Re: Some WIP / yep and something for Neil

2006-06-01 Thread Matthias Kappenberg
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

2006-05-31 Thread George Jenner
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

2006-05-31 Thread Matthias Kappenberg
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

2006-05-29 Thread Neil Cooke
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

2006-05-29 Thread Boris Jahn
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 -