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Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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Working on some of the smaller bit and bobs that don't require too much detail.
Edited by redaborchardt - Oct. 31, 2016 12:56:32
Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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Some final tweeks on the shaders to reduce shininess. I think that this completes stage 1 of that component.
Time to revisit the electric motor.
Time to revisit the electric motor.
Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
- 73 posts
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Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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Quick test render under different conditions to check that I haven't done anything utterly stupid with the shaders.
I have stopped using the Disney shader and now using Mantra Surface nodes.
I have stopped using the Disney shader and now using Mantra Surface nodes.
Edited by redaborchardt - Oct. 30, 2016 09:33:15
Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
- 73 posts
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Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
- 73 posts
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Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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Today is a good day. It feels like the victory of willpower over fear, uncertainty and doubt.
My confidence in my ability to get Mantra to do what I want is increasing. I have definitely overcome a mental block.
Mantra still boggles my mind tho!
My confidence in my ability to get Mantra to do what I want is increasing. I have definitely overcome a mental block.
Mantra still boggles my mind tho!
Edited by redaborchardt - Oct. 29, 2016 16:13:32
Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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After yesterday's low, I have now hit a high. Looking back at the progress, it does seem like the time I am spending learning Mantra is paying off.
Edited by redaborchardt - Oct. 29, 2016 12:03:12
Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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Slowly getting to a stage where the shaders are starting to look probable at scale and the object seems to be made by man made tools.
Edited by redaborchardt - Oct. 29, 2016 11:20:21
Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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Since my entire model is made of SubD cages, it looks like I have reached the stage where my 6 core i7 in Mantra is outpacing my GTX 1080 in Octane. The time it takes to pre-process the scene in Octane is almost 1 minute.
I reached a real low yesterday night because I don't seem to be making the progress that I was hoping for. The mind boggling number of shading and rendering options in Mantra is making me feel really stupid.
Anyway, today I managed to get to a stage where the basic shader I built in Mantra looks somewhat acceptable.
I reached a real low yesterday night because I don't seem to be making the progress that I was hoping for. The mind boggling number of shading and rendering options in Mantra is making me feel really stupid.
Anyway, today I managed to get to a stage where the basic shader I built in Mantra looks somewhat acceptable.
Edited by redaborchardt - Oct. 29, 2016 10:35:28
Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
- 73 posts
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Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
- 73 posts
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Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
- 73 posts
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Work in Progress » Fluid Collision Slightly off
- redaborchardt
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I am no expert in this domain, but what I am seeing is particles that are so fast that they travel through the geometry. I don't know how you have set things up, but I would research on Google something related to increasing simulation steps.
Maybe have a look at this thread: https://www.sidefx.com/forum/topic/458/ [sidefx.com]
Edit: One more thing… I think that given your camera angle, it would not be an issue if the collisions happened before they actually hit the geometry. You might be able to apply some generous settings on the collision tolerance side.
Maybe have a look at this thread: https://www.sidefx.com/forum/topic/458/ [sidefx.com]
Edit: One more thing… I think that given your camera angle, it would not be an issue if the collisions happened before they actually hit the geometry. You might be able to apply some generous settings on the collision tolerance side.
Edited by redaborchardt - Oct. 24, 2016 16:13:26
Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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I think it's because ptnum is treated as an Integer, meaning whole numbers only. That would explain the jump you get instead of the smooth interpolation between whole units.
By declaring a float, I get around that issue. There might be a more elegant solution to this.
By declaring a float, I get around that issue. There might be a more elegant solution to this.
Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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Christopher Rredaborchardt
If by coil you mean the thread, I can do a 1 minute tutorial on that if you like.
Sure, thanks Also can I see a larger version of your first screen capture; the one containing the network ?
There you go. Quick tutorial.
Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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The balls are moving!
PS: I know that the contest requires Mantra. During the modelling phase, I will use Octane as my lack of skills in Mantra is getting in the way. I am hopeful to be able to reproduce the shaders in Mantra as a last step. (fingers crossed)
PS: I know that the contest requires Mantra. During the modelling phase, I will use Octane as my lack of skills in Mantra is getting in the way. I am hopeful to be able to reproduce the shaders in Mantra as a last step. (fingers crossed)
Edited by redaborchardt - Oct. 23, 2016 12:13:05
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