Hi Mark,
First of all you need to convert all your objects to polygonal SDS objects.
Next use the Map2Obj tool to convert the mapping objects to face maps.
RS can't make the mtl files. So the Obj files contain the UV information,
but you need to recreate the materials in another application. The
Congratulations Carlo,
Very good you finally released it. In the Netherlands we've a saying that
says better late than never
I'm glad I have to admit that I've been proven wrong losing hope you would
ever release it.
Arjo.
-Oorspronkelijk bericht-
Van: owner-l...@light.realsoft3d.com
Not to be a party crasher, but with StrataCX it does.
Jean-Sebastien Perron
www.NeuroWorld.ws
On 11-02-25 06:27 PM, Arjo Rozendaal wrote:
Mixing two normal maps doesn't sound logical to me.
Maybe I'm completely wrong, but this is how I understood the
differences
between normal
Mixing two normal maps doesn't sound logical to me.
Maybe I'm completely wrong, but this is how I understood the differences
between normal and bump maps:
A bump map is based on rather simple data.
It's easy to add, subtract or multiply the value of grey scale pixels.
Normal maps however rotate
Hi Jean,
Lighting a scene with an HDRI will be very hard in RS.
As I understand you need to create animations.
Image based lighting needs GI. And the current GI system is very slow in
RS...
I'm even not sure if you can get a flicker free animation.
Arjo.
-Oorspronkelijk bericht-
Van:
Hi Mark,
I really should have a look at Vray, there even is a Sketchup plugin!
(never had a look at that, having RS3d)
It might even be interesting having a look at a demo, just to know what is
possible in other apps.
So many powerful RS features are tightly interwoven with the rendering
Hi Neil,
I think not only GI is a problem. I had hard times to get good AA in
Realsoft too. Most of the time I rendered the image twice as big as I
needed and scaled it down in post. Still difficult to get rid of
interfering patterns for instance. AA should get some serious attention
too.
Arjo.
Thank you Mark.
What you write about VSL is what I ment in my first reaction on Jason's
question about a Fryrender plugin.
On the other hand VSL is not the only way to create procedural materials.
With Vray I can build procedural very easily. So procedurals won't be the
problem. What I wanted to
Hi Jason,
I think Realsoft really needs a better render engine. But rendering with third
party plugins would mean some serious changes. Solid objects won't be possible,
everything will have to be turned into SDS/polygonal objects. VSL will be of no
use anymore. All the materials will have
Hi Ville,
I'm using Zbrush a lot too. On one hand I love it a lot.
But there are a few things that irritate me a lot:
-first mistake I made: save document; It just saved the image :(
-zooming in and out is not possible with the touch strip on my Wacom Cintiq.
Both irritations have to do with the
Hi Neil,
Nice movie! Must have been a lot of work indeed.
I like the style of the textures, and overall atmosphere.
I've got only a few remarks.
The robot has legs, why doesn't he walk then?
I know character animation is very difficult, I tried only once in Realsoft and
gave up
. It cost me $NZ160.00.
N.
_
From: Arjo Rozendaal arjo.rozend...@xs4all.nl
To: user-list@light.realsoft3d.com
Sent: Tue, 18 May, 2010 7:37:26 PM
Subject: RE: Matte shadows
Hi Neil,
Which video comping software is that?
I do own AE but I'm still interested, because
Hi Neil,
Which video comping software is that?
I do own AE but I'm still interested, because as a teacher I meet people
who're not always familiar with bitmap or video editors.
And of course I like to offer them cheap possibilities. Most of the time
they just bought the 3D app and don't like
but not sure it will get to the list.
And while it's a solution, I cant recommend it. Lol.
In any case, uses light sensitivity controller material rather than self
illumination (on left).
N.
_
From: Arjo Rozendaal arjo.rozend...@xs4all.nl
To: user-list@light.realsoft3d.com
Hi Neil,
I guess he means a shadow from an object on a background plate. So the car is
3D, the road is a picture. But you should see a shadow of the object on the
background picture.
What you need is a horizontal rectangle. Project the image on this rectangle
from the camera viewpoint. The
Hi,
Just a thought:
Anyone ever asked what the rules are on CGTalk?
Maybe it's easier to ask for an application specific subforum.
Arjo.
Hi list,
Just came across a new shareware 3D converter. It supports 569 3D formats.
No recent Realsoft format, only the Real3D RPL format.
http://web.t-online.hu/karpo/
Arjo.
