Re: Changing color of multiple ojects at once?

2006-06-30 Thread Neil Cooke
In case this helps ... maybe copy the color material from the constant
folder in the materials library and rename it color1, copy again and call it
color2 etc. ... grab all things that must stay black for example and assign
them color1, etc. I use this system to create slightly different coloured
stoneworks in the link below ... the exaggerated colour image is used for
checking what parts I have assigned etc. Go to the fourth and fifth rows of
images down on this page:

http://www.neico.co.nz/3d/neico0601.html

I don't know about animating this since I have never needed to look into it.

I use that constant/color material a lot.

Neil Cooke

- Original Message -
From: Matthias Kappenberg [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Friday, June 30, 2006 5:42 PM
Subject: Re: Changing color of multiple ojects at once?


 Hi Matthew,

 What's with a identifier or a user defined channel,
 and a material with if statement?

 Matthias


 - Original Message -
 From: Matthew Hagerty [EMAIL PROTECTED]
 To: user-list@light.realsoft3d.com
 Sent: Friday, June 30, 2006 12:48 AM
 Subject: Re: Changing color of multiple ojects at once?


  Vesa Meskanen wrote:
   Hello
  
   I'm not sure how to map to the scene and where do I find the
   Map2Obj tool?  Also, I guess I'm missing how this will let me quickly
   change the color of the various objects of the model that represent
   the model's color?
  
   Sorry! My reply was apparently aimed at users who already knew how to
   change the colors using map2obj.
  
   The method I described has the following idea: you create a material
   (texture map etc). which defines the colors. Material defined color is
   then converted to object colors. After that, objects can be animated
   and the color will not change. Using this principle, one can color
   thousands of objects in a couple of minutes 'automatically'. I am no
   longer sure if this is what you wanted.
  
  Let me try to explain another way.  I have a model, a lightcycle
  inspired from the movie TRON.  The model has about 60 or so objects that
  make it up.  Some of objects, like the main body, tires, etc. are a
  color such that you would say that lightcycle is blue, or yellow, or
  red, etc..  Now, there are also parts of the lightcycle that are always
  going to be white, some that are black, some that have materials, etc..
 
  So, to change the color of the lightcycle, I currently have to either
  multi-select or individually select each of about 35+ objects and set
  the color.  I was wondering if there was some way to assign a tag of
  some sort, or group the objects that make up the those that define the
  color of the lightcycle, and change them all at once instead of
  individually or multi-selecting all 35+ objects every time.
 
  Matthew
 
 
 




Re: Changing color of multiple ojects at once?

2006-06-30 Thread Boris Jahn
Hi Matthew,

 So, to change the color of the lightcycle, I currently have to either 
 multi-select or individually select each of about 35+ objects and set 
 the color.  I was wondering if there was some way to assign a tag of 
 some sort, or group the objects that make up the those that define the 
 color of the lightcycle, and change them all at once instead of 
 individually or multi-selecting all 35+ objects every time.

I think the easiest way would be to group the same coloured objects in
one folder and changing the colour for all objects in this folder via
properties-colour of the folder or insert a colour shader in the root of
this folder.
If you can't organize the objects in one folder you have to select all
the objects you wanna change the colour at once for one time. If you
have all the objects selected put them all in edit mode - hit ctr-a (for
selecting all points) and then create via Creation - Group a Group
object of this selection. If you need your objects later selected just
select the group object and hit Select in the control bar. All needed
objects will get selected.

-- 

Bye
Boris - http://www.3ddart.com -
Realsoft Image Contest - http://www.realsoft.org -






RE: Changing color of multiple ojects at once?

2006-06-30 Thread Karl.Ruben.Pettersen
Hi

Why not assign a userchannel value to all the objects that define a
certain color-scheme? Doing all the selections once can't be avoided, so
create and assign i.e. float_isindexed = 1 and float_mycolorindex = 1
for some objects, 2 for others, 3 for some and so forth.

You can then assign a global material that deals with the coloring, sort
of like:
If float_isindexed = 1
Then {
If float_mycolorindex = 1
--Then assign color red
If float_mycolorindex = 2
--Then assign color blue
}
And so on. The first IF could be useful for a root material, to exit as
early as possible.

