Re: look at this!

2008-03-18 Thread studio

 http://www.cc.gatech.edu/~phlosoft/photon/



Strictly speaking, it's photon mapping with a Java applet. It's nearly
as powerful (and in some cases even more so) as a native application.


Right . As the author mentions , it's 75 lines of code (code included
right on that web page) for the photon mapping part .

When I think of Photon mapping I remember back to the 'WinOsi'
raytracer page (very old now) http://www.winosi.onlinehome.de/

They still have a very cool realtime demo , but in the form of
a 52KB downloadable executable . Ton's of fun and uses all 4
cores , giving amazing frame rates , even with high AA etc .
http://www.winosi.onlinehome.de/Ravi.htm  (no Gi however)

 The Winosi raytracer with photon mapping is still available
for free download (140KB) .
http://www.winosi.onlinehome.de/Downloads_WinOSi.htm

garry


look at this!

2008-03-17 Thread Gunnar Radeloff
Hi folks, 

this is very frustrating! global illumination in a website... 

http://www.cc.gatech.edu/~phlosoft/photon/ 


gunnar


Re: look at this!

2008-03-17 Thread Jan Schmitz
On 17/03/2008, Gunnar Radeloff [EMAIL PROTECTED] wrote:

 Hi folks,

 this is very frustrating! global illumination in a website...

 http://www.cc.gatech.edu/~phlosoft/photon/


 gunnar



great!! amazing!
thanks for the link


Re: look at this!

2008-03-17 Thread Timo Mikkolainen
Strictly speaking, it's photon mapping with a Java applet. It's nearly
as powerful (and in some cases even more so) as a native application.

On 17/03/2008, Gunnar Radeloff [EMAIL PROTECTED] wrote:
 Hi folks,

  this is very frustrating! global illumination in a website...

  http://www.cc.gatech.edu/~phlosoft/photon/


  gunnar



OpenGL Extensions Viewer free app - read on, worth a look!

2007-09-26 Thread Aidan O Driscoll

Hi Guys,

OpenGL Extensions Viewer free app:

www.realtech-vr.com/glview/index.html

Go to downloads and grab the ogl extensions viewer  - useful tool to 
see/troubleshoot your OGL capabilities of your video card - very extensive,


A very extensive list of details of all extensions available on your 
system, which OpenGL functions are implemented and more.
A core feature set check also shows how well  OpenGL version 1.2 to 
2.1 are implemented on your system.



Some may find it useful,
Aidan 

RE: Reproduce lighting and rendering look

2006-07-27 Thread Robert den Broeder
Very nice images Matthew!


 I'm still working on my lightcycle (from the movie TRON) 
 reproduction  (modeling is complete (I hope)), but now 
 I'm trying to 
 reproduce the  extreme lighting in specific parts for the movie.  
 Original reference images here:
 
 http://digitalstratum.com/images/tron/screenshots/hover_1.png
 http://digitalstratum.com/images/tron/screenshots/jet_wall_1.png
 
 

Regards, Robert



Re: Reproduce lighting and rendering look

2006-07-26 Thread Matthew Hagerty
Sweet!  I'll be messing with that as soon as I get home!  Thanks!

Matthew


On Wed, July 26, 2006 10:36 am, Matthias Kappenberg wrote:
 Maybe this is helpy.


 Matthias



 - Original Message -
 From: Carl Schultz [EMAIL PROTECTED]
 To: user-list@light.realsoft3d.com
 Sent: Tuesday, July 25, 2006 11:20 PM
 Subject: Re: Reproduce lighting and rendering look



 Matthew Hagerty wrote:


 Note too much talk on the forum lately so I figured it would be a
 good time to ask more impossible questions. :-)

 I'm still working on my lightcycle (from the movie TRON) reproduction
  (modeling is complete (I hope)), but now I'm trying to reproduce the
  extreme lighting in specific parts for the movie.  Original
 reference images here:

 http://digitalstratum.com/images/tron/screenshots/hover_1.png
 http://digitalstratum.com/images/tron/screenshots/jet_wall_1.png


 The shadows and dark areas are sharp and absolute.  I can't really
 tell where the light(s) would be placed.  I've tried everything from
 very far away, to right up close.  With and without ambient light,
 with no flashlight color, etc..  Also keep in mind that the game grid
 is very large compared to the lightcycles, and seemly somewhat flat in
 features.

