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kikems

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Posts posted by kikems

  1. If you think that PC have more speed with EIAS it's possible that your PC hardware is more modern than your Mac hardware. A proccesor like i7 or i5 is more powerfull and optimized than a Xeon or dualcore per unit Mhz

  2. New users want attractive tutorials to move to try the new app , not simply technical tutorials.

     

    I'm sure that new users and new 3D hobbist users can generate new good promotional material to attract other new users like CrewOfTwo do with duality, some years before. I'm sure that the reviews, making-of and interviews of Duality was sale more EIAS licenses like other marketing movements some years before.

  3. Free limited EIAS version( not a demo version ) like old 3Dtoolkit with attractive and spectacular tutorials like VFX, should be usefull for marketing and try to capture new user base. This marketing movement works good in twiter, facebook and forums and add a lot of people looking the app. Blender never be know if not be a free app.

    It's more effective and cheap than pay for internet marketing advertisement.

    Free limited app and step by step tutorials with project + source materials showing how to make VFX animation like Ian brick wall clock animation, should be works fine for promote EIAS for newer users.

     

    If you want we can discuss what type of "step by step" tutorials will be more convenient to capture new users.

  4. i'm testing with ei9 and aSem shader with Xray to archive attach image effect ( image of aSem manual ), it's suppose to XRay mode control diffuse channel and clip channel, but i can´t make object transparent like attached image, without use transparent or dissolve control of EI material.

    Anyone can test with aSem in Xray mode?

    post-111-0-54933600-1354996103_thumb.jpg

  5. I want an option in preferences for the user can select eias units to work like as:

    - Granger units ( current )

    - Metric Unit System

    - English Unit System

    and option to select the default unit ;

    - For metric ; meters, milimeters, centimeters,kilometers, megameters, microns

    - For English ; feet, inches, mils, miles

    If you have selected Metric Unit system with default unit = meters. In eias object info , if you write x position value = 20 cm , when tab or press enter , eias display x = 0.2 m

    Eias will always display the default unit after the number like; x = 2 m , y = 4 m etc..

    If eias will have autocalculation in the number box you can make this:

    x possition = 20 m

    you can enter x = 20 m + 20 cm

    Eias calculate and write x= 20,02 m

  6. "Info palette" is a concept similar to actual "Location Palete", but with info and editable parameters of position, rotation and size of selected element.

    If you select only one elemetent ( light, object, null, camera ) Info Palette display the actual position , rotation and size , and you can edit from here.

    If you select multiple elements with different values the info palette says "mixed" in the proper parameter like "Position x = mixed", and if you enter 0 value all selected elements go to possition x= 0.

  7. I think that's would be very usefull add autocalculation in numeric parameters box.

    With this feature you can easily make calculations, for numeric move, translate, sacale ect... .

    Example: you have an object in x= 2354 and you know taht you need move +1432, with this feature you only need write in x numeric box "2354+1432" and when you tab or press enter, eias calcutate the result and write 3786 to positioning the object.

  8. Now in "material info window" and in "object info window" we have "texture/shader scale" parameter to adapt the texture size, and object scale to adpat object size.

    I think that the best option is to add "texture/shader size" and "object size" in granger units,to perfect match textures and objects.

    Example : if you have a wall object of 20 meters (suposed that 1 granger unit = 1 meter) and you want to add a texture of one brick 20 cm in repeat mode, i don't know the scale parameter, but the texture size is 0.2 granger units to perfect fill the wall.

  9. Here some renderama sugestions:

    -Resizable window

    -More extended log info (nº frame, slave machine, frame init time, frame finished time ). It´s important when you have errors on some frames to detect what´s the slave machine with the problem.

    -Auto-Stitching ON-OFF checkbox

    -Faster stitching routines or use optional quicktime routines to compile animations and conversion.

    -Like copy textures and objects, auto copy to slave machines socktes and shaders needed by the project.

    -Option to select optional folder with PC Sockets/Shaders ( if you use multiplatform renderfarm ). Example: When you use a Mac and render to renderama PC slaves, use this folder PC sockets/shaders version to send to PC slaves. You need that renderama detect slave platform.

    -Posibility to assign custom names or alias to slaves from renderama.

    -Reorder slaves list wtih drag, like render projects.

    -viewer windows ( like camera ) to show and check last frame received.

    -More info in prpjects list , like ; frame size( 800x600, 19020x1080, .... ) , antialias options ( 4x4-1x1, 8x8-2x2, .... ) and total frames of project,

    -Button  to force rescan selected project ( actualy you need close and re-open renderama) . Some times if you have some bad frames you can delete and need to rescan missing frames to compleat project in the list.

    -Options to config email account for notifications. It´s important if you have render or slave error, this auto-send errors by email. Informs when a project is finished by email.

    -It´s very important option. Renderama need estimate finish time per project ( like camera works in animation mode ), that inform you how many estimated time you need to finish render. It´s use render time by frame per slave and computer the total number of slaves to estimate finished time. Ithink that you can use this metod:

    1- FRAMES BY MINUTE . When renderama receive a frame from slave calculate this  " 60 / seconds to render frame ",( this is the estimated capacity of rendered frames per minute of this slave machine).

    2- TOTAL RENDERFARM PROCESING POWER . Compute all "frames per minute" of slaves .( fpm slave 1 + fpm slave 2+fpm slave 3+fpm slave 4+fpm slave 5+....... )

    3- Number of frames of the current project not rendered / TOTAL RENDERFARM PROCESING POWER = estimated finish time

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