Just an idea, not sure how concieveable it is.

But proper saveable/nameable selection sets would have been the better
approach. The grouping is only sort of okay, I have had bizarre
experiences with it and not too happy about its implementation.

Regards
Karl

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of Boris Jahn
 Sent: Friday, June 30, 2006 8:48 AM
 To: user-list@light.realsoft3d.com
 Subject: Re: Changing color of multiple ojects at once?
 
 
 Hi Matthew,
 
  So, to change the color of the lightcycle, I currently have to 
  either
  multi-select or individually select each of about 35+ 
 objects and set 
  the color.  I was wondering if there was some way to assign 
 a tag of 
  some sort, or group the objects that make up the those that 
 define the 
  color of the lightcycle, and change them all at once instead of 
  individually or multi-selecting all 35+ objects every time.
 
 I think the easiest way would be to group the same coloured 
 objects in one folder and changing the colour for all objects 
 in this folder via properties-colour of the folder or insert 
 a colour shader in the root of this folder. If you can't 
 organize the objects in one folder you have to select all the 
 objects you wanna change the colour at once for one time. If 
 you have all the objects selected put them all in edit mode - 
 hit ctr-a (for selecting all points) and then create via 
 Creation - Group a Group object of this selection. If you 
 need your objects later selected just select the group object 
 and hit Select in the control bar. All needed objects will 
 get selected.
 
 -- 
 
 Bye
 Boris - http://www.3ddart.com -
 Realsoft Image Contest - http://www.realsoft.org -
 
 
 
 
 
 

This e-mail and any attachment are confidential and may be privileged or 
otherwise protected from disclosure. It is solely intended for the person(s) 
named above. If you are not the intended recipient, any reading, use, 
disclosure, copying or distribution of all or parts of this e-mail or 
associated attachments is strictly prohibited. If you are not an intended 
recipient, please notify the sender immediately by replying to this message or 
by telephone and delete this email and any attachments permanently from your 
system.





Re: Changing color of multiple ojects at once?

2006-06-30 Thread Boris Jahn

  So, to change the color of the lightcycle, I currently have to either 
  multi-select or individually select each of about 35+ objects and set 
  the color.  I was wondering if there was some way to assign a tag of 
  some sort, or group the objects that make up the those that define the 
  color of the lightcycle, and change them all at once instead of 
  individually or multi-selecting all 35+ objects every time.

Another idea is to assign to all same coloured objects via
properties-col-texture map-Image Object-Texture an image object. If
you need the colour texture changed just change the texture in your
image object and all objects with the assigned image object will be
changed

-- 

Bye
Boris - http://www.3ddart.com -
Realsoft Image Contest - http://www.realsoft.org -






Re: Changing color of multiple ojects at once?

2006-06-30 Thread Matthew Hagerty
Thank you all for the suggestions, I think I can make something work 
now.  Neil's makes the most sense to my brain, so I'll give it a try 
first, but I'm certainly going to experiment with everyone's suggestions 
if only to better understand the software.


Neil, those images are incredible!  Care to share with us how you manage 
such a large scene?  Do you model parts individually and pull them into 
a master scene?  I seem to always model and set up my scene in the same 
file, probably because Realsoft does not separate the modeler from the 
scene/renderer/animator like many other packages (not that it's bad, 
just different.)  But then again, I've never made a scene as complex as 
the one you linked to below.


Matthew


Neil Cooke wrote:

In case this helps ... maybe copy the color material from the constant
folder in the materials library and rename it color1, copy again and call it
color2 etc. ... grab all things that must stay black for example and assign
them color1, etc. I use this system to create slightly different coloured
stoneworks in the link below ... the exaggerated colour image is used for
checking what parts I have assigned etc. Go to the fourth and fifth rows of
images down on this page:

http://www.neico.co.nz/3d/neico0601.html

I don't know about animating this since I have never needed to look into it.

I use that constant/color material a lot.

Neil Cooke

- Original Message -
From: Matthias Kappenberg [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Friday, June 30, 2006 5:42 PM
Subject: Re: Changing color of multiple ojects at once?


  

Hi Matthew,

What's with a identifier or a user defined channel,
and a material with if statement?

