Re: PNG with transparency
Transparency Dunno if this might help but I use either the fade material (in materials/library/constant) or the fade value in the Colour tab of the objects specifications. Then specularity and reflection. All in separate sub directories but no idea if that can help. And to note in the past fade can be flakey in anims I have found, that was way back though.. Havent noticed it V7. The only reason to use a fade material, for me, is if I will want to assign the changing fade value to many different objects in many different sub directories of the project. N. From: rslist rsl...@silvergravity.com To: RS List user-list@light.realsoft3d.com Sent: Thursday, 19 April 2012 4:55 AM Subject: PNG with transparency Hi all (whoever is still left :) I have not been able to find a suitable material in Key Shot to render a plastic polyethylene vial, so I brushed the dust off of RS and created my own material (actually a v3 material, not VSL). Now I need to render with the alpha channel, but I get an error using the PNG with transparency; same with PhotoShop output. Any ideas how to get this working? I might be missing something easy, since it has been a couple years since I did any serious RS work, but I'm drawing a blank. The error is: ... now I can't get the error to show again, it just crashes every time. TIA for any ideas. Brandon
Email Address Change
Hi folks, My email address will soon be changing to ne...@mangawhaigold.co.nz The current address will very likely no longer be viable. Thank you Neil Cooke
Re: preview updated website
At last I am free to check it out ... have been writing a book ... it is done now so . Good fun!! Thanks Mark!! Neico From: Mark Heuymans atha...@casema.nl To: user-list@light.realsoft3d.com Sent: Thu, 19 May, 2011 7:59:24 AM Subject: Re: preview updated website More stuff added: - island and soap bubbles available for download - that hatch in the cellar is finally accessible - implemented special Cave/Earth navigation arrows - some other updates and forum posts Now, some work on the cave and then connect the worlds! enjoy, Mark H www.athanor3d.com
Re: Ashikhmin-Shirley Highlights for RS3D
Sorry to be unable to comment on your work Martin ... or Yra's as well. Learning a new database app and full on trying to sort a major for an old client before everyone here goes back after the break. All I can do to get entries for the 3DW CC. Have a great New Year RS folks!! Neil Cooke From: mengil...@gmx.net mengil...@gmx.net To: user-list@light.realsoft3d.com Sent: Thu, 6 January, 2011 5:59:24 AM Subject: Re: Ashikhmin-Shirley Highlights for RS3D Damnit, I of course had some new problems with the shader These occur when you use reflection or transparency (which you most probably will when you use anisotropic highlights...). I believe I already have the solution, but I´ll have to investigate a little further. Oh, plus you have to use a good render quality (Quality over speed for example), or you´ll get huge artefacts. But since nobody has even answered me on this one, I assume that nobody has come to these problems... Come on people, has anybody even received my email? Why is it so quiet whenever I post something about new shaders? Shouldn´t at least SOMEone say at least something like Interesting.? Greetz Martin -- Neu: GMX De-Mail - Einfach wie E-Mail, sicher wie ein Brief! Jetzt De-Mail-Adresse reservieren: http://portal.gmx.net/de/go/demail
Re: Btw. I am just dissapointed from bugs in v4 - v6..
All good. I apologise Juha for my prior posts. They were not called for. All the best with however you move forward on your drawing! Neil Cooke From: Amir Ansari fractall...@csi.com To: user-list@light.realsoft3d.com Sent: Sat, 13 November, 2010 11:28:18 AM Subject: Re: Btw. I am just dissapointed from bugs in v4 - v6.. Let's try to keep things calm. RS actually *is* fully featured, it's just that some of those features are not (yet) fully realised. And it's certainly better than anything else at this price-point. I've always found Realsoft to be very prompt with bug-fixes; they've always responded to any problems I had in the past. There's a big difference between fixing bugs, and implementing new features. And, of course, if you're trying out any new version (including trials!) you should sensibly back up your working copy. On Fri, 12 Nov 2010 21:28:33 +0200 Juha Mukari cosmi...@windowslive.com wrote: I think that customers' shouldn't be the bug trackers, thats beta testers' job, not customers. Hmm.. i think this is Consumer Complaints job... I think realsoft are cheating money from users... but i still want everything good to this software.. am i ok? No i am not, maybe i should make complaint to customers... what that thing was...
Re: SDK/ sites down/ frustration/Realsoft
Hi Folks, Two cents I'm not an old timer ... been with RS since 2004. But I have no intention of shifting, I use it on a daily basis, it does everything I need and more. I dont know any other 3D app and have no need to move. RS is perfect for my needs and I enjoy drawing with it. My purpose is to have RS as a tool in commercial illustration and graphic art studio. Occasionally some animation work. It is not a hobby for me. The support I have received when ever I have become stuck with some aspect has been superb. Thanks Neil Cooke From: Brandon rsl...@silvergravity.com To: user-list@light.realsoft3d.com Sent: Sat, 6 November, 2010 3:30:57 AM Subject: Re: SDK/ sites down/ frustration/Realsoft Martin, Excellent points made, and I fully agree. It is getting hard to stick with RS for a hobby. Like you stated, that wow factor we had with v4 has long since faded, and I would like to see it again. I find myself unmotivated to upgrade to v7 from v6, but would like to find myself highly motivated in the future for a v8 release. I used v6 last year for a work project, and I just find it lagging behind the other software available. How many of us old timers are there still around that have the same unvoiced thoughts? Best regards, Brandon On 11/5/2010 6:43 AM, mengil...@gmx.net wrote: Hey all and hey Realsoft in special. I want to keep this decently short; had written an even longer text before. The story was that lately I´ve been trying to convert a scientific shader formula into a usable shader for RS3D. Because I´m an amateur, I need help and so I looked around for information, basically finding nothing. All in all information and general resources regarding RS3D are simply insufficient, and the issues with missing documentation and web resources are well known for years. Today there are most probably not even ten websites left that offer a notable amount of content regarding RS3D. The Wiki seems to be dead for years, the forum doesn´t even let you register an account (because of understandable issues, I know), the Render Daemon site is completely down, realsoft.info as well, and now I see that I can´t even download the v6 and v7 SDK, because, even though they are listed, their links just don´t work. It seem as if there was nobody tending to the website at all, the only useful information comes from a handful of personal websites that are scattered throughout the web. As far as I know, there isn´t even a single website anymore that somehow gathers RS3D-stuff like the Render Daemon did, not a SINGLE! This is getting unbearable. As I said, these problems are known for years, but they don´t get better, instead they seem to get worse. There seems to have been a short golden age of webpresence for RS3D, with the wiki and the forum and all. But now all that was built in that age has gone to ruin, or so it seems. There has to be something that can be done about that. As I think about it, the wiki is still there, I could contribute to it, I´ve never done that. And I would love to do that if I saw some sense in it. But just adding stuff to a personal homepage or expanding an unused wiki wouldn´t do the trick. Realsoft itself HAS to have the WILL to renew the efforts to promote and develop RS3D, this would have to be some kind of a priority for Realsoft/Vesa and Juha. And I don´t see that will, that priority. Now I can totally understand if ones own life comes in the way of other things, family to tend to, etc.. And as I understand it, that´s exactly why Realsoft kinda lags behind. But I have decided to voice my opinion in a strong manner. Because I don´t think that speaking softly does any good. Realsoft has been a small but consistent part of my life; I´ve joined this list somewhere in the ninetees. And so I don´t want to betray Realsoft by acting as if everything was ok for me somehow. Cause it´s not. Again - this is getting unbearable. When will these issues be resolved? Will they ever be? If I´m looking at the situation I´d much rather guess that RS3D will have died long before that could have happened. The somehow revolutionary RS3D v4 was released over ten years ago now, and I very much feel that it´s time to have another revolution like that. So please, Realsoft, get it going! And if you don´t think that you can handle that (because of understandable time- and priority-issues), then take the consequences. I mean, there would be several options. One would be to get an investor and hire a (bigger) staff. Another would be to sell the software or the entire company and to let someone else develop and publish the program. And yet another one would be to release RS3Ds code under an open source license. All of the above would still leave the possibility to participate in the development of RS3D, to influence it´s shape, and to simply make money
Re: RE: SDK/ sites down/ frustration/Realsoft
@Neil: The support here on the list is excellent, sure. Because you have so many people with great experience here that are glad to share it with you. Still a mailing list is a very slow and awkward way of communication, compared to a forum, especially for beginners that couldn´t possibly ask all the things here on the list that they still don´t know about. Regarding your usage of RS3D: What is it exactly that makes it the perfect tool for you? All good 1. I feel the experience is there and I am glad to share too. This is of huge worth to me. I once struck a snak and Vesa worked overnight to get the patch back to me. Similar could be said of other apps of course. 2. Forums fail I feel, because they expectconstant daily input. This is simply not the case for me and wouldnt be the case for me with any other app either. I usually need to know only one thing and I need to know it at the time I post to the User List and the answer(s) are always right there for me. Again, this is part of Forums too. 3. RS3D is perfect for me because I have stuck with it and learnt to solve the things I specifically needed within it. It is important to note that I am a newbie in the sense of having no prior contact with any 3D CG app. It was a case of first UI you learn I couldnt change to another app if my life depended on it. I have some Comp skills but ... like Linux? Forget it for me, I'd never get the thing even onto the screen! I'm an old guy, 60, I have decades of graphics but only a few years CG. So ... my case might be unique in this. RS is just the one I started with and it does all that I want from it. I dont think Forums would (have ever) work for RS, people are too busy to chat all day. But they are there to help and we all do this. Neil Cooke - Original Message - From: mengil...@gmx.net To: user-list@light.realsoft3d.com Sent: Saturday, November 06, 2010 8:27 AM Subject: Re: RE: SDK/ sites down/ frustration/Realsoft @Amir: Yeah, this ghost town metaphor fits quite well. @Neil: The support here on the list is excellent, sure. Because you have so many people with great experience here that are glad to share it with you. Still a mailing list is a very slow and awkward way of communication, compared to a forum, especially for beginners that couldn´t possibly ask all the things here on the list that they still don´t know about. Regarding your usage of RS3D: What is it exactly that makes it the perfect tool for you? @Brandon Juha: I think there are MANY things that should be improved in RS3D. So many perhaps, that it would be difficult to improve them all at once. I suppose it would be best to focus on the biggest problems first while improving that which is already good but not excellent. For me that would e.g. mean a solid rendering system with a node-based VSL-editor, subsurface scattering, diffraction, much better and easier GI, and on the other hand things like better SDS tools like edge-slide, inserting edges, a more powerful and more fully integrated selection-set system. Etc.. The biggest problems I see with RS3Ds capabilities is that it´s hard to use them in a pipeline, while they alone at the same time often don´t suffice, compared to other programs. As stated a few months ago, there even are freeware renderers that do better than RS3Ds own engine, and quite a bunch of them. So I would consider it crucial to make RS3D more compatible with other software (easy and reliable UV-Map editing and im- and export, COLLADA capability, etc.) while at the same time making it more attractive to stay within the program for e.g. rendering. When it comes to particle systems, the Bullet Physics Engine seems to get a tight hold on the 3D market. I get the impression that nearly every even vaguely notable 3D-package is updated to contain particle simulation. Now I am not educated enough to say which particle engine is better, but Carlo`s/Dynadream`s Chrono seems to be quite a thing. As was stated a few weeks ago here, Chrono could very well be integrated into RS3D, if Realsoft and Dynadream would come to an agreement. Realman could also be (re-)integrated (or is it already integrated again with v7?). However, it would be quite an effort to update the program extensively plus redesigning the web presence and improving the documentation. On the other hand I believe that it won´t be many many years till we see that wow effect again; I rather believe that we won´t see it at all if it´s not focused on in the nearest future. Cause, no disrespects for the developers, but I also considered to buy v7 but didn´t see the arguments for it. It rather seemed to me like a more extensive servicepack than a real new full version. At the same time others offer flawless GI, SSS... all the things that RS3D lacks, and are extending even more to encompass said GPGPU acceleration, sculpting, painting, or easy and powerful volume rendering. Given RS3Ds
Re: SDK/ sites down/ frustration/Realsoft
Certainly, others have different needs. I can only put my own case and I take pains to make that clear. Beginners the learning curve is vicious, but then again, that is a personal conclusion from one who had no previous experience with 3D CG. But for the life of me, I cant see how that learning requirement can be helped. I would not like to see easier and therefore less controllable options but this is hindsight having persevered and figured out the things I use. Anyway, two more cents. Lol.. Neil Cooke From: mengil...@gmx.net mengil...@gmx.net To: user-list@light.realsoft3d.com Sent: Sat, 6 November, 2010 11:29:01 AM Subject: Re: SDK/ sites down/ frustration/Realsoft @Neil: Well, I do respect if you´re fine with what RS3D has to offer; where should there be a problem? It didn´t appear to me as if you had said that all was fine just because YOU were fine with RS3D. Still I feel like there are not that many people who are totaly happy with RS3D. For beginners it is still to complicated in some respects, for a pro it may have severe issues, depending on the type of work of course. In general I would say that many things simply take longer in RS3D. In Modo for example you just apply a material and turn things like diffraction, diffusion, SSS on or of like you want, simply plug in a picture and assign it to a channel, etc. In RS3D you either go hunting for a fitting material somewhere out there on the net, or you go and program it yourself - if you can. Plus what I saw of blurry reflections for example seemed to me like 30 times slower than with other software. About forums there is one big plus and that is easy accessibility and information structuring. How many problems have I solved by finding someone discussing the same problem within an online forum, available through a searchengine, sometimes years ago? Occasionally you also get email-list entries on a search, but even if you do, these are not as fast to skim through. @Aidan: Regarding I prefer RS3D for its clean 'mathematical' feel that distinguishes it from, say, Blender. Yes, Blender has gotten MUCH better. So good that I suppose that in five years it will begin to endanger smaller and mid-range packages. But the notion of RS3Ds clean mathematical feel is understandable to me. I too would say that there is an air of solidness about RS3D, and that is something I always liked about the program. So many mechanics are just straightforward and simply work. But then at some point there is a fissure where things that should be simple get unneccessary complicated. Has anyone ever managed to learn how the move/scale 1d/2d/3d tools work? I´ve tried them so many times and still have no real idea of how to apply them; even though I know that they should theoretically be very powerful - and even though I often knew exactly what I wanted to achieve. Regarding the rest of your mail: I know it´s somewhat hard to say but it´s somehow good to see another person that´s unhappy with the way RS3D goes. Cause the more people show that they´re unhappy, the more Realsoft will see that there really seems to be an issue here. As I see it, the worst thing that can happen to a company customer-relations-wise is sweettalking of these customers. And if even a notable percentile of the core of the loyal userbase (I don´t want to sound pridefull or dramatic, but I think that people that frequent this list for years are something like the loyal core of customers)... voices its concerns, and that over and over again, it should get clear that something is wrong. Original-Nachricht Datum: Fri, 5 Nov 2010 20:41:32 + Von: aidan o driscoll aidan...@eircom.net An: user-list@light.realsoft3d.com Betreff: Re: SDK/ sites down/ frustration/Realsoft ut I prefer RS3D for its clean 'mathematical' feel that distinguishes it from, say, Blender. Have you recently tried BLENDER 2.5?? New UI .. and so on. My argument for Blender, because it is FREE, it can be used ALONGSIDE the likes of RS to access features that RS does not nor will probably NOT have for a good while ( if at all ).. I stopped RS Upgr at 5, to be honest it will take a massive over haul before I will put more upgrade money into it. Currently I use MODO 4 ( 5 on way ), blender 2.5, bit of Zbrush and doodle with FREE Sculptris. OK - some use RS because their toolset requirements are narrow. And these people will hear nothing said about RS, its fine for them. But the world is a big place with many 3D users who need other things. These ex RS users had to go elsewhere - what more can one expect. Its a very narrow view to have saying that RS does me fine so sod the rest of ye. I like it the way it is FOR ME ME ME. If thats what RS dev team want then all the best, good luck and thanks for all the fish, thats no market! Aidan On 5 November 2010 20:41, Amir Ansari fractall...@csi.com wrote
Re: SDK/ sites down/ frustration/Realsoft
My rant ... Lol . I'm not out to startle ... I need the best illustration pencil I can get for my clients. It's 3D CG, in my case RS. The guys still have to promote their products ... they still need pix of their products ... 3D CG does this better than photography in all but two cases. Which 3D CG does it best is a silly question ... best fails because it is fiction ... the only thing needed is that the pic get's done, and in any 3D CG the pix will be totally OK. N. - Original Message - From: Jean-Sebastien Perron To: user-list@light.realsoft3d.com Sent: Saturday, November 06, 2010 4:35 PM Subject: Re: SDK/ sites down/ frustration/Realsoft Maybe I can help you with your shader equation? RS shading language is similar to Renderman shading language, they are all the same. Many docs and books have been written on the subject. When I will redo my website next year, I will dust of the RS tutorial section. I will add new RS tutorials, this time to explain the 3D workflow with www.CombadZ.com It's true that the RS users are not that active anymore. It's also true also for 80% of the 3D software, even povray is abandoned (it's been out of touch with reality for 10 years now). By now everybody knows how to do 3D from A to B. It's all over the internet full of tutorials and books. There is no way someone will come with a rendering that will impress us anymore. 3D has become something boring as hand-knit? Maybe because the 3D CG wow factor is gone : nobody will get close to Avatar Even the most basic CAD software today produce incredible images : Autocad, Inventor, SolidWorks. There is nothing special about us anymore. Sorry but I'd rather play with my piss than play with particle/flow again. These things are as redundant as filming water. They are like easter egg game inside 3D software : they are time waster. When do you see particle in real life? when do you see reflections in real life? Almost never. Clothing and hair are also not moving in real life (95% of the time). Avatar could have been made with RS. What I have seen since 1989 in the 3D world : a lot of people trying and abandoning. Most people get frustrated quickly and blame the software for their lack of will, imagination, talent and resourcefulness. Sorry I get frustrated by particles, flow and physics in 3D software. Recently I have met a young guy who wanted to 3D animation. But instead he got stuck like most newcomers in playing with particles endlessly totally hypnotised doing nothing else. After 3 months of watching his numerous Realflow videos (look like pissing on every kind of geometry possible) , he finally quit 3D. Particles create spectacular animation without any effort nor planning. It's good to wow yourself for a while, but eventually you will have to produce something worth watching. Blaming the powerful software we have nowadays is as ridiculous as blaming a pen, a brush, sculpting knive for the poor result. I don't care if I am the only one in the world using RS. I use it because I like it. I don't need the world to approve it. I don't need to know that RS is the most trendy software. 80% of the world use Microsoft Windows, does that make it the best. Hell no! Yes , Martin you are 100% right and at the same time I don't see it as a problem anymore. Cinema 4Pay, is just the concept of selling a software in pieces at a higher price. And selling them their favorite videogame : particles. As usual don't consider this rant too seriously. I'm probably just trolling again ; ) Jean-Sebastien Perron www.NeuroWorld.ws -- No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.864 / Virus Database: 271.1.1/3239 - Release Date: 11/05/10 20:34:00
Re: Rendering 3d output ?
Hi Jason, I sorted a short anim for HDV format Stereo. It was the Competition held for Sony by 3DWorld Mag. I simply created a 63mm diameter sphere and used that as the constant measure ofr any second (OS usually) render. But it's not necessary to do the OS/OD renders separately just depends on the final output formatting requirements. You can use the beam splitter idea and create the two takes in one hit in some cases. I never saw the result on TV though. I posted a small mono .mov of the entry as Episode 8 at my site www.dimensionzero.co.nz ... on the Trailers page. Neil Cooke From: Jason Saunders j...@pixelperfect.co.uk To: user-l...@light..realsoft3d.com Sent: Thu, 7 October, 2010 10:13:03 PM Subject: Rendering 3d output ? Hi, I think this topic came up a while back, apologies but index searching on my PC seems busted. I wondered if anyone has attempted rendering 3D content for 3D tv's yet using Realsoft? Assuming there is a good method for setting up two cams at a specified distance apart for each eye and rendering each camera separately to then converge the frames elsewhere. If anyone has some ideas or tips on this it would be good to know. Many thanks, Jason
Re: Rendering 3d output ?
