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Messages - ncl32

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Finished Works and Works in Progress / Re: Suzuki SA310 Sport
« on: June 07, 2009, 03:35:42 pm »
Thanks TomiL, But I thought you would have read what I said above?

"p.s Another update on the Zuk, just proportioning and fleshing out a little bit at a time. I will be taking this low poly shell and loop cutting all the body work and making this thing pretty detail as more time passes."

Like I said I'm making a basic shell or shape if you will, then refining it after I'm done the initial process of fleshing it out. ;)

Plus although my write up on basic AO rendering is lengthy, I can assure you it takes me no more then 45 seconds to set up, and then a simple click of the render button!

So I can reassure you I am
ing enough on my modeling. ;) lol. Yeah thats cool about your SJ410, do you have any pics of it you can share maybe anything you had done to it? I love the little zuks!

Finished Works and Works in Progress / Re: Suzuki SA310 Sport
« on: June 07, 2009, 02:08:37 pm »
Like odp04y said, you would have to set it very high, and the render times do get long. The highest sample that I have personally rendered before would be 256. Just so you can compare the last image i posted, it was rendered with 64 samples, and the same scene with 256 is below. It does take longer for it to render this is true but my laptop I am using has a 2.2 GHz Celeron, in my 01' 400VTX Gateway laptop. And this thing rendered my competition indoor scene at 256 and it took 1 whole day. As for my zuk at 256 below that had taken 25.5 minutes. So yeah. Im glad that my small write up helped you too. And I hope you guys are enjoying my little zuk. I cant wait to work on it more.


Finished Works and Works in Progress / Re: Suzuki SA310 Sport
« on: June 07, 2009, 06:42:35 am »
Thanks for the comments. I am having so much fun modeling this considering i am obsessed with these cars. As for the global allumination effect, It is call "AO" or Ambient Occlusion, It tries to mimic the effect of global alumination but tracing rays from the background of the image. In Anim8or you access this feature using the "ART" raytracing engine via the simple "Attribute" system. In order to enable what is called by Anim8ors ART Raytracer "AmbientOccluder" Just follow these easy steps.

1. Ceate an object what ever, or use a pre-existing one.

2. Goto Mode>Scene

3. Click Build>Add Object. Then select your object from the list. [ie: "object01"]

4. Level your object out on the "ground", [The ground can be the default checkered pattern or a self made plane or what ever.]

5. Now Click Scene>Attributes...,  Once the dialogue menu appears click the "New" Button. Now type "AmbientOccluder" just as I have spelled it, and yes case sensative... Oh and with out the parentheses. lol. In that same dialogue box mark the "Int" and make the value 1.

6. Almost there. Now goto Settings>Lighting..., Yet another dialogue box appears. Uncheck the "Use Project Settings" box. Now enter 1 for Global Intensity and for Abient Intensity 3.14. Yes, Pi. Now click okay.

Now you will notice that the working view you have probably seems very bright right now. Now if you want to you can add an Infinet light source that is black to calm things down a bit or go back to lighting and decrease the Global Intensity by a hundredth at a time to see what you like.

Now go ahead and render the scene in the camera view and see how it comes out. Now do make sure that you have ART selected under the Render drop down under Renderer, and your AA Setup [anti aliasing] set to 4 samples or more... the more the better because your renders wont look as grainy or noisy if you will. As values for the samples they are square of an integer,  like 4, 9, 16, 25~ 64, 256. You get the point. Any way hope that helps, and post some renders once you've done some. Good luck! and Happy Anim8ing!


p.s Another update on the Zuk, just proportioning and fleshing out a little bit at a time. I will be taking this low poly shell and loop cutting all the body work and making this thing pretty detail as more time passes.

Finished Works and Works in Progress / Re: Suzuki SA310 Sport
« on: June 04, 2009, 06:28:38 pm »
and yet another update! Some of the side done now. Still some proportioning work to be done as i go along do note!


Finished Works and Works in Progress / Re: Suzuki SA310 Sport
« on: June 04, 2009, 03:10:09 pm »
Id figure Id post this just as a quic follow up. i fixed the proportions of the front end a bit,and put a "Panda" style paint job on it for s&g.


Finished Works and Works in Progress / Re: Suzuki SA310 Sport
« on: June 04, 2009, 02:12:33 pm »
Ok and here is an update still this morning, although I did force myself to fall asleep for a few hours. And do NOTE: Im not using typical blueprint style modeling for this, im simply remembering my own and looking at pictures of the car. And it seems to be working out pretty well.


ps, the pic is me a few years ago with the car. ;)

Finished Works and Works in Progress / Suzuki SA310 Sport
« on: June 04, 2009, 06:24:54 am »
Okay, since I'm done with the competition ive been meaning to start another project.

Okay, let me first tell you all something about myself. I am a suzuki nut! ;D Mainly for the Suzuki Swift/Cultus and variants that most people know them as. Which includes. SA310, Swift, Cultus, Metro, Firefly, Sprint, and Forsa. I love them! I cant describe to you how much. I personally so far have owned a 96 Geo Metro, and a Chevy Sprint Turbo.

