Here's a simple add loop script for SDS objects. Your selection must
consist of SDS objects only and you have to select at least one edge
for it to work.
place it in Realsoft3D/scripting/.
addLoop.js
Description: JavaScript source
Cleaned up the code a bit...
2008/7/9 Timo Mikkolainen [EMAIL PROTECTED]:
Here's a simple add loop script for SDS objects. Your selection must
consist of SDS objects only and you have to select at least one edge
for it to work.
place it in Realsoft3D/scripting/.
addLoop.js
Description
Aaand as some peoples' email programs filter out scripts, here's the
script in link form:
http://koti.welho.com/tmikkola/scripts/addLoop.js
2008/7/9 Timo Mikkolainen [EMAIL PROTECTED]:
Cleaned up the code a bit...
2008/7/9 Timo Mikkolainen [EMAIL PROTECTED]:
Here's a simple add loop script
Impressive!
You should run the trees through Zaug's Real RangeZ! to get some variance =)
2008/5/21 Arjo Rozendaal [EMAIL PROTECTED]:
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
Looks like the SP1 release is imminent (unless we find major
showstopper bugs from the release candidate).
2008/4/29 Frank Brübach [EMAIL PROTECTED]:
dear rs friends, a short question: the service pack 1 of rs 3d V6 does
appears end of this month (april) or the next one? :-) because I have got
2008/4/22 Frank Brübach [EMAIL PROTECTED]:
Hello again... first of all: See the good work!!!
http://rs-forum.the-final.com: GOOD LOOKING FORUM and GREAT WORK TO
MATTHIAS and BORIS! :-) to change the realsoft 3ddart.org forum. Hope this
site cannot cracked by spam mail and crazy people, they
:-?
Matthias
- Original Message -
From: Timo Mikkolainen [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Thursday, April 17, 2008 2:17 PM
Subject: Re: How can I control 1D particles Size, using an animated texture?
Well, you can't access particle size from VSL (afaik), so
I don't see how that would make any difference.
The optimal solution would be to make the size channel accessible in VSL.
On 18/04/2008, Beg-inner [EMAIL PROTECTED] wrote:
Hi Timo again..
Would things work, if the particle specific channels, like 'Size' in my
case, was implemented so they
A good start on all shaders is to think what the qualities of the
material are (i.e. what makes ice look like ice). The glass-like parts
are easy enough, you can pretty much just use a glass shader as a base
(with a tweaked color and optical thickness). The harder parts are the
surface features
Well, you can't access particle size from VSL (afaik), so the only way
I can think of is to assign the material to a custom channel in the
particles and then use JS to copy that value to the particle size.
Alternatively you could try to use a choreograph instead of js.
There's a few probs though:
http://www.forummatrix.org seems like a good place to start. There's a
nice wizard for selecting a forum sw there.
On 14/04/2008, Boris Jahn [EMAIL PROTECTED] wrote:
Hi Jan,
yes I've got a backup of the forum. I hope that it'll be possible to export
it to any other forum software but I guess
See http://people.scs.fsu.edu/~burkardt/data/mtl/mtl.html and
http://local.wasp.uwa.edu.au/~pbourke/dataformats/mtl/
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
mapped to color, illumination,
Strictly speaking, it's photon mapping with a Java applet. It's nearly
as powerful (and in some cases even more so) as a native application.
On 17/03/2008, Gunnar Radeloff [EMAIL PROTECTED] wrote:
Hi folks,
this is very frustrating! global illumination in a website...
All cases of 'incomplete' or missing documentation should be listed
somewhere... there's so many cases that there's no way we can remember
them all =) The beta site has a breakdown of all the new features
which the beta testers can evaluate and comment on, maybe we need a
similar site/tool for the
Iirc you can set a map as an illumination map in the object
properties. I'd imagine this would show up in realtime as well. No
idea what (if anything) it uses for map/uv coords though.
On 28/02/2008, Mark Heuymans [EMAIL PROTECTED] wrote:
Yes, it's worth a try with RS. Baking illumination
It's more likely to be a font size issue, jQuery is extensively tested
on all browsers. Try pressing ctrl + a few times, it causes the
sections to overlap. Nothing much you can do about it except changing
to a fluid layout (i.e. a layout that resizes on one or both axis
depending on content size).
