back online finally

2005-10-26 Thread studio

Hi List :

   Not dead . My computer was , for 2 1/2 months however . Myself , I
spent that time mostly out of town , 1 month on vacation and 1 1/2 months
on another Hydro generator rebuild project . Home once and a while on
Sundays and the time I did put toward getting the virus's out was mostly
wasted ... they turned out to be on the network as well .

   Anyway , I hope all is well with everyone here , and that all had an
enjoyable summer and a nice autumn , so far .

Thousands of emails to catch up on now that that out of town project
has ended and I'm finally back online , with a good firewall this time !

Cheers
Garry Curtis



off topic , hard drives

2005-11-01 Thread studio
Sorry :

  Strictly off-topic , but since my recent hardware disaster
I need a couple of new hard drives . However , everywhere I
surf I see all these incredibly fast and super cheap hard-
drives that are supported for 1 year only by the manufacturer .

  I need drives that are of slightly higher quality than what
appears to be readily available .

  Anyone have any links to good solid high-quality drives ?

TIA

Garry Curtis
http://www.niagara.com/~studio




Re: WorldMachine (V3.53)

2005-11-02 Thread studio
Hi George  All You Guys From 1998 :

  Anyway , here's another example of RS mesh displacement ,
however , this is a V3.53 example (image2mesh) .
http://www.studiodynamics.net/images/moonmesh_1998.jpg

   Turned out not bad , actually . Input is an awesome
POV utility that also supports errosion/craters etc .

Garry Curtis
http://www.niagara.com/~studio



 Posted this earlier but didn't come through so I've reduced the size of
 the attachment.

 
  Did you try using the bitmap to displace a nurbs mesh?  No not yet -
  over to you - A George tute addendum :)
 
 Most things in 3d defeat  me but this one is dead simple.  Create a
 nurbs rectangle then in ToolsNurbsToolsDisplace mesh select the bitmap
 file output from World builder.  You can specify the displacement to
 apply to the mesh.  The image will then make your mesh into a landscape.

 The picture attached shows the example file in World Builder (I haven't
 tried the program yet) saved as an 8 bit bmp, then used to displace a
 200x200 mesh in Realsoft 4.2.  Dead easy but the disadvantage is you end
 up with objects with mucho geometry.

 I just tried the 16bit tga and it gave very odd results.

 Gotta go shopping.  Let me know if you need more explanation on this
 method.
 George















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Re: a few more landscapes (Re: WorldMachine (V3.53))

2005-11-03 Thread studio
   Anyway , here's another example of RS mesh displacement ,
 however , this is a V3.53 example (image2mesh) .
 http://www.studiodynamics.net/images/moonmesh_1998.jpg

Hi Mark :

 Nice, it's still valid software, V3! Of course, it doesn't have real
 displacement so I'll stick to V5... 

  OK , just in case there is a misunderstanding or some confusion ,
the above V 3.53 image is not bump-mapped , but is actually exactly
what George did in V5 ... physically displace a mesh with an image.
As George said, it's dead easy to do (and was 7 years ago as well in
RS V3.53) . As you point out , it's not displacement mapping though .

 Nice hires NASA links; hm, I'm starting to wonder if NASA really went to
 Saturn ;)

Or the moon ? (there's currently a cool Imax3D film about NASA's moon)

 I now have a workflow that suits me fine, but surely there are many
 options... made some more scenes utilizing WM's flowmaps as VSL input.
 Once the mappings are correctly aligned with the mesh, a few lines of
 VSL will do the rest!
 Thanks all,
 Mark H

  Very nice renders Mark ! These simple heightfields are more than inter-
esting enough , I think . The VSL is really going to be the key , don't you
think ?

   Hmmm ... I don't think there would be anything illegal about posting a
screenshot of the World Construction Set's Rules of Nature panel , just
as an example of how WCS uses many mesh variables to arrive at a certain
colouring for any particular polygon (WCS does not support bump-mapping) .

