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Messages - Trevor

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Finished Works and Works in Progress / Re: Gyperboloid's Lab
« on: November 09, 2017, 03:34:49 pm »
When I seen your thumbnails I thought you were using diffuse inter-reflection, sadly when I opened up your images they look like they have been done in the scanline renderer with lights simulating the doorway.

You should try using the settings I posted (back-up your project first) and see how it looks.
The numbers might need tweaking but I think it should work fairly well with that doorway.


Finished Works and Works in Progress / Re: 4K logo overhaul
« on: November 04, 2017, 05:36:49 pm »
its another example of needing multi-threading/core
funny thing I found was that I made a test app with 4 threads expecting them to use 4 cores but unfortunately they all stayed on 1 core, so multi-threading and multi-core is slightly different even though I thought that the OS took threads and spread them over cores...


Finished Works and Works in Progress / Re: Diffuse Inter-Reflection Test
« on: October 28, 2017, 01:45:20 pm »
Thanks everybody, I thought Id share to bring the subject back up since it was a while ago since I last mentioned it (must have been around 2014)

PerfectGold aka GoldenEye Setup Editor. PerfectGold is a concatenation of Perfect Dark and GoldenEye Since the editor supports both as PD was built from GE.
The editor now also supports Diddy Kong Racing, Micky's Speedway and Jet Force Gemini, however I don't think any realistic name could be made from that list of games :P

Trevor: this is a nice collection of images, especially since Anim8or doesn't use Photon Mapping which is much more efficient at rendering diffuse inter-reflections like in your examples.
Ah, is that why you originally said it couldn't be done (My original images of the ship were extremely contrasty)
Ive done a few DIR renders with ART, each time getting better results, these I think are the best which is what prompted me to post them.

For those who want to re-create these are the entire settings

Ambient 0 (0)
Diffuse 20 (128,128,128) (Optional texture set to Darken)
Specular 0.95 (255,255,255) (If used texture copy here too and again set to darken)
Roughness 0 (9999 for mirror)
Attributes class[type string = glossyreflector]

1 infinite light for sun (255, 229, 191) - slightly orange sun to counter the blue sky
1 local light for interior (136, 124, 118) - warm interior light 1/2 as bright as sun
Environment spherical panorama of sky
Global Lighting ambient 0, diffuse 1 (exterior) diffuse 4 (interior)
AA samples min 49

Attached is the original image and composite sample

Agreed, I forget about mirror, mainly because last I used it - it was buggy.

As for undo, wanting every click to be stored in the undo buffer would lead to filling the buffer with a LOT of commands, potentially loosing a meaningful edit later, especually in your example where you have lots of clicks.
Lets say you accidently delete an object before starting the selection Operation. You get to the end then realise the object is missing, instead of undo-ing the 1 operation (allbeit tedious) you have to undo all only to find that the buffer runs out and your other object is gone forever.
As it currently stands you could undo twice, copy the lost object, redo twice and paste.
Admitably, my group method does increase the undo buffer too, but not as much as every click.


Anim8or v1.0 Discussion Forum / Re: V1.0b small material bug
« on: October 23, 2017, 10:22:08 pm »
Copy and paste materials can be done via edit menu, but I like your idea for global material option.


I would say try doing a small group of faces and pressing Ctrl-D (Detach faces) then go to object mode and press H (Hide).
this will detach and hide faces you want removed.
At the end of the process press Shift-H to unhide all the detached faces, select the main object then go edit>Select>invert selection
then go mesh>Join Solids
then go back to VEF mode and to Ctrl-A Shift-L, enter a very small number (0.001) and press ok, this will rejoin all verticies that were detached before, now you have 2 objects, inside and outside.


Anim8or v1.0 Discussion Forum / Re: V1.0b small material bug
« on: October 23, 2017, 06:42:02 pm »
I should note that I have never used global materials and had to come up with my example pretty quickly, and its not because I don't have a use for global materials, I just keep forgetting about them since they are never used unless you actually make a new material in there.


Finished Works and Works in Progress / Diffuse Inter-Reflection Test
« on: October 23, 2017, 03:18:14 pm »
I was in the process of making a lighting tutorial for PerfectGold when I wanted some comparison shots from An8.
Ive mentioned in the past about ART needing Diffuse Inter-Reflection and ToneMapper but I simulated it with Glossyreflector.