Matthias


- Original Message -
From: Matthew Hagerty [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Friday, June 30, 2006 12:48 AM
Subject: Re: Changing color of multiple ojects at once?




Vesa Meskanen wrote:
  

Hello



I'm not sure how to map to the scene and where do I find the
Map2Obj tool?  Also, I guess I'm missing how this will let me quickly
change the color of the various objects of the model that represent
the model's color?
  

Sorry! My reply was apparently aimed at users who already knew how to
change the colors using map2obj.

The method I described has the following idea: you create a material
(texture map etc). which defines the colors. Material defined color is
then converted to object colors. After that, objects can be animated
and the color will not change. Using this principle, one can color
thousands of objects in a couple of minutes 'automatically'. I am no
longer sure if this is what you wanted.



Let me try to explain another way.  I have a model, a lightcycle
inspired from the movie TRON.  The model has about 60 or so objects that
make it up.  Some of objects, like the main body, tires, etc. are a
color such that you would say that lightcycle is blue, or yellow, or
red, etc..  Now, there are also parts of the lightcycle that are always
going to be white, some that are black, some that have materials, etc..

So, to change the color of the lightcycle, I currently have to either
multi-select or individually select each of about 35+ objects and set
the color.  I was wondering if there was some way to assign a tag of
some sort, or group the objects that make up the those that define the
color of the lightcycle, and change them all at once instead of
individually or multi-selecting all 35+ objects every time.

Matthew



  


  




Re: Changing color of multiple ojects at once?

2006-06-30 Thread [EMAIL PROTECTED]

You can also build a set of plugins that will allow you to make and
maintain paintjob schemes. As in, let a special kind of SDS object
keep track of what index in the current paintjob, al list of
materials, every face has. Then you can change the paintjob easily.

No, this reply was not serious, but this is, in fact, what I am working on. :)

I don't think that my plugins would be of any use for your situation,
this is the way the in-game models for Midtown Madness 2 works and I
am making tools for such object files.

Regards,
Fredrik Bergholtz


On 30/06/06, Matthew Hagerty [EMAIL PROTECTED] wrote:

Thank you all for the suggestions, I think I can make something work
now.  Neil's makes the most sense to my brain, so I'll give it a try
first, but I'm certainly going to experiment with everyone's suggestions
if only to better understand the software.

Neil, those images are incredible!  Care to share with us how you manage
such a large scene?  Do you model parts individually and pull them into
a master scene?  I seem to always model and set up my scene in the same
file, probably because Realsoft does not separate the modeler from the
scene/renderer/animator like many other packages (not that it's bad,
just different.)  But then again, I've never made a scene as complex as
the one you linked to below.

Matthew


Neil Cooke wrote:
 In case this helps ... maybe copy the color material from the constant
 folder in the materials library and rename it color1, copy again and call it
 color2 etc. ... grab all things that must stay black for example and assign
 them color1, etc. I use this system to create slightly different coloured
 stoneworks in the link below ... the exaggerated colour image is used for
 checking what parts I have assigned etc. Go to the fourth and fifth rows of
 images down on this page:

 http://www.neico.co.nz/3d/neico0601.html

 I don't know about animating this since I have never needed to look into it.

 I use that constant/color material a lot.

 Neil Cooke

 - Original Message -
 Wrom: EGAUTFJMVRESKPNKMBIPBARHDMNNSKVFVWRKJVZCMHVIB
 To: user-list@light.realsoft3d.com
 Sent: Friday, June 30, 2006 5:42 PM
 Subject: Re: Changing color of multiple ojects at once?



 Hi Matthew,

 What's with a identifier or a user defined channel,
 and a material with if statement?

 Matthias


 - Original Message -
 Wrom: GDADRZFSQHYUCDDJBLVLMHAALPTCXLYRWTQTIPWIGY
 To: user-list@light.realsoft3d.com
 Sent: Friday, June 30, 2006 12:48 AM
 Subject: Re: Changing color of multiple ojects at once?



 Vesa Meskanen wrote:

 Hello


 I'm not sure how to map to the scene and where do I find the
 Map2Obj tool?  Also, I guess I'm missing how this will let me quickly
 change the color of the various objects of the model that represent
 the model's color?

 Sorry! My reply was apparently aimed at users who already knew how to
 change the colors using map2obj.

