General Category > Ongoing Anim8or Development

Changed to Older Releases [builds 1162 to 1230]

<< < (86/137) > >>

Trevor:
Hi steve,
Ill attach the same model I showed with the scene already set up.
I still beleve its some sort of overflow maybe since some corners do darken, but then when the surface is dark it suddenly turns white in the corners...

I was also messing about with trying to do some HDR compression for the inside, but failed since even though Ambient Oclustion was on, if the Ambient componant was turned up, it would not change the occlusion 'particles' but it would add a uniform brightness to the model wich was unwanted.
Heh, I guess we will have to wait till you someday add HDR tools.


A new thing, well, maybe not so new, but just thought Id mention, is that in RayTracing mode, the Camera Near Clip Plane is not correct.
The green line representing the frustrum only represents scanline, When in RayTracing mode, the clip seems to be at camera 0,0,0.
On a related note, the Z Limits menu does not effect the camera... I think it should.

Trev

Steve:
Trevor: Thanks, I can reproduce it.  I did notice one thing about your model. Some of the walls don't have any thickness. They're not a fully enclosed manifold (solid) but just one surface thick. It will help to give everything some thickness (but there is still a problem that I need to work on even when you do this).

Trevor:
Ah, well, Its a modual for being inserted into a game map.
Also, Polycounts are importiant even though they may be culled, so surfaces that i regard as being underground or something will not be filled, Same for surfaces that intersect other surfaces (like the partition in the Type22 Pillbox, it has no top nor bottom faces as these would waist ram (not by much I know, but hey, every little counts on the N64)

Thanks for looking into it though, its really neat to render with the high quality rendering from An8, then replicate it on a vertex level (to a limited degree) for importing into GoldenEye. (youl notice I cut the shadow lines on the holes and also added the bright spots on the floor. Other effects I do later with the ability to shade per-vertex (an8 really needs this too))

Trev

bayinghound:
I think it would be awesome to integrate the functionality of termin8tor. Though that could use some better particle effect.

Is it my imagination or does this build render faster? I like it, lots of very useful bells and whistles.

lppena:
I haven't heard of this one. What is it?

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version