Re: VSL - World space coordinates

2006-12-02 Thread David Coombes
of evaluation - I don't do much RS these days. David Coombes [EMAIL PROTECTED] ... - Original Message - From: [EMAIL PROTECTED] To: Juha Meskanen [EMAIL PROTECTED]; user-list@light.realsoft3d.com Sent: Saturday, December 02, 2006 4:29 PM Subject: VSL - World space coordinates Hello, I

Re: Quad Core

2006-11-17 Thread David Coombes
thrashing, and the processors will likely spend a fair bit of their time waiting to get object data to work on. Well, the same problem applies to single core too, so I guess with four cores you could get 4x the speed! David Coombes [EMAIL PROTECTED] ...

Re: Is the Line postFX broken?

2006-11-12 Thread David Coombes
scoot to massive values in the position and aimpoints, which I can't change. And whenI exit there's a good chance of an error that Realsoft3D is being shut down. David Coombes[EMAIL PROTECTED] ... - Original Message - From: Matthias Kappenberg To: user-list

Is the Line postFX broken?

2006-11-11 Thread David Coombes
thickness back to front (brighter lines are drawn larger than darker lines?) I can't see that I'm doing it wrong. This is quite an urgent project so I'd appreciate a quick resolution if possible. Cheers. David Coombes[EMAIL PROTECTED] ... Line_test.r3d Description: Binary data

Re: I think it's time for Realsoft to go from Raytracing to Scanline rendering with 3D videocards and or consoles

2006-11-01 Thread David Coombes
resources such as GPUs and Cell processors, to create really fast modelling and rendering software. David Coombes [EMAIL PROTECTED] ... Now a 3D videocard can render without speed loos about 32 or 64 lights per polygon. I was just curious about it, I don't know if I am right. Rember I said

Linux, RealSoft3D, and Cell processor

2006-10-18 Thread David Coombes
to see an optimized RS3D. For the graphics apps that will appear, POV is bound to find it's way and might give an idea of the speedups realworld-performance can manage. But I'd love to be able to work with RS much faster (especially editing) if that's possible! David Coombes[EMAIL PROTECTED] ...

Re: Windows Vista is so Scary, I migh consider Linux again.

2006-09-22 Thread David Coombes
elliminate a lot of these supports and conflict issues that plague PCs. Fingers crossed it works and RealSoft comes in a PS3 Linux optimized form! David Coombes[EMAIL PROTECTED] ...

Re: Viewport Rotation Constraint

2006-07-30 Thread David Coombes
the camera 45 degrees on 3 axis, using Shift and Ctrl/Alt with RMB. It works for me! David Coombes[EMAIL PROTECTED] ...

How to produce normalmaps

2006-07-05 Thread David Coombes
sure someone must be creating these sorts of things! David Coombes [EMAIL PROTECTED] ... Asteroid2.r3d Description: Binary data attachment: normalmap_example.jpg

Re: Passing vector channels to VSL

2006-06-22 Thread David Coombes
to the brushturner channel. As all channels are initialized to zero by default, your bumpnormal object is working on an input value of 0 at all points. David Coombes [EMAIL PROTECTED] ... Good afternoon The standard brushing material multiplies the map coords by 10, .1 ,.1. So I figured I could create an SDS

Re: Passing vector channels to VSL

2006-06-22 Thread David Coombes
for custom channels aren't accessed in VSL. David Coombes [EMAIL PROTECTED] ...

Re: OT Inspiration

2006-06-13 Thread David Coombes
That last pic looks so like a model it's freaky! ;) David Coombes [EMAIL PROTECTED] ... and at Mesa Verde in the southwestern corner of Colorado http://www.catmtn.com/images/mesa_verde/100_4544.1.jpg

Modern research into speeding up GI

2006-06-08 Thread David Coombes
This video (50 MB, 50 minutes long) is very worth watching for how GI calcs can be sped up 10 fold including AA as standard. Definitely something the Meskannens should be looking into! http://www.acm.uiuc.edu/conference/archive/2005/video/bala.wmv There's about 3-4 mins of space at the

Re: Testing an image for an alpha channel

2006-04-29 Thread David Coombes
. David Coombes [EMAIL PROTECTED] ... - Original Message - From: [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Saturday, April 29, 2006 11:56 AM Subject: VSL: Testing an image for an alpha channel Hi, is it possible to test for the prescence of an alpha channel in a given image

Re: tutorial or not?

