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Hi,
I've made a chain mail texture "endless" tile, which works quite well
when used together with displacement mapping (and a little less well
without, if you don't get too close with the camera). Being more of a
Cinema4D user, i've initially posted it at a C4D forum, in german
language no less. The bump/displacement/alpha maps should work fine in
any 3D software, though, so if someone wants to download the files,
they're attached to this forum thread:
http://www.cgnetwork.de/forum/showthread.php?t=90211
Free to be used whichever way, i frankly don't care :)
-Markus
P.S.: How's the animations subsection of http://www.tc-rtc.co.uk/ coming
along? Anyone reading here with any insights?
P.P.S.: Anyone still working on an animation for "the black robe"? I am.
But it's going very, very slow. Still need to build/rig a wizard
character with said robe...
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"Markus Altendorff" <maa### [at] panoramasde> wrote in message
news:46a6fc7d@news.povray.org...
> Hi,
>
> I've made a chain mail texture "endless" tile, which works quite well when
> used together with displacement mapping (and a little less well without,
> if you don't get too close with the camera). Being more of a Cinema4D
> user, i've initially posted it at a C4D forum, in german language no less.
> The bump/displacement/alpha maps should work fine in any 3D software,
> though, so if someone wants to download the files, they're attached to
> this forum thread:
>
> http://www.cgnetwork.de/forum/showthread.php?t=90211
>
> Free to be used whichever way, i frankly don't care :)
Thank you Markus, I'll certainly have a play! :o)
>
> -Markus
>
> P.S.: How's the animations subsection of http://www.tc-rtc.co.uk/ coming
> along? Anyone reading here with any insights?
<Waves hand> Yes, me! ;)
Don't worry, everything is ship-shape and dandy Markus. All will be
revealed soon.
>
> P.P.S.: Anyone still working on an animation for "the black robe"? I am.
> But it's going very, very slow. Still need to build/rig a wizard character
> with said robe...
Keep at it, because as a member, you will be fined 50 Tracer Dollars
for not entering... ;)
(That goes for Mr.Dbott too!)
Seriously, everything is A/ok.
~Steve~
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St. wrote:
>
> Seriously, everything is A/ok.
>
Let's hope so. I must admit I've not yet modelled as much
new (and necessary) objects for my animation idea as i had
hoped because i got stuck refining existing models
instead... (been leafing through Koenigsmarck's tutorials
again, and couldn't resist tweaking face polygons...)
http://wip.anthrosphinx.de/episode010/20070727_000401_snap.jpg
Added some more teeth (now six up front, which actually is
non-human if you try to fit the canines into the picture,
but seems to look more "natural" (cough) ;) and fixed the
arrangement into something a little less of a straight line.
Also had phong shading off, too. D'oh.
And, another spaceship type added to the arsenal:
http://wip.anthrosphinx.de/episode010/20070718_215626_Test2.mpg
(added some more detail since this version)
Lessons learned:
- adding/removing polygons kills the guide placement of
Cinema4D's hair generator. Whoops. Didn't expect that to happen.
- Save. Document. Now. Or else...
Oh, regarding TC-RTC website: is it intentional that members
can (pre-)view uploaded entries during the timeframe?
-M
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"Markus Altendorff" <maa### [at] anthrosphinxde> wrote in message
news:46a92a43$1@news.povray.org...
> St. wrote:
>>
>> Seriously, everything is A/ok.
>>
>
> Let's hope so.
Well, it is. :)
I must admit I've not yet modelled as much
> new (and necessary) objects for my animation idea as i had hoped because i
> got stuck refining existing models instead... (been leafing through
> Koenigsmarck's tutorials again, and couldn't resist tweaking face
> polygons...)
>
> http://wip.anthrosphinx.de/episode010/20070727_000401_snap.jpg
Oooo, she's a mean-lookin' Ladysphinx! I like that bling too...
>
> Added some more teeth (now six up front, which actually is non-human if
> you try to fit the canines into the picture, but seems to look more
> "natural" (cough) ;) and fixed the arrangement into something a little
> less of a straight line. Also had phong shading off, too. D'oh.