 I'm a rank amateur at 3D, but I (mis)spent several years in my youth as
  a lighting cameraman, and this is my take on how to get this effect:
 use a *single* light source at infinity (i.e. all rays parallel) nearly
 directly overhead, displaced toward the camera by maybe 30 degrees -
 you'll have to play with this one a bit - maybe 20 degrees is enough.
 Use this image as a guide:


 http://www.tron-sector.com/gallery/show.aspx?id=2555


 and move the light until the shadows cast on the blue part by the
 protrusions are about the same length. That's it - no ambient, no
 flashlight. Less is more.

 HTH


 Carl Schultz






Re: Reproduce lighting and rendering look

2006-07-25 Thread Carl Schultz
Matthew Hagerty wrote:
 
 Note too much talk on the forum lately so I figured it would be a good
 time to ask more impossible questions. :-)
 
 I'm still working on my lightcycle (from the movie TRON) reproduction
 (modeling is complete (I hope)), but now I'm trying to reproduce the
 extreme lighting in specific parts for the movie.  Original reference
 images here:
 
 http://digitalstratum.com/images/tron/screenshots/hover_1.png
 http://digitalstratum.com/images/tron/screenshots/jet_wall_1.png
 
 The shadows and dark areas are sharp and absolute.  I can't really tell
 where the light(s) would be placed.  I've tried everything from very far
 away, to right up close.  With and without ambient light, with no
 flashlight color, etc..  Also keep in mind that the game grid is very
 large compared to the lightcycles, and seemly somewhat flat in features.

I'm a rank amateur at 3D, but I (mis)spent several years in my youth as
a lighting cameraman, and this is my take on how to get this effect: use
a *single* light source at infinity (i.e. all rays parallel) nearly
directly overhead, displaced toward the camera by maybe 30 degrees -
you'll have to play with this one a bit - maybe 20 degrees is enough.
Use this image as a guide:

 http://www.tron-sector.com/gallery/show.aspx?id=2555

and move the light until the shadows cast on the blue part by the
protrusions are about the same length. That's it - no ambient, no
flashlight. Less is more.

HTH

Carl Schultz


Re: Look-at look at models on realsoft.info site

2006-02-12 Thread George Jenner

studio wrote:


George :

http://tinyurl.com/c2zh6  is a link to a model section
on Realsoft.info that has 1 or 2 'eye's look-at' built
into the model .

 

 

Yes I've seen it all thanks.  Trouble with prebuilt projects is you 
don't necessarily get to understand how everything works. (well 
boneheads like me don't, anyway).  What I was after, and am gradually 
pieceing together, is what the axes and points of the tool are, and how 
to input them etc.  Will try to write it up when the pennies drop far 
enough.


George




Re: Look-at

2006-02-10 Thread standley and mungenast

H i George,
I know my email had a lot of stuff that was hard to sort through, but 
try re-reading this part and walking through it.
Like all lattice mapping, the relationship of the objects before mapping 
is important.


George Jenner wrote:
 I've studied that and Matthias' site and it still doesn't answer 
everything. 


My goal was to have a camera slide through a scene with simple planes 
with tree textures on it, with the the trees turning to stay facing the 
camera(but only rotating on the vertical axis). The attached file has 
one simple set up (Rect-1 always faces cam-1), and another setup with a 
camera and its target mapped to separate curves (Rect-2 and Cam-2, slide 
the animation time slider). The key for me was how to draw the axis for 
the Look-at object. In this case, the axis needs to be drawn in a 
vertical direction. The relationship of the axis you draw with the plane 
defines the angle relationship between them forever. You might consider 
making a construction line first to trace. I started by going into a 
front view creating a  vertical plane centered on the origin (for the 
tree). While it's still selected, click the Look-at button on the 
construction tab. Now you're prompted to draw an axis. Go to the side 
view and draw it some distance away from the plane in the upward y 
direction. Now you can select this Look-at object and go the Spec tab 
and deselect Pitching and Banking. Now try moving the Look-at object 
around and watch the plane turn to face it. Try moving it up, and see 
that the plane doesn't tilt up or spin. Play with the Pitching and 
Banking settings to see how it affects the plane's behavior. Now you can 
drop the Look-at obect in a camera, or in a level, and it will continue 
to work. The Look-at object should be moved to the camera position 
point, as well as placed inside the camera in the select window so it 
stay with the camera. If you want to change the camera you want the 
planes to face, drag the  Look-atobject in the select window from one 
camera to another, and move the Look-at object to the new camera in the 
view window. It is also possible to set up several Look-at relationships 
initially, then drop the different Look-ats to different cameras, and 
simply turn off the Look-at's Construction enabled on the Spec tab for 
the cameras that are not your current camera. If you need a WHOLE BUNCH 
of trees to follow the camera, stack them all up on top of each other 
and select them before mapping to the Look-at object.