   Thanks very much for sharing your amazing progress , Mark . Your initial
renders show so much potential it's actually quite exciting , I think .

Garry Curtis
http://www.niagara.com/~studio










Re: WorldMachine (V3.53)

2005-11-06 Thread studio
 www.catmtn.com/images/pond1-10-28-05.jpg
 www.catmtn.com/images/spectrum-10-29-05.jpg
 www.catmtn.com/images/blanca_massif-clouds-10-29-05.jpg

Hi Zaug :

  Thanks for the jpeg's . I didn't know you were in Colorado .
Must be pretty nice , by the looks of it . Good you made it
back safe and sound .

Garry Curtis
http://www.niagara.com/~studio



 Garry,
 The 1500 miles is a round trip total (plenty for me though), and well,
 since I have made the trip several times,  from here, near Ft. Garland
 Colorado, to St. Joseph, Missouri, where I am from, picture taking along
 the way is not something that I, usually, bother with. To be honest, the
 drive across Kansas is not the most picturesque :P   Here are a few,
 however, of other sites, a nice view of the little pond at my friend's
 place in  northwest Missouri, a rainbow-ish phnomena projecting on the
 foothills of the Wet Mountains, north of LaVeta Colorado, and one of the
 Blanca Massif mountain range, taken just before turning off the highway
 toward our property.
 
 www.catmtn.com/images/pond1-10-28-05.jpg
 www.catmtn.com/images/spectrum-10-29-05.jpg
 www.catmtn.com/images/blanca_massif-clouds-10-29-05.jpg
 
 Enjoy :)
 
 Zaug
 
 -- 
 My love of the  halfling's leaf has clearly slowed my mind.
 8?o
 
 
 studio wrote:
 
 Getting caught up  on the latest threads after my 1500 mile road trip
 and wanted to say that this landscape stuff is quite inspiring and to
 thank those focusing their efforts in this direction.
 Zaug
 
 
 
 Hi Zaug :
 
1500 mile road trip ? Hey , no teasing allowed ! Let's see some
 links to .jpeg's , or a web page or 2 .
 
 Garry Curtis
 http://www.niagara.com/~studio
 
 
 
 
 
   
 
 
 
 
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Re: New Icons : Anyone else seeing this ?

2005-11-06 Thread studio
So sorry about that extremely messy mail . I just switched
over to Internet Exporer V5.5 (for Firewall reasons) and I
can't believe what a piece of crap this mailer is .

  Somehow a work in progess mail slipped out , but was
still in my Outbox , and not in my Sent Items .

   How can such a huge corporation make such a piece of
useless junk ?

   About the flyover help ? I just uninstalled and re-
installed V5sp2 and all was well . Minor glich on a
nit-wit operating system .

Gott'a get another mailer ... Sorry about that one .  

Garry Curtis
http://www.niagara.com/~studio





Re: Boolean Logic was Landscapes/World machine

2005-11-07 Thread studio
As I was saying  once a polygons qualities can be
 deter- mined , using boolean logic , then any number of
 operations can then be applied , from texturing to particles
 to displacement map- ing ... , the mind boggles at what can be
 done to a polygon in RS !

 Hi
 Don't start a project/material thinking about its gui. Think about what
 you need it to do first, simulate the maths (spreadsheets are quite nice
 for this, actually), make it happen, _then_ worry about the gui and
 workarounds for this, and only if it is generalistic enough to have
 reusability value in other scenes :-)

I'm confused now . Are saying that Boolean Logic presumes an interface ?

 Ya lost me .

Garry Curtis
http://www.niagara.com/~studio





Re: Boolean Logic was Landscapes/World machine

2005-11-08 Thread studio
 The polygons are still pretty big even in a quarter-million-points mesh,
 you're asking for triangle artifacts this way... Example: a poly has a
 single slope value because it's flat. This needs camouflaging. The
 materials depending on slope should be 'smeared out' by adding some noise
 or something, if not the polys stand out too much. I actually saw that
 happen, it's not theory.