 The method I described has the following idea: you create a material
 (texture map etc). which defines the colors. Material defined color is
 then converted to object colors. After that, objects can be animated
 and the color will not change. Using this principle, one can color
 thousands of objects in a couple of minutes 'automatically'. I am no
 longer sure if this is what you wanted.


 Let me try to explain another way.  I have a model, a lightcycle
 inspired from the movie TRON.  The model has about 60 or so objects that
 make it up.  Some of objects, like the main body, tires, etc. are a
 color such that you would say that lightcycle is blue, or yellow, or
 red, etc..  Now, there are also parts of the lightcycle that are always
 going to be white, some that are black, some that have materials, etc..

 So, to change the color of the lightcycle, I currently have to either
 multi-select or individually select each of about 35+ objects and set
 the color.  I was wondering if there was some way to assign a tag of
 some sort, or group the objects that make up the those that define the
 color of the lightcycle, and change them all at once instead of
 individually or multi-selecting all 35+ objects every time.

 Matthew










Re: Changing color of multiple ojects at once?

2006-06-30 Thread Neil Cooke
Thanks for your words Matthew,

Glad the constant/color material is useful. OT: I really like the fade
material in that folder as well.

how you manage
 such a large scene?

The simple answer is painfully. But it's not that bleak. Perhaps the main
feature is to use analytics at every possible point. Surfaces are then
handled with a minimum of bump material work and if reflection and
transparency materials are also held to an absolute minimum so much the
better. Have only one or two lights and only ever have one (main) light with
ray-traced shadows checked.

But where's the fun in that? My current project is as complex as the one's I
pointed you to and it's all SDS and I gave most surfaces a tweaked brush
steel material and the folly doesn't end there. I have to render it in
quarters and join it in post but this works superbly in RS so no problem
apart from the days involved. I draw solely in wireframe mode and shift the
viewport ray-trace render to black and white with white unchecked for
screen re-draws to see how things are going.

And because I render at fairly substantial pixel counts I follow Vesa's
advice of some time back and play with AA levels, thresholds, etc. Bernie
was shocked that I didnt play with geo quality but that was because I
didnt know it existed. And a hint from Chris, I think it was ... keep
TaskManager available because sometimes RS file updates during modelling,
etc, work can take a while, Chris's point was that so long as the RS process
is ticking over it will generally come out the other end Ok.

Oh, yes ... the real answer to how do I manage these beasts is that I know
that I have no intention of involving them in animation. They are all
designed to be mural sized prints.

But also I'm still learning. The reason these images are all Analytic is
because for a couple of years I simply did not want anything to do with SDS
or Nurbs. The reason the scenes are so big is that I didn't know they
couldnt be. Etc..

That's my book for the day. Got some ladders to draw.

Neil Cooke


- Original Message -
From: Matthew Hagerty [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Saturday, July 01, 2006 2:12 AM
Subject: Re: Changing color of multiple ojects at once?


 Thank you all for the suggestions, I think I can make something work
 now.  Neil's makes the most sense to my brain, so I'll give it a try
 first, but I'm certainly going to experiment with everyone's suggestions
 if only to better understand the software.

 Neil, those images are incredible!  Care to share with us how you manage
 such a large scene?  Do you model parts individually and pull them into
 a master scene?  I seem to always model and set up my scene in the same
 file, probably because Realsoft does not separate the modeler from the
 scene/renderer/animator like many other packages (not that it's bad,
 just different.)  But then again, I've never made a scene as complex as
 the one you linked to below.

 Matthew


 Neil Cooke wrote:
  In case this helps ... maybe copy the color material from the constant
  folder in the materials library and rename it color1, copy again and
call it
  color2 etc. ... grab all things that must stay black for example and
assign
  them color1, etc. I use this system to create slightly different
coloured
  stoneworks in the link below ... the exaggerated colour image is used
for
  checking what parts I have assigned etc. Go to the fourth and fifth rows
of
  images down on this page:
 
  http://www.neico.co.nz/3d/neico0601.html
 
  I don't know about animating this since I have never needed to look into
it.
 
  I use that constant/color material a lot.
 
