Re: tumble weed test...........#

2011-02-01 Thread Mengilbar
I don´t receive no tumbleweed.

Tumble weed test..#. is all that your email seems to contain.

Greetz

Martin


 Original-Nachricht 
 Datum: Mon, 31 Jan 2011 12:08:42 -
 Von: j...@pixelperfect.co.uk
 An: user-list@light.realsoft3d.com
 Betreff: tumble weed test...#

 Tumble weed test..#.
 
 
 

-- 
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Jetzt De-Mail-Adresse reservieren: http://portal.gmx.net/de/go/demail


RE: tumble weed test...........#

2011-02-01 Thread jas
-Original Message-
From: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] 
On Behalf Of mengil...@gmx.net
Sent: Tuesday, February 01, 2011 1:38 PM
To: user-list@light.realsoft3d.com
Subject: Re: tumble weed test...#

I don´t receive no tumbleweed.

Tumble weed test..#. is all that your email seems to contain.

Greetz

Martin


 Original-Nachricht 
 Datum: Mon, 31 Jan 2011 12:08:42 -
 Von: j...@pixelperfect.co.uk
 An: user-list@light.realsoft3d.com
 Betreff: tumble weed test...#

 Tumble weed test..#.
 
 
 

-- 
Neu: GMX De-Mail - Einfach wie E-Mail, sicher wie ein Brief!  
Jetzt De-Mail-Adresse reservieren: http://portal.gmx.net/de/go/demail






tumble weed test...........#

2011-01-31 Thread jas
Tumble weed test..#.





Test

2010-08-13 Thread Carlo Lanzotti
Just a test, trying to send replies without success...

Carlo Lanzotti

DynaDream - Dynamic Laboratory

http://www.dynadream.com






Ignore Test

2010-08-13 Thread Beg-inner

2

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


Ignore Test

2010-05-09 Thread Beg-inner

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


Re: Ignore Test

2010-05-09 Thread NIK

yeah sure
ignored

lol

--
From: Beg-inner begg...@telia.com
Sent: Sunday, May 09, 2010 12:11 PM
To: user-list@light.realsoft3d.com
Subject: Ignore Test


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



Re: Ignore Test

2010-05-09 Thread Neil Cooke

Lol

I ignore everything and everything ignores me. It's neat the way that works. 
So no real need to request that particular service. :-)


And here is some more to ignore ... a press release I guess  almost 
there on the stereo 3D 10 minute movie which is only going to be about five 
or six minutes. Two or three more takes and the title and end credits to do. 
Took about a month. Will post a 2D of the full thing later in the year when 
the client side of clears. Total fun, 1920 x 1080.


Neico


- Original Message - 
From: NIK stockm...@live.com

To: user-list@light.realsoft3d.com
Sent: Monday, May 10, 2010 7:18 AM
Subject: Re: Ignore Test



yeah sure
ignored

lol

--
From: Beg-inner begg...@telia.com
Sent: Sunday, May 09, 2010 12:11 PM
To: user-list@light.realsoft3d.com
Subject: Ignore Test


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








No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 9.0.819 / Virus Database: 271.1.1/2862 - Release Date: 05/09/10 
06:26:00




Re: Ignore Test

2010-05-09 Thread NIK

can't wait to see the result

--
From: Neil Cooke n...@neilcookegraphics.co.nz
Sent: Sunday, May 09, 2010 12:39 PM
To: user-list@light.realsoft3d.com
Subject: Re: Ignore Test


Lol

I ignore everything and everything ignores me. It's neat the way that 
works. So no real need to request that particular service. :-)


And here is some more to ignore ... a press release I guess  almost 
there on the stereo 3D 10 minute movie which is only going to be about 
five or six minutes. Two or three more takes and the title and end credits 
to do. Took about a month. Will post a 2D of the full thing later in the 
year when the client side of clears. Total fun, 1920 x 1080.


Neico


- Original Message - 
From: NIK stockm...@live.com

To: user-list@light.realsoft3d.com
Sent: Monday, May 10, 2010 7:18 AM
Subject: Re: Ignore Test



yeah sure
ignored

lol

--
From: Beg-inner begg...@telia.com
Sent: Sunday, May 09, 2010 12:11 PM
To: user-list@light.realsoft3d.com
Subject: Ignore Test


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








No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 9.0.819 / Virus Database: 271.1.1/2862 - Release Date: 05/09/10 
06:26:00





Re: Ignore Test

2010-05-09 Thread Mark Heuymans

Op 9-5-2010 21:39, Neil Cooke schreef:

Lol

I ignore everything and everything ignores me. It's neat the way that 
works. So no real need to request that particular service. :-)


And here is some more to ignore ... a press release I guess  
almost there on the stereo 3D 10 minute movie which is only going to 
be about five or six minutes. Two or three more takes and the title 
and end credits to do. Took about a month. Will post a 2D of the full 
thing later in the year when the client side of clears. Total fun, 
1920 x 1080.


Neico



Great to hear Neil, that's not something to ignore! Can't wait to see 
it, but how in 3d...


I'm finally back to RS after some months of back (and feet-) breaking 
low-end production work to pay the bills... just finished a 3d job in 
which I used an animated VSL material that crawls along a nurbs curve 
like a lightshow, I'll share it later this week after a bit of polishing 
and a small tut.


Congrats,
Mark Heuymans


Re: Test - please ignore

2010-02-23 Thread Andre
echo

andre
  - Original Message - 
  From: Neil Cooke 
  To: UserList RealSoft 
  Sent: Tuesday, February 23, 2010 12:05 AM
  Subject: Test - please ignore


   thanks.


  N.


--



  No virus found in this incoming message.
  Checked by AVG - www.avg.com 
  Version: 9.0.733 / Virus Database: 271.1.1/2703 - Release Date: 02/22/10 
08:34:00


Re: Test - please ignore

2010-02-23 Thread Jean-Sebastien Perron




"Test- please ignore" is the most popular subject on the list yet.
Every month, there is someone talking about it.

Jean-Sebastien Perron
www.CombadZ.com

Matthias Kappenberg wrote:

  
  
  
  Ignored ;-)
  
-
Original Message - 
From:
NIK 
To:
user-list@light.realsoft3d.com

Sent:
Tuesday, February 23, 2010 2:05 AM
Subject:
Re: Test - please ignore


haha  cool
your typing skills stir up the hive
LOL
 
: : ignored : :
 




From: Neil Cooke 
Sent: Monday, February 22, 2010 3:05 PM
To: UserList RealSoft 
    Subject: Test - please ignore





 thanks.


N.

  





Re: Test - please ignore

2010-02-23 Thread NIK
yeah I know.

just ignore itLOL


From: Jean-Sebastien Perron 
Sent: Tuesday, February 23, 2010 1:30 PM
To: user-list@light.realsoft3d.com 
Subject: Re: Test - please ignore


Test- please ignore is the most popular subject on the list yet.
Every month, there is someone talking about it.

Jean-Sebastien Perron
www.CombadZ.com

Matthias Kappenberg wrote: 
  Ignored ;-)
- Original Message - 
From: NIK 
To: user-list@light.realsoft3d.com 
Sent: Tuesday, February 23, 2010 2:05 AM
Subject: Re: Test - please ignore


haha  cool
your typing skills stir up the hive LOL

: : ignored : :



From: Neil Cooke 
Sent: Monday, February 22, 2010 3:05 PM
To: UserList RealSoft 
Subject: Test - please ignore


 thanks.


N.image/gif

Re: Test - please ignore

2010-02-23 Thread neil
My bad ... next time if I want folk to just ignore a simple email test
I'll head it something like Stupendously interesting MUST READ post - your
chance to win an old toothbrush!!! Dont miss out!! Check it now before the
ink fades!!! or something . :-)

On Tue, 23 Feb 2010 14:49:31 -0800, NIK stockm...@live.com wrote:
 yeah I know.
 
 just ignore itLOL
 
 
 From: Jean-Sebastien Perron 
 Sent: Tuesday, February 23, 2010 1:30 PM
 To: user-list@light.realsoft3d.com 
 Subject: Re: Test - please ignore
 
 
 Test- please ignore is the most popular subject on the list yet.
 Every month, there is someone talking about it.
 
 Jean-Sebastien Perron
 www.CombadZ.com
 
 Matthias Kappenberg wrote: 
   Ignored ;-)
 - Original Message - 
 From: NIK 
 To: user-list@light.realsoft3d.com 
 Sent: Tuesday, February 23, 2010 2:05 AM
 Subject: Re: Test - please ignore
 
 
 haha  cool
 your typing skills stir up the hive LOL
 
 : : ignored : :
 
 
 
 From: Neil Cooke 
 Sent: Monday, February 22, 2010 3:05 PM
 To: UserList RealSoft 
 Subject: Test - please ignore
 
 
  thanks.
 
 
 N.


Test - please ignore

2010-02-22 Thread Neil Cooke
. thanks.

N.

Re: Test - please ignore

2010-02-22 Thread NIK
haha  cool
your typing skills stir up the hive LOL

: : ignored : :



From: Neil Cooke 
Sent: Monday, February 22, 2010 3:05 PM
To: UserList RealSoft 
Subject: Test - please ignore


 thanks.


N.Emoticon6.gif

Re: Test - please ignore

2010-02-22 Thread Matthias Kappenberg
Ignored ;-)
  - Original Message - 
  From: NIK 
  To: user-list@light.realsoft3d.com 
  Sent: Tuesday, February 23, 2010 2:05 AM
  Subject: Re: Test - please ignore


  haha  cool
  your typing skills stir up the hive LOL

  : : ignored : :



  From: Neil Cooke 
  Sent: Monday, February 22, 2010 3:05 PM
  To: UserList RealSoft 
  Subject: Test - please ignore


   thanks.


  N.Emoticon6.gif

Re: Test - please ignore

2010-02-22 Thread Neil Cooke
I cant think of another occasion that has been so magnificently, thoroughly and ostentatiously ignored. A supreme achievement. Thanks to all who did and all who didnt. For my part, the second email address I was testing for the List proved to also be magnificently, thoroughly and ostentatiously ignorant. Now, back to the issue I'm having with a certain application called . :-)From: Matthias Kappenberg m...@the-dimension.comTo: user-list@light.realsoft3d.comSent: Tue, 23 February, 2010 8:30:27 PMSubject: Re: Test - please ignore

 


 

Ignored ;-)

  - Original Message - 
  From: 
  NIK 
  To: user-list@light.realsoft3d.com 
  
  Sent: Tuesday, February 23, 2010 2:05 
  AM
  Subject: Re: Test - please ignore
  
  haha cool
  your typing skills stir up the hive 
  LOL
  
  : : ignored : :
  
  
  
  
  From: Neil Cooke 
  Sent: Monday, February 22, 2010 3:05 PM
  To: UserList RealSoft 
  Subject: Test - please ignore
  
  
   thanks.
  
  N.
  





Re: Special Light and GI test

2009-07-18 Thread Henry Tjernlund
I could be mistaken then. I thought that the opposite side of a solid
sphere would not reflect inward into the glass. My C4D (R8) has a
shader option that allows only a reflection on outward facing surfaces
using the direction of the surface normal as an parameter.

On 7/18/09, Andrew Berge abe...@virtualstudios.com.au wrote:
 Hi,
  I was curious about this so I did a Google search for crystal Balls
 amongst all of the images of actual solid glass spheres many indeed did show
 the reflection of the highlight on the opposite side of the sphere as in
 your image, and some where it was not so evident.. I believe it depends on
 the angle of view and also the environment reflections, background etc,
 etc..

 Check the images on this page:
 http://theunicornshoppe.com/store/index.php?main_page=indexcPath=92_31

  I think the reason it is unusual is that you seldom see a glass sphere lit
 by a single point light with plain environment and background etc.. As in
 these examples and your render.

 Rgds,

 Andrew Berge




 -Original Message-
 From: owner-l...@light.realsoft3d.com
 [mailto:owner-l...@light.realsoft3d.com] On Behalf Of Henry Tjernlund
 Sent: Saturday, 18 July 2009 1:06 PM
 To: user-list@light.realsoft3d.com
 Subject: Special Light and GI test

 I am slowly figuring out RS V5 that was featured in 3D World. I am mostly
 doing lighting tests and trying to achieve what I was able to do in my other
 favorite program Cinema 4D R8. Here is a sample of one of my experiments. I
 think that there is a problem with the glass sphere. The one specular
 highlight should be there, but I don't think that the other one should be.
 (Unless the sphere is hollow like a soap bubble. Which I don't necessarily
 want it to be.) Is there a way to keep a specular highlight from reflecting
 off the opposite surface of the sphere?

