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johnalexander1571

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Everything posted by johnalexander1571

  1. johnalexander1571

    Match 0.2 alpha Python Script WIP

    Hi Chris, that is just great, I enjoyed reading your report. Maybe I'll have a use for this! I totally enjoyed seeing the balloon itself. Your work is the most unique out there, due to the inflatable nature of them. Can you sometime post more of the stuff you did because that has to be some of the coolest form.Z made work out there. I can't image folks hanging off the bottom of something I created... The script is great too, tho. Good idea for a script.
  2. johnalexander1571

    Vray displacement, caustics and subsurface scattering

    Hi Allan, I have been able to get the subsurface scattering to work just fine on Windows without even enabling the feature in the VRay settings. I have never actually had the occasion to use it tho, as it's requirements are that you have a light behind a material and that the material be one that scatters light inside of it. I tried it on some fiberglass I was making , but I never could put light behind it (it lays on the floor). I wound up just using images on the models to fake it all. This is the orange plastic SSS that comes with VRay. I upped the scatter distance from 2 cm to 3 cm. The model is 4" x 4".
  3. johnalexander1571

    Water material

    Hi I don't use Maxwell anymore, so I can't check to see if there was a trick to making it respond to the controls. That doesn't sound right. Des is right tho, if the "sea tool" isn't working you can get real nice results using his method. Those look good too, Des. Especially the night pool scene.
  4. johnalexander1571

    Water material

    Hi ariel, http://www.formz.com/webinars/webinars_html/Maxwellv3.html Maxwell has a water tool in formZ. You can see it in this Maxwell Webinar video at about 29:25. I used it in the video example and below on a real project. If I remember correctly I just assigned a supplied Maxwell water material to the "water".
  5. johnalexander1571

    FormZ Free

    Hi ariel, I hate not to have a definite answer but I am pretty sure you can all of the above. Someone with Free would be able to open any form.Z model, only some of the tools used to make it would be unavailable. You can have both pro and free installed, just don't know if you can do one per monitor. You could at least get a modeling window on monitor 2.
  6. johnalexander1571

    formZ VRay Animation

    Hi All, Here is the animation I made in which I used the Bend Along Curve tool to create the special effect of caulk being squeezed out of a tube. https://www.youtube.com/watch?v=jjuy5d4ni-E&feature=youtu.be Just over a minute long this time... no narrative regarding the need for the product, just how to install it.
  7. johnalexander1571

    formZ VRay Animation

    Thanks guys! I appreciate the kind words! Now on to the next animation! Sound curtains! 😎
  8. johnalexander1571

    formZ VRay Animation

    Thanks Des, This is going before a new investing group that just purchased our company. I am holding my breath. Just so you all know that long spin where all the caulk is dispensed is rendered in one shot. I used the animation editor to turn tubes on and off in time, I also had to start and stop all of the Animate Along Path runs at the right times, and of course animate the camera flying around. In order make this smooth, it was originally a 24 second animation at 30fps. That was by far the craziest thing I ever had form.Z do!
  9. johnalexander1571

    Why isn't formz more popular?

    Essentially, I want to show off some awesome real-time space on-line or at a show, and when asked how I did it, be able to say I only used form.Z. That's all you need.
  10. johnalexander1571

    Why isn't formz more popular?

    Hi All, I have been thinking about this for a week. I only want to proffer a facet of a possible solution. I think in the current market for 3D tools, your tool has to do something very exciting and if possible be the only tool set that offers that feature. It needs to make something hard very easy. I want to explain what I need formZ to do from now on. Please look at the following website: https://oneirosvr.com/ These folks make super hi res VR and game navigable scenes (read executable) using Autodesk products and Unity. The idea is simple, pre-bake the wonderous lighting and appearance of your arch space you can get with VRay onto low res models and use that to construct a real-time experience that appears to be rendered. You must be able to place a game control into the hands of your client and let them wander around in the space. I feel (and I am not the only one) that this is the future of Arch-Viz. Currently, creating something of the ONEIROS level doing this is a huge series of fiery hoop jumping getting into UNITY see: https://www.ronenbekerman.com/the-making-of-a-virtual-reality-experience-for-archviz-with-unity/ So, I wish for a future in which formZ can simply generate this executable for the client from the formZ files with VRay light bakes and textures saved. That would bring in people, because currently this involves Autodesk products and you have to pay for UNITY. It is very, very expensive and time consuming. Note: this needs to be made EASY, and look great, not just possible through FBX...(I am not talking about: well... you can already export to FBX... so...) so that we can make real-time content executables EASILY in order to sell designs. This will also encompass and support AR and VR in whatever form these evolve. I would like to see AutoDesSys take up the tech to backbone this feature and make it home for it. No one has been bold enough in the 3D world to do this whole hog, and only in the last few years game companies are stepping in to be the end part of the chain in this because they have specialized for so long in streamlining huge files for real-time display. (Game companies noticed this need and are selling licenses by selling only the executable maker.) Currently I have an order for a real-time home theater that you can explore in real-time and turn off walls and ceiling and so forth to see the acoustical treatments. I also have an order long term for a real-time "sound city" a user can explore on their own. I can't make these only in formZ. At minimum it would need a magic "send my VRay rendered scene the way I have it set up now into UNITY and have it only a click away from exporting the executable" button. I do not think that with VRay already on board and VRay Next coming, that you could be so far away from an AutoDesSys controlled executable that would be an awesome element of the coming real-time arch viz business out there. This would give users a whole new reason to come to AutoDesSys.
  11. 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
  12. 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...
  13. johnalexander1571

    Happy Holidays!

    Hi Bernd, I am happy to see your card artwork this year!
  14. 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.
  15. johnalexander1571

    wip & recent renders

    Wow! I like that Pipo! Those shots are very smooth.
  16. 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.
  17. johnalexander1571

    Wet Pavement

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

    Wet Pavement

    I got the files and am playing with them now.
  19. 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?
  20. johnalexander1571

    Wet Pavement

    I see how that would be a great improvement being able to stack them. That would change things for me too.
  21. 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?
  22. 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.
  23. 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.
  24. 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.
  25. 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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