Hi Mark :

   Yes , I agree totally , and is actually what I meant about averaging
neighboring polygons , so as to eliminate a single poly from sticking out .
Yes , all sorts of disguising would be required , with noises being very
usefull .

   Sounds like I'm talking through my hat here , but I have done my share
of RS landscape stuff , years ago . Tried all kinds of things and got
some very good results too , but since VSL I haven't tried anything , but
have been keenly watching the list for renderings , and find your efforts
most interesting .

 A few more tips:
 - big meshes like 500x500 (25 points) are NOT hard to render 5 min
 for a 800x600 picture is normal on a 1.5 GHz machine
 - lots of memory is nice, 1 GB or more
 - editing scenes with such big meshes can be very slow. Disabling Undo
 helps a lot (set Undo depth to 0 in Prefs)
 - don't convert triangular faces to quads.

 Maybe a big tutorial when we figured it all out... or a book: How to
 attack a mesh with VSL , that title will draw millions of readers ;)
 I'll keep you posted,
 Mark H

Great ! Thanks Mark .

Garry Curtis
http://www.niagara.com/~studio









Heads Up ( an old Gi Post Thread Again )

2005-11-09 Thread studio
Hi List :

   Just a heads up that I'll be re-posting a couple of
mails to the list from this time last year . Cleaning
out my To-Do folder and this one of David Coombes was
sitting there , waiting for V5 to get settled in .

   It concerns the Gi shader , and David gave the list
a cool HSV control and a couple of example jpegs . RGB
color space controls lack the contrasting abilities of
HSV color space controls (you may remember that huge Gi
thread Mark  David and myself had going at the time) .

  Anyway , at first glance I don't see any HSV controls in
the V5 Gi shader , and it looks pretty much the same as the
V4.5 shader , although I didn't dig deep and see if it's line
for line the same .

  So , is it still the same ? What are users doing differen-
tly now ? Is everyone still working in RGB color space , or
is David's Realman HSV control standard fare amongst advanced
users ? Did anyone even try it out ?

  Is everyone still using the stock Gi shader , or has it act-
ually been tweaked in certain areas since V5 ? Etc etc etc ?

Thanks In Advance (I'll post my old reply as well )

Garry Curtis
http://www.niagara.com/~studio










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

2005-11-10 Thread studio
 AFAIK RGB is still the only color space used. I don't know that anyone is
 incorporating the Realman HSV code into their renderings but I'd be
 interested to hear if they are. I'm surprised that the industry as a whole
 seems to have totally overlooked the possibility of using alternative
 color 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]

Hi David :

   First thing I noticed when doing that Cornell Box experiment
last year was that there was no way of _increasing_ contrast in
post , and commented on it heavily to the point that I thought it
was worthy of consideration .

  As I mentioned many times , some of our Amiga paint programs
did allow you to select HSV and I think Opal Paint even presented
both RGB and HSV sliders on the same panel , so that a user could
tinker with both and then observe how the other Colorspace's
sliders were moving ! Very cool !

   Thankfully you did provide a first step along the way , but how
about all the other points I raised concerning using HSV in the Gi
shader , and in other areas of RS Post ? A super-simple Post-Contrast
filter using HSV would seem to be a must-have tool .

   Seems to me there is a ton of potential for much greater handling
of contrast in Post using RS's awesome curves , it's 64bit deep images
and Realmans HSV ability .

   I'd love to hear if anyone else is using your awesome plugin , and
if anyone else is in agreement that RGB color space is limiting and
really needs HSV along side it for many rendering and Post situations .

   Don't mean to be preaching to you , David , since you obviously
see the need and potential , hence your PhotoGrey plugin's use of HSV ,
but it doesn't seem to be widely accepted or even acknowledged that we
live in an HSV world, not the RGB world found in CGI raytracings  .

Thanks again for your reply and excellent efforts .

