heavy banding on top of heavy poly usage.

"volumetric Sprites" - that lightsaber - is the way to go (ok, volumetric sprites might actually mean something else, but this is what I meant by it)


Agreed, You don't want a sphere here, you want sprites.

You can also do it via "volumetric" sprites (see lightsaber)


Its not HUGLY important, but does come in usefull from time to time when modeling inside a box.
At present I use the double-sided material with back set to 0 for transparency BUT if 2 such surfaces overlap then both become transparent (even if facing front) so it doesn't work all the time.

Culling backfaces directly with a toggle switch would be more convenient and should not incur such a bug as the material method.


sorry steve, I don't mean the left hand toolbar, I mean in "Options > [ ]Backside" and "View > Preferences > [ ]Backside"

Disabling these makes no difference in the viewport.


steve, can you fix the "Backfaces" button/preference so that it actually culls backfaces. As far as I know its never worked but it would be handy if it did :)


you can use CAD view (looks like a ruler) and debug A

Oh wow, CAD view has been updated to show legnths of selected lines and angles between them. (whoops, apparently this has been true since Dec 2017)

As for grid, just set it in grid settings.

Ohh… I see, yeah ok, it rounds back to 0.06 instead of 4dp.


Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 23, 2018, 10:48:42 am »
Thanks Steve, here are the results

Interior DIR test down from 165 to 100 secs (Chunk 32, AA 64) [Original 1,300s]
Exterior DIR Test down from 14 to 8 secs (Chunk 32, AA 64) [Original 86s]

Lightsaber DIR down from 10:33 to 6:30 (Chunk 32, AA 64)

These speeds are phenomenal :)

Just to test chunksize again I tested interior at 128 and it took 130s (with 30s spent waiting on 1 chunk to finish) and also 64 which took 106, so yeah, smaller chunks are very much better since it spreads the complexity across all cores evenly right to the end.
I tried 16 but it defaults to 100 leaving the lone chunk to finish.


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.


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)


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.


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