Sometimes it is better to make both cameras look at the same point in other case they must look parallel. I always use parallel camera, I never converge them. From: Jean-Sebastien Perron j...@neuroworld.ws To: user-list@light.realsoft3d.com Sent: Fri, 8 October, 2010 8:30:47 AM Subject: Re: Rendering 3d output ? http://neuroworld.ws/tutorials/jsp_tutorial_stereoscopic/jsp_tutorial_stereoscopic.htm PS don't always use the separation distance between your eyes. Take the decision shot by shot for what is best for that scene. Sometimes it is better to make both cameras look at the same point in other case they must look parallel. There is no perfect setting, playing with separation distance and parallel vs crossing. Jean-Sebastien Perron www.NeuroWorld.ws On 10-10-07 08:20 AM, Jason Saunders wrote: Thanks Matthias, but do you know how far apart the two cameras should be to represent the left and right eyes view? Regards Jason -Original Message- From: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] On Behalf Of Matthias Kappenberg Sent: Thursday, October 07, 2010 11:43 AM To: user-list@light.realsoft3d.com Subject: Re: Rendering 3d output ? Hi Jason, maybe this one can help: http://www.matthias-kappenberg.de/index.php?id=106 Create 2 cameras, then render the first sequence with first cam active, then the second sequence with the second cam active Matthias - Original Message - From: Jason Saundersj...@pixelperfect.co.uk To:user-l...@light..realsoft3d.com Sent: Thursday, October 07, 2010 11:13 AM Subject: Rendering 3d output ? Hi, I think this topic came up a while back, apologies but index searching on my PC seems busted. I wondered if anyone has attempted rendering 3D content for 3D tv's yet using Realsoft? Assuming there is a good method for setting up two cams at a specified distance apart for each eye and rendering each camera separately to then converge the frames elsewhere. If anyone has some ideas or tips on this it would be good to know. Many thanks, Jason
Re: Rendering 3d output ?
editing software to compile the 3d sequences Really depends on the specifics required by the output device. The Sony Comp folk wanted separate channels for their engineers to sort but for the entry specs, it was simply something that would be Ok on PlayStation. I used a cheap one called Magix Pro 14 Video Editor I was really surprised at some of its abilities! Green (blue in it's case) screen etc. But comping for left and right channels was no trouble. Neil Cooke From: Jason Saunders j...@pixelperfect.co.uk To: user-list@light.realsoft3d.com Sent: Fri, 8 October, 2010 10:43:40 AM Subject: RE: Rendering 3d output ? Thanks guys, ill have to make some tests. Can you recommend an editing software to compile the 3d sequences for 3d output to use on 3D Tv’s ? Best regards, Jason From:owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] On Behalf Of Brandon Sent: Thursday, October 07, 2010 8:59 PM To: user-list@light.realsoft3d.com Subject: Re: Rendering 3d output ? I agree with Neil. I was taught by the department head of Industrial Design/Animation in college that parallel is correct. Brandon On 10/7/2010 1:43 PM, Neil Cooke wrote: Sometimes it is better to make both cameras look at the same point in other case they must look parallel. I always use parallel camera, I never converge them. From:Jean-Sebastien Perron j...@neuroworld.ws To: user-list@light.realsoft3d.com Sent: Fri, 8 October, 2010 8:30:47 AM Subject: Re: Rendering 3d output ? http://neuroworld.ws/tutorials/jsp_tutorial_stereoscopic/jsp_tutorial_stereoscopic.htm PS don't always use the separation distance between your eyes. Take the decision shot by shot for what is best for that scene. Sometimes it is better to make both cameras look at the same point in other case they must look parallel. There is no perfect setting, playing with separation distance and parallel vs crossing. Jean-Sebastien Perron www.NeuroWorld.ws On 10-10-07 08:20 AM, Jason Saunders wrote: Thanks Matthias, but do you know how far apart the two cameras should be to represent the left and right eyes view? Regards Jason -Original Message- From: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] On Behalf Of Matthias Kappenberg Sent: Thursday, October 07, 2010 11:43 AM To: user-list@light.realsoft3d.com Subject: Re: Rendering 3d output ? Hi Jason, maybe this one can help: http://www.matthias-kappenberg.de/index.php?id=106 Create 2 cameras, then render the first sequence with first cam active, then the second sequence with the second cam active. Matthias - Original Message - From: Jason Saundersj...@pixelperfect.co.uk To:user-list@light.realsoft3d.com Sent: Thursday, October 07, 2010 11:13 AM Subject: Rendering 3d output ? Hi, I think this topic came up a while back, apologies but index searching on my PC seems busted. I wondered if anyone has attempted rendering 3D content for 3D tv's yet using Realsoft? Assuming there is a good method for setting up two cams at a specified distance apart for each eye and rendering each camera separately to then converge the frames elsewhere. If anyone has some ideas or tips on this it would be good to know. Many thanks, Jason
Re: RS is way too much flexible and powerful for it's users.
I can't agree with this either: texture maps are limited by their resolution whereas procedural textures are not. Agree. I have little choice in this and have always hit problems in resolution with bitmaps. I just dont go there. Procedurals for everything. N. From: leee l...@spatial.plus.com To: user-list@light.realsoft3d.com Sent: Sat, 31 July, 2010 6:28:22 PM Subject: Re: RS is way too much flexible and powerful for it's users. On Friday 30 Jul 2010, Jean-Sebastien Perron wrote: All object should be modeled or converted to Subdivision with Quad polygons. Why, because all the industry is doing it. It's simple and efficient. Subdivision surfaces are _not_ simple and efficient. They're less simple and efficient than NURBS, which in turn are less simple and efficient than CSG/Analytical solids. All materials should be made using textures map, not procedural. Texture placement should be burn on the point of the polygons. I can't agree with this either: texture maps are limited by their resolution whereas procedural textures are not. LeeE
Re: Neg values in Self Illumination material
Negative values can be used in many aspects of RS Trap in using negative values lights once, the result was exactly as I wished except for a reflection of the scene !!! Lol Care is needed I guess!! N. From: Beg-inner begg...@telia.com To: user-list@light.realsoft3d.com Sent: Tue, 27 July, 2010 10:50:32 PM Subject: Re: Neg values in Self Illumination material Hi Neil Always nice to hear when a life has been saved, and extra nice when RS is part of it..=) (btw its not the first time a Negative is a lifesaver or good thing.. as for example a negative testresult for an illness = you dont have it..=) Also ... Negative values can be used in many aspects of RS, that opens a complete new world, and gives a cool control over things.. Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Hi List Assigning negative values in the Self Illumination material justsaved my life!!! That material is getting a bit of a thrashing in the studio thesedays!! Neil Cooke
Re: Neg values in Self Illumination material
Learning all the time ... I could have beaten the reflection of neg-light objects issue too with channels!!! Lol Mostly though, the client work in the studio does not need much from RS. RS ver1.00 could probably have sorted all that I usually call on!!! N. From: Beg-inner begg...@telia.com To: user-list@light.realsoft3d.com Sent: Wed, 28 July, 2010 7:43:15 AM Subject: Re: Neg values in Self Illumination material Hi Neil Yep, there are always more things going on, that one dont foresee.. (the solution I finds myself, are too many times only fixing some of it..) I bet also that most things can be customized.. if knowing how..=) as usual.. Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. - Original Message - From: Neil Cooke To: user-list@light.realsoft3d.com Sent: Tuesday, July 27, 2010 3:34 PM Subject: Re: Neg values in SelfIllumination material Negativevalues can be used in many aspects of RS Trapin using negative values lights once, the result was exactly as I wished except for a reflection of the scene !!! Lol Care is needed I guess!! N. From: Beg-inner begg...@telia.com To: user-list@light.realsoft3d.com Sent: Tue, 27 July, 2010 10:50:32PM Subject: Re: Neg values inSelf Illumination material Hi Neil Always nice to hear when a life has been saved, and extra nice when RS is part of it..=) (btw its not the first time a Negative is a lifesaver or good thing..as for example a negative testresult for an illness = you dont haveit..=) Also Negative values can be used in many aspects of RS, that opens a complete new world, and gives a cool control over things.. Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A ProudOwner and User of Real3D and Realsoft3D.. Hi List Assigning negative values in the Self Illumination material just saved my life!!! That material is getting a bit of a thrashing in the studio these days!! Neil Cooke Internal Virus Database is out of date. Checked by AVG - www.avg.com Version: 9.0.839 / Virus Database: 271.1.1/3012 - ReleaseDate: 07/17/10 20:35:00
Neg values in Self Illumination material
Hi List Assigning negative values in the Self Illumination material . just saved my life!!! That material is getting a bit of a thrashing in the studio these days!! Neil Cooke
Re: RS is way too much flexible and powerful for it's users.
Sorry Jouni but I agree with you. I find the continuing discovery in RS an invigorating part of the day to day drawing. I dont wont short-cuts.. I hold GI and AO poor excuses for actually seeing what has to happen with actual lighting objects. The old lighting guys in studios had far more limitations and yet they understood their trade, their craft. An app that does it all without me needing to turn the computer on is only going to do what everyone else is doing. The open access to almost everything is the way it should be. Etc. Lol, rant over (for now) Neil Cooke From: Jouni Hätinen jouni.hati...@iki.fi To: user-list@light.realsoft3d.com Sent: Sun, 25 July, 2010 7:19:04 PM Subject: Re: RS is way too much flexible and powerful for it's users. You guys really make 3D sound so difficult I'm wondering why you don't paint everything by hand? I was visiting an architect university in St. Petersburg last year, and the students there drew everything by hand and it was amazing! Haven't seen a rendered picture that compares to what they did. Or, why don't you just make the models in 3D and finish the GI by hand? The render time should be very low for the models only and if you really know the GI like you say you do, painting it with Gimp/Photoshop shouldn't take long. And you get exactly what you want In my opinion template scenes is a poor solution. It gives the picture made from a template stamp. Good for lazy people who really don't care about the final result. -Jouni 2010/7/25 Jean-Sebastien Perron j...@neuroworld.ws: The maxwell renderer demo reel says it all : beautiful images, no animation. And the few animations have noises moving around. RS must offer a way to use stand alone renderers (that is really important). For now there is not one efficient standard way of communicating with a renderer. All of them use all sorts of undocumented SDL (scene description language) or worst : binary or .dll But I don't agree that the RS renderer is not good enough. It is perfect, just not what some need right now. What is needed is a perfect GI button or template scene (Seriously) like Strata3D. Strata3D do all the setup for you with predefined scenes. Procedural materials will always have AA problems, textures never will. The problems found in RS are the same encounter in Renderman. Pixar renderman generate a lot of lighting glitches that need to be corrected by hand for example. Contrary to Renderman, all these small (look at me) stand alone renderers are not production ready. To create beautiful images with renderman you need a lot of work. In renderman there is no GI, only the mathematical function to code it yourself inside your shaders. By reading and experimenting a lot with Renderman, I found that it has a lot of similarities with RS. RS can make images as beautiful as any other renderer on the market. For that you need to understand rendering, lighting, shading and RS a little deeper. And that is what most RS users are not ready to invest time in. Don't blame the car, blame the driver. It's not fair to compare RS to other renderers. RS is a pure Raytracer. Like any methods there are pros and cons. Contrary to many other 3d app, RS does not offer decent scene setup and materials right from the start : you have to do it all from scratch. Prepare for the flames and the usual offended : ) Jean-Sebastien Perron www.NeuroWorld.ws
Re: Renderers
Thanks Jason, I knew there must be something. I dont use GI myself so maybe that's why I havent come across the area you pinpoint. Anyway, as the saying goes ... better to ask and appear a fool for a moment than to remain silent and ignorant forever. :-) Thanks again Neil Cooke From: Jason Saunders j...@pixelperfect.co.uk To: user-list@light.realsoft3d.com Sent: Sat, 24 July, 2010 9:29:33 PM Subject: RE: Renderers Lol :), to be fair thought Neil, the answer is in your question Quote I dont know anything about renderers Realsoft uses a flawed GI system that is very difficult to tweak to get the image quality and effects required to compete with renders from VRay, Maxwell, Fryrender, etc. Search google for a couple of hours and you will see the image quality I am talking about. Reflections and refraction in Realsoft GI although slightly improved in v7, are still nowhere near as good as the other renderers and you will see this when you look into it. My points come from a production basis too as it is slow to work with having to retest time and time again with slow render times. As for GI animation, forget it. Three passes to get a sequence together and then they are frames blurred together with the GI pass in POST to get rid of the mud which flickers and moves as the camera moves through scenes. It just does not compare to other GI animations rendered elsewhere. Cheers, Jason -Original Message- From: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] On Behalf Of Neil Cooke Sent: Friday, July 23, 2010 9:59 PM To: user-list@light.realsoft3d.com Subject: Re: Renderers It only cooks yellow curry, but I like red... :-S Lol, Many thanks Jouni . glad that one's cleared up, was bugging me something ferocious!!! N. - Original Message - From: Jouni Hätinen jouni.hati...@iki.fi To: user-list@light.realsoft3d.com Sent: Saturday, July 24, 2010 8:28 AM Subject: Re: Renderers What is it not doing that, say a top of a wish list other render engine does? It only cooks yellow curry, but I like red... :-S Does anyone know a render engine that cooks red curry? -Jouni No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.851 / Virus Database: 271.1.1/3023 - Release Date: 07/23/10 --- Hi List, I dont know anything about renderers. For everything I have ever needed the RS raytrace render engine works. What is it not doing that, say a top of a wish list other render engine does? ... and no amount of reading ... V-Ray, Pov-Ray, etc, etc, has managed to help me on this one. Enlightenment appreciated. Neil Cooke --- 18:36:00
Re: Renderers
Thanks Gunnar and Arjo, I use neither GI nor AO. I depend on lighting totally spotlights with fall-off, etc., are massive controls for me.. The blur shadow I only bother with in stills and thus render times are not so important so a rectangule with Special Lights that a proj from Arjo once talked of, are all that I need there. Also using self-illumination and light-sensitivity materials but have yet to have a proj that needs channels for these. In any case I would not have come across limitations spoken of, so many thanks to folks who have put things in better perspective for me. Neil Cooke From: gun...@3d-cg.de gun...@3d-cg.de To: user-list@light.realsoft3d.com Sent: Sun, 25 July, 2010 12:42:22 PM Subject: Re: Renderers Hi, the renderer is just a bit aged compared to all the standalone products out there which on them alone have more development manpower then RS has at all :( anyways, there is hardly a 3d package out there thats not supporting multiple 3rd party renderers or even prefering them, so any move in that direction for RS will surely help anyways to your problem: moire patterns or high frequency patterns are a problem for all renderers, thats where they all need to cheat via mipmapping(textures) or via shader AA .. which as far as i know is both supported in RS :) luckily. in my opinion mipmapping is the best solution for this.. for procedural textures sadly you may need to use the shader based AA setting. gunnar Am Sa, 24.07.2010, 18:38, schrieb arjo.rozend...@xs4all.nl: Hi Neil, I think not only GI is a problem. I had hard times to get good AA in Realsoft too. Most of the time I rendered the image twice as big as I needed and scaled it down in post. Still difficult to get rid of interfering patterns for instance. AA should get some serious attention too. Arjo. Thanks Jason, I knew there must be something. I dont use GI myself so maybe that's why I havent come across the area you pinpoint. Anyway, as the saying goes ... better to ask and appear a fool for a moment than to remain silent and ignorant forever. :-) Thanks again Neil Cooke From: Jason Saunders j...@pixelperfect.co.uk To: user-list@light.realsoft3d.com Sent: Sat, 24 July, 2010 9:29:33 PM Subject: RE: Renderers Lol :), to be fair thought Neil, the answer is in your question Quote I dont know anything about renderers Realsoft uses a flawed GI system that is very difficult to tweak to get the image quality and effects required to compete with renders from VRay, Maxwell, Fryrender, etc. Search google for a couple of hours and you will see the image quality I am talking about. Reflections and refraction in Realsoft GI although slightly improved in v7, are still nowhere near as good as the other renderers and you will see this when you look into it. My points come from a production basis too as it is slow to work with having to retest time and time again with slow render times. As for GI animation, forget it. Three passes to get a sequence together and then they are frames blurred together with the GI pass in POST to get rid of the mud which flickers and moves as the camera moves through scenes. It just does not compare to other GI animations rendered elsewhere. Cheers, Jason -Original Message- From: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] On Behalf Of Neil Cooke Sent: Friday, July 23, 2010 9:59 PM To: user-list@light.realsoft3d.com Subject: Re: Renderers It only cooks yellow curry, but I like red... :-S Lol, Many thanks Jouni . glad that one's cleared up, was bugging me something ferocious!!! N. - Original Message - From: Jouni Hätinen jouni.hati...@iki.fi To: user-list@light.realsoft3d.com Sent: Saturday, July 24, 2010 8:28 AM Subject: Re: Renderers What is it not doing that, say a top of a wish list other render engine does? It only cooks yellow curry, but I like red... :-S Does anyone know a render engine that cooks red curry? -Jouni No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.851 / Virus Database: 271.1.1/3023 - Release Date: 07/23/10 --- Hi List, I dont know anything about renderers. For everything I have ever needed the RS raytrace render engine works. What is it not doing that, say a top of a wish list other render engine does? ... and no amount of reading ... V-Ray, Pov-Ray, etc, etc, has managed to help me on this one. Enlightenment appreciated. Neil Cooke --- 18:36:00
Renderers
Hi List, I dont know anything about renderers. For everything I have ever needed the RS raytrace render engine works. What is it not doing that, say a top of a wish list other render engine does? ... and no amount of reading ... V-Ray, Pov-Ray, etc, etc, has managed to help me on this one. Enlightenment appreciated. Neil Cooke
Re: Renderers
It only cooks yellow curry, but I like red... :-S Lol, Many thanks Jouni . glad that one's cleared up, was bugging me something ferocious!!! N. - Original Message - From: Jouni Hätinen jouni.hati...@iki.fi To: user-list@light.realsoft3d.com Sent: Saturday, July 24, 2010 8:28 AM Subject: Re: Renderers What is it not doing that, say a top of a wish list other render engine does? It only cooks yellow curry, but I like red... :-S Does anyone know a render engine that cooks red curry? -Jouni No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.851 / Virus Database: 271.1.1/3023 - Release Date: 07/23/10 18:36:00
Re: Fryrender plugin support
RS is a strange powerful beast on an isolated island Nicely put. For me a steep learning curve but the payback was always there even with next to zero skills. And now, a little further on of course, so very very worth the effort. I think the isolation does it no harm at all.. For my purposes it has ended up as being a general all-round single component 3D CG app. Ideal for a small studio. stressing the single component aspect as a totally useful attribute. Useful, because, for one thing, I havent the slightest interest in checking every new plug in, app, whatever that's coming into the market no interest and no skill anyway. I need to be drawing and need a single shop to go to for that. No harm in preaching to the converted as they say, Lol. N. From: Mark Heuymans atha...@casema.nl To: user-list@light.realsoft3d.com Sent: Fri, 23 July, 2010 7:38:42 AM Subject: Re: Fryrender plugin support Hi Arjo, I really should have a look at Vray, there even is a Sketchup plugin! (never had a look at that, having RS3d) So many powerful RS features are tightly interwoven with the rendering engine... just some more examples from my bare head: - VSL enhanced nurbs curve rendering (everybody knows Tim Borgmann's renderings!) - VSL-defined Displacement - blurred reflections and refractions - material antialiasing - UV sets All these things and much more would be lost or would have to be set up from scratch in the external render engine. RS is a strange powerful beast on an isolated island, despite its basically very open architecture... You are right about VSL´s lack of visual feedback, it doesn´t deserve the name `VISUAL shading language` - about time to switch to a node based interface! We are lucky RS is so flexible it´s possible to set up a better material preview but doing small test renders is the only way to judge what you´re doing. good luck, Mark Thank you Mark. What you write about VSL is what I ment in my first reaction on Jason's question about a Fryrender plugin. On the other hand VSL is not the only way to create procedural materials. With Vray I can build procedural very easily. So procedurals won't be the problem. What I wanted to say about VSL in general is that it lacks visual feedback. It's all lines of code which doesn't give any visual idea about what you're doing. Maybe that's how programmers work, but that's not what I'm used to. Booleans is a real problem in polygon based apps. Well only in round objects of course. Arjo.
Re: fruit anim update
Thanks and total fun Mark!!! Enjoyed it immensely!!! :-) Thanks too to Stefan for asking looking into the update question!! Neil Cooke From: Beg-inner begg...@telia.com To: user-list@light.realsoft3d.com Sent: Thu, 22 July, 2010 10:03:03 AM Subject: Re: fruit anim update Hi Mark.. Hey that was very nice to see ! Thx for letting us have a sneakpeek.. ! and yeah.. it showed that you had great fun doing those character anims... gl with upcoming anims ! Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Hi Stefan, Yes, the editing was done by Michiel Los (Dynamisch in Beeld). This material is copyrighted but I guess I can show a sneak view http://www.athanor3d.com/3dstuff/herofruit.wmv So list, please don't spread or save it. There's still a tiny chance there will be a followup. I hope all this work wasn't done in vain... so much work in only a few seconds, and in the end many shots were not even used! But character animation is great fun, even in RS ;) enjoy, Mark Hi Mark.. Just had a look through of some list mails..and found this one again.. Just got curious.. did you finish that anim ?, did you post it on the list and I missed it ? would be very cool to see it... TIA Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D..
