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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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 91 
 on: February 03, 2019, 04:37:08 am 
Started by thecolclough - Last post by ENSONIQ5
No idea which parts are Anim8or-sourced, everything is quite seamless and integrated.  Excellent production values on this, very impressive and engaging stuff!

 92 
 on: February 02, 2019, 10:35:36 pm 
Started by Steve - Last post by tazdij
Hey Steve, have you considered using a Private Hosted Repository for all of your code. Just for the sake of backup? Or maybe something like carbonite?

 93 
 on: February 02, 2019, 11:19:09 am 
Started by thecolclough - Last post by thecolclough
back in 2015, myself and a couple of friends shot an hour-long pilot for a live-action TV series called Unbelievers.  it's had a very long post-production process, and we spent a couple of years trying (without success, unfortunately) to get the full series commissioned by a broadcaster.

so we've decided to recut the pilot as a five-part miniseries and release it online instead.  the first 4 instalments are out now, and the last one will be released next Friday.

the on-topic part here is that there's a bit of Anim8or work in the title sequence - blended in with other elements created in GIMP, Krita and Vegas Pro.  the titles start about 1:12 into the first episode.  can you figure out which bits are .an8 and which bits aren't?

&list=PLRvRKST3gKPsVgU7CSejCOb945xrOwmoy

 94 
 on: January 30, 2019, 11:38:25 pm 
Started by AlecJames - Last post by AlecJames
I see the file-material behaviour in 1.0 and 098 as well so either I'm doing something silly or maybe this is Windows 10 related?

I'm also seeing unexpected app closing, no message, anim8or just closes.  I've been building simple objects for about 5 hours and it's closed about 5 times.  I don't see any pattern yet. 

 95 
 on: January 30, 2019, 07:55:41 pm 
Started by AlecJames - Last post by AlecJames
I've started a new project - :)

@Steve: I'll post anything repeatable that I think maybe a problem (I hope there aren't too many operator errors)
Build 1348: I open a new file. Create a file material (red).  Create an object material (blue). Go back to the file material, I canít select it, I canít open it to edit it (double click does not work).



 96 
 on: January 30, 2019, 12:15:30 am 
Started by thecolclough - Last post by thecolclough
...very rarely need anything that big...
true.  but for the rare occasions when we do (or maybe less rare, as we move into the Ultra-High-Def era?), would it be possible to have a switch to turn off the inbuilt 4096 limit?  maybe with a checkbox to say 'yes, i'm running this on a monster rig and i understand the risks' or similar :D

 97 
 on: January 28, 2019, 09:36:24 pm 
Started by thecolclough - Last post by selden
Some rendering engines (e.g. Celestia's) handle arbitrarily large images by cutting them into pieces which fit into the card's texture buffer. I dunno how they persuade the graphics hardware to merge them into contiguous surface textures, though.

 98 
 on: January 27, 2019, 03:57:23 pm 
Started by thecolclough - Last post by Steve
Textures are images and are scaled to match the size of their target. This is done by assigning texture "coordinates" to the vertices in an object. They range from (0,0) to (1,1) across the image, and repeat for larger or smaller coordinates. So you can show just a portion of the image or have it repeat horizontally and/or vertically on an object by changing the coordinates.

All OpenGL implementations have limitations on texture sizes, normally set by the graphics chip it uses. Anim8or limits the size to the OpenGL implementation's limit or 4096 whichever is smaller. This is because many users have tried to load dozens of max sized textures which causes Anim8or and/or the graphics card to run out of memory and crash, especially when rendering an image. Limiting the size to 4096 (which you very rarely need anything that big anyway) avoids most of these crashes.

 99 
 on: January 27, 2019, 11:40:00 am 
Started by thecolclough - Last post by AlecJames
I didn't realise the significance of the 4096 texture limit and the 3840 UHD output  :-[

@Steve is 4096x4096 a limitation within some opengl api or could the 4096 be increased? 

I had a play with this and something else that I didn't understand is that when I'm defining a material, in the texture selction diaglog (anim8or_manual_1.01.1318_mark.pdf page 121) there is "texture map".  I expected this to match the size of the image in pixels when I loaded a new texture but sometimes its not.  I had an image 988x4096, the dialog shows the texture map as 512x4096, and changes it back to 512x4096 when I change it.  I place the material on an object 9.88x40.96 and it fills it exactly so I'm not quite sure what the texture map does?  Does this field change the behaviour of the texture / material?


 100 
 on: January 26, 2019, 05:36:58 pm 
Started by thecolclough - Last post by thecolclough
thanks for the feedback, everyone.  i did previously consider the method Alec and Steve mentioned, but i didn't think it'd be effective when doing a UHD render, as there's so little leeway between the 4096 texture limit and the 3840 output width and i'm trying to do a pretty big zoom.

i went for a brute-force solution in the end - since most of my maps are block-colour areas, i was able to set up some little strips of the right colours that masked most of the tile borders, and then did some jiggery-pokery in post-production to recombine everything into a mostly-seamless video.  there are tiny fragments of the seams still visible along the landmass edges, if you know where to look, but they're unobtrusive enough.

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