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Messages - Trevor

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121
Just thought Id share an image where I try to simulate True Global Illumination*.

There are a few problems, mainly intensity, but idea seems sound.

  • The floor near the shiny surface receives some reflected light, but as is the main problem, there isnt enough light being reflected.
  • There is a slight hint of reflected light on the duct on the ceiling, again, needs more
  • There should be greater propogation of light down the corridor

So, to acomplish this in the current build of An8 as of 1164:
Set all materials to class(glossyreflector) and set the specular componant to 0.5 with diffuse to 1 and roughness to 10 (initially 1 but saw no light, any higher than 10 causes too much image reflection instead of light reflection)
Copy any diffuse texture to the specular componant (to prevent 'bleaching')

I tried a higher specular but the room turned completly black
I tried a higher diffuse value but it didnt change the intensity of reflected light.

Also note that AmbientOccluder was on, however this far into the corridor only shows the sunlight that penetrated the hangar.

Im sure a true Global Illumination model could be made from this by increasing the intensity of reflected rays.

Trev

Tried another one with specular at 0.99 and diffuse at 200

doesnt really help, still overloads the light while not reflecting much.

122
Ok, I simply added a light to the scene and nothing else.

The resulting renders are as follows in the images.

Trev

123
Raytracer, not in OGL workspace.

Lights work in workspace, but not in render.

I dont use shaders in Workspace because they dont show flatshaded materials like normal OGL, instead they are all black. Shaders work fine when using lighting.

So, back to main bug, Local Lights dont work in Raytraced render in any view other than camera.

Trev

124
General Anim8or Forum / Re: .Bmp textures format question
« on: March 03, 2015, 12:51:30 pm »
"If you want the color of the material to be exactly the texture's color, independent of lighting, then assign it to the emissive texture using decal blending, and set Kambent = Kdiffuse = Kspecular = 0, Kemissive = 1."

Well, yes, I did know about doing that, I was simply refering to the combiner equasion related to Decal
(0-0)*0+Tex
As compared to ModulateRGB (Darken)
(Tex-0)*Shade+0



"Decal refers how the texture is combined with the particular material color property: ambient, diffuse, specular, emissive. If you use a decal blending with the diffuse color then it will simply replace whatever color that was with the texture's color. It will still be lit in the same way that a normal diffuse layer is lit."

Anyway, Yes, thats exactly what I was saying, Decal ignores the diffuse colour property. My suggestion was to add an option in the options menu to set the default for all new materials.
All the textureing work I do I have to set to darken (even if using lights) because invariably I need to colour a texture.

Trev

125
Ongoing Anim8or Development / Problem with Local Lights
« on: March 03, 2015, 12:34:26 pm »
well, they just dont give any light. Everything is black unless an infinit or spot light is added.

This is in raytracing mode, not scanline.

Oh... Odd... now Im testing its working again... ok... so, it must be the polycount that makes it fail.
Both previous times I tried I had high polycounts and they refused to light anything. I ckecked the face-oriantation but that didnt help.

OHHH! I found the bug.

Local Lights only work in camera mode.

Just going to test that in a new project by adding just 1 light.
Ok, definatly confirmed, local lights only work in camera, not ortho or perspective.

Trev

126
General Anim8or Forum / Re: .Bmp textures format question
« on: March 01, 2015, 12:57:11 pm »
Yay, thats wounderfull news, now all our textures should work as-is without any adgustments.

Just one final thing related to textures, Id love an option to have the default texture combiner mode to be 'ModulateRGB' AKA Darken, instead of Decal.
Of course, your implementation of decal is also wrong as shading should be ignored even from lights if im not mistaken.

Trev

127
ok, Something broke in 1163... If a 4bit bmp is in the texture list and an8 tries to load on startup an8 will crash with an illegal opperation in glu32.dll.

So, while being able to import while running, if you close and re-open it will crash again like before and what others have posted.

Please see the following post for more info on bmp.
http://www.anim8or.com/smf/index.php/topic,5088.msg37797.html#msg37797

Trev

Found another bug, Local Lights dont work.
Infinit and spots work, but local dont

128
Ongoing Anim8or Development / Re: Big Changes to Point Edit Tools
« on: February 22, 2015, 05:25:16 pm »
Ah, I understand now.

It would have been better had you only posted the required segments though. Posting the whole intro just looks like spam.

Hehe, nice use of mysterons.

Trev

129
General Anim8or Forum / Re: .Bmp textures format question
« on: February 21, 2015, 05:46:06 pm »
http://fgfc.ddns.net/An8bmpTest.zip

I attach a sample of bmps that are made in 2 ways, 1 by MSpaint, the other by Pixleformer.

An8 does not only support 24bit, but I would love it for steve to support all formats and get rid of this obscurity.

The zip contains the following:
10 Bmps
1 Gif
1 Test an8 file to see errors
1 Image of all images Property Sheets.

The bmps are of the following formats:
4Bit
8Bit
16Bit - MSPaint Output 24Bit
24Bit
32Bit - MSPaint Output 24Bit

NOTE!: MSPaint converted 16 & 32 Bits TO 24Bit, I include only for completness of table.

All Alpha Values are 255 (Opaque) although Im sure that pixleformer doesnt even output alpha in 4 and 8 bit pallets.
It would be great if pallete alpha was supported too.
Gif has red=Alpha0, just to prove it works


So, an8 supports:
8Bit as exported by Pixleformer
24Bit by anything
Gif

4Bit will not crash an8 like it used to, but it loads a corrupt copy (See yellow).



Formats left to right:
16, 24, 4, 32, 8

Hope all this helps,
Trev

P.S.

