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alekba

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  1. Jes, a kad odstranis arhiviz sa ce ostane. Nekako ispada da su arhitetke najvrednije. 3D je suvise siroka tema da bi svaka stavka imala posebnu fioku, ali kad prelistam strane unazad istice se jedan kandidat za zaseban smestaj. Vray, okej koriste ljudi ovde i druge rendere ali nijedan se ne pominje na skoro svakoj strani, da ne pominjem da su mnogi postovi pretvoreni u diskusiju o doticnom. Nebrojeno puta su se ponovile iste stvari [ Vray sky, light, portal, da li svetlo ide u prostoriju ili van, da li tecnost treba da dotice casu itd. ]. I mnogo puta su ljudi davali iscrpna objasnjenja i savete; da je sve to na jednom mestu onaj ko nije lenj mogao bi da nadje odgovore i na ona pitanja koja jos nije stigao da postavi i da se postedi muka i skakanja kroz windovs.
  2. BRUKA! Barabe jedne sram vas bilo..... :rolleyes:
  3. HGT- koliko sam video jedini sam ja kacio neki kupus u zadnje vreme; da si procitao text video bi da je u pitanju pitanje a ne wip. Odgovor bi [ da ga je bilo ] verovatno stao u jednu recenicu, tako da [ kao i neki pre mene ] nisam hteo da otvaram novu temu.Svasta. Ali upravu si bilo bi prakticno otvoriti WiP sekciu, cisto zato sto mnogo ljudi postave nesto, apdejt stize apdejt kad ono na kraju posle 7-8 strana nista, covek iz cista mira zabatali stvar.Sa druge strane, svako ima neke radove koje ce kao mozda nekad zavrsiti, ali i takvi kakvi su mogu biti zanimljivi. Zavrseni radovi su druga prica, kad sam "postao clan" bese neko susno vreme , par arhivizova [zanatski korektnih, ali nista vise od toga ], pitanja, i tako.Taman kad sam pomislio kako bre kod nas niko ne ... otkrijem Lakijev port, a onda sa vremenom i druge. Ali proslo je mesec dva, nije to problem samo sa 3D odeljenjem.Slagati ih na jedno mesto nije losa ideja kad vec ne postoji nikakva galerija.
  4. Smo nek dodju aj, pa se kuckamo kad bude stogodj novo
  5. Supper, jel idu baterije uz njega.
  6. Vec ga mogu zamisliti u nekoj tamnoj boji.
  7. Nekad sam pratio temu, sklapao modele i tako. Mislim tvoj dizajn ili ruski, americki [ mozda onaj kineski o kom se suska ], predpostavio sam ako imas b.printove valjda znas nesto. Ovoliko koliko se vidi je dobro, samo ti njega zavrsi. Ps. ako je tvoj dizajn pilot mi je malko preveliki, ti avioni izgledaju vitko i tanano ali to su u prirodi mrge po 17-20 m. Ovde maltene izgleda da lik sedi i formuli. http://www.paralay.com/s56/5600.gif
  8. Cek, bre koji je to avion?
  9. Imam cudan problem sa cinemom, otkako sam presao na r12 sporo radi a i renderi su mi , ma nemam reci. Da skratim ovo je nezavrsena scena materujal je cinemin default, linear vorkflov, rgb kolor spejs, jedno zuckasto infinite svetlo sa area shadov, jedno area iza kamere bez senke takodje neke tople boje , sky na kome je prvo bio gradijent [ plavo belo ] a zatim sam stavio neki hdr. i u dnu prolaza je jedan plejn sa luminensom. Kada stisnem render vju sve je manje vise okej ali kad pretisnem render to picture viev dobijem ove plave fleketine. Primetio sam i na drugim renderima slicne gadosti ali posto sam imao texure i materijale nije bilo ovako ocigledno.Jel neko zna uzrok ovome.