 --
 --
 Henry Tjernlund
 http://www.renderosity.com/mod/gallery/browse.php?username=henrytj
 http://www.modelmayhem.com/HenryTjernlund
 http://imdb.com/name/nm2519729/
 http://www.myspace.com/henrytj
 http://henrytj.deviantart.com/




-- 
-- 
Henry Tjernlund
http://www.renderosity.com/mod/gallery/browse.php?username=henrytj
http://www.modelmayhem.com/HenryTjernlund
http://imdb.com/name/nm2519729/
http://www.myspace.com/henrytj
http://henrytj.deviantart.com/


Re: Special Light and GI test

2009-07-18 Thread Matthias Kappenberg

Hi Henry,

maybe this is helpy:
http://www.the-final.com/privates/rs/highlights-on-opposite-surface.wmv

In short:
Go to materials tab
Select the Material and open it's properties
Check Advanced
Add an If to Surface Illumination
Drag the Illumination + Specu... in the If
Set In to Ray*Normal on In/Out tab
Play with the values on the If tab
(If less or If greater)

Matthias

- Original Message - 
From: Henry Tjernlund henrytjernl...@gmail.com

To: user-list@light.realsoft3d.com
Sent: Saturday, July 18, 2009 8:13 AM
Subject: Re: Special Light and GI test



I could be mistaken then. I thought that the opposite side of a solid
sphere would not reflect inward into the glass. My C4D (R8) has a
shader option that allows only a reflection on outward facing surfaces
using the direction of the surface normal as an parameter.

On 7/18/09, Andrew Berge abe...@virtualstudios.com.au wrote:

Hi,
 I was curious about this so I did a Google search for crystal Balls
amongst all of the images of actual solid glass spheres many indeed did 
show

the reflection of the highlight on the opposite side of the sphere as in
your image, and some where it was not so evident.. I believe it depends 
on

the angle of view and also the environment reflections, background etc,
etc..

Check the images on this page:
http://theunicornshoppe.com/store/index.php?main_page=indexcPath=92_31

 I think the reason it is unusual is that you seldom see a glass sphere 
lit

by a single point light with plain environment and background etc.. As in
these examples and your render.

Rgds,

Andrew Berge




-Original Message-
From: owner-l...@light.realsoft3d.com
[mailto:owner-l...@light.realsoft3d.com] On Behalf Of Henry Tjernlund
Sent: Saturday, 18 July 2009 1:06 PM
To: user-list@light.realsoft3d.com
Subject: Special Light and GI test

I am slowly figuring out RS V5 that was featured in 3D World. I am mostly
doing lighting tests and trying to achieve what I was able to do in my 
other
favorite program Cinema 4D R8. Here is a sample of one of my experiments. 
I

think that there is a problem with the glass sphere. The one specular
highlight should be there, but I don't think that the other one should 
be.
(Unless the sphere is hollow like a soap bubble. Which I don't 
necessarily
want it to be.) Is there a way to keep a specular highlight from 
reflecting

off the opposite surface of the sphere?

--
--
Henry Tjernlund
http://www.renderosity.com/mod/gallery/browse.php?username=henrytj
http://www.modelmayhem.com/HenryTjernlund
http://imdb.com/name/nm2519729/
http://www.myspace.com/henrytj
http://henrytj.deviantart.com/





--
--
Henry Tjernlund
http://www.renderosity.com/mod/gallery/browse.php?username=henrytj
http://www.modelmayhem.com/HenryTjernlund
http://imdb.com/name/nm2519729/
http://www.myspace.com/henrytj
http://henrytj.deviantart.com/



RE: Special Light and GI test

2009-07-17 Thread Andrew Berge
Hi,
 I was curious about this so I did a Google search for crystal Balls
amongst all of the images of actual solid glass spheres many indeed did show
the reflection of the highlight on the opposite side of the sphere as in
your image, and some where it was not so evident.. I believe it depends on
the angle of view and also the environment reflections, background etc,
etc..

Check the images on this page:
http://theunicornshoppe.com/store/index.php?main_page=indexcPath=92_31

 I think the reason it is unusual is that you seldom see a glass sphere lit
by a single point light with plain environment and background etc.. As in
these examples and your render.

Rgds,

Andrew Berge

 
  

-Original Message- 
From: owner-l...@light.realsoft3d.com
[mailto:owner-l...@light.realsoft3d.com] On Behalf Of Henry Tjernlund
Sent: Saturday, 18 July 2009 1:06 PM
To: user-list@light.realsoft3d.com
Subject: Special Light and GI test

I am slowly figuring out RS V5 that was featured in 3D World. I am mostly
doing lighting tests and trying to achieve what I was able to do in my other
favorite program Cinema 4D R8. Here is a sample of one of my experiments. I
think that there is a problem with the glass sphere. The one specular
highlight should be there, but I don't think that the other one should be.
(Unless the sphere is hollow like a soap bubble. Which I don't necessarily
want it to be.) Is there a way to keep a specular highlight from reflecting
off the opposite surface of the sphere?

--
--
Henry Tjernlund
http://www.renderosity.com/mod/gallery/browse.php?username=henrytj
http://www.modelmayhem.com/HenryTjernlund
http://imdb.com/name/nm2519729/
http://www.myspace.com/henrytj
http://henrytj.deviantart.com/



Re: test

2009-03-29 Thread Andrew Berge
I found your original in my junk folder, it had been automatically 
filtered for some reason, just a guess you might want to check that.


rgds,

Andrew

PS

On latest release thunderbird mail reader

Beg-inner wrote:

test



No virus found in this incoming message.
Checked by AVG - www.avg.com 
Version: 8.0.238 / Virus Database: 270.11.29/2024 - Release Date: 03/26/09 07:12:00


  




test

2009-03-27 Thread Beg-inner
test

Re: test

2009-03-27 Thread Matthias Kappenberg
success
  - Original Message - 
  From: Beg-inner 
  To: user-list@light.realsoft3d.com 
  Sent: Friday, March 27, 2009 3:22 PM
  Subject: test


  test

Re: test

2009-03-27 Thread Neil Cooke
test reply - in case that was what was wanted.
  - Original Message - 
  From: Alasdair 
  To: user-list@light.realsoft3d.com 
  Sent: Saturday, March 28, 2009 7:59 AM
  Subject: Re: test


- Original Message - 
From: Matthias Kappenberg 
To: user-list@light.realsoft3d.com 
Sent: Friday, March 27, 2009 3:00 PM
Subject: Re: test


success
  - Original Message - 
  From: Beg-inner 
  To: user-list@light.realsoft3d.com 
  Sent: Friday, March 27, 2009 3:22 PM
  Subject: test




  I did not get the origonal
  Alasdair

Re: DNA - test

2007-09-15 Thread [EMAIL PROTECTED]
Wow, that is an excellent picture! Keep up the great work!

Regards,
Fredrik Bergholtz


On 15/09/2007, Jan Schmitz [EMAIL PROTECTED] wrote:
 Hi,

 I'm really interested in biology and we're talking about DNA at the moment
 (in school). I tried to rebuild the characteristic DNA structure ( ger.
 Doppelhelix).
 I used bt3d's great microscope shader :)

 the DNA is not very realistic, between the bases should be nothing but
 hydrogen bridges... but I tried to fake an EM look.

 here is the link:
  http://img120.imageshack.us/img120/614/test1pbr2.jpg

 comments and critics are welcome!

 Best gegards,
 nice weekend

 Jan

 --
 Jan Schmitz
 Im Hahn 22
 59846 Sundern
  http://janschmitz.com


Re: DNA - test

2007-09-15 Thread Arjo Rozendaal
Very nice image Jan, I also like it that you combined the 3D with the 
scheme in the background.


Arjo.

Jan Schmitz wrote:

Hi,

I'm really interested in biology and we're talking about DNA at the 
moment (in school). I tried to rebuild the characteristic DNA 
structure ( ger. Doppelhelix).

I used bt3d's great microscope shader :)

the DNA is not very realistic, between the bases should be nothing but 
hydrogen bridges... but I tried to fake an EM look.


here is the link:
http://img120.imageshack.us/img120/614/test1pbr2.jpg

comments and critics are welcome!

Best gegards,
nice weekend

Jan

--
Jan Schmitz
Im Hahn 22
59846 Sundern
http://janschmitz.com 




Re: DNA - test

2007-09-15 Thread Jan Schmitz
Thanks for your feedback, Stefan, Frederik and Arjo :)
I am very preased to hear that you like it.

Jan

-- 
Jan Schmitz
Im Hahn 22
59846 Sundern
http://janschmitz.com


Re: Chrono spring test spring material

2007-09-10 Thread Beg-inner

Hi Mark..

Ah good.. that it works fine..

and yeah.. using nurbscurves are really useful and nice for many things.. I 
use them alot... !


Yep.. Lattice Mapping has its moments.. and I use that alot too.. it has 
some quirks though.. and one need to get by them.. =)

Will be nice to see what you come up with in Chrono later on..

SDS edge move.. do you meant to move the edge along its own length 
direction.. if so..
Then I dont think there is such.. there is only Move a face in an Edge 
direction..

I agree.. this would be nice..

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






Hi Mark and all..

You can do it simply like this.. but its lattice on lattice..=)  (This is 
one of many ways I bet.. dunno if its the best...just one fast one I 
thought of...)



Hi Stefan,
I have some catching up to do but I can now confirm that this hierarchical 
'lattice on lattice' works fine!
I simply pointwise mapped a helix (generated by Frankolino's script 
V1.51a!!) to a 2-point curve that's on its turn mapped (selected points) 
to the Chrono cubes. It's smooth, efficient and renders better than the 
VSL solution. The spring thickness is constant, so that little problem is 
solved too.





1. Create your Helix curve, and edit it as you want.. maybe the first and 
last point in the Center of the ends..
2. Lattice Map (pointwise) the helix curve to a 2 point curve..(or 3 if 
you want to later deform the helix...)
3. Make duplicates of the mapped HELIX Curve... as many as you 
need...(was it 27 springs you had in yoru thingy?)
4. Now Multiselect the first helix duplicate... and the first 2 point 
curve and use the 'Reconnect' Tool in the Lattice Mapping Tab..

(Step 4 , 2 point curves that you already have in your thingy)
5. Repeat step 4 until you have  reconnected each duplicates to its own 2 
point curve of your nice thingy... (would be good here to be able to do 
step 4 for all in one go..)



Yes, 'smart mapping'! I feel I often overlooked the powerful Lattice 
mapping tool in the past... it can even very handy in modeling.
Actually: 27 cubes but 70 springs, I think I'll try your ideas with a 
simpler project ;)
Enough other interesting Chrono things to discover where this can be 
applied!




[...]
Would be nice with some tools for setting up repetative things like this 
in an easier way...!!!



Sigh... most 'creative' processes have a boring component embedded, 
there's no escape...


Wow, what a huge quick-tutorial, I'll try all this tomorrow - I really 
need some rest now ;)



Is there a way to set things up so one can change one helix for another 
object or so, and all others use the new object ?

(I thought of Instances, but those cant be mapped or so...hmm )

Also could be nice with a built in feature into the nurbcurve itself, 
that no matter how the  curve is shaped, it would stretch out in the 
direction (Straight line) between the first and last point, when either 
of those points are moved.. the curve would stretch accordingly..

(but this would only be an Option..=)
(on the other hand.. there are so many features one would want, before 
this one.=)
Just thought of it..since its abit lol to do this lattice on lattice 
way.. .. abit double =)



Interesting idea, it reminds me of something I often miss in SDS editing: 
moving an edge in its own direction, or did I miss a keyboard shortcut.





Ok.. hope any of my steps above makes any sense at all.. ..
if there are any questions just ask..
if I made any mistakes, point it out..=)

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




Hats off to your huge post, I'll get into it ASAP and keep you posted!

-Mark H




--
No virus found in this incoming message.
Checked by AVG Free Edition. Version: 7.5.476 / Virus Database: 
269.13.1/981 - Release Date: 8/31/2007 6:13 AM






Re: Chrono spring test spring material

2007-09-10 Thread Beg-inner

Hi Mark..

Nice to hear that it works like a charm..! =)
Ok ..will be very interesting to see the final version..!

Yep .. the 'Again' feature is really handy... I keep my left hand close to 
the (a key) =)..
Still, I think many repeative stuff shall be done by the sw and the 
computer.. and leave the more creative and artistic stuff for the user..!

Must be ways to implement such...

One thing I am definitately a master in.. is in Fiddling..=)

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




1. Create your Helix curve, and edit it as you want.. maybe the first and 
last point in the Center of the ends..
2. Lattice Map (pointwise) the helix curve to a 2 point curve..(or 3 if 
you want to later deform the helix...)
3. Make duplicates of the mapped HELIX Curve... as many as you 
need...(was it 27 springs you had in yoru thingy?)
4. Now Multiselect the first helix duplicate... and the first 2 point 
curve and use the 'Reconnect' Tool in the Lattice Mapping Tab..

(Step 4 , 2 point curves that you already have in your thingy)
5. Repeat step 4 until you have  reconnected each duplicates to its own 2 
point curve of your nice thingy... (would be good here to be able to do 
step 4 for all in one go..)



OK, I did it, it wasn't such an ordeal after all: the helix copies snap to 
the correct positions in just two clicks a piece, Reconnect works like a 
charm :)
To finish this off, I'll put it in an interesting environment and render a 
final version, maybe in GI.


One reminder: right click/Again can really help with repetitive stuff 
because it remembers the options.



cheers to Lattice Master Stefan,
-Mark H



--
Internal Virus Database is out-of-date.
Checked by AVG Free Edition. Version: 7.5.476 / Virus Database: 
269.13.1/981 - Release Date: 8/31/2007 6:13 AM







Re: Chrono spring test spring material

2007-09-07 Thread Mark Heuymans


1. Create your Helix curve, and edit it as you want.. maybe the first and 
last point in the Center of the ends..
2. Lattice Map (pointwise) the helix curve to a 2 point curve..(or 3 if 
you want to later deform the helix...)
3. Make duplicates of the mapped HELIX Curve... as many as you need...(was 
it 27 springs you had in yoru thingy?)
4. Now Multiselect the first helix duplicate... and the first 2 point 
curve and use the 'Reconnect' Tool in the Lattice Mapping Tab..