They can be instances, too!

Chris Mungenast


Re: Look-at

2006-02-09 Thread George Jenner

standley and mungenast wrote:


Hi George,

You must have missed the back-and-forth Matthias and I had a couple 
months back. I'll paste some of the discussion below...plus some of 
the related files.


Must have or I'd remember everything :-)  Thanks for the file.  I've 
studied that and Matthias' site and it still doesn't answer everything.  
I get inconsistent results if the look at is a long way from the 
objects.  I'll keep looking at it, so to speak.  What's interesting is 
that the look at object has several parts.  It does seem that the 
objects look at the centre of the line.  But you can use the end points 
of the line to rotate the objects as well.  That is you can rotate the 
objects by rotating the look-at object, as well as by displacing it.


Thanks
George



Good luck. It does work, but you need to know the setup.

Chris Mungenast

George Jenner wrote:


Hi

Can anyone understand how the look at constructor works?  When you 
enter the look at object you get to enter two points which draw a 
line on the screen.



- Original Message -


From: mungenast and standley [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Saturday, November 19, 2005 7:29 AM
Subject: Re: Look-at question - Updated!




  Hi Matthias and all
 
  Matthias, thanks so much for all your work! I hope others will 
learn as

  much as




  I did from your tutes.
 
  I have explored your files and played with Look-at construction 
objects a

  bit




  more, and made (for me) a bit of a discovery which I thought I would
  clarify for




  anyone it might help.
 
  My goal was to have a camera slide through a scene with simple 
planes with

  tree



  textures on it, with the the trees turning to stay facing the 
camera(but

  only



  rotating on the vertical axis). The attached file has one simple 
set up

  (Rect-1



  always faces cam-1), and another setup with a camera and its 
target mapped

  to




  separate curves (Rect-2 and Cam-2, slide the animation time slider).
  Thanks




  Stefan for the help on this path part!
 
  The key for me was how to draw the axis for the Look-at object. 
In this

  case,




  the axis needs to be drawn in a vertical direction.
  The relationship of the axis you draw with the plane defines the 
angle

  relationship between them forever. You might consider making a
  construction line




  first to trace.
 
  I started by going into a front view creating a  vertical plane 
centered

  on the



  origin (for the tree). While it's still selected, click the 
Look-at button

  on



  the construction tab. Now you're prompted to draw an axis. Go to 
the side

  view



  and draw it some distance away from the plane in the upward y 
direction.

  Now you



  can select this Look-at object and go the Spec tab and deselect 
Pitching

  and



  Banking. Now try moving the Look-at object around and watch the 
plane turn

  to



  face it. Try moving it up, and see that the plane doesn't tilt up 
or spin.

  Play



  with the Pitching and Banking settings to see how it affects the 
plane's

  behavior.
 
  Now you can drop the Look-at obect in a camera, or in a level, 
and it will

  continue to work. The Look-at object should be moved to the camera
  position



  point, as well as placed inside the camera in the select window 
so it stay

  with




  the camera.
  If you want to change the camera you want the planes to face, 
drag the

  Look-at




  object in the select window from one camera to another, and move the
  Look-at




  object to the new camera in the view window.
 
  It is also possible to set up several Look-at relationships 
initially,

  then drop




  the different Look-ats to different cameras, and simply turn off the
  Look-at's



  Construction enabled on the Spec tab for the cameras that are 
not your

  current




  camera.
 
  If you need a WHOLE BUNCH of trees to follow the camera, stack 
them all up

  on



  top of each other and select them before mapping to the Look-at 
object.

  They can




  be instances, too!
 
  As with all things Real, the options are only limited by your 
imagination

  once




  you get the hang of it. ;o)
 
  Thanks again, Matthias and Stefan.
 
  Chris Mungenast



Matthias Kappenberg wrote:



 Hi Chris,

 isn't it easier to simply select the plane and the camera
 then choose Tools--Lattice Mapping--Map Object
 and there check in dropdown menu Look at point.
 Accept the tool. Then open the Properties Window
 of the plane and uncheck Translate in the Map tab
 for this lattice. Hold pitch or bank via script.

 Switch camera in edit mode and move the cam-position point
 to see what happens. Move the focus point and look again.

 See attached file.

