Re: New pics
You, sir, are a master of your craft. Truly beautiful, thanks for sharing :) Daniel On Tue, Jul 7, 2009 at 3:25 AM, Jason Saunders j...@pixelperfect.co.ukwrote: Hi All a bit quiet at the moment. Holiday season I guess. So I thought for anyone who may be interested, I just updated my site. All images and animations were created in Realsoft. http://www.pixelperfect.co.uk/visualisation.htm All the best Jason
Re: By By everything you knew about 3D, the future is Sparse Voxel Octree
Without having read too much about it, how is this different from zBrush? As for revolutionizing the industry, I would imagine that requirements for rigging, skeletons and physics are going to keep polygons around for quite some time, and 3d painting is just another tool in the bag to help create/dress up said models. But that's just me and I'm not really keeping up with the ways of the industry. Maybe for the better, since Combadz may change things around anyways. ;) (Not poking fun at you, just teasing a little to help you release more info..) Have a great day, Daniel On Mon, May 4, 2009 at 12:25 PM, Jean-Sebastien Perron j...@neuroworld.ws wrote: Finally: are gone polygons, analytic, subdivision, bezier, textures, materials, normals, rendering and everything that made 3D the way it is for the last 30 years. Just paint in 3D and no need to care about memory or speed. http://www.youtube.com/watch?v=VpEpAFGplnI Look in the section about voxel and Sparse Voxel Octree and Infinite Level Of Details (page 150?) http://s08.idav.ucdavis.edu/olick-current-and-next-generation-parallelism-in-games.pdf http://www.pcper.com/article.php?aid=532 Glad Combadz already support all this coming technologies. Jean-Sebastien Perron www.CombadZ.com
Re: some fruit
THAT looks absolutely awesome! This is getting me all inspired again :) Nice work. Daniel On Tue, Apr 7, 2009 at 1:45 PM, Mark atha...@casema.nl wrote: Hey all, It's been a while but I haven't forgotten Real! Working with it a lot except for the last three months but I'm off again! I'm currently working on a little character animation with a pineapple and a banana. Tomorrow I'll start animating them. I did some tests with the banana and it seems lattice mapping it to a nurbs curve and then animating that curve works best. Any tips? The textures I made myself from photographs, it required some precise UV editing to get the banana right! Man this was way more work than I anticipated. The pineapple too, I photographed a real one from 8 directions, put that together in a single texture and face-mapped that to an SDS shere with displacement mapping. This is going to be a little 'temptation' short animation, we are hopefully going to seduce a company into a short commercial ;) Cheers to V7! - Mark H
Re: Another nail in RS's coffin?
I got no objections to Vista either. Sure, some things have moved around, but other than that I like the directory structure better than XPs, and as it came on my new system, I'm not feeling the performance overhead as much as I would have in a simple upgrade. And all my old toys still run. Daniel On Tue, Jul 29, 2008 at 3:46 PM, Jean-Sebastien Perron [EMAIL PROTECTED] wrote: lane highbarger wrote: On Jul 29, 2008, at 4:02 PM, Jean-Sebastien Perron wrote: Maybe micrososft will incluse truespace in their next vista service pack to improve it's sales. Adding /anything/ to that monstrosity that is Vista won't help, is my guess. Maybe I am weird, but actually I really like Vista. Am I the only one? The best software made by microsoft is notepad. Jean-Sebastien Perron www.CombadZ.com
Re: Dynatomic site
Hey Carlo, nice to see you took that with humor, I thought it was pretty funny too, although I am a developer myself and I can understand your hesitation to release.. I'm just chiming in to say if you ever feel that ramping up your website for release becomes a strain on your time, I'd be happy to volunteer my time - if it helps releasing DynAtomic sooner. If that's of interest, lemme know and I'll send you my qualifications. (I'm talking Payment gateways, restricted versionized downloads, access control etc...) Just a thought. Have a great day, Daniel On Sun, Jul 6, 2008 at 2:41 PM, Carlo Lanzotti [EMAIL PROTECTED] wrote: Hi all, Content preview: Noticed this on Dynatomic site!We are updating the DynaDream's Website for the forthcoming DynAtomic's release. Please come back later. Thanks for your patience! Is this true? You can read this statement on his website since ... let me think ... 1854? 'Please come back later' means you should visit this site again in the year 2020. Just to read that you should come back later. ;) [...] Well, this reply make me laughing, seriously :-) Anyway, your point is true. It is many years that most users find this 'static' and some times ironics words written in the front page of the DynaDream's web site. It may seem that I'm joking with all you, but it is not. Anyway I've no excuse, and I made the same errors many times in the past years, announcing the release... and no release at all. I can understand your frustration, but for some reasons I had to keep things going this way. By the way, you will not wait until 2020. Just to give a 'little kick' on this reply: To be more precise developing of DynAtomic (At the time RealCloth) started officially in the beginning of january 2000 :-) Best Regards, Carlo Lanzotti
Re: old musicvideos - done with real3d - amiga4000
tijai, these are absolutely amazing!!! :) Back in the day I've always been fascinated with these videos and I sometimes tried to do one myself, but the renderspeed at the time always made this a weeklong endeavor to render, and I never had the patience.. not to mention the creativity you're showing there. Awesome! Thanks for showing! :) Daniel On Wed, Jun 18, 2008 at 8:34 AM, tijai [EMAIL PROTECTED] wrote: Hello list, i found some old musicvideos on youtube, all done by me (not the music, of course) in the late 90s on my old amiga 4000/60 (and some other amigas) with the good old real3d v3:-) maybe somebody have fun watching this historic stuff:-) for the x-mix series from K!7: http://de.youtube.com/watch?v=_a275bkNab0 http://de.youtube.com/watch?v=fUnQTJJtVegamp;feature=related http://de.youtube.com/watch?v=fUnQTJJtVegamp;feature=related http://de.youtube.com/watch?v=0SCZ_93mO1ofeature=related http://de.youtube.com/watch?v=0SCZ_93mO1ofeature=related http://de.youtube.com/watch?v=Eq_orUrOSzcamp;feature=related http://de.youtube.com/watch?v=Eq_orUrOSzcamp;feature=related and a very silly one... for koch media, munich... http://de.youtube.com/watch?v=Fu49cZBcAW0 best regards, tijai
Re: trees
Cool guys! Lets see some images! :) Have a great day, Daniel On Tue, May 20, 2008 at 7:45 AM, Mark Heuymans [EMAIL PROTECTED] wrote: Hi Arjo, Yes, the new Plant tool is really addictive, I spent whole evenings fiddling with parameters! Has to be one of the most advanced plant generating tools around. They are memory-hungry but by careful tuning I managed to generate and render pretty complex trees on a 2.5 GB 32bit system. It's one reason to go for 64bit and 8 GB ram, though. Good luck, looking forward to see some of your results, -Mark Hi, Now that the trees got leaves again I'm planning to create a few trees with the plant tool. I also tried the new render as instance feature of course. This really is a breath taking feature. I created a lowpoly tree (little more than 3K polygons) for export reasons. I put 22500 trees on a surface. This means I used about 85 million polygons. They render without any problem. Arjo.