Garry Curtis
http://www.niagara.com/~studio






  Hi List :
 
So , is it still the same ? What are users doing differen-
  tly now ? Is everyone still working in RGB color space , or
  is David's Realman HSV control standard fare amongst advanced
  users ? Did anyone even try it out ?
 
Is everyone still using the stock Gi shader , or has it act-
  ually been tweaked in certain areas since V5 ? Etc etc etc ?
 
  Thanks In Advance (I'll post my old reply as well )
 
  Garry Curtis
  http://www.niagara.com/~studio
 
 
 
 
 
 
 
 



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

2005-11-10 Thread studio
 Don't mean to be preaching to you , David , since you obviously
 see the need and potential , hence your PhotoGrey plugin's use of HSV ,
 but it doesn't seem to be widely accepted or even acknowledged that we
 live in an HSV world, not the RGB world found in CGI raytracings  .

 Hi Garry,
 OK, you got it, I just re-installed Realman for V5 and I'll check it out
 first thing tomorrow .

Hi Mark :

   Great ! Not sure if David's one plugin will convert you though . Being
able to work in HSV colorspace at every step of the way , might , however ,
like is possible in some Paint  Photo programs .

   Really I should just send a mail to [EMAIL PROTECTED] and see
what Vesa and Juha think about this matter , instead of beating my chest
here , but I really am curious what other RS users think about HSV use .

 BTW Realman makes the whole discussion about Booleans futile: I suppose
 it's much more flexible in this area than plain VSL! Time to finally learn
 it, no more excuses. I always assumed VSL was powerful enough, but a
 little bit more power couldn't hurt ;)

  Also worth considering might be RPL . We still have RPL in V5 , and I'm
sure you have the RS manual's documentation on RPL , and I remember you
having some RPL knowledge as well . As I was saying recently , the Eval
word in RPL , and all RPL's many boolean options might open up all kinds of
elaborate programing that can be passed to the mesh , or maybe even into
the VSL pipeline .

Ya , I was wondering about Realman myself , but thought I better not
throw that idea out there , considering I know only a tiny bit of what
RM can do . I've read a couple tutorials and that's it , but if you say
that might be part of the solution ... that's awesome !

 Thanks for the HSV plugin David, and sorry for neglecting it all this
 time...
 -Mark H

  Godspeed Markus !

Garry Curtis
http://www.niagara.com/~studio







Advantages of Using HSV (Hue-Saturation-Value)

2005-11-10 Thread studio
Hi List :

  I think most users struggle with oversaturated renderings
that will take forever to color-correct in RGB . A user can
spend eons in an RGB color editor (while building his scene)
trying to fix obvious oversaturation , and never get there.

 With HSV it takes one control (Saturation) to slowly tweak
and watch the rendered results , or in Realsoft's case , just
simply Postprocess the file and watch the almost instant re-
sults .

  I think with RGB , the average user struggles enough with
scene tones , and even when tones have been nailed and are
textbook , all kinds of saturation errors can appear due to
scene lighting placements or lighting strengths . Trying to
balance all that in RGB can give a user fits .

  The simple and most obvious point about HSV colorspace , is
the way it mimics the world our eye's actually live in . We live
in a world that actually contains much more grey , or lack of
saturation than we might first assume .

  Advertisers use this to their advantage by surrounding us with
oversaturated posters and billboards etc , but if we decide to ex-
amine a typical street scene , we may see a whole lot of grey be-
fore anything else , with patches of natural color hovering over
that grey , slightly more saturated , then areas of deep colors . 

  So what does any of that have to do with HSV advantages ? Basic-
ally , it's all in the wrist action . That is to say , it's all in
the 'Saturation' control/curve/slider on the HSV interface .

  Slide it up and your reds become redder , but slowly move it down
(in Post or while setting up your scene tones in the Color Editor)
and you can observe those gobs of color slowly melting towards a
more realistic neutral .

  Not only that but with RS , we can create unlimited channels !
So we can de-saturate any channel we want , any way we want simply
by tweaking a Saturation curve (Tweak the Value or Hue curve to ad-
just tones) .

