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yhloon

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Posts posted by yhloon

  1. I did a quick test just now, here are the result with no specular, just playing around with HDR reflection maps and edge control. GI render

    01_zpsssmcignb.jpg

     

     

     

    here are another test with specular with added shader in camera projection map, I add thin film shader and gradient shader, doesn't looks that real, but it looks quite interesting.

    02_zps4qezgho1.jpg

     

    Edit: Something wrong with the image link just now, updated with the new one

  2. Hi Michael,

     

    you can scale with pre-select range of frames with control drag (I'm using PC) on the timeline, than control drag the last keyframe to scale the whole selected keyframes.

     

    check this video

    https://dl.dropboxusercontent.com/u/6687586/EIAS/ForumShare/ScaleKeyframe.mp4

     

    I'm still using EI8, and there is some glitch when scaling keyframes, please check the video, maybe this is already fix in EI9.

     

    Loon

  3. Hi Steven

     

    hope this is what you are looking for...

     

    create a material to a basic object first, for instance a plane, adjust the material until satisfaction ,than use "Create new master" to create a new master material, apply the master material to other object!

     

    to modify the master material, select the object, open the object's info panel, uncheck "Life material" than open the object's material panel, click the "Reload from master" button, now you can modify the material without affecting the master material, after some adjustment to the material, you can either save a new master material, or use "update master" to update the master material.

     

    Loon

  4. Hi Doug,

     

    The EIAS Normal shader are apply on EI camera Projection map, it will generate Normal map base on camera view, this kind of normal map use mostly in post effect, here are the example....

     

    head01_zpsf4b20ac2.jpg

    Diffuse GI render

     

    headNormal_zps13a45980.jpg

    Camera Projection Map with Normal Shader (Turn Off all Light and GI)

     

    with these two images render in EI, lots of post effect can be generate with after effect and Normality Plug in

    effect_zps2800babf.jpg

    The process is very fast, with this technique we can change modify specular setting change reflection map, refraction, light (AE Light) color, Light position, cell shade effect and many other effect with no need to rerender the whole 3D scene, but the only drawback is it won't generate 3D shadow, the reflection & refraction result are unnatural...

     

     

    if you want to generate Normal map wit UV coordinate like this... EIAS can't do this at the moment...

    4df1c08920.jpg

  5. Ola Loon,

    If I understood well, Did you try to change the Skin engine from Power of 4 to Linear?

    Take a look:

    post-5-0-66757700-1333919416_thumb.png

    Thanks

    Tom

    Tom, I just playing around with the bone falloff in limited range , and forgot the same thing in skin editor

    Very interesting, Loon. Awesome efford. But i think that to do a linpsink with your method could be a pain in the **s... sorry. Even using the morph system and morph targets for the principal morphems it is. You need to ear the audio simultaneously, even slowing it if nesessary for adjusting the facial movements and that is not possible in EiAS. Sorry to say that. We, EiAS users are waaaay back in soft body animations. Until now... Who knows what lays in the future?

    FelixCat

    Hi Felix, lipsync is just part of it, I do feel some potential in this method, and Tom mentioned it earlier ... facial animation

  6. this video shows how to setup a "strechable bone" by using effector and bone, using constrain auto look and position to lock the bone position to an effector and point to another effector, than using Xpressionist to set the bone length according to the distance between 2 effector, the script are very simple

    bone.Length=distance( effector01.Position , effector02.Position )

    there is still problem to deal with strechable bone

    the first...it is very time consuming to do the setup,

    second...at the moment, it only work best with low poly model, high poly model will cause some unexpected results, so Encage is needed

    third...I just found that Camera can't render a smooth surface, with an object skined with bone, and parent to Encage

    I'm not sure if this trick is usable, but I think it is worth to share to the others

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