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1st a cuppa hot soup, then some scene setup
render meself some stock footage for establishing shots
sort thru my sony lib for some goto audio background
to show someone talkin on a monitor, i somehow apply an avi to a plane ?
can loop an avi?
mebbe too many monitors lol
http://www.daz3d.com/ducc-iray-deep-underground-command-center
Cool! You can also have the object rotate on it's own, plunk a Target Helper Object into the center of it (Using Align: Select the object first, ShiftSelect Helper, Ctrl+K to Align to the first selected thing), then parent the starship (seahorse) to the target helper object, and put a spin modifier ion the Target Helper Object! ;)
Now they can both rotate independent of one another, like a ship orbiting a planet! ;)
Mmmm... Having hot Cozy Chamomile as we speak!
osscilate the tweener of an image series
Yes. Just know how long the video clip is (in seconds)
Go down the timeline byond the end of your animation to an amount that's even with that timing. So if your video is one second long, and your animation is two seconds long, you could just go to 2:00 seconds, but I suggest 3:00, which is what we'll use for this - it could be anything. The poiunt here is that we need it to loop three times.
You should see a keyframe for the shader containing the video (at the one second mark). If not, go to the texture room and drag the video playhead to the end of the video, which will now create a keyframe.
If your keyframe is at the one second mark, drag it to the 3:00 mark on the timeline.
Back in the Assemble room, select the tweaner for that shader, and set it to "Oscillate", then set the number of oscillations (in this example) to "3", then set the Oscillation Type to "Sawtooth" - Done ;)
So if the video is two seconds long, and your animation is nine seconds long, drag your keyframe (for the shader) from the 2:00 second mark to the 10:00 second slot, and set the oscillations to 5, set the oscillation type to Sawtooth... Done!
thanks. want him sipping his tea a few times during conversation.
chammomile hott
Cool... so you bought one, eh?
Really nice having all of those professional sounds to pick from, isn't it?
still need to figure out that MorphVox Screaming Bee.
can i make my voice sound like James Cagney? 'you dirty rat see'
there's a preset for squirrel voice. tee hee. more fun like jawas or ewoks.
found this http://carraracafe.com/articles/optimizing-your-content-shader-basics/
was searching for tips on skin highlights, phong, etc
my staycation starts next friday night much ado about rendering.
i been using basically the same scene lighting setup all year. mostly outdoors.
should spend time tomorrow deciding on a goto indoor scene light setup.
A staycation! Enjoy. Happy rendering. Maybe we'll get a sneak peak of your animation project?
thanks! gonna try
how to make something ride the wave amplitude swells of ocean primitive, ... surface replications of sea dragon would bob on the waves? ?
Making some practical lamps or fixtures with lighting might be helpful. But I've found that nearly every interior has its own particular needs - much more difficult to create a simple goto. I could be wrong on that - well... except that I only offered an opinion.. and opinions are opinions - not right or wrong... or so I've been told! ;)
It can also be helpful to grab an interior that we really like - and want to use for stuff. Experiment with ways of lighting it. Trying to have a vision each time before starting - so we have a clear intent - which we can relate to as we check the results
These sorts of sessions are something that I go through quite a bit - especially a couple years ago. The huge benefit was a "goto" method rather than a goto preset that I can just drag in, like I do with exteriors.
Hmmm. Have to put my thinking cap on for that one. If an object started floating on another object, the z values would be approximately the same at that point (or relationship of z of floater hotpoint to point of sea would be a set ratio). So, what is desired is to have the z value of the floating object go up and down by the same amount as the z value of the point upon which the object rests. Might take some testing. Seems like a wave modifier or a target helper might be helpful. Maybe even physics?
Somehow, I bet msteaka has pondered this issue with all of those ship renders.
I look to goto presets as only a starting point. They might get me where I want, seldom, close to it or not even close... then... tweak ♦ tweak ♦ tweak. This is even more important for shaders and objects... first save something simple then save some variations. Hah... reminds me... been meaning to model a bunch of various lamps, one can never have enough. :)
The simplest answer is to use BrianOrca's Ocean Plugin.
Yes, I believe that works if I am understanding correctly...just tried with an ocean primitive and a simple vertex sphere and a surface replicator using the ocean as the Source Object for the replicator. The sphere bobs up and down with the waves, even dragging along X or Y axis over time.
learned over the last few challenges, i need more practice with properly highlighting a material,
and ior
learned loading a thing and leaving it with poser or iray intended shader is never good enough!
oh woww thanks!!
learned from working on the challenges the light is only half the battle,
the shader needs to react, mostly correctly, to the light for the material it's representing.
still installing my new stuff , manual installer here lol takes a while.
in a conundrum, was gonna put holyforest shaders under HF subfolder, but howie farkes is HF
Outdoor lighting is much easier and straight forward than indoor. A "goto method" is probably a better approach than a "goto preset". Indirect lighting becomes much more important when indoors, so you need to decide how you tackle that, and there are a number of options:
- use full indirect lighting, this will generally give the most realistic results but at the expense of render time (which may or may not be important to you - it becomes hugely important if animating!);
- use ambient occlusion, which can give very good results with some tweaking of parameters and is much faster;
- use carefully placed secondary lights to fake the indirect lighting;
- use an external renderer such as Luxrender or Octane.
Using gamma correction is (I believe) even more important for indoor scenes too, something I have championed both in other threads and in my Realism Rendering videos.
Wow!!! I wanna try that! To sink down a bit just adjust the hotpoint! Holy Crap! I never thought that would work - thought the replicated object would kinda stay in one spot!
Thanks for experimenting Dude of the Desert!!! Wow!!!
Use subfolder: "Holyforest"? ;)
Yup.
I've written my fingers blue on these sorts of things. If I can think of where they might be, I'll drop a link.
I've got some special ways that I work on shaders for the figures that I save to my browser for further use in stills and animations - getting them ready-to-go.
Here's something that might give you some ideas (?) But ask me if you have any specific questions on this stuff. I laways like to have a good, strong Rim light coming at the subject from behond, to help highlight the edge 'rim'.
I can't take credit - it's actually an old trick I read about ages ago from a forum member who I haven't seen around in years....and for the life of me can't remeber his name. He also did a tutorial using volumetric clouds replicated on a flat plane if that rings any bells for anyone. This is gonna drive me nuts until I can remeber his name, but anyway, glad it helps.
Indeed - wow! I have tried replicators on other deforming objects (like a character moving) and that does not work, so I am surprised that this works - but it does! I am constantly amazed by the things that Carrara can do.
This is great. So I could replicate just 1 copy of the original to make a floating object like a surfer or a small boat? Can't wait to test. Not at home now.
Correction - it DOES work with characters too - I am sure that I tried something like that recently that did not work, but just tried adding a surface replicator to a V4 figure and the objects followed both moving the limbs and applying morphs, so what do I know...
Yes, that's what I did with the sphere.
someone who went by the name tigme? There are several tutorials on renderosity,, including "Making objects stick to the Ocean waves", but all coming up 404 Not Found errors... :(
Was it "ExtruD", perhaps? Another long lost member is Sub7th. Tim Payne did a lot of these sorts of tests as well as Mcgyver, who's not lost - just elusive! ;)