look at this!
Hi folks, this is very frustrating! global illumination in a website... http://www.cc.gatech.edu/~phlosoft/photon/ gunnar
Re: look at this!
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!
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
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
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
- 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
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
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
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
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
~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
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
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
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