 To switch on and off the look at simply open the choreography window
 and set the lattice of the plane to zero (0), you can animate this
 (But only between on = value 0 or off = 0.

 BTW: Have a look at your scene, the one frame behind bug is
 in you

Re: Look-at question - Updated!

2005-11-20 Thread Neil Cooke

Thanks List



Great discussion. Thanks again for all your great solutions!

Chris Mungenast


and Matthias, and all.

This Look at discussion hasnt been the only quality thread lately. And if 
those snow landscapes get any better ... skiing mid-summer.


Thanks and thanks

Neil Cooke

- Original Message - 
From: mungenast and standley [EMAIL PROTECTED]

To: user-list@light.realsoft3d.com
Sent: Sunday, November 20, 2005 5:34 PM
Subject: Re: Look-at question - Updated!



Very interesting, Matthias.
I had not noticed the dropdown menu Look at point on the Map Object 
tool.
I was suspecting that scripting might help for constraining the pitch, but 
do not know rpl

or javascript.
Thanks a bunch for that! That trick might work to keep the camera from 
spinning as well.


So that's the one frame hehind bug. What causes that? I think I got rid 
of it by mapping
the whole camera to the camera path curve then the aim point to the target 
path curve.


One thing I notice about your file, though, is that I cannot reposition 
planes 2 and 3. I
wonder why. Not ideal if you need to edit a tree's location. Of course, my 
set up is
harder to add trees to. You would have to add another construction object 
the camera for

each new batch of trees you add.

Great discussion. Thanks again for all your great solutions!

Chris Mungenast

Matthias Kappenberg wrote:


Hi Chris,

isn't it easier to simply select the plane and the camera
then choose Tools--Lattice Mapping--Map Object
and there check in dropdown menu Look at point.
Accept the tool. Then open the Properties Window
of the plane and uncheck Translate in the Map tab
for this lattice. Hold pitch or bank via script.

Switch camera in edit mode and move the cam-position point
to see what happens. Move the focus point and look again.

See attached file.

To switch on and off the look at simply open the choreography window
and set the lattice of the plane to zero (0), you can animate this
(But only between on = value 0 or off = 0.

BTW: Have a look at your scene, the one frame behind bug is
in you anim. Play the anim, stop at a random frame (47 or 52 or )
then click on the frame slider, the camera is jumping then a little bit
to the correct position ;-)

Matthias

- Original Message -
From: mungenast and standley [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Saturday, November 19, 2005 7:29 AM
Subject: Re: Look-at question - Updated!

 Hi Matthias and all

 Matthias, thanks so much for all your work! I hope others will learn as
much as
 I did from your tutes.

 I have explored your files and played with Look-at construction objects 
 a

bit
 more, and made (for me) a bit of a discovery which I thought I would
clarify for
 anyone it might help.

 My goal was to have a camera slide through a scene with simple planes 
 with

tree
 textures on it, with the the trees turning to stay facing the 
 camera(but

only
 rotating on the vertical axis). The attached file has one simple set up
(Rect-1
 always faces cam-1), and another setup with a camera and its target 
 mapped

to
 separate curves (Rect-2 and Cam-2, slide the animation time slider).
Thanks
 Stefan for the help on this path part!

 The key for me was how to draw the axis for the Look-at object. In this
case,
 the axis needs to be drawn in a vertical direction.
 The relationship of the axis you draw with the plane defines the angle
 relationship between them forever. You might consider making a
construction line
 first to trace.

 I started by going into a front view creating a  vertical plane 
 centered

on the
 origin (for the tree). While it's still selected, click the Look-at 
 button

on
 the construction tab. Now you're prompted to draw an axis. Go to the 
 side

view
 and draw it some distance away from the plane in the upward y 
 direction.

Now you
 can select this Look-at object and go the Spec tab and deselect 
 Pitching

and
 Banking. Now try moving the Look-at object around and watch the plane 
 turn

to
 face it. Try moving it up, and see that the plane doesn't tilt up or 
 spin.

Play
 with the Pitching and Banking settings to see how it affects the 
 plane's

 behavior.

 Now you can drop the Look-at obect in a camera, or in a level, and it 
 will

 continue to work. The Look-at object should be moved to the camera
position
 point, as well as placed inside the camera in the select window so it 
 stay

with
 the camera.
 If you want to change the camera you want the planes to face, drag the
Look-at
 object in the select window from one camera to another, and move the
Look-at
 object to the new camera in the view window.

