Re: RS7 Ubuntu Linux all the shortcuts are not working but camera movements

2010-02-09 Thread Zaug

Jean-Sebastien Perron wrote:

For example ctrl-A ctrl-Z etc... are not working?

Jean-Sebastien Perron
www.NeuroWorld.ws

I think this is a known bug and is actually a limitation imposed by the 
motif gui engine. I think they will work if you disable num-lock.
If that is the case, there is a way to make these work along with the 
num-lock, it has been covered on the RS wiki:

http://rs3dwiki.the-final.info/index.php?title=Linux_specific_tips

It is the fourth tip.

Regards,
Zaug


RS7 Ubuntu Linux all the shortcuts are not working but camera movements

2010-02-08 Thread Jean-Sebastien Perron

For example ctrl-A ctrl-Z etc... are not working?

Jean-Sebastien Perron
www.NeuroWorld.ws


Re: Short 1min Camera Fly Anim...

2008-08-13 Thread Beg-inner
Hi Jean-Sebastien 

  I like it, both of my  animation  project are kind of ride shows but with 
no tracks.
  The music is really good.

  The resolution and video compression are too low for me to watch it again and 
again.
  Otherwise it is entertaining.

  Would be better if the camera was closer to the rails and if you could slow 
speed as you climb and speed up as you go down.
  Also when you turn right you bank the camera to the right witch is logic but 
it would be nice if you could just bank on the opposite direction just rapidly 
just like in reality where the gravity would pull your head in the opposite 
direction.

  I would like to see that same animation in the world of the first and last 
images of your video.

  Thanks for sharing Beg-inner

  Jean-Sebastien Perron
  www.CombadZ.com

  Take Care
  Best Regards
  SteFan Gustafsson ( Beg-inner )
  A Proud Owner and User of Real3D and Realsoft3D..


Re: Short 1min Camera Fly Anim...

2008-08-13 Thread Beg-inner
Hi Jean-Sebastien 

Sorry for my late reply
  I like it, both of my  animation  project are kind of ride shows but with 
no tracks.
  The music is really good.
  Thank you... I am happy you liked both the anim and the music..

  The resolution and video compression are too low for me to watch it again and 
again.
  Otherwise it is entertaining.

  Ok, I always use the same res and compression... for all my Test Anims, and 
I always render directly to a compressed format, as its always just tests..=).
  I really should get into a better habit of render into image sequences 
instead, to keep the original nice quality renders.. (but I havent, since I 
mostly just do my fiddling and test anims..=)

  Would be better if the camera was closer to the rails and if you could slow 
speed as you climb and speed up as you go down.

  Yep I agree with you on both of these for a view from a Roller Coaster 
waggon...
  Though for this anim, I had in mind the view from a free flying character 
with a jetpack type of way to fly... =) (a guy that still learns how to fly 
with it..=)
  btw on the part of speed control, I really would like some other way to 
control speed of animated objects than incline/decline keyframed curves for 
Acc/De-eleration..
  Instead being able to set speeds directly, 0 m/s start frame, 5 m/s at frame 
50, 25 m/s frame 150 and so on, maybe do this with a combined Keyframe and 
Simulation or something..

  Also when you turn right you bank the camera to the right witch is logic but 
it would be nice if you could just bank on the opposite direction just rapidly 
just like in reality where the gravity would pull your head in the opposite 
direction.

  Thx for your comment on this as well, I will keep this in mind next time when 
I do a more roller coaster like motion.. hopefully with some waggons or other 
on a track as well..! 

  I would like to see that same animation in the world of the first and last 
images of your video.

  Me too, well, I might do something with it or similar worlds on upcoming 
CamFly anims..

  Thanks for sharing Beg-inner


  Jean-Sebastien Perron
  www.CombadZ.com

Thx for you feedback, much appreciated..

Take Care
Best Regards
SteFan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..


Re: Short 1min Camera Fly Anim...

2008-08-13 Thread Beg-inner
Hi Vesa

Thank you very much..!

Yep you are correct in your feeling.., its due to a JetPack driven character 
style of the camera, at least that was my intent with it..=), and this guy is 
also a Beg-inner on flying, and is therefor near to fall to the ground at any 
time =)
The rails were just there for vizualizing an abandoned Roller Coaster track..

On the part I commented on JPs reply, about speed control..
Is there a way already to do what I asked of? to control speed directly by 
setting direct values !
Lets say you have a Camera (dropped into a Level) and the Level is Path anim 
mapped to a NurbMesh
and you instead of keyframing the LatticeTranslate, you keyframe its Velocity 
(in Phys Tab !)
So you get Lattice Mapping to force the Camera to follow the NurbsMesh, but the 
speed of it, is Simulation controlled...

I have tried to add a Keyframer Chor Above the Lattice Chor and a Simulation 
Chor..
Keyframer Chor (setting Velocity values)
Simulation Chor
Lattice Chor

I have tested with different placements of these chors.. but no luck.. (I guess 
they take out one another.. or something..)

If it isnt possible now, then I think this would be a very intuitive and nice 
thing to add...

Thx in advance

Take Care
Best Regards
SteFan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..

Hi,

Thanks for the animation. It gives a constant feeling of falling, just like the 
camera was traveling outside the rails :) What a roller coaster!

Best regards,
Vesa


Re: Short 1min Camera Fly Anim...

2008-08-13 Thread Beg-inner

Hi chris

Thanks a lot..!

Ok !, I have already thought of a workflow to do some nice banking corners, 
and I will use that and also add some bouncing as well into upcoming roller 
coaster anims


Thank you for your input !

Take Care
Best Regards
SteFan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..


Very cool, Stefan!

I would like it even more if the rails banked around the corners, and 
maybe a little more bouncing...


Thanks for sharing!

chris m

Beg-inner wrote:

Hi all..

http://files2.bredband.net/cpuser_1020427g9r/My_RS_Anims/CamFlyCubey_02.wmv
 Here is just a short camera fly type of anim (1 min) 2.5 mb
with an old musicscore of mine called Velvet Space
 Nothing fancy, only part of my testing to hopefully later on (If ever 
get to that), do some longer Roller Coaster anims... (I really love RCs, 
both real ones and computer generated ones...=)

 Take Care
Best Regards
SteFan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D.. 


Re: Short 1min Camera Fly Anim...

2008-08-10 Thread Vesa Meskanen
Hi,

Thanks for the animation. It gives a constant feeling of falling, just like the 
camera was traveling outside the rails :) What a roller coaster!

Best regards,
Vesa
 


Re: Short 1min Camera Fly Anim...

2008-08-10 Thread Jean-Sebastien Perron
Is there a way you can give me a high-resolution and better compressed 
version.


I can host the file on my website if you want for everyone.

A lot of details are lost in the compression.


Jean-Sebastien Perron
www.CombadZ.com



Re: Short 1min Camera Fly Anim...

2008-08-10 Thread standley and mungenast

Very cool, Stefan!

I would like it even more if the rails banked around the corners, and 
maybe a little more bouncing...


Thanks for sharing!

chris m

Beg-inner wrote:

Hi all..
 
http://files2.bredband.net/cpuser_1020427g9r/My_RS_Anims/CamFlyCubey_02.wmv
 
Here is just a short camera fly type of anim (1 min) 2.5 mb

with an old musicscore of mine called Velvet Space
 
Nothing fancy, only part of my testing to hopefully later on (If ever 
get to that), do some longer Roller Coaster anims... (I really love 
RCs, both real ones and computer generated ones...=)
 
Take Care

Best Regards
SteFan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..




Short 1min Camera Fly Anim...

2008-08-09 Thread Beg-inner
Hi all..

http://files2.bredband.net/cpuser_1020427g9r/My_RS_Anims/CamFlyCubey_02.wmv

Here is just a short camera fly type of anim (1 min) 2.5 mb 
with an old musicscore of mine called Velvet Space

Nothing fancy, only part of my testing to hopefully later on (If ever get to 
that), do some longer Roller Coaster anims... (I really love RCs, both real 
ones and computer generated ones...=)

Take Care
Best Regards
SteFan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..

Re: Short 1min Camera Fly Anim...

2008-08-09 Thread Jean-Sebastien Perron




Beg-inner wrote:

  
  
  
  Hi all..
   
  http://files2.bredband.net/cpuser_1020427g9r/My_RS_Anims/CamFlyCubey_02.wmv
   
  Here is just a short camera fly type of anim (1 min) 2.5 mb 
  with an old musicscore of mine called "Velvet Space"
   
  Nothing fancy, only part of my testing to hopefully later on (If
ever get to that), do some longer Roller Coaster anims... (I really
love RCs, both real ones and computer generated ones...=)
   
  Take Care
Best Regards
SteFan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..

I like it, both of my  animation  project are kind of "ride shows" but
with no tracks.
The music is really good.

The resolution and video compression are too low for me to watch it
again and again.
Otherwise it is entertaining.

Would be better if the camera was closer to the rails and if you could
slow speed as you climb and speed up as you go down.
Also when you turn right you bank the camera to the right witch is
logic but it would be nice if you could just bank on the opposite
direction just rapidly just like in reality where the gravity would
pull your head in the opposite direction.

I would like to see that same animation in the world of the first and
last images of your video.

Thanks for sharing Beg-inner

---
On another subjet : 

I just bought the Air renderer to use with my CombadZ software.
I had no choice since realsoft does not offer the possibility to be
used as a stand-alone renderer.

http://www.sitexgraphics.com/

So for me it's definitive, realsoft is only a modeler to me. Wish
realsoft could be decomposed in smallest application (modeling,
texturing, shading, lighting, animating, rendering)so it can be used
externally.

Jean-Sebastien Perron
www.CombadZ.com





RE: landscaping (Re: Can We Export RS3D Camera Data ?)

2008-04-17 Thread Jason Saunders


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of standley and mungenast
Sent: 17 April 2008 02:42
To: user-list@light.realsoft3d.com
Subject: Re: landscaping (Re: Can We Export RS3D Camera Data ?)

Nice work Mark and Gary!

cm



 I've been working on a VSL shader for rock layers that's really not 
 finished yet, but if anyone is interested I'll upload this project:
 http://www.athanor3d.com/pub/isle02_triset.jpg
 Maybe it's worth working out this material better.

 In a new project - a cave- I used a simple noise modified by a curve 
 for displacement of the rocks, and a color that depends on bump 
 height. The result was surprizing:
 http://www.athanor3d.com/pub/View07c1.jpg
 However, in some viewpoints, displacement rendering artifacts spoil 
 the image :(

 -Mark


 Inspiring!
 Thankz,
 Zaug







RE: landscaping (Re: Can We Export RS3D Camera Data ?)

2008-04-17 Thread Jason Saunders
I'll try that again 

The rock looks great.

Jason


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of standley and mungenast
Sent: 17 April 2008 02:42
To: user-list@light.realsoft3d.com
Subject: Re: landscaping (Re: Can We Export RS3D Camera Data ?)

Nice work Mark and Gary!

cm



 I've been working on a VSL shader for rock layers that's really not 
 finished yet, but if anyone is interested I'll upload this project:
 http://www.athanor3d.com/pub/isle02_triset.jpg
 Maybe it's worth working out this material better.

 In a new project - a cave- I used a simple noise modified by a curve 
 for displacement of the rocks, and a color that depends on bump 
 height. The result was surprizing:
 http://www.athanor3d.com/pub/View07c1.jpg
 However, in some viewpoints, displacement rendering artifacts spoil 
 the image :(

 -Mark


 Inspiring!
 Thankz,
 Zaug







Re: landscaping (Re: Can We Export RS3D Camera Data ?)

2008-04-17 Thread Mark Heuymans

Thanks everyone,

I'll upload the materials as soon as I've polished them a bit (adding a GUI 
and simplifying/optimizing them). I've been working hard on the rock layers 
material but I'm not happy enough with it yet!


BTW I recapitulated the World Machine - HDRShop - RS3d pipeline, things 
still work as expected and a little tut or text will follow as soon as I'm 
done with the commercial stuff!


-Mark



Nice work Mark and Gary!

cm




I've been working on a VSL shader for rock layers that's really not
finished yet, but if anyone is interested I'll upload this project:
http://www.athanor3d.com/pub/isle02_triset.jpg
Maybe it's worth working out this material better.

In a new project - a cave- I used a simple noise modified by a curve
for displacement of the rocks, and a color that depends on bump
height. The result was surprizing:
http://www.athanor3d.com/pub/View07c1.jpg
However, in some viewpoints, displacement rendering artifacts spoil
the image :(

-Mark



Inspiring!
Thankz,
Zaug




Re: landscaping (Re: Can We Export RS3D Camera Data ?)

2008-04-16 Thread standley and mungenast

Nice work Mark and Gary!

cm




I've been working on a VSL shader for rock layers that's really not 
finished yet, but if anyone is interested I'll upload this project:

http://www.athanor3d.com/pub/isle02_triset.jpg
Maybe it's worth working out this material better.

In a new project - a cave- I used a simple noise modified by a curve 
for displacement of the rocks, and a color that depends on bump 
height. The result was surprizing:

http://www.athanor3d.com/pub/View07c1.jpg
However, in some viewpoints, displacement rendering artifacts spoil 
the image :(


-Mark



Inspiring!
Thankz,
Zaug





Re: Camera ?

2008-04-13 Thread studio

simply dont click in the view and hit enter or RMB- accept..and all is fine
as before .. hopefully ;°)
gunnar


Hi Gunnar :

 Yes , the bug is consistent with my personal startup project , but
is not in the original install's Startup Project . Not sure how it
crept in there . Guess I'll have to rebuild it , again .

thanks for your reply

garry



Maybe it's my non-stock Startup , when I create a camera object
it isn't positioned properly . In fact , if i move my mouse in
front of the View Window the Camera Object appears in Wireframe.