Re: Web Programming - CSS and HTML5
Thanks Matthias If you need non standard fonts Nah, I have enough fonts. The main bitch for me is that I want a font size that is often between Fontsize=1 and Fontsize=2 etc ... Lol. It's not a huge issue of course but CSS allows much more there and that is an added attraction. But not for the current job, Lol. Neil Cooke - Original Message - From: Matthias Kappenberg To: user-list@light.realsoft3d.com Sent: Monday, July 19, 2010 7:33 PM Subject: Re: Web Programming - CSS and HTML5 @Just wished they could handle fonts with a little more options!!! If you need non standard fonts http://facelift.mawhorter.net/ or as pure js: http://cufon.shoqolate.com/generate/ and/or: http://typeface.neocracy.org/ or (the big weapon, a cms): use a cms like typo3 with graphical headers Matthias - Original Message - From: Neil Cooke To: user-list@light.realsoft3d.com Sent: Monday, July 19, 2010 1:30 AM Subject: Re: Web Programming - CSS and HTML5 Hi Matthias An earlier link you sent suggested that HTML5 was still under development too. I need to be safe and fast so I guess the client is stuck with HTML4 for now. Just wished they could handle fonts with a little more options!!! No matter, the site is robust on all browsers so far so that too points at staying with V4. Which leaves me having to sort the style on every page . I better get started I guess. Thank you Neil Cooke From: Matthias Kappenberg m...@the-dimension.com To: user-list@light.realsoft3d.com Sent: Mon, 19 July, 2010 11:01:22 AM Subject: Re: Web Programming - CSS and HTML5 Hi Neil, HTML5 is still in development, if I'm right ;-) Maybe have a look here: http://en.wikipedia.org/wiki/HTML5 and/or google for HTML5 browser support or something like this. I'm using this site: http://www.webhits.de/deutsch/index.shtml?/deutsch/webstats.html to get some information for browsers in use, too. If you have old websites XHTML + CSS is ok in my opinion. The basic idea behind HTML+CSS is to separate content and layout. One of the most important ideas behind this is to get accessible websites. If you like to play around with upcoming markup languages, have a closer look at CSS3, too. But if you need a working website look for XHTML and CSS2. My 5 cents. Matthias - Original Message - From: Neil Cooke To: user-list@light.realsoft3d.com Sent: Sunday, July 18, 2010 11:47 PM Subject: Re: Web Programming - CSS and HTML5 Thanks Matthias and Amir, Just graphics no customer response, SQL, etc. I was thinking of upgrading a client website to CSS, however on second thoughts I need to get their new product data online immediately so the CSS with my need to get up to speed with it, will need to be a later effort. HTML5 at a very brief look, seems more like it's involved with xml and developments like that rather than graphic style so I think eventually, once the latest promotion urgency is sorted I think CSS will need to be brought into the studio. I will try a free download of the 2010 version of the editor I am familiar with at that time I think and see how I go.. I currently use CoffeeCup ... old HTML4 robust but clunky in it's graphics. Thanks again Neil Cooke - Original Message - From: Matthias Kappenberg To: user-list@light.realsoft3d.com Sent: Monday, July 19, 2010 9:22 AM Subject: Re: Web Programming - CSS and HTML5 Nope, should be not very hard. http://www.w3.org/TR/html5-diff/ Do you need it as a professional ? Matthias - Original Message - From: Neil Cooke To: UserList RealSoft Sent: Sunday, July 18, 2010 10:19 PM Subject: Web Programming - CSS and HTML5 Hi List Opinions please .. is it a huge learning curve to upskill from a basic HTML4 skillset? No Java or C* skills. Would take HTML5 onboard at the same time. It's all in an editor app of course but I do like to understand the coding. TIA Neil Cooke No virus found in this incoming message.. Checked by AVG - www.avg.com Version: 9.0.839 / Virus Database: 271.1.1/3013 - Release Date: 07/18/10 18:35:00 -- No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.839 / Virus Database: 271.1.1/3014 - Release Date: 07/19/10 06:35:00
Re: Web Programming - CSS and HTML5
Thanks all, @Matthias Not every font on your system is web-safe ;-) Most certainly!!! I dont step away from Arial or if I do I might use it in a bmp/animated gif rather than vector. @Adrian Expertise for a web design company now is CMS minimum. clients want to edit their sites themselves Yes indeed. I never saw web design as a stand-alone service from day one and the competition now is hardly a living wage any more. The studio always worked around that. Some of those cheap site builds and clients efforts in one case I told a client that his branding/promotion would be better served by having no website at all rather than the rubbish he had showing online. HTML5 is under development AND is not supported byall browsers yet Yes, this has already surfaced and I'm back to HTML4 for the current job. Thanks again folks, Neil Cooke From: aidan o driscoll aidan...@eircom.net To: user-list@light.realsoft3d.com Sent: Mon, 19 July, 2010 10:47:21 PM Subject: Re: Web Programming - CSS and HTML5 Hiya, Keep in mind that HTML5 is under development AND is not supported by all browsers yet - particularly Internet Explorer. Like it or hate it IE is still the most used browser so it has to be in your considerations. Have a look at this page: http://www.deepbluesky.com/blog/-/browser-support-for-css3-and-html5_72/ CSS is the way for layout it seems, using DIV's instead of old html tables. I tend to handcode CSS with NOTEPAD++ on Windows: http://notepad-plus-plus.org/ Then their is the use of a CMS. Believe it or not and more so now with ver 3 out I have used and use WORDPRESS as a general CMS. Its got a simple backend for clients AND its easy to make Templates for it via CSS and a bit of PHP ( not too much knowledge required ). Great cheap tute series on this here - best I have come across in a long while: http://www.killersites.com/wordpress/wordpress-theme.php - $20 to download I am doing sites for all clients as CMS - using Wordpress, Joomla, Silverstripe. Here anyway ( Ireland ) - The big demand now is clients want to edit their sites themselves without any app required from any PC, anywhere. Maybe its a Recession thing, but thats the demand ... so teh customer is never wrong, who am I to argue. Basic sites from HTML and CSS I find are now dead ( here anyway ). Expertise for a web design company now is CMS minimum. Im only speaking from my experience in last two years here. Also I have to say - the price one gets for a CMS build has now dropped to what basic HTML design used to be. Lot of houses charging €399 + vat for a wordpress build with 5 pages, preset templates and more pages are charged extra. That kind of thing. Web design and the like is now getting POWERPOINTED :D - client attitude is .. I can do it myself. I lost two clients in last year to this: http://www.wix.com/ - Create Your FREE Flash Website. Cant argue with the price :( Cheers Aidan On 19 July 2010 09:21, Matthias Kappenberg m...@the-dimension.com wrote: Have in mind: Not every font on your system is web-safe ;-) Matthias - Original Message - From: Neil Cooke To: user-list@light.realsoft3d.com Sent: Monday, July 19, 2010 9:43 AM Subject: Re: Web Programming - CSS and HTML5 Thanks Matthias If you need non standard fonts Nah, I have enough fonts. The main bitch for me is that I want a font size that is often between Fontsize=1 and Fontsize=2 etc ... Lol. It's not a huge issue of course but CSS allows much more there and that is an added attraction. But not for the current job, Lol. Neil Cooke - Original Message - From: Matthias Kappenberg To: user-list@light.realsoft3d.com Sent: Monday, July 19, 2010 7:33 PM Subject: Re: Web Programming - CSS and HTML5 @Just wished they could handle fonts with a little more options!!! If you need non standard fonts http://facelift.mawhorter.net/ or as pure js: http://cufon.shoqolate.com/generate/ and/or: http://typeface.neocracy.org/ or (the big weapon, a cms): use a cms like typo3 with graphical headers Matthias - Original Message - From: Neil Cooke To: user-list@light.realsoft3d.com Sent: Monday, July 19, 2010 1:30 AM Subject: Re: Web Programming - CSS and HTML5 Hi Matthias An earlier link you sent suggested that HTML5 was still under development too. I need to be safe and fast so I guess the client is stuck with HTML4 for now. Just wished they could handle fonts with a little more options!!! No matter, the site is robust on all browsers so far so that too points at staying with V4. Which leaves me having to sort the style on every page . I better get started I guess. Thank you Neil Cooke From: Matthias Kappenberg m...@the-dimension.com To: user-list@light.realsoft3d.com Sent: Mon, 19 July, 2010 11:01:22 AM Subject: Re: Web Programming - CSS and HTML5 Hi Neil, HTML5 is still in development, if I'm
Re: Fryrender plugin support
Nice Archviz there Arfo!!! Thanks Neil Cooke PS: I dont know enough about renderers to comment and RS does it Ok for me ... in my ignorance perhaps. From: Arjo Rozendaal arjo.rozend...@xs4all.nl To: user-list@light.realsoft3d.com Sent: Tue, 20 July, 2010 6:36:03 AM Subject: RE: Fryrender plugin support Hi Jason, I think Realsoft really needs a better render engine. But rendering with third party plugins would mean some serious changes. Solid objects won't be possible, everything will have to be turned into SDS/polygonal objects. VSL will be of no use anymore. All the materials will have to be created to work with the render engine. I doubt if this is what most Realsoft users like. I always liked the special things of Realsoft like the VSL and solid objects. I'm afraid the mainstream production market is quite covered by the other apps. So I guess Realsoft is more for the users that like the special options. However I must admit that these specialties have some severe limitations. In terms of production, VSL is far too technical and time consuming to create nice materials. Solids have limitations if you want to add bevels, deform them or things like that. But if Vesa and Juha find some solution that could bring the high quality rendering to Realsoft without losing VSL and solids it would be very impressive. Anyway, I'm even not sure if Fryrender is the best choise. I chose Vray, which is not an unbiased renderer lik Fry or Maxwell. But it's a lot faster. And IMHO it renders very nice images too. But as always there are a lot of different opinions when it comes to choosing a render app. And all the software galeries show the nicest results of their users. Here are some results of myself: Two different interior projects I did this year (rendered with Vray): http://www.xs4all..nl/~joly/show/kantoor.html and http://www.xs4all.nl/~joly/show/wrobel.html Both completely different atmosphere in terms of style. Modern/clean office; the other an private flat in Paris. Arjo. Van:owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] Namens Jason Saunders Verzonden: maandag 19 juli 2010 17:03 Aan: user-list@light.realsoft3d.com Onderwerp: Fryrender plugin support Hi, Any votes for development starting on a plug-in for using this render engine in Realsoft ? Seeing as all the other major and not so major 3D apps have it supported, makes sense to try and catch up me thinks. www.randomcontrol.com/fryrender-gallery Regards Jason
Web Programming - CSS and HTML5
Hi List Opinions please .. is it a huge learning curve to upskill from a basic HTML4 skillset? No Java or C* skills. Would take HTML5 onboard at the same time. It's all in an editor app of course but I do like to understand the coding. TIA Neil Cooke
Re: Web Programming - CSS and HTML5
Hi Matthias An earlier link you sent suggested that HTML5 was still under development too. I need to be safe and fast so I guess the client is stuck with HTML4 for now. Just wished they could handle fonts with a little more options!!! No matter, the site is robust on all browsers so far so that too points at staying with V4. Which leaves me having to sort the style on every page . I better get started I guess. Thank you Neil Cooke From: Matthias Kappenberg m...@the-dimension.com To: user-list@light.realsoft3d.com Sent: Mon, 19 July, 2010 11:01:22 AM Subject: Re: Web Programming - CSS and HTML5 Hi Neil, HTML5 is still in development, if I'm right ;-) Maybe have a look here: http://en.wikipedia.org/wiki/HTML5 and/or google for HTML5 browser support or something like this. I'm using this site: http://www.webhits.de/deutsch/index.shtml?/deutsch/webstats.html to get some information for browsers in use, too. If you have old websites XHTML + CSS is ok in my opinion. The basic idea behind HTML+CSS is to separate content and layout. One of the most important ideas behind this is to get accessible websites. If you like to play around with upcoming markup languages, have a closer look at CSS3, too. But if you need a working website look for XHTML and CSS2. My 5 cents. Matthias - Original Message - From: Neil Cooke To: user-list@light.realsoft3d.com Sent: Sunday, July 18, 2010 11:47 PM Subject: Re: Web Programming - CSS andHTML5 Thanks Matthias and Amir, Just graphics no customer response,SQL, etc. I was thinking of upgrading a client website toCSS, however on second thoughts I need to get their new product data onlineimmediately so the CSS with my need to get up to speed with it, will need tobe a later effort. HTML5 at a very brief look, seems more likeit's involved with xml and developments like that rather than graphic style soI think eventually, once the latest promotion urgency is sorted I think CSSwill need to be brought into the studio. I will try a free download of the 2010 version ofthe editor I am familiar with at that time I think and see how I go. Icurrently use CoffeeCup ... old HTML4 robust but clunky in it'sgraphics. Thanks again Neil Cooke - Original Message - From: Matthias Kappenberg To: user-list@light.realsoft3d.com Sent: Monday, July 19, 2010 9:22 AM Subject: Re: Web Programming - CSS and HTML5 Nope, should be not very hard. http://www.w3.org/TR/html5-diff/ Do you need it as a professional ? Matthias - Original Message - From: Neil Cooke To: UserList RealSoft Sent: Sunday, July 18, 2010 10:19PM Subject: Web Programming - CSS andHTML5 Hi List Opinions please .. is it a huge learning curve to upskill from abasic HTML4 skillset? No Java or C* skills. Would take HTML5onboard at the same time. It's all in an editor app of coursebut I do like to understand the coding. TIA Neil Cooke No virus found in this incoming message.. Checked by AVG - www.avg.com Version: 9.0.839 / Virus Database: 271.1.1/3013 - Release Date: 07/18/10 18:35:00
Re: cellar update
Loads heaps faster!! Thanks Fredrik From: fre...@gmail.com fre...@gmail.com To: user-list@light.realsoft3d.com Sent: Mon, 19 July, 2010 11:50:58 AM Subject: Re: cellar update Ok, I made a new version of some of the pages to illustrate what I meant by using CSS instead of tables and Javascript. Unfortunately I still can't make it work in MSIE. I would appreciate it if someone with more skills than me could take a look. The CSS and HTML is very simple and light-weight as that was the entire reason for the modification.. Would be nice if this worked in MSIE as well as Firefox and Chrome. (I assume that it works in other browsers as well, but those are the ones I tested) http://files.apan.is-a-geek.com/RS3DIC/Athanor/wwwroot/ The problem seems to be related to the combination of hidden and absolute positioning. If I remove the position: absolute the :hover works as expected but the links and icons are, of course, under the big picture and not where they should be. Best regards, Fredrik. On 7 July 2010 20:59, fre...@gmail.com fre...@gmail.com wrote: Oh, I do not think I could do much in terms of providing content, just simplifying the HTML of the web pages. lol / Fredrik On 7 July 2010 20:02, Mark Heuymans atha...@casema.nl wrote: Thanks for the offer Fredrik! I can't ask you to do the whole site but we can try this out for the Realsoft-specific room (second one at the right in the hall)! Why not make this a kind of collaborative thing among RS users, we can put all kinds of public projects in there. Materials, models, tuts... maybe the full 3d approach is too much work for this though. cheers, Mark If you send me the uncut images, I could have a go at simplifying the HTML. I might even make an effort to get the hidden buttons I made work in MSIE. ;-) / Fredrik
Re: cellar update
Hi Fredrik . Really? That wasn't intentional. :-) Lol, yes, it might be the flakey connections here too different speeds or none at all at different times of the day sometimes Neil Cooke From: fre...@gmail.com fre...@gmail.com To: user-list@light.realsoft3d.com Sent: Mon, 19 July, 2010 12:33:29 PM Subject: Re: cellar update Really? That wasn't intentional. :-) Maybe my good connection. It is still the same amount of data being loaded, minus some jpeg headers. The main thing is that the big image doesn't have to be cut up to fit in the table cells if this could be made to work in MSIE. So, mainly reducing the work at construction time and not at run-time. :-) /Fredrik On 19 July 2010 02:13, Neil Cooke ne...@xtra.co.nz wrote: Loads heaps faster!! Thanks Fredrik From: fre...@gmail.com fre...@gmail.com To: user-list@light.realsoft3d.com Sent: Mon, 19 July, 2010 11:50:58 AM Subject: Re: cellar update Ok, I made a new version of some of the pages to illustrate what I meant by using CSS instead of tables and Javascript. Unfortunately I still can't make it work in MSIE. I would appreciate it if someone with more skills than me could take a look. The CSS and HTML is very simple and light-weight as that was the entire reason for the modification. Would be nice if this worked in MSIE as well as Firefox and Chrome. (I assume that it works in other browsers as well, but those are the ones I tested) http://files.apan.is-a-geek.com/RS3DIC/Athanor/wwwroot/ The problem seems to be related to the combination of hidden and absolute positioning. If I remove the position: absolute the :hover works as expected but the links and icons are, of course, under the big picture and not where they should be. Best regards, Fredrik. On 7 July 2010 20:59, fre...@gmail.com fre...@gmail.com wrote: Oh, I do not think I could do much in terms of providing content, just simplifying the HTML of the web pages. lol / Fredrik On 7 July 2010 20:02, Mark Heuymans atha...@casema.nl wrote: Thanks for the offer Fredrik! I can't ask you to do the whole site but we can try this out for the Realsoft-specific room (second one at the right in the hall)! Why not make this a kind of collaborative thing among RS users, we can put all kinds of public projects in there. Materials, models, tuts... maybe the full 3d approach is too much work for this though. cheers, Mark If you send me the uncut images, I could have a go at simplifying the HTML. I might even make an effort to get the hidden buttons I made work in MSIE. ;-) / Fredrik
Re: RS website down?
I got to http://www.realsoft.com/ no problem. Neil Cooke From: Carlo Lanzotti clanzo...@dynadream.com To: user-list@light.realsoft3d.com Sent: Thu, 8 July, 2010 10:25:25 AM Subject: Re: RS website down? Hi Robert, No problem here for the Realsoft website. Il giorno 08/lug/2010, alle ore 00.15, Robert den Broeder ha scritto: Hi, I could not connect to the Realsoft Oy website. Anyone else had this problem? Best regards, Robert Carlo Lanzotti DynaDream - Dynamic Laboratory http://www.dynadream.com
Reflection Selection
Slow here, but TB, I guess it must have been Tim Borgman, did a short Tut using channels for Reflection controls using channels in 3DWorld Mag. If anyone's interested I can sort out a post on it. Neil Cooke
Re: Website update
Massive. Thanks Stefan. Also I recall that Andy did a reflection control Tut in a 3DWorld mag at one stage. Neil Cooke From: Beg-inner begg...@telia.com To: user-list@light.realsoft3d.com Sent: Fri, 11 June, 2010 4:37:56 PM Subject: Re: Website update Hi Jean-Sebastien.. Here is a simple prj.. Two lightsource, each with its own material using each an own channel to control which object and how much they are affected by them.. Also a ground using the original 'Gold' material (in which I just added a 'Secondary ray' Shader) that uses an own user channel 'Gold Sens', to control which objects and how much they are reflected in the ground. The values for each UserCustomChannels.. ('Gold Sens', etc) is set in the 'Properties' Win, 'Col' Tab Just select wanted object, then in 'Attributes' DropDown menu, select needed Channel, for ex. 'Gold Sens'. Some simple info in the prj.. (some comments also in the 'Gold' material, in the 'Advanced' Mode If something is unclear, just ask.. Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. I know there is a way via the VSL somewhere in the manual. The point is to do it for speed. Is it possible (like in renderman)? And what about reflection? I can set up an example scene, if you like :_? Only if it takes you less than 5 minutes. Thanks Jean-Sebastien Perron www.NeuroWorld.ws On 10-06-10 03:23 AM, Matthias Kappenberg wrote: I can set up an example scene, if you like :_? Matthias - Original Message - From: Jean-Sebastien Perronj...@neuroworld.ws To:user-list@light.realsoft3d.com Sent: Thursday, June 10, 2010 3:59 AM Subject: Re: Website update What I really need is an easy way to make some lights affect some objects and no others. The same with reflection and refraction to speed up the rendering and also to get more control. Each object or material could have it's list of light that affect it. Example put a folder with a character and a light source so that only that light affect that character. The light would not affect the scene. In one of my project I want the lake to reflect the mountains (lowrez version), but not the threes. And also at the same time the windows of the cabin must reflect the trees. All of this is for speed. Is there something in RS7 regarding these matters. Maybe I am thinking more like renderman. Jean-Sebastien Perron www.NeuroWorld.w On 10-06-09 09:06 PM, Matthias Kappenberg wrote: Hi Jean-Sebastien Perron, channel rendering is in RS since v4 if I'm right ;-) But they are to much in the deep dark areas of RS like tags etc. Really big features Never used and propagated enough in my opinion. (VSL is another feature like the above, I've missed something like VSL long time in other apps like Lightwave and Cinema4d...) Hmmm, back to Houdini and RS :-) Matthias - Original Message - From: Jean-Sebastien Perronj...@neuroworld.ws To:user-list@light.realsoft3d.com Sent: Thursday, June 10, 2010 1:04 AM Subject: Website update www.jcpexport.ca Now the buttons, tomorrow I will do a darker version of them when they are inactive. My RS skills are a little rusty. And I realize there is so much improvement everywhere in RS. For example the option to render the channels. I am now re-reading after 5 or 6 years all the 3 RS manuals. By reading everything I make sure nothing is left undiscovered. Jean-Sebastien Perron www.NeuroWorld.ws
Re: Website update
Garry did a tut on this. Light sensitivity via channels. I cant recall it but I would be surprised if some kind of identifier couldnt be placed to pair an object with a particular light. I just use very very local spot lights a a rule. Neil Cooke From: Jean-Sebastien Perron j...@neuroworld.ws To: user-list@light.realsoft3d.com Sent: Thu, 10 June, 2010 1:59:07 PM Subject: Re: Website update What I really need is an easy way to make some lights affect some objects and no others. The same with reflection and refraction to speed up the rendering and also to get more control. Each object or material could have it's list of light that affect it. Example put a folder with a character and a light source so that only that light affect that character. The light would not affect the scene. In one of my project I want the lake to reflect the mountains (lowrez version), but not the threes. And also at the same time the windows of the cabin must reflect the trees. All of this is for speed. Is there something in RS7 regarding these matters. Maybe I am thinking more like renderman. Jean-Sebastien Perron www.NeuroWorld.w On 10-06-09 09:06 PM, Matthias Kappenberg wrote: Hi Jean-Sebastien Perron, channel rendering is in RS since v4 if I'm right ;-) But they are to much in the deep dark areas of RS like tags etc. Really big features Never used and propagated enough in my opinion. (VSL is another feature like the above, I've missed something like VSL long time in other apps like Lightwave and Cinema4d...) Hmmm, back to Houdini and RS :-) Matthias - Original Message - From: Jean-Sebastien Perronj...@neuroworld.ws To:user-list@light.realsoft3d.com Sent: Thursday, June 10, 2010 1:04 AM Subject: Website update www.jcpexport.ca Now the buttons, tomorrow I will do a darker version of them when they are inactive. My RS skills are a little rusty. And I realize there is so much improvement everywhere in RS.. For example the option to render the channels. I am now re-reading after 5 or 6 years all the 3 RS manuals. By reading everything I make sure nothing is left undiscovered. Jean-Sebastien Perron www.NeuroWorld.ws
Re: 3D website made with RS7 Linux