I think it's somewhat doable already, it's just a matter of combining
different technologies.
The biggest drawbacks of a single camera setup are occlusion and
missing depth information. Depth information can already be derived
from a single camera video rather well, but occlusion is still a hard
http://home.vasteras2.net/henriknyqvist/hdr/
(took a while to find this, could everyone check that their sites'
links point to the right page?)
On 19/01/2008, Frank Bueters [EMAIL PROTECTED] wrote:
Hi,
Does anybody know what has happenend to Henrik Nyqvist's HDR plugin?
say Advanced),
select save. Save it as Test
Use the RMB over your new Client Window and select Replce.
Replace it with Test.
Use RMB over the doubled Window, rename it and Put new tools in :-?
Hope this was helpy,
Matthias
- Original Message -
From: Timo Mikkolainen [EMAIL PROTECTED
Classic mistake, forgot the link:
http://koti.welho.com/tmikkola/ColorPanel.tar.bz2
On 17/01/2008, Timo Mikkolainen [EMAIL PROTECTED] wrote:
Here's my 'color panel' in case someone wants to play around with it.
Basically it's just a color palette, you can dragdrop colors from
Naturally, I just mean that the ratio between the images should be 0.5.
On 12/01/2008, Frank Bueters [EMAIL PROTECTED] wrote:
Yep, that would work very well. Just halve the illumination
between every image (as in 1, 0.5, 0.25, 0.125, 0.0625...).
I'm trying.
It should not only be halved,
Yep, that would work very well. Just halve the illumination between
every image (as in 1, 0.5, 0.25, 0.125, 0.0625...).
On 11/01/2008, Frank Bueters [EMAIL PROTECTED] wrote:
I'm quite sure the same thing could be achieved with some VSL
trickery, but the shader it'd need would be rather
I'm quite sure the same thing could be achieved with some VSL
trickery, but the shader it'd need would be rather complicated. The
best option really would be to make the UVImage tool better (image
format selection, proper shader evaluation).
On 10/01/2008, Frank Bueters [EMAIL PROTECTED] wrote:
Basic stuff like Math.random() is the same as in your browser's JS, so
you can take a look at general JS tutorials for that.
On 25/12/2007, Alasdair [EMAIL PROTECTED] wrote:
Hi everybody
I know you are all busy getting into v6 (havent learnt v5 enough cant
afford it yet) but can anybody
http://www.w3schools.com/js/js_obj_math.asp
On 25/12/2007, Alasdair [EMAIL PROTECTED] wrote:
Hi Timo
in my javascript book Math.random() is just random() so Ive got to guess
which category each command may be referred to under realsoft3d
Alasdair
- Original Message -
From: Timo
also need some additional flags (like R3TNF_READONLY
and R3TNF_BYVALUE).
On 17/12/2007, Timo Mikkolainen [EMAIL PROTECTED] wrote:
Looking at r3subdiv.h, it does have these:
R3SUBDIVA_FaceSelection,
R3SUBDIVA_EdgeSelection,
R3SUBDIVA_VertexSelection
that apparently hold the selection data.
I'd
2097 is still
open and unconfirmed). I'll test all this when I get home.
On 17/12/2007, Timo Mikkolainen [EMAIL PROTECTED] wrote:
Looking at the Low Level API section in the reference manual, I'd
quess the correct call would actually be something like:
var faceSelection = R3Get(sdsObject
Aand none of the R3SUBDIVA types are defined in js, so meh.
On 17/12/2007, Timo Mikkolainen [EMAIL PROTECTED] wrote:
(Boring day at work...)
I looked through the mailing list archives and found something on this issue:
http://www.mail-archive.com/user-list@light.realsoft3d.com/msg03616.html
;
this.GetEdgeSelection=GetR3SUBDIVA_EdgeSelection;
this.GetVertexSelection=GetR3SUBDIVA_VertexSelection;
they do return something, but I have no idea what... most likely
pointers or something equally useful.
