Re: cpu usage query

2006-02-18 Thread Jason Saunders



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
  
  

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  14/02/2006


Extruded Nurbs Circle Bug?

2006-02-18 Thread Matthias Kappenberg
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

2006-02-18 Thread Matthias Kappenberg
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





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Re: Material, seamless_circular_noise

2006-02-18 Thread Matthias Kappenberg
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





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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

2006-02-18 Thread Karl
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

2006-02-18 Thread Neil Cooke
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