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Wodan
A Regular
 
Belgium
190 Posts |
Posted - 02/06/2010 : 05:21:44
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Are Render farms not primarily used for animation only? Each computer taking one frame to render. Or do you mean combining processor power for rendering stills too? That would be better, I think.
;-) Wodan |
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eg
A Regular
 
132 Posts |
Posted - 02/06/2010 : 16:41:12
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Yes mostly for animation. but could be used for high rez print renders.
using a blackout mask to cut a huge render into 4 (i.e. 8000x8000 pixels, or bigger with more sections, what ever fits best with number of comps used,and render settings) 4 .rdf with 2200x2200 showing (200 pixel of bleed for easy, and safer stitching 1 psd action script to stitch i'm always stitching more then one render (test + final + custom masking pass + effects extra pass, client changes, render final 2,)
move rdfs to 4 computers(or one) render keep working on main comp
would love a new menu option in strata Add to Render queue network
(even if its sending it to only one other machine)
having movies as textures is an issue with simple moving the rdfs to another comp
thanks eg |
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danickstr
Infrequent Poster
16 Posts |
Posted - 02/10/2010 : 10:36:40
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| Since it is possible to draw a complex bezier pen 2D object for extrude to mesh, it would be nice if several primitives could be welded/converted into a unique Bezier shape instead of retaining their primitive roots, so that they can be modeled without the primitives affecting the modeling, like fillets, etc. |
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dirtyhervy
Infrequent Poster
1 Posts |
Posted - 02/10/2010 : 18:33:51
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Adobe/Strata ecosystem? Illustrator, Photoshop... well it's time for an Adobe AFTER EFFECTS integration!
-A plugin, similar to the one Strata uses with Photshop, to have real 3D models and Desgin3D tools right in After Effects. This would be a killer feature that would drag many video editors to use Strata. I don´t really need or want to learn a complicated program such as 3DStudio but I would appreciate After Effects having real 3D with the power and ease of use of Design3D.
-"render to Photoshop layers" feature in Design 3D in the way of "render to After Effects layers", so in animations every effect layer from Design 3D, as different quick time movies in sync, could be fine tuned in After Effects.
-a project window as similar as possible to After Effects's timeline. Design3D powered for motion graphics and video editors, please.
-Last, I'd like to use paths made in Photoshop, right into Design 3D without going through Illustrator. In Photshop: File/Export/Paths to Illustrator renders an Illustrator file that Design 3D won´t read because Design 3D needs the path to have a stroke.
Christian |
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melristau
Infrequent Poster
USA
38 Posts |
Posted - 02/13/2010 : 12:04:51
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| Distribute Centers, Lefts, Rights and Distribute Centers Tops, Bottoms, addition to Alignment. |
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Stratagizer
A Regular
 
USA
303 Posts |
Posted - 02/16/2010 : 13:49:47
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1. Full UV mapping/un-wrapping etc. Having to export to other apps for this important function creates a major workflow bottleneck for this user .
2. SSS - sub surface scattering really brings 3D closer to photo realism -and beyond.
3. Often in a densely populated scene, I find accessing the control dots (for scale/move/rotate tools) to be awkward. If the controls were on extended "handles" that could help. An optional multi-transform tool could be useful -combining scale/move/rotate. (see attached -rough "sketch")
4. More Lighting options: "visible beam lights", object edge illumination (like subject backlighting in a photo studio), softboxes (w/optional grids as in a photo studio- to help "focus" the beam), Fresnel lights
5. Another app I use has a simple feature to add geometry displacement in the form of (scalable, definable) noise. There is a setting that maps to "object center" and does not require UV mapping, even on organic forms. VERY useful & effective. I have always had problems getting workable results from the Strata displacement function (partly user error) A more robust & useable displacement function would be a very powerful feature.
6. More control for Bezier Points in edit mode: nudge control for SELECTED points.
7. More robust boolean functions -esp when creating geometry that can convert to Polygonal objects.
8. More object "deformation" tools, i.e. object -Bend/twist/skew/warp, etc.
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MrChristopher
Regularly Educational
   
