look at this!

2008-03-17 Thread Gunnar Radeloff
Hi folks, 

this is very frustrating! global illumination in a website... 

http://www.cc.gatech.edu/~phlosoft/photon/ 


gunnar


Re: look at this!

2008-03-17 Thread Jan Schmitz
On 17/03/2008, Gunnar Radeloff [EMAIL PROTECTED] wrote:

 Hi folks,

 this is very frustrating! global illumination in a website...

 http://www.cc.gatech.edu/~phlosoft/photon/


 gunnar



great!! amazing!
thanks for the link


Re: look at this!

2008-03-17 Thread Timo Mikkolainen
Strictly speaking, it's photon mapping with a Java applet. It's nearly
as powerful (and in some cases even more so) as a native application.

On 17/03/2008, Gunnar Radeloff [EMAIL PROTECTED] wrote:
 Hi folks,

  this is very frustrating! global illumination in a website...

  http://www.cc.gatech.edu/~phlosoft/photon/


  gunnar



Re: about mapping

2008-03-17 Thread Andre Vandergoten
Thanks Garry , of course i did'nt make the full tour..(...next i will push 
F1 !)

RS is build year after year , it could not be discovered in one day.
What i already understood is that Vesa and his team build a program
just like a swiss knife , able to be used on many ways ,
but it's funny to walk in the glass palace searching for the exit.
However the handicap of a swiss knife is : how many books should be
published to cover the entire stuff , for example a few page of the
manual could easily be extended to a full manual ... who
will agree this challenge ? I guess many of the users are prof's ,
they did not have the time to write books and do not need too
because once the practical exercise done it becomes a routine.
One thing for sure , a program is never ended , one day the RS
swiss knife  logo will not be inough .maybe to be replaced
by a cameleon but i think i already saw this on a Linux edition.
By the way did you use/ed Linux ??
I start with windows version 3 (past century :-) ) but the last years
windows undeceived me many times , reason why i think
about Linux.
andre

- Original Message - 
From: studio [EMAIL PROTECTED]

To: user-list@light.realsoft3d.com
Sent: Monday, March 17, 2008 7:22 AM
Subject: Re: about mapping



Andre :

 Actually , that example is also digital . It's covered in the
3D painting section of the F1 help , which also covers a couple
of Map2object examples in the 3D Painting section .

However that tutorial is bound to get overlooked because it's in
a section of the manual that's not listed in the manual's Index
that is specific to UV mapping .

 Well , actually , that's not entirely , correct , is it ? It's
listed in the 3D Painting section of the manual , as in ... you
can't 3D Paint SDS objects .

garry



After a tour of mapping systems with RS , i found a good way.
This way concerns the import and painting of OBJ files , by good i mean 
best
to this import besides RS gives already an analog lesson: page 258 user 
manual.
After importing there is already a black material icon in the material 
tab.
Dubbel click on it  Advanced Wizart Material  Surface properties  
color=Texture.

then  Mapping  recommended mapping  parallel.
For this moment leave it .
Back to the view:
Drag the material icon in the view window and set the view to parallel 
(Right

click view window  camera  uncheck perspective )
Now take a screen shot save and open it in a paint progam , do not change 
the size

but cut the background away.
Paint it  colors  shadows etcand save it.
Now back to RS  Materials Color=Texture  texture  file
import the finished painted file. check preview. You will now see
both images ( the 3D and painted ) superposed but we have now
to map the painted to the 3D.
Go to Materials  UV image  type:constant  accept.
You may now turn the 3D , one remark , to make
it full 3D you have to repaint another screen shot from the back of the
head this time doing the same job.
That's it.
I use Coreldraw 11.
If somebody is interested i'm ready to make  a PDF .
But i need time !!

andre 




Re: Can We Use OpenGL in the UV Editor ? Tutorial #4

2008-03-17 Thread studio

so that we could then look at the unwrapped mesh and see how
it has been textured ?



Did I miss something :-?
Something like this.
http://the-final.com/rs/UV-Ogl.jpg
Matthias


Listen ... , Moe :

Yes , you missed it every single time I drug you down to
the river to drink the red/green/blue water .

I'll try again .

Look at the attached image (again) . This is a screen cap of
the 'UV Coords' in the 'UV Editor' . It is an unwrapped mesh .

As you can plainly see , it is untextured . 


Now , what I asked , originally , was , why not texture this
with OpenGL so that we can get instant feedback about how our
mesh is being textured , without having to constantly look at
the actual model .. try to spin it around etc etc etc ? .

 If you aren't getting this tiny point , then you must not
be understanding any of this whole complete thread .

I'll try this one again , too . (look below , not above) .