The workaround is to do a Left-Mouse/Camera/View to Object .

Previous versions did this automatically for you .

studio







RE: landscaping (Re: Can We Export RS3D Camera Data ?)

2008-04-13 Thread Arjo Rozendaal
Very nice image Mark!

Arjo.

 In a new project - a cave- I used a simple noise modified by a curve
 for
 displacement of the rocks, and a color that depends on bump height. The
 result was surprizing:
 http://www.athanor3d.com/pub/View07c1.jpg
 However, in some viewpoints, displacement rendering artifacts spoil the
 image :(
 
 -Mark




Re: Camera ?

2008-04-13 Thread Jan Schmitz
Hi Garry,

I have the same bug when I try to create a camera in quadview environment.
Just maximize the 3d window (Alt + doubleclick) and retry to create a
camera.

Jan


Re: landscaping (Re: Can We Export RS3D Camera Data ?)

2008-04-13 Thread Zaug


I've been working on a VSL shader for rock layers that's really not 
finished yet, but if anyone is interested I'll upload this project:

http://www.athanor3d.com/pub/isle02_triset.jpg
Maybe it's worth working out this material better.

In a new project - a cave- I used a simple noise modified by a curve 
for displacement of the rocks, and a color that depends on bump 
height. The result was surprizing:

http://www.athanor3d.com/pub/View07c1.jpg
However, in some viewpoints, displacement rendering artifacts spoil 
the image :(


-Mark



Inspiring!
Thankz,
Zaug


Re: Camera ?

2008-04-13 Thread studio

Hi Garry,
I have the same bug when I try to create a camera in quadview environment.
Just maximize the 3d window (Alt + doubleclick) and retry to create a
camera.
Jan


Ah , OK , thanks .

garry



landscaping (Re: Can We Export RS3D Camera Data ?)

2008-04-12 Thread Mark Heuymans


Hi Mark :

 Yes , HDRI seems to work very well for displacements .

RS wasn't really designed for landscaping but it's so flexible that much 
is possible if you stretch it a bit ;)  I'll dig up some of these 
projects and re-install World Machine and the conversion SW to see if I 
can replicate the pipeline.


 Threw your HDRI displacement project on the server , for now .
http://www.studiodynamics.net/list/HDRdisplacement.zip   780KB

garry




Garry,
Thanks for that. I found out I also still have the project, it's not lost in 
the void ;)
The procedure is coming back bit by bit in my head now... I'm almost sure I 
used the excellent HDRShop to convert WorldMachine 32bit floating point RAW 
output to HDRI.


I just checked the www.world-machine.com  site and it appears a new version 
is coming soon, maybe that'll give me a new impulse to landscaping with RS.


Frankly, RS isn't very suitable for landscapes (hmmm, choking on an imported 
medium-sized DEM...) compared to some specialized software, but it's 
versatile enough for some interesting things!
Theoretically, with V6, new opportunities are awaiting with the plants and 
instancing, but that will be a heavy load on poor RS...


I've been working on a VSL shader for rock layers that's really not finished 
yet, but if anyone is interested I'll upload this project:

http://www.athanor3d.com/pub/isle02_triset.jpg
Maybe it's worth working out this material better.

In a new project - a cave- I used a simple noise modified by a curve for 
displacement of the rocks, and a color that depends on bump height. The 
result was surprizing:

http://www.athanor3d.com/pub/View07c1.jpg
However, in some viewpoints, displacement rendering artifacts spoil the 
image :(


-Mark



Re: landscaping (Re: Can We Export RS3D Camera Data ?)

2008-04-12 Thread studio
The procedure is coming back bit by bit in my head now... I'm almost sure I 
used the excellent HDRShop to convert WorldMachine 32bit floating point RAW 
output to HDRI.


Great . If you want to do a readme.txt I'll add it to the .zip .

Theoretically, with V6, new opportunities are awaiting with the plants and 
instancing, but that will be a heavy load on poor RS...


Yep .

I've been working on a VSL shader for rock layers that's really not finished 
yet, but if anyone is interested I'll upload this project:

http://www.athanor3d.com/pub/isle02_triset.jpg
Maybe it's worth working out this material better.


Well , it's a nice render , and good looking 'Strata' Shader .
I think I've said it a few times ... need a Shader that will
texturize , based on 'Height' (altitude) and 'Mesh Angle' (slope) .

In a new project - a cave- I used a simple noise modified by a curve for 
displacement of the rocks, and a color that depends on bump height. The 
result was surprizing:

http://www.athanor3d.com/pub/View07c1.jpg
However, in some viewpoints, displacement rendering artifacts spoil the 
image :(

-Mark


Nice render !

garry



Camera ?

2008-04-12 Thread studio

Maybe it's my non-stock Startup , when I create a camera object
it isn't positioned properly . In fact , if i move my mouse in
front of the View Window the Camera Object appears in Wireframe.

The workaround is to do a Left-Mouse/Camera/View to Object .

Previous versions did this automatically for you .

studio


Re: Camera ?

2008-04-12 Thread Gunnar Radeloff
simply dont click in the view and hit enter or RMB- accept..and all is fine 
as before .. hopefully ;°)


gunnar

- Original Message - 
From: studio [EMAIL PROTECTED]

To: user-list@light.realsoft3d.com
Sent: Sunday, April 13, 2008 7:52 AM
Subject: Camera ?



Maybe it's my non-stock Startup , when I create a camera object
it isn't positioned properly . In fact , if i move my mouse in
front of the View Window the Camera Object appears in Wireframe.

The workaround is to do a Left-Mouse/Camera/View to Object .

Previous versions did this automatically for you .

studio





Re: Can We Export RS3D Camera Data ?

2008-04-11 Thread studio

what seems to actually screw thig up with huge scenes is the undo buffer, when
setting undo to 0 (which is what i nearly allways do) you can work quite well
even with big scenes/objects.. i was even able to collision deform against a
900k poly object ;°) even though that was not really in realtime i admit. but
working without undo is not really everybodys dream.
regards gunnar


Hi Gunnar :

 Sounded good , but tried it with 300K poly and got the same
saddened result at rendertime (see attached) . The plan was a
tutorial to show - import .DEM , UV map , render .

Bizzare results , with UV Editor/rendering attempts .

Oddly , I can easily throw a 300K Poly object around like
it was nothing in OpenGL with lame onboard Intel Video .

Everything else is a complete buzz-killer (Task-Manager).

Time for bed . This party is over .

garry
attachment: 300k.gif

Re: Can We Export RS3D Camera Data ?

2008-04-11 Thread studio

 Sounded good , but tried it with 300K poly and got the same
saddened result at rendertime (see attached) . The plan was a
tutorial to show - import .DEM , UV map , render .


 I forgot to mention that I can do some things very easily ,
such as stretch/bend/move the 300K poly mesh . 



However , it won't render .
Trips into the UV Editor are trips into hell .


I'm sure these kinds of things can be resolved , as Arjo
suggested , by some simple coding techniques .

 Maybe I'll put away this tutorial until then .

RS3D seems sometimes like a Ferrari , sometimes a truck .

bye for now

garry



Re: Can We Export RS3D Camera Data ?

2008-04-11 Thread studio
regarding uv editing: create a new uvset viewmodel and drop it to the 
uveditor.. close it and reopen.. everything should work then.. its just that 
rs confuses uv view models with normal view models sometimes causing strange 
things to happen.

Gunnar


OK , will try it , maybe tomorrow . So far tonight , no luck
and many error messages . UV Set works well though with 80K .

Try higher poly's tomorrow .

thanks

garry



Re: Can We Export RS3D Camera Data ?

2008-04-11 Thread Gunnar Radeloff
yup i forgot to mention that i also mainly dont render in real anymore.. the 
renderer is just plain too slow and the quality compared to renderman 
compatible renderers is bad.. i mean for renderman compatible renderer 
displacement is just a piece of cake while real nearly dies and still has no 
comparable displacement resolution.. and even worse, the motion blur via 
brute force method of rs is also not realy usefull for broadcast media since 
you need atleast 16 timesamples which makes rendertimes go boom. and just 
like you mentioned the ram consumption is terrific.


regarding uv editing: create a new uvset viewmodel and drop it to the 
uveditor.. close it and reopen.. everything should work then.. its just that 
rs confuses uv view models with normal view models sometimes causing strange 
things to happen.


Gunnar

- Original Message - 
From: studio [EMAIL PROTECTED]

To: user-list@light.realsoft3d.com
Sent: Friday, April 11, 2008 11:43 AM
Subject: Re: Can We Export RS3D Camera Data ?



 Sounded good , but tried it with 300K poly and got the same
saddened result at rendertime (see attached) . The plan was a
tutorial to show - import .DEM , UV map , render .


 I forgot to mention that I can do some things very easily ,
such as stretch/bend/move the 300K poly mesh .

However , it won't render .
Trips into the UV Editor are trips into hell .


I'm sure these kinds of things can be resolved , as Arjo
suggested , by some simple coding techniques .

 Maybe I'll put away this tutorial until then .

RS3D seems sometimes like a Ferrari , sometimes a truck .

bye for now

garry






Re: Can We Export RS3D Camera Data ?

2008-04-11 Thread Mark Heuymans


 I have a project file (no readme.txt) that shows an HDRI
image for displacement mapping . Is that yours ? Where did
you get the bitmap ? Any info to share on this ?

cheers

garry



Yes that must be mine, I generated that image in World Machine to see if 
it's better than .bmp for bump/displacement mapping (conversion in HDRshop 
and some other SW, forgot the details). It's much better indeed: thanks to 
HDR's floating point high-precision compared to 255 integer steps in the 
bmp. One more reason for RS to make this an integral part of the software...


Landscapes with a low-res smooth mesh and a hi-res HDR displacement map can 
be very nice and detailed, and the choking on big meshes is avoided. But 
avoid to get the camera too close: black-edged artifacts can pop up at the 
edges :(


RS wasn't really designed for landscaping but it's so flexible that much is 
possible if you stretch it a bit ;)  I'll dig up some of these projects and 
re-install World Machine and the conversion SW to see if I can replicate the 
pipeline.


cheers,
Mark



Re: Can We Export RS3D Camera Data ?

2008-04-11 Thread studio
Yes that must be mine, I generated that image in World Machine to see if 
it's better than .bmp for bump/displacement mapping (conversion in HDRshop 
and some other SW, forgot the details). It's much better indeed: thanks to 
HDR's floating point high-precision compared to 255 integer steps in the 
bmp. One more reason for RS to make this an integral part of the software...


Hi Mark :

 Yes , HDRI seems to work very well for displacements .

RS wasn't really designed for landscaping but it's so flexible that much is 
possible if you stretch it a bit ;)  I'll dig up some of these projects and 
re-install World Machine and the conversion SW to see if I can replicate the 
pipeline.


 Threw your HDRI displacement project on the server , for now .
http://www.studiodynamics.net/list/HDRdisplacement.zip   780KB

garry




 I have a project file (no readme.txt) that shows an HDRI
image for displacement mapping . Is that yours ? Where did
you get the bitmap ? Any info to share on this ?
cheers
garry


Yes that must be mine, I generated that image in World Machine to see if 
it's better than .bmp for bump/displacement mapping (conversion in HDRshop 
and some other SW, forgot the details). It's much better indeed: thanks to 
HDR's floating point high-precision compared to 255 integer steps in the 
bmp. One more reason for RS to make this an integral part of the software...


Landscapes with a low-res smooth mesh and a hi-res HDR displacement map can 
be very nice and detailed, and the choking on big meshes is avoided. But 
avoid to get the camera too close: black-edged artifacts can pop up at the 
edges :(


RS wasn't really designed for landscaping but it's so flexible that much is 
possible if you stretch it a bit ;)  I'll dig up some of these projects and 
re-install World Machine and the conversion SW to see if I can replicate the 
pipeline.


cheers,
Mark



RE: Can We Export RS3D Camera Data ?

2008-04-10 Thread Arjo Rozendaal
Hi Garry,

 
   Some S/W is optimised for million polygon scenes , some are
 not . That , I can accept . I have a very hard time accepting
 that some tools that are years old still do not work right .
 

Years ago (early 90's) I chose RS especially because it was not polygon
based.
There are so many advantages above working with polygons. Think about any
curved surface and perfect Booleans.
But it's true there are disadvantages too. Polygon based objects have
advantages when working with irregular shapes.
They're also more flexible when it comes to deforming.

It's true that RS is far too slow in handling scenes with hi poly objects.
It's true that it starts to stall, so bad you have to use task manager to
stop the process.
It's nice that there's support for Realflow for instance, but the imported
meshes are hard to deal with. When I created those snow surfaces I had to
adjust the mesh here and there. This was undoable inside RS. So I exported
proxies for the buildings and edited the mesh outside RS to import them
again to render. It's sad that we just got this soft selection tool, but
then I can't use it because it can't handle the mesh I want to use it on.

I remember when the nurbs objects appeared first, they were extremely slow
to render. Only after another update they became usable.
I hope Vesa and Juha manage to develop the app. in such a way that it can
handle both worlds (polygon and solid) in an good way.

Arjo.





Re: Can We Export RS3D Camera Data ?

2008-04-10 Thread Mark Heuymans




Hi Mark :

 As I said , we love this S/W and so should speak up about
things that are not doing RSV6 any good . I wasn't putting
it down , just pointing out the obvious flaws that some of
the inner circle people seem to love to ignore .




Hi Garry,
Maybe they get used to these flaws too easily, like screen blanks and 
sluggish behavior...

(if rendering with all cores, don't touch anything and hold your breath!).
A few months ago someone remarked that it's more stable on Linux, so I 
suspect XP has something to do with the (pseudo-)crashes. It's one reason I 
want to try RS on Linux, but it will take a lot of time to get familiar with 
that beast. (and raise the $$$ to buy a new quad-or 8-core machine)




Yes V6 has some cool new stuff , especially for architecture .