   If this doesn't make sense , look at it this way . Create a chan-
nel for that problematic table , or vase , or light , then in post ,
apply an HSV operation to it , and tweak that to slowly desaturate
or saturate that part of the scene that has too little , or too much
contrast .

   The workflow I would suggest is to begin with RGB colorspace to
seek out your scene's tonal direction , then move to an HSV colorspace
to slowly dial the scene into it's photorealistic potential .

[Rant End]

Garry Curtis
http://www.niagara.com/~studio










Re: X-mas is coming soon

2005-11-12 Thread studio
 Hi all,
 two downloads added.
 http://www.matthias-kappenberg.de/index.php?id=72
 Simple VSL-Shader.
 Best wishes,
 Matthias

Hi Matthias :

   Sorry , but the link leads to a page which seems to be
Greek or Arabic or something ...

  Most heavily suggested download types are .zip of course .

   Do we currently have a list administrator , since Satu
has , sadly , left that position ? Just curious .

Thanks In Advance .

Garry Curtis
http://www.niagara.com/~studio







Re: X-mas is coming soon

2005-11-13 Thread studio
 http://www.matthias-kappenberg.de/index.php?id=78
 click on the images to go to the simple view.
 Look there for : Dateien:(zipicon)  sun.zip
 at the bottom of the sites. Hope this is helpy.
 (Germany is a country in europe ;-)

Germany is a county in Europe ? Thank You .

I'm sure if I had time I could actually figure your site
out , but I'm busy .

   Again ...Do you have a direct link ? 

  (A direct link allows a person to just click once and
see whatever it is you are talking about without having
to wander about like a lost Jew) .

Garry Curtis
http://www.niagara.com/~studio






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

2005-11-13 Thread studio
 You mean this checker-board, where a white square in the shadow has
 absolut the same color as a black square in the light?

http://images.google.de/images?q=checker+illusionhl=debtnG=Bilder-Suche
 Yogi Marc Michael

Hi Marc :

   Nice link ! Say's a lot , doesn't it ?

Thanks for that .

Garry Curtis
http://www.niagara.com/~studio






Re: RGB Hunt Peck Was : Heads Up ( an old Gi Post Thread Again )

2005-11-13 Thread studio
 Can't you use the already existing RGB2HSV and back proc libs?
 Never tried proc lib calls in an image processing shader though.
 At least the code inside the lib could be expressed as a normal
 material, and it would work nicely with postprocessing.

Do you actually think everyone understands what it is you
mean when you talk in CGI jargon , or do you simply not give
a shit ?

 Then again, why do post processing in RS3D in the first place
 (except GI processing)?
 Regards
 Karl

  Ya gotta lay off the Magic Mushrooms .

  Preferably , a user will eventually have the ability to select
colors from an HSV dialog screen , which could very easily be
transfered to RGB values for actual Raytracing or Postprocessing .

Garry Curtis
http://www.niagara.com/~studio





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

2005-11-13 Thread studio
 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

...
   ...
  ... What ? :

 Now you nit-wits are actually talking-in-tongues !

  Could you please take 5 minutes to attempt to formulate
in an email exactly what it is you mean to say so that the
rest of us might understand ... please ?

TIA

Garry Curtis
http://www.niagara.com/~studio






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

2005-11-16 Thread studio
 To us it's easy to pick out a dark square in the light or a
 white square in the shadow, but a computer would need some
 complex processing rather than just comparing pixel values.
 Looking for pixel values of (120,120,120) isn't going to
 find and distinguish between light and dark checkers.
 David Coombes

David :

  Thanks you most sincerely for that explanation (below) , and
please forgive my top posting an edited version of your reply ,
 ... but I think the whole point of that link was that we _can-
not_ easily tell the difference at all ( I aplogise for what
an awefull mess the MicroSlop mailer does to your replies) .

  Anyway , Timo's initial link that Yogi resent to the list :
http://images.google.de/images?q=checker+illusionhl=debtnG=Bilder-Suche
shows just how bad our perceptions can be in extreme situations .

