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Messages - Trevor

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46
As I stated before, for a touch interface, the addition of a zoom would be usefull, but yes, with a mouse the original arc rotate is far better hence why I said the new one should still accept right and middle clicks (since they cant be done on touch it wouldn't affect them - well, right can, its touch-and-hold-then-drag :P)

Trev

47
Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 15, 2018, 07:41:19 am »
HOLY CRAP!!! Multi-Threaded rendering has arrived, testing NOW :)

Trev

rendered a test (Diffuse Inter-Reflection test as shown on another topic)

83 secs down to 14 !!!! WOW

Also, anyone using DIR should disable fastAA as its actually slower since it always has to do "full evaluation".

My only suggestion now would be to "build" an image interlaced, i.e., blocks of solid -> blocky(coarse) -> final image(fine)

Also, my tests show that ChunkSize 32 is the best for speed, anything bigger gets held up on one or more chunks (like the mirror ball).
32 on the other hand is small enough that each chunk can finish in a timely manner and if its still needing to render then another thread can "take over" since its not tied to a thread.

Can you up the thread count to 16 too? Im only using 70% CPU (anyone have anything more?)

48
Might I suggest seldon that this should have been in Ongoing Development and not Anim8or V1.0.

Trev

49
yay another CAD user :P

Remember I also suggested "Angle between path segments" but also just thought that "Angle between selected edges" would be good (provided edges are joined by a vertex)

Trev

50
Ive been meaning to mention this since build 12xx but refrence images are not transparent in wireframe mode.
this means I have to switch to solid mode and assign a temporary transparent surface to model to match refrence image.

Trev

51
Anim8or v1.0 Discussion Forum / Re: Idea for Skinning
« on: December 12, 2017, 07:39:30 am »
My suggestion to vertex painting would be to only paint non-occluded surfaces - if a vertex is blocked by another triangle ignore it unless a checkbox/button/hotkey is pressed.
This allows one to paint an arm without fear that the body or legs will get painted too if any vertex is hidden behind the arm.

Trev

52
Hi Steve, Can you please make sure you post development builds in the dev thread too since I lost the last build and it took a while to find this build (the thread didn't even show it had new posts in it)
At present the dev thread still says "The current release is build 1269, February 14, 2017"

Glad you got copy/paste working though

Trev

53
Finished Works and Works in Progress / Re: Gyperboloid's Lab
« on: December 02, 2017, 05:45:50 pm »
Nice.

Are you using Glossyreflector for walls? (Just noticing the noise on the wall and how the blue above the couch is imparting colour onto the wall)

heh, yeah, though Id like to know the difference between his current implementation and photon mapping.

Trev

54
Finished Works and Works in Progress / Re: Gyperboloid's Lab
« on: November 09, 2017, 10:34:49 am »
When I seen your thumbnails I thought you were using diffuse inter-reflection, sadly when I opened up your images they look like they have been done in the scanline renderer with lights simulating the doorway.

You should try using the settings I posted (back-up your project first) and see how it looks.
The numbers might need tweaking but I think it should work fairly well with that doorway.

Trev

55
Finished Works and Works in Progress / Re: 4K logo overhaul
« on: November 04, 2017, 01:36:49 pm »
its another example of needing multi-threading/core
funny thing I found was that I made a test app with 4 threads expecting them to use 4 cores but unfortunately they all stayed on 1 core, so multi-threading and multi-core is slightly different even though I thought that the OS took threads and spread them over cores...


trev

56
Finished Works and Works in Progress / Re: Diffuse Inter-Reflection Test
« on: October 28, 2017, 09:45:20 am »
Thanks everybody, I thought Id share to bring the subject back up since it was a while ago since I last mentioned it (must have been around 2014)

PerfectGold aka GoldenEye Setup Editor. PerfectGold is a concatenation of Perfect Dark and GoldenEye Since the editor supports both as PD was built from GE.
The editor now also supports Diddy Kong Racing, Micky's Speedway and Jet Force Gemini, however I don't think any realistic name could be made from that list of games :P

Trevor: this is a nice collection of images, especially since Anim8or doesn't use Photon Mapping which is much more efficient at rendering diffuse inter-reflections like in your examples.
Ah, is that why you originally said it couldn't be done (My original images of the ship were extremely contrasty)
Ive done a few DIR renders with ART, each time getting better results, these I think are the best which is what prompted me to post them.

For those who want to re-create these are the entire settings

Material:
Ambient 0 (0)
Diffuse 20 (128,128,128) (Optional texture set to Darken)
Specular 0.95 (255,255,255) (If used texture copy here too and again set to darken)
Roughness 0 (9999 for mirror)
Attributes class[type string = glossyreflector]

Scene:
1 infinite light for sun (255, 229, 191) - slightly orange sun to counter the blue sky
1 local light for interior (136, 124, 118) - warm interior light 1/2 as bright as sun
Environment spherical panorama of sky
Global Lighting ambient 0, diffuse 1 (exterior) diffuse 4 (interior)
AA samples min 49


Trev
Attached is the original image and composite sample

57
Agreed, I forget about mirror, mainly because last I used it - it was buggy.

As for undo, wanting every click to be stored in the undo buffer would lead to filling the buffer with a LOT of commands, potentially loosing a meaningful edit later, especually in your example where you have lots of clicks.
Lets say you accidently delete an object before starting the selection Operation. You get to the end then realise the object is missing, instead of undo-ing the 1 operation (allbeit tedious) you have to undo all only to find that the buffer runs out and your other object is gone forever.
As it currently stands you could undo twice, copy the lost object, redo twice and paste.
Admitably, my group method does increase the undo buffer too, but not as much as every click.

Trev

58
Anim8or v1.0 Discussion Forum / Re: V1.0b small material bug
« on: October 23, 2017, 06:22:08 pm »
Copy and paste materials can be done via edit menu, but I like your idea for global material option.

Trev

59
I would say try doing a small group of faces and pressing Ctrl-D (Detach faces) then go to object mode and press H (Hide).
this will detach and hide faces you want removed.
At the end of the process press Shift-H to unhide all the detached faces, select the main object then go edit>Select>invert selection
then go mesh>Join Solids
then go back to VEF mode and to Ctrl-A Shift-L, enter a very small number (0.001) and press ok, this will rejoin all verticies that were detached before, now you have 2 objects, inside and outside.

Trev

60
Anim8or v1.0 Discussion Forum / Re: V1.0b small material bug
« on: October 23, 2017, 02:42:02 pm »
I should note that I have never used global materials and had to come up with my example pretty quickly, and its not because I don't have a use for global materials, I just keep forgetting about them since they are never used unless you actually make a new material in there.

Trev

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