 It is also possible to set up several Look-at relationships initially,
then drop
 the different Look-ats to different cameras, and simply turn off the
Look-at's
 Construction enabled on the Spec tab for the cameras that are not 
 your

current
 camera.

 If you need a WHOLE BUNCH of trees to follow the camera, stack them all 
 up

on
 top of each other

Re: Look-at question - Updated!

2005-11-20 Thread Matthias Kappenberg
Hi Chris,

(don't know, if my first mail was going on air, so here again)

to reposition the planes 2 and 3 simply
open the Windows-- Choreography Window and delete
the translation chor
which is inside
the lattice1-level of the planes.
Then it should be possible to move the planes ;-)

I'll add a tutorial on my site later.
It's a very simple task to add more planes, too.
See attached image (make sure you've deleted the translation
from the lattice before duplicating, if not you must delete
it from both original and duplicate).

(Don't know, if you know the next step)
To assign a plane to another camera: create the second
camera. Select the plane and the camera choose
Tools -- Lattice Mapping -- Reconnect.

Hope this is helpy,
Matthias

- Original Message -
From: mungenast and standley [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Sunday, November 20, 2005 5:34 AM
Subject: Re: Look-at question - Updated!


 Very interesting, Matthias.
 I had not noticed the dropdown menu Look at point on the Map Object
tool.
 I was suspecting that scripting might help for constraining the pitch, but
do not know rpl
 or javascript.
 Thanks a bunch for that! That trick might work to keep the camera from
spinning as well.

 So that's the one frame hehind bug. What causes that? I think I got rid
of it by mapping
 the whole camera to the camera path curve then the aim point to the target
path curve.

 One thing I notice about your file, though, is that I cannot reposition
planes 2 and 3. I
 wonder why. Not ideal if you need to edit a tree's location. Of course, my
set up is
 harder to add trees to. You would have to add another construction object
the camera for
 each new batch of trees you add.

 Great discussion. Thanks again for all your great solutions!

 Chris Mungenast

 Matthias Kappenberg wrote:

  Hi Chris,
 
  isn't it easier to simply select the plane and the camera
  then choose Tools--Lattice Mapping--Map Object
  and there check in dropdown menu Look at point.
  Accept the tool. Then open the Properties Window
  of the plane and uncheck Translate in the Map tab
  for this lattice. Hold pitch or bank via script.
 
  Switch camera in edit mode and move the cam-position point
  to see what happens. Move the focus point and look again.
 
  See attached file.
 
  To switch on and off the look at simply open the choreography window
  and set the lattice of the plane to zero (0), you can animate this
  (But only between on = value 0 or off = 0.
 
  BTW: Have a look at your scene, the one frame behind bug is
  in you anim. Play the anim, stop at a random frame (47 or 52 or )
  then click on the frame slider, the camera is jumping then a little bit
  to the correct position ;-)
 
  Matthias
 
  - Original Message -
  From: mungenast and standley [EMAIL PROTECTED]
  To: user-list@light.realsoft3d.com
  Sent: Saturday, November 19, 2005 7:29 AM
  Subject: Re: Look-at question - Updated!
 
   Hi Matthias and all
  
   Matthias, thanks so much for all your work! I hope others will learn
as
  much as
   I did from your tutes.
  
   I have explored your files and played with Look-at construction
objects a
  bit
   more, and made (for me) a bit of a discovery which I thought I would
  clarify for
   anyone it might help.
  
   My goal was to have a camera slide through a scene with simple planes
with
  tree
   textures on it, with the the trees turning to stay facing the
camera(but
  only
   rotating on the vertical axis). The attached file has one simple set
up
  (Rect-1
   always faces cam-1), and another setup with a camera and its target
mapped
  to
   separate curves (Rect-2 and Cam-2, slide the animation time slider).
  Thanks
   Stefan for the help on this path part!
  
   The key for me was how to draw the axis for the Look-at object. In
this
  case,
   the axis needs to be drawn in a vertical direction.
   The relationship of the axis you draw with the plane defines the angle
   relationship between them forever. You might consider making a
  construction line
   first to trace.
  
   I started by going into a front view creating a  vertical plane
centered
  on the
   origin (for the tree). While it's still selected, click the Look-at
button
  on
   the construction tab. Now you're prompted to draw an axis. Go to the
side
  view
   and draw it some distance away from the plane in the upward y
direction.
  Now you
   can select this Look-at object and go the Spec tab and deselect
Pitching
  and
   Banking. Now try moving the Look-at object around and watch the plane
turn
  to
   face it. Try moving it up, and see that the plane doesn't tilt up or
spin.
  Play
   with the Pitching and Banking settings to see how it affects the
plane's
   behavior.
  
