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Messages - Steve

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1996
Flametiger74 - Please post this kind of thing to a new topic.  This thread simply anounces that v0.97 is available.  It is not for bug reports.  (What graphics card do you have?  THis is most certainly a driver problem, possible a badly designed driver.  That's exctly why I added the ability to turn off renders.)

1997
Anim8or v0.98 Discussion Forum / Re: Bug Report
« on: March 26, 2008, 01:54:47 am »
hihisilver - I need an example .an8 project.  I can't fix it without one.  It looks like a sampling problem.

csf - What OS and graphics card do you have?  They upgrading your graphics driver.  I open and close dozens of projects and do all kinds of rendering without crashes.  I think you are hitting a problem with some other part of your system besides Anim8or.

1998
Anim8or v0.98 Discussion Forum / Re: Bug Report
« on: March 25, 2008, 04:56:06 pm »
Tanzim - That is a well documented problem with volume shadows in the scanline renderer.  Use the ray traced shadows options to fix it.

As I understand it, CobraSpectre's bug report is about the new ART Ray tracer (which is the only one that supports 4xaa.)

1999
Anim8or v0.98 Discussion Forum / Re: Bug Report
« on: March 25, 2008, 12:25:01 am »
OK then I have an aliasing problem with the sampler at 4x.  I never got your email however.

2000
Anim8or v0.98 Discussion Forum / Re: Bug Report
« on: March 24, 2008, 12:38:32 pm »
The ART ray tracer does not match the scanline renderer exactly and never will.  It is based on a more accurate physical model of light that the scanline renderer, which takes a lot of shortcuts and adds it's own rules.  For example a local light's min and max radius are a hack, not on how real light works, and aren't supported by the ray tracer.
Depth and alpha channel aren't doen yet so I'll probably disable those until they work.


The volume shadow bug with the horizontal lines is know (this is with the scanline renderer, right?  It's not clear which renderer you are talking about on some of these bugs).  You need to use ray traced shadows for these cases.


2001
Wow, a weak power supply!  That's a hard thing to diagnose.  Good job, Tanzim and Roygee.

2002
Yes, that's a bug.  The scanline renderer's shadwos don't work on the ground grid.  I'll fix it.

2003
Anim8or v0.98 Discussion Forum / Re: Not getting it
« on: March 22, 2008, 10:37:00 pm »
Roygee - it might help to look at the attributes in the examples for each material type.

2004
Good idea.  I haven't done that yet because I'd need to do some restructuring of the code to support multi-threaded renderenig.  Otherwise Anim8or would stall while the images were being updated each time you made a minor change.  This is even more true with the ray tracer for especially transparent materals. I thought about adding a "View Material" button you could click to do the render but that seems kind of clunky.

2005
I agree and would have something like that already except that it takes a bit of time to write.  Also since I plan on adding mode ray traced materials it would take more effort to keep updating all that dialog code.  If I wait until the features are more stable I'll have a better idea what to do.  (Plus I wanted to get the ray tracer out for feedback instead of waiting until it was "finished".)

I also want to write a material manager to allow you to move materials between objects, projects, whatever.

2006
Anim8or v0.98 Discussion Forum / Re: ART and textures
« on: March 21, 2008, 12:31:17 pm »
That looks like a bug.  If you can reproduce it with a simpler example can you send it to me?  (Or even the full project but that's harder to debug :))

2007
Anim8or v0.98 Discussion Forum / Re: Art and mesh clipping
« on: March 21, 2008, 12:25:23 pm »
Can you e-mail me the project or a simpler example if you have one?  I don't need the textures or anything.

2008
Anim8or v0.98 Discussion Forum / Re: Environment panoramas
« on: March 21, 2008, 01:30:39 am »
Yes, I'll be adding diffuse textures to glossyreflection, as well as bumpmaps and probebly a couple of others.  Its a lot of code to write and test for all these cases so it may take a while.  I wanted to get something out for people to play with instead of waiting until it was all done :-)

2009
Anim8or v0.98 Discussion Forum / Re: Art and mesh clipping
« on: March 21, 2008, 01:18:16 am »
Can you post an image?

2010
Anim8or v0.98 Discussion Forum / Re: ART Light Attributes and AA
« on: March 21, 2008, 01:15:10 am »
Antialiasing is done iquite differently in the ray tracer and the scanline renderers.

The scanline renderer always uses a 4x4 grid of samples per pixel with all the samples in 4 rows and 4 columns.  This is why it's so fast - many of the computations are done once per image instead of per pixel or per sample.  But even samples are very bad for soft shadows.  So for soft shadows multiple shadow samples are takes for each image sample.  First a few samples are taken.  If any of them are different (i.e. one is in a shadow and one is not) then that pixel and the neighboring ones are samples a higher number of times.  This allows a high number of samples to be used on shadow edges and fewer in areas that they aren't needed because they're all the same.

The ray tracer uses just one shadow sample per image sample.  But because each sample is independently traced a better distribution can be done.  Multijitrered is a very good method - much better than random or Monte Carlo.  Likewise glossy surfaces trace just one sample per pixel.  That's why non-aa glossy surfaces are so speckled.  Over all it's best to do it this way because you sample all the varying parameters evenly.  The scanline renderer samples shadows at a much higher rate that it does the image - but that's required due to very thing that makes scanline do fast - the regularly spaced image samples.

So you will not be able to exactly match scanline images with ray traced for this an a dozen other reasons.

You're right.  There is no near and far Z with ray tracing.  There is no need for it becuase thereisn't a perspective projection, so no divide and all of it's related precision problems.  Everything is done in world coordinates.

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