Yes , I think most of the code is there for the .OBJ plugin ,
but it's not 100% . It worked for you then , so try it now .

I decided to write a tutorial on .DEM import and rendering .

Brought in one single 3/4 Million faces .DEM and RS choked
so bad I had to keep shutting it down via Task Manager .




DEM = landscape = big scene = choke :(
Yeah, that's one of the pains of RS: even if it manages to render a big 
scene, editing becomes torture because you have to wait after every action. 
They probably invented the handy File Instance tool to circumvent this.


Looking forward to the tut! Let me know if I can help, I did a lot with 
landscapes in the past, mostly rendered by WorldMachine and converted to 
.obj by Vue, but also some DEMs. Haven't tested V6 with large landscapes 
yet, though.


TIA!
-Mark



Re: Can We Export RS3D Camera Data ?

2008-04-10 Thread Gunnar Radeloff

Hi,

i too bought real once because of csg modelling which allowed unbelivably 
complex scenes i could not create in 3d studio under dos even if i had 10 
times the computation power.. ah those lucky times ;°)  but dont take it 
wrong, real is still incredible for me, else i would not use it anymore, but 
it still saves me lot of time and nowadays its not because its good in 
handling big scenes(which its obviously bad in) but its workflow is simply 
amazingly better then anything else i know.. just being able to rotate 
whatever about whatever with 3 clicks, or model with just 3 keyboard 
modifiers is far ahead of the others where you need to move pivots to 
rotated about them etc. i simply love real for that(not to speak of vsl and 
shader handling in general in real which is just a work of geniusses!).. but 
on the other hand you get mad when looking at the mess in some of its 
areas... just to name it: 3 different uvmapping types for sds??!! (point 
uvs,perface uvs,uvsets) .. sometimes you get the felling to work in a 
experimental toolkit.. there are lots of import/exports which all work 
somehow but none does really nail it, experimental features like procedural 
metaballs.. those really are a joke to me, absolutelly useless since they 
are just spheres connected by hyperboloids they cant be used for anything 
good looking and most of all not for fluids because they have mayor problems 
with being transparent.. speaking of metaballs: absolute resolution is also 
not a good choice for them..divisions per world space would be much more 
usefull choice. its just a little sad that rs is sometimes not really 
production oriented.. for example i badly miss a camera mapping projection 
as material mapping type since it would make my live alot easier. or 
velocity motion blus(fake moblur).. but still v6 is totally cool with its 
new features and from what i heard it becoming alot cooler ;°) so sometime 
noone will even notice but all those little edges will be gone. i really am 
a little ashamend that i dont have time and money to support rs more since 
basically the 2 meskanens do a awesome job and i hope that will continue a 
long time. when i look at other 3d soft i cant even understand how they 
manage to get things done where others need 10or 50x  the manpower to still 
screw it up ;°)


y 2 cents
gunnar


- Original Message - 
From: Arjo Rozendaal [EMAIL PROTECTED]

To: user-list@light.realsoft3d.com
Sent: Thursday, April 10, 2008 9:42 AM
Subject: RE: Can We Export RS3D Camera Data ?



Hi Garry,



  Some S/W is optimised for million polygon scenes , some are
not . That , I can accept . I have a very hard time accepting
that some tools that are years old still do not work right .



Years ago (early 90's) I chose RS especially because it was not polygon
based.
There are so many advantages above working with polygons. Think about any
curved surface and perfect Booleans.
But it's true there are disadvantages too. Polygon based objects have
advantages when working with irregular shapes.
They're also more flexible when it comes to deforming.

It's true that RS is far too slow in handling scenes with hi poly objects.
It's true that it starts to stall, so bad you have to use task manager to
stop the process.
It's nice that there's support for Realflow for instance, but the imported
meshes are hard to deal with. When I created those snow surfaces I had to
adjust the mesh here and there. This was undoable inside RS. So I exported
proxies for the buildings and edited the mesh outside RS to import them
again to render. It's sad that we just got this soft selection tool, but
then I can't use it because it can't handle the mesh I want to use it on.

I remember when the nurbs objects appeared first, they were extremely slow
to render. Only after another update they became usable.
I hope Vesa and Juha manage to develop the app. in such a way that it can
handle both worlds (polygon and solid) in an good way.

Arjo.








Re: Can We Export RS3D Camera Data ?

2008-04-10 Thread studio
A few months ago someone remarked that it's more stable on Linux, so I 
suspect XP has something to do with the (pseudo-)crashes. It's one reason I 
want to try RS on Linux, but it will take a lot of time to get familiar with 
that beast. (and raise the $$$ to buy a new quad-or 8-core machine)


Hi Mark :

 Actually , I find V6-XP to be very stable , indeed . However , I
can get it to crash every time with certain things . Usually that's
a sign of a small bug . 


DEM = landscape = big scene = choke :(
Yeah, that's one of the pains of RS: even if it manages to render a big 
scene, editing becomes torture because you have to wait after every action. 


Yes , indeed , but it's not Ram related (I don't think) . Happens even
with 'Render to Polygons' too .


They probably invented the handy File Instance tool to circumvent this.


Yes , for trees and plants it is very necessary and appreciated .

Looking forward to the tut! Let me know if I can help, I did a lot with 
landscapes in the past, mostly rendered by WorldMachine and converted to 
.obj by Vue, but also some DEMs. Haven't tested V6 with large landscapes 
yet, though.

-Mark


Thanks Mark . Yes , I know you are the Landscape King on this
list . Very nice renders and thanks for the project files .

 I have a project file (no readme.txt) that shows an HDRI
image for displacement mapping . Is that yours ? Where did
you get the bitmap ? Any info to share on this ?

cheers

garry



Re: Can We Export RS3D Camera Data ?

2008-04-10 Thread Gunnar Radeloff

Hi

what seems to actually screw thig up with huge scenes is the undo buffer, 
when setting undo to 0 (which is what i nearly allways do) you can work 
quite well even with big scenes/objects.. i was even able to collision 
deform against a 900k poly object ;°) even though that was not really in 
realtime i admit. but working without undo is not really everybodys dream.



 Actually , I find V6-XP to be very stable , indeed . However , I
can get it to crash every time with certain things . Usually that's
a sign of a small bug .

DEM = landscape = big scene = choke :(
Yeah, that's one of the pains of RS: even if it manages to render a big 
scene, editing becomes torture because you have to wait after every 
action.


regards gunnar 



Re: Can We Export RS3D Camera Data ?

2008-04-09 Thread Gunnar Radeloff

Hi Garry,

with all that about file exchange and import export you are ABSOLUTELY 
right!! i´m speaking about their importance to RS for nearly as long as im 
on the beta list and its still one of the worst supported parts of rs.. dont 
know why but there are plugins for rs for import/export that work 1000% 
better then rs´s own tools.. there is just a few (matchmoving ) importers in 
real which really do what they claim the rest ist just halfway useless 
implementations like 3ds,obj,fbx .. none of them works really .. its really 
not the best advertisement for rs, especially as today everyone wants to 
import / export something to other special tools. i fully understand your 
point!


gunnar

- Original Message - 
From: studio [EMAIL PROTECTED]

To: user-list@light.realsoft3d.com
Sent: Tuesday, April 08, 2008 7:16 PM
Subject: Can We Export RS3D Camera Data ?



Speaking :

 of import/export do we have any means/methods/workarounds
for exchanging camera data with other S/W ?

 I know we can import Icarus/Boujou/RealViz , but what
about getting camera data out of RS and into Max or After
Effects etc etc etc ?

(I'm assuming - not)

Thanks

studio





RE: Can We Export RS3D Camera Data ?

2008-04-09 Thread Frank Bueters
Hi Gunnar,

I fully support your cry for better im- and export. 

Frank Bueters


 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] Namens Gunnar Radeloff
 Verzonden: woensdag 9 april 2008 8:22
 Aan: user-list@light.realsoft3d.com
 Onderwerp: Re: Can We Export RS3D Camera Data ?
 
 Hi Garry,
 
 with all that about file exchange and import export you are 
 ABSOLUTELY right!! i´m speaking about their importance to RS 
 for nearly as long as im on the beta list and its still one 
 of the worst supported parts of rs.. dont know why but there 
 are plugins for rs for import/export that work 1000% better 
 then rs´s own tools.. there is just a few (matchmoving ) 
 importers in real which really do what they claim the rest 
 ist just halfway useless implementations like 3ds,obj,fbx .. 
 none of them works really .. its really not the best 
 advertisement for rs, especially as today everyone wants to 
 import / export something to other special tools. i fully 
 understand your point!
 
 gunnar
 
 - Original Message -
 From: studio [EMAIL PROTECTED]
 To: user-list@light.realsoft3d.com
 Sent: Tuesday, April 08, 2008 7:16 PM
 Subject: Can We Export RS3D Camera Data ?
 
 
  Speaking :
 
   of import/export do we have any means/methods/workarounds
  for exchanging camera data with other S/W ?
 
   I know we can import Icarus/Boujou/RealViz , but what
  about getting camera data out of RS and into Max or After
  Effects etc etc etc ?
 
  (I'm assuming - not)
 
  Thanks
 
  studio
  
 




Re: Can We Export RS3D Camera Data ?

2008-04-09 Thread studio

Hi Gunnar :

Thanks very much for your reply . Feeling a little like I'm
the only one who cares about stuff like this , so it's very
nice to hear from someone who completely understands .

Anyway , let's face it , some of us really love this S/W , so
of course we will speak our minds , even if it may cause some
small troubles , now and then , here and there .

 It's best , I think , that we do speak up , and not try to
focus on being a very good boy . It's best for the Realsoft3D
in the long run , in the bigger picture .

I really believe that Realsoft3D would be an absolute killer
S/W for the Apple platform , but I think it must have it's
rough edges , smoothed out first . Things absolutely _must_
work , first time ... everytime . No excuses .

 Anyway , here's hoping that RS will make a quantum leap
forward with all it's many tools by fixing the coding here
and there , and opening itself up to the world much more .

cheers Gunnar  thanks again for your post

garry



Hi Garry,
with all that about file exchange and import export you are ABSOLUTELY right!!
i´m speaking about their importance to RS for nearly as long as im on the beta
list and its still one of the worst supported parts of rs.. dont know why but
there are plugins for rs for import/export that work 1000% better then rs´s
own tools.. there is just a few (matchmoving ) importers in real which really
do what they claim the rest ist just halfway useless implementations like
3ds,obj,fbx .. none of them works really .. its really not the best
advertisement for rs, especially as today everyone wants to import / export
something to other special tools. i fully understand your point!
gunnar




Speaking :
 of import/export do we have any means/methods/workarounds
for exchanging camera data with other S/W ?
 I know we can import Icarus/Boujou/RealViz , but what
about getting camera data out of RS and into Max or After
Effects etc etc etc ?
(I'm assuming - not)
Thanks
studio




Re: Can We Export RS3D Camera Data ?

2008-04-09 Thread Mark Heuymans


 It's best , I think , that we do speak up , and not try to
focus on being a very good boy . It's best for the Realsoft3D
in the long run , in the bigger picture .




Hi Garry  list,

True. I've always liked the software but I had my share of hairpulling too.

I had high hopes of the advertized FBX support, but - correct me if I'm 
wrong - it's only basic geometrics, no textures. Is it so much to ask for a 
few fully supported formats, including textures and animation? It would 
grant RS access to completely new niches of customers.
Of course file exchange should get top priority now. That, and sheer 
stability and the ability to handle 'big' projects smoothly, without choking 
too early.


The .obj support was a big step, I managed to import Ivy generated .obj 
files including UV and textures, but forgot the details... then there is 
this obscure 3ds+ plugin that's only hinted at somewhere in the forum. It's 
not enough, it's getting stale.
First things first: stability, file exchange, polish the old V4 tools and 
their docs (like UVImage).


But despite all that I'm really happy with some of the new V6 tools (good 
boy!), especially the Building tool which I've used extensively the past few 
months. The Plant tool is really nice too, but extremely resource-hungry. 
And I couldn't live without VSL ;)


Next thing to try: running RS on a 64bit Linux quadcore machine with lots of 
RAM, I hope that will lead to less freezes/crashes/blank screens than my 
current XP box, and will enable me to render old complex plants without much 
hassle.


-Mark H




Re: Can We Export RS3D Camera Data ?

2008-04-09 Thread studio

Hi Mark :

 As I said , we love this S/W and so should speak up about
things that are not doing RSV6 any good . I wasn't putting
it down , just pointing out the obvious flaws that some of
the inner circle people seem to love to ignore .

Yes V6 has some cool new stuff , especially for architecture .

Yes , I think most of the code is there for the .OBJ plugin ,
but it's not 100% . It worked for you then , so try it now .

I decided to write a tutorial on .DEM import and rendering .

Brought in one single 3/4 Million faces .DEM and RS choked
so bad I had to keep shutting it down via Task Manager .

I have a Quad core with 4 Gigs of ram , but the amount of
Ram was not the issue at all . RS never consumed more than
20% of the available ram . I just don't think RSV6 is that
optimised for large scenes , even still .

 Hey , by all means go 64Bit and 32 Gigs of ram , but don't
be surprised if it only helps a little , and not a lot .

 For instance , load the sample scene Samples/scene_template/
island project . It's 10,000 faces and RS handles it OK . It
traces OK with this Quad .

 Now , smooth the SDS mesh and it's 40,000 faces . RS goes
very slow now . 40K is nothing nowadays . Turn off displace-
ment rendering and it renders in less than 2 minutes and does
look good , but no joy to work with . 750 MB's of Ram used !

 Some S/W is optimised for million polygon scenes , some are
not . That , I can accept . I have a very hard time accepting
that some tools that are years old still do not work right .

cheers

garry






 It's best , I think , that we do speak up , and not try to
focus on being a very good boy . It's best for the Realsoft3D
in the long run , in the bigger picture .