USA
1709 Posts |
Posted - 02/16/2010 : 13:57:11
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Strategizer wrote, "object edge illumination"
You can do this now. Set the glow channel for a material to Fresnel interpolation, with zero and 100%, then set the index of refraction to a low value, like 1.3 ( to minimize the glow across the entire surface).
"7. More robust boolean functions -esp when creating geometry that can convert to Polygonal objects."
Specific examples are really necessary since people keep asking for it. I think booleans work fairly well now, you just need to prepare the geometry to up front. There are some boolean type functions I would like to see, like spline cut function and 2D booleans. |
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Stratagizer
A Regular
 
USA
303 Posts |
Posted - 02/16/2010 : 15:46:04
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"Specific examples are really necessary since people keep asking for it. I think booleans work fairly well now, you just need to prepare the geometry to up front. There are some boolean type functions I would like to see, like spline cut function and 2D booleans."
Complex letterforms or graphics with compounds (holes) Are a challenge to model as polys. Transforming a vector graphic to 2D then extruding or creating blocks, spheres, etc. with the graphics as negative space -with bevels, is a common assignment. Using booleans, then converting to poly objects is a very efficient workflow -when it works. I understand that certain complex forms will often require clean-up. But any way that this workflow could be made more widely workable would be a powerful and attractive improvement to Strata.
This graphic would be difficult to make into a POLYGONAL "brick" with recessed, beveled letters. And if this text had to be "routed" out of a sphere, booleans would seem the most logical and efficient mode of construction.
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Edited by - Stratagizer on 02/16/2010 21:32:46 |
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Stratagizer
A Regular
 
USA
303 Posts |
Posted - 02/16/2010 : 18:28:27
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This older post shows another example. Britt's solution was excellent. But somewhat time consuming. This is not really a Boolean problem, but does illustrate the problem with "drilling holes" in Poly objects. I can think of situations where use of booleans for more complex forms would be the best solution, but most would require conversion to Poly's for final detailing.
http://www.stratacafe.com/forum/topic.asp?TOPIC_ID=8018&SearchTerms=heart |
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steveB
Inquisitive

75 Posts |
Posted - 02/17/2010 : 10:18:06
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| YES! I agree with Christian - After Effects integration. They have it going with Photoshop - After Effects would be even better. |
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jrpmedia
Infrequent Poster
United Kingdom
35 Posts |
Posted - 02/17/2010 : 10:32:37
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I think we can only have After Effects integration when we have the ability to do massive mutli-layered / multi-pass rendered animations, and these will be reliant on the Grunt of power required from the ability to use DISTRIBUTED NETWORK RENDERING !!! within Strata as well as CAMERA MATCHING.
If you want to play with the BIG Bys toys lets have a firm foundation in place to cope with all that first.
We find that so many of our jobs require integration with the 'real world' via. Camera Matching or late-minute Video adjustment. Our (Strata's) pipeline needs to move with the commercial times.
Clients want their products in real-world situations and the inability to match Camera views or Camera / Image perspective easily, is something that Strata have left behind for far too long, and we need the massive amount of rendering power required, either for high resolution output or animation.
One PC (even an 8 Core Mac Pro) just doesn't do it. We need to be able to distribute across a network of Macs, PC's, Unix boxes.
DISTRIBUTED NETWORK RENDERING CAMERA MATCHING. |
Edited by - jrpmedia on 02/17/2010 10:34:52 |
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bbible
A Regular
 
USA
114 Posts |
Posted - 02/19/2010 : 09:09:40
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How about a function similar to Illustrator that would allow one to step and repeat multiple objects. I find myself having to do a lot of that.
I also agree with melristau - additional/tweaking the alignment functions would be nice.
- Brad |
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jrpmedia
Infrequent Poster
United Kingdom
35 Posts |
Posted - 02/19/2010 : 10:35:50
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Oh YES!
Step and Repeat
or
A X,Y,Z '3D' version of an Align palette AKA Illustrator or Freehand
...long overdue :-O
Download Attachment: Screen shot 2010-02-19 at 15.35.36.pdf 21.07 KB |
Edited by - jrpmedia on 02/19/2010 10:36:40 |
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Mark Sweeney
Inquisitive

