Forum Replies Created

Page 396 of 508
  • Brian Jones

    December 15, 2009 at 10:50 pm in reply to: A better plant

    I like the first one better for it’s more asymmetrical petals and the petal’s texture but the second one for the petal shape and the flower center

  • Brian Jones

    December 13, 2009 at 5:08 am in reply to: Rendering of smooth, simple surface

    you are seeing the reflection of the backdrop object in itself. You could add a compositing tag to the LoftNurbs and uncheck Seen by Rays or just Seen by Reflection but either is going to be different (less white) than if the reflections were on. Another possibility is to make the splines in the LoftNurb complete rectangles so the backdrop is a tube (something) like this. 424_progresslogo.zip There are probably more solutions as well.

  • Read all of Help/Advanced Render/Global Illumination, the Speeding up GI section in has good info and there are more hints on speed up in the Parameters section as well. Other than that yes, GI is a lot slower but there is a lot you can do but it depends a lot on the scene as well and you have to spend time finding settings that are as fast as possible with the look you need before you commit to a full ‘all frames’ render.

  • Brian Jones

    December 9, 2009 at 4:37 am in reply to: How do I squeeze the thickness of a torus?

    select the inner loop of polys (or two depending on the original torus being an even or odd number of segments) – select the Scale Tool enable Soft Selection and size the Radius of the Soft Selection so the yellow preview color covers as much of the polys as you need and scale. Probably one of the Falloff settings in Soft Selection will be best for what you are trying.

  • Brian Jones

    December 8, 2009 at 9:24 pm in reply to: How do I make shatter bounce on floor?

    Maybe two dynamics. one with complete text falling (with the glass texture you probably can’t cut it first and not see it), then on just before contact swap to a second Solver with the cut pieces in it already moving.

  • Brian Jones

    December 8, 2009 at 9:19 pm in reply to: modeling axis

    Hmmm…. working here (on 10.506) are you on the most recent version of 10?

  • Brian Jones

    December 8, 2009 at 9:12 pm in reply to: noobie boolean material issue

    It looks like you have a heart in a heart, you have cut the outside heart so we can see the inner heart. Is that what you want or something different? The method is going to be different if you want some other look.

  • Brian Jones

    December 6, 2009 at 7:10 am in reply to: Basic material question

    AO absolutely not, it responds to proximal polys only, GI wouldn’t be the same it will give a much more varied (realistic) light distribution.
    You could do it with SubSurface Scattering in the Luminance channel but it will make the frontside (the side facing the light) brighter too. Possibly a combo of SSS and Backlight, the only other channel shader to respond to light position – (that I can think of at the moment).
    Otherwise it’s the basics, put a light in the scene that illuminates the other side a bit. No shadow so it’s evenly distributed and probably limited with the Scene tab so it doesn’t light everything.

    Unless there’s a 3rd party shader out there that I’m not thinking of or am not aware of

  • Brian Jones

    December 6, 2009 at 12:39 am in reply to: modeling axis

    F10 to Move the Modelling Axis – F11 to Rotate the Modelling Axis

  • Brian Jones

    December 3, 2009 at 8:01 pm in reply to: exlode grouped objects

    Try ExplosionFX instead or Dynamics

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