   Now you can drop the Look-at obect in a camera, or in a level, and it
will
   continue to work. The Look-at object should be moved to the camera
  position
   point, as well as placed inside the camera in the select window so it
stay

Re: Look-at question - Updated!

2005-11-20 Thread Matthias Kappenberg
Hi Chris,

to reposition the planes 2 and 3 simply
open the Windows-- Choreography Window and delete
the translation chor
which is inside
the lattice1-level of the planes.
Then it should be possible to move the planes ;-)

I'll add a tutorial on my site later.
It's a very simple task to add more planes, too.

Matthias


- Original Message -
From: mungenast and standley [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Sunday, November 20, 2005 5:34 AM
Subject: Re: Look-at question - Updated!


 Very interesting, Matthias.
 I had not noticed the dropdown menu Look at point on the Map Object
tool.
 I was suspecting that scripting might help for constraining the pitch, but
do not know rpl
 or javascript.
 Thanks a bunch for that! That trick might work to keep the camera from
spinning as well.

 So that's the one frame hehind bug. What causes that? I think I got rid
of it by mapping
 the whole camera to the camera path curve then the aim point to the target
path curve.

 One thing I notice about your file, though, is that I cannot reposition
planes 2 and 3. I
 wonder why. Not ideal if you need to edit a tree's location. Of course, my
set up is
 harder to add trees to. You would have to add another construction object
the camera for
 each new batch of trees you add.

 Great discussion. Thanks again for all your great solutions!

 Chris Mungenast

 Matthias Kappenberg wrote:

  Hi Chris,
 
  isn't it easier to simply select the plane and the camera
  then choose Tools--Lattice Mapping--Map Object
  and there check in dropdown menu Look at point.
  Accept the tool. Then open the Properties Window
  of the plane and uncheck Translate in the Map tab
  for this lattice. Hold pitch or bank via script.
 
  Switch camera in edit mode and move the cam-position point
  to see what happens. Move the focus point and look again.
 
  See attached file.
 
  To switch on and off the look at simply open the choreography window
  and set the lattice of the plane to zero (0), you can animate this
  (But only between on = value 0 or off = 0.
 
  BTW: Have a look at your scene, the one frame behind bug is
  in you anim. Play the anim, stop at a random frame (47 or 52 or )
  then click on the frame slider, the camera is jumping then a little bit
  to the correct position ;-)
 
  Matthias
 
  - Original Message -
  From: mungenast and standley [EMAIL PROTECTED]
  To: user-list@light.realsoft3d.com
  Sent: Saturday, November 19, 2005 7:29 AM
  Subject: Re: Look-at question - Updated!
 
   Hi Matthias and all
  
   Matthias, thanks so much for all your work! I hope others will learn
as
  much as
   I did from your tutes.
  
   I have explored your files and played with Look-at construction
objects a
  bit
   more, and made (for me) a bit of a discovery which I thought I would
  clarify for
   anyone it might help.
  
   My goal was to have a camera slide through a scene with simple planes
with
  tree
   textures on it, with the the trees turning to stay facing the
camera(but
  only
   rotating on the vertical axis). The attached file has one simple set
up
  (Rect-1
   always faces cam-1), and another setup with a camera and its target
mapped
  to
   separate curves (Rect-2 and Cam-2, slide the animation time slider).
  Thanks
   Stefan for the help on this path part!
  
   The key for me was how to draw the axis for the Look-at object. In
this
  case,
   the axis needs to be drawn in a vertical direction.
   The relationship of the axis you draw with the plane defines the angle
   relationship between them forever. You might consider making a
  construction line
   first to trace.
  
   I started by going into a front view creating a  vertical plane
centered
  on the
   origin (for the tree). While it's still selected, click the Look-at
button
  on
   the construction tab. Now you're prompted to draw an axis. Go to the
side
  view
   and draw it some distance away from the plane in the upward y
direction.
  Now you
   can select this Look-at object and go the Spec tab and deselect
Pitching
  and
   Banking. Now try moving the Look-at object around and watch the plane
turn
  to
   face it. Try moving it up, and see that the plane doesn't tilt up or
spin.
  Play
   with the Pitching and Banking settings to see how it affects the
plane's
   behavior.
  
