Re: a few more landscapes (Re: WorldMachine (V3.53))

2005-11-05 Thread Neil Cooke
Hi Boolean discussion folk,

I see conditionals in VSL  if expr true, then, and of course not
necessarily else if expr is not met.

Booleans are and, or, not and XOR ... so I suppose a conditional
with a Boolean operation if the expr conditions are met, etc  so: if
value  0 then this AND that ... etc. But as operands they could just as
easily be replaced by arithmetic operands such as: if value  0 then this
multiplied by that.

Not that I can see me taking advantage of this. I still havent had time to
sort displacement landscapes even though it's an absolute must play with
for me ... so it goes.

Neil Cooke


- Original Message -
From: Mark Heuymans [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Saturday, November 05, 2005 11:55 AM
Subject: Re: a few more landscapes (Re: WorldMachine (V3.53))


 At 01:20 AM 11/4/2005 -0500, you wrote:
 OK :
 
Here is a typical example of how one might construct
 a very nice GUI user interface that did a nice job of
 hiding the boolean logic math that is going on behind
 the scenes .
 http://www.studiodynamics.net/images/boolean.gif


 Reminds me of other landscape software's materials (is this WCS?)... slope
 and altitude are omnipotent. Slope/altitude calculations are no problem
for
 VSL but things in RS are much less pre-determined than in this specialist
 software, which has its pros and cons.



 Boolean Logic ?
 
 if A is less than X ...   then R .
 if A is less than X but greater than Ythen G .
 if A is less than X and also less than Y, then B .
 if A is greater than x but less than Z ...
 
Well , you get the idea .
 
 However , VSL does not seem to be all that Boolean-
 friendly , from what I can gather .


 You have a point: for example 'If' doesn't have an 'Else'.
 Of course you can perform Booleans in VSL, but complicated stuff is
tricky.


   It does not seem to
 like simple algorithmic formulas , either , from what I
 can see although algorithmics are _somehow_ do-able .
 
 Aaa-anyway , as we can see , if VSL will allow a simple
 if this slope/height ...then this texture/color/density
 suddenly we can envision a gui interface that allows for
 user input regarding what color or what .png image will
 be used for certain trees , and exactly how certain areas
 will have it's bare rock displacement mapped .


 Like I posted to Aidan, a single GUI is difficult with multiple materials
 that rely on scope. I'll try to put it all into a single material and make
 a user-friendly GUI for it with especially slope and altitude control. But
 even this would depend on the mesh, the scene scale (bumpheight and
 displacement are in 'world units'!) and other stuff.


 Attack a mesh with VSL 
 
 Garry Curtis


 I like your slogan :)

 -Mark H






Re: a few more landscapes (Re: WorldMachine (V3.53))

2005-11-04 Thread Mark Heuymans

At 01:20 AM 11/4/2005 -0500, you wrote:

OK :

  Here is a typical example of how one might construct
a very nice GUI user interface that did a nice job of
hiding the boolean logic math that is going on behind
the scenes .
http://www.studiodynamics.net/images/boolean.gif



Reminds me of other landscape software's materials (is this WCS?)... slope 
and altitude are omnipotent. Slope/altitude calculations are no problem for 
VSL but things in RS are much less pre-determined than in this specialist 
software, which has its pros and cons.





   Boolean Logic ?

if A is less than X ...   then R .
if A is less than X but greater than Ythen G .
if A is less than X and also less than Y, then B .
if A is greater than x but less than Z ...

  Well , you get the idea .

   However , VSL does not seem to be all that Boolean-
friendly , from what I can gather .



You have a point: for example 'If' doesn't have an 'Else'.
Of course you can perform Booleans in VSL, but complicated stuff is tricky.



 It does not seem to
like simple algorithmic formulas , either , from what I
can see although algorithmics are _somehow_ do-able .

   Aaa-anyway , as we can see , if VSL will allow a simple
if this slope/height ...then this texture/color/density
suddenly we can envision a gui interface that allows for
user input regarding what color or what .png image will
be used for certain trees , and exactly how certain areas
will have it's bare rock displacement mapped .



Like I posted to Aidan, a single GUI is difficult with multiple materials 
that rely on scope. I'll try to put it all into a single material and make 
a user-friendly GUI for it with especially slope and altitude control. But 
even this would depend on the mesh, the scene scale (bumpheight and 
displacement are in 'world units'!) and other stuff.




   Attack a mesh with VSL 

Garry Curtis



I like your slogan :)

-Mark H





Re: a few more landscapes (Re: WorldMachine (V3.53))

2005-11-03 Thread studio
   Anyway , here's another example of RS mesh displacement ,
 however , this is a V3.53 example (image2mesh) .
 http://www.studiodynamics.net/images/moonmesh_1998.jpg

Hi Mark :

 Nice, it's still valid software, V3! Of course, it doesn't have real
 displacement so I'll stick to V5... 

  OK , just in case there is a misunderstanding or some confusion ,
the above V 3.53 image is not bump-mapped , but is actually exactly
what George did in V5 ... physically displace a mesh with an image.
As George said, it's dead easy to do (and was 7 years ago as well in
RS V3.53) . As you point out , it's not displacement mapping though .

 Nice hires NASA links; hm, I'm starting to wonder if NASA really went to
 Saturn ;)

Or the moon ? (there's currently a cool Imax3D film about NASA's moon)

 I now have a workflow that suits me fine, but surely there are many
 options... made some more scenes utilizing WM's flowmaps as VSL input.
 Once the mappings are correctly aligned with the mesh, a few lines of
 VSL will do the rest!
 Thanks all,
 Mark H

  Very nice renders Mark ! These simple heightfields are more than inter-
esting enough , I think . The VSL is really going to be the key , don't you
think ?

   Hmmm ... I don't think there would be anything illegal about posting a
screenshot of the World Construction Set's Rules of Nature panel , just
as an example of how WCS uses many mesh variables to arrive at a certain
colouring for any particular polygon (WCS does not support bump-mapping) .

   Thanks very much for sharing your amazing progress , Mark . Your initial
renders show so much potential it's actually quite exciting , I think .

Garry Curtis
http://www.niagara.com/~studio