Garry Curtis
http://www.niagara.com/~studio


 Not related to 3D work but image recognition, so off topic. Present image
 recognition tends to work by finding similar shapes or following edge
 contrast. Stick a camera on a computer and it'll capture a colour value
 for
 each pixel. From that it can try to guess what it's looking at by
 programming shape recognition etc. In the example picture it'll see the
 same
 level of grey (120,120,120) for the dark squares in the light and white
 squares in the shadow, and not be able to recognise there's a difference.
 A
 human viewer doesn't see each pixel of the image, but an overall image.
 The
 onlooker sees the green cylinder, the apparent shadow, the pattern of
 squares, and concludes it's a 3D scene with checkerboard in shadow, so
 adjusts the perception of the colours accordingly. To us it's easy to pick
 out a dark square in the light or a white square in the shadow, but a
 computer would need some complex processing rather than just comparing
 pixel
 values. Looking for pixel values of (120,120,120) isn't going to find and
 distinguish between light and dark checkers.
 David Coombes
 [EMAIL PROTECTED]


















Re: NOT! Re: Working with channels in javascript, even further OT,

2005-11-16 Thread studio
 Did not mean to weird anyone out 
 Zaug
 My love of the Meskanen's code has clearly reconfigured my mind.
 8?o

uh huh ... :

OK fine , ... and if the Meskanen's code _IS_ your mind ?

Ya , you could just say aaahhh ... then Fuck it !

I dunno ... me ? I think if I ever had a chance to ask the
Dali Lama a single solitary profound question , I would
simply ask which is your very favorite Sienfeld episode?

Garry Curtis
http://www.niagara.com/~studio






Re: RGB Hunt Peck Was : Heads Up ( an old Gi Post Thread Again )

2005-11-16 Thread studio
 What kind of color selector dialog do you have then installed on your
 system? I'm sorry but I've forgotten what mine looks like. Care to share
 a screenie? I thought you selected from a HSV plane, although the output
 was RGB.

Hi Karl :

  Yes , RS does indeed provide HSL on it's color wheel . For sure
major prop's have got to go to RealSoft for that . It's an advanced
way of selecting saturations and intensity's .

  Hmmm ... I wouldn't be surprised that RS is actually limited by
the microslop interface , in this case .

   Myself , and what I am so profoundly asking for , is (3) three
sliders for picking colors (Hue , Saturation , Luminosity) , and
then the same (3) controls in Post Processing .

  How we get there doesn't matter . Java ? VSL ? A simple conversion
utility would be better than nothing !

  As it is now , we get to post ... our image is oversaturated in
places , or too much intensity (in HSL Language) but now what do we
do ? Ya , re-pick and re-render (go for a SMOKE) .

  I'm asking here (and also sent a mail to RS development) for
options to change things outside of the handcuffing RGB crap we'-
ve been raised on .

  As David perhaps eludes to , convergence requires a whole new
system of color recognition , and in _our_ case , the case of the
creators , ... a whole new simple system of color selection .

In my opinion .

Garry Curtis
http://www.niagara.com/~studio











Re: Working with channels in javascript

2005-11-17 Thread studio
 Anyway I was reminded of doing this by the current discussion on 
 landscapes.  You could, for example, analyse your landscape and assign 
 channels for slope, rate of change of slope, northfacing etc and then 
 reference your channels in the VSL shader.  I had other applications in 
 mind, but can't remember them now.

I'm hearing the echo again :

   Anyway, same with RPL . I know many of us clamoured for a
language that was easier to use than RPL ... Realsoft pro-
vided it (Java scripting) , but outside of BB , I personally
haven't seen it used much but has tons of potential .

 So is if possible.  I'll keep asking until I know :-)
 George

   The screenshots I posted a few weeks ago of a Landscape
rendering interface did of course provide many different
ways of texturing a mesh , depending on the many , many
qualities of that mesh .