Re: bAKiNG wITh NuRbs - AnaLyTiCs - nO gO
Hey all, would Google Code be an appropriate place for all our realsoft filesharing needs? Works great for me with OS projects. Daniel On Fri, Mar 7, 2008 at 6:01 AM, Mark Heuymans [EMAIL PROTECTED] wrote: The hdr plugin is also available at http://home.vasteras2.net/henriknyqvist/hdr/ Realsoft site seems to have some trouble, Internal Server Error and stuff, but otherwise my plugin is listed there. Yes, maybe HDR support should be available out of the box.. I wouldn't mind if my plugin was included, but it's inefficently written, there's no version for Mac, and I've lost the source :/ so it's not fit for inclusion... a free download is the best I can offer. :) mvh Henrik Nyqvist Hi Henrik, Your plugin has always been very very useful, not only for illumination; I also used it for bump/displacement mapping to take advantage of its higher precision. Never noticed any inefficiencies ;) Thank god it works with V6 32bit, but if/when I switch to 64bit it will be dearly missed. Indeed, hdr should be part of RS! Or another widely used high-dynamic floating point format like OpenEXR, that was mentioned on the forum. -Mark
Re: V6 Lighting Problem
Not sure, but I've seen similar effects when two surfaces are exactly on top of each other, where one seems to cast shadow on the other, although they're basically the same. Looks like your model is imported.. any chance there are a few too many surfaces overlapping? Daniel On Jan 22, 2008 10:35 AM, Neil Cooke [EMAIL PROTECTED] wrote: Hi Folks, Need help again please. Model lying horizontal and lights are correct ... image #3 Rotate the models 90 degrees and lighting is going to kill me image #1 and detail image #2. Urgent. TIA Neil Cooke
Re: Armored Contest - final
Boy, that's both hillarious and beautiful! What an idea! :) Great execution too. Kudos. Daniel On Jan 12, 2008 8:03 AM, Jan Schmitz [EMAIL PROTECTED] wrote: Hi list, hi vesa, Here is an update of my armored contest image: http://janschmitz.redbit.ch/images/normal/armored_final.jpg I rendered with ambient occlusion (to an own pass) and left out the speech bubble. It isn't meant to be relevant for the contest!! It's just for me... :) Comments and critics are welcome! Liebe Grüße, Jan
Re: Zbrush 3 and RS
Hi Ville, I would be very interested to understand how to do what you described. When you figure it out, maybe you could put together a tiny tutorial on it? That would be great, but no problem if not.. Great day everyone, Daniel On 7/30/07, Ville Tirronen [EMAIL PROTECTED] wrote: Hi! Does anyone use Zbrush and RS? I cannot export OBJ objects properly with UV-textures. I can export displacement mapping and OBJ-object, but when I try map disp. map in Realsoft mapping is aligned wrong. Is there any tutorials for exporting models and disp.map into RS? Ville
Re: RS animated Character walks on a DA controlled NurbsCurve...
Holy Smokes! What an amazing anim. It looks so natural! I can't even make a guy take a normal step :) Daniel On 4/6/07, Beg-inner [EMAIL PROTECTED] wrote: Hi all again.. Here is another test anim I put on the forum=) http://www.3ddart.org/index.php?name=PNphpBB2file=viewtopicp=6782#6782 Enjoy.. Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D..
Re: Another free app - 2D Cartoon creation prog - Just gone FREE!
Col. THanks for pointing that out. Comes at a great time, I was about to get started on some animation using flash... This program will do much better. -Daniel On 2/15/07, Aidan O Driscoll [EMAIL PROTECTED] wrote: Hi Guys, Quick Note - www.creatoon.com is now gone free. Click on the FREE DOWNLOAD link amongst the text on this page. Download the full app - then download the unlock.zip app. Install the app, get the you need to unlock screen, it will close. Now run the unlock app, thats it. THIS IS WINDOZ ONLY! Cheers Aidan
Re: MidnightParty
Hey Andre, nice work. Not sure about the environment, but the heads look great. I'd be very interested to see learn how you got the textures out of zBrush. I know it's possible, but if I try, the UVs never seem to survive.. Daniel On 2/14/07, Matthias Kappenberg [EMAIL PROTECTED] wrote: You can export your object from RS as Polygonal SDS via OBJ-Format smooth it in Z-Brush and then paint the bump map. This bump-map can then be used as a displacement map in RS. Matthias - Original Message - From: Arjo Rozendaal To: user-list@light.realsoft3d.com Sent: Wednesday, February 14, 2007 4:35 PM Subject: RE: MidnightParty Hi Andre That's looking very good. Does it mean that Zbrush exports a very high poly model? If so how dense is the mesh? Could you show the wireframe? Or did you use displacement mapping too? Arjo. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Andre Vandergoten Sent: woensdag 14 februari 2007 16:24 To: user-list@light.realsoft3d.com Subject: MidnightParty Hi, I build the faces with ZBrush , import as OBJ file in RS3D and finish the work here. Best Andre
Re: Carriages can actually be very useful... =) Re: Is there Anyone that... forgotten to say
Ok guys, now I'm really embarrassed.. cause I even used morphs for this back in the Real3d days.. then I somehow thought that that was antiquated and never found anything fit to replace this method.. so I didn't animate anything for ever.. Man.. all this wasted time :) Thanks for the nudge in the right direction, from now on I'm back on the animation-waggon... Have a great weekend everybody. Daniel On 12/7/06, studio [EMAIL PROTECTED] wrote: studio Hi Daniel, for this use morphs (really, I like morphs). In Properties Windows--Gen Tab is a Hide Chors check box and you can use RMB in Chor Window and set it to selected only Use CRTL+Klick on keyframer or pose to set it as last actual animator (the point in front of the last animator is jumping to your selection then and shows which one is the last animator on stack). Matthias One thing I hate about the chor window, and maybe I'm wrong here, but it fills up with a lot of chors, and I can't choose which ones to display.. For a normally complex humanoid skeleton, this can quickly become quite a scroll-job.. Also, I wish there was a way to store entire skeleton poses in one keyframe each, so that you can select copy them easily.. I keep finding these animation - tutorials, and the users there can just go in and move the whole pose on the timeline, or save it into a library and call it whenever.. seems more userfriendly.. Daniel On 12/7/06, Matthias Kappenberg [EMAIL PROTECTED] wrote: Hi Garry, in my opinion the chor window is the really important part in good looking keyframed anims, and very useful, too. Another point is that it is a really hard task to create a anim in anim in anim with morphs or a simple 720° rotation while moving from 0,0,0 to 2,0,0. How do you control accurate keyframed anims? Ease in and out of motions and rotations? Weights between anims? A simple opening hand? . I'm really interested, Stefans work was very inspiring for me and I like to see your workflow :-) The advantage of carriages is in my opinion that you don't have to change your anims, only the objects(geometry), if you've binded levels to the carriages you have just to drop in the new objects. Think about this little anim: Create some spheres, let's say 5, and animate them with some ping-pong movement and rotations over 500 frames with morphs :-? Now the customer comes in and says: Spheres, you should use Quads!!! OK, if you're working with the chor window, simply save the chors from the 5 spheres and load them for the 5 quads, less than 2 minutes of work. Is this possible with morphs, too? If you've used levels to animate, or carriages simply drop new objects in the levels or bind the new objects to the carriages. Less than 2 minutes again ;-) I like morphs, but not in all workflows. Matthias Sorry , but I have no use for the Choreography Window in RS3D . Every single solitary trip in their has resulted in mass bug report emailings . I was always a huge fan of morphing . So easy to use . As you well know , we had no need for the Choreo window (and it's bugs) when we morphed in V3 ! Nothing could be easier and it worked so nicely . So now , is this carriage tool (and other such tools) so much more advanced simply because of editable keyframes via the Cheography window ? If not (I hope not) then maybe you could please explain the big adantage of Carriages ? I don't actually understand what it is you and Matthias are doing here . Maybe you could explain the difference between carriage and good old fashioned , solid , easy Morphing ? Thanks In Advance . studio No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.394 / Virus Database: 268.15.9/573 - Release Date: 12/5/2006
