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Tomas Egger

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Everything posted by Tomas Egger

  1. Ola, Take a look if in the Clip Map special tab of the “leafs” you have 1.0, if yes, use only 0.0 Second, if not, send me the proj: tom@eias3d.com Thanks Tom
  2. Ola Brian! In the reply button here, choose “More Reply Options”, you will able to upload a .zip file and attach in the post.. Thanks Tom
  3. Ola Brian! Could you upload a simple sample project for me? Thanks Tom
  4. Ola Brian! Here the Cable Craft samples and render using EIAS 9: Cablecraft Sample 2.mov Cablecraft 2 Projects.zip Here a project done with Bones and Bullet using the 2 Animator Skin engines, the older skin engine can make a tube more fluid. EIAS9_Bullet+Bones.zip Hope that helps! Thanks Tom
  5. Ola Al, Do you need a Volumetric render in 3D? Thanks Tom
  6. Ola Scott, Bullet is based in a new simulation code, its faster, more precise and can handle tons of thousands of groups in Animator interface, it can be expandable in the future with new features, like Soft Body, Cloth, Fractures... Since Bullet works with animated mesh, I see Simcloth working with Bullet. Thanks Tom
  7. Ola Mark, We have users which need to compose in Photoshop, its why we implemented. Because Raytrace doesnt allow this for “shadow Mask” with GI Skylight, we will need to study some special shader to be applied in the “floor” to extract these type of shadows. Thanks Tom
  8. Ola Mark, Open and render the PSD project using “GO”, not a snap shot. Open the PSDComposite-Layers_0000.psd in Photoshop, you will have a already composed groups on the background with shadows using Layers. Thanks Tom
  9. Ola S, Same problem with EIAS 7, I will add in our list here, lets see whats wrong, if its a FormZ export problem or not. Thanks Tom
  10. Ola Steven! Same problem in EIAS 8 and EIAS 9, in the Material window of each group, you need to use the replace button, but the textures are not coming correct placed, How are they placed in FormZ? As soon I have time, I will try EIAS 7 or EIAS 6.6 Thanks Tom
  11. Ola Steven! I heard from another use about this problem on new FormZ export, please, contact formZ Support <support@formz.com> And send me the project too. Thanks Tom
  12. Ola Mark! To convert a folder, open the folder and select all .OBJ files, Animator will do a batch conversion :) Thanks Tom
  13. Ola Rich! Nice mustache :) Thanks Tom
  14. Ola Frank! If I can help, it will be a pleasure :) Thanks Tom
  15. Ola Maher, Really cool!! Waiting to see it fly!! Thanks Tom
  16. Ola Michael, Even with my tips to make the reflections / refractions improved, you will have: EIAS 8 - 12 h 38 min 20 sec (single thread) Vs 13 min (8 threads) = 58 times faster And with Transparencies using the old method which is even more faster EIAS 8 - 12 h 38 min 20 sec (single thread) Vs 9 min (8 threads) = 84 times faster EIAS 8 is really really slower, even using one core against one core, probably is 10 times faster or more, which is amazing, dont you think? Simple test: Get the Demo and render this project: http://www.eias3d.co...9-optimization/ We have here 120 times faster difference with 8 cores. Thanks Tom
  17. Ola Frank! Here it is: PowerParticlesPro2.0 Manual.zip In theory, you can choose only one frame to render. Thanks Tom
  18. Ola Brian! We will probably change the newer plug-ins/shaders first, which is faster to us make them 64. Then we will work in the others, as soon I have more info, I will post them. Thanks Tom
  19. Ola Rich!! Awesome!! Thanks Tom
  20. Ola, 1 core against your 8 cores, EIAS 9 vs EIAS 8 is almost 72 times faster :) Thanks Tom
  21. Ola Atlantis! About reflections difference (v8 and v9), you made your light and GI window use Irradiance, but your glass material is not using it. It will render slower, but you will achieve a better transparency, reflection and refraction. Go to Glass transparency tab, Enable “Use Raytrace” check box (it was already checked), but.. In the Raytrace Options tab, change the GI cache, from “Layers” to “Irradiance”, thats the final trick. Here your simple project changed attached: snapshot.zip Note: This is the trick we use now to have GI + Clipping maps amazingly fast, the “leafs” of Trees with clipping maps, need to have Raytrace check box enabled in the Transparency tab and GI Cache as Irradiance to render as a rocket :) Hope that helps Thanks Tom
  22. Ola BB, Thanks for the update. Note: we are working on KMyst too. Thanks Tom
  23. Ola Scott, Please, download these both projects and take a look in the Displacement settings and the maps used. We improved the displacement maps to match ZBrush quality. GoZ EXR2Mesh Thanks Tom
  24. Ola Brian, Are you trying to render it with Rama? it doesnt work with Rama. Just tried here with OBJ, worked fine. Thanks Tom
  25. Ola Mark! Great! play a lot with it :) Thanks Tom
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