Hi Mark,
I saw Avatar too in Imax format. But I must say this stereo projection gave
me a headache too.
Not just me, but my son and daughter were complaining too.
I think I had problems with focusing on the subtitles and the image at the
same time.
Furthermore, because of the 3D effect, you get
Impressive Neil!
Arjo.
-Oorspronkelijk bericht-
Van: owner-l...@light.realsoft3d.com [mailto:owner-
l...@light.realsoft3d.com] Namens n...@neilcookegraphics.co.nz
Verzonden: donderdag 21 januari 2010 7:20
Aan: user-list@light.realsoft3d.com
Onderwerp: Re: Trailer Number Two -
Hi list,
A funny way of sculpting. Looks a bit like Zbrush.
The author has worked only one month on the tool so far. Quite impressive.
http://drpetter.se/project_sculpt.html
A free alpha version is available for downdload.
Arjo.
Hi Neil,
Maybe a bit late reaction, but I just returned from a little holiday and saw no
answer to your question.
Below the select window is the misctools window. You can find a normalize
button in there. You can normalize Translate, Scale, Rotate and Skew separately
or all at once.
Hi Mark,
Nice atmosphere in that image. Curious how the animation is going to look
like.
Arjo.
-Oorspronkelijk bericht-
Van: owner-l...@light.realsoft3d.com [mailto:owner-
l...@light.realsoft3d.com] Namens Mark Heuymans
Verzonden: vrijdag 16 oktober 2009 0:27
Aan:
Hi Marc,
UV unwrap can be explained like how a world map works. Think about a globe
that has to be turned into a flat map.
If this glob is made out of quadrangular faces you could take each face and
lay it down on a flat surface (an image). These faces are separate from the
3D shape, that's
Hi Neil,
I forgot to mention that you can find the buildings you once sent to me in
the work called Road bend
Arjo.
Hi Neil,
And yes a couple of nice little jobs are now in the studio plus I am
exhibiting large wall mural prints again and being active in getting my
service known. All good as I hope it is with you.
Good to see you're still going strong!
And yes, that's another advantage: Nice to hear
Hi Neil,
I've just seen a 2 year project leave the studio ... guess at about 500
drawings in RS. So am now very relieved to see the job finally roll off
the
presses (the Printers did a wonderful job) ... but also am somewhat
unemployed!!! So it goes. The life of a Freelancer after all.
Hi Henry,
SDS object would be a mucht better approach to create such an object.
SDS objects are the only kind of objects that come close to the
hypernurbs/polygon type of objects in Cinema 4D.
Every object in C4D nurbs or primitives generate polygons for rendering.
Realsoft doesn't do that. This
Hi Neil,
I had a short look at the reference you found. It shows the idea of
correct edge loops very well. There's only one thing that I didn't agree
about: The writer says that some triangles are unavoidable. This is not
correct. You should avoid triangles and n-gons at all cost. This hasn't
Hi Henry,
I work a lot with C4D and I can't confirm Maxon has a bad attitude. When I
meat a real problem that I can't solve with the help of regular fora I
always get an answer from Maxon within a day. But there might be a
difference in their approach towards users that bought the latest version
Hi Henry,
This really doesn't sound like a nice story. I can imagine that this pissed
you off completely.
I hope you find all the things you need in Realsoft. It's a great tool with
a lot of possibilities.
But it will take some time to discover them all.
btw C4D is still fighting for its
Hi Jason,
Your site is looking very good. A lot of high quality images and a nice
showreel too.
One little thing took my attention: A tv screen above a fireplace? Doesn't
seem a good place to let the tv survive a long time. ;)
Arjo.
-Oorspronkelijk bericht-
Van:
Hi,
Received my copy of 3D World magazine today. Version 5 and 6 are on the
cover disk. Andy Jones wrote a nice tutorial how to create penguins.
Arjo.
mag
hi Arjo
I suppose th pc v6 is time limited and output limited?
Alasdair
- Original Message -
From: Arjo Rozendaal mailto:arjo.rozend...@xs4all.nl
To: user-list@light.realsoft3d.com
Sent: Friday, May 08, 2009 4:58 PM
Subject: RE: 3D world mag
Hi Aladair
Hi Mark,
Not freeware, but as you were talking about the Amiga, this one popped up in
my mind.
