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Messages - Trevor

Pages: [1] 2 3 ... 13
1
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.

Trev

2
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.

Trev

3
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 :)

Trev

4
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.

Trev


5
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.

Trev

6
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

7
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

8
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

9
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

10
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

11
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?)

12
Might I suggest seldon that this should have been in Ongoing Development and not Anim8or V1.0.

Trev

13
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

14
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

15
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

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