Re: Carriages can actually be very useful... =) Re: Is there Anyone that... forgotten to say
Hey Studio, I guess the advantage from carriages over morphing is that you don't have to know exact positions to set up (non-desctructive) animations. For example, if you animate an object that follows a character around, or maybe sticks to him somehow, you would have to set up a lot of morph-targets and would commit the object to this motion, regardless of what the character does.. If you set this up with a character constraint however, you would only set it up once, and would then only worry about the character, since you can trust that the carrage is going to translate the motion onto the object.. Maybe I'm not explaining this right, but that''s how it made sense to me :) Have a good one. Daniel On 12/6/06, studio [EMAIL PROTECTED] wrote: and later on, if something is unclear when you test it out.. just ask..! Hope it will help out.. have fun. Take Care Best Regards Stefan Gustafsson ( Beg-inner ) Hi Stef : OK , ran the project . It ran fine but I did not actually see what was going on so ... I went into the Choreo window and did see some keyframes etc . , so it looks like I could manipulate this cylinders movements this way , via keys ? Sorry , but I have no use for the Choreography Window in RS3D . Every single solitary trip in their has resulted in mass bug report emailings . I was always a huge fan of morphing . So easy to use . As you well know , we had no need for the Choreo window (and it's bugs) when we morphed in V3 ! Nothing could be easier and it worked so nicely . So now , is this carriage tool (and other such tools) so much more advanced simply because of editable keyframes via the Cheography window ? If not (I hope not) then maybe you could please explain the big adantage of Carriages ? I don't actually understand what it is you and Matthias are doing here . Maybe you could explain the difference between carriage and good old fashioned , solid , easy Morphing ? Thanks In Advance . studio
Re: Carriages can actually be very useful... =) Re: Is there Anyone that... forgotten to say
One thing I hate about the chor window, and maybe I'm wrong here, but it fills up with a lot of chors, and I can't choose which ones to display.. For a normally complex humanoid skeleton, this can quickly become quite a scroll-job.. Also, I wish there was a way to store entire skeleton poses in one keyframe each, so that you can select copy them easily.. I keep finding these animation - tutorials, and the users there can just go in and move the whole pose on the timeline, or save it into a library and call it whenever.. seems more userfriendly.. Daniel On 12/7/06, Matthias Kappenberg [EMAIL PROTECTED] wrote: Hi Garry, in my opinion the chor window is the really important part in good looking keyframed anims, and very useful, too. Another point is that it is a really hard task to create a anim in anim in anim with morphs or a simple 720° rotation while moving from 0,0,0 to 2,0,0. How do you control accurate keyframed anims? Ease in and out of motions and rotations? Weights between anims? A simple opening hand? . I'm really interested, Stefans work was very inspiring for me and I like to see your workflow :-) The advantage of carriages is in my opinion that you don't have to change your anims, only the objects(geometry), if you've binded levels to the carriages you have just to drop in the new objects. Think about this little anim: Create some spheres, let's say 5, and animate them with some ping-pong movement and rotations over 500 frames with morphs :-? Now the customer comes in and says: Spheres, you should use Quads!!! OK, if you're working with the chor window, simply save the chors from the 5 spheres and load them for the 5 quads, less than 2 minutes of work. Is this possible with morphs, too? If you've used levels to animate, or carriages simply drop new objects in the levels or bind the new objects to the carriages. Less than 2 minutes again ;-) I like morphs, but not in all workflows. Matthias Sorry , but I have no use for the Choreography Window in RS3D . Every single solitary trip in their has resulted in mass bug report emailings . I was always a huge fan of morphing . So easy to use . As you well know , we had no need for the Choreo window (and it's bugs) when we morphed in V3 ! Nothing could be easier and it worked so nicely . So now , is this carriage tool (and other such tools) so much more advanced simply because of editable keyframes via the Cheography window ? If not (I hope not) then maybe you could please explain the big adantage of Carriages ? I don't actually understand what it is you and Matthias are doing here . Maybe you could explain the difference between carriage and good old fashioned , solid , easy Morphing ? Thanks In Advance . studio
Re: Carriages can actually be very useful... =) Re: Is there Anyone that... forgotten to say
Stefan, wow! Thanks man, I always had a hunch this might be a great tool for non-destructive animation (which is the only kind I like), but I never got how this tool can be used. Can;t wait to try it out over Xmas vacation... ONE CARRIAGE TO BIND THEM ALL, muharaharharhar :) Daniel On 12/5/06, Beg-inner [EMAIL PROTECTED] wrote: Hi again.. Here is the simple prj file.. Anim Setup ... 1-100 frame Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. - Original Message - From: Beg-inner [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Wednesday, December 06, 2006 5:47 AM Subject: Re: Carriages can actually be very useful... =) Re: Is there Anyone that... forgotten to say Hi studio..and all.. I hope you dont mind I jump in here..=) One situation, as also is described in the RS docs.. If you Bind Each Letter of a Logo, to its own Carriage Constructor Object.. and then you can Multiselect all these Carriage objects, and apply for example the Bend Tool to them.. Then each letter of the logo, will only Translate and Rotate, so the logo forms a bent shape, but the letters themselves dont change their shape (dont stretch or scale..), which they would have if you had applied the Bend Tool to the letters or whole logo directly..! They can also stretch and scale, this is controlled by what attributes are in the Chor that is in the Chor Win, for each of the actual Letters..! The Carriage Tool, adds this Chor, with only the 'Tranlate' and 'Rotate Quaternion' as default.. They also can be used for some neat animation stuff.. here is one.. (I cant describe it in detail right now.. hopefully I will do a tut on some of my findings..) 