  10. alekba

    Brzi DOF

    ovo verovatno znas
  11. Ma, bre so tako sa ozoncetom, covek imade PICNIC ili PEBKAC problem, bar da mu je neko skreno paznju da proveri da nema ID 10 T Error. Nisam jos instalirao xp64,[ uletelo mi svasta nesto ] nego u vezi sa win7, novi kompovi ne gutaju xp tj. moze da se desi da koce zamrzavaju itd. a nova poslovna politika im je da su drasticno smanjili duzinu podrske za os.....Sa druge strane stariji kompovi bolje rade na xp-eu koliko sam cuo. Nego aj malo da davim, za onu oljustenu farbu sto sam priupitao jel imade neki pametan predlog... ko je igrao sajlent hil mogao je da vidi slicne stvari, u igranoj verziji [ i dan danas ne znam da li mi se i koliko svidja ] postoji slican efekat. Uglavnom postigao sam nesto slicno al bre brete traje, a o broju poligona da ne pricam.
  12. Tja, u vremenu koje je iznedrilo zanimanje menadzera kulture [ citao sam intervju sa nekom kokoskom koja je jelte eto bas to, ali nije mogla da definise sta je to, zna samo da treba da popuje i mlati lovu i jelte sedi u wip lozama ], efikasnost, fejk su postali standard i ono sto Laki ponavlja je nazalost realnost svidjalo se to nekom ili ne. Nego u onom spotu za rep pjevca i Denko je koristio matte i ostalo [ zacudilo me je da nije modelovao onaj prevrnuti motor ] tu ima scena na pocetku kada kamera ide kroz rusevine i cini mi se da sam video nesto sto me vec dugo kopka, u pitanju je zid sa koga se ljusti boja. Imam odavno zelju da uradim nesto u tom fazonu, pa me interesuje kako bi vi pristupili toj stvari modelovati ili fejkovati i kako. Ne interesuje me animacija, evo i neke fotke koja je tu negde ono sto bih hteo da postignem. Znaci poredjenj dva pristupa.
  13. Nesto za Cinematicare: http://vimeo.com/25642668 i nesto sto mogu i autodesnicari da koriste: http://epmv.scripps.edu/ cinema, maya, blender, tako kazu. http://vimeo.com/25557101 ko stigne nek pogleda, ima svega, mlada ekipa, neki od radova su neka vrsta, "maturskog" ispita koliko sam razumeo. To me podseti na neke debate ovde na zoni oko chirona i ostalih kursova-skoli. Video sam i bolje [ u zanatskom smislu ] odradjene radove koji su bili deo zavrsnog ispita, sa nase strane stoji jedino onaj razigrani Yugo, koji mi se svidjao sve dok nisam kliknuo na linkove pored i video sta drugi rade..[ moja prva animacija,,, al za malo ]. Lokal patriotizam je jedno al surova realnost je bas to sto joj ime kaze. Ne znam da li se kod nas praktikuje obicaj da se na kraju skolovanja odradi nesto za ponos i diku, ako je to slucaj, sinite link bas bi da pogledam nase ljude, dosta bre engleza, kanadjana, francuza, indijaca....
  14. Sine Dragane, ti ko da nisi bio kod SiCkMind-a kuci.... Eve ti par fotki sa lica mesta Mala sala, a sad ozbiljno, spremam se da konacno predjem na xp64bit. veceras il sjutra ujutru dizem sistem, pa posto nemam iskustva sa 64 bita, ako neko moze da mi da neki savet, upozorenje, sta me ocekuje, mislim kakve su razlike, da ne bih lupao glavu oko nekih osnovnih stvari [ juce sam jednom klincu objasnjavao funkciju ctrl+alt+delate ]. Jos jedna stvar, trenutno mi je cinema na E particiji, tj. na istom hardu ali nije na sistemskoj C particiji. Zadnji put kada sam dizao sistem nisam je instalirao ponovo samo sam je pokrenuo, ona je pitala za serijal, i sama je napravila sebi novi folder u document and setings; jeste radi al kako... Znaci pitanje je da li je uputno drzati takvu mrgu od programa na particiji koja nije sistemska.