79 Posts |
Posted - 02/19/2010 : 11:32:15
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re: Step and Repeat... isn't that what the Replicate function, in the edit menu is for? You can set distance in X, Y, Z coordinates, and number of replications.
Other things I'd like:
The ability to turn any plane into a grid. Alias Sketch 1 and 2 had this feature. I know you can attach a grid to any surface or plane, but I've yet to find a way to constrain that grid to ensure it's perfectly square to the plane it's attached to (I know grid tool matches the surface, but I'd like to be able to make sure it lines up with the edges of said plane).
Ability to use scroll wheel for zooming in out, and use the scroll wheel with Modifier keys for pan and zoom Would be awesome.
When an object is filleted or thickened, I'd like to be able to keep the original object trident origins. Right now, once either is applied tridents reset to default XYZ origins, instead of what the object was rotated to.
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Edited by - Mark Sweeney on 02/19/2010 11:50:47 |
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Choada
A Regular
 
USA
234 Posts |
Posted - 03/01/2010 : 13:23:14
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| Along with uv unwrapping, I would like to see selection sets for objects. A lot of times its just as easy and faster to select the poly's you need for a simple texture. This would also make it easy to go back and select geometry that has been selected before. |
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Dids
Infrequent Poster
United Kingdom
40 Posts |
Posted - 03/01/2010 : 16:01:09
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Here are some little things that if ironed out would make the next upgrade more pleasant to use.
• to see better displacement mapping. The quality of this on CX6.1 is pretty rough and as soon at I venture into the higher sampling rates the program crashes altogether.
• to be able hold shift down and multi-select unwanted resource textures when deleting them.
• to be able to double-click on textures in the Object properties window to edit them.
• to be able to run the curser up (or down) the Object State Icons in the Project window to change or hide several objects at once (as you can with layers in Photoshop) instead of having to individually click each one.
• when saving new textures/shapes etc in the resource palette it would be nice if it could be made a simple one-click procedure instead of having to navigate through the hard drive trying to find the right folder to store it in.
• to have user prefs for Project window. I seem to use the Complexity attribute a lot and for each object I have to individually go through the ‘add attribute’ procedure. I would like to have that as easily accessible as Antimatter and Collision Object - I certainly use it more than either of these. I would like the individual user to be able set up their own preferences - what they use most often to display in the main column, then have the lesser used attributes tucked away up in the corner. |
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bbible
A Regular
 
USA
114 Posts |
Posted - 03/16/2010 : 08:32:32
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Couple small things here:
* To be able to 'delete' multiple textures at the same time.
* to be able to import swatches from Illustrator/Photoshop.
- Brad |
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Stratagizer
A Regular
 
USA
303 Posts |
Posted - 03/25/2010 : 14:39:08
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Good results can be had from the various atmospheric effects (Clouds, Fog, Mist, Haze). And I'm sure with more experimentation I could achieve even better results. But I live in the foggy SF Bay Area, and observe the various forms of fog/haze etc. I would like to see effects with better realism, esp. in how patchy fog partially obscures objects, but leaves random elements revealed. Edges of partially obscured objects often appear softened. Clouds of fog appear shaded on their undersides, and are brighter above. Low rolling fog (like clouds) also casts shadows on objects below.
I'm sure that realistic effects like this would be a huge undertaking. But advances in this area would be a powerful feature addition for new & existing users. The feedback to this post might be an indicator.
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tbgriswold
Regularly Educational
   
USA
1050 Posts |
Posted - 03/25/2010 : 16:01:35
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I wish for better fog/clouds also. I fear that they do not see the effects as core mission.
Britt |
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Stratagizer
A Regular
 
USA
303 Posts |
Posted - 03/25/2010 : 19:42:38
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Strata folks -take a poll on this? Perhaps sell as a separate premium plugin for those that want it.
I could see purchasing this feature as a 3rd party plugin -if it existed. |
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