Adam Trachtenberg
Forum Replies Created
-
Adam Trachtenberg
November 20, 2013 at 12:03 am in reply to: Lighting isn’t consistent between camera anglesJust checking out some more things and it turns out that the culprit is the absorption distance of the Liquid – Water Ocean transparency. Change it from 25cm to 1000cm and the difference is night and day. Weird, considering that the material is on a flat plane. I guess the absorption distance just depends on the surface normals?
-
Adam Trachtenberg
November 19, 2013 at 11:26 pm in reply to: Lighting isn’t consistent between camera anglesI think that there’s very little actual light in your scene at the moment. Some frames look brighter because of the visible light. Turn that off and it’s almost 100% dark from every angle.
The problem seems to have something to do with the water planes on the floor. They’re blocking the light from below, and perhaps also blocking bounce light (because you have generate GI turned off in the materials). Delete those materials and the scene brightens up considerably.
-
Adam Trachtenberg
November 19, 2013 at 6:44 pm in reply to: how to achieve this ‘stroked spline’ technique…One way to do it is to use Sketch & Toon with the spline line type. Another way is to sweep the splines and apply a luminous material to the sweep.
-
Adam Trachtenberg
November 18, 2013 at 6:11 pm in reply to: Fracture object on ‘explode segments and connect’ breaks colour gradient on extrude nerbs object.I would use a different gradient type, like U 2D, place the texture on the fracture object, set the projection type to flat, and move/rotate/scale the projection to taste.
-
Adam Trachtenberg
November 14, 2013 at 4:10 am in reply to: Animating a closed spline and applying a colour to a specific area of the splines modelAs far as shortening a closed spline, the simplest way would be to animate the points (PLA). A more flexible approach would be to use a pose morph tag.
Rotating the spline is a whole other ballgame. What I would do is use a spline wrap or sweep nurbs to create the cable and animate the offset parameter to achieve the rotation. That’s going to be tricky if you just make a closed spline shorter because your cable will also get shorter.
In reality the cable doesn’t get shorter, so you may have to use an open spline instead of a closed one and make sure that it’s long enough to accommodate the full length of cable once the loop section has been shortened.
-
Fantastic plugin — highly recommended!
-
The key thing about the bend deformer is that you have to rotate it properly in relation to the thing your bending. So, for a long object like a spring, the bend deformer’s Z axis should be pointing up or down and the deformer’s Y axis should be pointing along the length of the object to be bent.
-
I think the answer was contained in your question; 3ds files are triangulated by definition. That’s just how the format is written. Also, if the model was created in a NURBS program then the tessellation to polygons almost always creates triangles.
-
In the sky object’s sun tab there’s an option to use an object in place of the sun. I would place a null or light in there. If you’re using a null, give it an external compositing tag and save out an aec file, with export 3D data checked. Before you do that, set the sun distance scale to something like 1%. Otherwise the null will be a million miles away.
If you use a light I think you can just export the aec with the lights option.
Then clear the sun>object tab and proceed as usual (but save the aec file under a different name if you’re exporting other things).
-
You can convert the planes to polygons (make editable) if they aren’t already. Then you can go into edge mode and use the knife tool to cut lines where you need them. Then it’s just a matter of selecting the overhang polygons and deleting them.
Or you could use a Boolean object.