  15. http://ict.debevec.org/~debevec/Probes/ Naisao sam na ovo mozda nekom zatreba -Light probe gallery, free hdr itd.
  16. http://www.vidro-project.com/ http://www.vidro-project.com/update.html ima link ka devlop. http://www.bee-www.com/parthenon/ http://house.net16.net/gallery/ from google translate [---------- Parthenon Renderer Simple instructions ----------] 0. Introduction "Made to create." 1. System Requirements The operation and Vertex Shader 2.0 and Pixel Shader 2.0 support, DirectX video card is required to handle the floating-point buffer. You may need at least 128MB of video memory (not tested). If you get an error at startup, the video card in most cases For many it does not meet the system requirements, please check that. In addition, D3DX DLL which there is sufficient relationship in trouble, Please check the relevant whether DLL are installed correctly. 2. Loading Data Model The program is supported by the MQO Metasequoia text file. The data object must be a triangle consisting of all polygons. Appropriate "omni Freeze" and "triangle of the square face," please do. The model data "File" - "Load Scene" can be loaded. File selection dialog, select and load multiple data Batchirendaringumodo become automatically the same settings (IBL included) in Data can be rendered more continuously. Material objects are converted to use global illumination computations automatically. Conversion is done as follows according to laws. "First light" self is treated as if it is 1.0 light unconditionally. The light color is "basic colors" is determined, the intensity of light is "diffuse" can be adjusted. In other words, color and light intensity is "basic colors diffuse ×" determined by. Even non-material source, the color of the object is "basic colors diffuse ×" determined by. "Self-lighting" when less than 1.0, "opacity" is checked, "Opacity" is 1.0 glass as a material is not. Currently, it is not possible to set the refractive index. "Opacity" of 1.0 when it is the "reflection" vary depending on the value of the material. "Reflection" when a 0.0 is like clay materials, "Reflection" when a 1.0 is like a metal material, "Reflection" at the other values is the material like plastic. If you have a reflective material such as metal or plastic, "The strength of reflection," it becomes more than 50 full sharp reflection values, "The strength of reflection" and the value of less than 50 "the intensity of reflection" on the value of If you blur reflection (reflecting smaller blur.) "Ambient light" is 1.0, is the translucent material. Other values are not meaningful at this time. Ibl_materials.mqo concrete examples please see the configuration. Currently texture, "Pattern" and "irregularities" can only be used. Compatible format,. Bmp,. Dds,. Dib,. Jpg,. Pfm, . Png,. Ppm,. Tga is (. Bmp and. Jpg confirmed only). Scale model data is basically the default Metasequoia And according to the size of the preview. In addition, Parthenon on the "light" There is no data. "Light" if you want to set the model for "light" of Material must be assigned. For example, a point source If you want to create the model of a small ball "light" the material Please use one assigned. Shape with no source material, Image Based Lighting to If not set, automatic white images Image Based Lighting is used. 3. Preview and Camera Position MQO and read data from the preview screen in the camera position. The preview is displayed in the color of the object only (if textures are textures) is. Once you do rendering and will appear as a rough approximation result. You can set the camera position with the mouse. Changing the direction of the left button while moving the viewpoint, While pressing the right button and move, zoom out, hold down the wheel Moving fixation point can be changed. Hold down and move left and right button Reset the initial position point of view. Also, Ctrl while pressing the left button and move the key Angle can be adjusted. 4. Render settings Resolution, "Parthenon.exe vertical resolution of horizontal resolution" can be changed to start. For example, 640x480 is if you want to render, Parthenon.exe a shortcut to Create a Link "480 640" add (for example: "C:\Parthenon\Parthenon.exe" 480 640). Currently, images can not create a larger display resolution. In addition, it consumes very high-resolution video memory with main memory, Also appear to apparently successful boot, you may not render correctly. <"Rendering" - "Mode": Set the content to render> Normal Render the image from the camera as usual. LightMaps Burn the light of the results to render the light map. When read in Metasequoia, the material is located on the top Lightmaps are calculated. When you