There is one difference I can see between Pixleformer 8bit and MSPaint.
Mspaint has an aditional section
Code: [Select]
 셆8…\Fhh SS)_&.\ &6?LXV@_@_`_`_iX@_XXX@_4V#@_WordPerfect GraphicsmattY@_X@_XXdPdP8VVhJI_Vz@_ FVpI_ǿWz✿p M(MW(MoZJWdo M(MZVBV(MwVp`BY4 XVZ&|Pd.BMO'M^&|&|>$.#
Code: [Select]
1D 0B
7F 16 EC 85 86 38 C2 85
FF 5C 00 00 00 00 46 00
68 0F 68 0F 0C 00 AC 53
02 00 AC 53 7F 16 B7 29
5F 17 26 00 2E 00 E0 85
FF 5C 84 00 00 00 0C 00
1D 00 26 00 36 00 3F 00
4C CA 58 00 84 F6 56 00
18 10 40 5F 18 10 40 5F
01 00 00 00 60 5F 9B BF
60 5F 9B BF B0 0E 69 00
EC 58 40 5F D0 C8 58 00
D0 C8 58 00 EC 58 40 5F
34 F6 56 00 23 1F 40 5F
FC 04 00 00 12 01 00 00
57 6F 72 64 50 65 72 66
65 63 74 20 47 72 61 70
68 69 63 73 00 6D 61 74
00 00 74 00 00 00 1E 00
0F 00 1E 00 10 59 40 5F
D0 C8 58 00 0F 00 1E 00
C6 1E 40 5F 95 F0 00 00
01 00 00 00 D0 C8 58 00
D0 C8 58 00 64 02 50 00
64 02 50 00 38 F6 56 00
C4 F6 56 00 68 4A 49 5F
00 00 00 00 A4 F6 56 00
7A 1A 40 5F 00 00 00 00
00 00 00 00 20 00 00 00
84 05 00 00 00 00 00 02
46 87 00 00 D0 F6 56 00
70 DA 49 5F 01 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 F7 05 D8 C7
BF 15 BF 05 57 00 00 00
F7 05 7A FC 7F 01 00 00
00 00 00 00 A4 E2 9C BF
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
05 70 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 20 4D 00 00 28 4D
00 00 18 87 DF 7F 57 01
E2 7F 28 4D 01 00 6F 01
5A 87 E9 4A 57 01 64 13
6F 01 20 4D 00 00 28 4D
00 00 5A 87 56 00 42 87
56 00 00 00 00 00 01 00
16 82 01 00 00 00 28 4D
00 00 87 02 EE 13 F7 BF
77 01 00 00 E3 A2 F7 BF
95 05 00 00 94 F7 56 00
70 A9 0E 00 60 42 59 00
34 14 00 00 A0 A3 F7 BF
00 00 58 00 94 56 82 07
5A 00 26 7C 00 00 00 00
8E 87 50 64 82 07 2E 02
42 F4 4D 4F 27 4D 01 00
86 F3 00 00 F7 05 A4 87
5E 8C 87 04 82 07 00 00
DE 1C E0 8B C2 C7 26 7C
26 7C F7 05 E0 87 99 13
97 04 3E 24 2E 23



Edit -
ok, Something broke in 1163... If a 4bit bmp is in the texture list and an8 tries to load on startup an8 will crash with an illegal opperation in glu32.dll.

So, while being able to import while running, if you close and re-open it will crash again like before and what others have posted.

130
Ongoing Anim8or Development / Re: Big Changes to Point Edit Tools
« on: February 20, 2015, 04:42:33 pm »
I take it someone else likes stingray. Kinda spammy though without a comment and the fact its in completly the wrong topic.

New ideas look good, just seen the split topic and it looks interesting.

Trev

131
Just tested 1150, YAY start maximised is fixed.

I have a longstanding bug.

AmbientOclusion brightens corners oddly...

A new bug is shadows dont project properly in ART.
There seems to be gaps that are not actually there. My coridor is totally closed yet along the lower left floor there is light, also alont the top right there is a long beam of light.

The only light I should see in this coridor are the enterance and 2 windows projected onto the floor.

Trev

132
Previously MMB was Ctrl+RMB so it worked with ArcRotate.
Since Ctrl is now paint select it cant be used for MMB.
To have too many combos (Ctrl-Shift) could be clumbsy for other features (Ctrl-Alt-Shift) and then say you want to paint something...

I have to say that while I now have a 3button mouse, I still use Ctrl-RMB and wounder why its not working before hitting my head and realising I have a 3rd button hehehe.

If for compatability reasons you re-implement Alternate MMB, I would say to make it a very low priority button away from primary ones such as Ctrl-Alt-Shift-Space.
Anyone with a 2 button mouse will get used to whatever key is assigned.

Trev

133
Ongoing Anim8or Development / Re: New Fast Select Question:
« on: December 19, 2014, 04:48:23 pm »
Personally I like the new P/E/F selection rules where any and all can be selected without having to change mode.
If im using the box selection and I dont want edges selected, I can just switch them off and it works fine.
I usually leave it all on though.

I like the idea of appling the same FastSelect rules for P/E/F editor to Object Editor :)

Trev

134
I Like the current setup with being able to select P/E/F's all at the same time or optionally.

Trev

135
Ah right yes, Access Violation, similar to Invalid Page Fault.
Both are expecting something at 0177:004088a6 (notice, yours is slightly different but this bit is the same 088a6) but can find it.

I found that 0177 is kernel32 (well, at least, from past experience of crashes)

Trev

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