The teeth work for me.
>
> And, another spaceship type added to the arsenal:
> http://wip.anthrosphinx.de/episode010/20070718_215626_Test2.mpg
> (added some more detail since this version)
>
> Lessons learned:
> - adding/removing polygons kills the guide placement of Cinema4D's hair
> generator. Whoops. Didn't expect that to happen.
> - Save. Document. Now. Or else...
Oh, tell me about it. I've had our electric going off before now,
and... didn't save. That is so annoying.
>
>
> Oh, regarding TC-RTC website: is it intentional that members can
> (pre-)view uploaded entries during the timeframe?
For the life of me, I can't remember how the IRTC did it, (it's been so
long), but for now, I don't see any harm in it, unless others can point out
possible pitfalls?
~Steve~
>
> -M
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St. wrote:
>
> Well, it is. :)
>
That's nice :)
>> http://wip.anthrosphinx.de/episode010/20070727_000401_snap.jpg
>
> Oooo, she's a mean-lookin' Ladysphinx!
Within the story context, no. The "Sphinx" species is the other one.
I guess i need to draw some "stat sheets" like in RPGs someday to
clarify that muddled universe i've been building over the last decade.
:) Maybe even get that old website of mine working again...
As for mean-lookin', try this :)
http://wip.anthrosphinx.de/episode010/20070723_001904_snap_1143.jpg
(found the picture of a growling cat online, and noticed the definite
lack of teeth in my old design - didn't know that there are at least
three canines on either side, two in the uppper, one in the lower jaw)
I've since switched off the reflection attribute that never mattered
much in the dark spaceship locations but broke in "sky dome"
environments and instead added a Fresnel shader in the luminance
component to make the edges "glow" a bit. No sample of that yet. Saves
some render time, too, because oversampling and the to/fro running rays
caused the render to really slow down there.
Same thing (the fresnel effect) was added to the main skin texture,
providing a 20% illuminated edge at all times, no matter the lighting:
http://wip.anthrosphinx.de/episode010/20070726_221333_snap_80013.jpg
Improves shadow contour visibility in the dark and doesn't get in the
way in the light, without render hogs like ambient occlusion.
> I like that bling too...
Well, needed some polygon surfaces to hang the chain mail on, and
extending the cloth sim around the neck was too unpredictable with
motion (Janet Jackson, anyone? ;) I already messed up the connection of
cloth<->anchors on the left side - there's a gap, but if i set the
"attachment distance" any smaller, the cloth simulation goes "boink"...
:( and once a cloth sim is attached to an object, you can't tweak the
original poly points without needing to DELETE the sim container and
re-configure a new one. Or i just can't find the right buttons in
Cinema. The printed manual has been scrapped in favour of a few thousand
HTML pages and "inline help". Gah.
> The teeth work for me.
I'm not going to respond to that line, no way ;)
>> Oh, regarding TC-RTC website: is it intentional that members can
>> (pre-)view uploaded entries during the timeframe?
>
> For the life of me, I can't remember how the IRTC did it, (it's been so
> long), but for now, I don't see any harm in it, unless others can point out
> possible pitfalls?
The IRTC had the upload open, but had the files set to "no access" until
the voting started. Possibly to avoid giving ideas away early, so we
don't end up with lots of similar pictures because someone thought
"great idea, but i can one-up the execution of XYZ's picture".
Just a thought. Not that i'd suspect that to happen often, or at all. At
least it shouldn't, due to things like artistic integrity and stuff...
-M
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"Markus Altendorff" <maa### [at] panoramasde> wrote in message
news:46a9a1e3@news.povray.org...
> St. wrote:
>>
>> Well, it is. :)
>>
>
> That's nice :)
>
>>> http://wip.anthrosphinx.de/episode010/20070727_000401_snap.jpg
>>
>> Oooo, she's a mean-lookin' Ladysphinx!
>
> Within the story context, no. The "Sphinx" species is the other one.
Yes, of course it is.
> I guess i need to draw some "stat sheets" like in RPGs someday to clarify
> that muddled universe i've been building over the last decade. :) Maybe
> even get that old website of mine working again...
