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Messages - Gyperboloid

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Finished Works and Works in Progress / Re: Gyperboloid's Lab
« on: November 30, 2017, 11:08:24 pm »
A light under the bulb works only when the bulb is under an untransparent lamp cover, so the shadow created on the ceiling is actually what you see in reality. But you still get the shadow even when the bulb is under a semi transparent material, which is not the way the light behaves in reality. So, actually no work around available yet. The only way is if Steve can add some code.  ;) I can't resist to mention it ( though, I 'll post a detailed message or two, in the forum when it'll be the right time to do so ) : read in the forum, in some old topics, Steve said that he actually ( I thought it's impossible at all, due to the rendering algorithms choosen at begginings ) to work on the photon mapping rendering method (!!!) with all the goods (caustics e.t.c ) but it would just take him like 3 - 6 months. 3 - 6 months ... it's actually like nothing ( Steve disagrees  :D ) !!! I don't mind to wait 3-6 years !!! ( Steve although would  ;D )

Project update : almost finished the whole pre-final stage thing.

Nice. A wireframe screenshot would be interesting.

Anim8or v1.0 Discussion Forum / Re: Problems with Anim8or V1.0 Scene mode
« on: November 30, 2017, 09:20:30 pm »
As I replied on the other topic, try to change the shading settings. View-> Preferences -> Shading turn it off at all or just change to the old ARB Fragment Program. It's set to the new GLSL by default I think, there's some kind of bug I guess, if that's the problem actually.

Where is the fast AA render option?

AA settings, left lower corner . I think it's "on" by default ??

Thanks a lot for the advice guys. I do render from 0, it was just an example. Sometimes the transition between two frames is not smooth. I have tried V1.0b but it also crashes when I enter scene mode. Maybe the scenes too complex?
Thanks again

I use the latest build. It did to mee too. I think I figured out what the problem is. My project was 35 MB at the point the problem accured, but I think the size is not the problem here. When I was in the Scene mode in Wireframe shaded view, everything was Ok ( although a little bit freezy, despite computer's 8 GB RAM ). But, when I changed to the flat shaded view Anim8or crashed !!! Thankfully, the project was saved at the right point and nothing was lost. Then, although I couldn't understand what exactly happened and I did the same mistake again. From wireframe to flat shaded ->> crash !!! Only then I changed from wireframe to solid shaded view and no problem. I forget about it for a day or two and the next time it happend again, but... I almost lost the whole work !!! Suddenly I couldn't go from Object Mode to the Scene Mode at all... crash again. Maybe Anim8or remembered the shader settings ( flat shaded ) and that's why I couldn't get into Scene Mode . I oppened the project in the old good v.0.97d and it worked !!! That means the project was not corrupted. Opening a new empty scene ( new project ) was possible too, but turning to the project scene, crushed it again. Finally, I think I found the problem... it's the new shading settings - >> GLSL. Changing to the old ARB or turning them off fixes the problem

Finished Works and Works in Progress / Re: Gyperboloid's Lab
« on: November 21, 2017, 02:00:04 am »
fefe01 : I guess you haven't seen $imon's work   ;D

So, I will pause a little bit. Did just some tweakings, added chairs, vases ( man, everybody knows that dielectric class is awesome ) , some boxes. Did some traditional curtains, but man, it's a pain ... I'll continue with the panel curtains. Looks fine.
It's like the final stage left. I don't feel at all to try to mess around a lot with textures. Just fine if everything looks satisfactorily.
There are, still, some strong limitations ( with my noobiness at top ), as it goes with the lighting, rendering. For example can't put a light into the lamp, so it could light through it. So had to remove it ( the lamp ). It creates ugly ( unrealistic ) shadows also ( even if the light is  scaled, so the lamp gets located inside the light ). The first image is with the lamp ( no lights near the lamp ). Not the worst of the results I had , though.

Finished Works and Works in Progress / Re: Gyperboloid's Lab
« on: November 18, 2017, 11:37:02 pm »
You know what ?!! I know what : I can't modeling !!!  :P Once I'll clear it all a little bit, I'm gonna start that modeling topic at last !!!  :-X

As about the project : finished the first ( one n' a half ??? ) stage. Everything planned from the start, now is finished.
- The building ( floor, walls, roof, doors )
- Basic appliances ( light switches, suko sockets, heat units, air conditioner and some other, near the doors )
- Lights (ceiling lamps)
- Windows ( with curtains )
Did some furniture, just to see if it looks as I planned . I like it so far. Though, now that's the next stage : to fill it ( appartment ) with all the stuff ( furniture, decorative items e.t.c. )

All the modeling is kind of messy, although I'm trying to keep it as simple as I can, but without a general lack of accuracy ( modeling accuracy is not my goal, since, even if it would be, I would not be able to handle it anyway ;D ).
But one thing I realised for sure ( well, not that I didn't know that ), is that I CAN'T MODELING !!! ( didn't I say that already ? )