see the results in Metasequoia, the rendered images "Pattern" set of material, "opacity" and "self lighting" to make 1.0 The remaining values to 0.0 to set the best results. Please see sample file Parabora_view.mqo. However, when rendering calculations, please leave the normal setting. <Lighting Environment: settings do Writing> Use Image Based Lighting Image source and do lighting. Paul Debevec's site for Light Probe ( Links: Download Faster & Wait Less! Sign-up on Bitshare http://www.debevec.org/Probes/ ) that It supports format conversion (Vertical cross cube (CubeMaps) format is not supported.) The HDR format support, the material may be loaded. However, if you have a local source Lighting Based Image is performed. Scaling Factor Adjust the brightness of the image. Please enter a dark 1.0 If a larger value. Batch Iterations When Batchirendaringumodo, rendering each stop The number of samples. Sample size reaches this value Rendering results are automatically saved, the following files: Begins to render. The default value is sufficient in most cases. <Background: Sets the background image on> Use Background Set the background image. The background image is not scaled since, according to the resolution to create Please. If no background is set the background image is black when the local source, IBL IBL at the background image will be used. Background image source does not affect the calculation. 5. Save the image rendering "Rendering" - "Run" starts when you click render. First, the photon irradiation treatment is performed first on the scene, Start to see the image will actually render the original. Render the end of the Parthenon in particular is not so provided, Once we have the good quality on screen, just "File" - "Save Image" from the Please attempt to save the image. Here, "Rendering" - "Mode" is "LightMaps" that is, processing is performed when you save the image to fill the background. To stop rendering the "Rendering" - "Cancel" button. When you save a picture "Rendering" - "Cancel" before you click "File" - "Save Image" Please save the image. Batchirendaringumodo is reached when a preset number of samples Automatically "model file name. Bmp" image will be saved. Other reasons to change the perspective, then stopped once rendered, If you continue to render the same model using data from the Fotondeta will be used for the previous Photon irradiation process does not take into It can be rendered faster. 6. Rendering from the command line Example: C:\Parthenon\Parthenon.exe 200 480 640 "C:\Scenes\Scene.mqo" "C:\HDRIs\Test.hdr" "C:\Images\Background.bmp" Can also be invoked from the command line rendering. The first and second numbers (for example 480 640) for each vertical resolution, horizontal resolution is used. The third number is used to terminate the rendering of the Iteration. The rest of the file name,. Mqo the model file,. Hdr file for the IBL (optional) . Bmp file for the background (optional) will be treated as. Rendering result is "Moderufairuru name. Bmp" file is saved in the same folder as the model (For example Scene.bmp). Note that from the command line and batch not supported. 7. Sample Files cornell_box.mqo Simple shapes and light scenes materials gi_sample.mqo Scene, including reflection and refraction ibl_materials.mqo Samples of the material. Image Based Lighting Please rendered. lmap_parabora_rendering.mqo Sample light mapping. Image Based Lighting & LightMaps mode Please rendering. lmap_parabora_view.mqo View sample map lights. Please read and display the Metasequoia. The light map attached as an example I use para.png. Metasequoia generated light maps to display in a sample. The Parthenon is not the data for rendering. para.png Lightmap sample. lmap_parabora_view.mqo will use. Scheduled for completion around 2026, seems to have many bugs. We welcome Feedback and bug reports (BBS and email, etc. please.) Tja, mozda je i ovo bilo proverite
  17. EEE, Laki, Laki kad stigmes da iskopas sve te stvari. Pogledao sam i probao onaj lytro, i stvarno ima velike mogucnosti sto za kucnu sto profi primenu. Samo, pre par godina pojavio se neki sistem koji je imao koliko se secam nekoliko sociva i koji je nudio slicne mogucnosti. Secam se primera gde su objasnjavali da umesto nekoliko siguronosnih kamera mozes imati jednu, pa ako se ukaze potreba mozes naknadno praviti fokus na odredjeno ppodrucje, a sve to ne bi drasticno podiglo troskove izrade. Takodje sam kacio negde da su razvijali cisto softverski pristup problemu, tj. da sa postojecim senzorima izvlacis mnooogo vise. Bilo kako bilo nijedna od tih tehnologija, koliko znam nije se spustila do svima dostupnih idiota, bojim se da to i u ovom slucaju ne bude slucaj.