On 17/12/2007, Timo Mikkolainen [EMAIL PROTECTED] wrote:
Aand none of the R3SUBDIVA types are defined
I'm trying to create a generic function library for SDS manipulation,
starting with modifying the handle selection (e.g. selecting an edge
loop or -ring, selecting connected faces etc.). Going through all
handles and checking which ones are selected is slow and hack-ish and
I can't access the
I looked at the docs, which say the arg should be Number, address of
result value. That doesn't help much... anyways: the method doesn't
change the value of the given arg and doesn't return anything, so it
seems to be broken. Or maybe there's a magic way of passing a pointer
in js =P
On
I'm trying to make a simple-ish script that adds an edge loop to the
selected object.
The only part missing is the edge 'ring' selection, i.e.
ctrl+shift+loop tool. I'm having a hard time finding any
references to this in the js files. Apparently it should be in
sdsplus, but things there look
://the-final.com/robo_walker/
Both effects combined.
Maybe you can tell me if I've assigned
you're material right :-?
Looks like an LED with some shine to me :-)
Many thanks again,
Matthias
- Original Message -
From: Timo Mikkolainen [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
images in the folder...
It's a combination of reality and how I think
what it should look like. Can't really explain it.
But my todays result is not exactly what I'm looking for :-?
Matthias
- Original Message -
From: Timo Mikkolainen [EMAIL PROTECTED]
To: user-list
The problem is that most of these are polygon renderers and even those
that can handle csg stuff would take a huge amount of work on the
material side.
On 07/08/07, Aidan O Driscoll [EMAIL PROTECTED] wrote:
Hi Jean-Sebastien,
As I have discovered from my travels with Blender their are numerous
Hi K-UDA,
the script is great, I have no idea how you managed to do half of the
stuff in it =)
The video tutorial is nice too, it quickly shows the ins and outs of the script.
On 25/07/07, K-UDA [EMAIL PROTECTED] wrote:
Hello List.
I wrote a script to create a curve.
This script creates the
You'd be better off using 16 or 32 bit bump/displacement maps: they
don't need a shifty material to be used in RS and, as the name says,
they can be used for displacement. I just don't know if the mentioned
programs can create displacement maps.
For using highpoly models in RS, import them as
It shouldn't be too hard; the only problem I can think of is that the
normal maps' normal might be created in relation to the smoothed
normal and I don't know how good/accessible that is in RS.
On 05/06/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
Hi Timo and all,
From: Timo Mikkolainen
XYZ in what coordinate system?
If it's global coordinates, just make a material with
surface:color=surface:coordinates
, apply it to the model with default mapping and use map2obj to
extract/bake the color channel. Alternatively you can use parallel
mapping to define the coordinate system and use
,
R3TNF_ARRAY | R3TNF_READONLY | R3TNF_BYVALUE);
}
and a couple of others by changing the combination of those flags, but
didn't get it to work.
Timo Mikkolainen wrote:
In the linux version everything gets printed to stdout (commandline),
so I see everything properly. The actual popup is just
the particles,
this also does not work for me.
Thanks,
Chris
- Original Message -
From: Timo Mikkolainen [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Sunday, February 18, 2007 2:28 PM
Subject: Re: Possible particle bug
Pointwise editing seems to work fine and I can
a material object and tested it.
The return value was different.
You had better ask to Realsoft about it.
I am sorry that I cannot help you.
Best regards,
K-UDA
- Original Message -
From: Timo Mikkolainen [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Monday, February 12, 2007 1:32 PM
The easiest way I found was to delete the face(s) from one UVset,
create a new UVset from that face(s) only and merge it with the other
UVset.
On 13/02/07, Arjo Rozendaal [EMAIL PROTECTED] wrote:
Hi,
Don't bother about this question anymore. Solved it in another way.
Something else went wrong
the vsl object's
input doesn't change the number).
On 12/02/07, K-UDA [EMAIL PROTECTED] wrote:
Hello, Timo.
You are looking at the result of line 554 print();.
Please watch realsoft\logs\Realsoft 3D.log.