That would be cool. You should be highlighting your past works...
>
> As for mean-lookin', try this :)
> http://wip.anthrosphinx.de/episode010/20070723_001904_snap_1143.jpg
Yep, that's mean-lookin' alright!
> (found the picture of a growling cat online, and noticed the definite lack
> of teeth in my old design - didn't know that there are at least three
> canines on either side, two in the uppper, one in the lower jaw)
> I've since switched off the reflection attribute that never mattered much
> in the dark spaceship locations but broke in "sky dome" environments and
> instead added a Fresnel shader in the luminance component to make the
> edges "glow" a bit. No sample of that yet. Saves some render time, too,
> because oversampling and the to/fro running rays caused the render to
> really slow down there.
>
> Same thing (the fresnel effect) was added to the main skin texture,
> providing a 20% illuminated edge at all times, no matter the lighting:
> http://wip.anthrosphinx.de/episode010/20070726_221333_snap_80013.jpg
> Improves shadow contour visibility in the dark and doesn't get in the way
> in the light, without render hogs like ambient occlusion.
Oh, that's neat. Is that possible in PoV-Ray, do you think?
>
> > I like that bling too...
>
> Well, needed some polygon surfaces to hang the chain mail on, and
> extending the cloth sim around the neck was too unpredictable with motion
> (Janet Jackson, anyone? ;) I already messed up the connection of
> cloth<->anchors on the left side - there's a gap, but if i set the
> "attachment distance" any smaller, the cloth simulation goes "boink"...
> :( and once a cloth sim is attached to an object, you can't tweak the
> original poly points without needing to DELETE the sim container and
> re-configure a new one. Or i just can't find the right buttons in Cinema.
I wonder if Gilles knows anything about that? I think he uses Cinema.
The printed manual has been scrapped in favour of a few thousand
> HTML pages and "inline help". Gah.
>
>> The teeth work for me.
>
> I'm not going to respond to that line, no way ;)
GNASH! :)
>
>>> Oh, regarding TC-RTC website: is it intentional that members can
>>> (pre-)view uploaded entries during the timeframe?
>>
>> For the life of me, I can't remember how the IRTC did it, (it's been
>> so long), but for now, I don't see any harm in it, unless others can
>> point out possible pitfalls?
>
> The IRTC had the upload open, but had the files set to "no access" until
> the voting started. Possibly to avoid giving ideas away early, so we don't
> end up with lots of similar pictures because someone thought "great idea,
> but i can one-up the execution of XYZ's picture".
>
> Just a thought. Not that i'd suspect that to happen often, or at all. At
> least it shouldn't, due to things like artistic integrity and stuff...
Yes, yes, I remember now. They held the images on the FTP site until
ready. Hmm, I wonder if I can somehow only show a part of an image as a
thumbnail (like a teaser), until they're ready for rating? I'll look into
this. Thanks for the input Markus!
~Steve~
>
> -M
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St. wrote:
> That would be cool. You should be highlighting your past works...
Not sure there's much to highlight there. It's just toying
around and things hastily thrown together due to IRTC
deadlines and nowhere near what i'd actually like to be able
to pull off. :)
>> Same thing (the fresnel effect) was added to the main skin texture,
>> providing a 20% illuminated edge at all times, no matter the lighting:
>> http://wip.anthrosphinx.de/episode010/20070726_221333_snap_80013.jpg
>> Improves shadow contour visibility in the dark and doesn't get in the way
>> in the light, without render hogs like ambient occlusion.
>
> Oh, that's neat. Is that possible in PoV-Ray, do you think?
Should be, there's a "fresnel on" keyword, but that's a
reflection attribute. What you'd want would be a texture
that changes color/brightness in relation to the angle
between surface normal and incoming camera ray, and set it
to increase the surface luminance the more this angle nears
90 degrees (or, better yet, by a user-defineable formula).
Maybe something like the "normal" command, applied to
brightness? Can't test this, MacPov is now b0rken on my new
MacPro with Intel. :(
> >
>>> The teeth work for me.
