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Author Topic: An8Render  (Read 33243 times)

cooldude234

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Re: An8Render
« Reply #15 on: November 15, 2013, 12:31:57 am »

It seems like the ATI GLSL compiler is trying so hard to optimize
the fragment shader code that it ditches uniform 'gMat.DiffTexture'.
Reason why I prefer Nvidia
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Claude

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Re: An8Render
« Reply #16 on: November 17, 2013, 10:15:04 am »

captaindrewi

Hope you don't mind giving it another try.

Thanks

Claude
« Last Edit: November 17, 2013, 05:22:45 pm by Claude »
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captaindrewi

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Re: An8Render
« Reply #17 on: November 17, 2013, 01:33:29 pm »

It is working Claude.though not sure if 100%
 
« Last Edit: November 17, 2013, 02:01:58 pm by captaindrewi »
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Claude

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Re: An8Render
« Reply #18 on: November 17, 2013, 05:28:06 pm »

captaindrewi

You are right.The texture are still missing.
Another shot.

Thanks

Claude
« Last Edit: November 25, 2013, 10:30:47 am by Claude »
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captaindrewi

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Re: An8Render
« Reply #19 on: November 17, 2013, 06:08:40 pm »

yes ok now.
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Claude

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Re: An8Render
« Reply #20 on: November 18, 2013, 10:36:21 am »

captaindrewi

Great news.

It's been very instructive.

Works with Win7 Home and Ultimate, XP ,Ati and Nvidia.

Thanks guys for your help.

Claude
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Claude

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Re: An8Render
« Reply #21 on: January 31, 2014, 01:28:22 pm »

Hi guys

I was unable to work much on it recently,but I thought a little update would be nice.

As mentioned before,I'm working on morph rendering.
It's progressing nicely. I' ve replaced the first model with one including 3 morphs to test the rendering code.
Sorry for the model.It will never win in a modeling contest, but for testing it's OK for now.

Morph rendering is done in real time,not per frame.
Interpolation is calculated exactly like it's shown in the
graph editor.Only thing left is to deal with the morph normals.
UI allows to test function like Start,Stop,Pause and Resume,
change some parameters like Morph_LoopState and Morph_Duration
and operate manually by changing Morph_Time.

To try the program,you need a video card supporting
OpenGl 3.3.To check your video card support,start Anim8or
and go to menu About/OpenGl Info.Please note the first 3 lines
if the OpenGl version is equal or higher than 3.3.

Run the app by double clicking the batch file
An8RenderRun. If you try it,let me know how it goes.

It should run without problem.But if it crashes,
after the app is closed, a file named "debug" should have been created.Please post it.Please also post OS and the OpenGl Info.

You can still change model in the General UI to see
the apollo-soyuz assembly.

Thanks.

Claude

P.S.
A few more info:

Morph #1   F1    F2       F3        F4
Morph #2   F5    F6       F7        F8
Morph #3   F9    F10     F11      F12
                Start  Stop  Pause  Resume
General UI:
MorphManualControl: click to allow manual morph adjustment
Morph_Time: change the morph time;use the rotoslider
Morph_LoopState: shows looping state
Morph_FlipLoopState: button to change looping state
Morph_Duration: set morph duration
RegisterMorph_Duration: then activate change;won't register
                        if morph not stopped
Use the keyboard arrows to rotate the camera around the
object.
« Last Edit: June 09, 2014, 08:41:40 am by Claude »
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Claude

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Re: An8Render
« Reply #22 on: May 15, 2014, 07:43:47 pm »

Hi

I had to stop working on An8Render :( and until I' m able to start
again, I thought I would share part of the research result.
I know this post won't be on the most read list,but I hope it could be useful to users writing Anim8or related apps like renderer.converter,etc , or users interrested in the Anim8or 3D file format or simply the math  used in Anim8or.

As mentioned in the file title,it's about controller interpolation. Info is presented in a pdf file.I zipped it to be able to upload it.

In the preceding post, I uploaded back the An8Render2.zip file in case someone would like to see morphs rendered using the interpolation code.

Hope you enjoy the read. :)
Claude
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ianross

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Re: An8Render
« Reply #23 on: May 16, 2014, 06:08:53 am »

Looking good.
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Claude

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Re: An8Render
« Reply #24 on: May 16, 2014, 09:46:27 am »

Thanks ianross

You tried An8Render2.
The apollo-soyuz assembly looks good.
3 lights are used,2 spots and 1 infinite.
The morph test model as I said before, looks awful,
but it serves its purpose with multiple morphs,multiple keyframes with all kinds of bells and whistles like threshold,corner,etc
Could you please post your OS and  videocard model.
I'm always interested in getting this info.

Thanks again.
Claude
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Raxx

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Re: An8Render
« Reply #25 on: May 16, 2014, 06:19:28 pm »

Hey Claude, useful bit of info there. When I get back to workin' on my 3D viewer, I'll definitely be referring to that pdf. Thanks!
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Claude

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Re: An8Render
« Reply #26 on: May 17, 2014, 10:08:50 am »

Welcome Raxx

I've nerver seen this explained on this forum neither the
preceding one.
Always thought it should be part of the Anim8or file
format specification.Not necessarily the entire math explanation or the code,but at least the formula and the calculation of a,b,c,d from the file data.Maybe as an appendix.

Might also be helpful for your Anim8or<-> Collada converter eventually.

Thanks
Claude
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Modeler_in_the_Myst

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Re: An8Render
« Reply #27 on: May 18, 2014, 12:11:20 am »

Call me a dullard with a capital dull, but where is this program? I can't see any links to it.
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Claude

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Re: An8Render
« Reply #28 on: May 18, 2014, 08:11:35 am »

"dullard" hey! I've learned a new word.
The file is in the post dated
January 31, 2014.
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Modeler_in_the_Myst

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Re: An8Render
« Reply #29 on: May 18, 2014, 10:38:29 am »

"dullard" hey! I've learned a new word.
The file is in the post dated
January 31, 2014.
Thank you. :)
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