(Step 4 , 2 point curves that you already have in your thingy)
5. Repeat step 4 until you have  reconnected each duplicates to its own 2 
point curve of your nice thingy... (would be good here to be able to do 
step 4 for all in one go..)



OK, I did it, it wasn't such an ordeal after all: the helix copies snap to 
the correct positions in just two clicks a piece, Reconnect works like a 
charm :)
To finish this off, I'll put it in an interesting environment and render a 
final version, maybe in GI.


One reminder: right click/Again can really help with repetitive stuff 
because it remembers the options.



cheers to Lattice Master Stefan,
-Mark H 



Re: Chrono spring test spring material

2007-09-07 Thread studio

Hi Garry,

headbanging is coool.
(Hairdynamics included ?)
whenever you're in Germany:
Contact me, I'll spent as much RealBeerVol 6%
as you can put in...


Nothing to do with beer , I'm afraid , only years of
frustration . I'm sure you could drink me under the
table (old N. American saying) any day of the week,
especially on 8% beer . I like a few ice cold budwei-
sers , but that's about it these days .


Have fun :-)
Matthias


 I can put up with talking to a wall , but reached the
end of my rope for constantly repeating myself to one .

Cheers .

PS - thanks for your further info on the 'true/false' -
'1/0' thing .

garry







If you were following

this thread (that you started) you would see that I have
been banging my head against the wall all weekend with
Javascript errors en-masse , and finally solved it , alone,
by going through old emails .




Re: Chrono spring test spring material

2007-09-06 Thread Matthias Kappenberg
If you were following
this thread (that you started) you would see that I have
been banging my head against the wall all weekend with
Javascript errors en-masse , and finally solved it , alone,
by going through old emails .

Hi Garry,

headbanging is coool.
(Hairdynamics included ?)

whenever you're in Germany:
Contact me, I'll spent as much RealBeerVol 6%
as you can put in...

Have fun :-)

Matthias






Re: Chrono spring test spring material

2007-09-05 Thread Mark Heuymans




 Found some clues on why Frankolino's script will not
work , perhaps . Richard Swingwood to the rescue ...


Yep :

 Rick was right ! Works again and produces awesome
'Springs' . Thanks Frank Brübach for this cool script .



Please refresh my memory, what script are you referring to exactly?
I got Frank's Nurbshelper script working thanks to Richard and Matthias, but 
how do you get the helix? I'm beginning to suspect we are talking about 
completely different scripts here... all I get is clusters of straight 
curves - which is also cool btw. (Frankolinos_Nurbscurve_Helper_Pro_120.js)


thanks everyone,
Mark H



Re: Chrono spring test spring material

2007-09-05 Thread Mark Heuymans




Please refresh my memory, what script are you referring to exactly?


 I'm getting the distinct impression that you are reading
every third line in every third email , in an effort to speed
things up .



I switched to another computer/mail client, completely overlooked the 
attachments - stupid, I admit.






thanks everyone,


  Thanks everyone ? For what ? I spent umpteen endless sweaty
hours on this one , completely solo , while you were watching
some dead guy .



That's exactly what I was thanking 'everyone' for, including you Garry. 
Always appreciated.

I apologize for thanking too many people at once, that was sloppy ;)


-Mark H 



Re: Chrono spring test spring material

2007-09-05 Thread Mark Heuymans




Hi Mark and all..

You can do it simply like this.. but its lattice on lattice..=)  (This is 
one of many ways I bet.. dunno if its the best...just one fast one I 
thought of...)



Hi Stefan,
I have some catching up to do but I can now confirm that this hierarchical 
'lattice on lattice' works fine!
I simply pointwise mapped a helix (generated by Frankolino's script 
V1.51a!!) to a 2-point curve that's on its turn mapped (selected points) to 
the Chrono cubes. It's smooth, efficient and renders better than the VSL 
solution. The spring thickness is constant, so that little problem is solved 
too.





1. Create your Helix curve, and edit it as you want.. maybe the first and 
last point in the Center of the ends..
2. Lattice Map (pointwise) the helix curve to a 2 point curve..(or 3 if 
you want to later deform the helix...)
3. Make duplicates of the mapped HELIX Curve... as many as you need...(was 
it 27 springs you had in yoru thingy?)
4. Now Multiselect the first helix duplicate... and the first 2 point 
curve and use the 'Reconnect' Tool in the Lattice Mapping Tab..

(Step 4 , 2 point curves that you already have in your thingy)
5. Repeat step 4 until you have  reconnected each duplicates to its own 2 
point curve of your nice thingy... (would be good here to be able to do 
step 4 for all in one go..)



Yes, 'smart mapping'! I feel I often overlooked the powerful Lattice mapping 
tool in the past... it can even very handy in modeling.
Actually: 27 cubes but 70 springs, I think I'll try your ideas with a 
simpler project ;)
Enough other interesting Chrono things to discover where this can be 
applied!




[...]
Would be nice with some tools for setting up repetative things like this 
in an easier way...!!!



Sigh... most 'creative' processes have a boring component embedded, there's 
no escape...


Wow, what a huge quick-tutorial, I'll try all this tomorrow - I really need 
some rest now ;)



Is there a way to set things up so one can change one helix for another 
object or so, and all others use the new object ?

(I thought of Instances, but those cant be mapped or so...hmm )

Also could be nice with a built in feature into the nurbcurve itself, that 
no matter how the  curve is shaped, it would stretch out in the direction 
(Straight line) between the first and last point, when either of those 
points are moved.. the curve would stretch accordingly..

(but this would only be an Option..=)
(on the other hand.. there are so many features one would want, before 
this one.=)
Just thought of it..since its abit lol to do this lattice on lattice way.. 
.. abit double =)



Interesting idea, it reminds me of something I often miss in SDS editing: 
moving an edge in its own direction, or did I miss a keyboard shortcut.





Ok.. hope any of my steps above makes any sense at all.. ..
if there are any questions just ask..
if I made any mistakes, point it out..=)

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




Hats off to your huge post, I'll get into it ASAP and keep you posted!

-Mark H



Re: Chrono spring test spring material

2007-09-04 Thread Matthias Kappenberg
Ups forgotten to say...

maybe you have to adjust the path to the:
volcanoisland.jpg image in the script.

Then everything shpuld work fine.

Matthias

- Original Message - 
From: Matthias Kappenberg [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Tuesday, September 04, 2007 10:42 AM
Subject: Re: Chrono spring test  spring material


 Look in the script
 
   R3GSLA_NumericEntry, 1,  // was R3GSLA_NumericEntry, true, true is not 
 working use 0/1 instead
 
 Matthias
 (sometimes a true/false -- 1/0 switch can solve Problems...)
 
 - Original Message - 
 From: studio [EMAIL PROTECTED]
 To: user-list@light.realsoft3d.com
 Sent: Tuesday, September 04, 2007 5:56 AM
 Subject: Re: Chrono spring test  spring material
 
 
  Ahhh :
  
Found some clues on why Frankolino's script will not
  work , perhaps . Richard Swingwood to the rescue ...
  
   This appears to be a problem with r3slider.js in recent
   betas, relating to the R3GSLA_NumericEntry attribute.
  
   If you comment out the 2  R3GSLA_NumericEntry, true,
   lines from Frank's script it works fine.
   Richard Swingwood
  
Awesome ! Hope to find time to do so soon , but if
  not , perhaps one of the other 3 people on this list
  could give it a go .
  
This really is an awesome script and could be very easily
  modified to create nothing but 'Springs' , I think .
  
  cheers !
  
  garry
 


Re: Chrono spring test spring material

2007-09-04 Thread Richard Swingwood

studio wrote:

Yep :

 Rick was right ! Works again and produces awesome
'Springs' . Thanks Frank Brübach for this cool script .

 Thanks Richard Swingwood for taking the time to look at
why it didn't work anymore . This 'bug' was obviously far
beyond us mere mortals . Big cheers for solving it !

Well, I dont contibute much so it's good to know that when I do it hits 
the spot :-)


richard.





Re: Chrono spring test spring material

2007-09-04 Thread studio

 Thanks Richard Swingwood for taking the time to look at
why it didn't work anymore . This 'bug' was obviously far
beyond us mere mortals . Big cheers for solving it !


Well, I dont contibute much so it's good to know that when I do it hits 
the spot :-)

richard.


Hi Richard :

 Realman is an awesome contribution . So much potential
there .

Thanks again !

garry


Re: Chrono spring test spring material

2007-09-03 Thread Mark Heuymans

At 22:16 1-9-2007, you wrote:
Glad to see you tried it, yes I'm aware of this shortcoming, it's 
very visible if the springs are really streched.

Mark H


Hi Mark :

 Tried your springmat and not much luck , but I did manage
some very cool Christmas tree ornaments and it made awesome
tinsel .



Hi Garry,
Sorry for replying late - I was preoccupied with a well documented 
case about a guy that was clinically dead for an hour and a half but 
came back among the living, brain tumor gone...

Back to 3d now ;)

What was the problem, did you forget to make the curves RT-visible? 
(I always forget if RT stands for RayTrace or RealTime ;) )




 Just a gentle reminder that ideally a zipped project file
with a readme.txt can be uploaded instead of just a mat .
This makes it so much easier for new users and even old
users who cannot seem to make stuff work properly .



I didn't get the impression more than three people were interested 
but you're right, I'll make a little project and a short text file 
and upload that.





 Also , would it not be best to model the nurbs curves
as Springs ? Frankolino's Nurbs Curve script should
be able to make springs , I think .

 Couldn't we model springs with the 'Helix' tool ? Or
just 'sweep' a spring ?



Yes, as always there are many ways to solve this, this was just the 
first thing that popped up in my head and it's really efficient, just 
two points needed. But how would you uniformly stretch and lattice 
map a real helix curve... maybe a cage. Hmm, this could solve the VSL 
'stretching spring thickness problem'.


good luck,
-Mark H 



Re: Java headers (WAS - RE: Chrono spring test spring material)

2007-09-03 Thread studio

Hi David , my bad :

 Seems Vesa has already addressed this issue just a few
weeks ago (found it burried in my In-Box) .

We can confirm the problem - it is not specific to your
setup but an error in SP4 . The quickest way to fix the
problem is to install SP3 (apparently it had the 
missing js files) and then SP4 again over it.

Apologies for the inconvenience .
Kind regards,
Vesa Meskanen
Realsoft Graphics

 I re-installed SP3 and all java works ... except for
Frankolino's Nurbs Curve Helper Pro , which worked great
circa March/2006 .

I went to K-UDA's site and it says there that he has
dicontinued distribution since he cannot fix a malfunction .
http://www2s.biglobe.ne.jp/~k-uda/INDEX-S1.htm . No idea
what mal since it seems to work nicely .

 No idea about Frankolino's script . Too bad since I think
it would have made really great 'Springs' .

Anyway , thanks for your help and good luck with SynthEyes .
It truly is an awesome bit of kit !

garry








Hi Garry,

I can't speak for RealSoft, Garry. This was a small problem I had that
traced to some missing header files. I got a response by sending an email to
[EMAIL PROTECTED]

I'm sorry I didn't follow the threads about the other java problems and I
don't know why my headers were missing. I just figured I screwed up
something when I rebuilt my hard drive and installed Vista.

Anyway, I hope (am glad if) this helps you and the others who were having
problems.

David

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of studio
Sent: Sunday, September 02, 2007 2:17 PM
To: user-list@light.realsoft3d.com
Subject: Re: Java headers (WAS - RE: Chrono spring test  spring material)


Hi Garry,
Only a few very special people can have this magical archive of hitherto
unknown knowledge and power :)


Hi David :

 OK , well , as you may or may not know , one of the
recent service packs has ruined java scriping on some
of our computers . It was mentioned here several times
but there was never any solution mentioned or offered .


Seriously, it was a just small archive of java script headers which were
somehow missing in my scripts directory. I'm happy to put them on my
anonymous ftp site. It solved some loading errors. Hope it helps.


 Super ! Thanks . Just a small archive but it may solve
all the frustrations the community has been dealing with .
Seems odd to me that Realsoft never got around to posting
this .zip file as a fix for the rest of us .


Here is the link. The file is 3kb big. Unzip in the scripts directory.


ftp.xmission.com/pub/users/d/dingebre/outgoing/realsoft3d-5.1.97-scripts.zip

I'm going to leave it there for a couple of weeks.
David


cheers

garry




Hi :

 I forgot to mention that I could not try Frankolino's
awesome nurbs curves script again , just to refresh my
memory . I , like many others am getting java script
errors now .

 David Ingebretsen mentioned he was having also having
the same problems but contacted Juha and was given a link
that solved it all .

 Has this link been made known to the list/forum/IRC ?
Is it a secret ? The fact that JS is big trouble with
the latest service pack is no secret , of course .

