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Posted By farbtopf On 10-09-2011 | Views: 258,623 Replies: 119
wow, thanks a lot for your great script. I had the wiredest error with one of my renders. Whatever I rendered out of batch was a couple of pixels off from where it should be.

Same file, same...
Posted By farbtopf On 30-05-2010 | Views: 2,430 Replies: 0
Forum: Finished Work
Hi Folks,

been ages since I was round here. I've been working on an animated short as part of my MA. Unfortunately I cannot post the whole film yet but here's a trailer.

Maya, After Effects,...
Posted By farbtopf On 24-03-2009 | Views: 22,862 Replies: 16
Hey,

i've tried that before, works well but again not for particles. I think it works if you have our particles as a blobby surface and as spheres, but not for the rest.
I ended up rendering them...
Posted By farbtopf On 04-11-2008 | Views: 2,310 Replies: 3
hey thanks,


I don't think that was the reason, I suppose you mean where you can check pass custom alpha, z etc channel.
It's really wired I didn't change anything, all the MR materials on...
Posted By farbtopf On 04-11-2008 | Views: 2,310 Replies: 3
this is how the same image looks when coming out of the batch render (the E and ground plane are disabled in the image above)
Posted By farbtopf On 04-11-2008 | Views: 2,310 Replies: 3
Hi there again, ;)

I came across a wierd render problem. I've got a particle simulation and everything is working fine. My particles are blobby surface and I'm using the dielectric material. When...
Posted By farbtopf On 03-11-2008 | Views: 845 Replies: 5
never mind found it....

up thethreshold on the particles... stupid me
Posted By farbtopf On 03-11-2008 | Views: 845 Replies: 5
..and the attachment
Posted By farbtopf On 03-11-2008 | Views: 845 Replies: 5
hi there,

I've got one more probably pretty basic material question. I don't really know much about shading so any help would be great.
I've got a particle simulation and I'd like to have the...
Posted By farbtopf On 03-11-2008 | Views: 845 Replies: 5
Hey thanks

I don't think that's the case though as I created the type and slapped a material on without changing anything, I'll check though
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