Re: Some WIP / yep and something for Neil
Hi George, many thanks :-) Matthias - Original Message - From: George Jenner [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Thursday, June 01, 2006 9:23 AM Subject: Re: Some WIP / yep and something for Neil On Wed, 31 May 2006 22:29:22 +0200, Matthias Kappenberg [EMAIL PROTECTED] wrote: Hi George, can you post some images? Well I actually abandoned the design as I didn't like the way it was going - neither the colour nor the bumps. The closeup here shows that when I tried to lower the bump height around the lips I got artifacts like yours. By scaling the mapping I got smaller cells up the eye stalk. I had to dig these out of the archives so I'm not sure why that wasn't working properly either :-) I've gone away from all this in the latest snail - the third pic - which has nothing to offer the thread. George Matthias - Original Message - From: George Jenner [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Wednesday, May 31, 2006 3:39 PM Subject: Re: Some WIP / yep and something for Neil On Mon, 29 May 2006 10:28:19 +0200, Matthias Kappenberg [EMAIL PROTECTED] wrote: Hi Boris, many thanks, you are right. Attached is my way. But the UV-Sets are buggy in my opinion. (And the snail has UV-Sets, but no longer, hehe) Please have a look at the file. (Ignore upcoming Realman errors while loading as always) Maybe the file can be helpy for Neil, too. Matthias I had a similar problem on a remarkably similar snail! I concluded I was hopeless at VSL, so it's reassuring to see I was actually doing the same as you :-) I had better luck varying the size of the cells using a channel to multiply the map coords. George - Original Message - From: Boris Jahn [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Monday, May 29, 2006 9:35 AM Subject: Re: Some WIP Hi Matthias, With a question inside. I hope I got the question right but you can use a scope-mapping on the uv-set. Create a customchannel (scope_1 or whatever) Create in Surface properties of your vsl-shader Scope=Copy(scope1) Put the uv-set in edit mode Select the all edges accept the one you wanna have the soft edge Set 1 in properties-col-Attribute-scope1 for the selected edges. The edges with value 1 get the shader applied. 0 = no shader ... and you can use other values then 1 and 0 (just mentioning ;)) That should work for bump, colour, illu ... -- Bye Boris - http://www.3ddart.com - Realsoft Image Contest - http://www.realsoft.org - -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/
Re: Some WIP / yep and something for Neil
On Mon, 29 May 2006 10:28:19 +0200, Matthias Kappenberg [EMAIL PROTECTED] wrote: Hi Boris, many thanks, you are right. Attached is my way. But the UV-Sets are buggy in my opinion. (And the snail has UV-Sets, but no longer, hehe) Please have a look at the file. (Ignore upcoming Realman errors while loading as always) Maybe the file can be helpy for Neil, too. Matthias I had a similar problem on a remarkably similar snail! I concluded I was hopeless at VSL, so it's reassuring to see I was actually doing the same as you :-) I had better luck varying the size of the cells using a channel to multiply the map coords. George - Original Message - From: Boris Jahn [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Monday, May 29, 2006 9:35 AM Subject: Re: Some WIP Hi Matthias, With a question inside. I hope I got the question right but you can use a scope-mapping on the uv-set. Create a customchannel (scope_1 or whatever) Create in Surface properties of your vsl-shader Scope=Copy(scope1) Put the uv-set in edit mode Select the all edges accept the one you wanna have the soft edge Set 1 in properties-col-Attribute-scope1 for the selected edges. The edges with value 1 get the shader applied. 0 = no shader ... and you can use other values then 1 and 0 (just mentioning ;)) That should work for bump, colour, illu ... -- Bye Boris - http://www.3ddart.com - Realsoft Image Contest - http://www.realsoft.org - -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/
Re: Some WIP / yep and something for Neil
Hi George, can you post some images? Matthias - Original Message - From: George Jenner [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Wednesday, May 31, 2006 3:39 PM Subject: Re: Some WIP / yep and something for Neil On Mon, 29 May 2006 10:28:19 +0200, Matthias Kappenberg [EMAIL PROTECTED] wrote: Hi Boris, many thanks, you are right. Attached is my way. But the UV-Sets are buggy in my opinion. (And the snail has UV-Sets, but no longer, hehe) Please have a look at the file. (Ignore upcoming Realman errors while loading as always) Maybe the file can be helpy for Neil, too. Matthias I had a similar problem on a remarkably similar snail! I concluded I was hopeless at VSL, so it's reassuring to see I was actually doing the same as you :-) I had better luck varying the size of the cells using a channel to multiply the map coords. George - Original Message - From: Boris Jahn [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Monday, May 29, 2006 9:35 AM Subject: Re: Some WIP Hi Matthias, With a question inside. I hope I got the question right but you can use a scope-mapping on the uv-set. Create a customchannel (scope_1 or whatever) Create in Surface properties of your vsl-shader Scope=Copy(scope1) Put the uv-set in edit mode Select the all edges accept the one you wanna have the soft edge Set 1 in properties-col-Attribute-scope1 for the selected edges. The edges with value 1 get the shader applied. 0 = no shader ... and you can use other values then 1 and 0 (just mentioning ;)) That should work for bump, colour, illu ... -- Bye Boris - http://www.3ddart.com - Realsoft Image Contest - http://www.realsoft.org - -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/
Re: Some WIP / yep and something for Neil
Thanks Matt, Boris ... I wonder if my mistake back in January, was trying to do the UV weighting on several separate mapped areas of mesh at the same time. In any case will try again with the data you've supplied. Not yet though, the serious studio building effort starts today with subfloor all completed. Almost there. Almost back to drawing. Thanks again, Neil Cooke - Original Message - From: Matthias Kappenberg [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Monday, May 29, 2006 8:28 PM Subject: Re: Some WIP / yep and something for Neil Hi Boris, many thanks, you are right. Attached is my way. But the UV-Sets are buggy in my opinion. (And the snail has UV-Sets, but no longer, hehe) Please have a look at the file. (Ignore upcoming Realman errors while loading as always) Maybe the file can be helpy for Neil, too. Matthias - Original Message - From: Boris Jahn [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Monday, May 29, 2006 9:35 AM Subject: Re: Some WIP Hi Matthias, With a question inside. I hope I got the question right but you can use a scope-mapping on the uv-set. Create a customchannel (scope_1 or whatever) Create in Surface properties of your vsl-shader Scope=Copy(scope1) Put the uv-set in edit mode Select the all edges accept the one you wanna have the soft edge Set 1 in properties-col-Attribute-scope1 for the selected edges. The edges with value 1 get the shader applied. 0 = no shader ... and you can use other values then 1 and 0 (just mentioning ;)) That should work for bump, colour, illu ... -- Bye Boris - http://www.3ddart.com - Realsoft Image Contest - http://www.realsoft.org -
Re: Some WIP / yep and something for Neil
Hi Matthias, many thanks, you are right. Attached is my way. But the UV-Sets are buggy in my opinion. (And the snail has UV-Sets, but no longer, hehe) You are right! After posting my mail I tried this also and it didn't worked. I didn't tried before because I used this for dozens of uv-sets and channels on my models and it worked without problems in earlier rs versions. I wrote already a mail to the betalist. -- Bye Boris - http://www.3ddart.com - Realsoft Image Contest - http://www.realsoft.org -