• Content count

  • Joined

  • Last visited

Community Reputation

21 Excellent

About Roger_K

  • Rank
  • Birthday May 10

Contact Methods

  • ICQ

Profile Information

  • Gender
  • Location
  1. its a real shame. silo had so much potential, it kind of grew out of control and they gave up aside from stability its makes blender, maya, max, and voidworld look slow and cumbersome. They could really learn from silo... (edit: voidworld does)
  2. yeah I wish they'd sell the source or something.
  3. this was a mistake on their part. they're not giving this away for free. The versions folks are downloading were created because the authentication servers for CS2 are being taken down, rather than cutting off CS2 users from being able to run their software they made versions that didnt require internet activation. some fool then put them in an unsecure location
  4. Must be one of Xenu's DC-08s
  5. Technically it looked great. story was pretty woeful though, also some of the later comps really let it down. I wouldn't be surprised if the end got rushed (seems to be the way with these things) That said it seems to have done its job of improving blender. Cycles is swiftly becoming a very very nice rendering engine, and the tiled compositor/tracking/masking tools look really great. I think these open films have been a fantastic driving force behind making blender better. before them it was being developed in a vacume. abn_ranger: why on earth would you want to use normal mapping in an offline renderer that can easily handle high polygon counts? what's your usage case? and why cant you use displacement mapping/regular bump? I know it would be nice but it sounds like your trying to use cycles for it job its not designed for. You can get comparable results on high frequency detail with either normal maps or straight bump maps. The real strength of normal maps is baking/countering low poly shading.. which isnt an issue offline.
  6. Point clouds and Voxels are different things. So far as I understand it Point clouds are a very dense 'clouds' of arbitrarily positioned coloured points. Voxels are Grids of on/off cells which represent volume.
  7. Chromatic Abberation. the colour fringing
  8. Its not untrue though is it. I guess you need to decide what its worth to you and whether you want to support this.
  9. well atleast no one trashed the forum :P
  10. yeah i'd dial down the bloom and chrome ab. otherwise this is taking shape.
  11. Look cool. have you considered sculpting that tunnel in voxels? kinds a big rocky cavern or something? for a normal render i would avoid using baked AO in the diffuse, it occludes the direct lighting which is obviously incorrect. if your baking in passes you could use it to mask out the ambient light, but it definately shouldnt be effecting the direct light. whats your renderer?
  12. Models are a bit hurried as I had to finish them for a friend on a very tight deadline. 3DC's voxels really showed their worth. Renderer is Mentalray with some small amount of post in photoshop.
  13. thank you I totally agree, Its an interesting point I hadn't considered. your suggesting correcting all the colour inputs right?
  14. I did his course on it actually. I dont understand what your suggesting.
  15. sRGB(Gamma 2.2) textures present no problems to a linear workflow providing the renderer is correctly setup to interpret them. aside from this exporting your textures in linear space just makes them less intuitive to work with in external applications.