Finished Works and Works in Progress / Re: Gyperboloid's Lab
« on: November 15, 2017, 03:39:24 pm »
Trevor : I'm sorry I disappointed you  :) , but those are not fine renders. Instead of posting a screenshot ( PrintScreen ) of an OpenGl working window, I just rendered a scene with a single local light. I used ART ( !!! ), since scanline doesn't give good images ( don't use it at all, and since ART was introdused, alonge with the OpenGL renderer should be removed from the list of renderers ? ) As I said before, actualy , maybe I should not post any images before I'll finish some parts of the whole project, but I still posted them.  :D
As about your settings, I'll try them, but later, since there's no point changing a lot of materials just to test an unfinished thing.

fefe01 : As I mentioned, nothing special, just a test and no special "technique" used at all . Rendered with ART, with a single local light ( casts shadows, ray traced ) above the center of the carpet. Default material settings. Environment: "basic" white solid background. No Attributes, nothing.

Finished Works and Works in Progress / Re: Gyperboloid's Lab
« on: November 08, 2017, 08:34:58 pm »
A tiiiiiny update.
 Originally I started with the building ( floor, walls, ceiling ) and doors. I'll set later proper textures, materials. Now I have almost filled the walls with the sockets, swithches, some heat units. The air conditioner left. Some lights. Finally I'll start making the furniture. Did some already, for tests. Looks fine.
Shouldn't actually posting anything before I complete at least the first ( first-second ) stage, but just haven't worked on it lately and may have not some time in the next weeks too.

Hm, yes I thought about it. Then I should say that "t" shortcut should be removed from Point Editor instead, like the " l " shortcut too.

Steve restored it, yay ! It is actually practical since there's the option to switch between PEF extended selection. So when  it's turned off, there you have the "Selelect Face Edges" command ( "t" - hotkey ) through the Edit -----> Select menu. Then you can switch from edges to points ( verticies ) just by deselecting edges and leaving points being only selected.

If there's no problem I'll post some stuff that popped up.

1) Following what I said about "Select Face Edges" command and the PEF Extended Selection particularly : as was mentioned from others, sometimes you don't want all the mess that is created by switching components ( PEF ) with the "PEF Extended Selection" enabled,while right after you would like to use it, then again to select something with the PEF Extended Selection" being off etc., it would be very practical if user could switch it on or off somewhere on the component panel beside ( left tool bar ) and not going through the Configure UI menu every time.

2) About the Coords Systems, I think Steve mentioned it, but I say it again. In the Object Mode all three Coords Systems work perfectly !!! In the Figure, Sequence and Scene modes the rotation of the bones is also perfectly relevant to the Coords System choosen, but for the objects we have the old behavior. Object Coords System behaves as World, with Z-Y axis reversed, for move and rotate commands.

3) Following that, is it possible to add something like buttons under Coords Systems for the World Coords System only,in Scene Mode, to reverse:  Y - Z axes ( currently they are ) <----- one button
                           X - Z axes  <------- second button
While the LMB ( Left Mouse Button ) stands for the movement in Y and X axes reversing everytime Y or X with the Z axis, for the move command only ( the buttons under Coords become selectable only when "move" tool activated) , user could "slide" objects on the ground ( Z - X plane, Y - Z axes reversed in World Coords------what actually happens currently, since in Scene mode Coords not fixed ) and " to hang a picture on a wall " ( Y - Z plane, X - Z axes reversed and Y - X plane, with no axes reversed ). In Perspective, ortho and other, not "currect" views, it would be ( maybe ) usefull to have the ability to move things in two-axes-planes with the use of a single mouse button ( LMB ).

4) One thing I dealed with, is that you can't change the name of an object folder. If there are more than 1 objects inside the folder and you trying to change the name of the folder for the particular selected object, then that object becomes "orphan", located outside the folder. If there's only one object and you rename the folder, after hitting OK the object becomes again "orphan" but the folder gets deleted ( maybe "empty" folders should be allowed, so later you could put enything inside them. Anim8or has no problem with "empty" objects inside folders though ) .So , if you think the name of a folder doesn't fit anymore to the contained objects, the only way you can go, is to create a new folder with the desired name and manually relocate all ( !!! ) the objects.  It seems Anim8or can't delete and create new folder when you are trying to rename the " old " one. Being able to simply rename a folder is ( seems to be ) very practical, but I guess Anim8or can't access ( and chcange ) object's settings on folder belongingness ( OMG what did I write )

