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Showing content with the highest reputation on 03/22/20 in Posts
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Greetings everyone! In this dev update, I'll be covering a handful of new features I've been working on for Mine-imator 1.3.0. However, before we dive into the following eye candy, I want to mention that due to the sheer size of this update, its official release is not in the near future-- and doesn't have an ETA. Unlike the past two updates, 1.1.0 and 1.2.0, this update includes a variety of goals. This includes an effort to improve rendering, animation workflow, and the interface along with adding new features that may come with them. Though during development, I'll be posting dev updates more often to give insight on how development is going. With that being said, this post will highlight a couple of the first big improvements to come to the update. Renders used in this dev update were made by @Hozq. Lighting improvements The way lighting is applied to objects has changed in 1.3.0. Before, ambiance only affected dark areas, but now, ambiance is applied more accurately to the scene by being applied additively to pre-existing lighting in the scene. This allows for brighter scenes and improves the appearance of dark areas such as areas with AO. Changes to shadows Shadows are getting a significant upgrade in 1.3.0. Previously, shadows used a method that would blur all shadows in the scene. Now, shadows are rendered multiple times determined by a new samples setting that scatters the shadow maps of lights around, allowing for shadows to be harder near its caster, and softer the further away it is. (Also to clear up a misconception, this is not PCSS. ) An improvement was also made to the way sun shadows are cast, allowing the sun to act as a proper directional light in the scene. Volumetric rays This feature has been requested many times over the past few years, and is finally being added to 1.3.0. However due to (technical) restrictions, the rays are only available for the sun. These rays are not rendered in screen-space and will appear even if the sun is not in-frame. As mentioned before, rendering isn't the only aspect of Mine-imator that will be getting improvements though however, that's the first part of this update I'll be tackling so it may be a while till other features are shown off. Until next time!18 points
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This idea came into my head when I thought about what to eat for dinner. No post editing was required here. Except for the black bars & watermark, but you get the point.10 points
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modelbench furniture pack v4
Kromadimator animator and 8 others reacted to nrtcb for a topic
after lots of work, the 4th update is finally here! new models: reworked models: future plans: next time we'll add kitchen stuff and some more furniture that you vote for : D until the next update, good bye! project members: @nrtcb-model maker and logo designer @Bronze-model maker and logo designer @9redwoods-model maker9 points -
MilfCraft Recreation
HMAN The Animator and 7 others reacted to Jnick for a topic
Original Design by:Gerph Rig by me Recreation of the pose and render by @James The Nerd8 points -
Untitled
ziyadkhalq and 5 others reacted to Catrina for a topic
The depth of field and film texture noise are produced by Photoshop, and some light and shadow are drawn manually6 points -
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KENWORTH K100 Series
Crimellium and 4 others reacted to niam for a topic
closed cabover lifted/opened cabover5 points -
Rip N' Tear
Minealif and 3 others reacted to Mineshaft Animation for a topic
Steve’s posing makes me uncomfortable.4 points -
Dev update #18: 1.3.0 - Lighting
Annie-Mienai and 3 others reacted to Nimi for a topic
Really glad to see the feedback so far from the dev update! While this seems like a lot, there's still a lot left to Mine-imator 1.3.0's development and release is still way down the road-- possibly even sometime next year. In the meantime I'll still be giving dev updates to show progress on the update and 1.2.7 may possibly be released to help with Minecraft 1.16 support along with some bugfixes that are currently in 1.3.0, including a fix for issues related to mip-mapping;4 points -
Sub-Conscious Smack
StarFX and 2 others reacted to JB Animations for a topic
In this episode of "You know what", I give you an insight in my mind..... awesome? (I know this is poorly animated but this was made in two days and I haven't been able to animate for 3 months)3 points -
New skin
F animation and 2 others reacted to wahbi_YT for a topic
made a new skin recently and decided to make a little render of it3 points -
Mad City - The Prison
Fray and one other reacted to Cryptic Runner for a topic
a render based off of my favorite game on roblox called Mad City which is basically just gta but you escape from prison rigs by KLAY2 points -
Welcome to your new Town!
MicrogamerCz and one other reacted to wafflecakes for a topic
SFR by @SKIBBZ My favorite villager is Kabuki yours?2 points -
Sub-Conscious Smack
JB Animations and one other reacted to StarFX for a topic
Relatable ;3; everytime i animate i easily get bored2 points -
You say that like it's an easy thing to do...2 points
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reminds me of the hypixel housing furniture.2 points
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MustardBlock's Gravity Falls Pack v.1
Jnick reacted to MustardBlock for a topic
http://www.mediafire.com/download/cvqpgtd4y94tcum/MustardBlock%27s_Gravity_Falls_Pack_v.1.rar http://www.mediafire.com/download/cvqpgtd4y94tcum/MustardBlock%27s_Gravity_Falls_Pack_v.1.rar GSVB DZGXS BLF DSVM BLF HOVVK1 point -
A new dragon wing model
En_Mder reacted to TheXKing360 for a topic
I hated how the normal dragon wings look so I tried to remodel it and that what I got on the first try on the second try I remodel it and I changed the texture and that what I got after fixing some stupid issues I retexture it again and I used it and I really need what you think about me model please I need your opinion even if my model was trash I need to upgrade my self Download1 point -
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Light Machine Gun ] MK48&MK46 Mod0/1 [ 2020.03.25 Updated!]
