RE: post process on multiple cpu's

2005-11-17 Thread Frank Bueters
Hello Arjo Boris and Jason, Thanks for the explanation, and the warnings. I checked the view properties, GI effects are already selected in the Effect/Box. Still, when I watch windows taskmanager CPU activity drops to 50% on both processors as soon as GI postprocessing starts. This worries me a

Re: post process on multiple cpu's

2005-11-17 Thread Jason Saunders
Hi frank If the client pc is a dual cpu system, the cpu usage drops to using just one cpu when processing post if I remember correctly. Regards Jason - Original Message - From: Frank Bueters [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Thursday, November 17, 2005 9:29

RE: post process on multiple cpu's

2005-11-17 Thread Frank Bueters
That takes away half of my fears, the small renderfarm consists of 5 dual athlons. Thanks, Frank -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Jason Saunders Verzonden: donderdag 17 november 2005 10:47 Aan: user-list@light.realsoft3d.com

Re: instance

2005-11-17 Thread Matthias Kappenberg
Hi Nandor, isn't possible to add a noise in the choreography window to the butterflys animation (use RMB over the desired chor in the choreography-window and choose noise) and then blow them out with a constructor or use a distribute over surface, to get random movements and hundreds of

Re: Working with channels in javascript

2005-11-17 Thread studio
Anyway I was reminded of doing this by the current discussion on landscapes. You could, for example, analyse your landscape and assign channels for slope, rate of change of slope, northfacing etc and then reference your channels in the VSL shader. I had other applications in mind, but

Re: Working with channels in javascript

2005-11-17 Thread Mark Heuymans
At 12:59 PM 11/17/2005 -0500, you wrote: Anyway I was reminded of doing this by the current discussion on landscapes. You could, for example, analyse your landscape and assign channels for slope, rate of change of slope, northfacing etc and then reference your channels in the VSL shader. I

Re: Look at question

2005-11-17 Thread mungenast and standley
Hi all, For the life of me, I can't seem to get the look-at construction object to work. The readme and the reference manual are sketchy at best on this topic. I've tried setting up a camera and a test plane in a desired orientation, then selecting the plane, then selecting the camera, then

RE: a few volume fog / landscape examples

2005-11-17 Thread Frank Bueters
A few examples: http://www.xs4all.nl/~ath8n0r/div/mesa_volfog4.jpg http://www.xs4all.nl/~ath8n0r/div/mesa_volfog5.jpg http://www.xs4all.nl/~ath8n0r/div/mesa_volshadow2.jpg Much work to be done yet, it still looks 'procedural'... especially the rock material isn't very convincing yet.

Re: X-mas is coming soon

2005-11-17 Thread studio
Hi Garry, here are the links: http://www.matthias-kappenberg.de/uploads/media/sun.zip and http://www.matthias-kappenberg.de/uploads/media/weihnachtsstern.zip Best wishes, Matthias Hi Mathias : I was so hoping to reply with a positive comment but have been up to my neck in alligators

Re: Working with channels in javascript

2005-11-17 Thread George Jenner
Is that possible, combining VSL with JS or RPL? Worth a look... I remember that in V3, RPL scripts could be attached to materials - in fact I already made an RPL slope-dependant material in V3. It would be strange if this wasn't possible in V5, but the great power of VSL alone makes it less

Re: Working with channels in javascript

2005-11-17 Thread studio
Hi Mark (sorry to do such a heavy edit) : Very nice renders ! Best landscapes yet to come out of RS , no doubt . Is that possible, combining VSL with JS or RPL? Worth a look... I remember that in V3, RPL scripts could be attached to materials - in fact I already made an RPL slope-dependant