You said it was easy to unwrap a mesh by first desroying all
the UV's . You said , (quote) with totally destroyed UVs .

So , how do we totally destroy the UV's ? Which button do
we push ? What is the process ? How can we achieve this ?
Is there a trick ? Do you have a link ? Is it in the manual?
Is it only available on the V6 Demo ? Do you have any advice
on what a person has to do to duplicate this function ? Do
we need ZBrush ? Have you seen the incredible deal on C4D 
BodyPaint 3D combo ? There is an ugly chinese woman down the
hall . Should I throw one into her so that she will translate
these mails ? Is anything easy ? Why not ? I bought a new
quad-core system . Why ? Do I need it to bang my head against
the wall ? Shall I move toward the light ? Is it a train
coming ? What have I accomplished this winter ? Nada ? OK .
Why ? Is this progress ? No . When is Daddy coming home ?
Why are the wolves laughing ? 


garry


attachment: matts-unwrapping.gif

Re: Can We Use OpenGL in the UV Editor ? Tutorial #4

2008-03-17 Thread Matthias Kappenberg

- Original Message - 
From: studio [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Monday, March 17, 2008 6:37 PM
Subject: Re: Can We Use OpenGL in the UV Editor ? Tutorial #4


  so that we could then look at the unwrapped mesh and see how
  it has been textured ?
 
  Did I miss something :-?
  Something like this.
  http://the-final.com/rs/UV-Ogl.jpg
  Matthias
 
 Listen ... , Moe :
 
 Yes , you missed it every single time I drug you down to
 the river to drink the red/green/blue water .
 
 I'll try again .
 
 Look at the attached image (again) . This is a screen cap of
 the 'UV Coords' in the 'UV Editor' . It is an unwrapped mesh .
 
 As you can plainly see , it is untextured . 

OK, Curly: 
USE A BACKGROUND IMAGE FOR THE DESIRED
UV-COORDINATE SYSTEM. Boahhh.
(Finger in the eye at this point.)

 Now , what I asked , originally , was , why not texture this
 with OpenGL so that we can get instant feedback about how our
 mesh is being textured , without having to constantly look at
 the actual model .. try to spin it around etc etc etc ? .
 

==Spinning around :-? An UNWRAPPED mesh :-?
Aaaah. Maybe we have a totally different 
understanding of UV-Coordinates :-?


   If you aren't getting this tiny point , then you must not
 be understanding any of this whole complete thread .

==I can't believe the question.

 I'll try this one again , too . (look below , not above) .
 
 You said it was easy to unwrap a mesh by first desroying all
 the UV's . You said , (quote) with totally destroyed UVs .

Start modeling a head from a cube the result are useless UVs.

 So , how do we totally destroy the UV's ? Which button do
 we push ?

==No button, see above comment.

What is the process ? How can we achieve this ?
 Is there a trick ? Do you have a link ? Is it in the manual?
 Is it only available on the V6 Demo ? Do you have any advice
 on what a person has to do to duplicate this function ?

==See above again, it's a normal process while modeling with Polygons.

 Do we need ZBrush ?

==No, Z-Brush is in my arsenal, but it's not needed here.

 Have you seen the incredible deal on C4D 
 BodyPaint 3D combo ?

==No need, same as Z-Brush above

 There is an ugly chinese woman down the
 hall .

==Looked in the hall, noop ;-)

..

 Should I throw one into her so that she will translate
 these mails ? Is anything easy ? Why not ? I bought a new
 quad-core system . Why ? Do I need it to bang my head against
 the wall ? Shall I move toward the light ? Is it a train
 coming ? What have I accomplished this winter ? Nada ? OK .
 Why ? Is this progress ? No . When is Daddy coming home ?
 Why are the wolves laughing ? 
 
 garry
 
 
 


UV.Ogl

2008-03-17 Thread Andre Vandergoten
Hi Matthias,
After opening UV.Opl.jpg :
May i sit for a moment on a banch of your classroom  ?
Could you tell me in short the construction of this head ?
I use most of the time in ZBrush the x... symmetry ,
not possible in RS , is this head all RS construction ?
etc.
thanks
andre





Re: UV.Ogl

2008-03-17 Thread Matthias Kappenberg
Hi Andre,

top of the head is a cutted sds sphere,
face and ear is freehand cut, add, split, move, polys.