1. Create your object.. for example a Cylinder.. (Not always needed, but sometimes useful, with it selected, use the 'Normalize/Rotate', its in the Misc Tools part of the Select Win ) 2. Drop it into a level.. (d Key) (As always, I use levels, then you can easy just drop new stuff into it.., since nothing is worse than finding out that things works like a charm, and then realize that you would want to add something, but you have used an object, especially object that you cant drop other objects into.. =) 3. Select the CylinderLevel and start the Carriage Tool (its in the Constructors Tab) 4. 1st click near the Objects Pivot (not needed but often wanted), and 2nd just abit to right of it..( I use grids, or you could use Shift Key) (This creates a 3d coord system, with which you can control that level with objects in it) 5. Select the Carriage object and duplicate it (Ctrl+d keys) 6. Multiselect the CylinderLevel and the duplicated Carriage Object.. and in the 'Controlbar' press the 'Bind' Tool (Now the Level with the sphere is bound to both these Carriage Objects.. and will be translated and rotated by them both..) 7. Select the Duplicate Carriage... and translate and maybe also rotate it to another place in the View Win..(the CylinderLevel will follow it, and rotate accordingly.) (Since its bound to both of them, and both of them has their Construct ON, they can influence the CylinderLevel, so if you now move the original Carriage the CylinderLevel will move with it, but as you see, the Duplicate Carriage still has influence, so it kind of double the effect..=) When you have moved both of the Carriage´s, the CylinderLevel seems to float somewhere not where any of the Carriages are.. You can Turn ON and OFF the 'Construct' for them and see the jump to each Carriage.=) 8. Select the Level with the Cylinder and open the 'Chor' window.. 9. Right click in the Left part of the window, and select 'Open all', which should reveal the two Chors that controls the binding to the Carriage Objects.. 10. Click the 'Weight' Tab and then drag down the sliders to 0 (both sliders..) (a neat thing here, a fast way to drag them, dont aim for the knob of the slider, but to the side of it that you want to move it towards, in this case to the left of it, then keep the mousebutton pressed and move the mousepointer so it follows the sliderline..and you will see that the knob will just slide fast to the left and pass the mousepointer as if it was a race..=) 11. In the left part of the window, select one of the Chors, and then right click in that part and choose 'New/Keyframer' 12. Select and delete the two attributes in that new Chor, the 'Translate' and 'Rotate Quaternion', since we dont need them.. 13. Be on Start Frame, then Anim Record ON, and drag the 1st Carriage weight slider to 1 (Notice how the CylinderLevel now moves in the View Win, toward and aligns perfectly with the 1 st Carriage object !) 14. Go to End Frame, then drag the 1st carriage weight slider to 0 and the 2nd slider to 1 (Now it aligns perfectly with the 2nd carriage.. ) 15. Record OFF.. and play it.. (CylinderLevel moves and rotates from the first carriage position/rotation, to the 2nd...!) Now you have a NON destructive extra layer of animation.. Change how they
Re: UV-subpart question :-?
Ah, ok, I'm getting it.. yeah, you'll have to cut eventually, it just didn't seem the right place for me, so I was wondering. The way I usually do it is use a painted scope map to blend two UV objects.. with this technique you'll have to make sure that both parts share some polygons at the seam, so you have overlap.. the rest is easy to do with photoshop blur on blackwhite.. Daniel PS: the blue guy doesn't need UVs... he's too cool for that ;) On 11/10/06, Matthias Kappenberg [EMAIL PROTECTED] wrote: Thanks for the infos :-) My task is: Creating really good UV-Coordinates for a complete alien-character. ( :-). (I'm in a test, my site-alien has hands now, should be for the blueman, too. He has no proper UVs) Here's what I did: I've created two UV-Sets one part for the upper half of the arm+hand and one for a finger. Then I've merged the two UV-Sets and created a screenshot from the UV-ViewWindow. I've used the screenshot as BackdropImage in the UV-view and as Illumination-Map for the merged UV-Set. Everything is looking as exspected. The borders from the UV-View screenshot image can't match the SDS borders exactly because of the SDS interpolation, I know that :-? (The UV-Set is set to Interpolate Boundary) Next try was to expand the UV-parts by one face and switch of Interpolate Boundary, but this gives me holes at the seems :-( What I like to have: UV-parts which match exactly at the seems. Why not connect? Hmmm, it's a hand and it should be impossible to get good UV-Cordinates without cutting the UVs here and there. I'll give Arjo's tip a go, and I'll try it with a scope-map, too. Maybe I should cut on other faces :-? The UVs are needed for displacement maps. And I try to realize it in RS only ;-) (Not with Z-Brush, Modo or other tools) I'll post the result and my way after getting it. Thanks for the input, Matthias - Original Message - From: Daniel Richter [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Friday, November 10, 2006 6:44 PM Subject: Re: UV-subpart question :-? I'm not sure I understand. If you want there to be no visible seam between the objects, why not connect the two UV patches.. ? Maybe I'm not getting it... Daniel On 11/10/06, Arjo Rozendaal [EMAIL PROTECTED] wrote: Hi Matthias, I noticed that it's a lot easier to manipulate an UV mesh when you attach a texture first. I don't understand why, but the UV editor behaves quite strange when there's no texture attached. So I would suggest to create some basic mapping and then use the map2obj tool to map the material to the faces of the object. When you choose the material name in the UV editor you can easily move the UV mesh around. Arjo. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Matthias Kappenberg Sent: vrijdag 10 november 2006 13:18 To: user-list@light.realsoft3d.com Subject: UV-subpart question :-? Me again, pressed to fast ENTER, sorry. Please have a look here: http://the-final.com/uv-qt.gif Is there a solution to match exactly the pixels from one subpart to another? THX in advance, Matthias
Re: I think it's time for Realsoft to go from Raytracing to Scanline rendering with 3D videocards and or consoles
Hey JS, I second your feelings about rendering speed, considering what modern games looks and feel like, but I think that a lot of this speed is derived from a very narrow design of their engines. I'm not an expert on this matter, but it seems to me that normal raytracers are slower, because they try to approximate real physical behavior of light materials in order to allow you to create virtually every look, while game-engines often fake real life looks through clever use of texture maps.. I thinks that's two different schools of thought, and while I would love to have that second option as well, for fast renderings and previews, I would imagine it restricts you from going places where the programmers did not anticipate you going.. (sorry, getting abstract). Again, I'm no expert on this, and it'd be great to get some more opinions. Have a great day, Daniel :) On 11/1/06, Jean-Sebastien Perron [EMAIL PROTECTED] wrote: With PS3 and Xbox 360 doing fully lighted scene with shaders and millions of polygons at 1920*1080 60fps this is just for example : http://www.gamespot.com/ps3/action/insomniacshooter/screenindex.html http://www.gamespot.com/xbox360/action/bioshock/screenindex.html Is it time for Realsoft to buy a PS3 or 360 devkit and start working on a 3D application dedicated to those wonderful hardware? They both have Hard Disk and internet connection I may be wrong, but I think ScanlineRendering technique have won over Raytracing in Quality now? or just equal. ScanlineRendering now is 1 000 000 times faster than raytracing. Raytracing is difficult to implement to a hardware pipeline. PS3 and 360 are the new Amiga. PC is too slow behind and if more powerfull it's still 900% more expensive. Consoles even at 600$ are at the price level of a regular PC 3D videocard alone. This is valid for Realsoft as for any other 3D application. Jean-Sebastien Perron www.neuroworld.ws
