Forum Replies Created

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  • Brian Jones

    April 23, 2007 at 3:06 am in reply to: While I’m here…

    Clearly? I can only suggest trying ‘matrix math 3d’ in Google

  • Brian Jones

    April 22, 2007 at 7:44 pm in reply to: Fix particles postion at a given time

    yes

  • Brian Jones

    April 22, 2007 at 7:02 pm in reply to: A Minor Quirk

    They will lock if you double click on them. Just double click again to unlock.

  • Brian Jones

    April 22, 2007 at 7:01 pm in reply to: Fix particles postion at a given time

    With regular particles you can use a Friction object set it to 0 for as long as desired then to ‘freeze’ the particles set it to something ridiculously large like a million. For TP use a PFreeze node.

  • Brian Jones

    April 20, 2007 at 3:04 am in reply to: Interface Problem.

    go to the Layout tool (says ‘Revert to Default Layout’ when you’re over it) and choose one of the layouts there (Standard, whatever) should bring it back.

  • Brian Jones

    April 20, 2007 at 2:57 am in reply to: Alpha map shadow problem

    I’d send you an example but I don’t have 10 yet. Card Top is not a single poly it’s a very flat box. Normals mostly pointing inward. Card Mat was set to Back for the Side (in the texture tag) so it’s alpha was only showing the flat grey of the front side of the poly that is the bottom of the box that ‘card top’ really is – it was not a failure of alpha, just not enough alpha to get through both sides of all polys in the box.
    You can do it with a single texture. Highlights was doing nothing except giving you an alpha (because it was set to Both for Sides) so toss it, put the bump map in the bump channel of Card Mat, toss the ‘border bump’ material and set Side in Card Mat’s texture tag to both.

    Not needed here but for more info on stacking materials and mixing textures search Help for Texture Tag choose Tag Properties (Texture Tag) and scroll to close to the bottom (Texture Layering and Mix Textures). If you’ve read that already, never mind 🙂

  • go to the Cameras menu (on the view window not the main menus on the very top). In there is Scene Cameras (if you have more than one camera whichever is checked is used for render) and third in the list is Editor Camera. If the camera in Scene Cameras is checked it should render from it by default. If it does not there is, however, another control in the Edit menu (to the left of the Cameras menu) which can also affect things, ‘Use as Render View’. If you check off the camera you want to render from then make sure Use as Render View is checked for that camera then you can edit using the editor camera or whatever then when you do a render it will use whatever you set up as the ‘Use as Render View’ and you don’t have to frame it up to render.

  • Are you rendering using the Camera that’s moving or the Editor Camera?

  • Brian Jones

    April 19, 2007 at 1:27 am in reply to: Questions about using alpha image

    -put the psd in the alpha channel too. (tiff or psd both good, both same rules)
    -the thin line on the edge is usually caused by antialiasing and that’s a whole subject in itself
    -cube?

  • Brian Jones

    April 19, 2007 at 12:51 am in reply to: How to get chrome effect on text

    Chrome only looks that way because of what it reflects. Either you can make a world for the text to reflect (hard/slow) or
    – put an image in the Reflection or Environment channels of a shader (easy)
    – put an image on a sky/sphere around the text for it to reflect (bit more work, still easy)
    either way is good really.

    there’s a tutorial for the latter here, for environment/reflection channel images check out the manual in the Material Editor/Environment section.

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