The URL fails on my browser. I get a home page with some text and a link to floor.html and that link is text and can be activated only by the mouse being directly in the centre to the text line. It opens a page with text in the centre and no links. ?? Neil Cooke From: Jean-Sebastien Perron j...@neuroworld.ws To: user-list@light.realsoft3d.com Sent: Tue, 8 June, 2010 8:14:39 AM Subject: Re: 3D website made with RS7 Linux Thanks for your comments 1 - I use only Sea Monkey Composer. 2 - I know absolutely nothing about html or else. I know about the 2 extra lines I will correct it tonight and improve a little. Jean-Sebastien Perron www.NeuroWorld..ws On 10-06-07 02:27 AM, Matthias Kappenberg wrote: Hi Jean-Sebastien, Table design is outdated. Maybe you should give absolute positioned div containern a chance. And inline styles are not good, because of reusing, changing styles. Matthias - Original Message - From: Jean-Sebastien Perronj...@neuroworld.ws To:user-list@light.realsoft3d.com Sent: Monday, June 07, 2010 2:51 AM Subject: 3D website made with RS7 Linux This is only the beginning. www.jcpexport.ca Try rescaling the window of your browser. This is an attempt at making a website full screen at any resolution. There will be some 3D buttons made with transparent cristals and also some objects that will reflect on rippled water on the surface of the page. Jean-Sebastien Perron www.NeuroWorld.ws
Re: 3D website made with RS7 Linux
best viewed with anything but M$ internet explorer I think this is the reason I do all mine in HTML4 . no idea on CSS for example. Miss out on a lot but the sites are robust on every browser in town. N. From: Jean-Sebastien Perron j...@neuroworld.ws To: user-list@light.realsoft3d.com Sent: Tue, 8 June, 2010 9:44:44 AM Subject: Re: 3D website made with RS7 Linux I have been doing website for 10 years now. But I can solve problems in html, but not code entirely in html. every browser has a different opinion about rendering html code. That is so true, sad and problematic. I should put a warning on the website : best viewed with anything but M$ internet explorer Jean-Sebastien Perron www.NeuroWorld.ws On 10-06-07 05:40 PM, Matthias Kappenberg wrote: Hi Jean-Sebastien, @ 2 - I know absolutely nothing about html or else. Then you'll run into problems, if something looks wrong on different browsers. I'm creating websites since 15years and I can say two things about websites from a technical view: It's a really big problem, that every browser has a different opinion about rendering html code. And: I don't know any other way, than coding by hand to get rid of the problems. WYSIWG Editors are not working nearly proper Matthias - Original Message - From: Jean-Sebastien Perronj...@neuroworld.ws To:user-list@light.realsoft3d.com Sent: Monday, June 07, 2010 10:14 PM Subject: Re: 3D website made with RS7 Linux Thanks for your comments 1 - I use only Sea Monkey Composer. 2 - I know absolutely nothing about html or else. I know about the 2 extra lines I will correct it tonight and improve a little. Jean-Sebastien Perron www.NeuroWorld.ws On 10-06-07 02:27 AM, Matthias Kappenberg wrote: Hi Jean-Sebastien, Table design is outdated. Maybe you should give absolute positioned div containern a chance. And inline styles are not good, because of reusing, changing styles. Matthias - Original Message - From: Jean-Sebastien Perronj...@neuroworld.ws To:user-list@light.realsoft3d.com Sent: Monday, June 07, 2010 2:51 AM Subject: 3D website made with RS7 Linux This is only the beginning. www.jcpexport.ca Try rescaling the window of your browser. This is an attempt at making a website full screen at any resolution. There will be some 3D buttons made with transparent cristals and also some objects that will reflect on rippled water on the surface of the page. Jean-Sebastien Perron www.NeuroWorld.ws
Render x Frames Tutorial
Hi List, The need is to shift to rendering frame by frame. I have no idea how to do this and cant find anything in the manual. I can render an animation to BMPs or JPGs or whatever no problem but have yet to get them into the Comping App or even play them back as a Vid working on it though. Also the file sizes go ballistic with what I'm looking at so far so I might be out of luck with limits in the machines for that reason. Currently rendering to AVIs with Cinepack compression. 1920 x 1080. And this system is working well so far. Any help appreciated. Neil Cooke
Re: Render x Frames Tutorial
Thanks Matthias, I understand more from your questions. I dont need it all really except it has been recommended that I work this way. However, I think I might need it for very long takes if I see that one or two frames are faulty for example. In that case I would like to be able to repair just those frames without re-rendering the whole take. But since I shoot in short takes there doesnt seem to be much need to even have that ability. I have seen only one small set of problem frames in the 7 short films I've done so far. And it would be only a few hours to correct that. Maybe double that if it affected both eye views of a stereo project ... but easy enough. I dont have an expert Comping App - I use Magix. So far as I can see it can only load vids or ... stills as stills (not animation streams). I restrict effects to what RS can do and while there is a Blue Screen ability in the app, I have not needed to use it at all so far. Maybe I just forget the idea and keep with what I'm doing. Neil Cooke From: Matthias Kappenberg m...@the-dimension.com To: user-list@light.realsoft3d.com Sent: Sat, 5 June, 2010 8:11:30 PM Subject: Re: Render x Frames Tutorial Hi Neil, if you need it for a basic compositing task: TGA + Alpha Playback via VirtialDub ( http://www.virtualdub.org/ ) If you need it for AfterEffects or Fusion try layered PSD-Format if you need specific channels. It would be helpy if you can tell the name of the Comp-App. Matthias - Original Message - From: Neil Cooke To: UserList RealSoft Sent: Saturday, June 05, 2010 9:51 AM Subject: Render x Frames Tutorial Hi List, The need is to shift to rendering frame by frame. I have no idea how to do this and cant find anything in the manual. I can render an animation to BMPs or JPGs or whatever no problem but have yet to get them into the Comping App or even play them back as a Vid working on it though. Also the file sizes go ballistic with what I'm looking at so far so I might be out of luck with limits in the machines for that reason. Currently rendering to AVIs with Cinepack compression. 1920 x 1080. And this system is working well so far. Any help appreciated. Neil Cooke
Re: Render x Frames Tutorial - Last one now ;-)
Thank you Matthias!! Massive! Sorry had to sign off and get some sleep for a while. But the suggestions look like winners to me!! Thanks again Neil Cooke :-) From: Matthias Kappenberg m...@the-dimension.com To: user-list@light.realsoft3d.com Sent: Sat, 5 June, 2010 11:50:46 PM Subject: Re: Render x Frames Tutorial - Last one now ;-) Or select all images from a folder, drag them in the timeline with the default picture lenght the select all pictures in the timeline. If they are all selected, use in the RMB menu - Change photo lenght set lenght to 1 and accept apply to all Then play the video. Matthias - Original Message - From: Matthias Kappenberg To: user-list@light.realsoft3d.com Sent: Saturday, June 05, 2010 1:44 PM Subject: Re: Render x Frames Tutorial H, try the following in Movie Edit: File - Settings - Program there the Video/Audio Tab Look for Standard Picture Lenght Set it to 1 Frames Should do the trick. Matthias - Original Message - From: Neil Cooke To: user-list@light.realsoft3d.com Sent: Saturday, June 05, 2010 10:28 AM Subject: Re: Render x Frames Tutorial Thanks Matthias, I understand more from your questions. I dont need it all really except it has been recommended that I work this way. However, I think I might need it for very long takes if I see that one or two frames are faulty for example. In that case I would like to be able to repair just those frames without re-rendering the whole take. But since I shoot in short takes there doesnt seem to be much need to even have that ability. I have seen only one small set of problem frames in the 7 short films I've done so far. And it would be only a few hours to correct that. Maybe double that if it affected both eye views of a stereo project ... but easy enough. I dont have an expert Comping App - I use Magix. So far as I can see it can only load vids or ... stills as stills (not animation streams). I restrict effects to what RS can do and while there is a Blue Screen ability in the app, I have not needed to use it at all so far. Maybe I just forget the idea and keep with what I'm doing. Neil Cooke From: Matthias Kappenberg m...@the-dimension.com To: user-list@light.realsoft3d.com Sent: Sat, 5 June, 2010 8:11:30 PM Subject: Re: Render x Frames Tutorial Hi Neil, if you need it for a basic compositing task: TGA + Alpha Playback via VirtialDub ( http://www.virtualdub.org/ ) If you need it for AfterEffects or Fusion try layered PSD-Format if you need specific channels. It would be helpy if you can tell the name of the Comp-App. Matthias - Original Message - From: Neil Cooke To: UserList RealSoft Sent: Saturday, June 05, 2010 9:51 AM Subject: Render x Frames Tutorial Hi List, The need is to shift to rendering frame by frame. I have no idea how to do this and cant find anything in the manual. I can render an animation to BMPs or JPGs or whatever no problem but have yet to get them into the Comping App or even play them back as a Vid working on it though. Also the file sizes go ballistic with what I'm looking at so far so I might be out of luck with limits in the machines for that reason. Currently rendering to AVIs with Cinepack compression. 1920 x 1080. And this system is working well so far. Any help appreciated. Neil Cooke
Re: QuickTime Mov file - latest episode.
Hi Arjo, Thanks for the nice words! a lot of work indeed It was just under a month and a half but the sets were from old projects. Although not sure that this was a time-saver - confronting the wrong ways I used to do things!!! I like the style of the textures Thanks. I cant beat procedurals. Simply seems to be how I do this stuff. Any time I shift to colour maps I will usually end up changing things back to procedural surfaces. The robot has legs, why doesn't he walk I simply didnt have time to get a decent walk cycle going and I have nothing rigged in my archives. So I stuck with the quasi-surfing thing but once I started with it I decided it was possibly a lucky find!! The timing in the movie is a bit too even Fully agree. A second viewing and this becomes even more evident. I grew aware of the fact that I was rendering to similar frame count takes but too late to do much about it and as with the walking, was up against time, so decided to live with it. There was some documentation that suggested longer takes due to the stereo viewing aspect so I was caught a bit because i like short action takes. where does the second robot come from Ah, well, where does he come from indeed Lol I showed the thing to a local client and they missed it too ... that was when it was called BLUE so I relented and shifted the title to help spell it out a bit. But that's it, refuse to clarify it any more than that. So I'm sorry, but if you miss that one you've missed the story!!! And I dont really care if no one gets it!! Laughter here!! As ever, very many thanks for your words!! :-) Yes, some 2D client stuff in the studio right now but sets for the next anim are coming along well. That material called terrain in one of the landscape samples is proving to be very useful!!! Neil From: Arjo Rozendaal arjo.rozend...@xs4all.nl To: user-list@light.realsoft3d.com Sent: Wed, 2 June, 2010 6:53:11 PM Subject: RE: QuickTime Mov file - latest episode. Hi Neil, Nice movie! Must have been a lot of work indeed. I like the style of the textures, and overall atmosphere. I've got only a few remarks. The robot has legs, why doesn't he walk then? I know character animation is very difficult, I tried only once in Realsoft and gave up quickly. But when you see legs, you would want to see them move. The timing in the movie is a bit too even. The speed of everything is almost constantly the same. There could be a stronger rhythm IMHO. I found the last part of the movie a bit hard to understand. I mean the part where the robot is going in and out the pyramid. And where does the second robot come from? But I can understand you would rather go on with new ideas, so maybe my remarks are helpful to keep in mind with new projects. Arjo. Van:owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] Namens Neil Cooke Verzonden: dinsdag 1 juni 2010 23:57 Aan: UserList RealSoft Onderwerp: QuickTime Mov file - latest episode. Hi List http://www..dimensionzero.co.nz/dz-vids/DZ07-Episode7_lr.mov Should get to it. 120megs or so. Onto the next thing now. N.
Re: QuickTime Mov file - latest episode.
Thank you Fredrik Lol. I really did need to hear that someone had got the story line!!! N. :-) From: fre...@gmail.com fre...@gmail.com To: user-list@light.realsoft3d.com Sent: Thu, 3 June, 2010 12:20:04 AM Subject: Re: QuickTime Mov file - latest episode. lol, I understood who the second robot was. ;) Nice animation. Thanks for sharing. / Fredrik On 2 June 2010 12:37, Neil Cooke ne...@xtra.co.nz wrote: Hi Arjo, Thanks for the nice words! a lot of work indeed It was just under a month and a half but the sets were from old projects. Although not sure that this was a time-saver - confronting the wrong ways I used to do things!!! I like the style of the textures Thanks. I cant beat procedurals. Simply seems to be how I do this stuff. Any time I shift to colour maps I will usually end up changing things back to procedural surfaces. The robot has legs, why doesn't he walk I simply didnt have time to get a decent walk cycle going and I have nothing rigged in my archives. So I stuck with the quasi-surfing thing but once I started with it I decided it was possibly a lucky find!! The timing in the movie is a bit too even Fully agree. A second viewing and this becomes even more evident. I grew aware of the fact that I was rendering to similar frame count takes but too late to do much about it and as with the walking, was up against time, so decided to live with it. There was some documentation that suggested longer takes due to the stereo viewing aspect so I was caught a bit because i like short action takes. where does the second robot come from Ah, well, where does he come from indeed Lol . I showed the thing to a local client and they missed it too that was when it was called BLUE so I relented and shifted the title to help spell it out a bit. But that's it, refuse to clarify it any more than that. So I'm sorry, but if you miss that one you've missed the story!!! And I dont really care if no one gets it!! Laughter here!! As ever, very many thanks for your words!! :-) Yes, some 2D client stuff in the studio right now but sets for the next anim are coming along well. That material called terrain in one of the landscape samples is proving to be very useful!!! Neil From: Arjo Rozendaal arjo.rozend...@xs4all.nl To: user-list@light.realsoft3d.com Sent: Wed, 2 June, 2010 6:53:11 PM Subject: RE: QuickTime Mov file - latest episode. Hi Neil, Nice movie! Must have been a lot of work indeed. I like the style of the textures, and overall atmosphere. I've got only a few remarks. The robot has legs, why doesn't he walk then? I know character animation is very difficult, I tried only once in Realsoft and gave up quickly. But when you see legs, you would want to see them move. The timing in the movie is a bit too even. The speed of everything is almost constantly the same. There could be a stronger rhythm IMHO. I found the last part of the movie a bit hard to understand. I mean the part where the robot is going in and out the pyramid. And where does the second robot come from? But I can understand you would rather go on with new ideas, so maybe my remarks are helpful to keep in mind with new projects. Arjo. Van: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] Namens Neil Cooke Verzonden: dinsdag 1 juni 2010 23:57 Aan: UserList RealSoft Onderwerp: QuickTime Mov file - latest episode. Hi List http://www..dimensionzero.co.nz/dz-vids/DZ07-Episode7_lr.mov Should get to it. 120megs or so. Onto the next thing now. N.
QuickTime Mov file - latest episode.
Hi List http://www.dimensionzero.co.nz/dz-vids/DZ07-Episode7_lr.mov Should get to it. 120megs or so. Onto the next thing now. N.
Re: QuickTime Mov file - latest episode.
Thank you Jean-Sebastien, I think you overstate it given some of the archive efforts but thank you all the same. The movie is shot for stereo 3D and both channels exist, I look forward to seeing them through glasses!!! The point I would like to make is the operating basis I used. The work needed to be done with skills I had on board. My skill set with RS is not great so I hope the result shows that some useful fun can be had with not much trouble. N. From: Jean-Sebastien Perron j...@neuroworld.ws To: user-list@light.realsoft3d.com Sent: Wed, 2 June, 2010 11:52:45 AM Subject: Re: QuickTime Mov file - latest episode. To this day, this is the best animation video made with RS. Nothing else to say. Love the music, the camera work, the experimental style, and the mood. Jean-Sebastien Perron www.NeuroWorld.ws On 10-06-01 05:56 PM, Neil Cooke wrote: Hi List http://www..dimensionzero.co.nz/dz-vids/DZ07-Episode7_lr.mov Should get to it. 120megs or so. Onto the next thing now. N.
Re: How do I access Custom User Channels in JS ?
Garry, I think it was, did a Tut a while back with Light sens in a channel. N. From: Beg-inner begg...@telia.com To: user-list@light.realsoft3d.com Sent: Tue, 1 June, 2010 1:56:58 PM Subject: Re: How do I access Custom User Channels in JS ? Hi again.. Ex. one thing I wanted to control is the 'Light Sensitivity' channel.. Use RangeZ to set ranges or random 'Light Sensitivity' values to selected objects Also set those ranges with RangeZ as keys for anims...(a fast way to set keys for tons of objects...) A way to Lighting up one by one object in a range of objects...! and many other cool ways.. If Custom User Channels is not supported by JS, its too bad.. as alot of power is lost then..=( I really hope its possible.. ! =) Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Hi Stefan, if I'm right, then that's not possible :-( But if there is a solution, I'm very interested, to :-) If you try to animate objects via userdef channel: Have in mind that maybe the scene (objects) must be ready, before the userdef comes in and from which pixel you need the info ;-) Another chance is the field evaluator, maybe the best solution to get some info. or if ypu need a color, then use a color tag and map the channel to the color :-? Matthias - Original Message - From: Beg-inner begg...@telia..com To: user-list@light.realsoft3d.com Sent: Sunday, May 30, 2010 6:30 PM Subject: How do I access Custom User Channels in JS ? Hi all... RS channels like Alpha, Fade and so on.. is accessed by GetAlpha() and SetAlpha() and so on. But how do I access for example an ownmade channel MyChannel in the 'Channels' Tab of the 'Select' Window in JS ? TIA Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Internal Virus Database is out of date. Checked by AVG - www.avg.com Version: 9.0.791 / Virus Database: 271.1.1/2752 - Release Date: 03/17/10 09:33:00
Re: website WIP
How about when the go go through the door, they get to someplace completely other. A space craft store room with models as holograms on the shelves along with mops and stuff. A moonscape with the models in orbit ... dunno ... Lol. - Original Message - From: Mark Heuymans To: user-list@light.realsoft3d.com Sent: Sunday, May 30, 2010 8:29 AM Subject: Re: website WIP Op 26-5-2010 2:45, Jean-Sebastien Perron schreef: Wow, it's beautiful. That's the style I like (bright and colorful). It's slow, but that was expected with that much graphics. That was worth the loading. I don't know if it can help, but I did a website in full 3D like that 3 years ago for one of my client. Do you have a link? I'd like to see it if it's still online! The trick I used was to put the full image at once as a background of an invisible table (centered on the page). Then divide that invisible table in cells and then copy/place an invisible gif inside the cell over the detection point. You only have to place an action on the invisible gif. That is so you don't have to split the image in small pieces. The menu of www.CombadZ.com use this technique. It is more easy to manage like that. Jean-Sebastien Perron www.NeuroWorld.ws I used a totally outdated version of Photoshop, but it already had the powerful Slice tool. Very quick and efficient in combination with an equally ancient Dreamweaver and Swap Image behavior. I'll have to have a look at your method, but no way I'm making everything all over again! ;) Much more effort goes into the 3d part, and the pre-3d 'conceptual' part... it's hard to get from a vague idea to real result. These miniature models in the Expo room presented some time consuming problems. Obviously, these miniatures are scaled down and simplified versions of the original projects. But there are some caveats if you shrink projects: * VSL stuff like bump height, distance and other geometry related parameters don't shrink with the project. They will have to be adjusted manually. * The same goes for raytraced Nurbs thickness, these will end up as ridiculous clumps if you don't adjust them manually * Light source range: same story. Deleting all lightsources in the miniature is safest, or they might spoil the light in the whole project. In the meantime I added some new stuff in the expo room, just two more 2d portfolios to go! The last action in this area will be to replace the 'Under Construction' with something more positive :) I want to start work on the Realsoft3d section. The idea is to show free RS projects as example models on shelves in a 3d room (end of the hall at the right). For example, you see a small pile of ceramic tiles on a shelve. Click on it, download the tile project (the same tiles I used for the website), maybe read a mini-tutorial... this 3d approach is probably too elaborate if I want to keep it dynamic - interactive and up-to-date. Suggestions are welcome! -Mark H -- No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.819 / Virus Database: 271.1.1/2902 - Release Date: 05/29/10 08:17:00
Re: website WIP
some Portals Cool and a total roller coaster ride following the white rabbit down the rabbit hole between one eerrmmm whups, probably best I stick with my own (virtual) reality I guess. Lol. Looking forward to it Mark!! Celebrating here today. Put the sound track onto the Stereo 3D Movie, did a low res QuickTime of it ... and it's there. Very happy with the thing. Just one last render to finish from the slow machine (OD-Right Eye render) then it's in the can. What a mission. Month and a half for a seven minute story. Lol. Gotta be crazy to do 3D CG ... true in my case anyway!! N. From: Mark Heuymans atha...@casema.nl To: user-list@light.realsoft3d.com Sent: Sun, 30 May, 2010 9:24:09 AM Subject: Re: website WIP I had some Portals planned already, anything can happen in Cyberspace :) How about when the go go through the door, they get to someplace completely other. A space craft store room with models as holograms on the shelves along with mops and stuff. A moonscape with the models in orbit ... dunno ... Lol.
The End
That's it, I've had a gutsfull ... as they say down this way. Vista is gonna be gone and XP loaded. Cant afford the time that Vista adds to all keystrokes, even when it does figure out how to execute them. Cant afford the hours spent looking for where it has decided to place files I have created. Cant afford to be without an internal search command that actually can find files. Cant afford to buy the latest versions of all my main software. I need an operating system that operates. Vista does not. N.
Re: The End
Hi Aidan, I hear you on the Win7 but that leaves a remaining issue with the software I have which Vista and Win7 will not recognise or will slow down to unacceptable speeds. My son-in-law does this stuff for major companies and reckons Win7 is heaps better than Vista but still not what I have become used to with XP. No matter, a very small issue. XP does it for me, so a simple reload it's not like I'm killing my production ... but yes, will wait until I've finished a couple of majors before sorting it, Lol. Thanks for your words. N :-) From: aidan o driscoll aidan...@eircom.net To: user-list@light.realsoft3d.com Sent: Thu, 27 May, 2010 9:52:10 AM Subject: Re: The End Hi Neil, Yes - Vista Sucks. In the past I downgraded to XP Pro every time, however I would now have to recommend Windows 7. Its as good if not better than XP - basically what Vista should have been. Very light on the system and I find its a joy to work with ... Aidan On 26 May 2010 22:17, Neil Cooke ne...@xtra.co.nz wrote: That's it, I've had a gutsfull ... as they say down this way. Vista is gonna be gone and XP loaded. Cant afford the time that Vista adds to all keystrokes, even when it does figure out how to execute them. Cant afford the hours spent looking for where it has decided to place files I have created. Cant afford to be without an internal search command that actually can find files. Cant afford to buy the latest versions of all my main software. I need an operating system that operates. Vista does not. N.