Hi Garry  list,

True. I've always liked the software but I had my share of hairpulling too.

I had high hopes of the advertized FBX support, but - correct me if I'm 
wrong - it's only basic geometrics, no textures. Is it so much to ask for a 
few fully supported formats, including textures and animation? It would 
grant RS access to completely new niches of customers.
Of course file exchange should get top priority now. That, and sheer 
stability and the ability to handle 'big' projects smoothly, without choking 
too early.


The .obj support was a big step, I managed to import Ivy generated .obj 
files including UV and textures, but forgot the details... then there is 
this obscure 3ds+ plugin that's only hinted at somewhere in the forum. It's 
not enough, it's getting stale.
First things first: stability, file exchange, polish the old V4 tools and 
their docs (like UVImage).


But despite all that I'm really happy with some of the new V6 tools (good 
boy!), especially the Building tool which I've used extensively the past few 
months. The Plant tool is really nice too, but extremely resource-hungry. 
And I couldn't live without VSL ;)


Next thing to try: running RS on a 64bit Linux quadcore machine with lots of 
RAM, I hope that will lead to less freezes/crashes/blank screens than my 
current XP box, and will enable me to render old complex plants without much 
hassle.


-Mark H




Can We Export RS3D Camera Data ?

2008-04-08 Thread studio

Speaking :

 of import/export do we have any means/methods/workarounds
for exchanging camera data with other S/W ?

 I know we can import Icarus/Boujou/RealViz , but what
about getting camera data out of RS and into Max or After
Effects etc etc etc ?

(I'm assuming - not)

Thanks

studio


Re: Yet Another Icarus Camera Matching Example - The Bench - Issues With This Project

2007-03-20 Thread Vesa Meskanen

Hi,

Thanks for a nice animation example. Some quick comments.


Problem #1 - How to fill these font objects with metaballs ?


Right - I have to admit that a volume filling tool  is not available yet.


Problem #2 - You can't 'Morph' metaball objects .


Unfortunately this is true. Metaball surface does not have a timewise 
consistent data set defining the surface. Vertices appear and disappear 
frame by frame, and therefore their coordinates cannot be interpolated.




Problem #3 - Metaballs do not allow you to drop the underlying
'Analytical Spheres' to a Level .


True. It would seem that digging up all spheres from deeper hierarchies 
woudl be a better solution. Or, a hierarchy depth setting, so that the 
following setup would work:


   metaball system
   level1
   sphere
   morphing
   sphere1
   sphere2
   ...
   level2
   sphere
   morphing
   sphere3
   sphere45

In above, only the target spheres of morphing levels shoudl be considered as 
metaballs.



. There were many times I would have preferred to be able
to move along the timeline without the object constantly chang-
ing on me .


I see your point, we will consider a solutiuon in upcoming versions. Thanks 
for the feedback!



Kind regards,
Vesa 



Re: Yet Another Icarus Camera Matching Example - The Bench - Issues With This Project

2007-03-20 Thread studio

Hi,
Thanks for a nice animation example.Some quick comments (please see below)



Hi Vesa :

Thank you very much for your kind words and future considerations .

Cheers !

studio



Problem #1 - How to fill these font objects with metaballs ?



Right - I have to admit that a volume filling tool  is not available yet.



Problem #2 - You can't 'Morph' metaball objects .


Unfortunately this is true. Metaball surface does not have a timewise 
consistent data set defining the surface. Vertices appear and disappear 
frame by frame, and therefore their coordinates cannot be interpolated.



Problem #3 - Metaballs do not allow you to drop the underlying
'Analytical Spheres' to a Level .


True. It would seem that digging up all spheres from deeper hierarchies 
woudl be a better solution. Or, a hierarchy depth setting, so that the 
following setup would work:



   metaball system
   level1
   sphere
   morphing
   sphere1
   sphere2
   ...
   level2
   sphere
   morphing
   sphere3
   sphere45


In above, only the target spheres of morphing levels shoudl be considered as 
metaballs.



. There were many times I would have preferred to be able
to move along the timeline without the object constantly chang-
ing on me .


I see your point, we will consider a solutiuon in upcoming versions. Thanks 
for the feedback!



Kind regards,
Vesa 




Re: Yet Another Icarus Camera Matching Example - The Bench

2007-03-19 Thread studio
The Bench :


... is another Icarus camera matching example using RS
'Metaballs' and 'Morphing Method' .
http://studiodynamics.net/list/metamorph.avi 4MB Xvid

cheers

studio




This Time :
 It's a simple animation with an F/X added in After Effects ,
using the Matte created in Realsoft3D .
http://studiodynamics.net/list/stairs_compxvid.avi  3 MB



http://studiodynamics.net/cam_match/camera_matching.html
studio





http://studiodynamics.net/list/flags_xvid.avi  4 MB
Re-rendered and added an intro to that flags animation
in After Effects . I was so concentrated on the flag's
motion that I completely missed the fact that objects
were slipping badly .
Basic blunder ... had the objects in the wrong spots .
 As before the tutorial - the tutorial's animation -
and the forum thread :
http://studiodynamics.net/cam_match/camera_matching.html
http://studiodynamics.net/cam_match/icarus11,7focal_length.avi
http://www.3ddart.org/index.php?name=PNphpBB2file=viewtopicp=6730#6730
studio




Re: Yet Another Icarus Camera Matching Example - The Bench - Issues With This Project

2007-03-19 Thread studio

http://studiodynamics.net/list/metamorph.avi 4MB Xvid

For What It's Worth :


 Some issues discovered along the way while creating this project .
Problems came when attempting to create and then choreograph these
metaball objects .

Problem #1 - How to fill these font objects with metaballs ? 


 I couldn't find any way (easy or otherwise) of filling an
object with 'Analytical Spheres' . I'm sure the Javascript
people could come up with something or maybe even using lat-
tice mapping or magnetism ...

 I fell back to Real V3.53 and used the 'Create/Particles/Volume'
on the included Tube Fonts , and then brought them into RS3D for
the cleaning up process . These were transformed into metaballs .


Problem #2 - You can't 'Morph' metaball objects . At least I could
not find any way to do so . Tried various workarounds and gave up .
Is this a bug , or me , or is it simply not possible ?

Problem #3 - Metaballs do not allow you to drop the underlying
'Analytical Spheres' to a Level . The metaballs were ~400 spheres
and life would have been much easier if I could have dropped each
of the fonts into it's own level inside the main (huge) metaball
object , but once you do that the metaball losses it's meta .

Problem #4 - How do we choreograph these 400 particles ? The
'Choreography Window' is certainly not designed to work with
particle clouds , and morphing doesn't work , so we have to use
the 'Animation Recording' method , which doesn't sound so bad at
first ... just turn on animation recording and move your meta-
ball objects around and then play it back and modify , right ?

 Well , getting our initial keyframes was actually very easy ,
but adding more in-between keyframes was a chore and required
a workaround method . The problem was that as I moved away from
one keyframe and toward another one the object would morph as I
went . There were many times I would have preferred to be able
to move along the timeline without the object constantly chang-
ing on me .

 The best way of working would have been the ability to mould
the object and then hit keyframe creator object that would ask
me what frame-number I wanted this key to be placed at , current
frame number , or otherwise .

 For instance , I had a key at frame #99 that I wanted to be
placed at frame #200 , but unfortunately I already had several
keys between frame #99 and frame #200 . I couldn't just slide
that #99 key forward to #200 because there were keys in the way,
and if I just jumped to frame #200 I would loose the current
pose I had constructed since the object would morph as I moved
along the timeline .

 The bottom line is that this drawback essentially made the
'Timeline' linear , when the preferred method of working has
and always will be , non-linear .

cheers

studio



Re: Another Icarus Camera Matching Example - revisited

2007-03-11 Thread Frank Dodd
Very nice work on the camera matchine very accurate and solid, a good 
demonstration of what is possible with it.


Frank The Rookie Dodd



http://studiodynamics.net/list/flags_xvid.avi  4 MB

Re-rendered and added an intro to that flags animation
in After Effects . I was so concentrated on the flag's
motion that I completely missed the fact that objects
were slipping badly .

studio




Re: Another Icarus Camera Matching Example - revisited

2007-03-11 Thread studio
Very nice work on the camera matchine very accurate and solid, a good 
demonstration of what is possible with it.

Frank The Rookie Dodd


Hi Frank :

 Thanks very much . It's been quite a learning curve but has
been worth it , I think . The great thing about Icarus is that
it's absolutely free to try out and use non-commercially .

 Syntheyes is the way to go though , mainly because the guy
who is developing it is totally devoted . He must have the
world's record for output modules , outputing to every con-
cievable S/W that can use camera data .

 Not only that but this guy is always on the Syntheyes forum
so any question or concern is answered very quickly . It's a
joy to see such devotion to customers and S/W development .

 Don't know if there is an award for S/W of the year , but
if there is , it should go to Syntheyes ! If only more S/W
developers operated at this level of concern and response ...

http://www.ssontech.com/download.htm

studio  










http://studiodynamics.net/list/flags_xvid.avi  4 MB

Re-rendered and added an intro to that flags animation
in After Effects . I was so concentrated on the flag's
motion that I completely missed the fact that objects
were slipping badly .

studio




Camera Matching: Anyone tried the free VooDoo program?

2007-03-11 Thread Russell Jones

A new version was released recently. Has anyone tried it?

Russell

- Original Message - 
From: Mark Heuymans [EMAIL PROTECTED]

To: user-list@light.realsoft3d.com
Sent: Saturday, March 10, 2007 8:54 AM
Subject: Re: Yet Another Icarus Camera Matching Example


Looking great Garry, I haven't had time to check your tut about this but 
no more delays!


Thanks for all your efforts,
Mark H



This Time :

 It's a simple animation with an F/X added in After Effects ,
using the Matte created in Realsoft3D .
http://studiodynamics.net/list/stairs_compxvid.avi  3 MB

studio






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Checked by AVG Free Edition.
Version: 7.5.446 / Virus Database: 268.18.8/716 - Release Date: 3/9/2007 
6:53 PM







Re: Yet Another Icarus Camera Matching Example

2007-03-10 Thread studio
Looking great Garry, I haven't had time to check your tut about this but no 
more delays!

Thanks for all your efforts,
Mark H


Hi Mark :

 Thanks Mark ! Icarus is a bit of a bear , I'm afraid . Focal
length determination in Ic' is hit and miss sometimes . Match-
perspectives and angles can't be done in some cases . Export
into After Effects (via Maya .ma file) is possible but not
always rock solid .

 Still , once you get the hang of it , it can be something
different to experiment with . Then you can decide if you
like doing it enough to shell out $400 for an easy to use ,
rock solid S/W like Syntheyes .
http://www.ssontech.com/synsumm.htm

studio


 It's a simple animation with an F/X added in After Effects ,
using the Matte created in Realsoft3D .
http://studiodynamics.net/list/stairs_compxvid.avi  3 MB
studio




Re: Yet Another Icarus Camera Matching Example

2007-03-09 Thread standley and mungenast

Hey Garry

That's a nice example of a really cool use of that technology!
Well done and fun to watch. Better than Cats!

chris mungenast

studio wrote:

This Time :

 It's a simple animation with an F/X added in After Effects ,
using the Matte created in Realsoft3D .
http://studiodynamics.net/list/stairs_compxvid.avi  3 MB

studio






Yet Another Icarus Camera Matching Example

2007-03-08 Thread studio

This Time :

 It's a simple animation with an F/X added in After Effects ,
using the Matte created in Realsoft3D .
http://studiodynamics.net/list/stairs_compxvid.avi  3 MB

studio



Re: Another Icarus Camera Matching Example - revisited

2007-03-02 Thread studio

Looks like a good match. I finally found some time to start a test myself.
As soon as I've got some results I'll let you know.
Arjo.


Hi Arjo :

 I know you have SynthEyes (best-bang-for-buck) . Great
looking cam-matching software . Hope you like it .

Thanks for sharing your recent shader file , by the way .

studio


http://studiodynamics.net/list/flags_xvid.avi  4 MB








Re-rendered and added an intro to that flags animation
in After Effects . I was so concentrated on the flag's
motion that I completely missed the fact that objects
were slipping badly .

Basic blunder ... had the objects in the wrong spots .

  As before the tutorial - the tutorial's animation -
and the forum thread :
http://studiodynamics.net/cam_match/camera_matching.html
http://studiodynamics.net/cam_match/icarus11,7focal_length.avi
http://www.3ddart.org/index.php?name=PNphpBB2file=viewtopicp=6730#6730


studio



 Tutorial :

  Has been modified slightly .
 http://studiodynamics.net/cam_match/camera_matching.html

 Same results :

 http://tinyurl.com/2bf9cv 400KB Xvid


 simple 35mm camera mpeg example test
 Animation http://tinyurl.com/252egy
 Forum thread
 http://www.3ddart.org/index.php?name=PNphpBB2file=viewtopict=942
 studio



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2/19/2007







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PM




Re: Another Icarus Camera Matching Example

2007-02-22 Thread studio

Tutorial :

 Has been modified slightly . 
http://studiodynamics.net/cam_match/camera_matching.html


Same results :

http://tinyurl.com/2bf9cv 400KB Xvid



simple 35mm camera mpeg example test
Animation http://tinyurl.com/252egy
Forum thread
http://www.3ddart.org/index.php?name=PNphpBB2file=viewtopict=942
studio




Another Icarus Camera Matching Example

2007-02-21 Thread studio

simple 35mm camera mpeg example test
Animation http://tinyurl.com/252egy
Forum thread
http://www.3ddart.org/index.php?name=PNphpBB2file=viewtopict=942
studio



Big Mistake was : Another New Tutorial Online - Basic Camera Matching in RS3D

2007-02-05 Thread studio


Oh Boy :  


  Mistake in that Icarus tutorial . Sorry . I was suggesting
using Voodoo to determine Focal Length first , but in the end it
doesn't seem to be required . Seems you can punch-in just about
any Focal Length in Icarus , and the camera that RS3D creates
will always turn out almost the exact same .

