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Hidaaan

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  1. Upvote
    Hidaaan reacted to Lusin in Cloud boundaries & updating video renderer   
    Miniemator Cloud Boundaries
    Whenever I try to make large landscape scenes, I notice that the clouds are always cut off at a certain distance. 
     
     
    Updating Mineimator Video Renderer
    Mineimator's renders video using the h263 format.  The last version of h263 was from 2005.

    Is it possible to update Mineimator's renderer to a newer video standard with higher quality colour, bit depth and chroma sampling?  I've always had trouble colour correcting scenes to create the proper mood because there wasn't enough bit depth.


     
     
  2. Upvote
    Hidaaan reacted to Nimi in I'm worried about MI 2.0   
    In terms of the new rendering features(Global illumination, volumetric fog, etc.), their performance impact will mainly rely on your GPU. There's also a system in place to improve the quality of these effects while also helping with performance by rendering these effects overtime.

    x64 support will only help when it comes to crashes with high memory usage and won't increase performance. I have yet to get this working.
    As for multi-threading, not everything can be multi-threaded, it's usually used to help split up large tasks and can't tackle general performance. Probably won't be added unless YoYoGames (The creators behind the engine Mine-imator uses.) adds it natively to to their engine.
  3. Upvote
    Hidaaan got a reaction from ChristofuPH in I'm worried about MI 2.0   
    We all know that new systems will come to MI 2.0, a new shadow method, Global illumination and other things already announced by Nimi, all this is amazing..
    But I'm worried about how much MI might get lag and crashing with all new 2.0 systems because the program is limited to 32x and doesn't have multi-thread..
    is there any chance of MI update to 64x and having Multi-thread system ? This would be very good, as few objects in the scene make the program to lag.
    About Multi-threading: https://forum.yoyogames.com/index.php?threads/native-gml-multithreading-in-gamemaker-no-dlls-networking.44268/
    ( I don't know if I can mention you, but I'll take my chances - @Nimi )
    I really appreciate your work, Nimi! thanks for your effort and sorry for my bad english. Have a nice day ! ^^
  4. Love
    Hidaaan got a reaction from RNUB in Steve Is BALD??!! (short animation)   
    This animation was perfect! smooth movements and very good lighting ! ( will nimi implement and improve this specular light ( highlight ) and the reflections of this modified MI in MI 2.0 ??? I really want to use these specular effects, so I wanted to know about it )
    sorry for my bad english.
  5. Upvote
    Hidaaan reacted to RNUB in Steve Is BALD??!! (short animation)   
  6. Upvote
    Hidaaan reacted to Shane in Plugin Support   
    Hey everyone, I'm just swinging by to drop my yearly post and then skedaddling.
    This is something I have not seen brought up in this section besides maybe 2 posts that went nowhere and have been long closed.
    We've already seen users in these forums achieving amazing things like Volumetric Lighting and Real-time Reflections.
    These are things that aren't even supported in the current version of Mine-Imator (As far as i know) but we have still managed find find ways to either fake them or make them work without native support from the software itself.
    I think the next logical step would be adding plugin support, or even just making an API for Mine-Imator.
    I've never used C++ but over the last 2 years I've been learning how to code as a hobby and have found APIs to be an amazing tool for developers to use.
    An API (or any other way to manipulate the code) for Mine-Imator would allow us, the users, to come up with whatever suggestions we'd like and actually implement those suggestion ourselves.
    I've been slowly transitioning from using Windows to Linux (ubuntu btw xd), and I've noticed that in Linux, most of the packages are user-made and open source.
    Hell, the operating system itself is open-source - meaning that if you wanted to customize and edit the very operating system you're running on your computer, with enough technical knowledge and know-how, you could theoretically craft a unique experience for your device.
    I was wondering what would happen if Mine-Imator would take the same approach, where, In a few years from now, we might have a whole forum section dedicated to user-made plugins.
    Do you want Ray-Tracing in Mine-Imator? Boom, there's a plugin for that. Walking cycle automation? Boom, there's a plugin for that. etc, etc.
     
    Everything I just said is a big shot in the dark. There are lots of things to address like virus  and exploits via plugins, how to even implement such a thing, or whatever else that can turn this idea off, but I did want to at least get a discussion going about this thing.
    Also, a little disclaimer:
    I am by no means discrediting the Mine-Imator development team. Heck, I wouldn't achieve 250k subs on YT without them, They really made a banger software here.
    I am also not claiming to be some god-tier programmer who can remake Mine-Imator or something, I'm just a forum user with an idea.
    I'd really like to hear your thought on this suggestions.
    Thank you for coming to my TED talk, I was cringy minecraft school kid xddd
  7. Upvote
    Hidaaan got a reaction from LacaMenDRY in A important suggestion for MI 1.3.0 ( we need this )   
    Yes! Anyway, I'm looking forward to 1.3.0 and the updates to come
  8. Upvote
    Hidaaan reacted to LacaMenDRY in A important suggestion for MI 1.3.0 ( we need this )   
    Owh, I'm sorry for that, But Yeah Your Suggestions is helpful, But I'm not sure is MI have more smoother Edges, Or not since MI is created on a very lowley Game Engine.
    But it's up to Nimi of how he did it. We just can wait what will happen next.
  9. Upvote
    Hidaaan got a reaction from LacaMenDRY in A important suggestion for MI 1.3.0 ( we need this )   
    Thanks so much for the answer ! I always render in 4k, adding the Gaussian Blur effect in editing programs and then resizing to 1080p to remove the jagged edges/pixels, but the problem is that it's a pain to render in 4k because MI crashes often.
    so it would be great if Nimi could improve the AA, if possible. ^^
  10. Upvote
    Hidaaan reacted to LacaMenDRY in A important suggestion for MI 1.3.0 ( we need this )   
    Your English is good enough.
    If you want a Higher Quality for your Animations, Then set the Resolution while before rendering it to 1920x1080p, Or Higher, Depends on your System Hardware.
    Also if you wanna have a smooth Edge of the resolution, You can render it at highest Resolution for example is 4K, Then the resolution will be Sharp as hell, But this will create an Unconsisten Sharp edges, So to smooth it out, You can use an Editing program like Premiere Pro for example, And add the Gaussian Blur Effect to it, And then Adjust it till it edges looks smooth.
    I hope you can Understand this.
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