Hi all,
please have a look at this:
http://the-final.com/uv-set-qt.gif
Any suggestions?
Matthias
Solved.
Simply checked Animation Protected in Properties Window
for the SDS UV-Sets :-)
Matthias
- Original Message -
From: Matthias Kappenberg [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Tuesday, November 14, 2006 9:04 AM
Subject: UV-Set Question
Hi all,
please
Good to see you get it working! Have fun with further development. ;)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Matthias Kappenberg
Sent: dinsdag 14 november 2006 14:24
To: user-list@light.realsoft3d.com
Subject: Hand anim
Some anim:
As I mentioned originally , turn down the AA and this
project renders in no time . This project's Anti-Aliasing
is cranked up and it's sampling too . Turn them down
(after you figure out how to have Property Control
Windows showing) and this simple scene renders in an
instant .
The actual
Some anim:
http://the-final.com/alien-hand.avi
Xvid 800kb 6sek.
Is under construction ;-)
Matthias
http://the-final.com/alien-hand.avi
Very smooth Matthias!
Cool!
Robert
Hi Garry, Mark and Matthias,
Now I finally understand what you mean about AA and posteffects. Never
realised that it was scaling the image, very stupid.
I tried Matthias settings and this dropped the rendertime from the initial
294 to 64 seconds.
I made a new test, and instead of raising the
Check the force to screen box in startup options.
Arjo
You can also find a shortcut in the Start Menu Realsoft folder.
Ah so ! Nice !
Use the Diffuse_AO instead of the blurred one.
Now you can disable post image effects as this one renders directly to the
image.
To go further you
AO-Effects
OutputScale 0,2x0,2
No Postblur
Renderspeed is ok :-)
Matthias
Hi Matthias :
AO-Effects ? You mean Diffuse AO-Effects , don't you ?
I mentioned previously that AO-Effects has no effects
that I could see , anyway . If D-AO-FX is used then I
think you will have to Blur in post .
Good 3D news, I read in MaximumPC magazine that the next DirectX10 will
force videocard to support geometry shader :
Geometry Shader will :
-Extrude polygon
-Subdivide them
-Bevel them
-Other operation
That means that a game will send a very very low polygon mesh to the
videocard and
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