 Then again , this could be an excellent marketing
ploy . Give away a free service pack that destroys
certain functionalities . Then , release a new version
that restores them again !

Just kidding , but how do we fix this mess ?

Thanks In Advance .

garry



Hi Mark :

 Tried your springmat and not much luck , but I did manage
some very cool Christmas tree ornaments and it made awesome
tinsel .

 Just a gentle reminder that ideally a zipped project file
with a readme.txt can be uploaded instead of just a mat .
This makes it so much easier for new users and even old
users who cannot seem to make stuff work properly .

 Also , would it not be best to model the nurbs curves
as Springs ? Frankolino's Nurbs Curve script should
be able to make springs , I think .

 Couldn't we model springs with the 'Helix' tool ? Or
just 'sweep' a spring ?

 I guess a 'Spring Script' would be nice and probably
the code is already inside Frankolino's script .

 Sorry if I'm way out in left field on this one .

garry













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Checked by AVG Free Edition. 
Version: 7.5.484 / Virus Database: 269.13.1/982 - Release Date: 8/31/2007

5:21 PM




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Checked by AVG Free Edition. 
Version: 7.5.484 / Virus Database: 269.13.1/982 - Release Date: 8/31/2007

5:21 PM







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Checked by AVG Free Edition. 
Version: 7.5.484 / Virus Database: 269.13.1/982 - Release Date: 8/31/2007 5:21 PM





Re: Chrono spring test spring material

2007-09-03 Thread studio
Yes, as always there are many ways to solve this, this was just the 
first thing that popped up in my head and it's really efficient, just 
two points needed. But how would you uniformly stretch and lattice 
map a real helix curve... maybe a cage. Hmm, this could solve the VSL 
'stretching spring thickness problem'.

good luck,
-Mark H 


Hi Mark :

 Not sure how Chrono works , but do you really have to have a
cage ? Why does it not require a cage when using a straight
nurbs curve ? Seems odd to me .

What was the problem, did you forget to make the curves RT-visible? 
(I always forget if RT stands for RayTrace or RealTime ;) )


 I had the same problem as begginer with your vsl , but as
I said , it made great tinsel and christmas tree ornaments.
(did you not get the attachments?)

 Try Frankolino's Nurbs Curve Pro (last V was 1.51a , I think).
I could not get it working . .../oops/r3slider.js errors .

garry


Re: Chrono spring test spring material

2007-09-03 Thread studio

Ahhh :

 Found some clues on why Frankolino's script will not
work , perhaps . Richard Swingwood to the rescue ...


This appears to be a problem with r3slider.js in recent
betas, relating to the R3GSLA_NumericEntry attribute.



If you comment out the 2  R3GSLA_NumericEntry, true,
lines from Frank's script it works fine.
Richard Swingwood


 Awesome ! Hope to find time to do so soon , but if
not , perhaps one of the other 3 people on this list
could give it a go .

 This really is an awesome script and could be very easily
modified to create nothing but 'Springs' , I think .

cheers !

garry
attachment: test-3.jpg

Re: Chrono spring test spring material

2007-09-03 Thread Beg-inner

Hi Mark and all..

You can do it simply like this.. but its lattice on lattice..=)  (This is 
one of many ways I bet.. dunno if its the best...just one fast one I thought 
of...)


1. Create your Helix curve, and edit it as you want.. maybe the first and 
last point in the Center of the ends..
2. Lattice Map (pointwise) the helix curve to a 2 point curve..(or 3 if you 
want to later deform the helix...)
3. Make duplicates of the mapped HELIX Curve... as many as you need...(was 
it 27 springs you had in yoru thingy?)
4. Now Multiselect the first helix duplicate... and the first 2 point curve 
and use the 'Reconnect' Tool in the Lattice Mapping Tab..

(Step 4 , 2 point curves that you already have in your thingy)
5. Repeat step 4 until you have  reconnected each duplicates to its own 2 
point curve of your nice thingy... (would be good here to be able to do step 
4 for all in one go..)


If you dont have any pre made 2 points that you should use..
then after step 2,
3. Multiselect 2 point curve and Helix curve and drop to new level (d key)
4. Place three copies of this level, onto the 3 sides of the a Cube (that 
has been turned into a Crhono Body)
5. Then multiselect the Chrono Body (Cube) and the three Levels (each with a 
2 point and a helix in them)

6. Macro Record ON
7. Duplicate (Ctrl + d keys)
8. Move (m key) the copies to the right of the originals, so they connect as 
they should in horizontal directioin

9. Macro Record OFF
10. Execute the Macro (Ctrl + g Keys) as many times as you need 
copiesfor this direction...
(Select and delete the Helix level that is to the right side of the 
screen...(the not needed one..)
11. Multiselct all Chrono Bodies and CurveLevels... (with the original 
Chrono Body level as the First Selected !!!)
12. Use the 'Rotate' Handle and Rotate 90 deg, so you have them all in 
Vertical Direction...=)

13. Execute the Macro once again... equally many times as you did in Step 10
(Select and delete the Helix levels that is to the right side of the 
screen...(the not needed ones..)

14. Do Step 12-13 for the third dimension.. ! if you want or need ..=)
15. Do the hard task, and Lattice map all the 2 points curves points to each 
needed Cube..=)

(Or in instead of Step 15, do another hard task way, Step 16)
16. Multiselect all 2 point Curves, and enter point edit mode, then select 
those points that should belong to a certain Cube, and make a 'Point Group' 
of those points, Then drop this 'Point Group' into the Chrono Body the cube 
belongs to.for it to work in the simulation, do this... In Anim Rec Mode 
move the 'Point Group' one gridunit, and back again, just to add a chor to 
it..

(Repeat Step 16 for all needed...)
17. Do the next hard task, setup all the needed chrono springs...

Would be nice with some tools for setting up repetative things like this in 
an easier way...!!!
Is there a way to set things up so one can change one helix for another 
object or so, and all others use the new object ?

(I thought of Instances, but those cant be mapped or so...hmm )

Also could be nice with a built in feature into the nurbcurve itself, that 
no matter how the  curve is shaped, it would stretch out in the direction 
(Straight line) between the first and last point, when either of those 
points are moved.. the curve would stretch accordingly..

(but this would only be an Option..=)
(on the other hand.. there are so many features one would want, before this 
one.=)
Just thought of it..since its abit lol to do this lattice on lattice way.. 
.. abit double =)


Ok.. hope any of my steps above makes any sense at all.. ..
if there are any questions just ask..
if I made any mistakes, point it out..=)

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

Yes, as always there are many ways to solve this, this was just the first 
thing that popped up in my head and it's really efficient, just two points 
needed. But how would you uniformly stretch and lattice map a real helix 
curve... maybe a cage. Hmm, this could solve the VSL 'stretching spring 
thickness problem'.


good luck,
-Mark H 




Re: Java headers (WAS - RE: Chrono spring test spring material)

2007-09-02 Thread studio

Hi Garry,
Only a few very special people can have this magical archive of hitherto
unknown knowledge and power :)


Hi David :

 OK , well , as you may or may not know , one of the
recent service packs has ruined java scriping on some
of our computers . It was mentioned here several times
but there was never any solution mentioned or offered .


Seriously, it was a just small archive of java script headers which were
somehow missing in my scripts directory. I'm happy to put them on my
anonymous ftp site. It solved some loading errors. Hope it helps.


 Super ! Thanks . Just a small archive but it may solve
all the frustrations the community has been dealing with .
Seems odd to me that Realsoft never got around to posting
this .zip file as a fix for the rest of us .


Here is the link. The file is 3kb big. Unzip in the scripts directory.
ftp.xmission.com/pub/users/d/dingebre/outgoing/realsoft3d-5.1.97-scripts.zip
I'm going to leave it there for a couple of weeks.
David


cheers

garry




Hi :

 I forgot to mention that I could not try Frankolino's
awesome nurbs curves script again , just to refresh my
memory . I , like many others am getting java script
errors now .

 David Ingebretsen mentioned he was having also having
the same problems but contacted Juha and was given a link
that solved it all .

 Has this link been made known to the list/forum/IRC ?
Is it a secret ? The fact that JS is big trouble with
the latest service pack is no secret , of course .

 Then again , this could be an excellent marketing
ploy . Give away a free service pack that destroys
certain functionalities . Then , release a new version
that restores them again !

Just kidding , but how do we fix this mess ?

Thanks In Advance .

garry



Hi Mark :

 Tried your springmat and not much luck , but I did manage
some very cool Christmas tree ornaments and it made awesome
tinsel .

 Just a gentle reminder that ideally a zipped project file
with a readme.txt can be uploaded instead of just a mat .
This makes it so much easier for new users and even old
users who cannot seem to make stuff work properly .

 Also , would it not be best to model the nurbs curves
as Springs ? Frankolino's Nurbs Curve script should
be able to make springs , I think .

 Couldn't we model springs with the 'Helix' tool ? Or
just 'sweep' a spring ?

 I guess a 'Spring Script' would be nice and probably
the code is already inside Frankolino's script .

 Sorry if I'm way out in left field on this one .

garry










No virus found in this incoming message.
Checked by AVG Free Edition. 
Version: 7.5.484 / Virus Database: 269.13.1/982 - Release Date: 8/31/2007

5:21 PM




--
No virus found in this incoming message.
Checked by AVG Free Edition. 
Version: 7.5.484 / Virus Database: 269.13.1/982 - Release Date: 8/31/2007 5:21 PM





RE: Java headers (WAS - RE: Chrono spring test spring material)

2007-09-02 Thread David M. Ingebretsen
Hi Garry,

I can't speak for RealSoft, Garry. This was a small problem I had that
traced to some missing header files. I got a response by sending an email to
[EMAIL PROTECTED]

I'm sorry I didn't follow the threads about the other java problems and I
don't know why my headers were missing. I just figured I screwed up
something when I rebuilt my hard drive and installed Vista.

Anyway, I hope (am glad if) this helps you and the others who were having
problems.

David

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of studio
Sent: Sunday, September 02, 2007 2:17 PM
To: user-list@light.realsoft3d.com
Subject: Re: Java headers (WAS - RE: Chrono spring test  spring material)

 Hi Garry,
 Only a few very special people can have this magical archive of hitherto
 unknown knowledge and power :)

Hi David :

  OK , well , as you may or may not know , one of the
recent service packs has ruined java scriping on some
of our computers . It was mentioned here several times
but there was never any solution mentioned or offered .

 Seriously, it was a just small archive of java script headers which were
 somehow missing in my scripts directory. I'm happy to put them on my
 anonymous ftp site. It solved some loading errors. Hope it helps.

  Super ! Thanks . Just a small archive but it may solve
all the frustrations the community has been dealing with .
Seems odd to me that Realsoft never got around to posting
this .zip file as a fix for the rest of us .

 Here is the link. The file is 3kb big. Unzip in the scripts directory.

ftp.xmission.com/pub/users/d/dingebre/outgoing/realsoft3d-5.1.97-scripts.zip
 I'm going to leave it there for a couple of weeks.
 David

cheers

garry



 Hi :
 
  I forgot to mention that I could not try Frankolino's
 awesome nurbs curves script again , just to refresh my
 memory . I , like many others am getting java script
 errors now .
 
  David Ingebretsen mentioned he was having also having
 the same problems but contacted Juha and was given a link
 that solved it all .
 
  Has this link been made known to the list/forum/IRC ?
 Is it a secret ? The fact that JS is big trouble with
 the latest service pack is no secret , of course .
 
  Then again , this could be an excellent marketing
 ploy . Give away a free service pack that destroys
 certain functionalities . Then , release a new version
 that restores them again !
 
 Just kidding , but how do we fix this mess ?
 
 Thanks In Advance .
 
 garry
 
 
 Hi Mark :
 
  Tried your springmat and not much luck , but I did manage
 some very cool Christmas tree ornaments and it made awesome
 tinsel .
 
  Just a gentle reminder that ideally a zipped project file
 with a readme.txt can be uploaded instead of just a mat .
 This makes it so much easier for new users and even old
 users who cannot seem to make stuff work properly .
 
  Also , would it not be best to model the nurbs curves
 as Springs ? Frankolino's Nurbs Curve script should
 be able to make springs , I think .
 
  Couldn't we model springs with the 'Helix' tool ? Or
 just 'sweep' a spring ?
 
  I guess a 'Spring Script' would be nice and probably
 the code is already inside Frankolino's script .
 
  Sorry if I'm way out in left field on this one .
 
 garry
 
 

 
 


 
 
 
 No virus found in this incoming message.
 Checked by AVG Free Edition. 
 Version: 7.5.484 / Virus Database: 269.13.1/982 - Release Date: 8/31/2007
 5:21 PM
 
 
 
 
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 No virus found in this incoming message.
 Checked by AVG Free Edition. 
 Version: 7.5.484 / Virus Database: 269.13.1/982 - Release Date: 8/31/2007
5:21 PM
 




Re: Chrono spring test spring material

2007-09-01 Thread studio

Hi :

 I forgot to mention that I could not try Frankolino's
awesome nurbs curves script again , just to refresh my
memory . I , like many others am getting java script
errors now .

 David Ingebretsen mentioned he was having also having
the same problems but contacted Juha and was given a link
that solved it all .

 Has this link been made known to the list/forum/IRC ?
Is it a secret ? The fact that JS is big trouble with
the latest service pack is no secret , of course .