 Oddly , the placement of CGI objects do match the camera
very well , but sometimes perspectives do not match , and so
then we must adjust the lens , and then CGI objects seem to
no longer track properly .

 I'll have to go back and re-do that tutorial , once I figure
out how to best arrive at a good camera . May take a while .
Tried the basic steps in Arjo's tutorial with no luck .
http://rs3dwiki.the-final.info/index.php?title=Real_life_and_3D_camera_matching

  Perhaps Icarus is best for scenes where perspective mis-
matching is not so obvious , and SynthEyes for more demanding
work ?

 Apologies to anyone who unsuccesfully attempted to apply
the tutorial's suggestions , to their own video , without
any success .

studio







Hi Garry,
Interesting tutorial, I've been looking at Icarus too. However I'm still in
doubt about another solution as I'm not satisfied about the results I got.
Maybe I made some mistakes, I don't know.


Hi Arjo :

 Yes , Icarus can be hard to use and in fact , I could not
do the Voodoo .TGA image sequence example , with Icarus alone!
I had no luck with Icarus's attempt to guess at what the Focal
Length of the camera was , so turned to Voodoo to find out .

  This is the flaw in Icarus . Fine for some video , but no good
for others . That is why I strongly suggest using Voodoo to
determine what the Focal length is (unless you already know
the Focal Length) and use Icarus to match that Camera .



Actually I'm thinking about buying Syntheyes. This was the cheepest
commercial software I could find (with Realsoft export). I tried the demo
and I got rock solid result with one push of the button.



  Yes , as I mention in the Tutorial , SynthEyes looks very
good from the demo and the example script that is available
for download . It will be my next S/W purchase , I think .



At last, I've got some questions about your tutorial:
Why did you leave out the first step mentioned by the user guide?
I mean: is the destortion correction done by the distortion module not
needed?



  I would say that usually it is not needed , unless you are
building something that will really show a lack of distortion .
For instance , say you are placing a long billboard into a
video with a long or high fence . The fence will be distorted a
little , but your RS3D billboard will not be . Then you must
decide if you want to remove the video's distortion with Icarus .

  It will also depend on what kind of lens was used to shoot
the video . As you know , wide-angle lens's will distort more .
Icarus seems to do a good job with this Module, depending on how
accurately you can place your input line onto your video .


Why did you skip the calibration step?


 We skipped the Camera Calibration step in Icarus , simply because
we did that step in Voodoo , first . Voodoo's Track includes the
calibration step in one single button . We typed the Voodoo calibration
info that we needed , into Icarus , to avoid Icarus's weak spot .


Did you skip the orientation step on purpose? I couldn't
get a good result with that option.
Arjo.


  Yes , it was the Achilles heal of Icarus , in my opinion .
Many of my tests proved Icarus to be completely useless when
used alone on a lot of video's , thus , the tutorial's birth .

  The problem is that Icarus asks the user to manually draw
onto a 2D image ,where the X-Y-Z planes are ! This is OK for
the Icarus building example (in the Docs) , but try that with
an average video scene . You could be out just a single pixel
or 2 and it will change the calibration completely !

  Then , Icarus will ask you is this the correct Focal
Length?  . How should I know ? Sometimes Icarus will tell
you that the Camera cannot be calculated , even though you
did your best to draw the 3 axis . Now what ? It's a joke .

  The only solution is to use Voodoo first . (or restrict
your video's to shots with nice big sharp cubes in them) .
Voodoo is a much more advanced S/W , as the current crop of
camera-matching S/W's are now .

  Thanks for your questions Arjo , and I hope you do decide
to buy SynthEyes instead . It looks like a good price and
an excellent alternative to my humble freeware workaround
tutorial . For those that just want to try placing an RS3D
object into their video's , hopefully this tutorial will
allow them to experiment a little first .

studio





Hi :

http://studiodynamics.net/cam_match/camera_matching.html

  Thought I would share this information , since it may
be usefull to someone .

  There are several links in the tute' including a link
to the final RS3D project file .

  The resulting animation is below , and is not much to look
at but gives an idea of what we

Re: Camera matching and SynthEyes - a shadow problem

2007-02-02 Thread Andre Vandergoten

Oh , oh ! a lot to learn here , thanks .
Andre

- Original Message - 
From: studio [EMAIL PROTECTED]

To: user-list@light.realsoft3d.com
Sent: Friday, February 02, 2007 2:12 AM
Subject: Re: Camera matching and SynthEyes - a shadow problem




I'll repost this stuff for newcomers :


 This Camera-mapping tool is awesome , and I love it so
much I came back from the dead to write a tutorial on it
(below) .
http://www.studiodynamics.net/cam/cammap2.html   


  Every once and a while someone will ask here how
do I map realistic shadows to a photograph that I'm placing
a CGI 'in-to' ? . Camera-Mapping is the answer . (See the
attachments once again for the ancient example) 


Camera Mapping can also be used to map one single 'Super-High-
Quality-Gi' render onto an entire animation .

http://www.studiodynamics.net/cam/cam_map_cd.avi 2.4 MB

studio


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Re: Camera matching and SynthEyes - a shadow problem

2007-02-02 Thread studio

Oh , oh ! a lot to learn here , thanks .
Andre


Hi Andre :

 There is also an extensive example in the manual too ,
complete with examples of how to build certain shaders
using VSL .

file:///C:/Realsoft3D/manual/material/combine2dand3d/lake.html

 I highly recommend learning this skill . It's a good
way to practice controlling your lighting and shadows
and color saturations , to match your CGI objects with
the rest of your photo or video .

studio





I'll repost this stuff for newcomers :


 This Camera-mapping tool is awesome , and I love it so
much I came back from the dead to write a tutorial on it
(below) .
http://www.studiodynamics.net/cam/cammap2.html   


  Every once and a while someone will ask here how
do I map realistic shadows to a photograph that I'm placing
a CGI 'in-to' ? . Camera-Mapping is the answer . (See the
attachments once again for the ancient example) 


Camera Mapping can also be used to map one single 'Super-High-
Quality-Gi' render onto an entire animation .

http://www.studiodynamics.net/cam/cam_map_cd.avi 2.4 MB

studio


__ NOD32 2029 (20070202) Information __

This message was checked by NOD32 antivirus system.
http://www.eset.com





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Re: Camera matching and SynthEyes - a shadow problem

2007-02-01 Thread studio
OK : 


 Finally found a solution to the problem of trying to exclude
certain shadows from certain objects (Halle_freakin_lujah) .

 Render in 2 stages but 'Camera Map' the first stage render
onto the second stage render ... (!!as an illumination map!!)

A) In the 1st pass - render only certain shadows ...
B) In the  2nd pass - render remaining shadows (the illumination
  maps will prevent any further shadows from showing onto them)

Here's the resulting animation - (flawed, but a good example)
http://www.studiodynamics.net/list/good_shadows.avi 700KB Xvid

 Notice the spheres now _AppeaR_ to have a shadow cast onto them
from a tree and a telephone pole (near the center of the images) .

 Here's the _bad_ example again (if you haven't seen it already)
http://www.studiodynamics.net/list/bad_shadows.avi 1.4MB Xvid

 Henri's advice on multi-channel output makes very good sense ,
but for this case it can't be done , and is no big problem con-
sidering it is only 2 passes at 640 x 480 resolution anyway .

High Definition resolutions may prefer a single pass solution .

Cheers

studio




RE: Camera matching and SynthEyes - a shadow problem

2007-01-31 Thread Arjo Rozendaal
Hi Garry,

Seems you found the solution yourself. So I won't look into it unless you
still can't get it to work.

Arjo.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of studio
 Sent: woensdag 31 januari 2007 2:31
 To: user-list@light.realsoft3d.com
 Subject: Re: Camera matching and SynthEyes - a shadow problem



  OK , I searched around a little bit , and on Timo's site there
 is a Shadow Pass shader which removes shadows
 from the render and sends them to a separate channel where a user
 can modify them in post .
 I'll look at this and see if it is the solution to removing
 shadows from certain objects .
 http://koti.welho.com/tmikkola/materials/ShadowPass.zip


 studio






Re: Camera matching and SynthEyes - a shadow problem

2007-01-31 Thread studio

Hi Garry,
Seems you found the solution yourself. So I won't look into it unless you
still can't get it to work.
Arjo.


Hi Arjo :

  No , I think who ever built the Shadow Pass shader that is
on timo's site has abandoned it's development . I could not
get it to work .

  There must be some way to get shadows to fall on certain
objects and not onto other objects , but I cannot find a way
to do so .

 Too bad , since this is critical when compositing CGI
objects 'within' a video sequence .

Thanks for your offer though , and good luck with your
SynthEyes tests . Looking forward to any results you
might have to share in the coming weeks .

cheers !

studio








-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of studio
Sent: woensdag 31 januari 2007 2:31
To: user-list@light.realsoft3d.com
Subject: Re: Camera matching and SynthEyes - a shadow problem



 OK , I searched around a little bit , and on Timo's site there
is a Shadow Pass shader which removes shadows
from the render and sends them to a separate channel where a user
can modify them in post .
I'll look at this and see if it is the solution to removing
shadows from certain objects .
http://koti.welho.com/tmikkola/materials/ShadowPass.zip


studio







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Re: Camera matching and SynthEyes

2007-01-31 Thread Beg-inner

Hi Henri..

Those looks coolish.-.!

Yep SyntEyes seems to rock.. =)
I bet its good bang for the buck..compared to most other..
Still for me abit pricey.. but I am also just a non pro.. =)

Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..



Syntheyes is the best =)

You can see some of my tracks with it:

http://www.talvi.com/index.php?page=projectsproject=135
or
http://www.talvi.com/index.php?page=projectsproject=120
and
http://www.talvi.com/index.php?page=projectsproject=110

Have fun with it!

Henri Pulla
vfx supervisor
www.talvi.com


Arjo Rozendaal kirjoitti:

Hi,

I bought SynthEyes today and made a first tiny test with it. I did make 
this
bad bumpy shot with passing cars on purpose. Just to check the stability 
and

tolerance of the tracking. I ran a mpeg opengl preview:

http://www.xs4all.nl/~joly/temp/preview.mpg

Of course there are no yellow cubes sitting in my street ;)
As you can see it completely ignores the cars and finds a good solution 
for

the camera.

Arjo.






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9:31 AM





Re: Camera matching and SynthEyes - a shadow problem

2007-01-31 Thread studio

Hi Garry,
The shader does work alright. I just had a quick look at it. You have to
create a new output object and assign the right channel to it.
I created a photoshop output with three layers and assigned all the channels
to a separate layer.
Arjo.


Man ... :

 OK , thanks Arjo . Timo jumped on the thread I have going
in the forum and mentioned that this shader was actually
meant for post in another program (but could be used in
RS3D [no idea how] ). I mistakenly thought , with the
shader's description on Timo's site that by post , it
meant Post-Processing in RS3D .

Anyway , yes , I got it working using an output object (once
I figured out how to add anti-aliasing to it) . For those
following along I rendered these (below) up so there would
at least be a small example , for the abyss ...

  There are 3 channels in this shader ...

Top Left is the 'Shadowed' Channel .
Top Right is the 'Unshadowed' Channel .
Bottom Left is the actual 'ShadowPass' Channel .
Bottom Right is just a normal render .

 Could be a very useful shader for certain things .

Thanks for your help .

studio


 http://koti.welho.com/tmikkola/materials/ShadowPass.zip
attachment: shader_example.jpg


Re: Another New Tutorial Online - Basic Camera Matching in RS3D

2007-01-30 Thread Andre Vandergoten

Hi studio,
This time bingo with AVI file , good !!
About video:
Have a look at www.gromada.com , = VideoMach 3.5.
Maybe a good choice  ( and cheap +/-  30$ )
A question to Vesa:
Is RS3D ready to use with windows vista , i think it is
because at this moment i use XP 32/64 prof.
Best.
Andre


- Original Message - 
From: studio [EMAIL PROTECTED]

To: user-list@light.realsoft3d.com
Sent: Tuesday, January 30, 2007 12:49 AM
Subject: Re: Another New Tutorial Online - Basic Camera Matching in RS3D



Hi studio,
With http://studiodynamics.net/cam_match/camera_matching.html; 
everithing OK

( Thanks for the description  ! )


Hi Andre :

   You're very welcome , and thank you for your feedback .


but with http://tinyurl.com/2bf9cv  i got :
...etc..etc..etc
seems to be an encoded message ??
With which program should i read this ?
Thanks.
Andre




Re: Camera matching and SynthEyes

2007-01-30 Thread Henri Pulla

Syntheyes is the best =)

You can see some of my tracks with it:

http://www.talvi.com/index.php?page=projectsproject=135
or
http://www.talvi.com/index.php?page=projectsproject=120
and
http://www.talvi.com/index.php?page=projectsproject=110

Have fun with it!

Henri Pulla
vfx supervisor
www.talvi.com


Arjo Rozendaal kirjoitti:

Hi,

I bought SynthEyes today and made a first tiny test with it. I did make this
bad bumpy shot with passing cars on purpose. Just to check the stability and
tolerance of the tracking. I ran a mpeg opengl preview:

http://www.xs4all.nl/~joly/temp/preview.mpg

Of course there are no yellow cubes sitting in my street ;)
As you can see it completely ignores the cars and finds a good solution for
the camera.

Arjo.





RE: Camera matching and SynthEyes

2007-01-30 Thread Arjo Rozendaal
Hi Henri,

Very nice this little boy! Did you do the character animation with Realsoft?