To get symetrical modelling:
Create a SDS model, create a instance, mirror the instance.
Set interpolate boundary in Property Window-Spec-Rendering for the SDS.
After finishing the modeling, duplicate the model, mirror and merge the halfs.
(Or use the DupMirror Tool)

Hope this was helpy,
Matthias
  - Original Message - 
  From: Andre Vandergoten 
  To: user-list@light.realsoft3d.com 
  Sent: Monday, March 17, 2008 7:26 PM
  Subject: UV.Ogl


  Hi Matthias,
  After opening UV.Opl.jpg :
  May i sit for a moment on a banch of your classroom  ?
  Could you tell me in short the construction of this head ?
  I use most of the time in ZBrush the x... symmetry ,
  not possible in RS , is this head all RS construction ?
  etc.
  thanks
  andre





Re: about mapping

2008-03-17 Thread studio
Thanks Garry , of course i did'nt make the full tour..(...next i will push 
F1 !)


F1 is basically designed to take you to a place in the reference
manual that is related , I think , so F1'ing would not have helped
you find that '3D Painting' section . For that you would have had
to go into the 'Index' section of the manual , and manually search.


RS is build year after year , it could not be discovered in one day.


Right .


What i already understood is that Vesa and his team build a program
just like a swiss knife , able to be used on many ways ,


Yes , very broad spectrum of tools . Much broader than the doc's
seem to indicate .


but it's funny to walk in the glass palace searching for the exit.


It's a nightmare .


However the handicap of a swiss knife is : how many books should be
published to cover the entire stuff , for example a few page of the
manual could easily be extended to a full manual ... 


Right . Go into a very large bookstore and see the huge collection
of books devoted to Maya-LW-C4D-Max . Literally thousands of tutor-
ials , CD's and DVD's included . Video tapes online by the hundreds
for sale .

For us RS3D users ... Zero ... Zilch ... Zip ... Nada ... Nix .

The amount of knowledge available to the new Maya-LW-C4D-Max user
is mind boggling . Knowledge is power . 


 The RS3D manual is not small , but considering the amount of
included tools , it just seems very small and inadequate . We
are thirstier than any Maya user for knowledge and so when we
look for info that does not exist it can tend to get very very
frustrating .

I can't even imagine what the brand new-to-3D user might go
through trying to learn RS3D ... If there is a single S/W that
desperately needs a very broad manual full of tutorials and
included teaching materials ...

Even worse is , that in the race to please those clamouring
for cutting edge coding , the doc's fall to the wayside , and
tools that aren't 100% finished or tested completely , get
released anyway .

 So then a person might start to wonder ...

1) Lightwave is around $1000 USD .
2) Max9 can actually be found for around $1000 USD .
3) Cinema4D with the included Bodypaint3D is around $1000 USD
4) Maya learning is free - Unlimited can be found at $1250
5) After Effects CS3 Pro is around $300 USD .

 Even a guy like myself , who came to the RS community because
all the other 3D S/W's sucked in comparison , begins to compare
again , and obviously , they no longer suck . They are very very
powerful now , with an endless array of Doc's and tutorials .

 Knowledge is power ...

... in the RS community too . However , many here seem to use
it like sword , always showing how smart they are but never
teaching their secrets . Oh well . Let them hang on tight .


will agree this challenge ? I guess many of the users are prof's ,
they did not have the time to write books and do not need too
because once the practical exercise done it becomes a routine.


Yes , exactly . Those who can , do ! Those who can't , teach .

Actually , there were many tutorials written with the original V4
release , but it has slowly tappered off to ... next to nothing .
The advanced users who originally contributed to help with the
very steep learning curve have moved on , it seems .


One thing for sure , a program is never ended , one day the RS
swiss knife  logo will not be inough ...


No , it's enough already . At the rate we are going RSV10 will be
released without a manual of any kind , and a hundred new tools .
People will stop buying 'Trivial Pursuit' and 'Monopoly' and will
D/L the V10 demo and try to actually accomplish something , just
for the pure challenge .


maybe to be replaced
by a cameleon but i think i already saw this on a Linux edition.
By the way did you use/ed Linux ??
I start with windows version 3 (past century :-) ) but the last years
windows undeceived me many times , reason why i think
about Linux.
andre


I have enough puzzles to solve without delving into Linux .
Someday , of course , but the job of teaching myself , yet
another facet of this quest to actually render something
is more than I can presently bare , I'm afraid .

garry






Re: Can We Use OpenGL in the UV Editor ? Tutorial #4

2008-03-17 Thread Matthias Kappenberg
 When is Daddy coming home ?
 Why are the wolves laughing ? 
 
 garry
 
 
 

Part 1:
http://bild-frei.com/index.php?id=45

(OK, quick and dirty
not very much time on the table...)

Matthias


Re: UV.Ogl

2008-03-17 Thread Matthias Kappenberg
~4 hoursif I'm right.
It was made with v4.5.