 Then again , this could be an excellent marketing
ploy . Give away a free service pack that destroys
certain functionalities . Then , release a new version
that restores them again !

Just kidding , but how do we fix this mess ?

Thanks In Advance .

garry



Hi Mark :

 Tried your springmat and not much luck , but I did manage
some very cool Christmas tree ornaments and it made awesome
tinsel .

 Just a gentle reminder that ideally a zipped project file
with a readme.txt can be uploaded instead of just a mat .
This makes it so much easier for new users and even old
users who cannot seem to make stuff work properly .

 Also , would it not be best to model the nurbs curves
as Springs ? Frankolino's Nurbs Curve script should
be able to make springs , I think .

 Couldn't we model springs with the 'Helix' tool ? Or
just 'sweep' a spring ?

 I guess a 'Spring Script' would be nice and probably
the code is already inside Frankolino's script .

 Sorry if I'm way out in left field on this one .

garry









No virus found in this incoming message.
Checked by AVG Free Edition. 
Version: 7.5.484 / Virus Database: 269.13.1/982 - Release Date: 8/31/2007 5:21 PM




Java headers (WAS - RE: Chrono spring test spring material)

2007-09-01 Thread David M. Ingebretsen
Hi Garry,

Only a few very special people can have this magical archive of hitherto
unknown knowledge and power :)

Seriously, it was a just small archive of java script headers which were
somehow missing in my scripts directory. I'm happy to put them on my
anonymous ftp site. It solved some loading errors. Hope it helps.

Here is the link. The file is 3kb big. Unzip in the scripts directory.

ftp.xmission.com/pub/users/d/dingebre/outgoing/realsoft3d-5.1.97-scripts.zip

I'm going to leave it there for a couple of weeks.

David


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of studio
Sent: Saturday, September 01, 2007 9:20 PM
To: user-list@light.realsoft3d.com
Subject: Re: Chrono spring test  spring material

Hi :

  I forgot to mention that I could not try Frankolino's
awesome nurbs curves script again , just to refresh my
memory . I , like many others am getting java script
errors now .

  David Ingebretsen mentioned he was having also having
the same problems but contacted Juha and was given a link
that solved it all .

  Has this link been made known to the list/forum/IRC ?
Is it a secret ? The fact that JS is big trouble with
the latest service pack is no secret , of course .

  Then again , this could be an excellent marketing
ploy . Give away a free service pack that destroys
certain functionalities . Then , release a new version
that restores them again !

Just kidding , but how do we fix this mess ?

Thanks In Advance .

garry


 Hi Mark :
 
  Tried your springmat and not much luck , but I did manage
 some very cool Christmas tree ornaments and it made awesome
 tinsel .
 
  Just a gentle reminder that ideally a zipped project file
 with a readme.txt can be uploaded instead of just a mat .
 This makes it so much easier for new users and even old
 users who cannot seem to make stuff work properly .
 
  Also , would it not be best to model the nurbs curves
 as Springs ? Frankolino's Nurbs Curve script should
 be able to make springs , I think .
 
  Couldn't we model springs with the 'Helix' tool ? Or
 just 'sweep' a spring ?
 
  I guess a 'Spring Script' would be nice and probably
 the code is already inside Frankolino's script .
 
  Sorry if I'm way out in left field on this one .
 
 garry
 
 







No virus found in this incoming message.
Checked by AVG Free Edition. 
Version: 7.5.484 / Virus Database: 269.13.1/982 - Release Date: 8/31/2007
5:21 PM




Re: Chrono spring test spring material

2007-08-26 Thread Mark Heuymans




btw... it would be nice if Lattice Mapping, would have the option so 
you could in one go map ONE object to Several others...

For example..[...]



Hi Stefan,

You have a point, in my case it would have been much quicker if I 
could have mapped all relevant curve points to one cube, and this 27 
times, instead of all curves separately (or am I stupid, is this 
already possible?). That was as far as I was willing to go for a 
test, very boring work ;)
What made it worse was that sometimes the mapping failed... they were 
automatically deleted when playing the animation. Then I mapped the 
failed point again, doing exactly the same thing, and voila, no 
error! the Some curves are still refusing to map to the carrier 
object, maybe I can shift its COG or something.




Would have helped you alot I bet, instead of you having to map each 
of those 2 point curves separatly..
you could have just choosen an option, when having all those curves 
and all cubes multiselected, so that it in ONE go mapped all points 
correctly to each cube as it should.. !
Or be able to make a pointgroup, and pointwise map that to all cubes 
in one go..(Selecting first the PointGroup and then all cubes, IIf 
that Option I want would be in there that is..)


Hppe any of that made sense.. =)..



Yes, maybe a few more steps are needed to let RS know which point 
belongs to which cube.. Or it could search for the closest distances 
and decide for itself ;)





btw2
Yep Chrono, DA and RS can work pretty good together. but I think it 
reallyl should be playing along much better..!



Yeah, integration could be better, for example I still can't use RS 
native Creator object to spawn either Chrono or DA collision spheres, 
etc.. let's hope development will continue!


thanks for your input,
Mark H



Re: Chrono spring test spring material

2007-08-25 Thread Matthias Kappenberg
Very cool :-)

Matthias


- Original Message - 
From: Mark Heuymans [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Friday, August 24, 2007 4:11 PM
Subject: Chrono spring test  spring material


 At 23:02 22-8-2007, you wrote:
 Hi Mark :
 
   Looks flawless , to me . Good job !
 
 Thanks Garry (but didn't you see the object penetrations?! 
 collision distance should be a little bit higher)
 
 Yep , I saw . What I simply meant was ... that the 2 packages
 seemed to work very well together , according to your example anim .
 
 
 Yes, that's good news, although in this case Chrono isn't affected by 
 DA, it's strictly one-way. Nitpicking again...
 
 
 
 Meanwhile I came up with a nice way to visualize the Chrono springs 
 in raytracing. It involves lattice mapping a 2-point nurbs curve to 
 the cubes (near the Chrone Markers), and a material based on the 
 uv-space of nurbs curves.
 
 
 OK, here it is (some mistakes in the upper springs because of lattice 
 mapping problems)
 http://www.athanor3d.com/div/27cubes1.avi
 8 MB, Xvid (is this too big? let me know)
 
 I attached the spring material I used here; apply as a default 
 material to a nurbs curve (raytracing-visible enabled, and with head 
 and tail radius 0, depends on your scene scale).
 
 -Mark H
 


Re: Chrono spring test spring material

2007-08-25 Thread Beg-inner

Hi Mark..

It looks really cool..!  (I have also done a few things with springs while 
btesting chrono..and some cool things can be done, as you showed here..)

Will be nice to see more as you go along with Chrono !
Thx for sharing it..

btw... it would be nice if Lattice Mapping, would have the option so you 
could in one go map ONE object to Several others...

For example..
If you have spheres spread out over a Nurb mesh, as it is now.. you only can 
Map all the spheres to the NurbsMesh in one go..
But you cant do it the other way around, to Map the Nurbs Mesh TO all the 
spheres (in this case preferably in a pointwise way), so you can then use 
the spheres in a simulation, and the Nurbs mesh moves with it and deform...
That was just a simple example.. but I have always thought of why this hasnt 
been in the Latmap tools. =)


Would have helped you alot I bet, instead of you having to map each of those 
2 point curves separatly..
you could have just choosen an option, when having all those curves and all 
cubes multiselected, so that it in ONE go mapped all points correctly to 
each cube as it should.. !
Or be able to make a pointgroup, and pointwise map that to all cubes in one 
go..(Selecting first the PointGroup and then all cubes, IIf that Option I 
want would be in there that is..)


Hppe any of that made sense.. =)..

btw2
Yep Chrono, DA and RS can work pretty good together. but I think it reallyl 
should be playing along much better..!


Keep your anims coming.. !

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



At 23:02 22-8-2007, you wrote:

Hi Mark :


 Looks flawless , to me . Good job !



Thanks Garry (but didn't you see the object penetrations?!
collision distance should be a little bit higher)


Yep , I saw . What I simply meant was ... that the 2 packages
seemed to work very well together , according to your example anim .



Yes, that's good news, although in this case Chrono isn't affected by
DA, it's strictly one-way. Nitpicking again...




Meanwhile I came up with a nice way to visualize the Chrono springs
in raytracing. It involves lattice mapping a 2-point nurbs curve to
the cubes (near the Chrone Markers), and a material based on the
uv-space of nurbs curves.



OK, here it is (some mistakes in the upper springs because of lattice
mapping problems)
http://www.athanor3d.com/div/27cubes1.avi
8 MB, Xvid (is this too big? let me know)

I attached the spring material I used here; apply as a default
material to a nurbs curve (raytracing-visible enabled, and with head
and tail radius 0, depends on your scene scale).

-Mark H




Chrono spring test spring material

2007-08-24 Thread Mark Heuymans

At 23:02 22-8-2007, you wrote:

Hi Mark :


 Looks flawless , to me . Good job !


Thanks Garry (but didn't you see the object penetrations?! 
collision distance should be a little bit higher)


Yep , I saw . What I simply meant was ... that the 2 packages
seemed to work very well together , according to your example anim .



Yes, that's good news, although in this case Chrono isn't affected by 
DA, it's strictly one-way. Nitpicking again...




Meanwhile I came up with a nice way to visualize the Chrono springs 
in raytracing. It involves lattice mapping a 2-point nurbs curve to 
the cubes (near the Chrone Markers), and a material based on the 
uv-space of nurbs curves.



OK, here it is (some mistakes in the upper springs because of lattice 
mapping problems)

http://www.athanor3d.com/div/27cubes1.avi
8 MB, Xvid (is this too big? let me know)

I attached the spring material I used here; apply as a default 
material to a nurbs curve (raytracing-visible enabled, and with head 
and tail radius 0, depends on your scene scale).


-Mark H


nurbsspringmat.r3d
Description: Binary data


Re: Chrono spring test spring material

2007-08-24 Thread Chris Sellars
Hello Mark,

Whacky, fun and clever, all at the same time.
Impressive stuff.

File is not too big if you have broadband.

Chris Sellars
Morsel Animation

 OK, here it is (some mistakes in the upper springs because of lattice 
 mapping problems)
 http://www.athanor3d.com/div/27cubes1.avi
 8 MB, Xvid (is this too big? let me know)
 
 I attached the spring material I used here; apply as a default 
 material to a nurbs curve (raytracing-visible enabled, and with head 
 and tail radius 0, depends on your scene scale).
 
 -Mark H



Re: Chrono spring test spring material

2007-08-24 Thread Mark Heuymans

At 16:39 24-8-2007, you wrote:

Hello Mark,

Whacky, fun and clever, all at the same time.
Impressive stuff.

File is not too big if you have broadband.

Chris Sellars
Morsel Animation



Hi Chris,
Thanks, I'd better test-render smaller, this one took too long with 
motion blur 7.
The funny thing is that this is based on an 'art' object I actually 
made, a LONG time ago (1985?) when I was an art school student (yeah, 
whacky...). the real thing was 5x5x5 however, and had a second frame 
and a brick to pull down the weight, and elastics instead of steel 
springs (cheap stuff). Maybe it would be interesting to try to 
recreate from memory the room where it hang.


It's really impressive how much the Chrono simulation resembles the 
real movements (except perhaps the excessive rotation of the cubes, 
I'll have to take a look at that). And it's fast: in wirewrame mode 
this plays almost realtime!


-Mark H 



Re: Chrono DynAtomic test (was Dynatomic cloth...)

2007-08-20 Thread Chris Sellars
Thanks Mark,

Nice demo and a handy link

Chris Sellars
Morsel Animation


 Hey Garry,

 Welcome back!
 Talking about Dynatomics: I did a little experiment with Dynatomics and
Chrono.
 Good news: it's possible to use Chrono objects as Dynatomics
 Collision objects, here's the proof:  www.athanor3d.com , all the way
 down (Xvid avi, 6 MB).
 I simply converted the relevant Chrono bodies from the Watts
 mechanism example to DA collision objects and draped a cloth over it
 (technically a Soft Object, not a cloth).

 Although this works to a degree, it would be nice to see more
 integration of Chrono, DA and the native RS system in the future!

 cheers,
 Mark H


 PS I found this German special effects company that produced their
 own custom simulation software a la Realflow:
 www.flowlines.info/vfxreel01.html



Re: Chrono DynAtomic test (was Dynatomic cloth...)

2007-08-20 Thread Mark Heuymans

At 13:30 20-8-2007, you wrote:

Thanks Mark,

Nice demo and a handy link

Chris Sellars
Morsel Animation



Thanks Chris, more Chrono stuff will follow. Am I the only one??
I'm working on a sim with a lot of little cubes connected by 
springs... a virtual version of a real object I made a long time ago, 
a lot of work to be done!


-Mark H



Re: Chrono DynAtomic test (was Dynatomic cloth...)

2007-08-20 Thread Chris Sellars
Mark

Good luck - should be wacky but fun to watch.

Chris

- Original Message - 
From: Mark Heuymans [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Monday, August 20, 2007 7:58 PM
Subject: Re: Chrono  DynAtomic test (was Dynatomic cloth...)