Re: website WIP
Great to see Mark, A grand tour of your virtual world :-) I once started on an art gallery for myself, called it a Retrospective Exhibition ... but got side-tracked. Lol. Look forward to visiting the rest of your mansion once it is all constructed!! (Dont get side-tracked!!) Thanks Neil Cooke From: Matthias Kappenberg m...@the-dimension.com To: user-l...@light.realsoft3d..com Sent: Wed, 26 May, 2010 12:11:16 PM Subject: Re: website WIP Hi Mark, really nice idea :-) and cool images. Matthias - Original Message - From: Mark Heuymans atha...@casema.nl To: Reallist user-list@light.realsoft3d.com Sent: Tuesday, May 25, 2010 10:49 PM Subject: website WIP Hi all, I finally put some serious work into my site, the expo part is nearing completion - only Abuja has a pop-up portfolio but the rest will follow in a few days. No need to mention that everything 3d was made with Realsoft3d ;) At the end of the hall I'm planning a big room dedicated to Realsoft3d, with lots of free projects and hopefully some new tutorials. And the gaming cellar will be very interesting with lots of boardgame Alchimech material, there's also an entry into a huge cave system... A lot of work to be done but I'm in the groove now. http://www.athanor3d.com/ Expo room of commercial work: http://www..athanor3d.com/expo/expo-overview.html Best regards, Mark H
Re: Matte shadows
Hi Matthias The folk want 1920 x 1080 TIFF or TARGA frames. As far as I can see the MAGIX export option is something called Export BMP Series as a single frame series output. As I mentioned, I have not bothered to look into this at all. This call is months away. I am certain that there is no problem here. I think it is unlikely that I will need to take the job to this point anyway. Initially they want something that can play on PlayStation3 and a codec option there is immediately available in MAGIX. So again no issues. The file size is simply a result of the compression codec used. I have used Cinepack throughout but even so, the file is not small. Again, I feel I can work with up to 4 gig files so no problem. It's shaping up. Really happy to have even got this far with the work. One issue that came to light was checking the stereo takes using the full screen ... I was using the cross-eyed method with transposed OD/OS streams. Bad move. The muscle strain on the eyes began to let me know I needed to stop doing that. So I check them at same size now - 63mm centres. Lol. N. From: Matthias Kappenberg m...@the-dimension.com To: user-list@light.realsoft3d.com Sent: Thu, 20 May, 2010 8:01:23 PM Subject: Re: Matte shadows Hi Neil, @ I have a need to export the final OS/OD streams as some format my Magix edition doesnt have maybe tell us which format :-? And: Is it only the video or sound information, which makes the file to big. Matthias - Original Message - From: n...@neilcookegraphics.co.nz To: user-list@light.realsoft3d.com Sent: Thursday, May 20, 2010 7:59 AM Subject: RE: Matte shadows Massive, Thanks Arjo, The first stage of the project is fine and I think it unlikely that the work will go beyond that. Only then will it need the format I dont seem to have here. I dont know the file sizes but a first assembly check file came in at 2.5 gigs. I very quickly knocked that back into mpeg1, Lol. 120 megs now!! A bit of work yet to do however. Tweaking re-takes here and there and sorting the sound. N. On Thu, 20 May 2010 07:21:46 +0200, Arjo Rozendaal arjo.rozend...@xs4all.nl wrote: Hi Neil, I'm not sure how big your files are. But with Wetransfer.com you can transfer up to 2 Gig at once. No problem to convert your files with AE. Arjo. Van: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] Namens Neil Cooke Verzonden: woensdag 19 mei 2010 23:09 Aan: user-list@light.realsoft3d.com Onderwerp: Re: Matte shadows if you're looking for some special things better try the Trial-Versions I have a need to export the final OS/OD streams as some format my Magix edition doesnt have so I will definitely be checking the Trial Versions page!!! Hoping that they've upgraded their export formats of course. However, it was just a glance at that side of things so I may be mistaken. My other options there are download a free trial AE maybe or get a production house to do the conversion. No problem and many thanks for your news on all this Matt!! N. - Original Message - From: Matthias Kappenberg mailto:m...@the-dimension.com To: user-list@light.realsoft3d.com Sent: Wednesday, May 19, 2010 6:10 PM Subject: Re: Matte shadows Maybe try the Demo: http://www.magix.com/fi-fi/se/free-downloads/trial-versions/all-trial-versio ns/ http://www.magix.com/fi-fi/se/movie-edit-pro/plus/ and if you like the old scool interface progs http://www.mediachance.com/video/index.html (http://www.mediachance.com/video/layout6big.jpg) I have both of them, and as said before: Magix has recognized my hd-cam footage without any trouble, Edit Studio is a little bit more stable but does not like every footage. Both are very good programs for this price. But if you're looking for some special things better try the Trial-Versions Matthias - Original Message - From: Neil Cooke mailto:ne...@xtra.co.nz To: user-list@light.realsoft3d.com Sent: Tuesday, May 18, 2010 11:56 PM Subject: Re: Matte shadows Correction: filters for color correction I understood this to mean overall colour and or tone controls. But if (apart from blue, and black or something) you need to look at all instances of a colour range and shift them in a selected set of frames, then I'm not so sure. Sorry for the confusion Neil Cooke _ From: Neil Cooke ne...@xtra.co.nz To: user-l...@light..realsoft3d.com Sent: Tue, 18 May, 2010 11:14:37 PM Subject: Re: Matte shadows Hi Arjo Which video comping software is that? MAGIX Movie Edit Pro 14 It's marketed as a home/family video editor so most of the pre-sets/samples do not interest me. However the video effects menu option in the editing
Re: Matte shadows
if you're looking for some special things better try the Trial-Versions I have a need to export the final OS/OD streams as some format my Magix edition doesnt have so I will definitely be checking the Trial Versions page!!! Hoping that they've upgraded their export formats of course. However, it was just a glance at that side of things so I may be mistaken. My other options there are download a free trial AE maybe or get a production house to do the conversion. No problem and many thanks for your news on all this Matt!! N. - Original Message - From: Matthias Kappenberg To: user-list@light.realsoft3d.com Sent: Wednesday, May 19, 2010 6:10 PM Subject: Re: Matte shadows Maybe try the Demo: http://www.magix.com/fi-fi/se/free-downloads/trial-versions/all-trial-versions/ http://www.magix.com/fi-fi/se/movie-edit-pro/plus/ and if you like the old scool interface progs http://www.mediachance.com/video/index.html (http://www.mediachance.com/video/layout6big.jpg) I have both of them, and as said before: Magix has recognized my hd-cam footage without any trouble, Edit Studio is a little bit more stable but does not like every footage. Both are very good programs for this price. But if you're looking for some special things better try the Trial-Versions Matthias - Original Message - From: Neil Cooke To: user-list@light.realsoft3d.com Sent: Tuesday, May 18, 2010 11:56 PM Subject: Re: Matte shadows Correction: filters for color correction I understood this to mean overall colour and or tone controls. But if (apart from blue, and black or something) you need to look at all instances of a colour range and shift them in a selected set of frames, then I'm not so sure. Sorry for the confusion Neil Cooke From: Neil Cooke ne...@xtra.co.nz To: user-l...@light..realsoft3d.com Sent: Tue, 18 May, 2010 11:14:37 PM Subject: Re: Matte shadows Hi Arjo Which video comping software is that? MAGIX Movie Edit Pro 14 It's marketed as a home/family video editor so most of the pre-sets/samples do not interest me. However the video effects menu option in the editing section seems to me to have a very useful set of comping procedures. The internal help documentation is a massive strength especially compared to the printed manuals and the online support community. I wonder if other, over-the-counter AVI editors (it does more than AVI of course) have similar hidden abilities. adding titles and filters with this video composer you own? I mean filters for color correction and stuff like that. Yes, it can do all those things and far more. My guess is that it can do frame by frame bitmap editing but so far I have only needed to edit whole takes. A winner for me was the chromakey ability (blue screen and I'm not sure that this can be changed for the app). Because the pre-sets are for family type projects, I have not bothered with its title and text procedures. Prefer to do them in RS. I got it because I wanted something more specialised and extensive than the Windows MovieMaker app that ships with XP. It cost me $NZ160.00. N. From: Arjo Rozendaal arjo.rozend...@xs4all.nl To: user-list@light.realsoft3d.com Sent: Tue, 18 May, 2010 7:37:26 PM Subject: RE: Matte shadows Hi Neil, Which video comping software is that? I do own AE but I'm still interested, because as a teacher I meet people who're not always familiar with bitmap or video editors. And of course I like to offer them cheap possibilities. Most of the time they just bought the 3D app and don't like the idea that they need to buy additional software for editing bitmaps. Might sound strange, people wanting to create 3D visuals and don't know about bitmap editors. But most of them are CAD designers who wish to create good looking presentations. Can you do stuff like adding titles and filters with this video composer you own? I mean filters for color correction and stuff like that. Arjo. Van: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] Namens Neil Cooke Verzonden: dinsdag 18 mei 2010 5:43 Aan: user-list@light.realsoft3d.com Onderwerp: Re: Matte shadows maybe a compositing app is much faster than a 3D app :-? If you can live without the shadows then green screen is a breeze. But I have no idea on AE comping since my comping app is probably not up to pace and remains largely unknown to me. It cost about $US80.00 as opposed to AE at what, around $US1000.00?? The winner has to be frame by frame rotoscoping then!!! Lol. N. - Original Message - From
Re: Matte shadows
Hi Arjo Which video comping software is that? MAGIX Movie Edit Pro 14 It's marketed as a home/family video editor so most of the pre-sets/samples do not interest me. However the video effects menu option in the editing section seems to me to have a very useful set of comping procedures. The internal help documentation is a massive strength especially compared to the printed manuals and the online support community. I wonder if other, over-the-counter AVI editors (it does more than AVI of course) have similar hidden abilities. adding titles and filters with this video composer you own? I mean filters for color correction and stuff like that. Yes, it can do all those things and far more. My guess is that it can do frame by frame bitmap editing but so far I have only needed to edit whole takes. A winner for me was the chromakey ability (blue screen and I'm not sure that this can be changed for the app). Because the pre-sets are for family type projects, I have not bothered with its title and text procedures. Prefer to do them in RS. I got it because I wanted something more specialised and extensive than the Windows MovieMaker app that ships with XP. It cost me $NZ160.00. N. From: Arjo Rozendaal arjo.rozend...@xs4all.nl To: user-list@light.realsoft3d.com Sent: Tue, 18 May, 2010 7:37:26 PM Subject: RE: Matte shadows Hi Neil, Which video comping software is that? I do own AE but I'm still interested, because as a teacher I meet people who're not always familiar with bitmap or video editors. And of course I like to offer them cheap possibilities. Most of the time they just bought the 3D app and don't like the idea that they need to buy additional software for editing bitmaps. Might sound strange, people wanting to create 3D visuals and don't know about bitmap editors. But most of them are CAD designers who wish to create good looking presentations. Can you do stuff like adding titles and filters with this video composer you own? I mean filters for color correction and stuff like that. Arjo.. Van:owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] Namens Neil Cooke Verzonden: dinsdag 18 mei 2010 5:43 Aan: user-list@light.realsoft3d.com Onderwerp: Re: Matte shadows maybe a compositing app is much faster than a 3D app :-? If you can live without the shadows then green screen is a breeze. But I have no idea on AE comping since my comping app is probably not up to pace and remains largely unknown to me. It cost about $US80.00 as opposed to AE at what, around $US1000.00?? The winner has to be frame by frame rotoscoping then!!! Lol. N. - Original Message - From:Matthias Kappenberg To:user-l...@light.realsoft3d..com Sent:Tuesday, May 18, 2010 11:04 AM Subject:Re: Matte shadows @ who needs AE maybe a compositing app is much faster than a 3D app :-? Matthias - Original Message - From:Neil Cooke To:user-l...@light.realsoft3d..com Sent:Monday, May 17, 2010 7:51 PM Subject:Re: Matte shadows imposing shadows into live picture or into live film I dont see why the textureanim material that allows anims to show within raytrace renders on rectangles or whatever, cant be incorporated directly into the matteshadow material. If so then Who needs After Effects? Lol. N. From:Ville Tirronen ville.tirro...@saunalahti.fi To: user-list@light.realsoft3d.com Sent: Tue, 18 May, 2010 2:01:45 AM Subject: Re: Matte shadows My apology to you. Offcourse it was in tutorprojects/material/vsl/alphashadows :) This is what I mean by imposing shadows into live picture or into live film. Sorry guys. This tutorial gives quite good shadow control. Still have to investigate this more though. Hmm.. Now I have get light effects into live video:) Ville On 05/17/2010 10:31 AM, Matthias Kappenberg wrote: It's in the Material as Texture Map. (Maybe you must swizch the VSL-Shader to Advanced) Mit freundlichen Grüßen, Matthias Kappenberg Tel.: 0511-8091473 No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.819 / Virus Database: 271.1.1/2879 - Release Date: 05/17/10 18:26:00
Re: Matte shadows
Correction: filters for color correction I understood this to mean overall colour and or tone controls. But if (apart from blue, and black or something) you need to look at all instances of a colour range and shift them in a selected set of frames, then I'm not so sure. Sorry for the confusion Neil Cooke From: Neil Cooke ne...@xtra.co.nz To: user-list@light.realsoft3d.com Sent: Tue, 18 May, 2010 11:14:37 PM Subject: Re: Matte shadows Hi Arjo Which video comping software is that? MAGIX Movie Edit Pro 14 It's marketed as a home/family video editor so most of the pre-sets/samples do not interest me. However the video effects menu option in the editing section seems to me to have a very useful set of comping procedures. The internal help documentation is a massive strength especially compared to the printed manuals and the online support community. I wonder if other, over-the-counter AVI editors (it does more than AVI of course) have similar hidden abilities. adding titles and filters with this video composer you own? I mean filters for color correction and stuff like that. Yes, it can do all those things and far more. My guess is that it can do frame by frame bitmap editing but so far I have only needed to edit whole takes. A winner for me was the chromakey ability (blue screen and I'm not sure that this can be changed for the app). Because the pre-sets are for family type projects, I have not bothered with its title and text procedures. Prefer to do them in RS. I got it because I wanted something more specialised and extensive than the Windows MovieMaker app that ships with XP. It cost me $NZ160.00. N. From: Arjo Rozendaal arjo.rozend...@xs4all.nl To: user-list@light.realsoft3d.com Sent: Tue, 18 May, 2010 7:37:26 PM Subject: RE: Matte shadows Hi Neil, Which video comping software is that? I do own AE but I'm still interested, because as a teacher I meet people who're not always familiar with bitmap or video editors. And of course I like to offer them cheap possibilities. Most of the time they just bought the 3D app and don't like the idea that they need to buy additional software for editing bitmaps. Might sound strange, people wanting to create 3D visuals and don't know about bitmap editors. But most of them are CAD designers who wish to create good looking presentations.. Can you do stuff like adding titles and filters with this video composer you own? I mean filters for color correction and stuff like that. Arjo. Van:owner-l...@light.realsoft3d.com [mailto:owner-l...@light..realsoft3d.com] Namens Neil Cooke Verzonden: dinsdag 18 mei 2010 5:43 Aan: user-list@light.realsoft3d.com Onderwerp: Re: Matte shadows maybe a compositing app is much faster than a 3D app :-? If you can live without the shadows then green screen is a breeze. But I have no idea on AE comping since my comping app is probably not up to pace and remains largely unknown to me. It cost about $US80.00 as opposed to AE at what, around $US1000.00?? The winner has to be frame by frame rotoscoping then!!! Lol. N. - Original Message - From:Matthias Kappenberg To:user-l...@light.realsoft3d..com Sent:Tuesday, May 18, 2010 11:04 AM Subject:Re: Matte shadows @ who needs AE maybe a compositing app is much faster than a 3D app :-? Matthias - Original Message - From:Neil Cooke To:user-l...@light.realsoft3d..com Sent:Monday, May 17, 2010 7:51 PM Subject:Re: Matte shadows imposing shadows into live picture or into live film I dont see why the textureanim material that allows anims to show within raytrace renders on rectangles or whatever, cant be incorporated directly into the matteshadow material. If so then Who needs After Effects? Lol. N. From:Ville Tirronen ville.tirro...@saunalahti.fi To: user-list@light.realsoft3d.com Sent: Tue, 18 May, 2010 2:01:45 AM Subject: Re: Matte shadows My apology to you. Offcourse it was in tutorprojects/material/vsl/alphashadows :) This is what I mean by imposing shadows into live picture or into live film. Sorry guys. This tutorial gives quite good shadow control. Still have to investigate this more though. Hmm.. Now I have get light effects into live video:) Ville On 05/17/2010 10:31 AM, Matthias Kappenberg wrote: It's in the Material as Texture Map.. (Maybe you must swizch the VSL-Shader to Advanced) Mit freundlichen Grüßen, Matthias Kappenberg Tel.: 0511-8091473 No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.819 / Virus Database: 271.1.1/2879 - Release Date: 05/17/10 18:26:00
Re: Matte shadows
It's in the Material as Texture Map Yep, found it in the end!! Lol. Thanks again. N. From: Matthias Kappenberg m...@the-dimension.com To: user-list@light.realsoft3d.com Sent: Mon, 17 May, 2010 7:31:34 PM Subject: Re: Matte shadows It's in the Material as Texture Map. (Maybe you must swizch the VSL-Shader to Advanced) Mit freundlichen Grüßen, Matthias Kappenberg Tel.: 0511-8091473 - Original Message - From: Neil Cooke To: user-list@light.realsoft3d.com Sent: Sunday, May 16, 2010 11:20 PM Subject: Re: Matte shadows Massive, thanks Matt, Couldnt see where you had placed your picture for a while!!! But looks like the one. Many thanks Neil Cooke - Original Message - From: Matthias Kappenberg To: user-list@light.realsoft3d.com Sent: Monday, May 17, 2010 9:05 AM Subject: Re: Matte shadows Hopefully a file is attached I've used pyramid mapping, because it's better if you have foreground objects, which should act as a mask for real-world objects in the foreground and which should cast shadows. ok, here is the zipwas to big for the list http://the-final.com/privates/realsoft/ Matthias - Original Message - From: Matthias Kappenberg To: user-list@light.realsoft3d.com Sent: Sunday, May 16, 2010 10:22 PM Subject: Re: Matte shadows Hm, whats wrong with the: ../Realsoftxx/tutorprojects/material/vsl/matteshadows.r3d file. A very simple shader, which should give a good result :-? Matthias - Original Message - From: Arjo Rozendaal To: user-list@light.realsoft3d.com Sent: Sunday, May 16, 2010 9:16 AM Subject: RE: Matte shadows Yes, that looks like a better solution Neil. Van:owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] Namens Neil Cooke Verzonden: zaterdag 15 mei 2010 16:37 Aan: user-list@light.realsoft3d.com Onderwerp: Re: Matte shadows Got it, thanks Arjo, I attach a jpg but not sure it will get to the list. And while it's a solution, I cant recommend it. Lol. In any case, uses light sensitivity controller material rather than self illumination (on left). N. From:Arjo Rozendaal arjo.rozend...@xs4all.nl To: user-list@light.realsoft3d.com Sent: Sun, 16 May, 2010 1:10:44 AM Subject: RE: Matte shadows Hi Neil, I guess he means a shadow from an object on a background plate. So the car is 3D, the road is a picture. But you should see a shadow of the object on the background picture. What you need is a horizontal rectangle. Project the image on this rectangle from the camera viewpoint. The material should be self illuminating, so that regular lights have no influence on it. Put the car on top of this plane, and it will drop a shadow on it. Of course you need another vertical rectangle with the same camera mapped picture to serve as a background. I hope this answer is clear enough. Arjo. Van:owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] Namens Neil Cooke Verzonden: zaterdag 15 mei 2010 2:23 Aan: user-list@light.realsoft3d.com Onderwerp: Re: Matte shadows I dont know what a matte shadow is. Matte, to me means excluded by shape some shape is not included in some part of the effect. But all this is easy in RS. For soft edge shadows I use a rectangle as a special light ... I would use this to get a soft edge shadow under a car for example. If any of the above is any use, let me know and I'll give more detail, but I dont think it's what you are after. Sorry I cant help. Neico From:Ville Tirronen ville.tirro...@saunalahti.fi To: user-list@light.realsoft3d.com Sent: Sat, 15 May, 2010 11:48:57 AM Subject: Re: Matte shadows Just normal matte shadows for composition. I recall I saw one tut from internet which had a car and pavement made with RS, but now I cannot find it anymore. I tried tut from manual, but it gives incorrect shadows. Perhaps I should export only shadows for composition. Only problem is that I don't know how to do that. Ville On 05/15/2010 01:06 AM, Matthias Kappenberg wrote: Maybe my mail was not beeing forwarded: Which tutorial do you mean, and what should be the result / is exspected ? Matthias - Original Message - From:ville.tirro...@saunalahti.fi To:user-list@light.realsoft3d.com Sent: Tuesday, May 11, 2010 9:25 PM Subject: Matte shadows Any good tutorials for correct soft matte shadows? Tutorial
Re: Matte shadows
imposing shadows into live picture or into live film I dont see why the textureanim material that allows anims to show within raytrace renders on rectangles or whatever, cant be incorporated directly into the matteshadow material. If so then Who needs After Effects? Lol. N. From: Ville Tirronen ville.tirro...@saunalahti.fi To: user-list@light.realsoft3d.com Sent: Tue, 18 May, 2010 2:01:45 AM Subject: Re: Matte shadows My apology to you. Offcourse it was in tutorprojects/material/vsl/alphashadows :) This is what I mean by imposing shadows into live picture or into live film. Sorry guys. This tutorial gives quite good shadow control. Still have to investigate this more though. Hmm.. Now I have get light effects into live video:) Ville On 05/17/2010 10:31 AM, Matthias Kappenberg wrote: It's in the Material as Texture Map. (Maybe you must swizch the VSL-Shader to Advanced) Mit freundlichen Grüßen, Matthias Kappenberg Tel.: 0511-8091473
Re: Matte shadows
More - the light sensitivity approach could easily handle matte shadows in live footage using the textureanim material. From: Neil Cooke ne...@xtra.co.nz To: user-list@light.realsoft3d.com Sent: Tue, 18 May, 2010 5:51:27 AM Subject: Re: Matte shadows imposing shadows into live picture or into live film I dont see why the textureanim material that allows anims to show within raytrace renders on rectangles or whatever, cant be incorporated directly into the matteshadow material. If so then Who needs After Effects? Lol. N. From: Ville Tirronen ville.tirro...@saunalahti.fi To: user-list@light.realsoft3d.com Sent: Tue, 18 May, 2010 2:01:45 AM Subject: Re: Matte shadows My apology to you. Offcourse it was in tutorprojects/material/vsl/alphashadows :) This is what I mean by imposing shadows into live picture or into live film. Sorry guys. This tutorial gives quite good shadow control. Still have to investigate this more though. Hmm.. Now I have get light effects into live video:) Ville On 05/17/2010 10:31 AM, Matthias Kappenberg wrote: It's in the Material as Texture Map.. (Maybe you must swizch the VSL-Shader to Advanced) Mit freundlichen Grüßen, Matthias Kappenberg Tel.: 0511-8091473
Re: Matte shadows