  Neil Cooke
 
  - Original Message -
  From: Matthias Kappenberg [EMAIL PROTECTED]
  To: user-list@light.realsoft3d.com
  Sent: Friday, June 30, 2006 5:42 PM
  Subject: Re: Changing color of multiple ojects at once?
 
 
 
  Hi Matthew,
 
  What's with a identifier or a user defined channel,
  and a material with if statement?
 
  Matthias
 
 
  - Original Message -
  From: Matthew Hagerty [EMAIL PROTECTED]
  To: user-list@light.realsoft3d.com
  Sent: Friday, June 30, 2006 12:48 AM
  Subject: Re: Changing color of multiple ojects at once?
 
 
 
  Vesa Meskanen wrote:
 
  Hello
 
 
  I'm not sure how to map to the scene and where do I find the
  Map2Obj tool?  Also, I guess I'm missing how this will let me
quickly
  change the color of the various objects of the model that represent
  the model's color?
 
  Sorry! My reply was apparently aimed at users who already knew how to
  change the colors using map2obj.
 
  The method I described has the following idea: you create a material
  (texture map etc). which defines the colors. Material defined color
is
  then converted to object colors. After that, objects can be animated
  and the color will not change. Using this principle, one can color
  thousands of objects in a couple of minutes 'automatically'. I am no
  longer sure if this is what you wanted

Re: Changing color of multiple ojects at once?

2006-06-30 Thread Matthew Hagerty
I prefer modeling in wireframe too, and use a quick render to check 
things out.  I've been using Realsoft since the Amiga days (3.0 I think) 
and back then there were no SDS objects, so I will almost exclusively 
use analytics.  I generally cannot get SDS to do what I want and I wind 
up guessing when the points, edges, faces should be sharp or rounded or 
whatever.  Once I do have an SDS kind of how I want it, I'm scared to 
mess with it.  Same with meshes really, I just never sat down and 
learned them well enough to be proficient.  Of course you would also 
think that after 10+ years I'd be a Realsoft expert, but alas I don't 
have the luxury of making a living doing graphics and 3D (but I sure 
would like to), so it's just a hobby that usually gets the short end of 
the time-stick.


Where do I mess with geo quality?  I have an idea, but I'm not exactly 
sure what you're referring to.


 Oh, yes ... the real answer to how do I manage these beasts is 
that I know that I have no intention of involving them in animation. 
They are all designed to be mural sized prints.


Mural sized?  Cool!  As for animation, I sure would like to be able to 
animate a scene that large (but not at mural resolutions, more like DVD 
quality.)  The lightcycle animation I'm planning will easily have 1000's 
of analytic rectangles that will have to appear over time as the 
lightcycles move and leave a jet wall behind them.  I'm still trying 
to even begin working out in my head how I will manage that.  I hope 
Realsoft is up to the task.  I've also always been leery of complex 
animations that can only be played backwards using undo.  That really 
makes it hard to get things right by experimentation.


I really like your tip about dropping finished parts of a scene into a 
folder that's marked real time invisible.  I have no idea why I didn't 
think of something like that, it's so obvious.  Thanks!


Matthew

Neil Cooke wrote:

Thanks for your words Matthew,

Glad the constant/color material is useful. OT: I really like the fade
material in that folder as well.

  

how you manage
such a large scene?



The simple answer is painfully. But it's not that bleak. Perhaps the main
feature is to use analytics at every possible point. Surfaces are then
handled with a minimum of bump material work and if reflection and
transparency materials are also held to an absolute minimum so much the
better. Have only one or two lights and only ever have one (main) light with
ray-traced shadows checked.

But where's the fun in that? My current project is as complex as the one's I
pointed you to and it's all SDS and I gave most surfaces a tweaked brush
steel material and the folly doesn't end there. I have to render it in
quarters and join it in post but this works superbly in RS so no problem
apart from the days involved. I draw solely in wireframe mode and shift the
viewport ray-trace render to black and white with white unchecked for
screen re-draws to see how things are going.

And because I render at fairly substantial pixel counts I follow Vesa's
advice of some time back and play with AA levels, thresholds, etc. Bernie
was shocked that I didnt play with geo quality but that was because I
didnt know it existed. And a hint from Chris, I think it was ... keep
TaskManager available because sometimes RS file updates during modelling,
etc, work can take a while, Chris's point was that so long as the RS process
is ticking over it will generally come out the other end Ok.