 At 13:30 20-8-2007, you wrote:
 Thanks Mark,
 
 Nice demo and a handy link
 
 Chris Sellars
 Morsel Animation
 
 
 Thanks Chris, more Chrono stuff will follow. Am I the only one??
 I'm working on a sim with a lot of little cubes connected by 
 springs... a virtual version of a real object I made a long time ago, 
 a lot of work to be done!
 
 -Mark H



Re: test only

2007-06-25 Thread Matthias Kappenberg
Cool :-)

Matthias

- Original Message - 
From: K-UDA [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Thursday, June 21, 2007 10:08 AM
Subject: Re: test only 


 Me too.
 K--UDA
 
 - Original Message - 
 From: Matthias Kappenberg [EMAIL PROTECTED]
 To: user-list@light.realsoft3d.com
 Sent: Thursday, June 21, 2007 3:15 PM
 Subject: test only 
 
 
  Matthias
  
 


AW: test only

2007-06-25 Thread Nandor Kertes
Nice script :-)

Nandor Kertes
http://www.rayworks3d.de


-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von K-UDA
Gesendet: Donnerstag, 21. Juni 2007 10:08
An: user-list@light.realsoft3d.com
Betreff: Re: test only 

Me too.
K--UDA

- Original Message - 
From: Matthias Kappenberg [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Thursday, June 21, 2007 3:15 PM
Subject: test only 


 Matthias
 





Re: test only

2007-06-25 Thread K-UDA

Hello, Matthias.
It seems that my answer to you was not reflected to the email archive. :-(
Best regards,
K-UDA

- Original Message - 
From: Matthias Kappenberg [EMAIL PROTECTED]

To: user-list@light.realsoft3d.com
Sent: Friday, June 22, 2007 6:49 PM
Subject: Re: test only 




Cool :-)

Matthias

- Original Message - 
From: K-UDA [EMAIL PROTECTED]

To: user-list@light.realsoft3d.com
Sent: Thursday, June 21, 2007 10:08 AM
Subject: Re: test only 




Me too.
K--UDA

- Original Message - 
From: Matthias Kappenberg [EMAIL PROTECTED]

To: user-list@light.realsoft3d.com
Sent: Thursday, June 21, 2007 3:15 PM
Subject: test only 



 Matthias
 




Re: test only

2007-06-25 Thread K-UDA

Hello, Nandor Kertes
This script is still unfinished.
I have some problems in the part where the point is rotated. 
Best regards,

K-UDA
- Original Message - 
From: Nandor Kertes [EMAIL PROTECTED]

To: user-list@light.realsoft3d.com
Sent: Saturday, June 23, 2007 2:51 PM
Subject: AW: test only 




Nice script :-)

Nandor Kertes
http://www.rayworks3d.de


-Urspr・gliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von K-UDA
Gesendet: Donnerstag, 21. Juni 2007 10:08
An: user-list@light.realsoft3d.com
Betreff: Re: test only 


Me too.
K--UDA

- Original Message - 
From: Matthias Kappenberg [EMAIL PROTECTED]

To: user-list@light.realsoft3d.com
Sent: Thursday, June 21, 2007 3:15 PM
Subject: test only 




Matthias




test only

2007-06-21 Thread Matthias Kappenberg
Matthias


Re: some test :-?

2007-06-13 Thread Matthias Kappenberg
Thanks for friendly replies :-)

Found this (free and cool and easy to use):

http://www.mapzoneeditor.com/

while looking for MapTime, which no longer exists :-(

Matthias
  - Original Message - 
  From: Jan Schmitz 
  To: user-list@light.realsoft3d.com 
  Sent: Wednesday, June 13, 2007 7:02 AM
  Subject: Re: some test :-?


  Hi Matthias,

  Great job! The motion looks very (!!) realistic.

  I'm looking forward to seeing more anims :)

  Liebe Grüße,
  Jan


  On 13/06/07, Beg-inner [EMAIL PROTECTED] wrote:
Hi Matthias.. 

That looks cool for a first drive.. smooth..

Where is he planning to go for his next drive ? Mars ?=)

Keep your anims coming.. its nice to see them..!

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


 Hi all,

 only some short test:

 http://the-final.com/aliens_first_drive.avi 

 Matthias




RE: some test :-?

2007-06-13 Thread Robert den Broeder
Nice and smooth Matthias! Well done :-)

Robert
 

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] Namens Matthias Kappenberg
 Verzonden: woensdag 13 juni 2007 1:47
 Aan: user-list@light.realsoft3d.com
 Onderwerp: some test :-?
 
 Hi all,
 
 only some short test:
 
 http://the-final.com/aliens_first_drive.avi
 
 Matthias
 
 
 



some test :-?

2007-06-12 Thread Matthias Kappenberg
Hi all,

only some short test:

http://the-final.com/aliens_first_drive.avi

Matthias




Re: some test :-?

2007-06-12 Thread Beg-inner

Hi Matthias..

That looks cool for a first drive.. smooth..

Where is he planning to go for his next drive ? Mars ?=)

Keep your anims coming.. its nice to see them..!

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



Hi all,

only some short test:

http://the-final.com/aliens_first_drive.avi

Matthias


Re: some test :-?

2007-06-12 Thread Jan Schmitz

Hi Matthias,

Great job! The motion looks very (!!) realistic.

I'm looking forward to seeing more anims :)

Liebe Grüße,
Jan

On 13/06/07, Beg-inner [EMAIL PROTECTED] wrote:


Hi Matthias..

That looks cool for a first drive.. smooth..

Where is he planning to go for his next drive ? Mars ?=)

Keep your anims coming.. its nice to see them..!

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


 Hi all,

 only some short test:

 http://the-final.com/aliens_first_drive.avi

 Matthias



Re: groundfog test project

2007-03-15 Thread Mark Heuymans
Vesa, Arjo,

Thanks, the wild guess turned out to be correct, great!
I hope I can come up with an interesting animation with volumetrics,

-Mark H



  Mark, 

  your explanation indicates that you have undestood the volume shading process 
correctly. Thanks for mailing a better explanation than mine.

  Arjo, I'm sorry for using misleading terms! I should have written 
'Coordinates' not position:) The Coordinates channel includes the examined 
volume position. Changing it will make the program to compute shadows and 
illumination in another 3D point.  Changing Map coords channel only will not 
change illumination at all.


  Best regards,
  Vesa

- Original Message - 
From: Mark Heuymans 
To: user-list@light.realsoft3d.com 
Sent: Wednesday, March 14, 2007 12:02 AM
Subject: Re: groundfog test project


Arjo,

Where's the chapter about meditation in the RS manual? I need it ;)

What I got so far:
- volume shadows without any form of randomization leads to banding 
artifacts. In fact, I noticed that volume sampling of 200 produces pretty clean 
results, but that's a bit too much (however: skipping the randomization code 
makes the shader faster)
- randomization of the Coordinates (a different channel from Map coords!) 
partly reduces banding but introduces grain. The problem is only partly solved 
because the Map coords don't match position (Coordinates).
- the Map object takes care of this by re-computing Map coords from the new 
randomized position. Turbidity and volume illumination are calculated from 
identical positions inside the volume; artifacts are greatly reduced.

In this case, the Random function is used rather than a Noise object: it's 
something completely different. Noise is a fractal pattern generator, Random 
doesn't have any patterns or scale/frequency.

Nice tiles btw; in your example Noise is obviously the way to go, rather 
than Random!


my 2 cts (I doubt it helps... hit me with a hammer if I'm missing the point)

-Mark H


Re: groundfog test project

2007-03-14 Thread Vesa Meskanen
Mark, 

your explanation indicates that you have undestood the volume shading process 
correctly. Thanks for mailing a better explanation than mine.

Arjo, I'm sorry for using misleading terms! I should have written 'Coordinates' 
not position:) The Coordinates channel includes the examined volume position. 
Changing it will make the program to compute shadows and illumination in 
another 3D point.  Changing Map coords channel only will not change 
illumination at all.


Best regards,
Vesa

  - Original Message - 
  From: Mark Heuymans 
  To: user-list@light.realsoft3d.com 
  Sent: Wednesday, March 14, 2007 12:02 AM
  Subject: Re: groundfog test project


  Arjo,

  Where's the chapter about meditation in the RS manual? I need it ;)

  What I got so far:
  - volume shadows without any form of randomization leads to banding 
artifacts. In fact, I noticed that volume sampling of 200 produces pretty clean 
results, but that's a bit too much (however: skipping the randomization code 
makes the shader faster)
  - randomization of the Coordinates (a different channel from Map coords!) 
partly reduces banding but introduces grain. The problem is only partly solved 
because the Map coords don't match position (Coordinates).
  - the Map object takes care of this by re-computing Map coords from the new 
randomized position. Turbidity and volume illumination are calculated from 
identical positions inside the volume; artifacts are greatly reduced.

  In this case, the Random function is used rather than a Noise object: it's 
something completely different. Noise is a fractal pattern generator, Random 
doesn't have any patterns or scale/frequency.

  Nice tiles btw; in your example Noise is obviously the way to go, rather than 
Random!


  my 2 cts (I doubt it helps... hit me with a hammer if I'm missing the point)

  -Mark H



This is what I ment for the randomize coords:
The code...

in the result it slightly randomizes the picture that has been applied to 
the object with a parallel mapping object. (I used the floortiles that are in 
the texture folder)

I'm proabably completely off track with this approach. I haven't explored 
volume shaders much so far. So maybe it's better to start doing that first and 
then it might get clear by itself.
The thing I don't understand is what you mean with position. What 
position are you referring to?

Arjo.


  -Original Message-
  From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Vesa Meskanen
  Sent: maandag 12 maart 2007 17:47
  To: user-list@light.realsoft3d.com
  Subject: Re: groundfog test project


  Hi,

   I think I understand it. But if I understand it right then I don't
   understand why you don't put the randomization before the turbity 
object.

  It is just a matter of the order of the computations. When you randomize 
the position, you need to compute the new map coords value from the new 
position. It was earlier done by the material map object (parallel, sphere or 
whatever map - the material should actually be independent of that). When the 
position changes, how can you re-evaluate Map coords again ? How does the VSL 
code know what kind of parent mapping was applied (what type, what size etc?). 
The answer is: using the Map vsl object, which re-evaluates the parent mapping.


  Ray tracer: render engine computes position
  Material mapping: Parallel map computes Map coords from 
position
  Material:
  randomize map coords   how ?
  Position changes by randomization
  Turbidity is computed from randomized Map coords

  I highlighted the important row above. How can you randomize the map 
coords channel so that it's randomization matches the randomization oif the 
position.  Maybe you Map coords randomization goes to negative x axis 
direction, but position goes to +x axis direction! I repeat: Map coords depends 
on the size, orientation and type of the parent mapping, and VSL code normally 
does not know these.

  Map object takes care of such details:)


  Best regards,
  Vesa



attachment: code.jpg


RE: groundfog test project

2007-03-13 Thread Arjo Rozendaal
Hi,

This is what I ment for the randomize coords:
The code...

in the result it slightly randomizes the picture that has been applied to
the object with a parallel mapping object. (I used the floortiles that are
in the texture folder)



I'm proabably completely off track with this approach. I haven't explored
volume shaders much so far. So maybe it's better to start doing that first
and then it might get clear by itself.
The thing I don't understand is what you mean with position. What position
are you referring to?

Arjo.


  -Original Message-
  From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Vesa Meskanen
  Sent: maandag 12 maart 2007 17:47
  To: user-list@light.realsoft3d.com
  Subject: Re: groundfog test project


  Hi,

   I think I understand it. But if I understand it right then I don't
   understand why you don't put the randomization before the turbity
object.

  It is just a matter of the order of the computations. When you randomize
the position, you need to compute the new map coords value from the new
position. It was earlier done by the material map object (parallel, sphere
or whatever map - the material should actually be independent of that). When
the position changes, how can you re-evaluate Map coords again ? How does
the VSL code know what kind of parent mapping was applied (what type, what
size etc?). The answer is: using the Map vsl object, which re-evaluates the
parent mapping.


  Ray tracer: render engine computes position
  Material mapping: Parallel map computes Map coords from
position
  Material:
  randomize map coords   how ?
  Position changes by randomization
  Turbidity is computed from randomized Map coords

  I highlighted the important row above. How can you randomize the map
coords channel so that it's randomization matches the randomization oif the
position.  Maybe you Map coords randomization goes to negative x axis
direction, but position goes to +x axis direction! I repeat: Map coords
depends on the size, orientation and type of the parent mapping, and VSL
code normally does not know these.

  Map object takes care of such details:)


  Best regards,
  Vesa



attachment: code.jpg
attachment: randompic.jpg


Re: groundfog test project

2007-03-13 Thread Mark Heuymans
Arjo,

Where's the chapter about meditation in the RS manual? I need it ;)

What I got so far:
- volume shadows without any form of randomization leads to banding artifacts. 
In fact, I noticed that volume sampling of 200 produces pretty clean results, 
but that's a bit too much (however: skipping the randomization code makes the 
shader faster)
- randomization of the Coordinates (a different channel from Map coords!) 
partly reduces banding but introduces grain. The problem is only partly solved 
because the Map coords don't match position (Coordinates).
- the Map object takes care of this by re-computing Map coords from the new 
randomized position. Turbidity and volume illumination are calculated from 
identical positions inside the volume; artifacts are greatly reduced.

