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Carrara Academy for Light of Heaven
Posted: 12 February 2013 02:08 AM   [ Ignore ]   [ # 301 ]
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ok, he has Skies of Terra and heart of the matter
I have rendered a backdrop here using them

he loads the preload and delete all but the ground and the HDMtree
leaving the stuff below in the scene tree
then puts my image in backdrop, not background


he the consolidates duplicate shaders leaving only 3

and oops, I just see my final image did not upload with text showing to choose each of those shaders and go to lighting shadowcatch in the texture room!
I will upload it later, not on computer now.

bottom pic

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WARNING do not click tongue rolleye what video horrors will be seen if you do cannot be unseen.
my render thread
        never forget
A Drows Walk
Jaderail is at it again

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Posted: 12 February 2013 03:08 AM   [ Ignore ]   [ # 302 ]
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it is simpler just to use an infinite plane with a backdrop
https://www.box.com/s/vmqrh1ftrgzhh78vgk75
here is my scene, you can use it as is or add the tree and ground as explained above
I have locked the camera so the preload fits but if you do not use it
unlock the camera and position as wished

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WARNING do not click tongue rolleye what video horrors will be seen if you do cannot be unseen.
my render thread
        never forget
A Drows Walk
Jaderail is at it again

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Posted: 12 February 2013 03:23 AM   [ Ignore ]   [ # 303 ]
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now to rotate the camera you need a 360 background
you can use an image or a HDRI
you have skies of terra by Dimension theory
add it in the background, not the backdrop tab

you now use spot render to get a good camera position where your figure is on the ground
then
lock the camera to ball joint
you can now only rotate the camera but things will stay where they should in the scene casting shadows

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WARNING do not click tongue rolleye what video horrors will be seen if you do cannot be unseen.
my render thread
        never forget
A Drows Walk
Jaderail is at it again

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Posted: 24 February 2013 03:15 AM   [ Ignore ]   [ # 304 ]
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This hair says it hs 2 cxolor settings.

http://www.daz3d.com/dynamic-venus-hair

Where do I find them? Or is it just referring to the crapload of hair groups?

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I’m too stubborn to quit.

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Posted: 08 April 2013 04:07 PM   [ Ignore ]   [ # 305 ]
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Just a heads up.  Jacob, is it okay with you if I resurrect this thread? 

I still owe Wendy 2 assignments from it (displacement? and hairy ball).  I’m getting ready to get back to creating/learning.

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AtticAnne in Austin TX


FREE GANGSTER RPG GAME

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Posted: 08 April 2013 05:44 PM   [ Ignore ]   [ # 306 ]
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Wew are necromancers and the bringers of life. Resurrect freely! :D

I hope Andy comes back troo.

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Posted: 23 July 2013 07:19 PM   [ Ignore ]   [ # 307 ]
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Hey, anyone been paying the school bills??::?: raspberry :D

I’m wondering if there’s another way to raw paths besies moving handles?

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Posted: 23 July 2013 08:40 PM   [ Ignore ]   [ # 308 ]
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Don’t you remember?  I received a lifetime free scholarship.

Sorry, I have no idea what the answer is to your quetion.

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AtticAnne in Austin TX


FREE GANGSTER RPG GAME

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Posted: 23 July 2013 09:42 PM   [ Ignore ]   [ # 309 ]
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No I don’t! I have long-term memory loss—it takes a long time to forget! raspberry

HMM, I should look at the pth options again. I just thought it’d be cool i, like, draw the path in, like, Illustrator an, like, import it.

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Posted: 27 July 2013 12:43 AM   [ Ignore ]   [ # 310 ]
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Moved at request of OP.

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Exile, Drows Walk: A Tale of Jaderail starts here. Free pulp fiction at its Fantasy best, Updated 2/3/14.
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Posted: 27 July 2013 01:25 AM   [ Ignore ]   [ # 311 ]
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Thanks for the move.

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Posted: 28 July 2013 09:38 PM   [ Ignore ]   [ # 312 ]
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So, now I’m trying to figure out how to “draw” a spiral going up using a particle emitter. I know how to keyframe the emitter from the lowest to highest points. The problem is, how do i get it to go around and around all the way up?

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Posted: 29 July 2013 04:53 PM   [ Ignore ]   [ # 313 ]
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LightofHeaven - 28 July 2013 09:38 PM

So, now I’m trying to figure out how to “draw” a spiral going up using a particle emitter. I know how to keyframe the emitter from the lowest to highest points. The problem is, how do i get it to go around and around all the way up?


So you want to move the wireframe representation of the emitter in an upward spiral? Or do you just want the particles to spiral upwards?


If it’s the first option, the easiest way would be to probably offset the emitter’s hot point. Turn on your caps lock key and then reposition the hot point. Turn off the caps lock key when you’re done. Next, select the emitter and click the Modifier’s tab. Using the pulldown menu, scroll down to Behaviors—> Spin. The tab should now display the spin parameters. You can set the rotations per second, etc. A negative number will reverse the spin. The rotations per second can also be keyframed so you can start slow and go fast or vice versa. The emitter will rotate around the hot point. To raise the emitter, go to the end of the timeline and translate the emitter upwards.

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Posted: 29 July 2013 05:23 PM   [ Ignore ]   [ # 314 ]
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Here’s an animation of the method I described in my previous post. The only difference is that as the emitter rises the emitter centers back on the hot point causing the ever tightening upward spiral.


Edit: Sorry for the image quality. I’ll post a better one in a bit.

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Posted: 29 July 2013 07:51 PM   [ Ignore ]   [ # 315 ]
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Here’s the better render. Same set-up as my previous posts.

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