maybe a compositing app is much faster than a 3D app :-? If you can live without the shadows then green screen is a breeze. But I have no idea on AE comping since my comping app is probably not up to pace and remains largely unknown to me. It cost about $US80.00 as opposed to AE at what, around $US1000.00?? The winner has to be frame by frame rotoscoping then!!! Lol. N. - Original Message - From: Matthias Kappenberg To: user-list@light.realsoft3d.com Sent: Tuesday, May 18, 2010 11:04 AM Subject: Re: Matte shadows @ who needs AE maybe a compositing app is much faster than a 3D app :-? Matthias - Original Message - From: Neil Cooke To: user-list@light.realsoft3d.com Sent: Monday, May 17, 2010 7:51 PM Subject: Re: Matte shadows imposing shadows into live picture or into live film I dont see why the textureanim material that allows anims to show within raytrace renders on rectangles or whatever, cant be incorporated directly into the matteshadow material. If so then Who needs After Effects? Lol. N. From: Ville Tirronen ville.tirro...@saunalahti.fi To: user-list@light.realsoft3d.com Sent: Tue, 18 May, 2010 2:01:45 AM Subject: Re: Matte shadows My apology to you. Offcourse it was in tutorprojects/material/vsl/alphashadows :) This is what I mean by imposing shadows into live picture or into live film. Sorry guys. This tutorial gives quite good shadow control. Still have to investigate this more though. Hmm.. Now I have get light effects into live video:) Ville On 05/17/2010 10:31 AM, Matthias Kappenberg wrote: It's in the Material as Texture Map. (Maybe you must swizch the VSL-Shader to Advanced) Mit freundlichen Grüßen, Matthias Kappenberg Tel.: 0511-8091473 -- No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.819 / Virus Database: 271.1.1/2879 - Release Date: 05/17/10 18:26:00
Re: Matte shadows
Hi Matt whats wrong with the: .../Realsoftxx/tutorprojects/material/vsl/matteshadows.r3d For many reasons I need two planes ... a vertical wall - doesnt matter if it's cam background or not and a plane for the surface the object sits on (usually horizontal) and might be a bumpy SDS surface for that matter. A single surface plane only works if the surface is an infinite rectangle and the cam POV is aimed below the horizon for that rectangle. And on a quick test, I cant get that material to do both. But, looking at the material VSL code, I cant see why I cant get it to work. Maybe somewhere between the color mapping material and the matte shadow light handling is where I should be looking. Have to run now. Neil Cooke - Original Message - From: Matthias Kappenberg To: user-list@light.realsoft3d.com Sent: Monday, May 17, 2010 8:22 AM Subject: Re: Matte shadows Hm, whats wrong with the: ../Realsoftxx/tutorprojects/material/vsl/matteshadows.r3d file. A very simple shader, which should give a good result :-? Matthias - Original Message - From: Arjo Rozendaal To: user-list@light.realsoft3d.com Sent: Sunday, May 16, 2010 9:16 AM Subject: RE: Matte shadows Yes, that looks like a better solution Neil. Van: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] Namens Neil Cooke Verzonden: zaterdag 15 mei 2010 16:37 Aan: user-list@light.realsoft3d.com Onderwerp: Re: Matte shadows Got it, thanks Arjo, I attach a jpg but not sure it will get to the list. And while it's a solution, I cant recommend it. Lol. In any case, uses light sensitivity controller material rather than self illumination (on left). N. From: Arjo Rozendaal arjo.rozend...@xs4all.nl To: user-list@light.realsoft3d.com Sent: Sun, 16 May, 2010 1:10:44 AM Subject: RE: Matte shadows Hi Neil, I guess he means a shadow from an object on a background plate. So the car is 3D, the road is a picture. But you should see a shadow of the object on the background picture. What you need is a horizontal rectangle. Project the image on this rectangle from the camera viewpoint. The material should be self illuminating, so that regular lights have no influence on it. Put the car on top of this plane, and it will drop a shadow on it. Of course you need another vertical rectangle with the same camera mapped picture to serve as a background. I hope this answer is clear enough. Arjo. Van: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] Namens Neil Cooke Verzonden: zaterdag 15 mei 2010 2:23 Aan: user-list@light.realsoft3d.com Onderwerp: Re: Matte shadows I dont know what a matte shadow is. Matte, to me means excluded by shape ... some shape is not included in some part of the effect. But all this is easy in RS. For soft edge shadows I use a rectangle as a special light ... I would use this to get a soft edge shadow under a car for example. If any of the above is any use, let me know and I'll give more detail, but I dont think it's what you are after. Sorry I cant help. Neico From: Ville Tirronen ville.tirro...@saunalahti.fi To: user-list@light.realsoft3d.com Sent: Sat, 15 May, 2010 11:48:57 AM Subject: Re: Matte shadows Just normal matte shadows for composition. I recall I saw one tut from internet which had a car and pavement made with RS, but now I cannot find it anymore. I tried tut from manual, but it gives incorrect shadows. Perhaps I should export only shadows for composition. Only problem is that I don't know how to do that. Ville On 05/15/2010 01:06 AM, Matthias Kappenberg wrote: Maybe my mail was not beeing forwarded: Which tutorial do you mean, and what should be the result / is exspected ? Matthias - Original Message - From:ville.tirro...@saunalahti.fi To:user-list@light.realsoft3d.com Sent: Tuesday, May 11, 2010 9:25 PM Subject: Matte shadows Any good tutorials for correct soft matte shadows? Tutorial in the manual shows shadows incorrectly. Ville -- No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.819 / Virus Database: 271.1.1/2875 - Release Date: 05/15/10 18:26:00
Re: Matte shadows
Massive, thanks Matt, Couldnt see where you had placed your picture for a while!!! But looks like the one. Many thanks Neil Cooke - Original Message - From: Matthias Kappenberg To: user-list@light.realsoft3d.com Sent: Monday, May 17, 2010 9:05 AM Subject: Re: Matte shadows Hopefully a file is attached I've used pyramid mapping, because it's better if you have foreground objects, which should act as a mask for real-world objects in the foreground and which should cast shadows. ok, here is the zipwas to big for the list http://the-final.com/privates/realsoft/ Matthias - Original Message - From: Matthias Kappenberg To: user-list@light.realsoft3d.com Sent: Sunday, May 16, 2010 10:22 PM Subject: Re: Matte shadows Hm, whats wrong with the: ../Realsoftxx/tutorprojects/material/vsl/matteshadows.r3d file. A very simple shader, which should give a good result :-? Matthias - Original Message - From: Arjo Rozendaal To: user-list@light.realsoft3d.com Sent: Sunday, May 16, 2010 9:16 AM Subject: RE: Matte shadows Yes, that looks like a better solution Neil. Van: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] Namens Neil Cooke Verzonden: zaterdag 15 mei 2010 16:37 Aan: user-list@light.realsoft3d.com Onderwerp: Re: Matte shadows Got it, thanks Arjo, I attach a jpg but not sure it will get to the list. And while it's a solution, I cant recommend it. Lol. In any case, uses light sensitivity controller material rather than self illumination (on left). N. -- From: Arjo Rozendaal arjo.rozend...@xs4all.nl To: user-list@light.realsoft3d.com Sent: Sun, 16 May, 2010 1:10:44 AM Subject: RE: Matte shadows Hi Neil, I guess he means a shadow from an object on a background plate. So the car is 3D, the road is a picture. But you should see a shadow of the object on the background picture. What you need is a horizontal rectangle. Project the image on this rectangle from the camera viewpoint. The material should be self illuminating, so that regular lights have no influence on it. Put the car on top of this plane, and it will drop a shadow on it. Of course you need another vertical rectangle with the same camera mapped picture to serve as a background. I hope this answer is clear enough. Arjo. Van: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] Namens Neil Cooke Verzonden: zaterdag 15 mei 2010 2:23 Aan: user-list@light.realsoft3d.com Onderwerp: Re: Matte shadows I dont know what a matte shadow is. Matte, to me means excluded by shape ... some shape is not included in some part of the effect. But all this is easy in RS. For soft edge shadows I use a rectangle as a special light ... I would use this to get a soft edge shadow under a car for example. If any of the above is any use, let me know and I'll give more detail, but I dont think it's what you are after. Sorry I cant help. Neico -- From: Ville Tirronen ville.tirro...@saunalahti.fi To: user-list@light.realsoft3d.com Sent: Sat, 15 May, 2010 11:48:57 AM Subject: Re: Matte shadows Just normal matte shadows for composition. I recall I saw one tut from internet which had a car and pavement made with RS, but now I cannot find it anymore. I tried tut from manual, but it gives incorrect shadows. Perhaps I should export only shadows for composition. Only problem is that I don't know how to do that. Ville On 05/15/2010 01:06 AM, Matthias Kappenberg wrote: Maybe my mail was not beeing forwarded: Which tutorial do you mean, and what should be the result / is exspected ? Matthias - Original Message - From:ville.tirro...@saunalahti.fi To:user-list@light.realsoft3d.com Sent: Tuesday, May 11, 2010 9:25 PM Subject: Matte shadows Any good tutorials for correct soft matte shadows? Tutorial in the manual shows shadows incorrectly. Ville -- No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.819 / Virus Database: 271.1.1/2878 - Release Date: 05/17/10 06:26:00
Re: {Spam?} Re: My lastest picture
Totally massive thanks Mark, In VSL 0-255 integer RGB is translated to 0.0-1.0 floating point double precision, RS is high dynamics internally! I have been sorting that by using a light sensitivity control material .. and the object at 50, 500, etc times light sens. But I wont from now on!!! Yippee another light source to throw away. Thanks again again!! N :-) From: Mark Heuymans atha...@casema.nl To: user-list@light.realsoft3d.com Sent: Sun, 16 May, 2010 6:54:36 AM Subject: Re: {Spam?} Re: My lastest picture Op 14-5-2010 22:27, Neil Cooke schreef: Cool, Whatever on the red sun, obviously you're happy with it. Yep, I use absolute white for objects that are meant to be seen as light emitting. I need to show red lights and other coloured lights now and then of course, but desperately search for contrast ambiences to make them sensible to viewers. Therefore in the case of your sky I think I might try the red star as showing light modelling from the white star and probably only that crescent, since the brighter atmosphere would kill darker objects but I'm guessing of course. Thanks for your notes there. N. We are not limited to white R,G and B = 0-255! In VSL 0-255 integer RGB is translated to 0.0-1.0 floating point double precision, RS is high dynamics internally! I usually make my unshaded light-emitting shapes RGB = 2.2 , 2.1 , 2.0 or something like that, roughly twice as bright as plain white and slightly warm. This will show up better in reflections and is generally more realistic than low dynamics. -Mark H
Re: Matte shadows
Perhaps I should add to my post below. I was a bit hasty in many aspects. Lol. What I cant recommend is the tweaking I needed to do to balance the horizontal rectangle light sensitivity with the vertical back drop light sensitivity. The two planes are at different angles to the main light source as indicated by the shadows in the back drop picture and so they receive light at different values. Since I had balance this by eye I suggest it is not ideal. But firstly, while I couldnt get Arjo's recommendation of self illumination to work is probably my error and would overcome the issue above. Secondly, the light sensitivity source does not have to be in the same place as the image target light source. So if it was a distance light at 45 degrees to both planes, balancing by eye wouldnt be needed. The problem with balancing by eye is that the light sensitivity source must not move - it would be tricky maintain balance of light input on the two planes. But again, a constant angle equidistant could sort this plus that particular light source doesnt have to move at all. The image mapping to both the back vertical plane and the ground plane must always be aligned to the camera POV of course so limited panning might be Ok but again animation might be tricky. No issue for stills of course. Lastly, turn of casts shadows in the light sens light source as well as the two mapped planes. Perhaps Arjo or someone could go a bit further on the self illumination trick. I just couldnt get it to work like that. N. From: Neil Cooke ne...@xtra.co.nz To: user-list@light.realsoft3d.com Sent: Sun, 16 May, 2010 2:37:10 AM Subject: Re: Matte shadows Got it, thanks Arjo, I attach a jpg but not sure it will get to the list. And while it's a solution, I cant recommend it. Lol. In any case, uses light sensitivity controller material rather than self illumination (on left). N. From: Arjo Rozendaal arjo.rozend...@xs4all.nl To: user-list@light.realsoft3d.com Sent: Sun, 16 May, 2010 1:10:44 AM Subject: RE: Matte shadows Hi Neil, I guess he means a shadow from an object on a background plate. So the car is 3D, the road is a picture. But you should see a shadow of the object on the background picture. What you need is a horizontal rectangle. Project the image on this rectangle from the camera viewpoint. The material should be self illuminating, so that regular lights have no influence on it. Put the car on top of this plane, and it will drop a shadow on it. Of course you need another vertical rectangle with the same camera mapped picture to serve as a background. I hope this answer is clear enough. Arjo. Van:owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] Namens Neil Cooke Verzonden: zaterdag 15 mei 2010 2:23 Aan: user-l...@light..realsoft3d.com Onderwerp: Re: Matte shadows I dont know what a matte shadow is. Matte, to me means excluded by shape ... some shape is not included in some part of the effect. But all this is easy in RS.. For soft edge shadows I use a rectangle as a special light ... I would use this to get a soft edge shadow under a car for example. If any of the above is any use, let me know and I'll give more detail, but I dont think it's what you are after. Sorry I cant help. Neico From:Ville Tirronen ville.tirro...@saunalahti.fi To: user-list@light.realsoft3d.com Sent: Sat, 15 May, 2010 11:48:57 AM Subject: Re: Matte shadows Just normal matte shadows for composition. I recall I saw one tut from internet which had a car and pavement made with RS, but now I cannot find it anymore. I tried tut from manual, but it gives incorrect shadows. Perhaps I should export only shadows for composition. Only problem is that I don't know how to do that. Ville On 05/15/2010 01:06 AM, Matthias Kappenberg wrote: Maybe my mail was not beeing forwarded: Which tutorial do you mean, and what should be the result / is exspected ? Matthias - Original Message - From:ville.tirro...@saunalahti.fi To:user-list@light.realsoft3d.com Sent: Tuesday, May 11, 2010 9:25 PM Subject: Matte shadows Any good tutorials for correct soft matte shadows? Tutorial in the manual shows shadows incorrectly. Ville
Re: My lastest picture
Hi LeeE, Dont read this one!!! Some quick crits ... I have not yet solved the red sun issue. As in your pic it can often end up as almost the darkest thing in the sky ... how can that be when it is an energy source? An anti-matter sun ... neg-light? Same for me, the only time I tried it I was in a hurry, so just threw it out and made the thing orange but not saturated orange. My usual recipe for a sun is simply to select a colour between orange and white (through yellow) and give it the unshaded material. But have yet to spend time on the red star thing and suspect that the atmosphere around it has to do all the work with the star itself just 255 white. Also volumetric anything ... time is against me and I just use a procedural on a back plane if it is the sky and dont really bother for anything closer. If I need clouds to move in front of a moon or something then I just use a transparent setting on a surface in front of the further one. Stereo is not an issue since the distance is way beyond stereo separation range for human sight. The landscape foreground is just too boring for me. Landscapes for still images for me are displacement mesh surfaces with a colour map that is also copied as a bump map for ground cover. However mostly I use SDS surfaces for landscapes. The pylons that hold the tubes up seem clunky. I think some variation of detail on at least the closer ones might be useful. Even rows of rivet sets in I beams, maybe some rust patches. The actual capsule has guides that touch the inner surface of the glass it seems to me. There could be some kind of rail at those contact points since friction could be an issue although mag-lev at those points or future tech-magic etc. Lol. Which all just goes to show that your are ambitious and not scared of the tricky stuff and I am a coward!! Lol. However, the style of your pic is so close to a sci-fi illustration genre from mid last century. (But the dark red sun remains an issue for me there) So, on that basis you are bang on I reckon. I personally never really liked that genre, thought it was poor workmanship, but that's just me.. Thanks Neico From: Beg-inner begg...@telia.com To: user-list@light.realsoft3d.com Sent: Sat, 15 May, 2010 5:33:28 AM Subject: Re: My lastest picture Hi Lee... That looks really cool ! Would have been awesome to see it all animated, but with those kind of rendertimes.. ouch.. Thx for sharing, keep them coming.. ! Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. My latest picture: http://www.spatial.plus.com/Realsoft3D/im_AlienLandscape-000-000-003.jpg Realsoft3D V6.1 for Linux. It actually just started off as an experiment with vsl volumetric clouds (there are two cloud layers, one noise based and the other cell based, in addition to a ground-level atmosphere) and to devise a vsl material for the horizon hills. No texture maps were used, but it does use AO. It could certainly use a little more tweaking, and a few extra details/features, but as it took the best part of two days to render on my network of now obsolete hardware (due to the three transparent atmosphere cloud layers, plus the glass tubes, I used a recursion level of 15) I can't see myself revisiting it any time soon. LeeE Internal Virus Database is out of date. Checked by AVG - www.avg.com Version: 9.0.791 / Virus Database: 271.1.1/2752 - Release Date: 03/17/10 09:33:00
Re: animated nurbs material
NURBS ... bah humbug!! Lol Neico. From: Beg-inner begg...@telia.com To: user-list@light.realsoft3d.com Sent: Sat, 15 May, 2010 5:44:42 AM Subject: Re: animated nurbs material Hi Mark.. Neat material there ! Nice and easy to use... I am sure it can come in handy in many different situations.. Thx for sharing..! Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Hi all, Here's the material I promised a few days earlier, it's applied to nurbs curves. The project contains only objects, materials and channels. It's a kind of lightshow, a pattern that moves along the curve. Size and speed of the pattern is controllable, even per curve individually! I did this by adding two channels: 'individual time' and 'individual flowsize'. You can find these channels in Attribute under the Col tab of the Property window. If you set 'Start Raytrace' to Continuous Rendering (View properties/Render tab) you can play the animation almost realtime and see the effect easily. Enjoy and feel free to tweak! -Mark H
Re: My lastest picture
Cool, Whatever on the red sun, obviously you're happy with it. Yep, I use absolute white for objects that are meant to be seen as light emitting. I need to show red lights and other coloured lights now and then of course, but desperately search for contrast ambiences to make them sensible to viewers. Therefore in the case of your sky I think I might try the red star as showing light modelling from the white star and probably only that crescent, since the brighter atmosphere would kill darker objects but I'm guessing of course. Thanks for your notes there. N. From: leee l...@spatial.plus.com To: user-list@light.realsoft3d.com Sent: Sat, 15 May, 2010 7:46:12 AM Subject: Re: My lastest picture On Friday 14 May 2010, Neil Cooke wrote: Hi LeeE, Dont read this one!!! Some quick crits I have not yet solved the red sun issue. As in your pic it can often end up as almost the darkest thing in the sky ... how can that be when it is an energy source? An anti-matter sun ... neg-light? Umm... It's supposed to be a small red dwarf in a close binary system with the larger yellow sun, which is the primary light source (this limited where I could place the major light source as being a close binary system the two stars need to be fairly close to each other). The Red Dwarf does emit some light, but not very much, and given how little light it does contribute, and the fact that being so low on the horizon means it effectively casts no shadows, I guess I should just make it a low ql point source instead of an 11 ql spherical special light source. I actually want to make it a little darker and perhaps mottle it a bit. Part of the reason for doing this high ql render was to identify such issues though. Same for me, the only time I tried it I was in a hurry, so just threw it out and made the thing orange but not saturated orange. My usual recipe for a sun is simply to select a colour between orange and white (through yellow) and give it the unshaded material. But have yet to spend time on the red star thing and suspect that the atmosphere around it has to do all the work with the star itself just 255 white. The problem is that with a dynamic range of just 255 steps we're always going to be limited with how bright things can appear before they just end up at 24bit white. There's not a lot we can do about this, apart from moving to higher bit depths. Also volumetric anything ... time is against me and I just use a procedural on a back plane if it is the sky and dont really bother for anything closer. If I need clouds to move in front of a moon or something then I just use a transparent setting on a surface in front of the further one. Stereo is not an issue since the distance is way beyond stereo separation range for human sight. The landscape foreground is just too boring for me. Landscapes for still images for me are displacement mesh surfaces with a colour map that is also copied as a bump map for ground cover. However mostly I use SDS surfaces for landscapes. I agree that the foreground is a bit boring and I really need to add some features there. Using SDS for landscapes is a bit expensive though, to my mind, and I'll generally start with an analytic plane as a starting point, and then perhaps add some nurbs or SDS features on top of it. The pylons that hold the tubes up seem clunky. I think some variation of detail on at least the closer ones might be useful. Even rows of rivet sets in I beams, maybe some rust patches. I need to adjust the AO settings to better illuminate the tube supports, and perhaps add some sort of access ladder and a few panels, but this is supposed to be advanced technology, so no rivets and definitely no rust ;-) The actual capsule has guides that touch the inner surface of the glass it seems to me. There could be some kind of rail at those contact points since friction could be an issue although mag-lev at those points or future tech-magic etc. Lol. Well, advanced tech again here, and if you had rails then you wouldn't need the entire tube. As it happens, I've already got an idea for a soap-bubble type material for the tubes, which are supposed to be some sort of force-field constructs anyway, and I want to make the 'shoes' less clunky than the simple polyhedrons they are now as well. I might add a bit of glow to the bottoms of the shoes too. I might also add a few smaller (notionally robotic) barnacle/limpet type vehicles travelling along the bottom (and perhaps even the sides and tops) of the tubes, between the legs of the large pods as well. Which all just goes to show that your are ambitious and not scared of the tricky stuff and I am a coward!! Lol. However, the style of your pic is so close to a sci-fi illustration genre from mid last century. (But the dark red sun remains an issue for me there) So, on that basis you are bang on I reckon. I
Re: Matte shadows
I dont know what a matte shadow is. Matte, to me means excluded by shape some shape is not included in some part of the effect. But all this is easy in RS. For soft edge shadows I use a rectangle as a special light ... I would use this to get a soft edge shadow under a car for example. If any of the above is any use, let me know and I'll give more detail, but I dont think it's what you are after. Sorry I cant help. Neico From: Ville Tirronen ville.tirro...@saunalahti.fi To: user-list@light.realsoft3d.com Sent: Sat, 15 May, 2010 11:48:57 AM Subject: Re: Matte shadows Just normal matte shadows for composition. I recall I saw one tut from internet which had a car and pavement made with RS, but now I cannot find it anymore. I tried tut from manual, but it gives incorrect shadows. Perhaps I should export only shadows for composition. Only problem is that I don't know how to do that. Ville On 05/15/2010 01:06 AM, Matthias Kappenberg wrote: Maybe my mail was not beeing forwarded: Which tutorial do you mean, and what should be the result / is exspected ? Matthias - Original Message - From:ville.tirro...@saunalahti.fi To:user-list@light.realsoft3d.com Sent: Tuesday, May 11, 2010 9:25 PM Subject: Matte shadows Any good tutorials for correct soft matte shadows? Tutorial in the manual shows shadows incorrectly. Ville
Re: Ignore Test
Lol I ignore everything and everything ignores me. It's neat the way that works. So no real need to request that particular service. :-) And here is some more to ignore ... a press release I guess almost there on the stereo 3D 10 minute movie which is only going to be about five or six minutes. Two or three more takes and the title and end credits to do. Took about a month. Will post a 2D of the full thing later in the year when the client side of clears. Total fun, 1920 x 1080. Neico - Original Message - From: NIK stockm...@live.com To: user-list@light.realsoft3d.com Sent: Monday, May 10, 2010 7:18 AM Subject: Re: Ignore Test yeah sure ignored lol -- From: Beg-inner begg...@telia.com Sent: Sunday, May 09, 2010 12:11 PM To: user-list@light.realsoft3d.com Subject: Ignore Test a Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.819 / Virus Database: 271.1.1/2862 - Release Date: 05/09/10 06:26:00
Loading error.