In this case, the Random function is used rather than a Noise object: it's 
something completely different. Noise is a fractal pattern generator, Random 
doesn't have any patterns or scale/frequency.

Nice tiles btw; in your example Noise is obviously the way to go, rather than 
Random!


my 2 cts (I doubt it helps... hit me with a hammer if I'm missing the point)

-Mark H



  This is what I ment for the randomize coords:
  The code...

  in the result it slightly randomizes the picture that has been applied to the 
object with a parallel mapping object. (I used the floortiles that are in the 
texture folder)

  I'm proabably completely off track with this approach. I haven't explored 
volume shaders much so far. So maybe it's better to start doing that first and 
then it might get clear by itself.
  The thing I don't understand is what you mean with position. What position 
are you referring to?

  Arjo.


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Vesa Meskanen
Sent: maandag 12 maart 2007 17:47
To: user-list@light.realsoft3d.com
Subject: Re: groundfog test project


Hi,

 I think I understand it. But if I understand it right then I don't
 understand why you don't put the randomization before the turbity object.

It is just a matter of the order of the computations. When you randomize 
the position, you need to compute the new map coords value from the new 
position. It was earlier done by the material map object (parallel, sphere or 
whatever map - the material should actually be independent of that). When the 
position changes, how can you re-evaluate Map coords again ? How does the VSL 
code know what kind of parent mapping was applied (what type, what size etc?). 
The answer is: using the Map vsl object, which re-evaluates the parent mapping.


Ray tracer: render engine computes position
Material mapping: Parallel map computes Map coords from 
position
Material:
randomize map coords   how ?
Position changes by randomization
Turbidity is computed from randomized Map coords

I highlighted the important row above. How can you randomize the map coords 
channel so that it's randomization matches the randomization oif the position.  
Maybe you Map coords randomization goes to negative x axis direction, but 
position goes to +x axis direction! I repeat: Map coords depends on the size, 
orientation and type of the parent mapping, and VSL code normally does not know 
these.

Map object takes care of such details:)


Best regards,
Vesa



attachment: code.jpg


RE: groundfog test project

2007-03-13 Thread Arjo Rozendaal
Thank you Mark, for your very clear explanation!
Arjo.
  -Original Message-
  From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Mark Heuymans
  Sent: dinsdag 13 maart 2007 23:02
  To: user-list@light.realsoft3d.com
  Subject: Re: groundfog test project


  Arjo,

  Where's the chapter about meditation in the RS manual? I need it ;)

  What I got so far:
  - volume shadows without any form of randomization leads to banding
artifacts. In fact, I noticed that volume sampling of 200 produces pretty
clean results, but that's a bit too much (however: skipping the
randomization code makes the shader faster)
  - randomization of the Coordinates (a different channel from Map coords!)
partly reduces banding but introduces grain. The problem is only partly
solved because the Map coords don't match position (Coordinates).
  - the Map object takes care of this by re-computing Map coords from the
new randomized position. Turbidity and volume illumination are calculated
from identical positions inside the volume; artifacts are greatly reduced.

  In this case, the Random function is used rather than a Noise object: it's
something completely different. Noise is a fractal pattern generator, Random
doesn't have any patterns or scale/frequency.

  Nice tiles btw; in your example Noise is obviously the way to go, rather
than Random!


  my 2 cts (I doubt it helps... hit me with a hammer if I'm missing the
point)

  -Mark H



This is what I ment for the randomize coords:
The code...

in the result it slightly randomizes the picture that has been applied
to the object with a parallel mapping object. (I used the floortiles that
are in the texture folder)

I'm proabably completely off track with this approach. I haven't
explored volume shaders much so far. So maybe it's better to start doing
that first and then it might get clear by itself.
The thing I don't understand is what you mean with position. What
position are you referring to?

Arjo.


  -Original Message-
  From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Vesa Meskanen
  Sent: maandag 12 maart 2007 17:47
  To: user-list@light.realsoft3d.com
  Subject: Re: groundfog test project


  Hi,

   I think I understand it. But if I understand it right then I don't
   understand why you don't put the randomization before the turbity
object.

  It is just a matter of the order of the computations. When you
randomize the position, you need to compute the new map coords value from
the new position. It was earlier done by the material map object (parallel,
sphere or whatever map - the material should actually be independent of
that). When the position changes, how can you re-evaluate Map coords again ?
How does the VSL code know what kind of parent mapping was applied (what
type, what size etc?). The answer is: using the Map vsl object, which
re-evaluates the parent mapping.


  Ray tracer: render engine computes position
  Material mapping: Parallel map computes Map coords from
position
  Material:
  randomize map coords   how ?
  Position changes by randomization
  Turbidity is computed from randomized Map
coords

  I highlighted the important row above. How can you randomize the map
coords channel so that it's randomization matches the randomization oif the
position.  Maybe you Map coords randomization goes to negative x axis
direction, but position goes to +x axis direction! I repeat: Map coords
depends on the size, orientation and type of the parent mapping, and VSL
code normally does not know these.

  Map object takes care of such details:)


  Best regards,
  Vesa



attachment: code.jpg


RE: groundfog test project

2007-03-12 Thread Arjo Rozendaal
Hi Vesa,

Are you trying to turn us into some eastern religion. Seems that I'm not the
only one who needs to read RS manual as a mantra to understand it ;)
I think I understand it. But if I understand it right then I don't
understand why you don't put the randomization before the turbity object.

In other (your) words:

Ray tracer: render engine computes position
Material mapping: parallel map computes Map coords from position
Material:
randomize map coords
Position changes by randomization
Turbidity is computed from randomized Map coords
Ray tracer: render engine computes lighting using randomized
position

To me this seems that turbidity and lighting use the same position.

Or do I make the mistake that in your example you randomize the coordinates
inside the volume. And that the map object computes map coords from these
volume coords. Or do I simply mix coords and position in the wrong way.

Arjo.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Mark Heuymans
 Sent: maandag 12 maart 2007 15:50
 To: user-list@light.realsoft3d.com
 Subject: Re: groundfog test project


  Often a small difference does not matter, because the effect is quite
  blurry. However, a perfectly exact method is this:
 
 Ray tracer: render engine computes position
 Material mapping: parallel map computes Map coords from
  position
 Material:
 Position changes by randomization
 Map VSL object recomputes Map coords from random
  position
 Turbidity is computed from the new Map
 coords value
 Ray tracer: render enginer computes lighting using randomized
  position
 
  I hope this makes the purpose of the Map object clear.
 
 
  Best regards,
 
  Vesa


 Hi Vesa,

 I'm slowly getting it, after re-reading it like a mantra... ;)
 Time to apply these new volumetrics in real scenes rather than
 test scenes,
 and for animations!

 Many thanks for the explanation,
 Mark H





RE: groundfog test project

2007-03-11 Thread Arjo Rozendaal
Hi Mark,


The effect is looking really very nice. But I still don't understand the map
stuff section in the sky haze material. Maybe I have to check out myself
what artefacts you mean, when you don't use it. I reread the map object
section in the reference, but the description doesn't give me any clue at
all. Could you tell a bit more what you're doing in those steps and why you
did that?
Thanks for the beautiful material anyway.

Arjo.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Mark Heuymans
 Sent: zondag 11 maart 2007 17:26
 To: user-list@light.realsoft3d.com
 Subject: groundfog test project


 
  Still working on it, I think I got Timo's tip basically working:
  It should have a Mapcoords=map(coordinates) after
  Coordinates+=multiply(dpos,Ray) for it
  to have correct map coordinates.
 
  Preliminary conclusion: I get the impression that this reduces
 artifacts
  and necessary volume sampling. I'm working on a project worthy of an
  upload...
 
  Arjo: I got a project working with two materials: a large scale and a
  smaal scale one. The large scale material handles the sky color - it
  actually simulates the way it works in reality.
  The smal scale material is the ground fog. All it's doing is
 adding a bit
  of turbidity to the existing large scale turbidity.


 OK, here's a test project.
 I did some additional render comparisons, conclusion: the Map
 object really
 helps! Without randomization of the coordinates, much higher
 sampling rates
 are necessary to avoid artifacts. With straightforward
 randomization, more
 noise appears and the volume shadows get blurred, losing
 precision. The Map
 object somehow resets sampling coordinates...
 Next: animation!

 Timo, thanks for the help,
 -Mark H




Re: groundfog test project

2007-03-11 Thread Vesa Meskanen

Hi,

I guess it somehow optimizes the volumetric sampling. I have no idea 
what's going on 'under the hood'. Vesa..?


The idea is actually simple. Fog materials often require randomization of 
the sampled position - this reduces banding. Randimization is simply done 
as:


   sample_position = original_position + random_delta

Purely position related effects, such as shadows and illumination in 
general, automatically take the new position correctly into account. 
However, some effects may be defined using 'Map coords' channel which is 
computed before the randomization happens. In other words, the rendering 
pipeline proceeds as:


   Ray tracer: render engine computes position
   Material mapping: parallel map computes Map coords from position
   Material:
   Turbidity is computed from  Map coords
   Position changes by randomization
   Ray tracer: render enginer computes lighting using randomized 
position


In above, turbidity and lighting are not computed using the same position. 
Often a small difference does not matter, because the effect is quite 
blurry. However, a perfectly exact method is this:


   Ray tracer: render engine computes position
   Material mapping: parallel map computes Map coords from position
   Material:
   Position changes by randomization
   Map VSL object recomputes Map coords from random 
position

   Turbidity is computed from the new Map coords value
   Ray tracer: render enginer computes lighting using randomized 
position


I hope this makes the purpose of the Map object clear.


Best regards,

Vesa 



RE: next step in hair test

2006-12-13 Thread Arjo Rozendaal
Hi Stefan,

I couldn't get rid of the noise completely. I don't know how to achieve
that. I tried higher aa and scaling but that didn't help anything.

I got interested in testing hairs in Realsoft because I just received my
update of Cinema4D.
The most interesting part of the update is the hair plugin.
I did the same sort of test with this plugin:

www.xs4all.nl/~joly/temp/cinehair.avi

It's a nice plugin, it's very easy to get a result like this, just a few
clicks.
It renders extremely fast (this movie took 15 minutes to render)
You cannot really compare it with Realsoft. This is not raytraced hair it's
a post effect.
So it has some limitations with lightsources and shadows.
On the other hand it's very complete: dynamics, scissors, brush, comb, and
lots of style possibilities like frizz, clump, curl, etc.
But this does not come for free of course, the plugin costs 325 euro
separately.

So this was only a test, but it made me interested, I will come up with
something more interesting later on. I'm not sure what it will be yet :)

Arjo.

 I bet its hard though to completely get rid of the noisy jitter,
 that makes
 it look like the hair is drawn down through some dust..I guess it also
 increases with more hairs..and if they are thinner...

 Nice to have it look better, and cut the render time at the same
 time too..!

 Is it just for test the hairplugin only..?, or are you planning
 to use it on
 a character ?

 Good luck with whatever it is..!

 Take Care
 Best Regards
 Stefan Gustafsson ( Beg-inner )




next step in hair test

2006-12-12 Thread Arjo Rozendaal
Hi,

Thank you Vesa for this free course in rendering solutions.
From the initial brute force attempt towards a better result with a much
smarter setup. :)
The brute force method took about 5 hours to render, the last test 1,5 hours
rendering and 7 minutes post effect.
For those interested, I made some more tests and came up with this:

www.xs4all.nl/~joly/temp/hairtest5.avi

I preferred this test because of it's balance between blur and noise.
I rendered the hairs in double resolution with aa at 4 and threshold 0,
undersampling 1x1.
Frameblur with begin and end set at 2 (here again balancing blur and crisp).

Arjo.




List problems? Test

2006-12-03 Thread Lawrence Bansbach

This is a test. I haven't received any postings since Nov 18.



Test

2006-12-03 Thread Lawrence Bansbach

This is a test. I haven't been receiving posts lately.



Re: Test

2006-12-03 Thread alasdair
and then along came two?
:)
Alasdair
www.digitalmystic.co.uk

- Original Message - 
From: Lawrence Bansbach [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, December 03, 2006 6:03 PM
Subject: Test


 This is a test. I haven't been receiving posts lately.



 -- 
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.1.409 / Virus Database: 268.15.3/562 - Release Date: 01/12/2006




test

2006-12-02 Thread alasdair
Am I being recieved yet?


Alasdair
www.digitalmystic.co.uk


Re: test

2006-12-02 Thread [EMAIL PROTECTED]

Yes? :)

On 02/12/06, alasdair [EMAIL PROTECTED] wrote:



Am I being recieved yet?


Alasdair
www.digitalmystic.co.uk



Re: test

2006-12-02 Thread alasdair
Haliluya (sp!) Ive been reading all your posts and for some reason or
another not able to post
loved the SSS candles and fingers

Alasdair
www.digitalmystic.co.uk

- Original Message - 
From: [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Saturday, December 02, 2006 12:37 PM
Subject: Re: test


 Yes? :)

 On 02/12/06, alasdair [EMAIL PROTECTED] wrote:
 
 
  Am I being recieved yet?
 
