- Jul 3, 2021
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Me either mate, nice work.(Deleted my comments on this stupid legal topic... don't know why I get sucked into these things, LOL)
Thanks. I had a heck of a time with the lighting on this, but I managed to figure out what was wrong, what was effecting the lighting and it actually taught me something so I was pleased I had trouble in the end. One of the problems was all the lights in this environment were off... I couldn't turn them on because they were all instanced. I had to find the original object the instances were based off of and turn IT on and that turned all the instances on as they are just copies of the original. Then there were other settings in the tone mapping section, not sure how or why, but the ISO speed was insanely high causing the lights to all be too bright... fiddled with those settings and learned a few more things... all in all, a good learning experience with this scene.Me either mate, nice work.
I did watch a video on it, and apparently you have to add a setting to the floor as well so it collides with it, but if the clothing drops like ton of bricks when you hit the simulation button i think its an issue with the clothing. I tried it with an outfit adding the dforce modifier and every time i hit simulate it would just disappear lol.Thanks. I had a heck of a time with the lighting on this, but I managed to figure out what was wrong, what was effecting the lighting and it actually taught me something so I was pleased I had trouble in the end. One of the problems was all the lights in this environment were off... I couldn't turn them on because they were all instanced. I had to find the original object the instances were based off of and turn IT on and that turned all the instances on as they are just copies of the original. Then there were other settings in the tone mapping section, not sure how or why, but the ISO speed was insanely high causing the lights to all be too bright... fiddled with those settings and learned a few more things... all in all, a good learning experience with this scene.
Problems I didn't solve yet, were that I tried to have their clothes laying on the ground. I gave them dforce settings so they would fall with simulation settings but they went through the floor when they did. Not sure what to do... the floor is instanced. I may have to create an invisible floor that is a static dforce object for the clothes to fall onto at the same level as the ground. Been wanting to figure out how to do this for a while.
the tribal clothing reminds me of a comic by deranged aristocratSnu Snu?
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Did you create a plain to put on the floor and this wold stop the clothes going through the floorThanks. I had a heck of a time with the lighting on this, but I managed to figure out what was wrong, what was effecting the lighting and it actually taught me something so I was pleased I had trouble in the end. One of the problems was all the lights in this environment were off... I couldn't turn them on because they were all instanced. I had to find the original object the instances were based off of and turn IT on and that turned all the instances on as they are just copies of the original. Then there were other settings in the tone mapping section, not sure how or why, but the ISO speed was insanely high causing the lights to all be too bright... fiddled with those settings and learned a few more things... all in all, a good learning experience with this scene.
Problems I didn't solve yet, were that I tried to have their clothes laying on the ground. I gave them dforce settings so they would fall with simulation settings but they went through the floor when they did. Not sure what to do... the floor is instanced. I may have to create an invisible floor that is a static dforce object for the clothes to fall onto at the same level as the ground. Been wanting to figure out how to do this for a while.
We want the continuation of this scene!Back on topic... Sophia runs into a thug in the subway again...
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(Deleted my comments on this stupid legal topic... don't know why I get sucked into these things, LOL)
It didn't help that the floor is instanced. But I changed the original floor, no dice. I think you're on to something. I may try it with altered simulation settings... maybe fall slower and start the clothes off closer to the ground so they don't fall too fast? If I figure it out, I'll be sure to share what I find.I did watch a video on it, and apparently you have to add a setting to the floor as well so it collides with it, but if the clothing drops like ton of bricks when you hit the simulation button i think its an issue with the clothing. I tried it with an outfit adding the dforce modifier and every time i hit simulate it would just disappear lol.
There are games that have been running for a long time and where the updates are less problematic! See "Exiting Games or Jessica's Hard News".More of a Main thread item.
Not yet, that was going to be my next step. But it was 3am by the time I was done that render. I didn't think of adding my own plane until too late. But I want to do this... you know... push myself, learn and all that.Did you create a plain to put on the floor and this wold stop the clothes going through the floor
That was mainly just a quick render in my attempt to put the thread back on topic. I was thinking about doing a few renders to tell an alternate story of "what really happened" So I probably will.We want the continuation of this scene!
Not sure where you are at with this... but simulations can also depend quite a bit on where exactly vertices are, and more specifically density of vertices. If your floor is made up of 4 corners and no subdivisions of any kind it will not work well as a collision object. Should you make a generic plane as a floor with the plans to hide or delete it, if you still have problems increase the subdivisions (like a lot of subdivisions).Not yet, that was going to be my next step. But it was 3am by the time I was done that render. I didn't think of adding my own plane until too late. But I want to do this... you know... push myself, learn and all that.
I suppose I could have just used a plane in order to stop them from falling and then deleted the plane. Never thought of that.
That was a concern, but even square flat floor planes are made up of a minimum of two polygons, which is what would be used to detect collisions. I actually programmed my own 3D program where it detects the ground, collisions etc... all programmed manually (took me a bit to learn the math). I would think that a larger flat surface with fewer polygons would be easier to be honest.Not sure where you are at with this... but simulations can also depend quite a bit on where exactly vertices are, and more specifically density of vertices. If your floor is made up of 4 corners and no subdivisions of any kind it will not work well as a collision object. Should you make a generic plane as a floor with the plans to hide or delete it, if you still have problems increase the subdivisions (like a lot of subdivisions).
I'll add that the density shouldn't matter when you are just speaking of a flat floor object. Just warning that at times it does anyway.
a good start. We look forward to the continuation. I would like to give constructive criticism. I think it would be much more beautiful if you made Sophia look a little more original.View attachment 987021
These are the mac and android versions. Android tested on a tablet, the mac I didn't test (I haven't no mac...)
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yes, pleaseThat was mainly just a quick render in my attempt to put the thread back on topic. I was thinking about doing a few renders to tell an alternate story of "what really happened" So I probably will.
Is it just me or is Dylan reverse aging?