Re: I will do a tutorial how to do this easely in realsoft
Coool.. it's nothing I'd buy a new program for, but if I could easily set stuff like that up in realsoft, that'd be a great way to set up quick environments.. Please share :) Daniel On 10/20/06, Jean-Sebastien Perron [EMAIL PROTECTED] wrote: http://www.youtube.com/watch?v=VuoljANz4EA Jean-Sebastien Perron www.neuroworld.ws
Re: 6 New Realsoft tutorials
yay! I like that. Found a few things I haven't known before, plus, it inspires me to do some of my own, so thanks! :) Have a great day, Daniel On 9/25/06, Jean-Sebastien Perron [EMAIL PROTECTED] wrote: http://www.neuroworld.ws/tutorials.htm Please, give me your comments. Jean-Sebastien Perron www.neuroworld.ws
Re: Ok, OK I will do it, only because I can.
Hey guys, Question, it wouldn't be very hard to set up a server to archive these emails and have a nice interface for us userlists to browse / search through them... or are they being stored anywhere already? (this would ideally be in addition to the solution mentioned above...) Daniel On 9/20/06, Jean-Seastien Perron [EMAIL PROTECTED] wrote: Ok, anyone with a usefull article or answer to any realsoft problem: -Send me an html file with a folder of the same name -The title of the article should be the question -In the foloder should be all the pictures or videos related to that webpage. Example : Forler---[hdri] -pictures -videos -other html pages -hdri.html So one main html file with a folder of the same name with everything insde FOR EACH QUESTION/SOLUTION I will post them on my tutorial page with an index per question. Like that : -How to do a quick hdri? -How to create a monster? -How to controll the complete animation of a character with only one channel? -etc What you said Gary about losing precious info on this list is true. I know because I aske the same question about displacement speed many times. I just don't like the condescending tone you use Gary. Maybe you could compile some interesting posting on this list and edit them to .html and send them to me. I will post them on my website. So, please everyone, be carefull on this list. We are gentlemens with only one thing in common : the passion for Realsoft. So keep the intelectual level to the expectations. Jean-Sebastien Perron www.neuroworld.ws -Message d'origine- De: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de studio Envoyé: Wednesday, September 20, 2006 1:47 AM À: user-list@light.realsoft3d.com Objet: Re: no wiki problem You have a point Gary, we should, if we can, put as much possible to advance the community. But it's not an obligation . Not an obligation ? Hmmm ... Do you not feel an obligation of some small amount toward the society that you live in ? I dare you to say no . If you are a 'Leader' in the society that you live in , how can you not contribute ? In my mind , if you are of the 'Leader' status in your society , then you _must_ contribute ! However , in the RS3D society , leaders show awesome works without direction on how the rest of us may follow . Why ? Because the last thing they want is for us to follow ... and pass them easily ! It's the same all over the world . Those on the inside track certainly do not want to share the knowledge that they have gained via their gravitational interactions . Of course , what comes around goes around , and that can be a bitch . Always-always-always there will be those that are hoar-ders and all 'the rest of us' can do is point them out whenever we have the opportunity . And for the wide variety of subjects and opinions on this list : It's a free bonus. This list is like an X-Box or Playstation Game to many . Another diversion is all . I say it 'till I'm Blue In The Face ; Concrete Contribution is all that matters ... Jump on IRC and you will meet all kinds of people who are willing to help you . You say RS3D is too slow but did you ever contact Vesa of Juha and ask them directly ? Robert d. and bore,us J are solid contributers but most are just lazy people looking to kill time at work via the RS3D list . Spew to the list ... who cares , it will all be washed away tomorrow , as everything that is posted to this list inevitably is (no one seems to get it[bizzare]) . Jean-Sebastien Perron www.neuroworld.cws Garry my web situation is currently in deep flux http://tinyurl.com/hw5cl
Re: Need comments again please.
Hey JS, the rendering looks much better in my opinion.I still think it's a crime to use fullscreen images for a website, but depending on who you expect to look at it, it may or may not make a difference.. loaded fast enough for me. As to the buttons.. is there a reason you use invisible gifs? Thats why image maps were invented, small invisible rectangles (or circles, or polygons) that you place over an image and that work as links.. Hope that helps.. Daniel On 8/1/06, Jean-Seastien Perron [EMAIL PROTECTED] wrote: Hi, I know it's not related much with Realsoft but, I updated thewebsite www.maxiforet.com again with hi-quality rendering and a new andfaster trick for the detection of the buttons for action. This new trick is in fact an invisible .gif. 20% of the model were made in Realsoft, 80% in Shade and everything placed and rendered in messiah. I had so many problems with messiah lately : -Does not copy the material and texture when duplicating object. -Does ont copy surface properties when duplicating an object. -And there is so many bug with bones rigging. Yes bone rigging is automated with messiah but when it's not workingas you wish you are dead because the implementation of the bypass to tweak the bone influence with (meta effector) is not working when you play withthe bone influence. So in short The rigging by default only works. I WARNED YOU DON'T BUY MESSIAH, and the tech support is the worst I have ever seen 2 weeks without any answers. Anyway, I only use it for this website. And messiah doesn't load the scene exactly the same way fromdifferent version : 2.1 to 2.2 files don't always load or load correctly. So be carefull. And 300$ for that much shit is a vey expensive shit. So back to the main subject : Do you think the websitewww.maxiforet.com is better, load faster and the rendering are better? Thankyou and I like the realsoft community.Jean-Sebastien Perronwww.neuroworld.ca
Re: New version of Real GreebleZ!
oh my god! Zaug, way to go :) Never really played with your tool so far, but NOW I'm getting some ideas! Thanks a million, great day. Daniel On 7/19/06, Zaug [EMAIL PROTECTED] wrote: There is a new version of Real GreebleZ! available; 0.62.It adds support for instances of user nurnies and several other new features, fixes and improvements.As always get it here: http://www.catmtn.com/realgreeblez.phpThere are also a few new images in the gallery : http://www.catmtn.com/realgreeblez_gallery.phpCheers,Zaug--My love of thehalfling's leaf has clearly slowed my mind.|8?o
Re: The FootBall Modeling Tutorial finally released...
