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An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

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Messages - Maxfield

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16
General Anim8or Forum / Grunge Mapping
« on: February 17, 2009, 02:35:56 pm »
I don't know if anybody's tried this before, but here goes. I got a couple of metal textures, and a bumpmap. Now, normal Anim8or procedure is to have the same texture in the diffuse and ambient channels, but I tried something else.

I put the bump map into the ambient channel and set it to -1. In the "Textures" section of the material editor, I set the ambient to "Lighten". Next I press the little "divorce" button that unhooks the ambient from the diffuse, and set the ambient color to black.

I put the texture map into the diffuse channel and set it to 2.

Behold - the bumpmap acts as a dirt or grunge map.

I've experimented with putting the bumpmap into the specular channel, and/or setting the diffuse channel to "Darken". You get subtly different effects.

Note - in Scene mode, increasing the ambient light in the scene makes it DARKER when you use negative ambient materials. Also, it can flip the colors into negative as well, so it works best with greyscale maps.

There's two renders here, one grunged, the other with the "vanilla" settings that you get with the material editor.

17
Anim8or v0.98 Discussion Forum / Re: An additional feature
« on: December 15, 2008, 11:29:17 pm »
D'oh! Forgot about that. Never used Blender's game engine. I was wondering why anybody would want an interface like Blender's!

18
Anim8or v0.98 Discussion Forum / Re: An additional feature
« on: December 11, 2008, 10:45:22 pm »
Blender's graphical interface is its main drawback. It's a notoriously unfriendly thing to learn. On the whole, I like Anim8or's simple interface.

19
General Anim8or Forum / Re: Big time texturing problems-help needed.
« on: November 17, 2008, 06:07:22 am »
It sounds to me like you may be applying a planar map to the side of the rocket. Try a cylindrical map instead. Select the rocket, press the UV button, then double-click the object. That will give you a choice of mapping layouts.

Better still, download a copy of UVMapper Classic or Lithunwrap. They'll give you more options for unwrapping.

As for the BMP texture, make sure it's 24-bit. AFAIK, Anim8or can't handle 8-bit textures. A quick fix would be to open the image in Windows Picture and Fax Viewer, then save as a JPEG.

20
General Anim8or Forum / Re: Partical Illusion Effects
« on: November 04, 2008, 11:10:17 pm »
You can import an .AVI as the background image and layer the effects on top. I've only got the free SE version from years back, but I believe you have to right-click the grey square at the top left of the screen, then select your .AVI movie.

21
General Anim8or Forum / Re: Version 0.97d - shadow problem [BUG]
« on: October 29, 2008, 09:05:59 pm »
I think this has been up before - Steve said that ART does shadows for the whole scene and you can't choose which objects to exclude.

22
Anim8or v0.98 Discussion Forum / Re: Modeling?
« on: October 13, 2008, 08:44:34 am »
Steve, thanks for replying.

You learn something new about Anim8or every day! Never saw that one.


23
Anim8or v0.98 Discussion Forum / Re: Modeling?
« on: October 13, 2008, 04:49:09 am »
Oh - oh - and - !

Could we have a hotkey for the Select by Materials function? It's very useful but needs a shortcut.

Once again, thank you for Anim8or, Steve.

24
Anim8or v0.98 Discussion Forum / Re: Modeling?
« on: October 13, 2008, 04:32:21 am »
How about a function to delete objects from the list? At the moment you can delete the geometry but not the slot on the list. This could help with large, complex models with many parts.

25
I believe Terranim8or has a function for doing this.

26
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: September 20, 2008, 10:48:43 pm »
My two pennorth:

Separately tileable texture channels

Procedural materials

Arc rotate using middle mouse button

Screen-space ambient occlusion


27
Anim8or v0.98 Discussion Forum / Re: how to create realistic hair
« on: August 26, 2008, 08:02:48 pm »
Get a free subscription to Renderosity.com, then go through their freeware section and grab all the Poser hair you can. With a bit of tweaking, it should fit onto heads with normal human proportions.

28
General Anim8or Forum / Batch Render still available?
« on: August 23, 2008, 04:15:17 pm »
I believe there was a batch render script for Anim8or, but the link at Banjo's Anim8or accessories site is broken.

Does anybody have a copy of this that they could dig out for me? It would be very helpful!

Thanks in advance,

Maxfield

29
General Anim8or Forum / Re: Lightsaber blade
« on: July 06, 2008, 07:19:50 pm »
Oh, and the material settings:

AMBIENT: 2 - colour 147,189,0 - LS tex.jpg set on DARKEN

DIFFUSE: 0

SPECULAR: 0

EMISSIVE: 1 - colour 255,255,255 - LS tex.jpg set on DECAL

TRANS: 1 -  LS tex.jpg set on DECAL

30
General Anim8or Forum / Re: Lightsaber blade
« on: July 06, 2008, 07:08:54 pm »
Another way is to make a texture of a white strip on a black background, then blur it a few times. Apply this texture to a flat thin plane, and adjust the ambient, emissive and transparency settings till it looks like a flat lightsaber blade. Copy and paste the plane, rotating it about its long end, till you have a "turbofan" type structure. This will look rounded from most angles.

If you make each of the planes a slightly different width, and rotate the blade on its hilt, you'll get more of a realistic flickering effect.

The advantage of this method is that you can have a truly smooth halo, rather than a stairsteppy one.

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