  I only suggested booleans as a method for examining the
feedback a user got from the initial analysis . The discu-
ssion seemed to show VSL lacking , so then Java or RPL was
suggested , along with possible Realman usage .

  I asked if VSL could talk to a Java/RPL script , but no
reply . You're saying it is possible , and if so , sounds
exactly what is needed to go beyond a simple 3 or 4 textures
per landscape scenario .

Garry Curtis
http://www.niagara.com/~studio










Re: X-mas is coming soon

2005-11-17 Thread studio
 Hi Garry,
 here are the links:
 http://www.matthias-kappenberg.de/uploads/media/sun.zip
 and
 http://www.matthias-kappenberg.de/uploads/media/weihnachtsstern.zip
 Best wishes,
 Matthias

Hi Mathias :

  I was so hoping to reply with a positive comment but have been up
to my neck in alligators recently . I did D/L the files however (thanks
so much for the direct links) .

   As soon as I get all the bugs worked out of this regretfull dual boot
MS project (on my new 200 Gig Barracuda) I will re-install RS (for
the 699th time in my life) and render them up .

Cheers  thanks again !

studio
www.niagara.com/~studio
www.studiodynamics.net





Re: Working with channels in javascript

2005-11-17 Thread studio
Hi Mark (sorry to do such a heavy edit) :

   Very nice renders ! Best landscapes yet to come out of RS , no doubt .

 Is that possible, combining VSL with JS or RPL? Worth a look... I remember
 that in V3, RPL scripts could be attached to materials - in fact I already
 made an RPL slope-dependant material in V3. It would be strange if this
 wasn't possible in V5, but the great power of VSL alone makes it less
 necessary.
 Enough ranting for today - back to the landscapes,

George just commented yesterday that it was indeed possible . Actually ,
the mail that you replied to was my reply to George on that topic .

  No prob's anyway , obviously you are very busy , but there have been
very many key points tossed back and forth in the last while ... long mails
might be making those elaborate points mute , however .

 -Mark H

Please do keep up the awesome work Mark !

studio
www.niagara.com/~studio
www.studiodynamics.net





Re: Working with channels in javascript

2005-11-18 Thread studio
 George just commented yesterday that it was indeed possible . Actually ,
 the mail that you replied to was my reply to George on that topic .

 No he didn't - the thread is a bit tangled :-)  The thread started with
 the question can you work with channels in javascript.  You would then
 work with the channels in VSL.  The question is as yet unanswered.
 George

Yes , sorry :

I read , you could , for instance...  and thought that you meant ... you
could ! Obviously you meant that _IF_ you could , then you could also .

  Hmm ... booleans everywhere .

(this freakin' version 6 MS mailer is like a hundred steps backwards)

studio
www.niagara.com/~studio
www.studiodynamics.net



Re: New tutorial

2005-11-19 Thread studio
Hi List :

  Feeling a little tenative , but the below mail was the last mail from
fellow Realsoft list member Ross Hopkins . He mentions that he is
ill and working toward completing a promise to list members incl-
uding Neil Cooke , a fellow Kiwi .

   Perhaps Ross has moved on to another 3D mailing list or perhaps
I missed his goodbye  or maybe he is just extremely busy like the
rest of us .

Cheers Rossco

studio
www.niagara.com/~studio
www.studiodynamics.net


Sent: Monday, 9 May 2005 7:58 p.m.

 Hello Neil and list,

 Well this is hard to do and rather embarrassing for me as I have made some
 promises to the list and especially to Bernie and Garry regarding making
 video (Flash) tutes of RS3D.

 However, given that Neil is a Kiwi, and has requested that others from
 Kiwiland speak up, this is an opportunity to tell Neil that I am a Kiwi,
 living in Wellington and have RS3D too!

 Plus it is an opportunity to front up and apologise to those that I had
 promised tutes etc.

 This goes back some time now and while I have been still checking out the
 list messages, due to my health taking a few backward steps (just when I
 thought I was well on the road to recovery), Sadly, I have not been able
to
 come up with the goods.

