Re: cpu usage query
Hi Try working in Wireframe mode (GDI) for a while. I find these lock ups are often related to using Opengl modes. If you have not saved recently when this freeze happens, wait up to 15 minutes before giving up, as she sometimes / usually comes back to life. Also try updating your video card drivers Hope this helps Regards Jason - Original Message - From: Alasdair To: user-list@light.realsoft3d.com Sent: Friday, February 17, 2006 6:00 PM Subject: cpu usage query two sds objects - perform object knife to cut out a section of the main objectso far after 3mins RS3d not respondingI use process explorer to see what is happening - ProcessPID CPU Description Company Nameexplorer.exe 1440 63.73 Windows Explorer Microsoft Corporationcsrss.exe 572 31.37 Client Server Runtime Process Microsoft CorporationRealsoft3D.exe 2692 RS3d varies between 0 and 3% and is still not responding after 5mins I have noticed this behavour before and have to kill rs3d to continue anyone any ideas? what has explorer to do with rs3d?? Alasdair erect featherless bipedwww.digitalmystic.co.uk No virus found in this outgoing message.Checked by AVG Free Edition.Version: 7.1.375 / Virus Database: 267.15.8/260 - Release Date: 14/02/2006
Extruded Nurbs Circle Bug?
Hi all, strange behaviour with nurbs circle. I've created a simple nurbs circle with default values, and then extruded the circle. Result was an error: Cannot create trim curve (Error: r3extrud: 542)[2 anyone else? Matthias
Re: Material, seamless_circular_noise
Hi Karl, where the 4th in the shader good for? The 4th dimension in the noise is for additional time input to get a time based random effect (good for water, clouds etc). Matthias - Original Message - From: Karl [EMAIL PROTECTED] To: reallist user-list@light.realsoft3d.com Sent: Saturday, February 18, 2006 8:30 PM Subject: Material, seamless_circular_noise Hi Not sure if I ever posted a similar material to the list before, but I attach it anyway :-) Ever gotten into trouble just because no matter what you do you always gets ugly seams on your noisebased materials because the material isn't parallel mapped? This example might prove helpful, although it is slightly slower than dealing with 3D noise. It utilizes the 4th dimension input in an apparently strange way; MapX is tiled, and 4th dimension uses a different tiling X to get rid of the flipping effect that was previously the only way I knew of to make spherical noise work. Useful when you want to produce circular machined grooved from lathing or similar. Note that too dense noise densities tend to produce extreme moire patterns that can be a nightmare to get rid of. I've tried many AA approaches with limited luck. But... This should only give directions, use it for whatever you like, put it anywhere etc etc. :-) Regards Karl No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.375 / Virus Database: 267.15.11/264 - Release Date: 17.02.2006
Re: Material, seamless_circular_noise
Hi Karl, here's a short and fast shader, how I'm doing volume noise with sphere mapping. (very basic one ;-) Matthias - Original Message - From: Karl [EMAIL PROTECTED] To: reallist user-list@light.realsoft3d.com Sent: Saturday, February 18, 2006 8:30 PM Subject: Material, seamless_circular_noise Hi Not sure if I ever posted a similar material to the list before, but I attach it anyway :-) Ever gotten into trouble just because no matter what you do you always gets ugly seams on your noisebased materials because the material isn't parallel mapped? This example might prove helpful, although it is slightly slower than dealing with 3D noise. It utilizes the 4th dimension input in an apparently strange way; MapX is tiled, and 4th dimension uses a different tiling X to get rid of the flipping effect that was previously the only way I knew of to make spherical noise work. Useful when you want to produce circular machined grooved from lathing or similar. Note that too dense noise densities tend to produce extreme moire patterns that can be a nightmare to get rid of. I've tried many AA approaches with limited luck. But... This should only give directions, use it for whatever you like, put it anywhere etc etc. :-) Regards Karl No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.375 / Virus Database: 267.15.11/264 - Release Date: 17.02.2006 seamless_circular_noise2.r3d Description: Binary data
Re: Material, seamless_circular_noise
Oh, just realized you might notice that the example image will look like it's mirrored. That's because I've accidentally set X coord scaling to 0 -- nothing like fresh bugs :-) If using a linear object on the coords (included in the material), and one on the 4th (not included), make sure both X and 4th have a number, or it will look like a mirrored pattern. Sorry for the confusion, if any :-) Regards Karl Hi Usually, water and not too 3D clouds can be used without this time parameter, and simply move the mapping primitive up or down to get good results. Sometimes though, especially in 3D volumes, this movement will become apparent and you will have to use time as the 4th parameter instead. However, it is only a 4th parameter, noone says it _has_ to be time, and thank god they didn't hardcode it ;-) I've attached an example to show the difference of a normal noise