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News:

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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 51 
 on: December 03, 2017, 03:52:52 pm 
Started by fromsoysauce - Last post by fromsoysauce
I have a few games on steam, but all my currently published stuff is here: https://from-soy-sauce.itch.io/

 52 
 on: December 03, 2017, 12:34:52 am 
Started by Gyperboloid - Last post by Gyperboloid
Nope, Trevor, no glossyreflector on the walls. Basic Anim8or material. The blue light comes from 6 local lights ( 3 on each half ) above couch, behind the vases,for decoretive purposes. The noise is generated from the shadow size ( =10 )  of the 3 local lights (yellow color ) near the window ( one infront of the panel curtains, to produce the shadow on everything inside the room and two behind the curtains to create the shadows on the wall, above the couch and ceilling, to give that kind of a sunny day light. Although I used 64 AA sampling, it's still too rough, so much more samples needed. ( so more time too, >>15 min of mine )

 53 
 on: December 03, 2017, 12:24:40 am 
Started by fromsoysauce - Last post by Gyperboloid
As I remember, cooldude asked a question about your work . Repeating him actually : are there your games, for which you make all those characters, anywhere around ?

 54 
 on: December 03, 2017, 12:10:58 am 
Started by fromsoysauce - Last post by fromsoysauce
Thanks everyone! And sure thing!

 55 
 on: December 02, 2017, 10:45:50 pm 
Started by Gyperboloid - Last post by Trevor
Nice.

Are you using Glossyreflector for walls? (Just noticing the noise on the wall and how the blue above the couch is imparting colour onto the wall)

heh, yeah, though Id like to know the difference between his current implementation and photon mapping.

Trev

 56 
 on: December 02, 2017, 04:36:18 am 
Started by fromsoysauce - Last post by BlueDalek
Your instructor must be jealous of shapely females because they look good in such girly clothes.
So she uses the term 'sexualize' to attack the body she can never attain. ;D

 57 
 on: November 30, 2017, 11:08:24 pm 
Started by Gyperboloid - Last post by Gyperboloid
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.

 58 
 on: November 30, 2017, 09:52:07 pm 
Started by Nellucnaiv - Last post by AlecJames
Thanks Gyperboloid.

(Took me a while to find it because its only in Render-->AA Setup   when ART is selected as the renderer  :-[)

 59 
 on: November 30, 2017, 09:22:49 pm 
Started by fromsoysauce - Last post by Gyperboloid
Nice. A wireframe screenshot would be interesting.

 60 
 on: November 30, 2017, 09:20:30 pm 
Started by Nellucnaiv - Last post by Gyperboloid
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.

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