The old Amiga Imagemaster software still exists under the name of Winimages
http://www.blackbeltsystems.com/
It costs 50 dollars and offers a lot of tools, even morphing.
Arjo.
-Oorspronkelijk
Hi Neil,
Don't be too shy about your client work. I understand you prefer your free
work. But something you might not see yourself is that your client work has
your own special style.
Most clear in the architecture stuff. You see so many of those as realistic
as possible renders that it's quite
Hi,
I completely agree with Zaug, several nice people left this list because of
him.
Arjo.
-Oorspronkelijk bericht-
Van: owner-l...@light.realsoft3d.com [mailto:owner-
l...@light.realsoft3d.com] Namens Zaug
Verzonden: zondag 19 april 2009 16:39
Aan: user-list@light.realsoft3d.com
Hi Yuriy,
Maybe you missed Robert's last mail. He took the site off line to try to fix
it.
Arjo.
Van: owner-l...@light.realsoft3d.com
[mailto:owner-l...@light.realsoft3d.com] Namens yra scherb
Verzonden: maandag 13 april 2009 9:14
Aan: user-list@light.realsoft3d.com
Onderwerp: Re: Some
Hi Yuriy,
It moved to http://rs-forum.the-final.com/index.php
Arjo.
-Oorspronkelijk bericht-
Van: owner-l...@light.realsoft3d.com [mailto:owner-
l...@light.realsoft3d.com] Namens Matthias Kappenberg
Verzonden: zondag 15 februari 2009 7:00
Aan: user-list@light.realsoft3d.com
2009/2/15 Arjo Rozendaal arjo.rozend...@xs4all.nl
Hi Yuriy,
It moved to http://rs-forum.the-final.com/index.php
Arjo.
But what about the image contest??
Lg,
Jan
Hi Jason,
Was there not some kind of conversion program? To convert V3 files to V4?
It's so long ago I used it, I don't remember it anymore.
Arjo.
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jason Saunders
Verzonden: zondag 28 september 2008 19:16
Aan:
Hi Mark,
Good to hear you've got plenty of jobs to do. :)
I noticed the face flipping too. I think it's a common issue.
Some other 3D software don't have this mirror tool at all. Instead people
use a trick to scale objects with -1 in one direction. In that case I
noticed the same flipping issue.
Thank you all for the kind words!
@Mark:
Motion blur has been done with the ReelSmart Motion Blur plugin for After
Effects.
This is a very nice plugin, no need to render subsamples per frame.
And you can adjust the amount of blur interactively.
This plugin can create motionblur based on
Hi,
Some of you asked to show the animation with the road and trees.
I made a short movie out of it. It's still 15 Mb though.
www.xs4all.nl/~joly/temp/n50project.mpg
Arjo.
Hi,
First time I used the trees in a real project.
www.xs4all.nl/~joly/temp/road.jpg
The road behind the trees and the viaduct are new, but that's not so
important here.
I'm curious what you think about my trees. They're a bit low poly on
purpose, as I needed many and had to use them
Hi Jan,
Well done! The head looks very good.
The hair displacement works very good too!
To improve maybe:
The speculars on the beard look a bit like plastic. I think marble has a bit
less sharp speculars.
Eyelids would be a good detail.
The ivy looks a bit over saturated (bright green).
Arjo.
Hi Tijay,
thanks the third one...the one with lot of eyes? :-)
I'm sorry I ment the vehicles with the square wheels.
Arjo.
Hi,
Nice trees Mark!
Here's my wip. There are 22500 trees in this scene
www.xs4all.nl/~joly/temp/forest.jpg
It's nothing much yet, just experimenting.
I chose a completely different approach to the tree. It has no individual
leaves but rather a texture of complete twigs with
Hi,
Now that the trees got leaves again I'm planning to create a few trees with
the plant tool. I also tried the new render as instance feature of course.
This really is a breath taking feature.
I created a lowpoly tree (little more than 3K polygons) for export reasons.
I put 22500 trees
Thank you Boris, for maintaining the old forum all those years!
Thank you Matthias for offering your time to pick up the new one!
-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED] [mailto:owner-
[EMAIL PROTECTED] Namens Boris Jahn
Verzonden: dinsdag 22 april 2008 17:43
Aan:
Hey Boris,
1st of April was two weeks ago ;)
Arjo.