Best regards,
K-UDA
- Original Message -
From: Timo Mikkolainen [EMAIL PROTECTED
I'm trying to read the input channels of a vsl object in JS, but I
don't know how to read the 'arrays' the JS functions return. I've
tried foo[0], foo.length, foo.head and whatnot; nothing works. The
arrays are returned by GetInputTypes(), GetInputChannels(), etc in
r3matprp.js.
On 07/02/07, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
Hi
Haven't checked your shader yet, but I'm considering installing the demo
at work just for that :-)
Realistic DOF is very interresting, and should be built into the system
as an optional method.
I agree.
However, it *MUST* be
There's two shaders in the project, add the other one to the scene (or
all parts you want to receive shadows) and the other one to the light
you want to cast the shadows. You can also turn shadows off in the
light properties. I'll add a readme once I have the time.
On 31/01/07, Frank Bueters
Looks like there's a small bug, the shader doesn't flip the normal
towards the camera ray before it checks if it's facing the light ray.
I'll fix it when I get home.
On 31/01/07, Frank Bueters [EMAIL PROTECTED] wrote:
Hi Timo,
Either I'm confused or there's more to it than just add one shader
Ok, should work now: http://koti.welho.com/tmikkola/materials/fakeShadows.zip
On 31/01/07, Timo Mikkolainen [EMAIL PROTECTED] wrote:
Looks like there's a small bug, the shader doesn't flip the normal
towards the camera ray before it checks if it's facing the light ray.
I'll fix it when I get
I haven't found a proper way to do this. I really wish RS would
implement a proper unwrapping system where you can just define the UV
seams and press 'Unwrap'.
On 03/01/07, Chris Sellars [EMAIL PROTECTED] wrote:
Happy New Year to everyone,
Does anyone know of a facility on Realsoft to Unwrap a
Meh, bought myself a new PSU as an early present and I'm up and running again :)
On 22/12/06, studio [EMAIL PROTECTED] wrote:
My computer made a nice 'pop' sound and stopped working (surprise).
Apparently the psu is busted... anyways, I'll be pretty much out of
the action for the rest of the
My computer made a nice 'pop' sound and stopped working (surprise).
Apparently the psu is busted... anyways, I'll be pretty much out of
the action for the rest of the year.
The tie-in with the GI post effect and diffuse channel are only
temporary, I'll separate SSS from GI in the final version.
On 11/12/06, Vesa Meskanen [EMAIL PROTECTED] wrote:
Hello,
I think I have found the source of the strange colouring, don't set the
subsurface color to 1,1,1.
I tried
Yerp, using the GI post effect/blur would be nice, but it just has too
many problems. The final version will have its own post effect, which
also makes it possible to texture the SSS effect. I'll try to finish
it this week: I'll put it on my site and mail it to the list then.
On 11/12/06, Aidan
I have a similar problem on linux, RS gets stuck with an Xlib:
unexpected async reply error.
On 27/11/06, Aidan O Driscoll [EMAIL PROTECTED] wrote:
Hi Guys,
Anyone else having this problem -
Since installing SP3 - after a session with RS and when closing the app, I
get the WINDOWS HAS
I'm trying to use an animation as a 3d texture, but I can't think of a
way to use map coords' z axis as an input instead of time. I even
tried to choreograph the current frame index with map z as input, but
it didn't work. Any ideas?
As I don't like animal testing, I decided to test my SSS shader on a
plant...ish thing:
http://koti.welho.com/tmikkola/Gallery/grabby2.jpg
GI, SSS, DOF, Soft light, etc. Took forever to render, added noise and
lens distortion in Gimp.
On 12/11/06, Mark Heuymans [EMAIL PROTECTED] wrote:
Mainly , I noticed that your AO_Effects Post-Pro-
cessing Effect seems to have no effect . Is this a
small oversite , or am I just missing something .
This is the original posteffect created by Timo. It's there when you want to
use the
I'll try it once I get home. I already have new version of AO pending;
I'll release it once I finish my new site layout.