2006-04-02 Thread David Coombes
Very good composition! David Coombes [EMAIL PROTECTED] ... Hi, In the attachment you can find an image I created, testing the upcoming Mac version of RS. I created it to make testing interesting for myself too, to learn something I mean ;) In this image I tried to make a convincing

Re: Debate point - More import / export features for RS please ...

2006-03-29 Thread David Coombes
to communicate this much information, including game development. For example if the physics support works with ODE, that'll tie in nicely with indie game development where this is a popular free physics engine. David Coombes [EMAIL PROTECTED] ...

Re: Particels ?

2006-03-20 Thread David Coombes
Major congrats on the new addition! All the best for the future. David Coombes [EMAIL PROTECTED] ... p.s. Friday the 17th of March, my wife and I became first time parents!!! Here's a small picture of my wife and our son, William Le (pronounced Lee) Jones:

Re: Parallel Nurbing suggestions

2006-03-10 Thread David Coombes
good tool for buttons and logos and such. I don't have any time for just raytracing pics like ducks and tortoises :( David Coombes [EMAIL PROTECTED] ...

Re: Parallel Nurbing suggestions

2006-03-09 Thread David Coombes
, this Parallel tool is a nice addition that I haven't had chance to look at til now, RS being just a small tool for me these days. David Coombes [EMAIL PROTECTED] ... - Original Message - From: studio [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Thursday, March 09, 2006 1:48 AM

Parallel Nurbing suggestions

2006-03-08 Thread David Coombes
distance from the outside curve? Cheers. David Coombes[EMAIL PROTECTED] ...

Re: I can't plough this field properly

2006-02-12 Thread David Coombes
Nope. Displacement works with SDS too. You should up the density too something more than the bare minimum. David Coombes [EMAIL PROTECTED] ... Hi George, To the best of my knowledge displacement mapping works with nurbs meshes only. Replace the sds in your project file with a nurbs mesh

Re: New Tutorial online ! (light sensitivity shader)

2006-02-04 Thread David Coombes
be used, you could also direct copy over HTML tutes. Eg. a bit of the RenderDaemon could be copied over without having to go through and change all the tags. David Coombes [EMAIL PROTECTED] ... - Original Message - From: Matthias Kappenberg [EMAIL PROTECTED] To: user-list

Re: An early Christmas greet from us REALSOFT Paddies - get ye in the mood, AIDAN!

2005-11-30 Thread David Coombes
'Transformer' car (a car that turns into a robot like the Transformer toys of old) is a classic example of where it's photorealistic in every way. That's about the only god thing I have to say about adverts! David Coombes [EMAIL PROTECTED] ... - Original Message - From: Aidan O Driscoll [EMAIL

Re: Which video card and screen?

2005-11-23 Thread David Coombes
nVidia cards tend to have better OpenGL performance than ATi cards, so for RS and other 3D work nVidia is probably your best bet. David Coombes[EMAIL PROTECTED] ... So I bought the ATI Radeon 9600. And I'm satisfied witht that one. I'm glad that such an affordable card (about

Re: Which video card and screen?

2005-11-23 Thread David Coombes
Yes, that's the largest size for the realtime textures when editing. There's no such limits on rendertime texture resolutions David Coombes [EMAIL PROTECTED] ... - Original Message - From: Igor Wesdorp [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Wednesday, November 23

Re: Which video card and screen?

2005-11-23 Thread David Coombes
are created automatically. All you have to do is create your scene as usual, and let the realtime view worry about displaying them in realtime. The 1024 rating is for OpenGL texture size and you can reduce this if you don't need the detail to get a performance boost/use less resources. David Coombes

Re: Advantages of Using HSV (Hue-Saturation-Value)

2005-11-13 Thread David Coombes
I'll also add that this goes to show the difficulty we'll have getting computers to really SEE things. A camera will just find grey pixels of the same intensity. It won't have any context to interpret the image. David Coombes [EMAIL PROTECTED] ... That's pretty amazing! If you stick the pic

Re: Heads Up ( an old Gi Post Thread Again )

2005-11-10 Thread David Coombes
models. If you look at the latest real-time game graphics rendered in HDR you see over-saturation in the highlights with additive RGB. Someone ought to develop a GPU that can handle HSV natively... David Coombes [EMAIL PROTECTED] ... - Original Message - From: studio [EMAIL PROTECTED] To: user