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
RE: tumble weed test...........#
-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...........#
Tumble weed test..#.
Test
Just a test, trying to send replies without success... Carlo Lanzotti DynaDream - Dynamic Laboratory http://www.dynadream.com
Ignore Test
2 Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D..
Ignore Test
a Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D..
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..
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
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
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
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
"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
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
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
. thanks. N.
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
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
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
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
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
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
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
test
Re: test
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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)
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 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 -- 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
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
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
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)
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)
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 -- 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
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)
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
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
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
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
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
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
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...)
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...)
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...)
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
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
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
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
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
Matthias
Re: some test :-?
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 :-?
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 :-?
Hi all, only some short test: http://the-final.com/aliens_first_drive.avi Matthias
Re: some test :-?
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 :-?
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
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
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
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
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
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
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
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
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
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
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
This is a test. I haven't received any postings since Nov 18.
Test
This is a test. I haven't been receiving posts lately.
Re: Test
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
Am I being recieved yet? Alasdair www.digitalmystic.co.uk
Re: test
Yes? :) On 02/12/06, alasdair [EMAIL PROTECTED] wrote: Am I being recieved yet? Alasdair www.digitalmystic.co.uk
Re: test
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 -- 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
Re: SSS test subject
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 -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.430 / Virus Database: 268.14.17/553 - Release Date: 27/11/2006 04:00
Re: SSS test subject
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
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
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 -- 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
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
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 -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.430 / Virus Database: 268.14.14/547 - Release Date: 22/11/2006 17:41
RE: SSS test subject
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
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
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
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. -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.430 / Virus Database: 268.14.12/545 - Release Date: 21/11/2006 22:36
RE: SSS test subject
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
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
Ignore...Another Test
060923 03:51
Email test
Sorry for OT but there isnt any. Wheres the list?. Best regards, Scott Peterson Enterprises
Re: Test one :-) and greeble critics
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
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..