On 09/11/06, Arjo Rozendaal [EMAIL PROTECTED] wrote:
Hi,
I made a little change in Timo's ambient occlusion shader. Now you can
combine ambient occlusion with normal
On 09/11/06, Matthias Kappenberg [EMAIL PROTECTED] wrote:
Hi Jean-Sebastien,
When they released Vue5, they never offer upgrade prices for Vue4 users.
that's not true. E-on has send me an e-mail with an upgrade ;-)
But in the end it is easy to replicate by manual copy/placing :
-copy a
On 08/11/06, Mark Heuymans [EMAIL PROTECTED] wrote:
Hello Mark
Vesa: does the Surface normal apply to a displaced surface? In other
words, do slope-dependent materials work?
Yes, they do. Slope related features should be computed in the Surface
Propertes shader using Bump Normal, not
Implementing scanline rendering in RS would be extremely hard, as most
of the geometry in RS is not polygon based. You also have to
understand that stuff like GI in realtime engines is made possible by
lengthy preprocessing like spherical harmonics, normal maps, etc.
Using the GPU for 'general'
Automated texture generation would be great, including shadow maps
from raytraced shadows: this'd make soft shadows more usable with GI.
And once we go that way, why not do irradiance caching as well ;)
On 02/11/06, David Coombes [EMAIL PROTECTED] wrote:
I just finished a huge architectural
Wiki allows quite a lot of html markup, links are the only thing you
must wiki-fy.
On 20/10/06, Daniel Richter [EMAIL PROTECTED] wrote:
What I never undestood about the wiki is why it doesn't just allow
people to insert HTML.. which many poeple know really well... yet
another language to learn
Big thanks from me too.
On 18/10/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
Good job. Thanks. :)
Regards,
Fredrik Bergholtz
On 18/10/06, Matthias Kappenberg [EMAIL PROTECTED] wrote:
Solved.
Matthias
- Original Message -
Wrom: QTIPWIGYOKSTTZRCLBDXRQBGJSNBOHMKHJYFMYXOEAIJJP
The attached material renders 'slope' to surface illumination.
On 04/10/06, Jean-Sebastien Perron [EMAIL PROTECTED] wrote:
Very impressive material.
Sorry, but I can't understand this material, I am not a nuclear physicist.
I would like to know just how to detect the slope to create a
One more version, in this one the 'up' direction is the mapping object's z axis.
On 05/10/06, Timo Mikkolainen [EMAIL PROTECTED] wrote:
Here's another version with curve control and noise.
On 05/10/06, Timo Mikkolainen [EMAIL PROTECTED] wrote:
The attached material renders 'slope' to surface
Isn't this exaclty what the wiki is for? Just create a page for thequestion (as
in an empty page for the tutorial) and people will createthe tutorial if they
feel up to it. It's centralized and everyone canedit it.
On 20/09/06, Jean-Seastien Perron [EMAIL PROTECTED] wrote: This is very
Wiki moved to http://rs3dwiki.the-final.info quite a long while ago.
On 06/09/06, Arjo Rozendaal [EMAIL PROTECTED] wrote:
what do you mean? as far as I can see the wiki is still up.
Arjo.
I was impressed enough at the time to sit down and create one of
the first RS Wiki pages ; bringing
Try
Self.SetTotalScale(new
r3Vect(Self.GetParent().Get(SCL).x,Self.GetParent().Get(SCL).y,
Self.GetParent().Get(SCL).z));
CopyPaste might fail as I didn't test it, but I'm sure you get the idea.
On 08/08/06, Matthias Kappenberg [EMAIL PROTECTED] wrote:
Hi all,
my next little problem:
Or just Self.SetTotalScale(Self.GetParent().Get(SCL));
Assuming that the tag is a vector.
On 08/08/06, Timo Mikkolainen [EMAIL PROTECTED] wrote:
Try
Self.SetTotalScale(new
r3Vect(Self.GetParent().Get(SCL).x,Self.GetParent().Get(SCL).y,
Self.GetParent().Get(SCL).z));
CopyPaste might fail as I
The project that Matthias pointed does pretty much everything in the
paper; reflections can be added by e.g. adding the ray identifier to
the surface identifier in a secondary ray shader. The only novel part
about the paper is the collision avoidance, which is a bit hard to do
in VSL. You'll just
Inkscape is really good and getting better all the time. Gimp's interface takes some getting used to, but there's always gimpshop =)You might also want to take a look at Krita (http://www.koffice.org/krita/
).Grab a livecd from somewhere that includes all of these and test them out, it won't cost
I'd do every cut as a separate file, to keep away clutter. You can use
file instances for objects that appear in more than one cut to keep
the objects consistent (as in you only have to tweak the geometry in
one file).
