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johnalexander1571

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johnalexander1571 last won the day on December 13 2019

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About johnalexander1571

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  1. johnalexander1571

    VRay formZ 8 Animation

    Hi Tim, I have been able to use the Imager to render animation and form.Z itself to model at the same time. In theory I can animate all the time if I plan well enough. In practice, I am rendering about one clip per night, I find I am rarely forced to try and do both at once. I do have really loose deadlines, however. I did find the very short tutorials in the formZ manual a huge help in understanding formZ animation. Learning and using the editor is a huge help. Motion/time graph allows precise control. I do this on one semi-nice Windows 10 machine. It was around $3,500.00 USD 6 months ago. If you are not stuck with OS Mac you should be able to really get a much more effective deal. I am finding still that I wish it would render much faster, but that is the way it has always been! I am only doing 1080p resolution. As soon as I started to look at the the file sizes needed to produce in 4K, I realized it was prohibitive. Renders too long... file sizes beyond huge...
  2. johnalexander1571

    Happy Holidays!

    Hi Bernd, I am happy to see your card artwork this year!
  3. johnalexander1571

    VRay formZ 8 Animation

    Hi Justin, This was the first longer animation I have tried, so lots of things happened along the way, and I remember needing to go with CPU alone for some reason. I think it was because I had rendered some of the clips without already, and the clips wouldn't match. Rendering time wasn't such a big deal though, as after I was done, it took the sales dept longer to write the slides that it did me to render all the clips. On the textures I was encouraged not to push for as much realism as I could get. Part of the reason for the tan color choice, I wanted that saturated look of the Pixar animations, but found dealing with so many different surfaces that had nothing to do with selling our enclosure prohibitive. Plus I would have kept wanting to change the materials after I had rendered some of the clips. First big animation, learned a lot. Also, found out you need lots of frames to make smooth animation. If something moves too much too quickly, especially a camera, you get jerky animation. I have found it better to render out more frames and re-time the clip to be shorter in After Effects.
  4. johnalexander1571

    wip & recent renders

    Wow! I like that Pipo! Those shots are very smooth.
  5. johnalexander1571

    VRay formZ 8 Animation

    Hi All, I have uploaded the animation I created with form.Z and VRay. We decided to use a bit of humor explain the problem the product "fixes" in addition to an overview of how our NOISEBLOCK™ enclosure goes together. I also used After Effects for the text and logo stuff. Sound was mostly from Soundsnap, except Rancho Des Vaches, of course. I used Poser to drop some figures in there. I used the Imager extensively to render over night and weekends. 2:22 running time. I am now working on more animations, but they are more traditional technical animations without the narrative element. https://youtu.be/0p5DjgT-GSo
  6. johnalexander1571

    STEP Import not available!!!!

    I think this was it: quit formz goto autodessys folder open folder formZ 8.5 delete: formZ Previous8.64.fpo relaunch formZ 8 I could not get STEP to work with 9.
  7. johnalexander1571

    Wet Pavement

    Thanks Justin, this just goes to show... much to learn, we still have...
  8. johnalexander1571

    Wet Pavement

    I got the files and am playing with them now.
  9. johnalexander1571

    Wet Pavement

    Hey, that does look pretty good! I can't see the file format on there as I am not a member. Were you able to open their download directly in the VRmat Editor?
  10. johnalexander1571

    Wet Pavement

    I see how that would be a great improvement being able to stack them. That would change things for me too.
  11. johnalexander1571

    Wet Pavement

    Yeah, Interesting, I see how it is being done in that video. I have looked in the VRay material editor, and if there is a way to blend materials so this happens in one shot, I don't know how to do that. I used one block and meshed the top at 8" and applied a displacement map to make lower areas where water would appear. The water itself is a separate object that sits just below the asphalt, and shows up where the dips are. I just went with my gut as to what would work and look ok in the render. The asphalt is a generic material made with the supplied diff and bump for asphalt d cracked. For the water I used either water or alcohol. This would mean that the asphalt would tile, but the displacement would not, and would have to be applied to the street mesh. Since we are using a map for the puddles anyway, I was hoping that it would be fine to add this step. If there is no blend option like in the videos, I think you will have to separate the objects and map them separately. I don't know if there is a one VRay material that would work in formZ. However, I think the video you present would work just fine if we have the blend capability available somewhere. wetasphalt.fmz Ps. my 2 cents, I suspect that even as subtle as it may be, using displacement to create actual dips in the geometry for the puddles will ultimately look more optically correct, as there is a real dip there, not a 'fake" one. I think computers are fast enough now to handle a limited ground plane faceted with a reasonable mesh on top. The edges won't be able to be as detailed as the one material method, tho. Support, can we blend materials like shown in the video?
  12. johnalexander1571

    Wet Pavement

    I now think you would have to do it this way, see how you can clearly see the tree in your puddle example, but not on the asphalt. I noticed that using alcohol instead of water on the liquid makes the reflations sharp as mirror.
  13. johnalexander1571

    Wet Pavement

    Here is a quick test of creating puddles using formZ displacement. I have just noticed that the reflections that run across the wet asphalt and the water are two whole different things. They would be diffused by the roughness of the asphalt, while the water would be close to smooth. The water is a cube object. I meshed the top of the asphalt object at 8" before applying simple displacement. I used the stock asphalt d diff and bump. That should take care of the tilling aspect of the surface. The displacement would have to be one image for your whole area, and painted with more time on the irregularity of the puddle shapes. I know this isn't there yet, but it moving in the right direction.
  14. johnalexander1571

    Wet Pavement

    I see that a gray scale reflection map that allows the reflection to vary over the surface appears to be an ingredient to this. I have been meaning to add this to my regular process after seeing all of these real-time substance painter results. I think I have underestimated how much this would add to the realism of all sorts of things. For ex, a kitchen counter that has the reflection falloff where hands have contacted it over the years. Very subtle, but I suspect one of the bigger things I could do to level up on renders in VRay.
  15. johnalexander1571

    Wet Pavement

    Hi Andrew, Interesting, I have wondered how I would do this too. Just off he top of my head, water all sits at one level, in theory, can you use a single water plane that pokes out here and there where the bump gets low enough, or would that be displacement to actually have a geometry interaction? Of course this precludes a little bit of surface and level variation that you would have with a road. There is a hump in the middle,, ruts where the wheels go, even if it is only an inch or so. Maybe this would keep the water pools forming in the ruts. There is a heck of a lot of variation in your example. I was hoping that applying a reflection to the asphalt texture map would provide the "wet" look and reflection. I have always been suspicious that for the map we would like a whole big section of street that doesn't have tiling anywhere. A huge drone shot would be great to start with, but, alas. I suppose there are enough huge commercial road textures out there.
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