Kromadimator animator reacted to Piegon99 for a topic
2020.3.25 - Added MK46 Mod0/1 & Mk48 Mod1 -Resized Ammo size - Fixed Ammo box bug Download1 point -
Just a quick animation based off a short funny dialogue between some of the people who worked on "Hazbin Hotel".1 point
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Mine-imator will not open.
Spontaneous Explosions reacted to Nimi for a topic
Did you mess around with your 1.15.1 assets at all? This line in the log seems to indicate that you have a texture that's at least x1024 in the blocks folder, making the block sheet huge-- resulting in a memory crash.1 point -
Isn't ray tracing just tracking simulated photons and simulating how they interact with objects? Like, lets say a light source emits photons with momentum in all directions. They follow a line, and if it hits an object that is opaque it stops (which makes shadows), if it hits a transparent object, it has a percentage chance to be stopped based on the transparency, if it hits a reflective object it bounces off, etc? If it is then i'd think it would be possible.1 point
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If GameMaker can do loops, lists, ifs, and math, then it can ray trace. 3D is not so prestigious.1 point
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Why Did you Kill My Chicken?
MoltenLapizza reacted to StarFX for a topic
For some reason i finished this faster then most of the animations i've Made Source :1 point -
Dev update #18: 1.3.0 - Lighting
JB Animations reacted to Heavenira for a topic
I wouldn't say so. Considering all that's been done to Mine-imator, ray tracing doesn't seem that far off.1 point -
Comedy Night
Duychung reacted to DarkDragonPro for a topic
Blaize and his friends attend a comedy night session and Quinn tells a funny joke. Randomly thought of this a few days ago and finally got around to animating it.1 point -
An Overlapping Action Test
MoltenLapizza reacted to Sir Mistick The Yopstick for a topic
I've been testing out my animation skills and after 5 hours of intense thinking, adding transitions, i figured out how to make a smooth animation! (kinda) Tell me what you think!1 point -
"The Black Hole" A Minecraft Short Animation
MoltenLapizza reacted to NinJaLlus for a topic
Inspired by one of the classic Future Shorts films "The Black Hole": https://www.youtube.com/watch?v=P5_Msrdg3Hk1 point -
Well made I suppose. Gotta get those dommy mommies.1 point
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Dev update #18: 1.3.0 - Lighting
MicrogamerCz reacted to Randy11x for a topic
Now MI looks like blender :O also if possible, pls add motion blur (and rotation shake instead of position shake)1 point -
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Dev update #18: 1.3.0 - Lighting
Ghatos reacted to crustyjpeg for a topic
what the hell this is crazy nimi you never fail to amaze with how well you push gamemaker beyond its limits1 point -
Dev update #18: 1.3.0 - Lighting
MicrogamerCz reacted to Spontaneous Explosions for a topic
Someone help, I need some new words to react to this.1 point -
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The Woods
MojangYang reacted to DragonPixel for a topic
my first 4K render feed would be much appreciated1 point -
The First Kiss(?) - Valentine's Day Animation
DarkDragonPro reacted to Gamerix True Playz for a topic
Hi I'm back! And I'm a bit late but whatever, I uploaded this on Valentine's Day and I'm posting it here a day late because I forgot about it Oops. But anyway here's a thing. Cloud Rig by @Keep on Chucking, check them out if you don't have the time :)))1 point -
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Hello! We're currently looking for new developers to help development Mine-imator 1.3.0 and future updates. Currently I'm the only developer working on Mine-imator and it could use more hands to improve and push updates faster. If you or anyone you know that may be interested, don't hesitate to contact david or myself on this forum! Below or some basic details about being a developer. Requirements: A portfolio of past coding projects, does not have to be anything big or fancy. Just something to show you have some experience with basic scripting. At or above the age of 15. Speak or type fluent English. Mine-imator uses a variety of different coding languages. Knowing all of these isn't required to be a developer, knowing a couple may be all you need to be an active developer on Mine-imator. It's fine if you don't know any of these at the moment, as these can be learned when becoming a developer. Languages: GameMaker Studio 2 / GML - Primary coding language used for Mine-imator's codebase. GLSL ES - Used for a majority of shader code. HLSL 11 - Used for shaders that require multiple render targets. (Such as SSAO.) C# - Used for Mine-imator's world importer app. C++ - Used for .dll files used to execute functions that Mine-imator cannot run within GameMaker. JSON - File format used in save files. (Projects, models, keyframe data, etc.) Also! If you currently do not have GameMaker Studio 2 and get accepted as a developer, david and I can arrange a Desktop license for you to use. We look forward to any new developers willing to work Mine-imator and don't be afraid to shoot either of us a message for more questions!1 point
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Mojang's first rule in wallpapers is "no bends"-1 points