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bwcc

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Everything posted by bwcc

  1. Is there any way to make this render smooth? the scene is just 2 UberShape Planes linked to a Blobmaker 3 object with the default settings. It looks ok if all the blobs are the same color http://brianwhite.cc/temp/Project9_46.jpg thanks! brian
  2. Placer Deposit works in version 9 (32 bit) but only if you set the Instance Mode to Type 2. Dante works in 9 (32 bit) but only if "Preview Objects Particles as Bounding Boxes" is checked Dante does not work with Renderama thanks for doing this - great idea! brian
  3. quick question about Proxy - does the high res model have to be loaded into the project? or does the low res "proxy" link to a file on disk? thanks, brian
  4. is there any documentation for wiremaker? I it seems pretty simple but I can't get it to work. thanks! brian
  5. bwcc

    shadow mask bug

    I can't believe this is the way it supposed to work - why would you want the outer cone visible in the shadow mask? brian
  6. I have a simple scene to illustrate the error - a few objects casting shadows on a floor object. when rendered normally it looks great. I often render the shadow separately to build a composite in PhotoShop. I set all the the shadowing casting objects to "shadow object only" and the floor to "generate shadow mask" the alpha of that file will be the shadow. when rendered, the alpha mask shows the shadow but also has a visible edge where the "outer cone" hits the floor object. trying to upload the file but I get the error "Error This upload failed" thanks, brian
  7. how do I upload a project?
  8. trying to render a project using both the DOF shader and the motion vector motion blur. when I render out the PSD frames and import into AE I get the "DOF" sequence, a "Motion Blur" sequence and a Composition with the sequences as layers. Each layer looks good but you can't show both effects. The Motion Blur layer is on top and I can clearly see the motion blur but not the DOF. If I turn off the motion blur layer I can see the DOF layer but it does not show the motion blur. It looks like EI is trying to make a mask on the blur layer to reveal the DOF layer, but it is not working. is there a way to get this to work? thanks! brian
  9. I am currently developing an animation using BlobMaker with EIAS9 - I notice that when Camera (32 or 64) goes through the Step "BlobMaker" it uses 1 core to build the model. When the plug-in is updated to 64 bit, will it just use more memory, or will it also use all cores to build the model? thanks, brian
  10. not sure how you pick which ones to update next, but I would vote for Blobmaker and Mrs Bebel - they seem to reach the memory limit quickly thanks! brian
  11. let us know if you do this - I was looking a this card also. thanks! brian
  12. bwcc

    Bullet

    sorry - forgot to mention I also did check the "animated mesh" it works well using a model that has deformations but I can't get it to work with morph targets - the project I tried was fairly complicated. I'll try a simple scene to see if I can get it to work. thanks! bw
  13. bwcc

    Bullet

    First of all Bullet is awesome! - one quick question, is it possible to use Morph objects? I have an object and I want it to morph to another shape and push other objects away as it morphs. I have the object set to Kinematic. Is there any way to do this? thanks! bw
  14. Hey Tom - I was exploring further in Dante and I did find out that it does work if I turn on "Preview Objects Particles as Bounding Boxes" Camera does render the files but I think it's just EIAS that won't show the object particles (except as bounding boxes). Since it works on your end could it be a video card issue? thanks bw
  15. Does anyone know if Tailor Tool is working in version 9? In Camera64 - I get an error and it won't render at all "SCAL Error ID : 2 Error number : -1" In Camera32 it will render, but the entire target object renders in the "not enough RAM color" thanks bw
  16. mine still show up as outlines... is a way to turn this on
  17. just did a test with the 64bit Camera - I have a 489MB fact file I built for a project (5.6 million polys) I rendered it in 32 bit camera which works fine I duplicate it once and it will not render. In 64 bit Camera I duplicated it 5 times (total of 6) 33.7 million polys. It took a while but it rendered. pretty cool. bw
  18. It's really fast! - I'm trying to figure out the memory thing too. Trying to figure out when it's best to set the Camera to 32 or 64. I did a quick test with PlacerDeposit and Camera. GI, no lights about 1.5 million polys 32bit camera = 33 sec, it uses 1 core for the "creating instances" then 1 core for "building bsp" then all cores for "calculating GI buffer" 64 bit camera = 2 min 21sec it seems to use all the cores for all steps. but when you first launch camera, it just sits (doing something, not sure) for about 2 min. I then exported and imported the PlacerDeposit model, so Camera is rendering the same model but not with PlacerDeposit both 32 and 64 camera did it in 22 sec.
  19. well, I must doing something wrong. - I have a Dante group and linked the sphere. I add the sphere as a Object Particle and set the particle type to Objects and I get an error: "Copy Group: A requested plug-in feature or mode is not supported, File:/Development / NLP XCode Plugins / Needs revised projects / Dante X / Source / UEIParticle.ccp" I get the same error in PlacerDeposit unless I switch the instances to "Type 2" is there a way to do that in Dante? What are you doing differently? thanks! bw
  20. Hi Tom - it seems like PD is working with "Type 2" Instance Mode. I created a new PD object from within version 9 and it looks good. any reason for the error in Dante? I really want to use it!! thanks! bw
  21. yeah, I tried both. Dante won't even work in EIAS, it won't copy the instances of objects. I get the error: Copy Group: A requested plug-in feature or mode is not supported, File:/Development / NLP XCode Plugins / Needs revised projects / Dante X / Source / UEIParticle.ccp In PlacerDeposit, I get the same error when using "Instance Mode Type 1" When using Type 2 it will generate the instances in EIAS, but they don't render correctly. Dante with Renderama has been broken for a long time but at least it would work in EIAS and render correctly if you didn't use Renderama. I remember specifically asking if Dante would work in version 9. The answer was, it would work the same as version 8 and we wouldn't need Renderama because you could use all cores in Camera 9 and render the animation from EIAS. Now it's even more broken than before. bw
  22. The new version is nice - but Placer Deposit and Dante don't work. I'm not holding out for support form NL, I would rather EI make new plug-ins to replace these. Any chance of this happening? I know this was discussed at length, and I was under the impression that the existing plug-ins that worked in 8 would work in 9. I understand that we won't see the benefit of 64bit with a 32 bit plug-in, but I know we were assured the plug-ins would work. love all the new stuff, but so far it's unusable. bw
  23. it seems likes EIAS 9 could be released anytime between the next 5 minutes and 1,000 years...
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