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BryceTalk Material World
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BryceTalk (Tues) Materials World, August 3, 01999
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Heather: ? 3d~?~elf: ? Betty: ? Meta AuntiAlias: heather, go ahead! Heather: Should all three percentages be changed to same number? Meta AuntiAlias: no Heather: xyz I mean in C on the gold tools Meta AuntiAlias: this is where it depends what you wanna get, ultimately, Heather... Heather: mine were 100 all the way changed to 44 Meta AuntiAlias: it's a personal judgement call Heather: ok, I'll play with it later Meta AuntiAlias: for this exercise, proably is good if they're all the same but... I could see it where... hmm... the lightbulb goes off... they're not all the same casue what happens when you squash down that cylinder (flatten it some) and then put another one on top of it... maybe want the sides to look different than on top that's where you gotta play with different values.... : ) the possibilities are simply scrumptious! :D 3d elf, go ahead! 3d~?~elf: about gamma correction...on?...or off? Gigabyte: ? Meta AuntiAlias: depends.... 3d~?~elf: is therre a rule of thumb for output/ Meta AuntiAlias: I think I have mine on by default..is that the default state? Danny: Default is on 3d~?~elf: i think so Meta AuntiAlias: we discussed this a while back in the engineering Q & A... gamma correction adjusts gamma of each platform to a more close middle approximate which means that, if you're gonna create a scene on a Mac and then render it on Windows or something. they'll look DIFFERENT, because they're each adjusted in a different direction toward a middle approximate 3d~?~elf: guess ther are a lot of variables with monitors/cards,os's Meta AuntiAlias: so... with that as a general statement, let's table the specifics of what-to-do-for-agiven-situation for now : ) (cause that's where the hemming and hawing and I don't konws begin for me :D ) Betty,... what's your question? Betty: Mine's a general material qu. That Ok? Meta AuntiAlias: re: materials? re: ABC? Meta AuntiAlias: or Bryce in general? Betty: materials Meta AuntiAlias: go for it Betty: If I have a material kind of like stars or some such and they disappear during antialias pass, what do I adjust to prevent that? Actually I have a way, but not sure it's the most efficient way to do it. Meta AuntiAlias: and that way is...? DonaldSGriffin: (gotta go, see you in the transcript.) Betty: up the refraction and specular halo Meta AuntiAlias: hmm... I'd say that increasing size of stars would help. ajust frequency.. or... 3d~?~elf: (for those that don't know, you might add this new texture you just made into your library) Meta AuntiAlias: who remembers the key combination for not antialiasing.... Betty: specular halo closer to white Meta AuntiAlias: new material : ) Meta AuntiAlias: if I may be so rude as to correct terminology Betty: shift-control on a mac Meta AuntiAlias: since this has three textures, a combination mode, and illumination and other stuff.. : ) aah yes, shift control... Heather: pc too? Meta AuntiAlias: prolly Betty: oops! while exiting the attributes for that object Meta AuntiAlias: yes, open up object attributes. when you leave, ie., click checkmark, first hold down shift and control key when clicking checkmark Heather: Oh yes - I saw that on the web page and copied it down and tried it - but haven't learned it without cheat sheet Meta AuntiAlias: I'm doing this right now.. to try it out. :) Betty: forgot to try *that* : ) Meta AuntiAlias: did we get to all the questions? oh yes, Gigabyte had one. Gigabyte, go ahead! :D Gigabyte: how do you turn gamma correction on and off? Heather: I did it with a rock grain and it worked really well Mellifluous: so the whole scene antialiasas except for the object you shift control...click cool Meta AuntiAlias: render menu... it's listed with 48 bit dithering Schbeurd: In the render options Giga Betty: (used it for the leaves on those trees in the pict, Heather) Gigabyte: k thanx never messed with that Heather: Neatg I mean neat Meta AuntiAlias: what's sweet is that edges get antialiased since other things *are* set to antialias! :) Mellifluous: ohhh spiffy Meta AuntiAlias: hafta play with that some more... 3d~?~elf: ok, so this shortcut turns off AA for each object... Betty: it's a handy little feature Schbeurd: Yeah elf. Very useful one Meta AuntiAlias: i.e., if you have sphere=antialias YES in front of Cylinder=antialias NO, then where spehre is , antialising happens. 3d~?~elf: cool, someon asked in here the other night, no one knew Meta AuntiAlias: but what happens if you have two objects next to one another, where AA is no? etc. stuff like that so many experiments, so little time! 3d~?~elf: heh Heather: amen Betty: didn't seem to have any affect on those Susan at least not perceptably Meta AuntiAlias: it would stand to reason.. where AA = yes, there is a smooth border. where it's no and no, rough edges together... Betty: but... the trade off is render time increase Meta AuntiAlias: so... we got A B and C.... Betty: more decision time needed by Bryce Meta AuntiAlias: D is maverick... it works alone Schbeurd: If you want to restore antialias option, just press shift when clicking the checkmark Meta AuntiAlias: nice to have 4th option, especially when you tie up A B and C for one purpose
>>>> Next up: Interpreting the 2D square preview for meaningful 3D World Space information |
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