Arjo.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Henri Pulla
 Sent: dinsdag 30 januari 2007 14:34
 To: user-list@light.realsoft3d.com
 Subject: Re: Camera matching and SynthEyes


 Syntheyes is the best =)

 You can see some of my tracks with it:

 http://www.talvi.com/index.php?page=projectsproject=135
 or
 http://www.talvi.com/index.php?page=projectsproject=120
 and
 http://www.talvi.com/index.php?page=projectsproject=110

 Have fun with it!

 Henri Pulla
 vfx supervisor
 www.talvi.com


 Arjo Rozendaal kirjoitti:
  Hi,
 
  I bought SynthEyes today and made a first tiny test with it. I
 did make this
  bad bumpy shot with passing cars on purpose. Just to check the
 stability and
  tolerance of the tracking. I ran a mpeg opengl preview:
 
  http://www.xs4all.nl/~joly/temp/preview.mpg
 
  Of course there are no yellow cubes sitting in my street ;)
  As you can see it completely ignores the cars and finds a good
 solution for
  the camera.
 
  Arjo.
 





Re: Camera matching and SynthEyes

2007-01-30 Thread Henri Pulla

Hi Arjo,

Animation was done mainly with Light Wave since our 3D department uses 
that mostly. Compositing and color correcting, keying etc with Digital 
Fusion and 3D trackin with Syntheyes.


BTW multipass Lightwave renders were combined, graded and composited in 
Digital Fusion for better control and workflof benefits. No direct 
renders were used as is... which is mostly the best way to work with 
Realsoft too. So render specularity, reflection, diffuse, GI etc in 
passes and combine then in compositing program to achieve results faster 
than if U would have to render everything all over if U would have to 
adjust some certain element...


Henri Pulla

Arjo Rozendaal kirjoitti:

Hi Henri,

Very nice this little boy! Did you do the character animation with Realsoft?

Arjo.


Re: Camera matching and SynthEyes

2007-01-30 Thread studio


Hi Arjo  Henri : 


  You both have SynthEyes ! Great . Good looking work Henri .

  Now , I have an advanced question about shadows and CGI
objects . The thread is also on the forum but no replies .
http://www.3ddart.org/index.php?name=PNphpBB2file=viewtopict=934

OK , this is difficult to explain ... I have a rectangle that is
a 'stand-in' for the ground plane in the video . It is catching
shadows from chrome spheres I have added to the video . Good .

 Now , I want those chrome spheres to catch shadows from an
invisible object because there are prominent shadows in the
video on the ground area . Good so far .

 The problem is that I do not want the ground-plane rectangle
to catch shadows from the invisible object , but to only catch
shadows from the spheres . The video is providing the shadows
already to the ground plane rectangle , no more are required
(except from the CGI chrome spheres of course) .

 Here is the video showing what I do not want to happen .
(notice an ugly shadow on the ground plane across the center)
http://www.studiodynamics.net/list/bad_shadows.avi 1.4MB Xvid

 How can I place shadows on some objects , but not on other
objects ? Do I have to export certain shadows to a Post Proc-
essing program like Adobe After Effects ? How would I do that ?

 Could I do it in the RS3D Post Processing using a channel
that will place those shadows ? How would I set that up ?

  I'm even having a very difficult time doing it in RS3D in 2
passes , because I am using chrome spheres and any object
omissions in the second pass will show up in the reflections .

 As I mentioned in the Forum , in the old days of V3.x we
would simply place certain types of lights in various levels
with certain objects . We can't do that in later versions of
RS3D because of the Gi calculations (according to Vesa in
the forum) . Fine , but is there a workaround for that ?

So what can we do ? There always seems to be a workaround
in RS3D , but does anyone have a method ?

Thanks in advance .

studio










Hi Arjo,

Animation was done mainly with Light Wave since our 3D department uses 
that mostly. Compositing and color correcting, keying etc with Digital 
Fusion and 3D trackin with Syntheyes.


BTW multipass Lightwave renders were combined, graded and composited in 
Digital Fusion for better control and workflof benefits. No direct 
renders were used as is... which is mostly the best way to work with 
Realsoft too. So render specularity, reflection, diffuse, GI etc in 
passes and combine then in compositing program to achieve results faster 
than if U would have to render everything all over if U would have to 
adjust some certain element...


Henri Pulla

Arjo Rozendaal kirjoitti:

Hi Henri,

Very nice this little boy! Did you do the character animation with Realsoft?

Arjo.



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RE: Another New Tutorial Online - Basic Camera Matching in RS3D

2007-01-29 Thread Arjo Rozendaal
Hi Garry,

Interesting tutorial, I've been looking at Icarus too. However I'm still in
doubt about another solution as I'm not satisfied about the results I got.
Maybe I made some mistakes, I don't know.
Actually I'm thinking about buying Syntheyes. This was the cheepest
commercial software I could find (with Realsoft export). I tried the demo
and I got rock solid result with one push of the button.

Someone else another suggestion maybe? Or does anyone know this app. and has
other experiences with it?

At last, I've got some questions about your tutorial:
Why did you leave out the first step mentioned by the user guide?
I mean: is the destortion correction done by the distortion module not
needed?
Why did you skip the calibration step?
Did you skip the orientation step on purpose? I couldn't get a good result
with that option.

Arjo.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of studio
 Sent: maandag 29 januari 2007 8:11
 To: user-list@light.realsoft3d.com
 Subject: Another New Tutorial Online - Basic Camera Matching in RS3D


 Hi :

 http://studiodynamics.net/cam_match/camera_matching.html

   Thought I would share this information , since it may
 be usefull to someone .

   There are several links in the tute' including a link
 to the final RS3D project file .

   The resulting animation is below , and is not much to look
 at but gives an idea of what we are trying to acomplish .

  http://tinyurl.com/2bf9cv  200KB Xvid

It's a long 'one page' tutorial since it is written for
 beginners . For most intermediate or advanced users , only
 the series of steps in the middle are required to arrive at
 the camera-data , and then the part about getting the data
 into RS3D can save you some time .

   Let me know if I missed anything . Thanks .

 studio





Re: Another New Tutorial Online - Basic Camera Matching in RS3D

2007-01-29 Thread Andre Vandergoten

Hi studio,
With http://studiodynamics.net/cam_match/camera_matching.html; everithing 
OK

( Thanks for the description  ! )
but with http://tinyurl.com/2bf9cv  i got :
RIFFÖbAVI LISTìhdrlavih8@  XLIST”strlstrh8vidsxvid› ' 
Xstrf(( XXVIDò+JUNKLISTodmldmlhøJUNKø VirtualDub build 
24442/releaseLIST~Amovi00dc¥°õµ  
†„1D±F?²DivX503b1393p²XviD0041¶‚;‚tÀÀ¡N$ˆl 
,0Еoô±¡ÛEþôîÑ+óy ]ƒSmü?3Há±öÙn‚£Æ;ÆDuÇ3ìóÓvmýÃLqß¯ßÃÚ䵈ÐøªÔƒ…%Žúî抟œÜÍæo**$SgåÅ?k{/ 
([EMAIL PROTECTED]'¶âæs·qbÊ¢v¾V׳ø‹ˆÅÂ'ók)T Ê噂ÿ‰~ òÀÂë” 
,ƒÁ¯¡ƒÆæ´ §°0wjYå(a¨o5BÐNI(~à+Z÷Ù“§NÃÏ}°ößüÊÉ5Òm­Á[öÀ;ñWý¿+krd{Òëë:¯ûß 
eÖŠùÒ?YI›ßm¸lÇ]æê±ó*ËĦàØ_™yÑ1ÆvY­2׼ĽأœÓòÓm‡) 
Ýg²ˆIÚvé߯‰Ç÷ùZ…vÞÁ¢žú¾/ßa…$÷mªuÁ4XSHÛ^§¦Ú°gýÕ»`ªüÁˆ\©²ÉEOå¡ó”×+€¤ƒÀÃeÒÅ*Z²Õ€à§v°­ýŸÂSìòiq+ê²ÝO²

...etc..etc..etc
seems to be an encoded message ??
With which program should i read this ?
Thanks.
Andre



- Original Message - 
From: studio [EMAIL PROTECTED]

To: user-list@light.realsoft3d.com
Sent: Monday, January 29, 2007 8:11 AM
Subject: Another New Tutorial Online - Basic Camera Matching in RS3D



Hi :

http://studiodynamics.net/cam_match/camera_matching.html
 Thought I would share this information , since it may
be usefull to someone .

 There are several links in the tute' including a link
to the final RS3D project file .

 The resulting animation is below , and is not much to look
at but gives an idea of what we are trying to acomplish .

http://tinyurl.com/2bf9cv  200KB Xvid





Re: Another New Tutorial Online - Basic Camera Matching in RS3D

2007-01-29 Thread studio

Hi studio,
With http://studiodynamics.net/cam_match/camera_matching.html; everithing OK
( Thanks for the description  ! )


Hi Andre :

   You're very welcome , and thank you for your feedback .


but with http://tinyurl.com/2bf9cv  i got :
...etc..etc..etc
seems to be an encoded message ??
With which program should i read this ?
Thanks.
Andre


hmmm ... not sure what to say . It is just an .avi video and it seems fine here 
,
with both Netscape  MS Internet Explorer (I just tried them again) .

 Here is the direct link (below) I used http://tinyurl.com because the url to 
the
video was kind of long . If you click on either link (above/below) your video
player should automatically open and play the video for you .
http://studiodynamics.net/cam_match/icarus11,7focal_length.avi

  Please let me know if you have any further problems and I'll dig into it
more and try to sort it out .

studio



Hi :

http://studiodynamics.net/cam_match/camera_matching.html
 Thought I would share this information , since it may
be usefull to someone .

 There are several links in the tute' including a link
to the final RS3D project file .

 The resulting animation is below , and is not much to look
at but gives an idea of what we are trying to acomplish .

http://tinyurl.com/2bf9cv  200KB Xvid





--
No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.1.410 / Virus Database: 268.17.14/658 - Release Date: 1/29/2007






Re: Another New Tutorial Online - Basic Camera Matching in RS3D

2007-01-29 Thread studio

Hi Garry,
Interesting tutorial, I've been looking at Icarus too. However I'm still in
doubt about another solution as I'm not satisfied about the results I got.
Maybe I made some mistakes, I don't know.


Hi Arjo :

 Yes , Icarus can be hard to use and in fact , I could not
do the Voodoo .TGA image sequence example , with Icarus alone!
I had no luck with Icarus's attempt to guess at what the Focal
Length of the camera was , so turned to Voodoo to find out .

  This is the flaw in Icarus . Fine for some video , but no good
for others . That is why I strongly suggest using Voodoo to
determine what the Focal length is (unless you already know
the Focal Length) and use Icarus to match that Camera .



Actually I'm thinking about buying Syntheyes. This was the cheepest
commercial software I could find (with Realsoft export). I tried the demo
and I got rock solid result with one push of the button.



  Yes , as I mention in the Tutorial , SynthEyes looks very
good from the demo and the example script that is available
for download . It will be my next S/W purchase , I think .



At last, I've got some questions about your tutorial:
Why did you leave out the first step mentioned by the user guide?
I mean: is the destortion correction done by the distortion module not
needed?



  I would say that usually it is not needed , unless you are
building something that will really show a lack of distortion .
For instance , say you are placing a long billboard into a
video with a long or high fence . The fence will be distorted a
little , but your RS3D billboard will not be . Then you must
decide if you want to remove the video's distortion with Icarus .

  It will also depend on what kind of lens was used to shoot
the video . As you know , wide-angle lens's will distort more .
Icarus seems to do a good job with this Module, depending on how
accurately you can place your input line onto your video .


Why did you skip the calibration step?


 We skipped the Camera Calibration step in Icarus , simply because
we did that step in Voodoo , first . Voodoo's Track includes the
calibration step in one single button . We typed the Voodoo calibration
info that we needed , into Icarus , to avoid Icarus's weak spot .


Did you skip the orientation step on purpose? I couldn't
get a good result with that option.
Arjo.


  Yes , it was the Achilles heal of Icarus , in my opinion .
Many of my tests proved Icarus to be completely useless when
used alone on a lot of video's , thus , the tutorial's birth .

  The problem is that Icarus asks the user to manually draw
onto a 2D image ,where the X-Y-Z planes are ! This is OK for
the Icarus building example (in the Docs) , but try that with
an average video scene . You could be out just a single pixel
or 2 and it will change the calibration completely !

  Then , Icarus will ask you is this the correct Focal
Length?  . How should I know ? Sometimes Icarus will tell
you that the Camera cannot be calculated , even though you
did your best to draw the 3 axis . Now what ? It's a joke .

  The only solution is to use Voodoo first . (or restrict
your video's to shots with nice big sharp cubes in them) .
Voodoo is a much more advanced S/W , as the current crop of
camera-matching S/W's are now .

  Thanks for your questions Arjo , and I hope you do decide
to buy SynthEyes instead . It looks like a good price and
an excellent alternative to my humble freeware workaround
tutorial . For those that just want to try placing an RS3D
object into their video's , hopefully this tutorial will
allow them to experiment a little first .

studio





Hi :

http://studiodynamics.net/cam_match/camera_matching.html

  Thought I would share this information , since it may
be usefull to someone .

  There are several links in the tute' including a link
to the final RS3D project file .

  The resulting animation is below , and is not much to look
at but gives an idea of what we are trying to acomplish .

 http://tinyurl.com/2bf9cv  200KB Xvid

   It's a long 'one page' tutorial since it is written for
beginners . For most intermediate or advanced users , only
the series of steps in the middle are required to arrive at
the camera-data , and then the part about getting the data
into RS3D can save you some time .

