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monday1313

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Everything posted by monday1313

  1. That sailing cat sure does get around! Really great to see something like that done in EIAS...Great job!
  2. maybe Zbrush starts at frame 1 instead of frame zero like EIAS? or it could be a frame rate issue if they look at frames as a percentage of a second instead of frames per second.
  3. Well, my apologies and thanks to all involved... :)
  4. It actually only imports MDD. Unless you found a hidden button somewhere
  5. have you tried rendering it with less cameras?
  6. I agree...that would be very useful...
  7. great animation...the look on his face at the end is how I look in the morning...
  8. another way is to command-option click(on a mac) on the top-most object in the hierarchy's check box in the project window and then it and it's children will turn off...if you control-option click it will turn off everything below the object you clicked on, regardless of parent child relationships... or those commands may be vice-versa...
  9. Hi everyone...maybe you can make a tutorial of what to check when you get the sizzling lines...I would enjoy seeing it... :-) Nice render by the way...
  10. this sounds like it could be a benefit to future EIAS versions...
  11. Stay safe! I've been in a 4.4 magnitude, can't imagine what you must be going through...
  12. Looks good, I shoot a lot of labs, I can almost hear the Mass Spec's humming away...if you are looking for reference images of objects, but don't know what they are called, go to thermo fisher's website and go through the catalog.
  13. Interesting, for large projects, I would reduce the number of slaves to no more than 7 or 8. (Leaving at least one core for Renderama). I Also have no more than two slaves per harddrive, to reduce the read/write bottleneck. I'm amazed that it ran at all with 12 slaves. :)
  14. Thanks Mark! Thanks Tomas! I have between 1.2 and 2GBs per node (I like calling them that better than slaves, especially when explaining to clients how all this really works, sounds less creepy). I currently have two Dual PowerMac G5's a Core2Duo MacBookPro and an 8-core Macpro that I use 6 cores for rendering on. The important thing to note is that each Peep is over 200k polys. I made sure the edges were beveled, and the head and hands were as true to the real object as possible, which means all the shape irregularities that comes with cheap, mass produced injection molded plastic. (the client didn't want the seams/scratch maps, fingerprints etc on the models, which was personally disappointing, otherwise these would look totally real.) The area light used photons and raytraced shadows optimized through the GI engine and the 12 spot lights were buffer shadows...Can't imagine how long this would have took with raytraced shadows on those...yikes...
  15. wow...2001? :) That guy/robot can dance...
  16. monday1313

    Peeps

    the first shot uses 12 spot lights and one area light(to mimic the light added from the screen). In the second shot I had to remove the area light because camera kept running out of memory...It really didn't change the look that much from the back, so it was no big deal. So when is Camera gonna be multithreaded? hint, hint, nudge, nudge... :) I had to render the peep in groups of 21, which adds to the time and complexity for posting, especially since the layers shader doesn't produce a z-depth pass that AE recognizes. I used the planar z-depth option in the render window which has fairly jagged edges, I had to render at twice the resolution, have EIAS save it as a quicktime file and then add a blur to that layer in AE, then use it to drive the Lenscare plugin. This doubles the banding intensity in it, probably something about how QT converts it. Has anyone had any luck getting the layer shader to give useable passes in AE? It might be AE CS4, I haven't had time to output a Z layer from Vue and try that. What happens is, AE ends up with a luminance pass in greyscale instead of the zdepth pass. Maybe the channels are out of order in the file. I haven't reported it as a bug yet, because it don't know which app has the bug... or if I'm just screwing something up somehow...(it's possible, but I don't think it's the case...this time...)
  17. Ian, you slapped me as well...thanks! I needed that...
  18. Scenario: Merging multiple instances of a project that has multiple selection sets. Say I have a Rigged model of a character that I want to create a crowd of. I merge 300 copies of the Model's rigging scene into a concert scene. Now I have 300 sets named like: "Left arm set" , "Right arm set" , etc.etc. Say I want to merge all the Left arm sets into one set called "Left arm set all". I'd like to be able to select them in the set editor window, hit a button and create a new group. Then have the options of deleting all the old groups or keeping them for some unforeseen need. For now I would have to select each individual group and add them to the new group that way, that's not always as quick as it would seem. Thanks!
  19. Ok, Thanks guys! Looking forward to new features! :-)
  20. Hi Igors, Great thanks! Any idea when Camera might be updated then?
  21. did you get the file ok? I didn't put a description in there because I already described it above. literally just hit render and you will see the bug in the psd file.
  22. Weird...I resent a new zip file...I checked and everything should be in there... :)
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