Red Hong flyby

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Re: Red Hong flyby

Post by Support »

BKilburn wrote: Sat Nov 11, 2023 8:49 pm How do I test this in Raylectron?
Just copy the script I posted and paste it in the Script Editor in Raylectron's Animation section, click run. Best if you use the GPU.
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Re: Red Hong flyby

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@BKilburn I took a video to show...
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Re: Red Hong flyby

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I'll give that shot.

Here is the SU update. Much smoother now. I figured out what the crosshairs were for.
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Re: Red Hong flyby

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Support wrote: Sat Nov 11, 2023 9:00 pm @BKilburn I took a video to show...
That should be sufficient. Thanks.
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Re: Red Hong flyby

Post by BKilburn »

Hmmm
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Re: Red Hong flyby

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Hold down the Ctrl key before you start Raylectron and it will rebuild the kernel.
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Re: Red Hong flyby

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Support wrote: Sat Nov 11, 2023 9:13 pm Hold down the Ctrl key before you start Raylectron and it will rebuild the kernel.
That worked. Thanks.
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Re: Red Hong flyby

Post by BKilburn »

I got nothing.

I hit the run button and the camera jiggles up then down, then all stop, then playback ends.

Oh I now see it tries to start the movement and then stops.
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Re: Red Hong flyby

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How long did you set the animation for?
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Re: Red Hong flyby

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Support wrote: Sat Nov 11, 2023 10:06 pm How long did you set the animation for?
6 seconds. 30 fps. 4 samples. Draft mode.
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Re: Red Hong flyby

Post by BKilburn »

Well that's weird. I copied your code and now it works.

Before, I just inserted the Accelerate and Look commands.
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Re: Red Hong flyby

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When you clicked on Basic Script, it may have more than one component listed, and the accelerate command was in the wrong one.
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Re: Red Hong flyby

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Support wrote: Sat Nov 11, 2023 10:23 pm When you clicked on Basic Script, it may have more than one component listed, and the accelerate command was in the wrong one.
I double checked. I believe there may have been a hidden character in the code issue when I inserted. i.e. space and or backspace.
I've seen this before in other programs and that's when it dawned on me to copy and paste you script whole and see if that eliminated hidden character issue.

Seems to have done it.

Here's the first test.
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Re: Red Hong flyby

Post by BKilburn »

Second test with materials but still in draft and time set to 8 seconds duration and 4 samples.
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Re: Red Hong flyby

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FYI, The number of samples is always 1 in draft mode.

I really like the animation 3, how did you do the background? It's awesome <3 :salute
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Re: Red Hong flyby

Post by BKilburn »

Support wrote: Sat Nov 11, 2023 10:55 pm FYI, The number of samples is always 1 in draft mode.

I really like the animation 3, how did you do the background? It's awesome <3 :salute
I loaded the settings from the original render.

Running number 4 now with draft off, but lights also off at 10 samples. Looks like about an hour to go.
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Re: Red Hong flyby

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BKilburn wrote: Sat Nov 11, 2023 10:58 pm I loaded the settings from the original render.

Running number 4 now with draft off, but lights also off at 10 samples. Looks like about an hour to go.
Is that an environment map?
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Re: Red Hong flyby

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Support wrote: Sat Nov 11, 2023 11:24 pm
BKilburn wrote: Sat Nov 11, 2023 10:58 pm I loaded the settings from the original render.

Running number 4 now with draft off, but lights also off at 10 samples. Looks like about an hour to go.
Is that an environment map?
Thanks! But no. It's straight Raylectron!

I spents day fiddling with it in the original render. Off-color sky. Some mild fog. Distant looking mountains. Ground texture. Cloud scattering. You didn't see much of it in the first render because I focused on the ship. But I built it in anticipation of eventually creating an animation.
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Re: Red Hong flyby

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And here's number 4. 40 minutes. 8 seconds duration. 10 samples 29 frames fps. (don't know why that is. I set it for 30fps. No big deal. It's fine)

Almost ready to commit to final. I have to check the lights first. But that's it for tonight. If I have time tomorrow I'll set up for the final.
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Re: Red Hong flyby

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oh wow, you sure shocked me here, I never thought you did this in Raylectron without an environment map. That's very clever Bryan :salute
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Re: Red Hong flyby

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it's getting nicer and nicer <3 :salute

The FPS (frames per second) is how many updates to make in one second. So as the ship moves, the more FPS, the less jumpy as there are less space between movements. For example, if the ship is to move 500 inches in one second, at 29 FPS, it will move 17 inches at a time, and at 60 FPS it will move 8 inches so it's way less jumpy and smoother. I use 60 for the finals.animations.
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Re: Red Hong flyby

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Support wrote: Sat Nov 11, 2023 11:40 pm oh wow, you sure shocked me here, I never thought you did this in Raylectron without an environment map. That's very clever Bryan :salute
Thanks! Took some tweaking over several days.

Well damn. I was checking the cfg file I used for the original final render and engine lights are gone. That's going to eat up some time to re-create.

Oh wait. Or do god rays only work in GPU?

I used to work in film and TV many moons ago. I'm using low frames for now to test. ;) Testing both program, final output and my machine. I've never tested my PC this far before. I need to get an idea of how long the final render will take.
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Re: Red Hong flyby

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BKilburn wrote: Sat Nov 11, 2023 11:50 pm Thanks! Took some tweaking over several days.

Well damn. I was checking the cfg file I used for the original final render and engine lights are gone. That's going to eat up some time to re-create.

Oh wait. Or do god rays only work in GPU?

I used to work in film and TV many moons ago. I'm using low frames for now to test. ;) Testing both program, final output and my machine. I've never tested my PC this far before. I need to get an idea of how long the final render will take.
God rays work in both. In the model you sent me, I had to set a material for the engine exhaust because it was set to the same color as the engine itself.

ah ok, I thought when you said "I don't know what this is" that you meant the FPS.
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Re: Red Hong flyby

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:lol: and you didn't say "what" you said "why" so my bad here, I read too fast sometimes!
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Re: Red Hong flyby

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Support wrote: Sat Nov 11, 2023 11:55 pm
BKilburn wrote: Sat Nov 11, 2023 11:50 pm Thanks! Took some tweaking over several days.

Well damn. I was checking the cfg file I used for the original final render and engine lights are gone. That's going to eat up some time to re-create.

Oh wait. Or do god rays only work in GPU?

I used to work in film and TV many moons ago. I'm using low frames for now to test. ;) Testing both program, final output and my machine. I've never tested my PC this far before. I need to get an idea of how long the final render will take.
God rays work in both. In the model you sent me, I had to set a material for the engine exhaust because it was set to the same color as the engine itself.

ah ok, I thought when you said "I don't know what this is" that you meant the FPS.
:lol: Oh sorry about that. I meant I had set the fps to 30, but it somehow went to 29. Second time that happened. It's not a problem. I'm still testing so 29 is fine. The final will be set to 60 fps

Hmm, I wonder what happened to the God Rays? Oh well, is what it is. At least I know what I'm doing with God Rays now. :lol: Shouldn't be too hard to re-create.

Hmm, just checked the orig render file. God Rays are there. That's make it easier. Just need to figure out why they're not coming over.

Oh well, that's for tomorrow. Excellent progress tonight. I'm happy. This is gonna be good.
Last edited by BKilburn on Sun Nov 12, 2023 12:06 am, edited 3 times in total.
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