OOoh, I'm loving the greeble ball! Sweet, now I'll actually have to look into that plugin myself.. Put it off for too long ;) Very inspiring! Daniel On 6/1/06, Zaug [EMAIL PROTECTED] wrote: Beg-inner wrote: Hi Matthias, Frank, Arjo and Robert.. Thank you all, for all of your nice comments, feels good to read them.. Hopefully the tut will be helpful and useful. I am really happy that the tut finally came to life.. and that you guys liked it, is a bonus.Beg-inner,I finally got around to actually working through this tutorial; much learned about snapping and such; thankz. Additionally, I am now evenmore inspired to write a script that makes objects like this; look atall of the possibilities here: http://www.rose-hulman.edu/~brought/Epubs/soccer/soccer.html; )Cheers,ZaugP.S.As threatened: http://www.catmtn.com//images/renders/real_greeblez-14.jpg --My love of thehalfling's leaf has clearly slowed my mind.|8?o
Re: ProjectMessiah the worst software EVER!!!
Hey Sebastian, well, the bottom line is also, that no matter how you slice dice it, you're basing the whole site on one image, so loading times are bound to stay higher than on other sites. What's very common ist to use background elements that are tileable, and tiny elements for corners, bars, and buttons, while using patterns or just solid colors for the background. That way you can use minimal imagery to create very appealing sites that load fast and also scale with the browser size.. Just my 2 cents Daniel On 5/24/06, Matthias Kappenberg [EMAIL PROTECTED] wrote: Hi Sebastian,try XnViewhttp://www.xnview.comgenerates the smallest *.jpg in my opinion. Ok, that's not a quick and dirty slice and go workflow.For static webpages maybe try Homesite for HTML-CreationFireworks for animated Gifs, XnView for Jpeg.Matthias Do you have any suggestion how to do this I am not very good with web technologies. Jean-Sebastien Perron www.neuroworld.ca -Message d'origine- De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] De la part de Matthias Kappenberg Envoyé : Tuesday, May 23, 2006 9:18 AM À : user-list@light.realsoft3d.com Objet : Re: ProjectMessiah the worst software EVER!!! Hi Sebastian, On my System it's up and running :-) No Problems with textures etc., but rendering in RS is the better choice, believe me. (BTW: Buy more renderslaves, and reduce the filesize onwww.maxiforet.com ) Matthias - Original Message - From: Jean-Seastien Perron [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Tuesday, May 23, 2006 2:27 PM Subject: ProjectMessiah the worst software EVER!!! My client just wanted an updtate of his website www.maxiforet.com After installing the new Messiah 2.4 over the old version. I loaded the project file. And then the worst knightmare happened. All the texture placement are gone. The textures are upside down and randomly offset. Imagine redoing the texturing for 90 objects already placed in the scene. So I reinstalled the old version again and everything was almost perfect. I forgot that if you open the rendering section right from the start, It crash. The copy tool dosen't always work, you have to close and reload messiah. And It is vey difficult not to mess your scene while resizing the windows. To move an object you have to zoom out 3km just to see the editsphere. Messiah team did not warned their users of the problem with texture. So what good is the fastest renderer if the files are not compatible between Same version 2.2 - 2.4. There are days like that I wish to stop doing CG. And I know If I change the software, It's gonna be another MAJOR problem. I think I ll do my next client with Realsoft. It may render slower (at the cost of a much better picture), but it is easely more reliable than Messiah and the others. Jean-Sebastien Perron www.neuroworld.ca
Re: Riggin problems (BlueGuy)
Oh, in case the attachment is too big, here's a link: www.richtermeister.com/BlueMan_Rigging.r3d On 5/16/06, Daniel Richter [EMAIL PROTECTED] wrote: Hey Matthias, thanks for your quick response. That doesn't solve it though, and I attached the file in case you (or someone) can fix it or explain to me why it happens.. Thanks for the help, Daniel On 5/16/06, Matthias Kappenberg [EMAIL PROTECTED] wrote: Hi Daniel, first disable construct. Set your skeleton to native pose. Then unmap the points, and remap the points to the desired new bones. (Or upload the model, and let us have a look) Matthias - Original Message - From: Daniel Richter To: user-list@light.realsoft3d.com Sent: Tuesday, May 16, 2006 5:21 AM Subject: Riggin problems (BlueGuy) Hey all, the recent discussion about Realsoft's character anim abilities prompted me to see how far I actually push the available tools.. (Amateur hour ;) So here's a quick little result from 2 afternoons modelling rigging www.richtermeister.com/BlueGuy.mov I'm loving it! However, there's a problem - I did the anim without fingerjoints, and I thought I could add the fingers later, but now when I map points to the newly created finger joints, it causes these vertices to jump out of place. I have no idea how local/global coordinates are stored in objects, or how normalizing works.. so any ideas anybody? I don't mind sending/posting the file if anybody wants to take a look at it. I'd hate to have to re-rig everything... Thanks for your time, Daniel
Re: Riggin problems (BlueGuy)
HHH MYYY GOOODD!! :) Awesome Awesome Awesome!!! Thank you sooo much. Now this is some fast help I may not have gotten with other programs. :) -Me Happy. Have a great day everybody. More blue guy soon to come. Daniel On 5/16/06, Matthias Kappenberg [EMAIL PROTECTED] wrote: Hi Daniel,problem solved (hope :-)Select the finger, press unbind.Select the Blueman switch in point edit mode and select the desired points.Select the finger switch in point edit modeand select the desired bone.Hold Shift+Crtl and multiselect the fingerand the BluemanSelect bindThis should help. See video here:http://www.the-final.com/skel-xvid.aviXVID ~ 4.5mbDo not use bind nearest whenever possible,use the procedure described below. ===Select the Blueman switch in point edit modeand select the desired points.Select the desired skeleton switch in point edit modeand select the desired bone.Hold Shift+Crtl and multiselect the finger and the BluemanSelect bind.===Matthias
Riggin problems (BlueGuy)
