Service Pack 1, for Realsoft 3D V6 released.

2008-05-15 Thread Support
Dear Realsoft 3D User, The Service Pack 1 for Realsoft 3D version 6 for Windows platforms is now available in the Software Updates area of realsoft.com. The new version fixes a large number of errors reported after the initial release of version 6, and improves the overall performance of

qt: how to avoid double glassy textures shining?

2008-05-15 Thread Frank Brübach
dear rs friends:-) how can I avoid the double through shining (don't know the right word in english, sorry) of glassy textures? I mean my both cylinder objects right side in my scene... I have attached it... best regards, frank ___

RE: how to avoid double glassy textures shining?

2008-05-15 Thread Robert den Broeder
Hello Frank, Where is the attachment? Robert -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Frank Brübach Verzonden: donderdag 15 mei 2008 18:03 Aan: user-list@light.realsoft3d.com Onderwerp: qt: how to avoid double glassy textures shining? dear rs

RE: how to avoid double glassy textures shining?

2008-05-15 Thread Robert den Broeder
Ohw.. saw the new mail.. thanks :-) R. -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Robert den Broeder Verzonden: donderdag 15 mei 2008 18:06 Aan: user-list@light.realsoft3d.com Onderwerp: RE: how to avoid double glassy textures shining? Hello Frank,

RE: picture I have forgotten... :-)

2008-05-15 Thread Robert den Broeder
Have you tried to make the cylinders hollow? That would definitely reduce the effect. Beste gruesse, Robert -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Frank Brübach Verzonden: donderdag 15 mei 2008 18:05 Aan: user-list@light.realsoft3d.com Onderwerp:

Re: picture I have forgotten... :-)

2008-05-15 Thread Neil Cooke
I'm sure you have tried this but just in case ... increase the recursion level of your render to stop the glass/glass turning dark. Tweak the specularity of the glass material in VSL editor to get the degree of sharpness and specular brightness you prefer. Neil Cooke - Original Message

RE: picture I have forgotten... :-)

2008-05-15 Thread Robert den Broeder
OK, if you not want the cylinders hollow, then increase the recursion depth in the render setting properties. Try a value of 5 or 6. Remember that increasing the recursion depth increases render times. Robert -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]

Re: picture I have forgotten... :-)

2008-05-15 Thread Frank Brübach
Dear neil:-) thank you! good advice. - how to do that?: you have said: increase the recursion level of your render to stop the glass/glass turning dark... Perhaps I haven't looked at it... the other side you are right it might be a specularity problem and I have to finetuning it for my glass

Re: picture I have forgotten... :-)

2008-05-15 Thread Frank Brübach
Hey Neil:-) great! Such problems solve it very fast... yes, of course, I have found it... I am blind, some times:-))), I will change my glass textures as soon as I can, my dog is calling after me :-) , see you, Frank, best thanks for the tipp! -Ursprüngliche Nachricht- Von:

RE: rendering times! + picture I have forgotten... :-)

2008-05-15 Thread Frank Brübach
dear robert, dear neil and all others:-) short answer: the rendering times increases with recursion depth level 6 to 10:12 minutes (2:03 min before) for my scene... damned;-) but a good result for the rendering picture, I love it... have a nice evening, Frank -Ursprüngliche Nachricht-

Re: Service Pack 1, for Realsoft 3D V6 released.

2008-05-15 Thread Mark Heuymans
Dear Realsoft 3D User, The Service Pack 1 for Realsoft 3D version 6 for Windows platforms is now available in the Software Updates area of realsoft.com. The new version fixes a large number of errors reported after the initial release of version 6, and improves the overall performance

Re: rendering times! + picture I have forgotten... :-)

2008-05-15 Thread LeeE
Another trick you can use is to set up a 3d environment e.g. a hollow sphere, to put your objects inside. The black regions happen because the ray doesn't hit a light source (direct or indirect) - increasing the recursion depth allows more 'ray bounces' before the evaluation of whether a