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News:

Ian Ross has just released a book on Anim8or. It's perect for a beginner and a good reference for experienced users. It contains detailed chapters on every aspect, with many examples. Get your own copy here: "Anim8or Tutorial Book"

Pages: 1 ... 7 8 [9] 10
 81 
 on: July 24, 2024, 06:29:11 pm 
Started by CoriDavis - Last post by CoriDavis
These designs are now available as T-Shirts and other merch on my TeePublic store!
https://www.teepublic.com/user/sammyjstudios/albums/357313-vaporwave-series

I modified the last two designs to be a bit more dynamic since I hate slapping a square on a T-Shirt, so those two have the originals separately as Prints.

I still plan to make more and upload them as another wave in the future.

 82 
 on: July 20, 2024, 09:07:14 am 
Started by CoriDavis - Last post by raindrop
Water wave scene looking beautiful. Nice artwork. 8)

 83 
 on: July 14, 2024, 11:27:20 pm 
Started by CoriDavis - Last post by CoriDavis
I also finished another new artwork!

This one required a bit more editing in post. Obviously the scribble was added after the fact, but you probably noticed ART doesn't render fog. I achieved this by
1. making a HUGE dielectric cube with minimum IOR so the light wouldn't bend, and an appropriate UnitDistance so that at least the color would overtake in the distance.
2. Adding a gradient over the background in post.

If there's any (possible) smarter way to achieve fog with the ART renderer, I'd love to hear it!

 84 
 on: July 14, 2024, 11:09:20 pm 
Started by CoriDavis - Last post by CoriDavis
CoriDavis how much memory does Anim8or use when you're rendering the scenes?

When I use Multithreaded ART, it uses about 93-95% of the CPU. I attached a snapshot of my monitor during a render.

The image of Jesus with the pillars still had the issue whether or not it was multithreaded. It didn't even matter if it was ART or Scanline. It only goes up to 15% at the most when it's not multithreaded.

Image 1 is Multithreaded, Image 2 is Singlethreaded.

 85 
 on: July 08, 2024, 01:28:51 pm 
Started by CoriDavis - Last post by Steve
CoriDavis how much memory does Anim8or use when you're rendering the scenes?

 86 
 on: July 08, 2024, 01:24:04 pm 
Started by raindrop - Last post by Steve
This is a good idea. One reason I originally added attributes is to make it easier to experiment with new ideas. But once something is part of Anim8or I agree that it's much easier to to use a dialog.

 87 
 on: June 18, 2024, 12:10:42 am 
Started by CoriDavis - Last post by raindrop
I have used Anim8or version 1.0 and it have those options. I do not know if previous version than 1.0 have those options.
Have a nice day.

 88 
 on: June 17, 2024, 01:58:23 pm 
Started by CoriDavis - Last post by CoriDavis
Ah heck, I didn't realize that was there. Was it added recently?

 89 
 on: June 15, 2024, 11:09:46 pm 
Started by CoriDavis - Last post by raindrop
CoriDavis copying material and pasting it as a new material can be done by edit>copy material than edit>paste material and giving it a new name. :) I also did edit>copy material by selecting material in object section then clicked in file section and did edit>paste material and it worked. So it looks like that we can paste object materials to file section of materials. :)

 90 
 on: June 15, 2024, 02:19:46 pm 
Started by CoriDavis - Last post by CoriDavis
So many times I've made a texture and not realized how much I'd need it more throughout my project beyond the first object I made with it. But there's no way to easily change it from "Object" to "File" without remaking the texture, or perhaps editing the code of your Anim8or file if you're clever.

It would be nice to have a checkbox or dropdown within the material dialog that can allow you to switch the assignment at any time.

Alternatively it would be cool to be able to copy/paste materials, not only as a way to move a material between File and Object, but to make it easier to make a new material based on an existing one without having to redo all the settings from scratch. But I imagine that would be a lot harder to implement.

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