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17
ASL Scripts / Re: Requesting a simple controler script
« on: April 24, 2008, 07:20:23 pm »
I'll try my best to explain it. I started with Leslie's visibility controller examples.
$visibility works on 0, making it not visibile; and not 0 (usually 1), which makes it visible.
(frame%$length) is a modulo operation which finds the remainder of division, so when $length is 24 is will always output 0 to 23. So just this would make it invisible on frame 0, 24, 48...
The offset is subtracted (because adding didn't work ) from the frame number to move which frame the action happens on.
The ! added on the front is a NOT, so that 0 becomes 1, and 1-23 become 0.
At this point, I wasn't sure if I could make it start at a particular frame number without an if statement. I looked at the scripting spec and found that the comparators return 0 or 1 based on truth.
(frame>=$startframe) gives 1 when the frame is greater then $startframe and 0 otherwise. && combines the two parts so that $visibility will be will be 1 when it is after the startframe and it is a frame it should be visible on.
I hope that's a good explanation, if I'm wrong, someone correct me.
Thanks for the tip on combining variable declarations.
$visibility works on 0, making it not visibile; and not 0 (usually 1), which makes it visible.
(frame%$length) is a modulo operation which finds the remainder of division, so when $length is 24 is will always output 0 to 23. So just this would make it invisible on frame 0, 24, 48...
The offset is subtracted (because adding didn't work ) from the frame number to move which frame the action happens on.
The ! added on the front is a NOT, so that 0 becomes 1, and 1-23 become 0.
At this point, I wasn't sure if I could make it start at a particular frame number without an if statement. I looked at the scripting spec and found that the comparators return 0 or 1 based on truth.
(frame>=$startframe) gives 1 when the frame is greater then $startframe and 0 otherwise. && combines the two parts so that $visibility will be will be 1 when it is after the startframe and it is a frame it should be visible on.
I hope that's a good explanation, if I'm wrong, someone correct me.
Thanks for the tip on combining variable declarations.
18
ASL Scripts / Re: Requesting a simple controler script
« on: April 24, 2008, 03:50:22 pm »
Here's a version that you can set a starting frame.
$startframe is the first frame of the object visibility animation.
Code: [Select]
int $length;int $offset;int $startframe;
$length = 24;
$offset = 3;
$startframe = 48;
$visibility = (frame>=$startframe)&&!((frame-$offset)%$length);
$startframe is the first frame of the object visibility animation.
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ASL Scripts / Re: Requesting a simple controler script
« on: April 24, 2008, 03:22:46 pm »
Here's a visibility toggling script.
$length is the length of the cycle's animation.
$offset should be different for each object to determine its timing in the cycle, it should set from 0 to $length-1.
It needs to be put in the visibility expression controller obviously.
This runs continuously throughout the animation.
Code: [Select]
int $length;int $offset;
$length = 24;
$offset = 3;
$visibility = !((frame-$offset)%$length);
$length is the length of the cycle's animation.
$offset should be different for each object to determine its timing in the cycle, it should set from 0 to $length-1.
It needs to be put in the visibility expression controller obviously.
This runs continuously throughout the animation.
20
Anim8or v0.98 Discussion Forum / Re: No light on back of a face ! !
« on: April 13, 2008, 11:01:32 pm »
You may be able to use the shell tool it give it an object faces on the inside of a mesh.
22
Anim8or v0.98 Discussion Forum / Re: Quick Texture Reload Feature?
« on: April 11, 2008, 06:27:59 am »
This would be a nice feature when you are trying to test out how a texture will look.
Textures do take a while to load, so a "smart" texture reloader would be needed. The image you are working on externally would have to be saved over the same file name that anim8or is referencing. A hash of the current images would be stored, and hashes would be rechecked to see if they have changed, and if so reloaded.
Textures do take a while to load, so a "smart" texture reloader would be needed. The image you are working on externally would have to be saved over the same file name that anim8or is referencing. A hash of the current images would be stored, and hashes would be rechecked to see if they have changed, and if so reloaded.
23
General Anim8or Forum / Re: rendering big scenes .... ISSUES!!! and advice
« on: April 09, 2008, 05:47:29 pm »
The speed of rendering for hardware depends largely a single cores speed, bus speed, and ram.
From the anim8or file it depends on render size, AA, number of polygons, textures, transparency, number of lights casting shadows, and raytraced shadows (size and samples).
Not an all inclusive list, but it gives you an idea.
Some questions
What size are you rendering? (bigger = longer)
Are you using the Scanline or ART?
For scanline, usually softer shadows with always higher samples will take longer.
ART basically depends on the number of rays generated. With no ratraced materials this is: length x width x number of samples. When you start using reflective and glossy materials it generates about twice as many rays. In my tests, how reflective or glossy didn't really affect the time also, increasing shadow softness didn't increase render time, but to get them to be soft and not noisy you have to increase the AA samples. The dielectric test file generates about 20 times as many rays, so refractive materials are very slow.
How many lights, what softness, what samples?
I think the camera will only go to a FOV of 170. If you want to generate a 360 you can use them cube map generating method with 6 renders.
From the anim8or file it depends on render size, AA, number of polygons, textures, transparency, number of lights casting shadows, and raytraced shadows (size and samples).
