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Post Your Renders - #4: A New Hope
Posted: 04 July 2012 11:39 AM   [ Ignore ]   [ # 46 ]
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evilproducer - 04 July 2012 08:58 AM

Very nice job.

thank you EP (was that for me, right?) #
no pw except some wall shadows in the photomontage

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Posted: 04 July 2012 08:00 PM   [ Ignore ]   [ # 47 ]
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magaremoto - 04 July 2012 11:39 AM
evilproducer - 04 July 2012 08:58 AM

Very nice job.

thank you EP (was that for me, right?) #
no pw except some wall shadows in the photomontage

Most certainly!

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I find it somewhat liberating not to be encumbered by accuracy.

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Posted: 07 August 2012 01:21 AM   [ Ignore ]   [ # 48 ]
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Just a little “bump”. (Now that we can.) cool smile

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Posted: 07 August 2012 11:11 AM   [ Ignore ]   [ # 49 ]
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ooh that has me thinking!
(too cold to get out of bed and fire up pooter, on Android)
if one attaches a target helper to a physics object and gets it to track a figure’s hand (or tongue) can they pull it?
as opposed to using a force to push it from behind as you normally would.
so a brick could be pulled from a stacked wall which then may collapse.

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Posted: 07 August 2012 02:27 PM   [ Ignore ]   [ # 50 ]
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wendy♥catz - 07 August 2012 11:11 AM

ooh that has me thinking!
(too cold to get out of bed and fire up pooter, on Android)
if one attaches a target helper to a physics object and gets it to track a figure’s hand (or tongue) can they pull it?
as opposed to using a force to push it from behind as you normally would.
so a brick could be pulled from a stacked wall which then may collapse.


I’ve not been able to make anything like that work for me.
Seems like keyframe and physics motion methods don’t work well in combination.  :-(  ***ERROR***  FROWNY EMOTICON NOT FOUND

(sure wish we had a standard frown.)

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Posted: 08 August 2012 12:05 AM   [ Ignore ]   [ # 51 ]
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Simple method is to put a non-physics brick in the middle and pull it out, then the physics ones collapse.

Which brings up a question - how do you guys who knock walls down keep the wall in place until an event occurs to knock it down.  With everything I’ve tried, the bricks first do a little jump away from each other from the start of the sim.  Turning down collision distance has some effect, but not enough to keep the wall intact until it gets hit.

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Posted: 08 August 2012 01:20 AM   [ Ignore ]   [ # 52 ]
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Roygee - 08 August 2012 12:05 AM

Simple method is to put a non-physics brick in the middle and pull it out, then the physics ones collapse.

Which brings up a question - how do you guys who knock walls down keep the wall in place until an event occurs to knock it down.  With everything I’ve tried, the bricks first do a little jump away from each other from the start of the sim.  Turning down collision distance has some effect, but not enough to keep the wall intact until it gets hit.


Turning the collision distance to zero should keep the bricks from jumping away from each other. It works for me.
If you let your wall set undisturbed for too long however, things will still tend to drift a little.

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Posted: 08 August 2012 03:13 AM   [ Ignore ]   [ # 53 ]
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That works for me too - thanks de3an.

I overcame the relative unresponsiveness by adding in a couple of offset wrecking balls for the sim and making them invisible in the render - great stuff!

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Posted: 08 August 2012 04:48 PM   [ Ignore ]   [ # 54 ]
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This is a cellphone video shot by 18-year-old Bobbie Jo Johnson in a Wal Mart parking lot on the outskirts of Cornhusk, Iowa. She and her boyfriend, Billy Bob Arnold, were necking in the back seat of his parents’ 1963 Buick LeSabre when they felt the car shake and heard a loud noise. They looked out the fogged rear window to see a huge, otherworldly machine reeking havoc as it trampled everything in its path. Billy Bob immediately started the car and high-tailed it out of there as Bobbie Jo leaned out the window and caught all of the action on her cellphone. You can see the monstrous machine destroying a ’57 Chevy Bel Air owned by Earl and Marge Henderson.

Little did they know at the time that this was the first in an invading wave of deadly Traumadors that had landed in America’s heartland, intent on inflicting widespread trauma. 

http://youtu.be/aWyh8sxkBL4

shoot, I forgot to add camera shake…

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Posted: 12 August 2012 01:24 PM   [ Ignore ]   [ # 55 ]
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Just a little test to see if the image posting has been improved.


Cool! The forum resizes it for you! Not limited by the 800x800 pixels anymore! I’ll assume there’s the old 500KB file size still.

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Posted: 12 August 2012 02:38 PM   [ Ignore ]   [ # 56 ]
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evilproducer - 12 August 2012 01:24 PM

Just a little test to see if the image posting has been improved.


Cool! The forum resizes it for you! Not limited by the 800x800 pixels anymore! I’ll assume there’s the old 500KB file size still.

Nice composite. Looks pretty real.
Maybe you could sink the tires into the dirt road just a little.

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Posted: 12 August 2012 03:44 PM   [ Ignore ]   [ # 57 ]
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de3an - 12 August 2012 02:38 PM
evilproducer - 12 August 2012 01:24 PM

Just a little test to see if the image posting has been improved.


Cool! The forum resizes it for you! Not limited by the 800x800 pixels anymore! I’ll assume there’s the old 500KB file size still.

Nice composite. Looks pretty real.
Maybe you could sink the tires into the dirt road just a little.


Thanks!


I thought of sinking the model a little into my driveway- well, shadow catcher- after I did the render…..  D’oh!


I was trying an experiment. I was playing around with the shadow catcher, a reflective surface, alphas and Photoshop. Sure would be nice if there was a reflection catcher as well as a shadow catcher. Would have made the puddles a bit easier to deal with.

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I find it somewhat liberating not to be encumbered by accuracy.

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Posted: 12 August 2012 04:05 PM   [ Ignore ]   [ # 58 ]
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evilproducer - 12 August 2012 01:24 PM

Just a little test to see if the image posting has been improved.


Cool! The forum resizes it for you! Not limited by the 800x800 pixels anymore! I’ll assume there’s the old 500KB file size still.

Limit is now 10MB for up to 5 images.

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PostgreSQL CMS FAQ

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Posted: 12 August 2012 04:23 PM   [ Ignore ]   [ # 59 ]
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And max of 2000x2000 for the original image.

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Posted: 12 August 2012 05:18 PM   [ Ignore ]   [ # 60 ]
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That is awesome!

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