5) Find out this very important and maybe not difficult to implement. Layers. First when they were introduced, couldn't clearly see how helpful they could be. Everything works great, only some tiny fixes and it's perfect ! Something mentioned before, about grouping things in the same layer. They should stay in the same layer. Currently they go to the default, but if you working on any other and the default is invisible, grouped items from other layer become invisible too. Shapes being grouped from same layer should stay on that same layer, the group should not be put in the default layer automatically. When you ungroup things they return to their original layers though, even if shapes were in different layers before grouping. Although I see that it can be difficult, maybe, to code, since everything new created goes on the default layer.  Another thing is that Sphere, Cube and Sylinder as a parametric shape when created, while default layer is not the "0" one ( nothing created still ) , goes on that default layer ( "1"- "2" -"3" whatever ) but the "0" one ( not underlined though since not default ) becomes visible, though doesn't contain shapes. Then you create another Parametric Shape or bring up the shape settings window and the '0" layer goes off. The "0" layer is too jealous, you know.
The last and the most important : I think "Working" instead of "Default" layer maybe is a better title, since it's "the currently working" layer. And following the previously said, while working on something I felt the need for being able to switch the "working" (  ;) ) layer on the top panel using the ( only available ) MMB ( Midle Mouse Button ). Currently users "lock" and "hide" "unhide" layers with LMB and the RMB, using the Options menu to change the "working" ( ok, ok "default" ) . Will speed up the workflow a lot, on complex objects, with different items on different layers.

6) Since mentioned the "hide"-"unhide" thing. Very usefull commands. Being able to hide selected items is pure gold. The "show all" command is good too. But, I think, if possible, the "show selected" command( with the use of the "item list" ) would be pure platinum ( or what's the next after the gold  :P ). Picking an item/items from the "item list", from those hidden, making them visible again, without the need to use the "show all" command and select again all the shapes you want to keep hidden, exept those you want to stay visible. Frustrating .  :o

Last one, since the new Arc Rotate Tool introduced, you need to click 3 (!!!)  times on the view mark ( left upper corner ) to change the view. Numpad and view menu works fine. Only on workspace window the problem exists. On previous versions user even could clicking on the view mark and while holding down the mouse button dragging through view options and releasing the button on the desired view option. Very quick way to select views. Good if it can be restored.
And to remove the ability to split solids in Point Edit Mode with the use of "loop cut" command, since "Split Solids" command was implemented in the Build menu in the Object Mode. When nothing is selected ( edge loop ) in Point Edit Mode, while hitting "l" or from the Edit menu, an aware window should pop-up and remind that " no edge loop is selected" instide of splitting solids. Splitting Solids should be available only in Object Edit mode through Build menu.

Finished Works and Works in Progress / Re: Swobu
« on: October 31, 2017, 09:07:01 pm »
Wow! Nice shadows, lighting in general. Rendered with ART  ??? As about the cans, how did you animate them? They shouldn't move untill the moment you "drop" them.

Ongoing Anim8or Development / Re: Experimential Track Ball for Arc Rotate
« on: October 25, 2017, 10:52:48 am »
Well, I only mentioned that the Arc Rotate tool wasn't something that highly needed to be improved. Of course one tool will stay, when the new one will be "polished". About 2 additional arrows, it's a good idea, but if even in the original Arc you may think that it kind of covers the working space ( minimum ), the new one does a little bit more and how it will look like with 2 more extra arrows, I'm not sure.

Finished Works and Works in Progress / Re: Diffuse Inter-Reflection Test
« on: October 25, 2017, 10:24:19 am »
Hm, very interesting !  Not to mention there's not much of such stuff on forum at all. ( lighting in Anim8or in future plans, beside modeling, texturing, rigging/anim8ing)
Sorry for being ignorant, but what's PerfectGold ( didn't find anything ) and what's DIR.

PS.: O.M.G., DIR - Diffuse Inter-Reflection obviously ??? Nothing about PerfectGold though

Ongoing Anim8or Development / Re: Experimential Track Ball for Arc Rotate
« on: October 23, 2017, 11:06:28 am »
Hm, cool addition. Anim8or becomes modern day by day.  :) I don't know about others, for me Arc as a tool is perfect and beside other stuff it was the one I never though myself that it needed any improvement. But since the code has been writen, the difficult part is done and yet another addition to Anim8or's toolset is only a good thing. The main improvement to the "classic" Arc tool to me seems to be the manipulations in the World Coordinates and Screen Coordinates ( Object Coords same as World Coords ), since in the original tool the precision in rotation on one axis is possible, but only in Y axis in World coord behavior and in X axis in Screen coords behavior ( no matter wich coord system is active ). And of course, maybe I should put it first, it seems to be highly oriented to touch screen performance, maybe, since Steve mentioned it himself ??? One small suggestion in the current stage of development of the tool, since I don't know if only the new one will stay when finished ( logical enough, no need for two same tools  ??? ), maybe to use the Ctrl + R shortcut ( currently used for the Arc Rotate Tool ) , since there's the Alt shortcut already, to switch between two "Arc modes" quickly, insteed of changing it from the debug menu.

ASL Scripts / Re: Complete history of scripts posted in ASL forum .
« on: October 12, 2017, 02:55:53 am »
Hehe, not a big deal. Great if it can be helpfull to somebody. See it like a tribute to all those who make the great stuff  :)

Anim8or Challenges / Re: Challenge suggestions.
« on: October 12, 2017, 02:50:56 am »
December 15-th, an important date for this forum, if you know what I mean ! Maybe something like a small realated project or similar thing.

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