  Let me know if I missed anything . Thanks .

studio






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No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.1.410 / Virus Database: 268.17.14/658 - Release Date: 1/29/2007




Another New Tutorial Online - Basic Camera Matching in RS3D

2007-01-28 Thread studio

Hi :

http://studiodynamics.net/cam_match/camera_matching.html 


 Thought I would share this information , since it may
be usefull to someone .

 There are several links in the tute' including a link
to the final RS3D project file .

 The resulting animation is below , and is not much to look
at but gives an idea of what we are trying to acomplish .

http://tinyurl.com/2bf9cv  200KB Xvid

  It's a long 'one page' tutorial since it is written for
beginners . For most intermediate or advanced users , only
the series of steps in the middle are required to arrive at
the camera-data , and then the part about getting the data
into RS3D can save you some time .

 Let me know if I missed anything . Thanks .

studio



Re: Modifying the Camera Object

2007-01-11 Thread studio
 This is all basic real world camera stuff, the focal length of a lens is 
 directly proportional to its angle of view, they cant be separated, 
 however there is a third variable to consider, which you can adjust and 
 that is the width of the pickup device ...
 Andrew Berge

  OK , thanks . Makes total sense to me , now . The problem I was
having with a camera that did not quite match was the 'Film W/H .
I don't know how much success I might have with tweaking it , but
I'll give it a try and see what happens .

 I did mention in that text that I changed the value to let it match
 the real life camera. There's this diagram on the wiki which shows
 the relation between fov and film width 
 I know it's a bit techy maybe
 Arjo

Hi Arjo , no it's not too techy but is actually a very good example,
I think . I just missed it yesterday when I quickly scanned your
tute .
http://rs3dwiki.the-final.info/index.php?title=Real_life_and_3D_camera_matching

Thanks for the replies .

studio  



 Hi Garry,
 
 This is all basic real world camera stuff, the focal length of a lens is 
 directly proportional to its angle of view, they cant be separated, 
 however there is a third variable to consider, which you can adjust and 
 that is the width of the pickup device
 or film size.. you will see that if you adjust the film width in 
 realsoft you are changing the focal length of the lens without changing 
 the angle of view.
   beware however, for any given film size or pickup device sixe the 
 angle of view and focal length ARE fixed you cant simply dial in 
 whatever you want by playing with the film width it wont be 
 correct..another thing.. playing with the film width setting in realsoft 
 i think makes the cameras in realsoft a little bit tempremental, do it 
 very carefully and also from my quick play just now it seems that it 
 gets particularly upset if you let the view angle or the focal length 
 drop to zero, perhaps a rounding bug error or st.
 
 hope this explains a little,
 
 Andrew
 
  This is reall
 
 studio wrote:
  Hi Garry,
  Maybe have a look at the camera matching tutorial I put on the wiki.
  It will show that it's logical that these values are connected.
  Arjo.
  
 
  Hi Arjo :
 
Nice still image tutorial . However , I think those camera controls
  should be connected but only once you have decided exactly what kind
  of lens you have or need .
 
 For instance , your camera in the tutorial has :
 
  Focal Length - 48.25
  View Angle'  - 10.4
  Scale - 5.4
 
  but I have a camera of :
 
  Focal Length - 48.25
  View Angle'  - 34.4
  Scale- 1.64
 
 It appears to be impossible for me to change my current
  project's camera into a camera of your settings (for example
  purposes only) . If I change one setting the other 2 settings
  change too .
 
  It appears that I can't get there from here , and if so ,
  how ? The only way that I can see is if you save your camera
  as an object and send it to me . There must be a better way
  but I can't see how one would manage it , unless I'm missing
  the obvious .
 
  Thanks 
 
  studio
 
 
 
 
 

 Trying to do some basic camera matching but it appears
  that changing one camera control automatically changes
  other corresponding controls .
 
 I want to change just the 'Focal Length' but 'View
  Angle' changes as well as 'Scale' . One would almost
  think that there is only one camera in the entire
  world and it has these settings , but the need to
  adjust 'Focal Length' separately is critical .
 
When I import from Icarus or the Syntheyes demo
  java script a camera is set up , but what if it's
  not perfect and I need to adjust it slightly to
  match perspectives ?
 
  Thanks
 
  studio
 

  -- 
  No virus found in this incoming message.
  Checked by AVG Free Edition.
  Version: 7.1.410 / Virus Database: 268.16.8/621 - Release Date: 1/9/2007
 
  
 

 
 
 -- 
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.1.410 / Virus Database: 268.16.8/621 - Release Date: 1/9/2007
 



RE: Modifying the Camera Object

2007-01-10 Thread Arjo Rozendaal
Hi Garry,

Maybe have a look at the camera matching tutorial I put on the wiki.
It will show that it's logical that these values are connected.

Arjo.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of studio
 Sent: donderdag 11 januari 2007 0:31
 To: user-list@light.realsoft3d.com
 Subject: Modifying the Camera Object
 
 
Trying to do some basic camera matching but it appears
 that changing one camera control automatically changes
 other corresponding controls .
 
I want to change just the 'Focal Length' but 'View
 Angle' changes as well as 'Scale' . One would almost
 think that there is only one camera in the entire
 world and it has these settings , but the need to
 adjust 'Focal Length' separately is critical .
 
   When I import from Icarus or the Syntheyes demo
 java script a camera is set up , but what if it's
 not perfect and I need to adjust it slightly to
 match perspectives ?
 
 Thanks
 
 studio
 


Re: Modifying the Camera Object

2007-01-10 Thread studio
 Hi Garry,
 Maybe have a look at the camera matching tutorial I put on the wiki.
 It will show that it's logical that these values are connected.
 Arjo.

Hi Arjo :

  Nice still image tutorial . However , I think those camera controls
should be connected but only once you have decided exactly what kind
of lens you have or need .

   For instance , your camera in the tutorial has :

Focal Length - 48.25
View Angle'  - 10.4
Scale - 5.4

but I have a camera of :

Focal Length - 48.25
View Angle'  - 34.4
Scale- 1.64

   It appears to be impossible for me to change my current
project's camera into a camera of your settings (for example
purposes only) . If I change one setting the other 2 settings
change too .

It appears that I can't get there from here , and if so ,
how ? The only way that I can see is if you save your camera
as an object and send it to me . There must be a better way
but I can't see how one would manage it , unless I'm missing
the obvious .

Thanks 

studio





 Trying to do some basic camera matching but it appears
  that changing one camera control automatically changes
  other corresponding controls .
  
 I want to change just the 'Focal Length' but 'View
  Angle' changes as well as 'Scale' . One would almost
  think that there is only one camera in the entire
  world and it has these settings , but the need to
  adjust 'Focal Length' separately is critical .
  
When I import from Icarus or the Syntheyes demo
  java script a camera is set up , but what if it's
  not perfect and I need to adjust it slightly to
  match perspectives ?
  
  Thanks
  
  studio
  
 
 
 -- 
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.1.410 / Virus Database: 268.16.8/621 - Release Date: 1/9/2007



Re: Modifying the Camera Object

2007-01-10 Thread Andrew Berge

Hi Garry,

This is all basic real world camera stuff, the focal length of a lens is 
directly proportional to its angle of view, they cant be separated, 
however there is a third variable to consider, which you can adjust and 
that is the width of the pickup device
or film size.. you will see that if you adjust the film width in 
realsoft you are changing the focal length of the lens without changing 
the angle of view.
 beware however, for any given film size or pickup device sixe the 
angle of view and focal length ARE fixed you cant simply dial in 
whatever you want by playing with the film width it wont be 
correct..another thing.. playing with the film width setting in realsoft 
i think makes the cameras in realsoft a little bit tempremental, do it 
very carefully and also from my quick play just now it seems that it 
gets particularly upset if you let the view angle or the focal length 
drop to zero, perhaps a rounding bug error or st.


hope this explains a little,

Andrew

This is reall

studio wrote:

Hi Garry,
Maybe have a look at the camera matching tutorial I put on the wiki.
It will show that it's logical that these values are connected.
Arjo.



Hi Arjo :

  Nice still image tutorial . However , I think those camera controls
should be connected but only once you have decided exactly what kind
of lens you have or need .

   For instance , your camera in the tutorial has :

Focal Length - 48.25
View Angle'  - 10.4
Scale - 5.4

but I have a camera of :

Focal Length - 48.25
View Angle'  - 34.4
Scale- 1.64

   It appears to be impossible for me to change my current
project's camera into a camera of your settings (for example
purposes only) . If I change one setting the other 2 settings
change too .

It appears that I can't get there from here , and if so ,
how ? The only way that I can see is if you save your camera
as an object and send it to me . There must be a better way
but I can't see how one would manage it , unless I'm missing
the obvious .

Thanks 


studio





  

   Trying to do some basic camera matching but it appears
that changing one camera control automatically changes
other corresponding controls .

   I want to change just the 'Focal Length' but 'View
Angle' changes as well as 'Scale' . One would almost
think that there is only one camera in the entire
world and it has these settings , but the need to
adjust 'Focal Length' separately is critical .

  When I import from Icarus or the Syntheyes demo
java script a camera is set up , but what if it's
not perfect and I need to adjust it slightly to
match perspectives ?

Thanks

studio

  

--
No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.1.410 / Virus Database: 268.16.8/621 - Release Date: 1/9/2007




  


Re: Slightly OT: My first pictures with an actual camera :)

2006-10-22 Thread Markus Schmidt

Hi Karl,

Renderosity keeps the EXIF data, but you can upload just one image per 
day only.


Markus

Karl schrieb:

Hi

I have recently bought my first digital camera, a Nikon D80 with it's 
18-70 kitlens. I'm not experienced handling such devices, but I've 
learned to play with Photoshop over the years. So far I'm exstatic about 
the results compared to my K750i cellphone camera :-)


I don't dare take these to any critique pages yet (I'm such a complete 
newbie), so I thought I'd check if any of you guys who all have artistic 
skills have any opinions, in terms of artistic value, compositions, and 
also technical issues.


Software used has been Bibble and Photoshop and the newly updated 
Photoshop Raw plugin (beta) which finally supports the D80. Some images 
shot in raw and edited, others straight to jpg (before I got proper 
software). I don't have any additional equipment (yet), so any 
filterlike effects is done in post. My typical workflow is assemble a 
bracketed image for best sky and best ground with a gradient, multiple 
exposures from raw file assembled, and color fixing in post. Some are 
pretty much straight off the camera (sizecrop), others are heaily 
edited or assembled in post.


I have uploaded the images here:
http://www.flickr.com/photos/[EMAIL PROTECTED]/
but unfortunately you have to click all sizes for each picture to show 
it in its largest supported size which happens to be a lot less than the 
originals :-( Also this free service strips the images of any exif 
data if they are automatically resized, so there isn't much information 
that can be viewed textually. But if you see completely wrong aperture 
settings, too contrasty, too little detail, blown highlights (plenty :)) 
etc, let me know.


Anyone know of a free service like this that:
* Offers a decent upload mass and traffic load
* Doesn't strip exif data during resize
* Allows for creative commons licence, and not claiming any ownership
* Allows direct linking (at least to thumbnail versions)

Please try to be objective and constructive. What would you have done 
differently? Would you rather have seen pure photographs, slightly 
edited/fixed, or massive edits (if they do justice to the picture)? 
Private replies are ok too, but maybe others here could benefit from a 
discussion about composition?


Regards
Karl




Re: Slightly OT: My first pictures with an actual camera :)

2006-10-22 Thread Karl

Hi

Renderosity keeps the EXIF data, but you can upload just one image per  
day only.


Unfortunately they now require login for anything, making sure I can't even
check out the site is all about. Galleries, Free Stuff etc! So now I  
blocked

them instead.

Karl


Re: Slightly OT: My first pictures with an actual camera :)

2006-10-22 Thread Matthias Kappenberg
Hi Karl,

what about some own webspace with 
mysql-database+php and this:

http://coppermine-gallery.net/index.php

(only a little coppermine-text in the footer of the sites)

Matthias


- Original Message - 
From: Karl [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Sunday, October 22, 2006 12:48 PM
Subject: Re: Slightly OT: My first pictures with an actual camera :)


 Hi
 
  Renderosity keeps the EXIF data, but you can upload just one image per  
  day only.
 
 Unfortunately they now require login for anything, making sure I can't even
 check out the site is all about. Galleries, Free Stuff etc! So now I  
 blocked
 them instead.
 
 Karl
 


Re: Slightly OT: My first pictures with an actual camera :)

2006-10-22 Thread Matthias Kappenberg

Hi karl,

fast install and test:

http://the-final.com/coppermine/displayimage.php?album=lastupcat=0pos=1

http://the-final.com/coppermine/displayimage.php?album=lastupcat=0pos=0

and the link to a cpg149 download:

http://www.mirrorservice.org/sites/www.ibiblio.org/gentoo/distfiles/cpg1.4.9.zip


Matthias


Re: Slightly OT: My first pictures with an actual camera :)

2006-10-21 Thread Websmythe

Hi Karl,

Keep it up dude.
You've got a sense of composition.
Ya got nothing to apologize for.

-websmythe

-
Karl wrote:

Hi

I have recently bought my first digital camera, a Nikon D80 with it's 
18-70 kitlens. I'm not experienced handling such devices, but I've 
learned to play with Photoshop over the years. So far I'm exstatic 
about the results compared to my K750i cellphone camera :-)


I don't dare take these to any critique pages yet (I'm such a complete 
newbie), so I thought I'd check if any of you guys who all have 
artistic skills have any opinions, in terms of artistic value, 
compositions, and also technical issues.


Software used has been Bibble and Photoshop and the newly updated 
Photoshop Raw plugin (beta) which finally supports the D80. Some 
images shot in raw and edited, others straight to jpg (before I got 
proper software). I don't have any additional equipment (yet), so any 
filterlike effects is done in post. My typical workflow is assemble a 
bracketed image for best sky and best ground with a gradient, multiple 
exposures from raw file assembled, and color fixing in post. Some 
are pretty much straight off the camera (sizecrop), others are heaily 
edited or assembled in post.


