of evaluation - I don't do much RS these days.
David Coombes
[EMAIL PROTECTED]
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- 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
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]
...
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
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]
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Line_test.r3d
Description: Binary data
resources such
as GPUs and Cell processors, to create really fast modelling and rendering
software.
David Coombes
[EMAIL PROTECTED]
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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
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]
...
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]
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the camera 45 degrees on 3
axis, using Shift and Ctrl/Alt with RMB. It works for me!
David Coombes[EMAIL PROTECTED]
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sure someone must be creating these sorts of things!
David Coombes
[EMAIL PROTECTED]
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Asteroid2.r3d
Description: Binary data
attachment: normalmap_example.jpg
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
for custom channels aren't
accessed in VSL.
David Coombes
[EMAIL PROTECTED]
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That last pic looks so like a model it's freaky! ;)
David Coombes
[EMAIL PROTECTED]
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and at Mesa Verde in the southwestern corner of Colorado
http://www.catmtn.com/images/mesa_verde/100_4544.1.jpg
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
.
David Coombes
[EMAIL PROTECTED]
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- 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
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
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]
...
Major congrats on the new addition! All the best for the future.
David Coombes
[EMAIL PROTECTED]
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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:
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]
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, 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]
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- Original Message -
From: studio [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Thursday, March 09, 2006 1:48 AM
distance from the outside curve?
Cheers.
David Coombes[EMAIL PROTECTED]
...
Nope. Displacement works with SDS too. You should up the density too
something more than the bare minimum.
David Coombes
[EMAIL PROTECTED]
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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
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]
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- Original Message -
From: Matthias Kappenberg [EMAIL PROTECTED]
To: user-list
'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]
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- Original Message -
From: Aidan O Driscoll [EMAIL
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
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
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
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
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
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