Hi List, Cant load a file in other machines. It's Ok in one machine but get the following messages in the others: Invalid client name (Error:r3fload:270) Cannot read object subdiv1698+plank_colour (Error:r3level:1430) . and a few more of the 1430 types. Any chance? (RS ver7, XP and Vista) Thanks Neil Cooke
Re: IYUV Codec in RS V7 for XP
Thanks Vesa and Fredrik, Easy to work around, no problem here. Neil Cooke From: Vesa Meskanen v...@realsoft.com To: user-list@light.realsoft3d.com Sent: Tue, 27 April, 2010 7:27:08 PM Subject: Re: IYUV Codec in RS V7 for XP Hi, The error message reads: Output error, cannot write image (Error:r3fileren:780) sorry for not including this in my previous post. I can confirm Fredrik's observation: IYUV stops working after 640*480 maximum resolution in my XP system. It seems to be some sort of size limitation in the codec. Best regards, Vesa
IYUV Codec in RS V7 for XP
Hi List, Getting an output error message when I try to use this codec from the vid compression list in XP. Works fine in Vista but my two XP machines cant get to it. Any kind of fix appreciated. I'm just totally new at this end of things. Neil Cooke
Re: IYUV Codec in RS V7 for XP
Thanks Freber The error message reads: Output error, cannot write image (Error:r3fileren:780) sorry for not including this in my previous post. the benefits of rendering to still images I hear what you and many others have recommended with thanks. And it makes sense to me, no question about that. However for this current project I simply need to go with what I know because of time and I have never tried the still images approach. The project is the stereo competition in the 3DWorld mag. Learning heaps. A lot of fun. Thanks again Neil Cooke - Original Message - From: fre...@gmail.com To: user-list@light.realsoft3d.com Sent: Tuesday, April 27, 2010 8:41 AM Subject: Re: IYUV Codec in RS V7 for XP On second thought - I tested a few renders and it appears as if the size is limited in this version. The maximum size I can render is 640x480. Perhaps Vista has a newer version of the codec that handles larger frames? / Fredrik On 26 April 2010 22:07, fre...@gmail.com fre...@gmail.com wrote: I have no specific feedback concerning this codec, I can only report that it seems to work in my XP setup. Doesn't it say anything more specific than that? Still, I want to stress the benefits of rendering to still images and using something else to encode the video. Something like virtual dub or even some hideously expensive Adobe product. This way you can process the images further, if necessary, before destroying them with lossy compression. ;-) / Fredrik On 26 April 2010 21:46, Neil Cooke ne...@xtra.co.nz wrote: Hi List, Getting an output error message when I try to use this codec from the vid compression list in XP. Works fine in Vista but my two XP machines cant get to it. Any kind of fix appreciated. I'm just totally new at this end of things. Neil Cooke No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.814 / Virus Database: 271.1.1/2835 - Release Date: 04/26/10 06:31:00
Intel IYUV Codec and Vista
Hi List, I'm getting an error message from my XP machines but not on my Vista machine when I try to render an animation using the Intel IYUV codec. I'm using RS Ver 7. Would really like to have it Ok for the XP machines. Any help appreciated. Thanks Neil Cooke
Re: Stop whining; Start creating
Jean-Sebastien says it for me in the post below. There is a social function that a Forum can give but I am too busy drawing to bother with any kind of social life really. Current questions on any Forum at all are never the ones I am trying to solve on the screen right there and then. For folk who like the social ambiance of a Forum, cool, go for it but historically, for RS, there has only ever been boom and bust. Big enthusiasm expressed at the start then dwindling to one or two contributors who more often than not end up getting bitter at being the only players. It doesnt matter who runs the Forum ... a true friend of RS or RS themselves . Forums are doomed before they start. But ... like all dating sites . maybe this time ... Lol. Neil Cooke From: Jean-Sebastien Perron j...@neuroworld.ws To: user-list@light.realsoft3d.com Sent: Wed, 31 March, 2010 10:51:29 AM Subject: Stop whining; Start creating Sorry for the forum, I don't remember it ever existed. Why would I go there? Ask questions no one will be able to answer. If someone send me a private e-mail, I will take the time to help him. I paid for Realsoft, because the features were interesting. The features are working, I am happy customer. The features are not working, I contact RS directly and they solve the problem. Community is only for chatting about RS, 3D and new techniques. The software is working, you cannot complain. You are unable to create your vision in RS, but the software is working, you cannot complain. There is a manual + reference and everything is in there. Anything else can be found on many books about 3D, tutorials and DVD. For example a perfect skin shader can be found in Renderman Shading books. You can then recreate them with the VSL. http://www.amazon.ca/gp/product/1598632868/ref=pd_lpo_k2_dp_sr_1?pf_rd_p=485327511pf_rd_s=lpo-top-stripepf_rd_t=201pf_rd_i=0201508680pf_rd_m=A3DWYIK6Y9EEQBpf_rd_r=0C7R41SMX7HH1EZWG125 PS : perfect skin shader is worth nothing if the model and lighting is not perfect : ) A 3D tutorial for maya or blender will work for RS and vice versa. In the big studios, things are not always working as expected. Software does not always react as supposed to. They don't have the time to blame the software, they find a bypass or another way to do it. Only the user can be blamed for poor result. Like I said many times, I could do anything I ever wanted with RS version 1.0 : RS7 is only bonus. I feel by reading some users post that they want someone else to do everything for them. 3D is not a step by step. Find the way to get the shot you want with your imagination. RS has the potential to do everything you could ever imagine, maybe not with a magic button like softimage. RS attract technical people more than artistic people, maybe this is the problem. RS is not responsible to make you create fantastic images, they provide only the tool. Now with the incredible Avatar movie, new RS users will pop up with the dream of doing the same thing. RS can do an Aatar movie, but with 500 expert cg artists. Carrara, Bryce and Poser website is full of beautiful images, probably better than most created with RS. And yet no professionals are using these softwares. Why other easy stupid software create better images? They have a magic button to create beautiful images, but they don't provide the tools to create YOUR visions. They are only good at creating beautiful images of a naked woman in a shiny landscape, nothing else. Jean-Sebastien Perron www.NeuroWorld.ws
Re: Stop whining; Start creating
Lol. From: Jouni Hätinen jouni.hati...@iki.fi To: user-list@light.realsoft3d.com Sent: Wed, 31 March, 2010 11:00:18 AM Subject: Re: Stop whining; Start creating They are only good at creating beautiful images of a naked woman in a shiny landscape, nothing else. What is that software you're talking about? I'm suddenly interested.
Re: about Realsoft 3d Forum Discussion
For my part, if there is a question on the User List that I think I can help with and if no one else has answered then I will post. A Forum is no good for me because I have no time to visit or post to it. I have to work all the time just now. Work is drawing with RS of course. Neil Cooke - Original Message - From: Frank Brübach To: user-list@light.realsoft3d.com Sent: Monday, March 29, 2010 10:40 PM Subject: QT: about Realsoft 3d Forum Discussion I have a simple question: what about re-animate the realoft 3d forum from boris jahn (http://rs-forum.the-final.com/) ? Or perhaps do you prefer another new realsoft 3d forum? It's perhaps useful to get an active discussion forum for new realsoft 3d user and advanced users. there are many things to talk about, I am sure, special to new realosft 3d V7 issue. I'm missing to debate and new discussions about realsoft 3d projects and new rendering images and techniques. would be nice to get truly and serious feedback. best regards, servus, Frank Brübach WEB.DE DSL: Internet, Telefon und Entertainment für nur 19,99 EUR/mtl.! http://produkte.web.de/go/02/ -- No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.791 / Virus Database: 271.1.1/2775 - Release Date: 03/28/10 19:32:00
Test - please ignore
. thanks. N.
Re: Test - please ignore
I cant think of another occasion that has been so magnificently, thoroughly and ostentatiously ignored. A supreme achievement. Thanks to all who did and all who didnt. For my part, the second email address I was testing for the List proved to also be magnificently, thoroughly and ostentatiously ignorant. Now, back to the issue I'm having with a certain application called . :-)From: Matthias Kappenberg m...@the-dimension.comTo: user-list@light.realsoft3d.comSent: Tue, 23 February, 2010 8:30:27 PMSubject: Re: Test - please ignore Ignored ;-) - Original Message - From: NIK To: user-list@light.realsoft3d.com Sent: Tuesday, February 23, 2010 2:05 AM Subject: Re: Test - please ignore haha cool your typing skills stir up the hive LOL : : ignored : : From: Neil Cooke Sent: Monday, February 22, 2010 3:05 PM To: UserList RealSoft Subject: Test - please ignore thanks. N.
Install failure
Hi List, Trying to install Ver7 in new XP drive and an error comes up for a missing DLL. Error 1723. A DLL required for this install to complete could not be run. Unable to register the DLL/OCX: LoadLibrary failed; code 14001 ... also the path \bin\r3d_extractor.dll This is on a fresh, reformatted partition that has had only the XP installed to it. what is to be done? TIA Neil Cooke
Re: artificial evolution
Virtual Stuntmen ... both stuntmen and animators are out of work. Amazing post thanks Mark. From: Mark Heuymans atha...@casema.nl To: Reallist user-list@light.realsoft3d.com Sent: Fri, 19 February, 2010 10:07:20 AM Subject: artificial evolution Stumbled upon this, about evolutionary simulated bodypart control http://www.ted.com/talks/torsten_reil_studies_biology_to_make_animation.html Reil was probably inspired by Karl Sims http://www.karlsims..com/ John Holland is also a pioneer in the field. Imagine something like this: Chrono controls the bodyparts. Chrono is controlled by a brain/actuator system that has 'learned' how to perform the 'task' optimally. The brain is all Javascript, including the evolutionary part... just a wild thought ;) -Mark H
Re: artificial evolution
Trickle-down 0r the law of diminishing returns just like most proprietory apps. The first to use it will pay through the nose but eventually it will be a plugin for any app and on special for $5.00 down at the local store. It will be the entire nervous system as controllers of rigs. Might even become hardwired as part of any graphics card. N. From: fre...@gmail.com fre...@gmail.com To: user-list@light.realsoft3d.com Sent: Fri, 19 February, 2010 12:20:55 PM Subject: Re: artificial evolution I think this is what they used in Star Wars: The Force Unleashed? Under the name Euphoria? If that is so, it is already out there. / F 2010/2/18 Jouni Hätinen jouni.hati...@iki.fi: Stunt man will eventually be out of job and soon actors too. The demonstration looks cool, but fortunately movies didn't kill theater and neither did TV kill radio, so I don't think actors or stunt men will be replaced by CGI either. But this demonstration should be interesting to game developers. -Jouni
Real fun ...
Just a super long take that shifted the lens from 80mm focal point (35mm equivalent) to 35,000mm focal point some camera!!! lol.
Re: stereoscopic imagery
An old camera for film set-up was two lenses taking half each of the same film frame. This gets over the need to synch the takes. The projector had a similar mirror (actually a beam splitter type lens I think) and projected through the colour/polarising filter for a glasses viewing solution. In RS it would be the easiest thing to place mirrors in the same way. Effectively two horizontal periscopes. So here synch is not the issue. Splitting the single replay into different polarisations or shutter placements would then be needed of course. Maybe an option is to split the single image data off-camera. The usual render (single) data set ... and with an offset and aimpoint known from which the machine can extrapolate the second eye view. N. From: Mark Heuymans atha...@casema.nl To: user-list@light.realsoft3d.com Sent: Mon, 8 February, 2010 10:23:17 AM Subject: Re: stereoscopic imagery Op 7-2-2010 20:19, Neil Cooke schreef: Two cents worth ... Stereoscopic entertainment history shows it as a fad type of thing. It comes along gets all hot and fired then fades to zero. Yes, like quadraphony. Maybe this time it will break through, hard to tell. But it will double render times and make post processing much more complicated. Cameras, both real and virtual are much more complicated because they need to replicate every movement of the human eyes. (nice project to set up in RS, also for mono renders!) Only one of the seven or so ways the brain deciphers depth in a view is dependent on the stereoscopic event . the fact that the left view is 64mm offset from the right view and as Jen-Sebastien points out, actual near and distant eye lens shift for focus is absent. The other factors are intellectual . place in the field, overlap, known and relative sizes, colour tone strengths, etc. Yes, but I once tried to play tennis with one eye shut - totally impossible! Sure, it doesn't add much to maybe 99% of all productions, it's worthwhile only for visual spectacles like Avatar and Coraline (great stop motion movie btw!). Nice and quick replies guys, I'm checking out the tips! Shutter glasses are maybe an option but I doubt if my LCD monitors are fast enough. I was just wondering if I could view RS stereo animations in stereo. I have two identical LCD monitors, maybe I can set up something with mirrors. Thanks, Mark H
Re: stereoscopic imagery
Saw an interesting one, an animated gif on loop showing old stereo prints (for those old hand held stereoscopes) one after the other with a fairly decent delay. The eye was totally tricked and saw a 3D view. Even the extremes of shift were just about there. My guess is that these extremes happened due to the stereography having the centre subject as the aim point rather than centre infinity. Google something like animated gif stereo prints old japan or similar. N. From: fre...@gmail.com fre...@gmail.com To: user-list@light.realsoft3d.com Sent: Mon, 8 February, 2010 10:58:02 AM Subject: Re: stereoscopic imagery With the shutter glasses approach you can use regular frame rates. Dolby 3D and RealD 3D, use higher refresh rates showing the same image for each eye several (three) times before moving on to the next actual frame, but if you aren't too fussy about it, a 60 Hz refresh rate, just showing each frame once, works quite well. At least for still images. Of course, even for shutters, higher refresh rates would make it look better, but if you are moving up that ladder, then the polarisation or phase filtering methods might be more suitable. / Fredrik On 7 February 2010 22:23, Mark Heuymans atha...@casema.nl wrote: Op 7-2-2010 20:19, Neil Cooke schreef: Two cents worth ... Stereoscopic entertainment history shows it as a fad type of thing. It comes along gets all hot and fired then fades to zero. Yes, like quadraphony. Maybe this time it will break through, hard to tell. But it will double render times and make post processing much more complicated. Cameras, both real and virtual are much more complicated because they need to replicate every movement of the human eyes. (nice project to set up in RS, also for mono renders!) Only one of the seven or so ways the brain deciphers depth in a view is dependent on the stereoscopic event . the fact that the left view is 64mm offset from the right view and as Jen-Sebastien points out, actual near and distant eye lens shift for focus is absent. The other factors are intellectual . place in the field, overlap, known and relative sizes, colour tone strengths, etc. Yes, but I once tried to play tennis with one eye shut - totally impossible! Sure, it doesn't add much to maybe 99% of all productions, it's worthwhile only for visual spectacles like Avatar and Coraline (great stop motion movie btw!). Nice and quick replies guys, I'm checking out the tips! Shutter glasses are maybe an option but I doubt if my LCD monitors are fast enough. I was just wondering if I could view RS stereo animations in stereo. I have two identical LCD monitors, maybe I can set up something with mirrors. Thanks, Mark H
Re: stereoscopic imagery
behaviour is a natural one for the eye Certainly. In fact one cue to depth perception for the brain is the degree the eyes have turned to bear on a point in space. The old stereo cameras had no such mechanism so far as I know. The two lenses simply pointed straight ahead. It is for this reason that I would not have the cameras bother with turning onto a point independantly ... the feedback which tells the brain anything at all about depth from such an action is both minimal and confusing. It is confusing because it assumes that the eyes of the movie viewer are interested in the single point that the cams are aimed at. This is another reason why I hate DOF in digital rendering - it constrains the viewer unnaturally. The eye after all will constantly move about a scene. N. From: Jean-Sebastien Perron j...@neuroworld.ws To: user-list@light.realsoft3d.com Sent: Mon, 8 February, 2010 3:14:30 PM Subject: Re: stereoscopic imagery If I remember on my website the stereoscopic tutorial use center of object as aimpoint instead infinity... This behaviour is a natural one for the eye The future is either connected to the brain or holographic voxels. Jean-Sebastien Perron www.NeuroWorld.ws Neil Cooke wrote: Saw an interesting one, an animated gif on loop showing old stereo prints (for those old hand held stereoscopes) one after the other with a fairly decent delay. The eye was totally tricked and saw a 3D view. Even the extremes of shift were just about there. My guess is that these extremes happened due to the stereography having the centre subject as the aim point rather than centre infinity. Google something like animated gif stereo prints old japan .. or similar. N. From: fre...@gmail.com fre...@gmail.com To: user-list@light.realsoft3d.com Sent: Mon, 8 February, 2010 10:58:02 AM Subject: Re: stereoscopic imagery With the shutter glasses approach you can use regular frame rates. Dolby 3D and RealD 3D, use higher refresh rates showing the same image for each eye several (three) times before moving on to the next actual frame, but if you aren't too fussy about it, a 60 Hz refresh rate, just showing each frame once, works quite well. At least for still images. Of course, even for shutters, higher refresh rates would make it look better, but if you are moving up that ladder, then the polarisation or phase filtering methods might be more suitable. / Fredrik On 7 February 2010 22:23, Mark Heuymans atha...@casema.nl wrote: Op 7-2-2010 20:19, Neil Cooke schreef: Two cents worth ... Stereoscopic entertainment history shows it as a fad type of thing... It comes along gets all hot and fired then fades to zero. Yes, like quadraphony. Maybe this time it will break through, hard to tell. But it will double render times and make post processing much more complicated. Cameras, both real and virtual are much more complicated because they need to replicate every movement of the human eyes. (nice project to set up in RS, also for mono renders!) Only one of the seven or so ways the brain deciphers depth in a view is dependent on the stereoscopic event ... the fact that the left view is 64mm offset from the right view and as Jen-Sebastien points out, actual near and distant eye lens shift for focus is absent. The other factors are intellectual ... place in the field, overlap, known and relative sizes, colour tone strengths, etc. Yes, but I once tried to play tennis with one eye shut - totally impossible! Sure, it doesn't add much to maybe 99% of all productions, it's worthwhile only for visual spectacles like Avatar and Coraline (great stop motion movie btw!). Nice and quick replies guys, I'm checking out the tips! Shutter glasses are maybe an option but I doubt if my LCD monitors are fast enough. I was just wondering if I could view RS stereo animations in stereo. I have two identical LCD monitors, maybe I can set up something with mirrors. Thanks, Mark H
Handy trick ...
Hi List, For what it's worth I have found that I tend to create many files with many camera's until I get the image or animation as I want it. What I am now doing is cutting and pasting the output file name onto the name of the current camera (that rendered it) in the select view. The filename, in my case, includes the date, the frame count, the episode and take numbers this record within the file has proved very useful in going back over old projects. N.
Re: Is there a tutorial on how to burn light onto the texture of an object?