Hey all, the recent discussion about Realsoft's character anim abilities prompted me to see how far I actually push the available tools.. (Amateur hour ;) So here's a quick little result from 2 afternoons modelling rigging www.richtermeister.com/BlueGuy.mov I'm loving it! However, there's a problem - I did the anim without fingerjoints, and I thought I could add the fingers later, but now when I map points to the newly created finger joints, it causes these vertices to jump out of place. I have no idea how local/global coordinates are stored in objects, or how normalizing works.. so any ideas anybody? I don't mind sending/posting the file if anybody wants to take a look at it. I'd hate to have to re-rig everything... Thanks for your time, Daniel
Re: New StairwaysGenerator Project, part two
In fact, it's also a french word. La Wendel = die Treppe ;) Sorry, this joke's only funny for germans, and no, it's not offensive towards the french.. Daniel On 3/27/06, Neil Cooke [EMAIL PROTECTED] wrote: I think that once a new 3D Artist has done the Rings of Saturn, a spiral staircase is next on the list. They are total fun ... http://www.neico.co.nz/3d/RS3DQuery.html I like the German Wendeltreppe. Thanks Frank, Neil Cooke - Original Message - From: Frank Brübach To: user-list@light.realsoft3d.com Sent: Monday, March 27, 2006 11:57 PM Subject: New StairwaysGenerator Project, part two Hi all, here the second picure of the StairsGenerator (Wendeltreppe in german) project :-) / Bye, Servus, best regards Frank Brübach, Germany Erweitern Sie FreeMail zu einem noch leistungsstärkeren E-Mail-Postfach! Mehr Infos unter http://freemail.web.de/home/landingpad/?mc=021131
Re: create a tentacle
Hey Garry, I'll do a little tutorial over the weekend, just to show how to start. Once you got the basic idea, all other tutorials on the web are going to make a lot more sense.Should be up by the weekend. Have a great day, keep trying Daniel On 3/22/06, studio [EMAIL PROTECTED] wrote: Did you try mergin the end of the tail into one single point? that should smooth things out. Really ? OK , I'll try it . I mostly do organic modelling, and so far I have never touched any weight or sharpness controls. Just the number of faces determines where the detail goes.. Just rounded, 4-sided polygons. That should do the trick. Most important here is the edgeflow, which is why Inever start with a cube.. a cube just locks me into adding points where I need detail, without first using all points I have available to me. At the moment I build a model from one polygon on, and keep adding additionalones, connecting, moving, scaling.. I think it's fun. :) Also, this approach lets me work with a skin, rather than a solid object. It only becomes solid at the very end when I stitch all the skins together.Yes , I like the sound of the process .I get most of my modelling references from www.cgtalk.com, either in the archive or by looking at their wipsection. Inspiring stuff, and usually universally usable.Well , this sounds very interesting . You should do a tute your-self using this method and RS . I really thibk you could advance RS3D SDS modeling just by sharing a simple example , step by step,just as you say above . Seriously .(NURBS modeling curve by curve)Now that's something I can't do to safe my life.. :) I always have the problems that nurbs curves have to run through the whole object somehow.. you can't just adda local curve for some added detail without fixing things all over the place or adding detail where you don'tneed/want it. But then again, I may simply not get it.. It also can be hell , but I start small , add one curve or ex-trusion at a time , do a surface-to-curves , add a few curves,do a curves-to-surfaces ... if it's screwed up , backtrack tothe bad curve and troubleshoot . Slow but sure . If you still want to model that snake, if you put up a little sketch I wouldn't mind showing you the first steps of how to poly-by-poly model it.. got some spare time on my hands.. :) I couldn't draw a stickman to save my life ! Anyway , I didn't haveanything particular in mind , just a serpent creature . The thingwas , I wanted to play with the model and see what I could come upwith and then see where it took me ...(straight to the strip club) Hey , if you would be willing to create a boa constrictor type ofsnake in even a semi-tutorial way using your SDS poly method , thatwould be awesome ! Or maybe a rattle snake with those fangs and tailrattle would be a good challenging example ? Have a great day, DanielYou too , thanks !studiowww.niagara.com/~studiowww.studiodynamics.net
Re: create a tentacle
Hey there, another two cents (this may add up ;) SDS seems like a piece of shit to me . I can see how it seems complicated if you go strictly by the manual. What I did is seek out modelling tutorials on the web, and I found that most of them use a lot of poly by poly construction, which I now use to do everything, simple or complex. I'm sick of it ! I just want to create ! I do not want to have mybrain conformed to the RS way , or the Maya way , or the SDS way ... I agree, but then again, how is the software supposed to know what you are up to, if you don't tell it in detail? imho SDS combined with displacement maps is the most detailed way to build animate about anything. I just want to start the S/W and create stuff ... if I can't thenfuck it I'll go render fractals instead . Try Zbrush, or a 2d drawing program. When it comes to real 3d stuff, I have to force myself to accept that I will spend hours on miniscule details that would take mere minutes in a drawing. At the same time, nothing is ever set in stone, and I can alter and improve things, go back or try something completelydifferent, as long as I want, unlike in a painting or claymodelling etc. That's it. Hope you find it somewhat motivational. Daniel
Re: AW: M.Blur on off for objects
Hey Matthias, that's some sweet particle action you got there.. Very smooth. Now letz see some dogfight, hehehe. Nice day everyone, Daniel On 2/27/06, Matthias Kappenberg [EMAIL PROTECTED] wrote: Hi Nandor and Tijai, after your great Heli (or Hubi), I've shut down my airplane: http://www.matthias-kappenberg.de/fileadmin/rs3d-diverse/flieger.avi Matthias - Original Message - From: tijai To: user-list@light.realsoft3d.com Sent: Monday, February 27, 2006 5:57 PM Subject: Re: AW: M.Blur on off for objects hi nandor,if you don´t wanna motionblur for the plane...use a preblurred texture for the propeller .. (done in photoshop radial blur)looks real and renders fast:-) have a look here:http://www.tijai.de/galerie/big/monster/copter.jpg the propellers of the helcopter are just pre-blurred textures with an alphamapor fademap...or clipmap...hmm i forget the right one:-)best regardstijai No virus found in this incoming message.Checked by AVG Free Edition.Version: 7.1.375 / Virus Database: 268.1.0/269 - Release Date: 24.02.2006
Re: test
kicking and screaming...sort of.;) On 12/20/05, Frank Bueters [EMAIL PROTECTED] wrote: is this list still alive? Fr.