Realsoft.info has a model repository.
On 30/06/06, Matthew Hagerty [EMAIL
from http://en.wikipedia.org/wiki/Alt_attribute
The alt attribute is commonly, but incorrectly, referred to as an
image's alt tag. It is not intended to provide pop up text or
tooltips when a user's mouse hovers over the image, though alt text
has historically been presented in this way in some
It would be sufficient to do sample based post processing and do the
pixel construction after that... I think I already mentioned this on
the forum. It would give nice speedups for GI (and maybe line/edge
rendering?) and it would also make the post processing more flexible
(as in no need to
Think of it like this: to see if the light is 'shadowed' or not, a ray
is shot away from the surface (in the opposite direction of the
light); if it hits something, the light is shadowed.
On 01/06/06, George Jenner [EMAIL PROTECTED] wrote:
On Wed, 31 May 2006 16:30:15 +0200, BT-3D [EMAIL
Yes.
On 31/05/06, George Jenner [EMAIL PROTECTED] wrote:
I think I've just discovered that environments and other spheres will
block all light from a distant light unless shadow invisible is checked.
Is this true?
Geo
--
Using Opera's revolutionary e-mail client: http://www.opera.com/mail/
A HUGE thanks to David from me as well :)Looks like all the plugins we've heard
of for years now are finallystarting to comee reality, that's nice to hear.
On 17/05/06, Boris Jahn [EMAIL PROTECTED] wrote: A HUGE thanks to David M. Ingebretsen who supports the Realsoft 3D Image Contest since
This is just a test, apparently my previous answers were a bit
garbled. Is it fixed now and is anyone else on the list using gmail?
On 17/05/06, Boris Jahn [EMAIL PROTECTED] wrote:
A HUGE thanks to David M. Ingebretsen who supports the Realsoft 3D Image
Contest since 1996. David raised again
If you set the light sensitivity value to 1, the object renders asbefore. Try
setting it to 0.5 or 0.
The prob in no. 6 isn't real: re-select color or light sensitivity,the value
should be correct. Not sure if this bug is filed, willcheck.
On 17/05/06, Neil Cooke [EMAIL PROTECTED] wrote: Hi
value 5.00 (as Garry's tut in the wiki mentions). And the whole attribute thing continues to be over-written. I think I'll stick to very local spotlights. This
seems to be a brute force solution but is probably robust. Neil Cooke - Original Message - From: Timo Mikkolainen [EMAIL PROTECTED
Good to hear you're busy with the plugins. Animation isn't really myforte but
I'll be sure to try them out.
On 13/05/06, Carlo Lanzotti [EMAIL PROTECTED] wrote: Hi Aidan, Enjoyed the little debate. Re Char Anim and that I am and I am sure others are interested to hear your and other listers
I'm not sure if I understand what you want to do with the curves... what do they use as input?For simple stuff like metals you can just copy the gold material and adjust the colors.
On 09/05/06, Frank Brübach [EMAIL PROTECTED] wrote:
Dear Timo, great! :-) I would like to see or get more
Just tell me what the tutorial should be about and I'll cook something up to the wiki.A tutorial that'd give a visual representation of all the functions would take quite a while, but now that it popped up I wonder why I haven't thought of it before...
On 08/05/06, Frank Brübach [EMAIL PROTECTED]
Works like a charm now, thanks =)
On 06/05/06, Richard Swingwood [EMAIL PROTECTED] wrote: Timo Mikkolainen wrote: I'm trying to use the rayrtacer, but it always crashes at render: float frefl, frefr;raytracer ray;vector vrefl, vrefr; shader MaterialInitialization(){ray.randomness = 0.5
Radiosity would be very hard to implement in RS, as it requirestesselation. A
proper QMC/Photon GI system would be nice though.
