Some of you may not know what a rendernode is: A rendernode can be used in combination with A:M Netrenderer and allows you to render with more cores (if available) at the same time. So if you for example have 3 computers and each one has 4 cores, you can render 12 frames at the same time with A:M Netrenderer (available in v16 for free) in (about) the same time as it would take to render one frame.
Shortly spoken: This enables you to do your own little renderfarm with A:M Netrenderer.
In the store you can now get 4, 10, 25 and 50 rendernodes as a product. And if that is not enough for you: You can of course buy more than just one item for your licence... like that you can for example buy 75 (25 + 50) or 100 (50 + 50) rendernodes, add them to your licence and render with it. (I doubt, that anyone has that many cores standing around, but who knows?)
I started a FAQ using http://www.phpmyfaq.de/ It seams to be what i was looking for. I'm open to software suggestions for FAQ's but more what i'm looking for here is categories and things you would like answered. Lets start out small install questions, Systems requirements, And getting started things.
If you want to help with this and be a user that can submit info to that you can sign up here http://www.hash.com/faq/?action=register I think i get a Email when this is done and i will approve the names i know.
Hash, Inc has a face book page. at this time i'm just trying to see if it's worth our time to work at this and then we may bring back our myspace and get a twitter account. So if you have a face book you should add us:
As I seem to jump from project to project, and test to test, some things seem to progress very slowly. I have decided to use just one thread to post most of my WIPs and tests that I find interesting or require some criticism.
PURPOSE We want discussions of "beginner" rigs, IK rigs, FK rigs, "auto" rigs, comparisons, suggestions, and design histories.
POSTERS I suggest not commenting on a rig's strengths or weaknesses unless you have significant personal experience: this probably means accomplished animators and rig designers. An exception would be "first impressions": you can describe your initial experiences in trying out a particular rig for the rig's designer to think about.
When you post into the topic, list your rig experience (maybe put it in your Signature). For example, 3DArtz (Mike Fitz) would have "designer: COGS" listed. You animators list the rigs you're familiar with and feel comfortable commenting on. For example, "preference: TSM, experience: Hash2001".
Just a quick question. I was checking out the UCLA Lab of Neural Imaging and came across a cool picture of a brain. I was trying to duplicate it in AM. I even thought that there was a Dark Tree shader that approximated x rays but couldn't find it.
Anyway, in AM I took 2 spheres, crumpled the bigger one slightly and made it transparent. Added a color map and high specularity and came up with something that doesn't look even remotely what I intended.
I'm rendering a series of frames for the water spout in the current short. The sequence is being rendered as tga files with an alpha channel with the intention of compositing it within the scene.
As the render goes through I noticed this strange effect in the shadow and wondered what might have caused it and how to avoid it future ? It appears to be showing the polys the splines approximate too ? The spline rings are far less substantial then the lines suggest. ( think there are 4 in the head of the spout.
Multi pass on at 16, toon lines set to 0.2, bias at 20%, default surface properties. OSX 10.68 on Imac, V15.
Recently, I was befuddled trying to get eye-highlights to show up consistently. Naturally, I played with my eye geometry's specular settings... adjusted lights etc but I was never really happy with getting a consistent highlite in the eye... essential to giving the 'spark' that helps make the eye look glossy, alive, vital, sharp... etcetera. Since my initial effort was to make an illustration, I automatically thought- 'oh, just add it later in Photoshop.' But when I considered animating the scene I decided I needed an 'always on' solution, so I modeled it as a simple lathed circle with 100% ambiance.
SO- I simply made geometry that would guarantee the highlites 'ever-presence' and weighted it to the eye's bone with a mix to the head bone so that it would not fully track with the eye. This is a cartoony 'cheat' or 'trick' that I would recommend in a lot of scenarios- but not all. Additionally, I could add poses that would make this circular hilite bigger/smaller or more transparent...
Here are links to see this trick in action on my Trinquette pinup challenge entry:
I modeled a head to help in the Douglas' project then he ask me how I did it... I restarted the process but this time I recorded it. It took me 22 minutes then I decided to increase the video speed. The modeling is a dinamic system thus this model isn't the same as the first, there is some diferences in the splines but the result is the same. I hope you enjoy it. if you have some question, please be my guest to comment.
The modeling for the upper floor is complete. It was tougher than expected to deduce the third dimension of things based on their shadows so I ended up just making educated guesses. (My thanks to Mark Largent for his link to a building in New York on Google Street View. That was really helpful.) And there's no way I can reconcile the angle of the sign extending from the left of window #3 and the length of its shadow. Hopper more or less got the perspective of every component correct except for that sign. But hey, I'm no artist. I'm sure he had a good reason at the time.
I've reached the point were I need to learn how to use the function curves to edit the ease in and out after the keys have been set. This is something avoided for a long time but, have to learn some time.
I have a figure hitting a tree top and that then bends down with the weight and force of impact. It bends over to the point were its going to snap back and launch him upwards. I'm reasonably happy with the keys but would like to adjust the curves so that there is a chance for the facial expressions to read.
There are five bones on the tree. If I open up the graph editor which are the axis that I need to edit, x, y, or Z and what is it that needs to be adjusted ? If the curve going through the key is steep in and rounded out, does that mean its fast in and slow out
I appreciate this may be a 'piece of string' type question but, these are the curves before editing ? Any help gratefully received. Thank you. regards simon
I have a gun, with detachable magazine and 10 rounds each round made up of the Cartidge and Projectile. Since I want to animate the gun, I cannot parent anything (or can I???) so how best should I 'join' all the parts yet make each part animatable (independant) when 'fired'. At present I have them as a single model each with their own bone - no parent.