Re: Odd bug found in RS5 Sp2
I noticed that on the Grid Tab even before SP2 came out, but I guess what it does is it restores the previous version of that tab, which, in this case was empty... once you make changes, it reverts to them instead. Daniel On 11/10/05, Russell Jones [EMAIL PROTECTED] wrote: Just downloaded the SP2 for 5.1 and love it so far! I discovered an oddthing, though: If you do a Ctrl-Z (undo) while the 'Rendering Settings' tab is selected in the 'Select Window' (by default on the left), then one ormore of the rendering presets will be deleted! Luckily, re-loading thestart-up fixes this. There don't seem to be any problems if any of the other tabs are selected when you hit Ctrl-Z.Still, it's a strange thing, eh?Russell--No virus found in this outgoing message.Checked by AVG Free Edition.Version: 7.1.362 / Virus Database: 267.12.8/162 - Release Date: 11/5/2005
Re: Spline Modelling question
Hey Stefan n all, that is some good advice, I'll definitely give that a tryfor my next model. What I still think, though, is thatin order tousesplines in RS youhave to be quite organized about what you're building.. there is nodeleting points and reconnecting them elsewhere.. sure, I can insert a new curve, but that thing isgoing to cruise through the whole model and create more density and detail where I don't need it, making the whole thing harder and harder to handle. I never understood those guys who could model heads and stuff in Real3d. I could build a vase back then, that was it :) Daniel On 10/8/05, Beg-inner [EMAIL PROTECTED] wrote: Hi Daniel n all.. You could do as I do some times.. 1. Use a nurbs curve to draw the organic outline of whatyou need, for example an ear 2. Now in the 'Controlbar' clickthe 'Parallel' Curve Tool, In 'View' Win click near the curve, to Create the second curve 3. Multiselect Select both of the curves and click 'X-Sect' Tool, now you have aNurbsMesh Level, with those curves inside it 4. Point edit and/or just move the curves in depth... 5. Do Step 2 again,to create more curves to shapethe basic shape of the ear... (the curves are placed in NurbsMesh Level,If neededyou have to move some of them above other curves) When pleased with the basic shape of it, make a Copy of the NurbsMesh Level and delete its Curves (You only need a copy if you like to have the original to go back and edit the curves and so on...) Now in the 'SDS' Tab of the 'Tabbed' Toolsbar, click 'To SDS' Tool... to convert your Nurbsmesh to a SDS object... Do the same for other parts of a face, for instance the mouth area After you have your wanted areas of your (in this case head model), then Multiselect the SDS versions of them, and in the 'Controlbar' use the 'Merge Object' Tool (Now you have it as a whole model, and you can Merge Points, or Add faces between an Edge of for instance the Mouth area to an edge of of the Ear area... and so on..) This was just a fast example... I also at times, use Nurbs to do Tentacles, horns and such.., convert them into SDS, merge them to main SDS object... You can find more tips on converting Nurbs into SDS.. in the manual in 'SDS Modelling' part.. in the 'Converting Objects to Subdivision form' If something or all is unclear... just ask..! (Hope I havent made any errors..=) Take CareBest RegardsStefan Gustafsson ( Beg-inner )A Proud Owner and User of Real3D and Realsoft3D.. Thanks, guys, for clearing up that confusion so quickly. Now Boxmodelling I know and love, but this other approach seems to be so much smoother for organics, that's why I ask.. AND I have never managed to build anything out of nurbs in Realsoft unless it is a curtain or a flag.. Maybe that's just me, but I've only started modelling since SDS came on board. Again, thanks for the help and have a nice weekend everybody. Daniel On 10/7/05, Aidan O Driscoll [EMAIL PROTECTED] wrote: Hi Daniel,as I thought . after posting. Yes a nice feature for RS V6 me thinks.Building a surface with splines like so and / or a single poly drawn and another can be added to it etc.An alternayive is the Box Modelling method for a head like this: http://www.secondreality.ch/tutorials/modelling/head/head.html Also look at the rest here: http://www.secondreality.ch/tutorials/tutorials.htmlLots of other tutes like this online re Box Modelling, CheersAidan.At 17:47 07/10/2005, you wrote:Hi Daniel, Hey everybody, just a quick question about something that's starting to confuse me, lately I've been running into a lot of tutorial about splinemodelling, such as this one http://demented3d.com/tutorial/toontutorial/modeling/head.html forexample, and I wonder how to do that in realsoft... is that even possible? I mean, the techniques applied look same as cage modelling, but withsplines...? Maybe I'm missing something :/ Thanks for any insight on this. DanielI think what happens in this tutorial is that the areas between the splinesare filled with polygons.This is not (yet?) the case in Realsoft3D. Splines in Realsoft3D need to be skinned; a totally different approach.Best regards,Robert
Re: SP2
Yep, I have an object that's supposed to be realtime invisible and non-shadow casting, and it actually comes out rendertime invisible. Daniel On 10/3/05, Nandor Kertes [EMAIL PROTECTED] wrote: Good Morning ,create a objectassing matrial goldin realtime render and raytrac is ok But invisibel in realtime don't work !The same as the construktor on off don't work.:-/Nandor Kertes--GMX DSL = Maximale Leistung zum minimalen Preis!2000 MB nur 2,99, Flatrate ab 4,99 Euro/Monat: http://www.gmx.net/de/go/dsl
Re: copying UV sets
Maybe you could take the UV set out (place it somewhere else) mirror the object, and put it back in? Then mirror the UV in the UV editor... Didn't try it though. Might not work that way. Daniel On 9/29/05, Frank Bueters [EMAIL PROTECTED] wrote: I did try what you describe, duplicate the sds with the uv sets and mirror it. But that is exactly what won't work, an SDS object with UV sets under it can not be mirrored. How do you guys solve this? Regards, Frank Have you tried to Duplicate the SDS...? Maybe a possible way for you... 1. Duplicate the SDS 2. Select the Copy and Mirror it (Now you have 2 SDS and with them each a UV set...) 3. Multiselect the 2 SDS objects and Use 'Merge Object' Tool (Now you have One SDS Object and inside it 2 UV sets) 4. Select the SDS Object Use 'JoinFaces' Tool... 5. Multiselect the 2 UV sets.. and use *Merge Objects' Tool... 6. Use 'Connect' Tool to stitch the uv faces together.. 7. Finetune things in the UV Editor.. ok.. I am too tired to give better example..hope it dont have errors.. Hope it anyway can give you some own ideas how to go around things.. If someonefind errors in myexample or have better ways ..(hopefully there are simpler ways..) (the UVset really should be directly setup when using Dup Mir..) Take CareBest RegardsStefan Gustafsson ( Beg-inner )A Proud Owner and User of Real3D and Realsoft3D.. Imodelled a fairly detailed SDS model of half a frog. To change the frogskin from bumpy to smooth I used a couple of weighted UV sets. Now when I Dup-Mir the frog the UV sets are not duplicated. I would have expected sobecause in the hierarchyUV sets are hplaced under the SDS model. How should I go about to copy the UV sets with the SDS model? Or do I have to make new UV sets for the second half ofmy frog? Regards, Frank Bueters