>> I'm not going to respond to that line, no way ;)
>
> GNASH! :)
I just had that last sound FX of the title track of the
Diana Ross 1985 "Eaten Alive" album play back in my head,
which until just now i found "funny". :)
And then i searched the video to that song on YouTube. :(
My. If you'll excuse me, i now need to drain the liquid
crystal substance from my screen to rinse it with acid, cut
up the monitor cable into tiny pieces, crush the frame with
a sledgehammer and run the resulting debris through a
blender. I'll proceed to double wrap the dust and send it
off to hawaii to be thrown into any volcano currently active.
Scrap that. Instead, throw it into the sea just off the San
Francisco Bay and watch it be buried under the colliding
tectonic plates of Pacific and North America.
That.
Was.
Bad.
"Bad" bad. Not "funny" bad like Ed Wood's "Plan 9 from Outer
Space".
Random scene cutting is NOT working well here. The el-cheapo
40's werewolf monster movie look doesn't work either. I'd
never thought that i'd ever say this about any kind of video
clip, but those 3:30 of my life i WANT back. Train wreck.
Bleagh. No information on the director, but it looks like
someone tried to rip off a few ideas from John Landis'
"Thriller" video after watching "Island of Dr. Moreau" while
under influence.
I'm very, very happy i did meet MTV only briefly during the
nineties. This has reinforced my belief that music shouldn't
be SEEN, it should be LISTENED TO.
Well, except of course the first steps into 3D animation
like Dire Straits' "Money for nothing" or Mick Jagger's 1986
"Hard Woman". Oooh - nostalgia urge coming up. Going to get
my a-ha Best Of Videos DVD to make sure that i remember
there *were* a few fresh ideas in music video style in the
80s. :)
Well, it doesn't get any more off-topic than that, i guess ;)
-M
P.S.: Opinions expressed are my own, and should be taken
with a grain of salt. Do Not Try This At Home ;)
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Thank you, Markus!
That will be very useful indeed.
Thomas
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* I have been away from everything for three days. Just sat down and turned
on the old computer.
*My little POV animation is just hanging out, waiting for instructions.
*(ON COMMAND..........dbott)
"St." <dot### [at] dotcom> wrote in message news:46a8fab2@news.povray.org...
>
> "Markus Altendorff" <maa### [at] panoramasde> wrote in message
> news:46a6fc7d@news.povray.org...
> > Hi,
> >
> > I've made a chain mail texture "endless" tile, which works quite well
when
> > used together with displacement mapping (and a little less well without,
> > if you don't get too close with the camera). Being more of a Cinema4D
> > user, i've initially posted it at a C4D forum, in german language no
less.
> > The bump/displacement/alpha maps should work fine in any 3D software,
> > though, so if someone wants to download the files, they're attached to
> > this forum thread:
> >
> > http://www.cgnetwork.de/forum/showthread.php?t=90211
> >
> > Free to be used whichever way, i frankly don't care :)
>
> Thank you Markus, I'll certainly have a play! :o)
>
> >
> > -Markus
> >
> > P.S.: How's the animations subsection of http://www.tc-rtc.co.uk/ coming
> > along? Anyone reading here with any insights?
>
> <Waves hand> Yes, me! ;)
>
> Don't worry, everything is ship-shape and dandy Markus. All will be
> revealed soon.
>
>
> >
> > P.P.S.: Anyone still working on an animation for "the black robe"? I am.
> > But it's going very, very slow. Still need to build/rig a wizard
character
> > with said robe...
>
> Keep at it, because as a member, you will be fined 50 Tracer Dollars
> for not entering... ;)
>
> (That goes for Mr.Dbott too!)
>
> Seriously, everything is A/ok.
>
>
>
> ~Steve~
>
>
>
>
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"dbott" <dbo### [at] eastsoundsuitescom> wrote in message
news:46ab9cd9@news.povray.org...
>* I have been away from everything for three days. Just sat down and turned
> on the old computer.
> *My little POV animation is just hanging out, waiting for instructions.
>
> *(ON COMMAND..........dbott)
Darin, that command will happen. Please be patient. That's all I can say
for now.
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