disk mapped, and this version to the right. I guess you can easily spot the problem on the left rectangle. I've added a linear object to reduce the 4th parameter effect, making the two materials more similar for this example. As you can see, the X coordinate is indeed flipped (by curve), but this alone produces a mirrored pattern which I don't like. So I added the use of a 4th parameter to break up this mirrored appearance. It's mostly useful for static noise patterns. Animating it is a bit tricky. Hope this helps. Regards Karl Hi Karl, where the 4th in the shader good for? The 4th dimension in the noise is for additional time input to get a time based random effect (good for water, clouds etc). Matthias - Original Message - From: Karl [EMAIL PROTECTED] To: reallist user-list@light.realsoft3d.com Sent: Saturday, February 18, 2006 8:30 PM Subject: Material, seamless_circular_noise Hi Not sure if I ever posted a similar material to the list before, but I attach it anyway :-) Ever gotten into trouble just because no matter what you do you always gets ugly seams on your noisebased materials because the material isn't parallel mapped? This example might prove helpful, although it is slightly slower than dealing with 3D noise. It utilizes the 4th dimension input in an apparently strange way; MapX is tiled, and 4th dimension uses a different tiling X to get rid of the flipping effect that was previously the only way I knew of to make spherical noise work. Useful when you want to produce circular machined grooved from lathing or similar. Note that too dense noise densities tend to produce extreme moire patterns that can be a nightmare to get rid of. I've tried many AA approaches with limited luck. But... This should only give directions, use it for whatever you like, put it anywhere etc etc. :-) Regards Karl No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.375 / Virus Database: 267.15.11/264 - Release Date: 17.02.2006
Re: Material, seamless_circular_noise
Hi Karl and Matthias, Thanks. More noise! And off topic a bit, a note: I found with noise on SDS rectangles where a triangle intersection happened that the noise material would show not only as hard edges but also with some sort of polarity in shading. I simply redid the sds to only quadralaterals and only as the quads set up in the initial U x V selction (like 40 x 40). The effect then went away. So no issue. I havent tried your new material yet but am keen to see if the above artifacts can be overcome. But the Prize Potatoe will go to scope fading of noise ... except I've probably missed that thread ... apart from the linear interpolation limitation ... so maybe someone already has that potatoe. Thanks again, Neil Cooke - Original Message - From: Karl [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Sunday, February 19, 2006 10:20 AM Subject: Re: Material, seamless_circular_noise Hi Usually, water and not too 3D clouds can be used without this time parameter, and simply move the mapping primitive up or down to get good results. Sometimes though, especially in 3D volumes, this movement will become apparent and you will have to use time as the 4th parameter instead. However, it is only a 4th parameter, noone says it _has_ to be time, and thank god they didn't hardcode it ;-) I've attached an example to show the difference of a normal noise disk mapped, and this version to the right. I guess you can easily spot the problem on the left rectangle. I've added a linear object to reduce the 4th parameter effect, making the two materials more similar for this example. As you can see, the X coordinate is indeed flipped (by curve), but this alone produces a mirrored pattern which I don't like. So I added the use of a 4th parameter to break up this mirrored appearance. It's mostly useful for static noise patterns. Animating it is a bit tricky. Hope this helps. Regards Karl Hi Karl, where the 4th in the shader good for? The 4th dimension in the noise is for additional time input to get a time based random effect (good for water, clouds etc). Matthias - Original Message - From: Karl [EMAIL PROTECTED] To: reallist user-list@light.realsoft3d.com Sent: Saturday, February 18, 2006 8:30 PM Subject: Material, seamless_circular_noise Hi Not sure if I ever posted a similar material to the list before, but I attach it anyway :-) Ever gotten into trouble just because no matter what you do you always gets ugly seams on your noisebased materials because the material isn't parallel mapped? This example might prove helpful, although it is slightly slower than dealing with 3D noise. It utilizes the 4th dimension input in an apparently strange way; MapX is tiled, and 4th dimension uses a different tiling X to get rid of the flipping effect that was previously the only way I knew of to make spherical noise work. Useful when you want to produce circular machined grooved from lathing or similar. Note that too dense noise densities tend to produce extreme moire patterns that can be a nightmare to get rid of. I've tried many AA approaches with limited luck. But... This should only give directions, use it for whatever you like, put it anywhere etc etc. :-) Regards Karl -- -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.375 / Virus Database: 267.15.11/264 - Release Date: 17.02.2006