Not an all inclusive list, but it gives you an idea.
Some questions
What size are you rendering? (bigger = longer)
Are you using the Scanline or ART?
For scanline, usually softer shadows with always higher samples will take longer.
ART basically depends on the number of rays generated. With no ratraced materials this is: length x width x number of samples. When you start using reflective and glossy materials it generates about twice as many rays. In my tests, how reflective or glossy didn't really affect the time also, increasing shadow softness didn't increase render time, but to get them to be soft and not noisy you have to increase the AA samples. The dielectric test file generates about 20 times as many rays, so refractive materials are very slow.
How many lights, what softness, what samples?
I think the camera will only go to a FOV of 170. If you want to generate a 360 you can use them cube map generating method with 6 renders.
24
General Anim8or Forum / Re: when adding textures
« on: April 08, 2008, 10:42:48 pm »
To use the shaders you need a video card that supports OpenGL 2 and drivers that have OGL 2 code.
The lowest Nvidia card is the FX5200.
The lowest Nvidia card is the FX5200.
25
Anim8or v0.98 Discussion Forum / Re: Shadow Bug...
« on: March 31, 2008, 07:23:49 pm »
Steve, I assume you're talking about the Shadow Bias setting. How does this work and is it used for raytracing?
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Anim8or v0.98 Discussion Forum / Re: Light Settings-Max Rays
« on: March 26, 2008, 09:11:08 am »
The number of rays is based primarily on image size, samples and use of raytraced materials.
An image with no raytraced materials has a number of rays which is:
length X width X number of samples
In my tests, raytraced reflective materials use about twice as many rays. While the dielectric test example uses 20 times as many rays.
An image with no raytraced materials has a number of rays which is:
length X width X number of samples
In my tests, raytraced reflective materials use about twice as many rays. While the dielectric test example uses 20 times as many rays.
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General Anim8or Forum / Re: Bump Maps?
« on: March 24, 2008, 01:47:44 pm »
To get the Shaders options you need to have an OpenGL 2.0 compatible card and new enough drivers. OpenGL compatibility is not labeled, so look for DirectX 9 compatibility.
The lowest Nvidia is the FX 5200, and I'm not sure about ATI.
The lowest Nvidia is the FX 5200, and I'm not sure about ATI.
28
Anim8or v0.98 Discussion Forum / Re: Bug Report
« on: March 24, 2008, 01:36:07 pm »
All the bugs I reported were with ART rendering.
The horizontal lines look similar to the scanline problem but aren't the same, I'll try to get a render.
Edit:
The problem appears to be soft shadows and 4 AA samples. It happens on all AA types, glossy, reflection and glossyreflector. The sphere is the problem, the ground doesn't matter, it will happen with the default grid.
Steve, I sent you a message about your email.
The horizontal lines look similar to the scanline problem but aren't the same, I'll try to get a render.
Edit:
The problem appears to be soft shadows and 4 AA samples. It happens on all AA types, glossy, reflection and glossyreflector. The sphere is the problem, the ground doesn't matter, it will happen with the default grid.
Steve, I sent you a message about your email.
29
Anim8or v0.98 Discussion Forum / Bug Report
« on: March 24, 2008, 11:11:56 am »
Here are the bugs I've found so far with .97a Preview with ART rendering.
Common settings:
.97a Preview
ART Renderer
No light attributes set
1 Sample rendering
If you choose 1 as the number of AA samples and render with AA, Anim8or will freeze and crash. It will render if AA is unchecked. Based on the number of rays, no AA always uses 1 sample per pixel.
Local light rendering
With "Show Camera" enabled, a local light rendered from any view other than camera01 will not show any light cast. Disabling "Show Camera" allows it to be rendered from other views/cameras.
Local lights and Spot lights ignore radius
Crash on depth channel
Rendering with a depth channel causes anim8or to crash.
Alpha Channel
If an alpha channel is rendered the image will render solid black.
Horizontal Lines in render
This is a bug I'm having difficulty reproducing. Sometimes horizontal artifacts that are similar to volume shadow or Z fighting errors will appear. I've only seen it with 4 AA samples using raytraced specular glossy and reflection materials.
Common settings:
.97a Preview
ART Renderer
No light attributes set
1 Sample rendering
If you choose 1 as the number of AA samples and render with AA, Anim8or will freeze and crash. It will render if AA is unchecked. Based on the number of rays, no AA always uses 1 sample per pixel.
Local light rendering
With "Show Camera" enabled, a local light rendered from any view other than camera01 will not show any light cast. Disabling "Show Camera" allows it to be rendered from other views/cameras.
Local lights and Spot lights ignore radius
Crash on depth channel
Rendering with a depth channel causes anim8or to crash.
Alpha Channel
If an alpha channel is rendered the image will render solid black.
Horizontal Lines in render
This is a bug I'm having difficulty reproducing. Sometimes horizontal artifacts that are similar to volume shadow or Z fighting errors will appear. I've only seen it with 4 AA samples using raytraced specular glossy and reflection materials.
30
General Anim8or Forum / Re: I need a big render!
« on: March 23, 2008, 11:44:58 pm »
If you want to render something big you can set up multiple cameras or animate the orientation and use a photo stitcher like hugin to make many pictures into one picture.