My material settings are crazy
Ambient 0
Diffuse 20 + texture
Specular 0.95 + Texture
Roughness 0

Setting specular to 1 means diffuse doesn't work

Scene Lighting set to 1 for exterior, 4 for interior

Im quite sure these would be much better (not to mention easier to set up) if an8 suported it as a checkbox
Also note that Ambient Occlude is NOT on, AmbOcc is a simplified DIR.

The results

Anim8or v1.0 Discussion Forum / Re: V1.0b small material bug
« on: October 23, 2017, 02:43:17 pm »
Claude, I disagree.
Per Object materials are overrides to the file material. If you could not have the same name then you cant override a material without having to select all faces of said material and then assign a new material.
You might have 3 models each with different flight group colours, instead of having to select all FGDecal materials and then changing for each model to a new name, you simply share materials then in each model you only have to change the colour of FGDecal, no selections and easy make an nth model since no need to change names.


Ongoing Anim8or Development / Re: Experimential Track Ball for Arc Rotate
« on: October 23, 2017, 02:34:17 pm »
I don't know that we necessarily need 2 separate tools, The New UI should replace the old UI but the back code of the new one needs brought "up to classic spec".

Being able to do everything with 1 mouse button / finger is great and the new UI (with addition of the 2 sliders I suggested in previous post) accomplishes this, I just think that having a mouse should allow the "old" behavior if you press right or middle buttons.
Also the rotational problem needs fixing, or made optional. (PerfectGold recently changed its rotations to similar to an8's "classic" and Subdrag called it "First Person Shooter Style" as against "Flight Sim Style". Since Arc-Rotate is more like looking down on a table you could call it "Table Top Style" and the odd - though technically correct fixed axis rotation - "Orbit Style")


Ongoing Anim8or Development / Re: Experimential Track Ball for Arc Rotate
« on: October 22, 2017, 11:16:45 pm »
I like it but agree with Kyle, original aloud rotating round an object while looking down on it, new one rotates the horizontal "plane" meaning that you now rotate round to below the object then back up top... As Kyle said, this is disorientating.

As far as I see, only Z translation is missing, which could be added as an arrow up the left or right of the circle.
As for the X and Y trnaslations, they work fine for me, I don't run off screen since I start at the end closes to screen edge and swipe across through the circle maximising screen swipe.

I would also suggest a Zoom on the other side to Z, working the same, swipe up or down it to zoom in or out.
Code: [Select]
^      - ^ -       ^
|    /   |   \     |
Z <-X---------X-> FOV
|    \   |   /     |
V      - V -       V
Adding these 2 "sliders" avoids the need to use any more mouse buttons for touchscreens, however, it would be nice to mix the old and new keeping the new UI and the old mouse commands.
New UI allows single mouse button, old commands allow those with a mouse to still take shortcuts.


General Anim8or Forum / Re: Old Hallway candle lighting ideas?
« on: September 21, 2017, 02:35:47 pm »
The only problem with all the effect hacks is that they are nearly all incompatible with ART.

As stated above, ART casts 100% shadows of any mesh regardless of transparency.

My advice would be before doing any hack, get the scene rendering properly.

ART takes the longest of all the renderers, the fastest is OpenGL which is the same as the workspace. Scanline is second fastest.

ART works best with AA on and the more samples the longer it takes.


Ah, wait a second, the top of that post is
IF Fast Select enabled
classic an8 behavior

So, since fast select was disabled, that means this is a bug?

Fast select has no bearing on the result from testing just now.

Now, I remember saying at the time that I loved it, but not that long ago I found a use for the "classic" method, with no way to do it.
However, using fast select as a rule changer is not the best method. I think it would be good to have another button up there with a few verticies and an axis as its icon.
90% of the time Id probably have it enabled, but, sometimes its necessary to use pivot point for 2 or more groups if verticies. one example could be a star or cog wheel.

many thanks,

yeah, it will only do connected verticies.

there are times when this is desirable, but others like this one where they are not.
Same goes for rotation, sometimes rotating a group of verticies about a common center is good, othertimes it would be better to rotate round model center (the draggable one... pivot point I think its called)


I'm surprised no one mentioned the spline tool.

There are 2 spline tools, one that produces piecewise polynomials, or straight lines, the other that interpolates a smooth line.

The only difference to the image above is that in an8, if you use the same points the smooth line will encompass those points, not underdrawn like the image.

Using the spline tool, you draw whatever shape you want then click, fill solid, then you can extrude faces.


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