Oh, yes ... the real answer to how do I manage these beasts is that I know
that I have no intention of involving them in animation. They are all
designed to be mural sized prints.

But also I'm still learning. The reason these images are all Analytic is
because for a couple of years I simply did not want anything to do with SDS
or Nurbs. The reason the scenes are so big is that I didn't know they
couldnt be. Etc..

That's my book for the day. Got some ladders to draw.

Neil Cooke


- Original Message -
From: Matthew Hagerty [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Saturday, July 01, 2006 2:12 AM
Subject: Re: Changing color of multiple ojects at once?


  

Thank you all for the suggestions, I think I can make something work
now.  Neil's makes the most sense to my brain, so I'll give it a try
first, but I'm certainly going to experiment with everyone's suggestions
if only to better understand the software.

Neil, those images are incredible!  Care to share with us how you manage
such a large scene?  Do you model parts individually and pull them into
a master scene?  I seem to always model and set up my scene in the same
file, probably because Realsoft does not separate the modeler from the
scene/renderer/animator like many other packages (not that it's bad,
just different.)  But then again, I've never made a scene as complex as
the one you linked to below.

Matthew


Neil Cooke wrote:


In case this helps ... maybe copy the color material from

Re: Changing color of multiple ojects at once?

2006-06-30 Thread Neil Cooke
Hi Matthew,

and I wind
 up guessing when the points, edges, faces should be sharp or rounded

I gave up totally on edges as sharp etc. More experimentation and I might
understand them. To get sharp edges on my SDS shapes I extrude another face
but pull it just a fraction of a fraction out and the edges are sharp but at
some cost of course. I did a small Tutorial on it at

http://www.neico.co.nz/3d/RS3Dwhatwhere.html

 I don't
 have the luxury of making a living doing graphics and 3D

It's your life, you only get one that you can be certain of, if you arent
doing what you like then blame yourself  do graphics enough and it'll
keep you fed ... or not, but who cares if you're doing what you like?

 Where do I mess with geo quality?  I have an idea, but I'm not exactly
 sure what you're referring to.

In render settings which is the third option from the left along the top of
the select window options. Double click a render option, like quality over
speed and in its properties is the far right tab called misc. For speed
you can turn off caustics and shift Geometric Quality to Low. Or at least
that's what i think can happen.

I sure would like to be able to
 animate a scene that large

Book time with a render farm somewhere since I reckon render time is the
only issue against animating whatever you like.

I hope
 Realsoft is up to the task.

I have found the RS is up to anything I can think of. The limits are mine
not RS's.

But don't quote me on any of this. I'm a newbie, self-taught or rather
self-semi-taught. Anyone at all, please correct anything above so that
Matthew doesnt have to suffer.

Neil Cooke


- Original Message -
From: Matthew Hagerty [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Saturday, July 01, 2006 10:22 AM
Subject: Re: Changing color of multiple ojects at once?


 I prefer modeling in wireframe too, and use a quick render to check
 things out.  I've been using Realsoft since the Amiga days (3.0 I think)
 and back then there were no SDS objects, so I will almost exclusively
 use analytics.  I generally cannot get SDS to do what I want and I wind
 up guessing when the points, edges, faces should be sharp or rounded or
 whatever.  Once I do have an SDS kind of how I want it, I'm scared to
 mess with it.  Same with meshes really, I just never sat down and
 learned them well enough to be proficient.  Of course you would also
 think that after 10+ years I'd be a Realsoft expert, but alas I don't
 have the luxury of making a living doing graphics and 3D (but I sure
 would like to), so it's just a hobby that usually gets the short end of
 the time-stick.

 Where do I mess with geo quality?  I have an idea, but I'm not exactly
 sure what you're referring to.

   Oh, yes ... the real answer to how do I manage these beasts is
 that I know that I have no intention of involving them in animation.
 They are all designed to be mural sized prints.