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jan Schmitz
Verzonden: dinsdag 15 april 2008 17:33
Aan: user-list@light.realsoft3d.com
Onderwerp: Re: contest site down
On 15/04/2008, Neil Cooke [EMAIL PROTECTED] wrote:
That's really too bad Boris,
It was the only place we could share images. The mailing list isn't best
place for that sort of thing.
Makes me very sad too. I know nothing about the amount of work it takes to
build a forum.
But hopefully another forum will return, based on a more secure system.
Very nice image Mark!
Arjo.
In a new project - a cave- I used a simple noise modified by a curve
for
displacement of the rocks, and a color that depends on bump height. The
result was surprizing:
http://www.athanor3d.com/pub/View07c1.jpg
However, in some viewpoints, displacement rendering
Hi Garry,
Some S/W is optimised for million polygon scenes , some are
not . That , I can accept . I have a very hard time accepting
that some tools that are years old still do not work right .
Years ago (early 90's) I chose RS especially because it was not polygon
based.
There are so
Hi Garry,
I think the Obj exporter should export .mtl files to make it
possible to
export material definitions.
Basically VSL is out of the scope, V3 materials are pretty close to
optimal.
Some subset of VSL might be doable though, as in textures/constants
[edit]
Sorry , but
Hi Garry,
The Obj. Exporter is not broken. But you must set UV coords to per face uv
cords.
I don't understand why this is not the default setting though
Arjo.
-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED] [mailto:owner-
[EMAIL PROTECTED] Namens studio
Verzonden: maandag 7
Oh ok, I'm sorry. I guess this is not a bug but a shortcoming of the
exporter.
I think the Obj exporter should export .mtl files to make it possible to
export material definitions.
Yesterday I saw the same complaint on another forum. Photoshop CS3 needs the
mtl files to be able to show textured
Hi Mark,
I can imagine it's far too slow for practical use. But did you try the
suggestion Vesa made?
I only read the mail, but I'm too busy at the moment with some commissions
to spend time on this.
It's true that with Vesa's option you'll have to deal with mappings though.
Arjo.
Hi Neil,
I can imagine it's far too slow for practical use.
This may be true for animations but for stills, slow render times are
often
not an issue.
That's true to a certain extent. But it can be quite annoying when you have
to make test renders and you have to wait several minutes
Hi Mark,
This is really a very clever idea!
I guess selection on objects should be possible. Maybe how the selective
lighting works.
Arjo.
-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED] [mailto:owner-
[EMAIL PROTECTED] Namens Mark Heuymans
Verzonden: dinsdag 1 april 2008 0:13
Aan:
the it touches the floor.
Here's a little movie: www.xs4all.nl/~joly/temp/bob.mpg
Arjo.
-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED] [mailto:owner-
[EMAIL PROTECTED] Namens Arjo Rozendaal
Verzonden: dinsdag 1 april 2008 8:23
Aan: user-list@light.realsoft3d.com
Onderwerp: RE
Hi Garry,
Maybe you should investigate names like Catmull and Clark, before
complaining about SDS objects.
You could find them in the Wikipedia for instance.
This might help to understand SDS objects better.
Everything has its price. When you want the benefits of a low poly control
cage with a
I followed your instructions but it does work for me.
Well when the attached picture shows what you want to achieve.
But I don't have version 6.1.3 around. Betatesting continues
Otherwise send me your file to see what it looks like overhere.
Arjo.
-Oorspronkelijk bericht-
Van:
I followed your instructions but it does work for me.
Well when the attached picture shows what you want to achieve.
But I don't have version 6.1.3 around. Betatesting continues
Otherwise send me your file to see what it looks like overhere.
Arjo.
Hi :
Yes , same here . I
Hi Garry,
Ok I can see you're totally lost.
Hard to think about where to start...
First of all you must have a very clear mind about what the UV editor is
about.
What a UV layout means, what you have to keep in mind, what you need to
avoid.
In the UV editor you see your entire texture. The UV
Hi,
I just downloaded the demo. Created a cylinder with another cylinder stuck
on its side. Then I created a filled and tried to export as obj.
But the polies around the filled were not as clean as they claim.
Arjo.
-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL
I did use such 3D points before, to be able to place 3D objects in a 2D
video
It's reverse mo-cap maybe :-)
But it's the modelling thing I'm keen on.
Neil Cooke
- Original Message -
From: Arjo Rozendaal mailto:[EMAIL PROTECTED]
To: [EMAIL PROTECTED] mailto:user-list
Hi Neil,
Maybe you like to check out http://imagemodeler.realviz.com/?language=EN
Arjo.