I have since then got rid of my metro, and sold the sprint turbo... BUT! I am soon buying my sprint back!!! ;D And I cant wait! Soo for my own fulfillment I am going to model my sprint how I want it to look after I'm done the restoration, mods, and name change...

I plan on re-badging the sprint to a "Suzuki SA310 Sport" in memory/dedication to the original SA310 from 1984. The SA310 like my sprint will have the same 993cc 3 cylinder engine in it. Except mine is turbo and has MPFI from the factory...

Any way about the modeling part and less history!

If you have ever seen a 87 Chevy Sprint Turbo, or a 1984 Suzuki SA310 you will notice the differences between my model and those cars. You will notice that I use a different front bumper from a mk1 Swift GTi instead of the original Sprint Turbo bumper. Also the front grill is that of a Forsa.GTi.

I am just modeling out the shell of the entire car first and then loop cutting all the body work apart. btw :)

Any way that is all I have so far and yet again I couldnt sleep  ::) so I have been listening to techno on Pandora and Anim8ing again... lol. its 6:19 am here right now wow...

Ill be sure to post updates on this all the time. And if anyone else likes these cars Ill be more than happy to talk to you!!!

onepointO over at
[just thought id throw that in ;)

Anim8or Challenges / Re: Challenge #4: Indoor Render
« on: June 03, 2009, 05:03:00 pm »
OKAY and here it is! It took a while to render. That is almost a whole day at that. Any way as you can see I took a more cartoon like approach. I was going to go for the whole realistic thing but after looking on the forum I decided to diversify. Also you will notice "doob" in the scene. Some of you have seen him before in one of my older post. Well he is blue and chilling in the mini pool I made for him, so he's happy.

Any way I hope all of you like it! And happy voting on the winner of this contest!


P.S. I do realize that there are two major flaws but after all that time to render I will have to do a follow up render fixing this one at a later date. Water bump map stretching, and the plant stand on the right is clipping into the chair rail...

General Anim8or Forum / Re: Tutorials on forums?
« on: June 03, 2009, 12:04:50 pm »
Good point tanzim, I learned anim8or the trail and error way, and that is something to be proud of. At the same time, I also would agree with rellik420 in that a plethora or very well put together tutorials would be a huge help for those who don't have the most time to trial and error there way through out the whole experience. You can go to sites like of my favorites) and find very well put together tutorials for some of the bigger names in 3d. And all in religively the same general format. Now Anim8or does have it's own tutorials page but what if we had a link to a collection of all sorts of different well put together tutorials all specific to Anim8or! It would be awesome. I don't know if it's just me but I personally don't like visiting random other sites that represent anim8or and the site doesn't give me the anim8or feel or simplicity. So a good idea rellik420.

Just my two cents.


Type on my iPod...hehehe

Anim8or Challenges / Re: Challenge #4: Indoor Render
« on: June 02, 2009, 10:38:37 pm »
well guys its been a while since i updated. I have finished the work, now im just waiting for the render. I am rendering my scene at 960x540 @ 256 samples of AA... Its going to take a while. lol. But I cant wait. As for the scene, it will have a surprise for some of you that know of some of my past projects. Needless to say character is also apart of my scene. ;) As soon as it gets done rendering I will post ASAP.


General Anim8or Forum / Re: Glass
« on: June 02, 2009, 02:17:29 pm »
Good to hear it worked rellik420! Yeah that link can actually be found on the "v0.97 Preview" link on the left hand side. Its down the page a bit under "New Features in v0.97a Preview". The link is hard to miss, but it link says "art_raytracer" .

Yeah ENSONIQ5, I was tired... lol One of those mornings where ya wake up randomly at a really early time... And in this case I felt like helping a fellow Anim8or out. ;)

Any way like I have said before any more help just ask. I can write things up decently quick, and am considering writing up some tutorials [with pictures!].


General Anim8or Forum / Re: Glass
« on: June 01, 2009, 05:50:52 am »
Prototype... not really... Beta, yeah more like it. Glass has been introduced into Anim8or via the use of its new built in Ray Tracer "ART". Art supports Not only refractions[glass like properties...], but Reflections as well. And a brilliant Ambient Occluder Attribute as well. Any way now I could personally explain to you how all that works. But since it is 5 am where I'm at, I will simply tell you how to accomplish the effect you desire, and post a link to a page so you can download sample files, and get the gist on how things work with what is called Anim8or's Attributes!

To do this make sure you have the latest Preview version of Anim8or, v0.97d.

Okay, in order to have a object or mass if you will that refracts and reflects like glass you need to first tell Anim8or some simple things.

Open Anim8or firstly, create a sphere using the "sphere" primitive button on the left hand side.

Now open up the material tab if its not open as of yet. It should be the button right below "Object" at the top, and it should have 4 black circles in it.

Okay, double click New in the material tab, and now a material dialog box should had opened. first things first, goto Trans: and set this to 0 or .1 Just for now, you can play around with this depending on result you want.

Next up, in the material dialog box, Click the Attributes button.