Matthias
  - Original Message - 
  From: Andre Vandergoten 
  To: user-list@light.realsoft3d.com 
  Sent: Monday, March 17, 2008 8:19 PM
  Subject: Re: UV.Ogl


  Okidoki , i'll try...
  It could be best to do the job in ONE program...
  it's a gain of time , money and concentration ,
  if humans could be build with RS in a not to long time
  it would be perfect.
  How many hours do you need to finish the head ?

  andre
- Original Message - 
From: Matthias Kappenberg 
To: user-list@light.realsoft3d.com 
Sent: Monday, March 17, 2008 8:07 PM
Subject: Re: UV.Ogl


Hi Andre,

top of the head is a cutted sds sphere,
face and ear is freehand cut, add, split, move, polys.

To get symetrical modelling:
Create a SDS model, create a instance, mirror the instance.
Set interpolate boundary in Property Window-Spec-Rendering for the SDS.
After finishing the modeling, duplicate the model, mirror and merge the 
halfs.
(Or use the DupMirror Tool)

Hope this was helpy,
Matthias
  - Original Message - 
  From: Andre Vandergoten 
  To: user-list@light.realsoft3d.com 
  Sent: Monday, March 17, 2008 7:26 PM
  Subject: UV.Ogl


  Hi Matthias,
  After opening UV.Opl.jpg :
  May i sit for a moment on a banch of your classroom  ?
  Could you tell me in short the construction of this head ?
  I use most of the time in ZBrush the x... symmetry ,
  not possible in RS , is this head all RS construction ?
  etc.
  thanks
  andre





Re: UV.Ogl

2008-03-17 Thread Andre Vandergoten
Thanks Matthias - andre
  - Original Message - 
  From: Matthias Kappenberg 
  To: user-list@light.realsoft3d.com 
  Sent: Monday, March 17, 2008 9:59 PM
  Subject: Re: UV.Ogl


  ~4 hoursif I'm right.
  It was made with v4.5.

  Matthias
- Original Message - 
From: Andre Vandergoten 
To: user-list@light.realsoft3d.com 
Sent: Monday, March 17, 2008 8:19 PM
Subject: Re: UV.Ogl


Okidoki , i'll try...
It could be best to do the job in ONE program...
it's a gain of time , money and concentration ,
if humans could be build with RS in a not to long time
it would be perfect.
How many hours do you need to finish the head ?

andre
  - Original Message - 
  From: Matthias Kappenberg 
  To: user-list@light.realsoft3d.com 
  Sent: Monday, March 17, 2008 8:07 PM
  Subject: Re: UV.Ogl


  Hi Andre,

  top of the head is a cutted sds sphere,
  face and ear is freehand cut, add, split, move, polys.

  To get symetrical modelling:
  Create a SDS model, create a instance, mirror the instance.
  Set interpolate boundary in Property Window-Spec-Rendering for the 
SDS.
  After finishing the modeling, duplicate the model, mirror and merge the 
halfs.
  (Or use the DupMirror Tool)

  Hope this was helpy,
  Matthias
- Original Message - 
From: Andre Vandergoten 
To: user-list@light.realsoft3d.com 
Sent: Monday, March 17, 2008 7:26 PM
Subject: UV.Ogl


Hi Matthias,
After opening UV.Opl.jpg :
May i sit for a moment on a banch of your classroom  ?
Could you tell me in short the construction of this head ?
I use most of the time in ZBrush the x... symmetry ,
not possible in RS , is this head all RS construction ?
etc.
thanks
andre





Re: Happy Paddys Day to you lot :) - AIDAN

2008-03-17 Thread studio
To see a traditional Irish Town Parade nip over here at about 3:30pm 
GMT today, Patricks Day ( 18th ):

http://www.macroom.ie/patricksdaycam.htm


Managed to just catch the beginning of the parade .

 The streaming was very good . Watched it full screen and it
also had 22Khz/16 bit sound ! Unreal ! @ ~ 25KBytes/second .

 Loved the part at the end where everyone was invited to
give big shouts out to friends and relatives around the
world . Seems one of Irelands biggest exports is people .


Happy Paddys Day to ye all,
Shur everyone is Irish today, enjoy a tipple :)
Cheers
Aidan


Thanks , St Paddies was me poor old mum's birthday , so then,
I tries to get drunk every year , in her honour , of course !

cheers (this Bud's for you)

garry



Re: Can We Use OpenGL in the UV Editor ? Tutorial #4

2008-03-17 Thread Zaug



Part 1:
http://bild-frei.com/index.php?id=45

(OK, quick and dirty
not very much time on the table...)

  


Matthias,

If that is quick and dirty, languid and passionate will likely be 
nominated for an an award  ; )
Very effective presentation method; I had not considered something like 
this for a tutorial medium.


Thank you for the work on this.

Zaug