 Mural sized?  Cool!  As for animation, I sure would like to be able to
 animate a scene that large (but not at mural resolutions, more like DVD
 quality.)  The lightcycle animation I'm planning will easily have 1000's
 of analytic rectangles that will have to appear over time as the
 lightcycles move and leave a jet wall behind them.  I'm still trying
 to even begin working out in my head how I will manage that.  I hope
 Realsoft is up to the task.  I've also always been leery of complex
 animations that can only be played backwards using undo.  That really
 makes it hard to get things right by experimentation.

 I really like your tip about dropping finished parts of a scene into a
 folder that's marked real time invisible.  I have no idea why I didn't
 think of something like that, it's so obvious.  Thanks!

 Matthew

 Neil Cooke wrote:
  Thanks for your words Matthew,
 
  Glad the constant/color material is useful. OT: I really like the fade
  material in that folder as well.
 
 
  how you manage
  such a large scene?
 
 
  The simple answer is painfully. But it's not that bleak. Perhaps the
main
  feature is to use analytics at every possible point. Surfaces are then
  handled with a minimum of bump material work and if reflection and
  transparency materials are also held to an absolute minimum so much the
  better. Have only one or two lights and only ever have one (main) light
with
  ray-traced shadows checked.
 
  But where's the fun in that? My current project is as complex as the
one's I
  pointed you to and it's all SDS and I gave most surfaces a tweaked
brush
  steel material and the folly doesn't end there. I have to render it in
  quarters and join it in post but this works superbly in RS so no problem
  apart from the days involved. I draw solely in wireframe mode and shift
the
  viewport ray-trace render to black and white with white unchecked for
  screen re-draws to see how things are going.
 
  And because I render at fairly substantial pixel counts I follow Vesa's
  advice of some time back and play with AA levels

Re: Changing color of multiple ojects at once?

2006-06-29 Thread Matthias Kappenberg
Hi Vesa,

using the procedure described below by you
and this script on some spheres:

// Script begin
collength = Self.GetColor();
// Split the Color and divide it by 10
collengthx = collength.x/10;
collengthy = collength.y/10;
collengthz = collength.z/10;
// Change the size
Self.SetLengthA(collengthx);
Self.SetLengthB(collengthy);
Self.SetLengthC(collengthz);
// Script end

will give the attached pictures result (guess the material ;-?).

Now the QT: Is it possible to anmate this (using a materials
output in an animation to let the spheres grow by a materials channel)?

Or should I better create a choreograph based on a materials channel?

Matthias
-

 3. Multi select all objects and the parallel map. Select order does not 
 matter.
 
 4. Apply Map2Obj tool with the following options: target=object, 
 source=color, destination=color.
 
 5. Delete the parallel map and the coloring material. They are no longer 
 needed. The color is stored per object.
 
 
 Best regards,
 
 Vesa 
 
 

spheres.gif
Description: GIF image


Re: Changing color of multiple ojects at once?

2006-06-29 Thread Vesa Meskanen

Hi, Matthias


Now the QT: Is it possible to anmate this (using a materials
output in an animation to let the spheres grow by a materials channel)?
Or should I better create a choreograph based on a materials channel?


Animation system cannot directly access values computed at rendering time. 
Field evaluator object provides some possibilities, though.


Often the size can be bound with the color by using a common source for both 
attributes.



Best regards,

Vesa



Re: Changing color of multiple ojects at once?

2006-06-29 Thread Matthew Hagerty

Vesa Meskanen wrote:

Hi,

Is there a way to easily change the color of many objects scattered 
throughout a model?


Yes there is:

1. Create a simple VSL material:

   random_color_material
   surface properties
   color=random(map coords) // random density = 1

You can natutrally use a texture map etc. instead of random coloring.

2. Map this material to the scene using a parallel map.

3. Multi select all objects and the parallel map. Select order does 
not matter.


4. Apply Map2Obj tool with the following options: target=object, 
source=color, destination=color.


5. Delete the parallel map and the coloring material. They are no 
longer needed. The color is stored per object.



Best regards,

Vesa


I'm not sure how to map to the scene and where do I find the Map2Obj 
tool?  Also, I guess I'm missing how this will let me quickly change the 
color of the various objects of the model that represent the model's color?


Matthew



Re: Changing color of multiple ojects at once?

2006-06-29 Thread Vesa Meskanen

Hello

I'm not sure how to map to the scene and where do I find the Map2Obj 
tool?  Also, I guess I'm missing how this will let me quickly change the 
color of the various objects of the model that represent the model's 
color?


