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Nimi

Retired Mine-imator Developer
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  • Posts

    2577
  • Joined

  • Days Won

    58

Posts posted by Nimi

  1. 1277565191_CommunityEditionscreen.thumb.png.9207034bbbbece4ce961a5de8d2fac87.png

     

    Hello everyone, as we near 2.0's full release I thought I'd release a cancelled update to the Mine-imator Community Build. (Based on Mine-imator 1.0.6, MICB 1.0.2.) This was cancelled for various reasons including crazy instability, overly ambitious, and with me switching priorities to creating Modelbench. I don't recommend using this for actual projects due to its many bugs, as I'm only releasing this for archival purposes. Most features and changes added in Mine-imator 1.2 -> 2.0 can be traced back to this project (New interface, materials, glow, etc.) and I didn't want to leave Mine-imator development until I was able to officially add back these features. (Nor did I want to cause fighting over if the mod or vanilla was better due to lacking these features.) I don't have an official changelog cause I never made one while developing this mod. Enjoy messing with this update that led to 2.0 being what it is.

    Between sessions you'll need to delete "settings.file" in the Data folder or else the program will crash on startup.

    (Also, don't report any bugs you find.)

     

     

    Download 1.1.0 (Jan 17th, 2017)

     

  2. In your last topic about this issue, you stated your GPU was an AMD Radeon RX 6650 XT. It's been reported multiple times that Radeon cards have issues with running Mine-imator 2.0, and AMD cards as a whole have performance issues with 2.0. It's very unlikely these issues will be resolved due to time constraints and lack of appropriate hardware to debug issues with. An appropriate warning will be included with 2.0's official release regarding these cards.

    To possibly reduce the issue you can disable certain effects like Indirect Lighting and Reflections. If the problem continues, don't use 2.0 and instead use 1.2.9, which has more stable rendering and consistent performance.

  3. David and I are no longer adding new features or functionality to Mine-imator. (Unless required for bugfixes.) 2.0 Pre-release 6 will be the last pre-release to have new functionality/features. (Which are now all finalized and being testing now.) We have a deadline set for when we want to fully release the 2.0 update as our availability is going to plummet soon, and adding new features/functionality will only push it out further.

  4. As of the 2.0 pre-releases, Mine-imator supports x64 giving uncapped memory use to the program. Worth noting though that more RAM you use doesn't mean better performance, it just means you can load more into the project. Rendering performance comes down your GPU and overall program performance relies on your CPU.

  5. On 1/3/2023 at 5:13 AM, Kryz Daniel Borsal Animati said:

    Problems that it will take a long time to render the animation

    On 1/3/2023 at 2:34 PM, CRAZYKOKEBROZ said:

    I'm experiencing that too.

    2.0 uses a new sampling system for smoother results on effects, this means Mine-imator renders the same frame multiple times according to your "Samples" setting in your render settings. (Can find in the "Project properties" tab and changing the "Render settings" dropdown to "Custom".) Mine-imator 2.0 also introduces more intense rendering effects such as reflections and indirect lighting. The next pre-release will aim to improve rendering times, but rendering will never be as fast as 1.2.9 or 2.0 Pre-release 4 from here on unless you turn off effects and reduce samples to 1.

    For example, if you have "Samples" set to 64 and all the new effects(Reflections, indirect lighting) enabled, you can assume it'll take more than 64 times what it used to take to export animations in Pre-release 4.

  6. Follow camera / Sunlight range: These features were removed with the introduction of Cascading Shadow Maps and directional lighting to provide correct shadows casting across the entire scene. These options won't be returning.

    image.thumb.png.888536606a2bedd21e07e08a1970a450.png

    On 11/21/2022 at 3:02 PM, moniker said:

    -Cameras attached to surfaces are not loading. I loaded my previous project, which used a surface that used a Camera as a texture to simulate a screen on a computer, it's now just white because the Camera is not there.

    Most likely a bug.

    On 11/21/2022 at 3:02 PM, moniker said:

    -Loops removed. Not sure why? If I want to quickly make an object do 12 spins, you would just add 12 instead of having to calculate 360x12. I didn't use this much but again, why remove control and options from animators?

    Math inputs are now supported, type "360 * [number here]" and Mine-imator will calculate it.

    On 11/21/2022 at 3:02 PM, moniker said:

    There's some sort of bug where textures show a grid and skins are blurred out

    - snip -

    Sometimes it disappears, you move around, it disapears, but it shows up again and then disappears and so on.

    Are your graphics drivers up to date? Download to affected project or way to recreate would help us.