I have uploaded the images here:
http://www.flickr.com/photos/[EMAIL PROTECTED]/
but unfortunately you have to click all sizes for each picture to 
show it in its largest supported size which happens to be a lot less 
than the originals :-( Also this free service strips the images of 
any exif data if they are automatically resized, so there isn't much 
information that can be viewed textually. But if you see completely 
wrong aperture settings, too contrasty, too little detail, blown 
highlights (plenty :)) etc, let me know.


Anyone know of a free service like this that:
* Offers a decent upload mass and traffic load
* Doesn't strip exif data during resize
* Allows for creative commons licence, and not claiming any ownership
* Allows direct linking (at least to thumbnail versions)

Please try to be objective and constructive. What would you have done 
differently? Would you rather have seen pure photographs, slightly 
edited/fixed, or massive edits (if they do justice to the picture)? 
Private replies are ok too, but maybe others here could benefit from a 
discussion about composition?


Regards
Karl



Send instant messages to your online friends http://uk.messenger.yahoo.com 



Camera Mapping Tutorial On-Line

2006-02-28 Thread studio
Hi List :

 Another RS Tute , this time on Camera Mapping/Gi/HDRI .
Started a thread on the RS Forum as well if anyone has
any comments or suggestions they would like to share .

http://www.3ddart.org/index.php?name=PNphpBB2file=viewtopicp=5070#5070

 ...or http://tinyurl.com/env75 if that link wraps .

 At the very end of the html page there is an example
animation based on the tutorial for downloading . 

studio
www.niagara.com/~studio
www.studiodynamics.net


RE: Camera Mapping Tutorial On-Line

2006-02-28 Thread Robert den Broeder
Hi Garry,

Thanks for sharing! I will go through it very soon :)

/Robert 

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] Namens studio
 Verzonden: dinsdag 28 februari 2006 23:43
 Aan: user-list@light.realsoft3d.com
 Onderwerp: Camera Mapping Tutorial On-Line
 
 Hi List :
 
  Another RS Tute , this time on Camera Mapping/Gi/HDRI .
 Started a thread on the RS Forum as well if anyone has any 
 comments or suggestions they would like to share .
 
 http://www.3ddart.org/index.php?name=PNphpBB2file=viewtopicp
 =5070#5070
 
  ...or http://tinyurl.com/env75 if that link wraps .
 
  At the very end of the html page there is an example 
 animation based on the tutorial for downloading . 
 
 studio
 www.niagara.com/~studio
 www.studiodynamics.net
 



Re: Camera Mapping vs Pyramid mapping ?

2006-02-27 Thread Matthias Kappenberg
Hi Gary,

was on topic long time ago with pjotr akkurra, reproducing a LW
scene. the big difference is, that the pyramid can be used, even if the
camera is looking from another point.
Think about the following, you have one photo from a scene, and then
you like to move your camera a little bit, in this case you need the pyramid 
mapping
(projected from your's photo position).
If you use this one shot as camera mapping, no camera movement is visible.

Matthias


- Original Message - 
From: studio [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Saturday, February 25, 2006 7:02 AM
Subject: Camera Mapping vs Pyramid mapping ?


 Hi List :
 
   I've used the RS Camera Mapping tool and found it to be
 really awesome for combining CGI and pre-rendered animations
 or video . Never used the 'Pyramid Mapping' technique and
 am wondering what the Pro's and Con's of the 2 methods are ?
 
Seems the 2 methods are very similiar but there obviously
 must be a slight difference in exactly how and where each
 method should be used .
 
  RS has a cool little mpeg in it's gallery showing the use of
 Pyr-mapping with video but am wondering why 'Camera Mapping'
 wasn't used in this case ? 
 http://www.realsoft.fi/gallery/images/semetaball.mpeg
 
 Thanks In Advance .
 
 studio 
 www.niagara.com/~studio
 www.studiodynamics.net
 
 
 -- 
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.1.375 / Virus Database: 268.0.0/268 - Release Date: 23.02.2006
 
 


Re: Camera Mapping vs Pyramid mapping ?

2006-02-27 Thread studio
 Hi Gary,
 was on topic long time ago with pjotr akkurra, reproducing a LW
 scene. the big difference is, that the pyramid can be used, even if the
 camera is looking from another point.
 Think about the following, you have one photo from a scene, and then
 you like to move your camera a little bit, in this case you need the pyramid 
 mapping
 (projected from your's photo position).
 If you use this one shot as camera mapping, no camera movement is visible.
 Matthias

Hi Matthias :

   Yes , of course , but what I was asking (that Vesa replied to in
the forum thankfully) was why , in that animation example on the RS
site , was camera mapping not used , since it was an example of a
Synth-Eyes camera import script and a background video (not a still) .

  That is to say , since the camera is going to be locked to the
script , and not looking around at all , the very quick and easy
camera mapping method could have been used for every frame .

  Vesa replied yes , it could have . I was scratching my head
thinking that maybe I didn't understand something about camera-
mapping with RS , but I think RS was just trying to show another
method in that anim .

  Anyway , it was a good forum thread and I think a new tool will
be added to V6 as a result of it .

  Also , I am almost finished my elaborate tutorial on RS Camera
Mapping/Gi/HDRI and should be done with it tonight , if I'm lucky .

Thanks for your reply . Where have you been lately ? I thought
maybe you fell down the same hole Frank Dodd and all the others
fell down grin .

studio
www.niagara.com/~studio
www.studiodynamics.net




  Hi List :
  
I've used the RS Camera Mapping tool and found it to be
  really awesome for combining CGI and pre-rendered animations
  or video . Never used the 'Pyramid Mapping' technique and
  am wondering what the Pro's and Con's of the 2 methods are ?
  
 Seems the 2 methods are very similiar but there obviously
  must be a slight difference in exactly how and where each
  method should be used .
  
   RS has a cool little mpeg in it's gallery showing the use of
  Pyr-mapping with video but am wondering why 'Camera Mapping'
  wasn't used in this case ? 
  http://www.realsoft.fi/gallery/images/semetaball.mpeg
  
  Thanks In Advance .
  
  studio 
  www.niagara.com/~studio
  www.studiodynamics.net
  
  
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Camera Mapping vs Pyramid mapping ?

2006-02-24 Thread studio
Hi List :

  I've used the RS Camera Mapping tool and found it to be
really awesome for combining CGI and pre-rendered animations
or video . Never used the 'Pyramid Mapping' technique and
am wondering what the Pro's and Con's of the 2 methods are ?

   Seems the 2 methods are very similiar but there obviously
must be a slight difference in exactly how and where each
method should be used .

 RS has a cool little mpeg in it's gallery showing the use of
Pyr-mapping with video but am wondering why 'Camera Mapping'
wasn't used in this case ? 
http://www.realsoft.fi/gallery/images/semetaball.mpeg

Thanks In Advance .

studio 
www.niagara.com/~studio
www.studiodynamics.net


Re: camera path problem

2005-11-14 Thread mungenast and standley
Hey thanks, Stefan, Arjo and Neil!

Arjo wrote:
Just a wild guess, I remember I did avoid something like this (if I remember
right) by checking or unchecking the rotate in HPB option in properties.

I tried unchecking rotate in HPB in the camera's object prop window, and it
still flips.
Thanks for the effort, though.

Beg-inner wrote:

 Hi Chris...
 but here is a way that work..
 (btw.. I dont normally use the method of animating the Position and Target
 points with
 different curves..)

Stefan, 'King of Lattice Mapping great tute as always. However, your solution
doesn't point the camera for you. Animating the position and target point
separately gives you great control (when it works). Would it be possible to use
scripting to constrain the camera from flipping?

Thanks, all.
Chris



Re: camera path problem

2005-11-14 Thread Beg-inner

Hi Chris n all..

Sorry..
but it do work.. =)

I just left out what I thought you already would have figured out..
If you did as I said.. then your previous Lattice Mapping of the Target 
point of the actual camera to its path, is still there.. !
My steps only unmapped the camera position point, and Mapped the position of 
the Camera instead via doing it for its parent Level..
(thats all my steps did.. and I obviously counted wrongly on that you would 
do those steps on your already done prj..!.. and not do it from ground up..)


(I only also mentioned that I almost never use the way of using a path for 
Position and a Path for Target.., This wasnt part of my little workaround 
tut ...)


If you still dont get it to work.. I can send you your prj with my steps 
done on it, that does exactly what your original prj did, but without 
flipping.. !..


Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..



Hey thanks, Stefan, Arjo and Neil!


Arjo wrote:
Just a wild guess, I remember I did avoid something like this (if I 
remember

right) by checking or unchecking the rotate in HPB option in properties.


I tried unchecking rotate in HPB in the camera's object prop window, and 
it

still flips.
Thanks for the effort, though.


Beg-inner wrote:



Hi Chris...
but here is a way that work..
(btw.. I dont normally use the method of animating the Position and 
Target

points with
different curves..)


Stefan, 'King of Lattice Mapping great tute as always. However, your 
solution

doesn't point the camera for you. Animating the position and target point
separately gives you great control (when it works). Would it be possible 
to use

scripting to constrain the camera from flipping?

Thanks, all.
Chris








Re: camera path problem

2005-11-14 Thread Beg-inner

Hi again, Chris n all..

Here is a fixed prj...
Even cut one or two of my steps..=)

1. Unmapped the Camera completely from the PathLevel4 (Camera Position)
2. Dropped Camera into a Level
3. MultiSelected that Level that having Camera inside it + PathLevel4 and 
used 'Path Tool' with Unchecked 'Rotate' option


and you have your wanted working camera fly (as your prj worked)... without 
flipping..


(if I will remember the actual thing that was wrong when camera flips, I 
will get back to you on it..but now you have a working solution anyway..)


Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..
- Original Message - 
From: mungenast and standley [EMAIL PROTECTED]

To: user-list@light.realsoft3d.com
Sent: Tuesday, November 15, 2005 4:10 AM
Subject: Re: camera path problem



Hey thanks, Stefan, Arjo and Neil!


Arjo wrote:
Just a wild guess, I remember I did avoid something like this (if I 
remember

right) by checking or unchecking the rotate in HPB option in properties.


I tried unchecking rotate in HPB in the camera's object prop window, and 
it

still flips.
Thanks for the effort, though.


Beg-inner wrote:



Hi Chris...
but here is a way that work..
(btw.. I dont normally use the method of animating the Position and 
Target

points with
different curves..)


Stefan, 'King of Lattice Mapping great tute as always. However, your 
solution

doesn't point the camera for you. Animating the position and target point
separately gives you great control (when it works). Would it be possible 
to use

scripting to constrain the camera from flipping?

Thanks, all.
Chris





cameraflip_Workaround.r3d
Description: Binary data


Re: camera path problem

2005-11-14 Thread Beg-inner

Hi Chris..

Ok.. good

I am happy that it now works for you...!

I am always happy if I can be of any help..  so you are more than welcome..
(as you might not have seen yet, I just posted a new reply, with an even 
simpler solution..)


Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..



Hi Stefan!

Of course, I can't even follow a tutorial correctly. For some reason, I 
unmapped

position point and target point.
Of course it works. Of course you're a genius.

Thank you again, of course
Chris

Beg-inner wrote:


Hi Chris...

I have had this trouble a long time ago, in anims, then I didnt know what
made it happen, I then learn what it was.. but now it was so long ago I 
have

forgotten hehe =( sorry..

but here is a way that work..

1. First Multiselect Camera + Path Level4 and UNmap it  !
2. Then Move the path(that is inside that level), so its outside that
level..! (and delete the Path Level4 Level.. !)
Then do the following..
1. Drop the Camera into a Level..! ( I always do this...) (btw.. I dont
normally use the method of animating the Position and Target points with
different curves..)
2. Path anim the cameras position using the LEVEL !!! (multiselect the 
Level
that have the camera inside + Path(Cam) and Use 'Path Tool' set to 
'Object'

Mode, and Uncheck 'Rotate')

Now it dont flip...

Hope I havent made any errors in the early morningness.. =)..
If something is unclear.. just ask again.. !

Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..

 Hi all

 I am having trouble constraining a camera's base point and aim point to
 curves using path mapping. Some of them work great, but this one does
 not. It's just for a simple architectural walkthru.  The problem is 
 that

 the camera keeps flipping upside down at a certain point of the path. I
 am binding with selected points and no banking. Is there a different
 setting I should use?

 thanks for your help
 Chris










Re: camera path problem

2005-11-13 Thread Beg-inner

Hi Chris...

I have had this trouble a long time ago, in anims, then I didnt know what 
made it happen, I then learn what it was.. but now it was so long ago I have 
forgotten hehe =( sorry..


but here is a way that work..

1. First Multiselect Camera + Path Level4 and UNmap it  !
2. Then Move the path(that is inside that level), so its outside that 
level..! (and delete the Path Level4 Level.. !)

Then do the following..
1. Drop the Camera into a Level..! ( I always do this...) (btw.. I dont 
normally use the method of animating the Position and Target points with 
different curves..)
2. Path anim the cameras position using the LEVEL !!! (multiselect the Level 
that have the camera inside + Path(Cam) and Use 'Path Tool' set to 'Object' 
Mode, and Uncheck 'Rotate')


Now it dont flip...

Hope I havent made any errors in the early morningness.. =)..
If something is unclear.. just ask again.. !

Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..



Hi all

I am having trouble constraining a camera's base point and aim point to
curves using path mapping. Some of them work great, but this one does
not. It's just for a simple architectural walkthru.  The problem is that
the camera keeps flipping upside down at a certain point of the path. I
am binding with selected points and no banking. Is there a different
setting I should use?

thanks for your help
Chris