   Now you can drop the Look-at obect in a camera, or in a level, and it
will
   continue to work. The Look-at object should be moved to the camera
  position
   point, as well as placed inside the camera in the select window so it
stay
  with
   the camera.
   If you want to change the camera you want the planes to face, drag the
  Look-at
   object in the select window from one camera to another, and move the
  Look-at
   object to the new camera in the view window.
  
   It is also possible to set up several Look-at relationships initially,
  then drop
   the different Look-ats to different cameras, and simply turn off the
  Look-at's
   Construction

Re: Look-at question - Updated!

2005-11-19 Thread mungenast and standley
Very interesting, Matthias.
I had not noticed the dropdown menu Look at point on the Map Object tool.
I was suspecting that scripting might help for constraining the pitch, but do 
not know rpl
or javascript.
Thanks a bunch for that! That trick might work to keep the camera from spinning 
as well.

So that's the one frame hehind bug. What causes that? I think I got rid of it 
by mapping
the whole camera to the camera path curve then the aim point to the target path 
curve.

One thing I notice about your file, though, is that I cannot reposition planes 
2 and 3. I
wonder why. Not ideal if you need to edit a tree's location. Of course, my set 
up is
harder to add trees to. You would have to add another construction object the 
camera for
each new batch of trees you add.

Great discussion. Thanks again for all your great solutions!

Chris Mungenast

Matthias Kappenberg wrote:

 Hi Chris,

 isn't it easier to simply select the plane and the camera
 then choose Tools--Lattice Mapping--Map Object
 and there check in dropdown menu Look at point.
 Accept the tool. Then open the Properties Window
 of the plane and uncheck Translate in the Map tab
 for this lattice. Hold pitch or bank via script.

 Switch camera in edit mode and move the cam-position point
 to see what happens. Move the focus point and look again.

 See attached file.

 To switch on and off the look at simply open the choreography window
 and set the lattice of the plane to zero (0), you can animate this
 (But only between on = value 0 or off = 0.

 BTW: Have a look at your scene, the one frame behind bug is
 in you anim. Play the anim, stop at a random frame (47 or 52 or )
 then click on the frame slider, the camera is jumping then a little bit
 to the correct position ;-)

 Matthias

 - Original Message -
 From: mungenast and standley [EMAIL PROTECTED]
 To: user-list@light.realsoft3d.com
 Sent: Saturday, November 19, 2005 7:29 AM
 Subject: Re: Look-at question - Updated!

  Hi Matthias and all
 
  Matthias, thanks so much for all your work! I hope others will learn as
 much as
  I did from your tutes.
 
  I have explored your files and played with Look-at construction objects a
 bit
  more, and made (for me) a bit of a discovery which I thought I would
 clarify for
  anyone it might help.
 
  My goal was to have a camera slide through a scene with simple planes with
 tree
  textures on it, with the the trees turning to stay facing the camera(but
 only
  rotating on the vertical axis). The attached file has one simple set up
 (Rect-1
  always faces cam-1), and another setup with a camera and its target mapped
 to
  separate curves (Rect-2 and Cam-2, slide the animation time slider).
 Thanks
  Stefan for the help on this path part!
 
  The key for me was how to draw the axis for the Look-at object. In this
 case,
  the axis needs to be drawn in a vertical direction.
  The relationship of the axis you draw with the plane defines the angle
  relationship between them forever. You might consider making a
 construction line
  first to trace.
 
  I started by going into a front view creating a  vertical plane centered
 on the
  origin (for the tree). While it's still selected, click the Look-at button
 on
  the construction tab. Now you're prompted to draw an axis. Go to the side
 view
  and draw it some distance away from the plane in the upward y direction.
 Now you
  can select this Look-at object and go the Spec tab and deselect Pitching
 and
  Banking. Now try moving the Look-at object around and watch the plane turn
 to
  face it. Try moving it up, and see that the plane doesn't tilt up or spin.
 Play
  with the Pitching and Banking settings to see how it affects the plane's
  behavior.
 
  Now you can drop the Look-at obect in a camera, or in a level, and it will
  continue to work. The Look-at object should be moved to the camera
 position
  point, as well as placed inside the camera in the select window so it stay
 with
  the camera.
  If you want to change the camera you want the planes to face, drag the
 Look-at
  object in the select window from one camera to another, and move the
 Look-at
  object to the new camera in the view window.
 
  It is also possible to set up several Look-at relationships initially,
 then drop
  the different Look-ats to different cameras, and simply turn off the
 Look-at's
  Construction enabled on the Spec tab for the cameras that are not your
 current
  camera.
 