I would do either a procedural or colour/bump map of the object but wouldnt create the light/shdow map of the object with that in place until I had the camera and lighting sorted. Then I would map from that POV or, if it was animated, I would comp it in as a separate pass. For games I would approximate the shadow positions, essentially arguing a static light source and map the whole object. Or something. Essentially what I would do is do the texture, then create a replacement map with the object in that texture (which is discarded) plus the lighting. Ends up with one colour map of both texture and lighting. Dont bother with mapping all that much having far more fun with procedurals but then again, I'm not doing games work. Not sure if this is any use or even what you are after here. Neico - Original Message - From: Jean-Sebastien Perron j...@neuroworld.ws To: user-list@light.realsoft3d.com Sent: Wednesday, February 03, 2010 12:27 PM Subject: Is there a tutorial on how to burn light onto the texture of an object? How to create a light map texture and export it as an image for future use on polygon object for RT gaming engine? Jean-Sebastien Perron www.CombadZ.com No virus found in this incoming message. Checked by AVG - www.avg.com Version: 8.5.435 / Virus Database: 271.1.1/2663 - Release Date: 02/02/10 07:35:00
Re: RS3dv6.1 Text problem
Re Text Invisibilty to Raytrace My previous work around was to extrude and discard all but tops or bottoms if I wanted a 2D text raytrace object. I just tried giving the extrude value 0 ... it creates top and bottom meshes with mesh extrusion side objects and these side meshes have no NURBs content. Faster to make and probably not much longer in renders. Maybe the fact that the top and bottom have the same z value could get in the way. Just thought to mention it. N - Original Message - From: leee l...@spatial.plus.com To: user-list@light.realsoft3d.com Sent: Monday, February 01, 2010 9:47 AM Subject: Re: RS3dv6.1 Text problem On Sunday 31 Jan 2010, Neil Cooke wrote: Doubt if it's any use but (Not Linux) I use only TrueType Fonts in my system or fonts that are recognised by TrueType handlers. I have never had any problems with these in any version of RS. So a question might be do other apps on your machine recognise the fonts and or font conventions. I loaded all my fonts via my Corel Fonts app and these are the only ones I use. The fonts need to be loaded of course so the app can go to a fonts folder and get the scaling data points. Font invisibility: I do have to extrude them to make them visible to the raytrace ... I then throw away all except tops or bottoms if I want only 2D faces of the text line. I have always thought there would be an easy answer to this part of my procedure but have never bothered to find one. Maybe convert to SDS or something. Neico. Yeah - the fonts are recognised by everything else ok, no tops or bottoms though in RS3D, as you'd normally get with nurbs extruding. Haven't tried converting to SDS though... LeeE No virus found in this incoming message. Checked by AVG - www.avg.com Version: 8.5.432 / Virus Database: 271.1.1/2653 - Release Date: 01/28/10 14:55:00
Re: RS3dv6.1 Text problem
Doubt if it's any use but (Not Linux) I use only TrueType Fonts in my system or fonts that are recognised by TrueType handlers. I have never had any problems with these in any version of RS. So a question might be do other apps on your machine recognise the fonts and or font conventions. I loaded all my fonts via my Corel Fonts app and these are the only ones I use. The fonts need to be loaded of course so the app can go to a fonts folder and get the scaling data points. Font invisibility: I do have to extrude them to make them visible to the raytrace ... I then throw away all except tops or bottoms if I want only 2D faces of the text line. I have always thought there would be an easy answer to this part of my procedure but have never bothered to find one. Maybe convert to SDS or something. Neico. From: Walter wra...@interfree.it To: user-list@light.realsoft3d.com Sent: Sun, 31 January, 2010 10:53:08 PM Subject: RS3dv6.1 Text problem Hi all. I have a BIG problem with RS3d for Linux is running on Ubuntu 9.10 but if I try to use font command the program exit with this error: /usr/share/realsoft3d-6.1/bin/Realsoft3D: symbol lookup error: /usr/share/realsoft3d-6.1/plugins/libr3fretyp.so: undefined symbol: FT_Init_FreeType Someone may help me? Thanks a lot Walter
Re: internal reflections
Room of Mirrors . reminds me of the Fripp and Eno album cover late last century but the cover shot was a six faced mirror wall room. Heavenly Music Corporation I think it was :-) There's a guy up north who has a kaleidescope show on his land. He has a monster 900mm round unit that is humorous, but the ones I liked were magnified defraction surfaces of detergent or oil in multiple symmetry. Iridescent. Usually a muted but vibrant colour/tone range but the organic swirls against the hard edges of the mirror crystal total fun. some find this cold, it's a matter of 'turning the knobs' cold in some cases, yes. More like empty, vacant. for me the trick with all abstract and semi-abstract graphics is whether it connects. I have seen shows with walls of empty abstraction and yet one, one of the pieces will do it for me. The issue in one case was when I asked the folk I was with to rate the exhibits without consulting me or each other, and without exception there was the one pic that was ahead of the rest. I guess I had to wonder why the artist felt a need to show the other dozen images. Anyway, three machines busy rendering here, so a break for coffee here. A fabulous Summer's day!!! N. From: Mark Heuymans atha...@casema.nl To: user-list@light.realsoft3d.com Sent: Thu, 28 January, 2010 11:26:55 AM Subject: Re: internal reflections Op 27-1-2010 20:43, Charles Henry schreef: Hi Mark, Nice color!! ... that's what has interested me in Realsoft back in 1995 and ever since. The ability to visualize the impossible-to-build geometries gives us the ability to make discoveries about the relationship between geometry and numbers and ourselves. I've been working with the spheres recently ... developing a new way to reveal the human form as I did at: www.people.vcu.edu/~chenry . This new work is directed at printing (BW Color) and I haven't put any on the web yet. Keep up the good work!! Cheers, Chuck So much to show yet, I'll make a Room of Mirrors in my new office www.athanor3d.com (maybe up the stairs at the left). Can't wait to see your new work Chuck! I'll share many of my projects, maybe you can do something with the VSL. Neil, I can imagine some find this cold, it's a matter of 'turning the knobs' until something interesting or complex appears, rather than really designing or modeling something. The main human element is control over the color scheme... to me it's more about exploration and VSL practice than a pre-determined idea of a certain result. 50 recursions indeed! ;) thanks all, Mark H
Re: internal reflections
here it's the harshest winter in recent memory Yep, my daughter works in France and says the same!!! Keep warm List folk!!! N. - Original Message - From: Mark Heuymans To: user-list@light.realsoft3d.com Sent: Thursday, January 28, 2010 1:31 PM Subject: Re: internal reflections for me the trick with all abstract and semi-abstract graphics is whether it connects. I have seen shows with walls of empty abstraction and yet one, one of the pieces will do it for me. The issue in one case was when I asked the folk I was with to rate the exhibits without consulting me or each other, and without exception there was the one pic that was ahead of the rest. I guess I had to wonder why the artist felt a need to show the other dozen images. Anyway, three machines busy rendering here, so a break for coffee here. A fabulous Summer's day!!! N. Wise words, but here it's the harshest winter in recent memory! ;) Happy rendering please post the results, Mark H
Re: internal reflections
Thanks Mark Looks like a curved surface Kaleidescope, not quite quadrant or rather two equatorial axii of symmetry sets since there is a specularity polarity (woo say that one fast!!!). Must be recursions set to, what, 50x ??? Would like to see refraction cranked up as well!! The ability to do nice flowing abstract patterns in RS must be phenomenal. For my part, I have always always found such patterns void of spirit. No soul. No human error and foibles. Just me. I'm an expressionist I guess. Cant stand most of the screensavers that come out using similar optical algorithms. In art each and every part of each and every object/event in the universe may be offered as an art object. The trick is in deciding which ... and that makes the artist or breaks them of course. Just two cents while waiting for renders on both machines. :-) N. From: Mark Heuymans atha...@casema.nl To: Reallist user-list@light.realsoft3d.com Sent: Wed, 27 January, 2010 12:21:55 PM Subject: internal reflections Hi all, In 2009 I've been revisiting internal reflections and 'Wada basins' (thanks and cheers to Charles Henry of course!). One example, scaled down from 3000 pixels wide.: http://www.athanor3d.com/pub/restore03c1small.jpg These things are too impractical to do in real life, but RS is the perfect simulation tool because of its mathematically perfect analytical spheres and VSL! Much more in the archives... -Mark H
Re: Image contributions
Hi Vesa, Anything from my website check the thumb links on the home page maybe. I should be able to get a print quality pdf to you. I dont know if anything there might be suitable for you. It's all RS. Most of the work there is not recent but I dont think any of that work has been published apart from one or two pieces done for the 3DWorld Magazine Forum Competition Challenge. Neil Cooke From: Vesa Meskanen v...@realsoft.com To: user-l...@light.realsoft3d...com Sent: Tue, 19 January, 2010 11:46:29 PM Subject: Image contributions Hello, We are currently collecting new images for upcoming magazine articles and product reviews. If you happen to have any fairly new Realsoft 3D images (preferably in print quality), please send them to me (v...@realsoft.com) before Friday morning this week. Artist's name will be included, too. Thanks in advance! Best regards, Vesa Meskanen Realsoft Graphics
Movie render options.
Hi List, I am rendering to .avi files but believe that if this project does make it to broadcast use then either I or someone will need to render the same files to OpenEXR. So I am wondering about this scribble .avi stage which has only limited use. I am asking myself, Why dont I go straight to OpenEXR now and cut out the .avi stage? One reason might be that the OpenEXR or any uncompressed render file sizes could be more than I can do with the gear I have. I havent tested this yet. This is also a separate concern and I am hoping that production houses would be able to do this if I cant. I guess if I had a deadline and/or a contract that did not require a quick sketch to sell from, I would go directly to OpenEXR (assuming my gear could do this, of course) and hand the lot straight over to a production house. Another reason is that uncompressed renders might take far too long. This means that the .avi stage is useful to check the file with not so much lost if I need to change the content. Does anyone have a tried and true pipeline here? Any thoughts here would be very welcome!!! Neil Cooke
Re: Movie render options.
Hi Matthias, what is a true pipeline :-? Lol. The English phrase is tried and true ... the true is colloquial and is not taken on its own. Just one of those phrases that come into being in a language. Tried and true as a complete phrase means that it has been tested and found to 'true as opposed to false ... dependable in other words. Everyone is doing image sequences it seems. I do not like the idea of going back and changing the renders of everything I've done so far. But it looks like I should at least do that from here on. I dont have the After Effects and other downstream apps so maybe I'm stuck with .avi's for that reason. Many thanks for your word on this. N. From: Matthias Kappenberg m...@the-dimension.com To: user-list@light.realsoft3d.com Sent: Tue, 19 January, 2010 7:07:52 PM Subject: Re: Movie render options. Hi Neil, what is a true pipeline :-? I'm putting my RS renders from RS in AfterEffects, DigitalFusion and Combustion. And from there out to whatever. Is this a true pipeline :-? In my opinion it's always better to use image sequences, because it's easier to rerender some frames and you can put more channels in the rendered output ;-) Matthias - Original Message - From: Neil Cooke To: UserList RealSoft Sent: Tuesday, January 19, 2010 4:59 AM Subject: Movie render options. Hi List, I am rendering to .avi files but believe that if this project does make it to broadcast use then either I or someone will need to render the same files to OpenEXR. So I am wondering about this scribble .avi stage which has only limited use. I am asking myself, Why dont I go straight to OpenEXR now and cut out the .avi stage? One reason might be that the OpenEXR or any uncompressed render file sizes could be more than I can do with the gear I have... I havent tested this yet. This is also a separate concern and I am hoping that production houses would be able to do this if I cant. I guess if I had a deadline and/or a contract that did not require a quick sketch to sell from, I would go directly to OpenEXR (assuming my gear could do this, of course) and hand the lot straight over to a production house. Another reason is that uncompressed renders might take far too long. This means that the .avi stage is useful to check the file with not so much lost if I need to change the content. Does anyone have a tried and true pipeline here? Any thoughts here would be very welcome!!! Neil Cooke
Re: How to make my quad view AMERICAN? Is there a bug?
it has to have a stars backdrop in the perspective view (left top) andstriped backdrop in all ortho views :D Lol Gunnar!!! Never ever use quad view myself. Have to wonder what an Aotearoa Quad view might look like spirals maybe. N.
UI - Select Window Filter
Hi List, I have just lost half my project. Quite often i accidently activate a filter path in a window at the lower left under the select window on the worktop. Easy enough to then delete everything there so nothing is filtered from the select window. A bit of a bother but no big deal. This time I must have done that but can not find that particular window to clear it. So now i can only select and work with the items that remain although all other objects can be called to the screen but not the select window nor can they be selected within the screen. I can find no documentation for this thing. I would have expected it to exist as an option window in the view menu but either it has a different name or doesnt exist there... Where is the rest of my project? How do I get it back? How do i stop this ever happening again? And similar questions. TIA Neil Cooke
Re: UI - Select Window Filter
Thanks J-S, No problem with my house-keeping. The back-up of the file meant maybe 10 minutes of work was lost if that. I code my files by date so that they are unique to a day and then the episode code, then the take code, then the render edition then the frame count so that 100112-dz2-RobotFallsIntoSpaghetti-aa500 means that the file automatically sorts to date modified since the file name begins the date, etc. (10-01-12 is 2010/01/12th) N. From: Jean-Sebastien Perron j...@neuroworld.ws To: user-list@light.realsoft3d.com Sent: Mon, 11 January, 2010 2:37:59 PM Subject: Re: UI - Select Window Filter Solution for next time: Never save your project on the same name twice. Example : myproject.rs myproject0001.rs myproject0002.rs myproject0003.rs myproject0004.rs myproject0005.rs ... myproject0110.rs myproject0111.rs ... And also doing a lot of backup with dates on CD, USB Key, External HD and put them at work, give them to relatives and friends you trust. backup_myproject_2009_10_24.zip backup_myproject_2009_12_07.zip backup_myproject_2010_01_09.zip This is the bullet proof technique for anything bad that can happened in computer world Also having project files at all the steps makes an incredibly powerful undo. I have no pity for you (and all the others that looses stuff on computer), you should already know by now that computers have never been reliable, surely not softwares and especially not yourself (I was not referring to you in particular but all users). Hope you find the missing stuff Neil in your project. And show us more good stuff. Not to put a shameless plug here, but my software CombadZ has solved this problem for ever. If the users don't want to do it by themselves, force them or do it for them. By the way it is now working on Linux/Win/Mac to be released next year. Jean-Sebastien Perron www.NeuroWorld.ws Neil Cooke wrote: Hi List, I have just lost half my project. Quite often i accidently activate a filter path in a window at the lower left under the select window on the worktop... Easy enough to then delete everything there so nothing is filtered from the select window. A bit of a bother but no big deal. This time I must have done that but can not find that particular window to clear it. So now i can only select and work with the items that remain although all other objects can be called to the screen but not the select window nor can they be selected within the screen. I can find no documentation for this thing. I would have expected it to exist as an option window in the view menu but either it has a different name or doesnt exist there. Where is the rest of my project? How do I get it back? How do i stop this ever happening again? And similar questions... TIA Neil Cooke
Re: UI - Select Window Filter
Thanks Andrew, There are no folders in the select window or anywhere else apart from the remaining object set folder. They have been filtered or whatever. So there is no chance to question them or open all etc. The remaining object set folder does not seem to have any access to anything above it. And yes, the current available object set is designated as the current root directory set. All the objects appear in the viewport but are totally unaccessible. Better not be a frequent event that's for sure. N. From: Andrew Berge abe...@virtualstudios.com.au To: user-list@light.realsoft3d.com Sent: Mon, 11 January, 2010 2:48:39 PM Subject: RE: UI - Select Window Filter Hi, What you have probably done is held I think its the shift key and then double clicked on a folder, this makes that current folder the root and you can only see every thing below that level, shift clicking on the lowest level folder, the one at the top, should then reveal the rest of your project, you may have to do it a couple of times up through the levels until you reach the root level again. hope this helps, rgds, Andrew From: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] On Behalf Of Neil Cooke Sent: Monday, 11 January 2010 10:56 AM To: UserList RealSoft Subject: UI - Select Window Filter Hi List, I have just lost half my project. Quite often i accidently activate a filter path in a window at the lower left under the select window on the worktop... Easy enough to then delete everything there so nothing is filtered from the select window. A bit of a bother but no big deal. This time I must have done that but can not find that particular window to clear it. So now i can only select and work with the items that remain although all other objects can be called to the screen but not the select window nor can they be selected within the screen. I can find no documentation for this thing. I would have expected it to exist as an option window in the view menu but either it has a different name or doesnt exist there. Where is the rest of my project? How do I get it back? How do i stop this ever happening again? And similar questions... TIA Neil Cooke
Re: UI - Select Window Filter
Ok, I found the Set Filter thing and it shows the /Available/Available'sObjects/* path but I cant get upstream from it. And yet the objects ... or at least some of them are still someplace in the systems and appear in the viewport as mentioned. N. From: Andrew Berge abe...@virtualstudios.com.au To: user-list@light.realsoft3d.com Sent: Mon, 11 January, 2010 2:52:14 PM Subject: RE: UI - Select Window Filter Hi again, Btw, if it is not the case in the letter I just sent and it is infact the select wildcard filter you can access that window in the /windows/primitive selection window/ menu and clear anything u may have set there. rgds, Andrew From: owner-l...@light.realsoft3d...com [mailto:owner-l...@light.realsoft3d.com] On Behalf Of Neil Cooke Sent: Monday, 11 January 2010 10:56 AM To: UserList RealSoft Subject: UI - Select Window Filter Hi List, I have just lost half my project. Quite often i accidently activate a filter path in a window at the lower left under the select window on the worktop... Easy enough to then delete everything there so nothing is filtered from the select window. A bit of a bother but no big deal. This time I must have done that but can not find that particular window to clear it. So now i can only select and work with the items that remain although all other objects can be called to the screen but not the select window nor can they be selected within the screen. I can find no documentation for this thing. I would have expected it to exist as an option window in the view menu but either it has a different name or doesnt exist there. Where is the rest of my project? How do I get it back? How do i stop this ever happening again? And similar questions... TIA Neil Cooke
Re: UI - Select Window Filter
Thanks Stefan, I believed it had something to do with the filter field too. And yes, in the past just clearing that field meant all would again become available to the select view. But not in this case. And no, the filter field was not showing when I took a selected part of the project and was dropping it into a level and everything else disappeared. It is now just a report of an anomaly for the List. I doubt if i could recreate it. But having that filter field option (if it does have a bug) directly next to the drop to a level option in the RMB drop down list might be a risk (I still havent got used to using the compass menu on that one). The file is now discarded as useless. No loss to me at all. And thanks for thought on the current project. Probably the biggest thing I will have ever done by the time I'm through with it. Such fun and going so very well... The current cut on the first episode is the final (for now) and I am already modelling and rendering for the next. N. From: Beg-inner begg...@spray.se To: user-list@light.realsoft3d.com Sent: Mon, 11 January, 2010 5:40:38 PM Subject: Re: UI - Select Window Filter Hi Neil.. I am not sure what you are after.. but if you just clear what is shown in the Filter field that is shown when you use Set Filter, by selecting all of it and just delete it then hit return ! Now everything in your prj should show up in the Select Window ! The odd thing though, if the Filter Field wasnt shown in the first place, it really shouldnt have something in it (new feature, Filter Field is only shown when needed, when it has something in it, and goes away from the GUI when you delete the string in the Field !) I hope any of this makes sense and is of any help.. btw.. looks like a great prj you are working on, will be nice to see more of the anim later on ! Keep up the good work ! Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. - Original Message - From: Neil Cooke To: user-list@light.realsoft3d.com Sent: Monday, January 11, 2010 4:26 AM Subject: Re: UI - Select Window Filter Ok, I found the Set Filter thing and it shows the /Available/Available'sObjects/* path but I cant get upstream from it. And yet the objects ... or at least some of them are still someplace in the systems and appear in the viewport as mentioned. N. From: Andrew Berge abe...@virtualstudios.com.au To: user-list@light.realsoft3d.com Sent: Mon, 11 January, 2010 2:52:14 PM Subject: RE: UI - Select Window Filter Hi again, Btw, if it is not the case in the letter I just sent and it is infact the select wildcard filter you can access that window in the /windows/primitive selection window/ menu and clear anything u may have set there. rgds, Andrew From: owner-l...@light...realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] On Behalf Of Neil Cooke Sent: Monday, 11 January 2010 10:56 AM To: UserList RealSoft Subject: UI - Select Window Filter Hi List, I have just lost half my project. Quite often i accidently activate a filter path in a window at the lower left under the select window on the worktop. Easy enough to then delete everything there so nothing is filtered from the select window. A bit of a bother but no big deal. This time I must have done that but can not find that particular window to clear it. So now i can only select and work with the items that remain although all other objects can be called to the screen but not the select window nor can they be selected within the screen. I can find no documentation for this thing. I would have expected it to exist as an option window in the view menu but either it has a different name or doesnt exist there. Where is the rest of my project? How do I get it back? How do i stop this ever happening again? And similar questions. TIA Neil Cooke Internal Virus Database is out of date. Checked by AVG - www.avg.com Version: 9.0.716 / Virus Database: 270.14.105/2562 - Release Date: 12/13/09 08:39:00
RS - unbelievable!
Just a thanks to RS. Seems every upgrade and I dont like this or that and then when I get to work with it a bit it's totally a neat thing. Glad no-one listens to me!!! I attempted perspective maths decades ago and couldnt move through the three point triangle edge. The maths is horrendous. And that's just the perspective writing. The maths for that and everything else and yet the guys at RS put it all down. Huge. What skills!! So here I am ... it took me a month to sort an episode to a movie of 9 minutes. And the work-flow is so easy. RS is a steep learning curve especially for those who can not assimilate systems from manuals and must come to things on their own. But so worth the time and effort. On to the second episode now. Such fun. Thanks RS.