 
  Alasdair
  www.digitalmystic.co.uk
 


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 No virus found in this incoming message.
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Re: SSS test subject

2006-11-27 Thread Aidan O Driscoll

Hi Gary and all,

This is further doodles with Timo's SSSish shader:

http://www.tidalsound.com/3dstuff/ssstest5.png

Messing with different light types to see reaction. This has 3 point 
lights. 1 way above, 1 inside the candleshack, another inside the witches 
hat. Both the Candleshack and Witches Hat have two different versions of 
the SSShish shader,


Happy be-earlied Paddys Day to you too :)
Aidan


At 05:14 27/11/2006, you wrote:

Hi Aidan :

  Man this list goes dead on the weekends ! I get the
distinct feeling most list traffic here is coming from
people's work computers during the week ?

 http://www.tidalsound.com/3dstuff/ssstest2.png

  Excellent example ! This really does show where the
shader performs it's magic .

 From the Sputterfish gallery http://tinyurl.com/s4vk6
something kind of similiar in Brazil .

  Of course most will remember this one from years ago .
Seemed so profound way back then - ho-hum now in a way .
http://tinyurl.com/yc7hfk

Cheers  and an early-happy St. Patrick's day .

studio



 Hi Guys,

 Been doodling with Timo,s SSSish Shader, great stuff. Here is a render 
from

 my efforts called Candleshack :)

 http://www.tidalsound.com/3dstuff/ssstest2.png

 Using the same mesh, This is another render BUT with PMG messiahs SSS /
 translucency shader:

   http://www.tidalsound.com/3dstuff/candleshack.jpg

 Thanks TIMO,

 cheers
 Aidan




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27/11/2006 04:00




Re: SSS test subject

2006-11-27 Thread studio
   From the Sputterfish gallery http://tinyurl.com/s4vk6
   http://tinyurl.com/yc7hfk 
   TG2 Alpha
   http://tinyurl.com/ynyylp 

 Hi Gary and all,
 This is further doodles with Timo's SSSish shader:
 http://www.tidalsound.com/3dstuff/ssstest5.png

OK , I see :

Good luck with your experiments .

studio








Re: SSS test subject

2006-11-26 Thread studio
Hi Aidan :

  Man this list goes dead on the weekends ! I get the
distinct feeling most list traffic here is coming from
people's work computers during the week ?

 http://www.tidalsound.com/3dstuff/ssstest2.png

  Excellent example ! This really does show where the
shader performs it's magic .

 From the Sputterfish gallery http://tinyurl.com/s4vk6
something kind of similiar in Brazil .

  Of course most will remember this one from years ago .
Seemed so profound way back then - ho-hum now in a way .
http://tinyurl.com/yc7hfk 

Cheers  and an early-happy St. Patrick's day .

studio



 Hi Guys,
 
 Been doodling with Timo,s SSSish Shader, great stuff. Here is a render from 
 my efforts called Candleshack :)
 
 http://www.tidalsound.com/3dstuff/ssstest2.png
 
 Using the same mesh, This is another render BUT with PMG messiahs SSS / 
 translucency shader:
 
   http://www.tidalsound.com/3dstuff/candleshack.jpg
 
 Thanks TIMO,
 
 cheers
 Aidan



Re: SSS test subject

2006-11-26 Thread studio
Sorry :

... meant to include this ancient example also from
the Tearragen2 Pre-Alpha (finally almost beta)
gallery . http://tinyurl.com/ynyylp 

studio


 Hi Aidan :
 
   Man this list goes dead on the weekends ! I get the
 distinct feeling most list traffic here is coming from
 people's work computers during the week ?
 
  http://www.tidalsound.com/3dstuff/ssstest2.png
 
   Excellent example ! This really does show where the
 shader performs it's magic .
 
  From the Sputterfish gallery http://tinyurl.com/s4vk6
 something kind of similiar in Brazil .
 
   Of course most will remember this one from years ago .
 Seemed so profound way back then - ho-hum now in a way .
 http://tinyurl.com/yc7hfk 
 
 Cheers  and an early-happy St. Patrick's day .
 
 studio
 
 
 
  Hi Guys,
  
  Been doodling with Timo,s SSSish Shader, great stuff. Here is a render from 
  my efforts called Candleshack :)
  
  http://www.tidalsound.com/3dstuff/ssstest2.png
  
  Using the same mesh, This is another render BUT with PMG messiahs SSS / 
  translucency shader:
  
http://www.tidalsound.com/3dstuff/candleshack.jpg
  
  Thanks TIMO,
  
  cheers
  Aidan
 
 
 
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 Internal Virus Database is out-of-date.
 Checked by AVG Free Edition.
 Version: 7.1.394 / Virus Database: 268.13.25/515 - Release Date: 11/3/2006
 



Re: SSS test subject

2006-11-23 Thread Mark Heuymans

At 02:57 22-11-2006, you wrote:

As I don't like animal testing, I decided to test my SSS shader on a
plant...ish thing:
http://koti.welho.com/tmikkola/Gallery/grabby2.jpg
GI, SSS, DOF, Soft light, etc. Took forever to render, added noise and
lens distortion in Gimp.



Great work Timo, you pushed the renderer to its limits!
I'm wondering if the texture is procedural or bitmap?

And: where can I get one, (s)he looks so cute, and what do you feed them? ;)

thanks for showing,
-Mark



Re: SSS test subject

2006-11-23 Thread Aidan O Driscoll

Hi Guys,

Been doodling with Timo,s SSSish Shader, great stuff. Here is a render from 
my efforts called Candleshack :)


http://www.tidalsound.com/3dstuff/ssstest2.png

Using the same mesh, This is another render BUT with PMG messiahs SSS / 
translucency shader:


 http://www.tidalsound.com/3dstuff/candleshack.jpg

Thanks TIMO,

cheers
Aidan


At 20:55 23/11/2006, you wrote:

On 23/11/06, Mark Heuymans [EMAIL PROTECTED] wrote:

At 18:26 23-11-2006, you wrote:
All procedurals. It's just the std wrinkle material, some cell bumps
and a simple noise+if for the veins. I used vertex channels for
controlling the bumps and SSS color.


Works nicely. Procedurals can be great: no tiling, no lost
textures... it just takes some time to come up with something
interesting  It's amazing what's possible by combining noise and
cells, I've spent whole evenings playing with these (and cellular,
scratches and bricks of course). Any plans to animate it or place it
in its natural habitat?


Natural habitat maybe, but I'd rather not animate it: the render times
are too long.




We came to the conlusion that these things live in shallow water and
grab on to your gonads when you swim there. The purple things have
strong neurotoxins and acids in them, so basically it immobilizes (or
kills) you and then melts and eats your nether regions.


Interesting species, a perfect present for the neighbours!

-Mark H





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22/11/2006 17:41




RE: SSS test subject

2006-11-22 Thread Arjo Rozendaal
impressive render!

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Timo Mikkolainen
 Sent: woensdag 22 november 2006 2:58
 To: user-list@light.realsoft3d.com
 Subject: SSS test subject
 
 
 As I don't like animal testing, I decided to test my SSS shader on a
 plant...ish thing:
 http://koti.welho.com/tmikkola/Gallery/grabby2.jpg
 GI, SSS, DOF, Soft light, etc. Took forever to render, added noise and
 lens distortion in Gimp.
 


Re: SSS test subject

2006-11-22 Thread Jean-Sebastien Perron

Timo Mikkolainen wrote:

As I don't like animal testing, I decided to test my SSS shader on a
plant...ish thing:
http://koti.welho.com/tmikkola/Gallery/grabby2.jpg
GI, SSS, DOF, Soft light, etc. Took forever to render, added noise and
lens distortion in Gimp.



Hi Timo,
  
   Are you sure this thing is a plant? Be careful while playing with 
it, it may be contagious.

   What is the SSS shader?

Jean-Sebastien Perron
www.neuroworld.ws



Re: SSS test subject

2006-11-22 Thread Beg-inner

Hey Timo..

That was reallly a totally awesome render... ! 
Shows off your coolish material nicely..


btw.. is that one a meat eater version kind of a plantish thingy ?=)

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



As I don't like animal testing, I decided to test my SSS shader on a
plant...ish thing:
http://koti.welho.com/tmikkola/Gallery/grabby2.jpg
GI, SSS, DOF, Soft light, etc. Took forever to render, added noise and
lens distortion in Gimp.



Re: SSS test subject - some related Messiah info on same etc

2006-11-22 Thread Aidan O Driscoll

Hi Guys,

As a parallel [ and maybe to Jean-Sebastien's Shagrin :) ] I was doodling 
with SSS [ Sub Surface Scattering ] in MESSIAH. Delighted to see Timo 
developing an SSS Shader for RS as I was exporting RS Models via OBJ into 
Messiah to doodle with. At the MESSIAH forum over at CGTALK their is a big 
thread devoted to SSS in Messiah, but with some really nice observations 
and info which would apply to SSS in general, worth a read for those 
interested:


http://forums.cgsociety.org/showthread.php?t=377706page=1pp=15highlight=subsurface

This was started by Gary Chike. Some nice SSS renders through out. I said 
this to TIMO at the IRC, he had a look too.


The hand mesh used at this thread throughout can be downloaded from:

http://shapes.aim-at-shape.net/viewgroup.php?id=354#

This if you want a go at Timo's Shader with the hand for comparison. Heres 
a link to Timos shaders etc:


 http://3ddart.org/index.php?name=PNphpBB2file=viewtopicp=6523#6523

Their now you have the complete RS SSS Starter kit. No doubt Timo will 
update his shader as he goes. Great work Timo TA VERY MUCH!


Cheers
Aidan

At 14:33 22/11/2006, you wrote:

Hey Timo..

That was reallly a totally awesome render... ! Shows off your coolish 
material nicely..


btw.. is that one a meat eater version kind of a plantish thingy ?=)

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



As I don't like animal testing, I decided to test my SSS shader on a
plant...ish thing:
http://koti.welho.com/tmikkola/Gallery/grabby2.jpg
GI, SSS, DOF, Soft light, etc. Took forever to render, added noise and
lens distortion in Gimp.




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RE: SSS test subject

2006-11-22 Thread Robert den Broeder
Awesome! 

Robert 

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Timo Mikkolainen
Verzonden: woensdag 22 november 2006 2:58
Aan: user-list@light.realsoft3d.com
Onderwerp: SSS test subject

As I don't like animal testing, I decided to test my SSS shader on a
plant...ish thing:
http://koti.welho.com/tmikkola/Gallery/grabby2.jpg
GI, SSS, DOF, Soft light, etc. Took forever to render, added noise and lens
distortion in Gimp.



SSS test subject

2006-11-21 Thread Timo Mikkolainen

As I don't like animal testing, I decided to test my SSS shader on a
plant...ish thing:
http://koti.welho.com/tmikkola/Gallery/grabby2.jpg
GI, SSS, DOF, Soft light, etc. Took forever to render, added noise and
lens distortion in Gimp.


Test

2006-10-24 Thread Jean-Sebastien Perron




Ignore...Another Test

2006-09-22 Thread Beg-inner



060923 03:51


Email test

2006-08-27 Thread Scott Peterson Enterprises








Sorry for OT but there isnt
any. Wheres the list?.





Best regards,



Scott Peterson Enterprises








Re: Test one :-) and greeble critics

2006-08-18 Thread Frank Brübach
Hi only a testmail :-)I agree: Dear Zaug, Greeble is a damned good tool:-) the greeble website should be fonts-typically more comfortable and readable for better reading, that's only my little critic point. Servus, Frankolino:-)Von: user-list@light.realsoft3d.comGesendet: 18.08.06 07:25:35An: <USER-LIST@LIGHT.REALSOFT3D.COM>Betreff: Re: Real GreebleZ! has a new web site and a minor updateHi Zaug..Thx for the update..Sound intresting with the challengeOn the site, it might be me and my eyes..but I have a hard time to see the red for the Headings and the blueŽs for the Links...The normal text inbetween.. is calm, easy on the eyes and clearly visible..!Btw.. your GreebleZ script, is an awesome cool tool, with loads of areas it can be used, not just to directly modify or create cool SDS objects.. but even as a tool for placing other things/objects easily in a controlled way.. and much more workflows..I even made some test making multilegged creatures (the more legs and tentacles and so on, the more use one have of your GreebleZ...), with easy to place skeletons and so on..=)..Maybe I will do a tut on that, if I get energy and time...It works very well...Take CareBest RegardsStefan Gustafsson ( Beg-inner )A Proud Owner and User of Real3D and Realsoft3D.. The Real GreebleZ! site has received a much needed face lift. There is also a new release that fixes a couple minor bugs. This is all in preparation/anticipation of a new challenge thread on the contest site that is to be announced tomorrow. As always, it is at: http://www.catmtn.com/realgreeblez.php Cheers, Zaug --  My love of the halfling's leaf has clearly slowed my mind. |8?o Verschicken Sie romantische, coole und witzige Bilder per SMS!Jetzt bei WEB.DE FreeMail: http://f.web.de/?mc=021193


Test

2006-08-13 Thread BegOnBBB



Test... will this arrive..hmm =) and in a 
reasonable time.. or in a millennium...=)

Take CareBest RegardsStefan Gustafsson ( 
Beg-inner )A Proud Owner and User of Real3D and 
Realsoft3D..


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