Sorry! My reply was apparently aimed at users who already knew how to change 
the colors using map2obj.


The method I described has the following idea: you create a material 
(texture map etc). which defines the colors. Material defined color is then 
converted to object colors. After that, objects can be animated and the 
color will not change. Using this principle, one can color thousands of 
objects in a couple of minutes 'automatically'. I am no longer sure if this 
is what you wanted.


An quick manual solution goes as follows.
- Go to the leftmost geometry tab of the select window and open the folder 
which contains the objects to be colored. You can now select individual 
objects, one by one, simply by clicking their wireframe on a view window.

- Select the pull down menu Windows/Color Window.
- Click an object wire to select it
- Mix a color using the color wheel. Then drag and drop the result color 
from the narrow tall bar just at the right side of the color wheel into a 
view win dow.
- Repeat the steps: click a wire to select, mix a color, drag and drop it to 
a view.


This is quite a straightforward work flow. I hope it does the job!

Kind regards,

Vesa 



Re: Changing color of multiple ojects at once?

2006-06-29 Thread Matthew Hagerty

Vesa Meskanen wrote:

Hello

I'm not sure how to map to the scene and where do I find the 
Map2Obj tool?  Also, I guess I'm missing how this will let me quickly 
change the color of the various objects of the model that represent 
the model's color?


Sorry! My reply was apparently aimed at users who already knew how to 
change the colors using map2obj.


The method I described has the following idea: you create a material 
(texture map etc). which defines the colors. Material defined color is 
then converted to object colors. After that, objects can be animated 
and the color will not change. Using this principle, one can color 
thousands of objects in a couple of minutes 'automatically'. I am no 
longer sure if this is what you wanted.


Let me try to explain another way.  I have a model, a lightcycle 
inspired from the movie TRON.  The model has about 60 or so objects that 
make it up.  Some of objects, like the main body, tires, etc. are a 
color such that you would say that lightcycle is blue, or yellow, or 
red, etc..  Now, there are also parts of the lightcycle that are always 
going to be white, some that are black, some that have materials, etc..


So, to change the color of the lightcycle, I currently have to either 
multi-select or individually select each of about 35+ objects and set 
the color.  I was wondering if there was some way to assign a tag of 
some sort, or group the objects that make up the those that define the 
color of the lightcycle, and change them all at once instead of 
individually or multi-selecting all 35+ objects every time.


Matthew




Re: Changing color of multiple ojects at once?

2006-06-29 Thread Matthias Kappenberg
Hi Matthew,

What's with a identifier or a user defined channel,
and a material with if statement?

Matthias


- Original Message - 
From: Matthew Hagerty [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Friday, June 30, 2006 12:48 AM
Subject: Re: Changing color of multiple ojects at once?


 Vesa Meskanen wrote:
  Hello
 
  I'm not sure how to map to the scene and where do I find the 
  Map2Obj tool?  Also, I guess I'm missing how this will let me quickly 
  change the color of the various objects of the model that represent 
  the model's color?
 
  Sorry! My reply was apparently aimed at users who already knew how to 
  change the colors using map2obj.
 
  The method I described has the following idea: you create a material 
  (texture map etc). which defines the colors. Material defined color is 
  then converted to object colors. After that, objects can be animated 
  and the color will not change. Using this principle, one can color 
  thousands of objects in a couple of minutes 'automatically'. I am no 
  longer sure if this is what you wanted.
 
 Let me try to explain another way.  I have a model, a lightcycle 
 inspired from the movie TRON.  The model has about 60 or so objects that 
 make it up.  Some of objects, like the main body, tires, etc. are a 
 color such that you would say that lightcycle is blue, or yellow, or 
 red, etc..  Now, there are also parts of the lightcycle that are always 
 going to be white, some that are black, some that have materials, etc..
 
 So, to change the color of the lightcycle, I currently have to either 
 multi-select or individually select each of about 35+ objects and set 
 the color.  I was wondering if there was some way to assign a tag of 
 some sort, or group the objects that make up the those that define the 
 color of the lightcycle, and change them all at once instead of 
 individually or multi-selecting all 35+ objects every time.
 
 Matthew