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