Once you have done this a new dialog box should have been created in the top left hand corner of Anim8or's window.

First things first, The Attribute feature that is strung throughout Anim8or is to turn on or off new features that are built into Anim8or by the use of simple commands, and some sort of controlling value. Simple really, you will get used to it until they are integrated into the GUI.

Okay, so lets now tell Anim8or that we want to add a "Attribute" to the current material so that when rendered it will reflect/refract light.

So click the New button. and yet again a new dialog box asking for an Attribute name. Type, "class", without the parentheses, and yes it is case sensitive. Okay, now hit ok.

Now you will see that you have a "class" attribute. Now you have to define what part of the class attribute you would like to turn on.

So click the "String" selection. Now in the bottom box that is white, type "transparent". Now Anim8or knows what attribute to use and what feature of that attribute. But it doesn't know how much or little of that feature to use. so an extra step is needed.

Okay so next hit the New button again in the Attribute dialog box and type in "IOR" as the name of the new attribute. This attribute controls the value for which a transparent object refracts, defining its properties of the specific mass. So in order to use this keep it on "Float" and type "1.33" in. This is a value that mimics glass pretty well.

Once your done doing that hit okay, and okay out of the material box as well. And apply your material to the sphere you created.

Alright, so I will now tell you that rendering reflections and refractions take a longer time because of the Ray Tracers job of calculating direction and the intensity of virtual rays of light. Not to mention shadows and so on. Now the class feature as I call it, transparent is a simple refractive feature. It does not act like a real life physical glass type object because if does not figure true material and color. In order to get a more realistic glass pane look you would need to use the feature under class entitled "dialectric". You can read up on more of this and other attributes and features on the provided link at the bottom of this explanation.

Now since you have a transparent sphere go ahead and render it directly in Object Mode. You wont see that much of a effect, and will probably think you did it wrong but then ponder on why it took much longer. This is because it worked! BUT... the mass doesn't have any light to refract!. So go ahead and go to Scene Mode, and Build>Add Object... and choose your sphere, [should be object01]. Now go ahead and go to the front view and make sure that your object is "sitting" on the center line, [the default checkered floor]. Then switch to "camera".

Now go to Render>Renderer and make sure you have ART selected...

Now click Render>AA Setup. Make sure that you have it at at least 4 samples, [more is better, the image and your reflection/refractions wont come out really grainy]

Okay now that its set up click Render> Render Image. and hit okay.

And there you have it! After a whole page of me explaining it, and being up at 5am, your done!. Hope you understand my explanation, and Happy Anim8ing!

By the way the link to the other features in ART, and more on what was said, and sample files to reference from.

Need anymore help feel free to ask.


Anim8or Challenges / Re: Challenge #4: Indoor Render
« on: May 27, 2009, 11:52:02 am »
Holy crapazoid there $imon, loving your renders man. after this comp i would love to question you about your lighting tech to see if it matches my own. Any way, every body is coming along great I cant wait to see some of the work that comes out of this comp! Good luck everyone!

and Ill be posting some updates soon. My 8 year old gateway laptop with the screen that is only attached by the wires, and not to mention has to be plugged in all the time is having fun with me throwing a mere 2000 faces at it... lol


Anim8or Challenges / Re: Challenge #4: Indoor Render
« on: May 25, 2009, 10:09:31 pm »
Thats a cool looking shelf you have there menamarco! Cant wait to see it along with the rest of that office. ;) And $imon thanks for the comment. Not going to lie, I have done some trim carpentry on stain-grade homes before for a while. And while doing so I would model rooms and stuff.

As for something that has me confused... Why were all of my progress renders deleted besides the most current one? Just wondering  ??? Bandwidth? or just because it looked like I was hoging the topic...  :D I kept checking up on the topic and didnt see anyone post all day. so i just kept posting. lol. So should I start a serperate topic in the WIP section for my progress renders? Any way thanks though guys! And I will be posing more soon!


Anim8or Challenges / Re: Challenge #4: Indoor Render
« on: May 25, 2009, 02:49:36 am »
#1 Alright, and here is my first update, Just framing things out... Still have to get some thresholds put in and some windows if need be. More to come soon!


#2 Another progress render! A door way! I know, why would I frame the entire room out? Because I have plans! That and it adds to the realism factor. ;)

#3 Yet again another update! There are now a window, and closet framed out. And a hole in the concrete... Hmmm. Where could I be going with this? Well you'll just have to find out!  ;D

#4 Yet another update! Added a wood tile floor. And yet again more to come!


#5 Yet another update! Added a wood tile floor. And yet again more to come!

#6 Okay I got some more to show, I have the "drywall" up, and I did some trim around the "mini pool"/ jacuzzi. I hope you guys like this! ;D  Plus I will tell you that in the end there is a surprise that some of you who know of me will get a kick out of!


Oh and btw, room is scaled approx. 14'x14' with 9' ceiling.

#7 hey guys, yet again another update! Semi textured, but still a lot to do.


~MOD EDIT: Merged posts into one. Please remain from double/multiple posting. Use the edit/modify button instead.

- Floyd86 Global moderator~

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