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Neil Cooke
Verzonden: zondag 3 februari 2008 10:08
Aan: user-list@light.realsoft3d.com
Onderwerp: VideoTrace
Hi List ... came across
Hi,
I do own Synth Eyes. The manual spends a short notice on this issue. I never
tried it though.
As soon as I've got some spare time I'll check the feature.
I did use such 3D points before, to be able to place 3D objects in a 2D
video, but not for modeling.
Arjo.
Van: [EMAIL
Hi Matthias,
I like the idea, but I agree that the walk motion could be more clear.
The feet don't have their own shadow, so I can't see if they lift them.
And some simple texture on the floor would be good to see the motion
too. Also the movement of the flower could follow the feet better. I
Hi Frank,
I don't know if it makes any difference. I just had to think about it.
I'm using fixed ip for a long time already.
It quite simple to test though. Just stop your DHCP server and give your
machines an ip address manually.
Arjo.
Frank Bueters wrote:
All my machines have fixed
Hi Garry,
The little tests I tried, showed that redrawing screens is much slower
than VRML. Both on the same OGL card.
So I think VRML is better optimized. Maybe because VRML is based on
polygons, I don't know.
I also have problems with the large sky dome around my city. RSView
simply doesn't
Hi Frank,
No, I'm not running on Vista alone.
I've quite a mixed network:
dual opteron - vista 64
intel dual core - vista 32
pentium IV hyperthreading - XP pro
Athlon xp single core - XP pro
Athlon xp dual core - XP pro
All my machines have fixed IP. Could that be different from your setup?
Hi Frank,
I'm aware of problems with network rendering. The last beta just before
releasing seemed to have solved it. Well at least on my little farm.
But now V6 has been released it's clear that it's not fixed for
everyone. Did you try to run the 32 bit version on your 64bit windows?
Now
Hi Garry,
This would be a great way to share Arjo's city !
I mean , think of it . Design a building/park/moon/bloodstream/
factory/restaurant/ then upload it to your customer without any
of those nagging VRML export concerns !
I'm afraid my city is a bit too complex for this viewer :(
So
Hi Brandon,
You can mix 32 and 64 bit without problems. Didn't you see that I wrote
that only my workstation is running on 64bit and all the slaves are on
32bit?
Arjo.
Brandon wrote:
Hi Arjo,
So as Mark stated, the slaves must be 64 bit if that is what the workstation is
running, yes?
Hi,
Some of the new functions in V6 like a lot of memory. That's the main
reason I switched to Vista 64bit.
Arjo.
Mark Heuymans wrote:
I got similar messages working with big plants and their instances.
(also 32bit, 2.5 MB ram)
The funny thing is, the render often continues anyway but
Hi Mark,
I'm pleased to inform you that you can keep at least some of your money
in your pocket ;)
32 and 64 bit can be mixed without problems.
The slaves don't need to be as heavily equipped as the main work station.
Only my workstation is running on 64bit, all the slaves are still on 32bit.
Hi Brandon,
I'm sorry, I've been using file instances too many times already. One
tends to forget that for someone new even the first steps can be confusing.
But it's very easy though, so don't panic ;)
Take a look at the tools in the instancing tab. (the last one on the row)
You'll find the
Hi Garry,
Note that your 3D World RF version is not just a demo. It's fully
functional, it's only limited in the number of particles that can be
created.
50K particles is quite a lot though.
The import you suggest does work, but loads only one mesh file. I did
use that option for the
Hi Garry,
Don't worry about it. It has been working. I've tested it before. But
did not test it again in the latest beta. But Juha and Vesa will have
this fixed in the first SP without any doubt.
Arjo.
studio wrote:
The import works great for a single mesh frame.
Hi Brandon Arjo :
Hi Brandon,
I know the manual is a bit short in this, as it only says it supports
Realflow files and nothing more.
But this is how you do it:
-Create a file instance inside Realsoft.
-In the properties window load the first numbered Realflow meshfile.
-Set the Animation type to automatic
Wow Zaug, that's looking very impressive!
You're really getting very good at scripting.
Arjo.
Zaug wrote:
I hope it is OK that I duplicate these forum posts on the list.
I have been working on a new script and am finally far enough along to
show some wip:
Hi,
I promised to show the AO effect mixed with a regular rendering.
To show the images I opened a new thread on the forum.
