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Messages - Tweekazoid

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Resolved bugs / Re: Anima + motion blur issue
« on: 2018-06-13, 15:53:50 »

Resolved bugs / Re: Anima + motion blur issue
« on: 2017-01-13, 20:05:32 »
ohhh :) Can you provide your in-house scripts ?

I wrote that script, and surely we can work out some solution that would be beneficial to both of us.

I would need to rewrite some specific parts (filePath generation), but it does exactly what you need. One click solution to convert ANIMA to cached meshes.

Hit me up via PM or better via

Off-Topic / Re: Funny images/videos
« on: 2015-08-31, 11:23:49 »
Cooking ?
not even once

Off-Topic / Re: Funny images/videos
« on: 2015-03-24, 23:04:16 »


Off-Topic / Re: Funny images/videos
« on: 2015-02-18, 23:15:24 »

General CG discussion / Re: [Useful Scripts\Tools]
« on: 2015-02-09, 16:20:08 »
- new standard primitive - you can set up various settings
- lots of options to play with
- automaticly assing vertex colors - just try And you will see :)

General CG discussion / Re: [Useful Scripts\Tools]
« on: 2015-01-22, 12:49:59 »
I've receantly finished something like sigershader mat library . it is currently in testing phase (works flawlessly, but testing UI and adding features).
-automatic thumbnail generation in the background
-everything just works

if you or your comapny would be interested let me know and based on feedback I will make public version or at least "demo" (current state with , permanently set default folder)

send me a PM or hit me on

News / Re: Pricing and release date announced
« on: 2014-10-07, 22:45:24 »
reasonable price. And I will be switching immediately after implementation of volumetrics and texture baking.

General CG discussion / Re: [Useful Scripts\Tools]
« on: 2014-08-12, 18:02:20 »
I would like to use an opportunity that this forum gives me and ask you for an opinion on my new script.( for now just from picture)
Just small progress. Plugin is almost ready for public testing, just few more performance tweaks.
Now you can assign vertex color only for specific channel, normal color or inverted.
Color by distance to pivot/ node (spherical distribution), or by spline (distance to closest point on spline)
color by world coordinates (world normal), dust map (currently without object occluding), AO (brutal faking AO by same approach as dust map)
color by image (maybe I will be adding support for 3ds max's noise maps and so on)
any suggestions would be appreciated
this script is mainly intended as a preparation for game models(cheaper, faster shaders), and baking useful data to foliage models for wind simulation. But maybe here will rise some interesting new idea.
leave a comment if you feel like it

Resolved feature requests / Re: PIXEL ASPECT RATIO
« on: 2014-07-11, 01:57:41 »
yay :)

Off-Topic / Re: Funny images/videos
« on: 2014-07-10, 00:07:18 »

Gallery / Re: [fake] Render
« on: 2014-06-29, 20:15:01 »
@keymaster: what did U edited in the first post???? it says "edit by you" ... and how in the f**k can someone submit first random photo from the internets?
I am seriously confused :D

General Discussion / Re: Opacity tex comparison
« on: 2014-06-20, 21:41:55 »
if you are interested in further testing, try comparing PNG with and without comprimation, as well as with and without interlacing...
I think the difference why it performs this way for each format is inherently in file format structure itself. Gif uses structure that can be read as 1 pixel at a time and does not relly on decoding other parts of file (with the exception of instructions). So my guess would be that it saves time by reducing the need for buffer. And maybe I am completely wrong

General Discussion / Re: noise IBL vs Corona lights
« on: 2014-06-05, 19:54:51 »
i can provide the scene max 2014 ... without the model that is

General Discussion / Re: noise IBL vs Corona lights
« on: 2014-06-05, 18:48:58 »
image based lighting
so hdri or exr in environment map slot ... exactly as you said

now when I've been rendering images to better describe the "problem" everything seams fine... I think i had checked rendering by time rather than individual passes, so that caused the problem

but still, speed is an issue when using HDRI vs lights

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