    On 11/21/2022 at 3:02 PM, moniker said:

    -Changes on the new render makes everything too bright, im trying to adjust things to make it look as it was before but something looks off.

    Ambient lighting now behaves like a proper light source instead of "mixing" into dark areas.

    On 11/21/2022 at 3:02 PM, moniker said:

    -The alpha remains a problem throught the depth of field blur. I've tried default, hashed and blended, this is how it looks:

    Does raising the sample count improve this? Hashing is the only solution Mine-imator can really provide given how it renders it's scene and it requires a decent amount of samples to good. (Can access "Samples" by going into "Project settings", changing "Render settings" to "Custom" and a new tab will appear.)

    On 11/21/2022 at 3:02 PM, moniker said:

    -I noticed that the new "Brightness" setting now called "Emisive" which goes from 0 to infinite%?? does not just add brightness to the texture, it modifies it and it's screwing up my light textures. For instance, I have this light .png file, first thing I do is always set brightness to 100%. This is how it looked like:

    Bug, will look into it for Pre-release 6.

    On 11/21/2022 at 3:02 PM, moniker said:

    -"Subsurface scattering" is confusing. I used to place a point light inside something that I wanted to be a source of light, like a block of glowstone, and then I just would click on "bleed light", now im not sure what im doing. I've moved the radius and color option but im not sure what it's doing.

    "Subsurface" determines the distance a light source can penetrate an object, the RGB fields determine the strength per channel to replicate more complex materials.image.thumb.png.131339f5ca497e3039dfd90871ec87ee.png

    To add, "Bleed light" was also removed due it using tricks that didn't adapt to other lighting changes(it was a super hacky effect to begin with) and the removal of "Shadow blur size"/"Shadow blur quality" as lights now have their own "Size" setting to determine softness.

    On 11/21/2022 at 3:02 PM, moniker said:

    Also, having to double click to select all keyframes is annoying. Not sure why the button was deleted. Same for reseting values on GUI boxes, right click was useful to quickly do this. It's things you do often. We need fast buttons or at least shortcuts.

    "Shift + Right click" is now used for fast resetting values.

     

    Finally, we're looking into optimizing rendering for Pre-release 6, for faster render times I'd recommend lowering samples down to ~24 and disabling "Indirect lighting" and "Reflections" as these rely on a form of raytracing and are most intense on rendering.

  7. On 8/27/2022 at 9:01 AM, moniker said:

    Impressive.. it's slowly shaping up as an actual professional animation software.
    We still would need the alpha problem solved, where alpha doesn't go throught dept of field etc. As well as physics for an actual particle system, where the particles recognize the surfaces (maybe toggleable so you can save resources when you don't need the particles to recognize surfaces to bounce on)

    We would also need better texturing options. Like being able to apply a different texture per side on a block, rescaling the textures on each side etc, like an actual 3d program.

    More options for audio. Fade in/fade outs would be handy. Also, fix the audio because currently the program adds some sort of weird filter to the sound, it doesn't sound 1:1 from the source. I could post some examples.

    Looking forward to further updates.

    2.0 will be the last major update david and I will have involvement in, pre-release 5 will mostly reflect the full release aside from having bugs. We don't plan on overhauling particles with physics or adding better texture/audio options, though I'm currently looking into alpha hashing(gives noisy results with low samples, but improves most transparency issues) before the full release to fix some current major issues with rendering.

    On 8/27/2022 at 4:09 AM, foxp 552 said:

    uhh...

    the object import...

    is added? or not?

    pls replay if yo see this 🙏

    .obj importing won't be in 2.0.

  8. On 8/20/2022 at 3:47 PM, Shayzis said:

    I see blurred text! Are you hiding content from us? Shame. >:]

    This whole update is absolutely amazing, you guys did an absolutely marvelous job, I can't wait!

    The blurred text was for suspense for Twitter, the blurred options are;

    Keyframe settings:

    - Constraints (Above the "Material" tab, will have options for path following and IK if supported.)

    Render settings:

    - Reflections

    - Gamma correction

    - Object material maps (Projects won't have the options visible by default for UI cleanliness for new users, will need to manually show the options.)

  9. On 7/14/2022 at 8:14 AM, Fox Miner said:

    Like I would respect a reasonable explanation but without it, this is just unacceptable and it's been around for ever and everyone had this issue, I see it almost everywhere on the simpler renders.

    It's called "peter panning"(where casted shadows are "disconnected" from their caster), a common artifact in shadow mapping techniques.

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