  If you need a WHOLE BUNCH of trees to follow the camera, stack them all up
 on
  top of each other and select them before mapping to the Look-at object.
 They can
  be instances, too!
 
  As with all things Real, the options are only limited by your imagination
 once
  you get the hang of it. ;o)
 
  Thanks again, Matthias and Stefan.
 
  Chris Mungenast
 
 

   
   Name: cam-with-planes-001.zip
cam-with-planes-001.zipType: Zip

Re: Look at question

2005-11-18 Thread Matthias Kappenberg
Hi Chris,

Here's a link to a short-tut and two files:
http://www.matthias-kappenberg.de/index.php?id=106

more or less pictures, for the non arabic speaking people ;-)

any critic is welcome,
Matthias

- Original Message -
From: mungenast and standley [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Friday, November 18, 2005 5:47 AM
Subject: Re: Look at question


 Hi all,

 For the life of me, I can't seem to get the look-at construction object
to
 work. The readme and the reference manual are sketchy at best on this
topic.

 I've tried setting up a camera and a test plane in a desired orientation,
then
 selecting the plane, then selecting the camera, then applying the
look-at
 construction object. I then move the look-at object into the camera. I've
tried
 it a bunch of different ways, but the movement is always quirky. Stefan, I
even
 tried dropping the camera to a level and popping the look-at in that with
the
 camera, to no avail.

 One thing I don't quite get is that the handle for the look-at oject comes
in at
 some weird location (not center of plane, not station point of camera, not
 0,0,0). I can't move it without freaking everything out.

 I'm sure there's something obvious here I haven't stumbled upon.
 Any hints?

 Thanks in advance.
 Chris





Re: Look at question

2005-11-18 Thread Beg-inner

Hi Chris..

I am not at all sure of what you really want to be able to do...

So abit more info on what you want to do, would be appreciated..!

I really dont use this Look at Constructor.. didnt get friendly with it 
hehe..
It seems to have some quirks n flips, which may just be lack of 
understanding it, due to short on the docs for how it supposed to work and 
more on differerent tuts on its different areas of use(it points out 
that you can use it for having trees facing camera... but not how..)
Like how to make rectangles easily always face camera, without flipping n 
so=).. (for fast clipmapped trees/ppl or so.)
(I have my own working way, using my old workflow with Lattice mapping in 
combo with Lattice Paste them as instances over a surface)


Matthias had some solid advice and prj files there for you...which works for 
some types of stuff...

(Depending what it was you were after.. that is..)

Though I got nasty flips if I had my 'LookAt' in the exact position of the 
Object that would be bound to it.. (so I move it abit away, then MultiSelect 
Object+'LookAt' and In 'Controlbar' click on 'Bind' Tool Button...)
It also seems very sensitive on Levelstructure... can be very confusing to 
get things to work, when objects are in deeper Levels.. hmm


Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..



Hi all,

For the life of me, I can't seem to get the look-at construction object 
to
work. The readme and the reference manual are sketchy at best on this 
topic.


I've tried setting up a camera and a test plane in a desired orientation, 
then
selecting the plane, then selecting the camera, then applying the 
look-at
construction object. I then move the look-at object into the camera. I've 
tried
it a bunch of different ways, but the movement is always quirky. Stefan, I 
even
tried dropping the camera to a level and popping the look-at in that with 
the

camera, to no avail.

One thing I don't quite get is that the handle for the look-at oject comes 
in at

some weird location (not center of plane, not station point of camera, not
0,0,0). I can't move it without freaking everything out.

I'm sure there's something obvious here I haven't stumbled upon.
Any hints?

Thanks in advance.
Chris








Re: Look at question

2005-11-17 Thread mungenast and standley
Hi all,

For the life of me, I can't seem to get the look-at construction object to
work. The readme and the reference manual are sketchy at best on this topic.

I've tried setting up a camera and a test plane in a desired orientation, then
selecting the plane, then selecting the camera, then applying the look-at
construction object. I then move the look-at object into the camera. I've tried
it a bunch of different ways, but the movement is always quirky. Stefan, I even
tried dropping the camera to a level and popping the look-at in that with the
camera, to no avail.

One thing I don't quite get is that the handle for the look-at oject comes in at
some weird location (not center of plane, not station point of camera, not
0,0,0). I can't move it without freaking everything out.

I'm sure there's something obvious here I haven't stumbled upon.
Any hints?

Thanks in advance.
Chris