  18. Goksi, muko moja modeling je trajo "po sata sve sa razmisljanjem sta da stavim u "scenu" jedno po sata da pronadjem texture odem do fotosopa napisem porukicu, zabrljam papirce i tako to. Odusto sam od area shadow , AA je neki minimum, GI sam iskljucio { osto je neki budjavi hdr na sky cisto za neki refleks } , ma sve sam potamanio, nisam teo da pravim neko remek delo nego cisto kao zezalicu a na konto vrucine, promaje na zoni i levijantnog nivoa pojedinih individualnih partikularnosti. Znaci cist render.Kuku.....A ima da se pazari i7 q-kor ,sa budjavom grafickom, 4gb rama i neadekvatnim napajanjem za 49000 RSD, sto mu dodje oko 70000 kad ga upristojis, al ne postizava se kume.
  19. Goksi jes 5 sati. Nemam reci, da ne tupim o tome, sve je krenulo tako sto sam probao neke mape za kapljice. Koliko ja znam postoji nekoliko nacina da se naprave bump, disp, normal mape za takvo stogodj. 1. skines gotovu mapu sa neta: 2. iskoristis fotku da od nje napravis u fotosopu mapu: 3. izmodelujes kapljice rasporedis je na nacin prilagodjen tvom softveru, renderujes, od tog rendera pravis mape; 4. crtas direktno u fotosopu; ja sam skinuo tri mape sa neta poredjao ih jednu do druge i ondak kloner tulom strpko malo odavde malo odande, verovatno ne otkrivam toplu vodu ali probe mi govore da sa tim sistemom mozes imati veliku kontrolu nad krajnjim efektom uz mala ulaganja. Normalno ako strateski rasporedis par modelovanih kapi efekat je jos bolji Jbga komp. mi izdahnjuje a taman sam teo da pripalim zbrush posle dolko vremena.......
  20. Eto pre par dana, neko zatisje reko pali ljudi u san letnje noci kad ono, ne da ima zivine na forumu, nego perje leti. Bilo kako bilo eve vam nesto, jedva ga uradi, bez GI, sa 2 svetla soft sadov map 5 sahati rendanja+monitor je poceo da mi se gasi prilikom istog, napajanje il ko zna...
  21. Palihed meni su uglovi tako poredjani, prva extrim druga blago preterano i treca prihvatljiva. Ja sam ponekad ceo zid ili deo cinio nevidljivim za kameru ili prosto izbusim rupu i uvucem deo zida cisto da kamera ima mesta. Pogled odozgo je ok za arhv. samo pitanje je da li musterije tako nesto zanima, bogami sam na forumu procitao svakakvih bisera po toj temi. Stvarno mi ne pada nista drugo na pamet.
  22. Hvala za model, samo raspakovao sam ga u cinemi, ifale mu zglobovi saka [ karpalne i metakarpalne koskice ], nije strasno samo jel to do cineme ili nisu ni postojale na modelu koji ai uploadovo.
  23. Tralala, moje iskustvo sa arhitetkama [ mislim drugarima ] je takvo da njima ti ektremni uglovi uopste ne smetaju, ako prokomentarises nesto u stilu "da ti nije to druze malo nakrivo" dobijes lavinu objasnjenja da to tako treba i... jedino sto mozes je da narucis novu turu pa da nastavite razgovor u nekom drugom pravcu. Ne koristim max pa mi tvoje objasnjenje nije jasno, a desava mi se da imam takav problem, nije to vezano samo za arhiviz. Ako te ne mrzi pojasni ili jos bolje odradi prostu scenu sa primitivima, cisto da bude jasnije na sta mislis. Nemoj ovo da shvatis ko prozivanje, jednostavno me interesuje na sta lici tvoje resenje
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