The setup was quite simple. Just render a scene as usual.
Drop the AO shader in the scene and deactivate all other materials.
Deactivate all light sources.
Render the scene
Hi Gunnar,
Lot of nice jobs you've done. One thing I don't understand though. Why
do you use different match move tools? I can understand you use
different 3D tools as you can find different options in each software
package. But match moving seems to be just one type of job.
Arjo.
Gunnar
Hi,
Yes I've been too busy, I just had two days of 13 hours each, editing on
3D/photoshop visuals. Slowly getting very tired. ;)
I'll show them within a few weeks, at the moment they are extremely
confidential. Dutch Railways are planning to replace all the furniture
on their platforms.
Mark Heuymans wrote:
Hi,
Yes I've been too busy, I just had two days of 13 hours each, editing
on 3D/photoshop visuals. Slowly getting very tired. ;)
I'll show them within a few weeks, at the moment they are extremely
confidential. Dutch Railways are planning to replace all the
Hi Garry,
I never used GI for a real job. Just had a look at the idea. But as it
is so very slow for rendering, I always use fill lights. But I do use
per box post processing a lot. Mostly for DOF effect. And as I'm
rendering hi res images most of the time I can't post process the image
at
Hi Garry,
I don't understand why you're only using 1 CPU with gi rendering. Why
don't you use per box post processing?
Arjo.
studio wrote:
Hi :
When doing RS Gi , 1 CPU will be working and 7 CPU's will
be sitting idle !
garry
Wow, it's the first time I had time to check out what you're creating.
The examples look incredible! Very nice work, this script!
Arjo.
Zaug wrote:
Zaug wrote:
There is a greatly expanded version available, now.
This version can operate on only selected objects or all objects in
a level;
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
Hi David,
I did export javascript from SE to RS. But since one of the RS service
packs, I got errors trying to import the SE files. Juha did not have
that problem. At this moment it's working again. I'm not sure but I
think I deleted every RS entry in the registry and the .realsoft folder
in
Hi Ville,
Maybe you have to turn the textures upside down. I always have to do
this when I import OBJ created with BodyPaint. Or I flip the UV's.
Arjo.
Ville Tirronen wrote:
Hi!
Does anyone use Zbrush and RS? I cannot export OBJ objects properly
with UV-textures.
I can export displacement
Thanks for warning.
Arjo.
Neil Cooke wrote:
I just now logged on again and my anti-virus reacted called the
thing exploit.ANI
Neil Cooke
- Original Message - From: [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Tuesday, July 24, 2007 5:16 PM
Subject: signature of
That's a nice trick Matthias!
Matthias Kappenberg wrote:
Some short anim:
www.the-final.com/nails.avi
(4,5 mb XVid)
~12000 nails...
(mapped on a nurbs-mesh,
then simply used a point displacer)
Mapping process time was 30minutes :-o
Rendertime 24seconds per frame with
4 motionblur
Yes, right, Robert, that was Mark's ghost speaking. Not really me. lol
Robert den Broeder wrote:
Yup, like Mark said: very nice trick :-)
Robert
-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Matthias Kappenberg
Verzonden: dinsdag 17 juli 2007
I think you should look for the BT examples in the software download
section on the Realsoft site.
Arjo.
Ville Tirronen wrote:
Hi!
I'm making KV-1 tank and I need best way to make steelrope on tanks
sides. They are the towing
cables that are attached on both sides of the tank. They are
Very interesting animation Matthias!
Arjo.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Matthias Kappenberg
Sent: zaterdag 9 juni 2007 20:18
To: user-list@light.realsoft3d.com
Subject: nearly finished
Hi all,
some WIP:
Hi,
I read the tutorial linked on 3dbuzz.
http://www.monitorstudios.com/bclowa...mal_maps1.html
This tutorial explains very clearly what a normal map is and why it is
usefull.
It's main purpose is that it can be rendered realtime on graphics cards.
Bump and displacement have to be prerendered.
Very nice image Mark!
The grass is looking good too! How did you make that? With curves?
Arjo.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Mark Heuymans
Sent: zaterdag 26 mei 2007 23:04
To: user-list@light.realsoft3d.com
Subject: IvyGenerator
Hi Nandor,
Your site looks good, and so is the speed. So there's no special need for
flash, I think.
Arjo.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Nandor Kertes
Sent: woensdag 23 mei 2007 6:32
To: user-list@light.realsoft3d.com
Subject:
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