BeRo information 162 glöps
- general:
- level: user
- personal:
- first name: Benjamin
- last name: Rosseaux
- 64k Windows fr-090: Let be there light by Farbrausch [web]
- @gaspode: "Let there be light" != "Let be there light", similar but different word order :-)
- isokadded on the 2018-03-31 22:16:50
- 64k Windows fr-minus-019: It is summer time by Farbrausch [web]
- @chico72:
The .EXE inside ZIP is password-protected for to avoid automatic scans from snail-oil software (also known as anti virus software) for to avoid false-positives. And the password (which is dtv8uc8) for it is in the non-password-protected .NFO file inside the ZIP file, or here at pouet top right at the nfo link.
So if your archive software doesn't support ZIP files with only partly password-protected content (so when your archive software does handle such ZIP files wrongly as ZIP files with whole completely password-protected content), then you should think about a switch from your current archive software to a different archive software, which have no problems with so such ZIP files with only partly password-protected content. - isokadded on the 2017-07-08 06:26:27
- 64k Windows fr-minus-019: It is summer time by Farbrausch [web]
- @kopflast:
The whole ZIP is not PW-protected, only the .EXE file inside the .ZIP it is (for example the .NFO inside the .ZIP, it is not), for to avoid false-positives by website-malware-scan-bots (i got many false-positive abuse mails due to such false-positives in the past already), by snake oil AV-software (which had blacklisted some of my domains on the User systems due to false-positives), etc.
So think first and then complain (and then only if it is justified). In this case you should be rather upset about the whole snake-oil industry and about the countless website-malware-scan-bot-operators, which send out countless abuse mails (which are in my case always false positives), instead about a PW-protected .EXE file inside a .ZIP file. - isokadded on the 2017-06-20 08:55:54
- 64k Windows fr-085: Let there be light by Farbrausch [web]
- If you mean the two last extreme camera paths from the bridge scene, they are based on the concepts amongst other things from "HM105 Bigger And Better Part III - Keyframes Etc" from the "Hollywood Camera Work" series on the "Extreme keyframe"-topic. Most all my camera paths in this intro (except two camera paths in the workroom scenes, the one camera path below from the chair to the book and the one camera path out from the book to the candle) are based on this "Hollywood Camera Work" series.
And as additional funfact info:
This 64k originally had only this one church scene, but some previewer said that this would be too few scenes for this circa 5min long soundtrack (or respectively that the soundtrack should be shortened otherwise), so I've added the two other scenes in the 2-3 days before the UNC2016. And with regard to the camera paths, the previewers have told me nothing negative. But in turn, I got productive criticism feedback from these previewers only in terms of colors (for example in term of too colorful a ka coder colors), optical global illumination quality, that there are (or now were) too few scenes, etc. - isokadded on the 2016-12-31 14:38:30
- 64k Windows fr-082: The Sphere by Farbrausch [web]
- Here a link to the "Scenes behind the music track from fr-082: The Sphere 64k intro" YT-video: https://www.youtube.com/watch?v=gd_9lM6jDec for those who are interested in it.
- isokadded on the 2016-01-08 00:03:51
- 64k Windows delight by Mercury [web]
- like it :)
- rulezadded on the 2015-12-29 00:11:08
- 64k Windows fr-082: The Sphere by Farbrausch [web]
- @steel: the youtube video upload is still in progress :) it should be so in 3 hours up.
- isokadded on the 2015-12-29 00:10:07
- 64k Windows fr-097: Digital Doomsday by Farbrausch [web]
- @fgenesis yes, the 64k uses mostly pure raymarching including some near/far plane raytracing as speed optimization for to combine multiple raymarching loop layers into a single visual scene.
for example the last scene has five raymarching loops, which are combined in a image with their ray hit depths:
1. background mountain raymarching loop
2. city house+street raymarching loop
3. robot raymarching loop
4. explosion raymarching loop
5. volumetric scattering raymarching loop (incl. sub-raymarching-loops into the light source direction for each main-raymarching-loop-step).
this loop-into-multiple-single-loops-splitting-idea helps also for to have more less raymarching artefacts, than if you have anything in a single big distance map function and a single main raymarching loop. therefore, it's not only a speed optimizaton (if you're making it right, because you can also doing it wrong, so that it would be then rather more a slowdown anti-optimization), but rather also a simple technique for raymarching-artefacts-reduction.
and the three different physically-based sky envmaps are pre-raymarched in the second-stage loader phase as 2048x1024 equirectangular envmaps, where you can do notice three short framerate drops at the second-stage loader animation. - isokadded on the 2015-08-02 16:32:03
- 64k Windows fr-097: Digital Doomsday by Farbrausch [web]
- Here the yt-link https://www.youtube.com/watch?v=k3WcCqJ3qiI for the time while the added yt-link for the top is not reviewed yet.
- isokadded on the 2015-08-02 11:55:49
- 64k Windows fr-078: Sweet night dreams by Farbrausch [web]
- Youtube
- isokadded on the 2015-04-05 11:35:43
account created on the 2004-10-01 17:16:47