On 05/05/06, Jason Saunders [EMAIL PROTECTED] wrote: Hi Blender also has a radiosity solver ! Are there many on this list who are in favour of radiosity in Realsoft ?
I'm trying to use the rayrtacer, but it always crashes at render:
float frefl, frefr;raytracer ray;vector vrefl, vrefr;
shader MaterialInitialization(){ray.randomness = 0.5;
ray.weightByAngle = FALSE; ray.sideCheck = FALSE; ray.rayCount = 1;}
shader SurfaceProperties(){
Have you set the Max. Displacement value in the Nurbs/SDS object'sspec tab to
over 0 ?
On 23/04/06, Ville Tirronen [EMAIL PROTECTED] wrote: Hi all, I have tried
displacement with SP2, but it doesn't work. Is it broken? I have tried scaling
down the scene. Odd is that samples Displaced
allright, but
still no displacement effect. Also I have tested with different bump map
values negative and positive values. Also the bump maps normalize is
disabled. I just cannot work without displacement :( Ville Timo
Mikkolainen wrote: Have you set the Max. Displacement value in the Nurbs/SDS
I quess you'd be one of those that'd really benefit from thistutorial:
arhitectural renderings often have 2d people in them, andyou might as well add
cars and other elements in 2d.And I agree with the rest of you: excellent
lighting and seamless integration.
On 03/04/06, Bernie @ VRgrafix
I'll add some basic hdri stuff to the GI section once I find the time.
It's not that hard really: the HDR image is just used as an
environment map to light the scene. You'll get the basics by reading
tutorials for other programs.
On 2/13/06, studio [EMAIL PROTECTED] wrote:
OK :
I hate to
Something like this
http://www.mcadonline.com//index.php?option=com_contenttask=viewid=173Itemid=1
?
On 2/4/06, Neil Cooke [EMAIL PROTECTED] wrote:
Hi List,
Does anyone know of a 3D drawing system that can happen in real space.
On a plotter you move the pen from A to B and a virtual 2D
-cap interaction
seems to cover that.
I guess it's all a little too silly, but I thought I'd ask anyway.
Neil Cooke
- Original Message -
From: Timo Mikkolainen [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Sunday, February 05, 2006 9:38 AM
Subject: Re: Real Space 3D
This is pretty much what we need (if you ask me ;). Stuff can be added
as list conversations or such and then honed to a perfect idiot proof
tutorial later on. All we need is a kind soul to set this up (pretty
please George =). I'm slowly getting my stuff together on the GI tut,
so I could just
That's a tad bit problematic, as I don't have proper hosting for a
real wiki and tiddly isn't really usable as a multi-user public wiki.
That basically means that I'd be the only one who can edit the wiki; I
might as well make a static tutorial.
On 2/3/06, Aidan O Driscoll [EMAIL PROTECTED]
: Timo Mikkolainen [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Friday, February 03, 2006 5:31 PM
Subject: Re: Documentation - thanks loads George for Tiddlywiki
That's a tad bit problematic, as I don't have proper hosting for a
real wiki and tiddly isn't really usable as a multi
I've tried it with dual ht Xeons, but only for rendering. I doubt that the modeling side scales so well on multiple processors.
Only advatage I can think of is that the texture evaluation is done in
a separate thread, so that would ease up the load on MP rigs.On 11/25/05, Frank Bueters [EMAIL
On 11/20/05, Frank Bueters [EMAIL PROTECTED] wrote:
I found, back when I was playing with Angle of Incedence, that reflections of reflecting objects went black ... I didnt think it through but suspected that light was cancelling itself or even adding to negative values.
Hi Neil,Haven't tried it,
On 11/18/05, Mark Heuymans [EMAIL PROTECTED] wrote:
At 05:53 AM 11/18/2005 -0700, you wrote:Mark,Very Nice results ! You seem to be involved in breaking much new ground:DI am hoping to find time to work with this one, as well. I am,however, on a bit of a roll with Frank's Building Blocks and am
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