 To those that I promised, please accept my apologies. I have had, and
still
 do have the intention of getting into RS3D and making the tutes, as this
is
 how I would learn more myself etc, as many of you on the list have alluded
 to recently.

 I cannot give any timeline though as I have done that already and not
 delivered, so I will wait until I have completed something before I
actually
 say I will do it, then it will, hopefully be a nice surprise :)

 Seems to me that what you are all doing with version 5 is pretty amazing!

 Well that just about does it for now...

 Hope to be more involved soon ;)

 Regards
 Rossco


 Get Firefox!
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf
Of
 Neil Cooke
 Sent: Monday, 9 May 2005 7:58 p.m.
 To: [EMAIL PROTECTED]
 Subject: Re: New tutorial

 Hi List

 Testing hugeness, is there anyone else on the List from kiwiland?

 Just curious,

 Neil Cooke
 www.neico.co.nz


 - Original Message -
 From: Robert den Broeder [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, May 09, 2005 6:42 PM
 Subject: RE: New tutorial


  Hi Chris,
 
 
  
   Hi Robert,
   If I haven't thanked you yet for this, THANKS!
   If more of this type of info leaks out, RS might be huge!
   :o)
   cm
 
  I have more info where that came from...  My guess is that RS IS huge!!
 
  :P
 
  Best regards,
  Robert
 
  http://members.chello.nl/rbroeder
 
 



Re: New tutorial

2005-11-20 Thread studio
 Off the topic but, on learning that i was not alone on this south sea kiwi
 island, I wondered about a National Convention of New Zealand Realsoft
 List members
 Neil Cooke

have you heard from ross hopkins





Re: New Tutorial online - planetary.zip

2005-11-21 Thread studio
  http://www.studiodynamics.net/tutes/planetary7.html

  Thanks for the nice words guys . Had to giggle when I checked the
Astronomy Picture of the Day site , this morning . Seems I wasn't
the only one having trouble finding craters . APOD link below .

http://antwrp.gsfc.nasa.gov/apod/ap051121.html

studio
www.niagara.com/~studio
www.studiodynamics.net



Re: New tutorial

2005-11-21 Thread studio
Hi Jyrki :

   Nice looking stuff there ! I really like the nice soft boundaries of your 
clouds . Best I've seen yet with
such a nice solid looking cloud . Very good looking Gi , and thanks for the 
link .

studio
www.niagara.com/~studio
www.studiodynamics.net
- Original Message -
From: Jyrki Hokkanen [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Monday, November 21, 2005 5:36 AM
Subject: Re: New tutorial


 Nice tut Garry!
 Now that you mentioned my cloud scetches, it came to me that I never
 showed where I ended up
 http://staff.csc.fi/jyrki.hokkanen/cloud_s.wmv
 (lower quality but more universal mpeg1 format here:
 http://staff.csc.fi/jyrki.hokkanen/cloud_s.mpg)

 Another outdated issue - remember the Sibenic cathedral GI-renders?
Well
 I also rendered the Sponza Atrium
 http://staff.csc.fi/jyrki.hokkanen/sponza1.jpg
 One spotlight (sun) and a blue sphere (sky) are the only light sources
 used. The Sponza model came from
 http://hdri.cgtechniques.com/~sponza/files/

 Cheers
 Jyrki



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11/18/2005





Re: New Tutorial online - planetary.zip

2005-11-23 Thread studio
  1) Load a project or just start RS (startup.r3d will load) .
  2) Select Load Startup .
  3) Look in your Material Window (only aluminum?)

 but if I use RMB in the Material-tab
 and select sort alphabetically all
 materials are visible and at the right place.
 Matthias

Hi Matthias :

   Yes , same here . Odd bug with a workaround .

I see [EMAIL PROTECTED] is the correct address .

studio
www.niagara.com/~studio
www.studiodynamics.net




Re: New tutorial

2005-11-29 Thread studio
Hi Rossco :

  Glad you are still monitoring the list . I thought you had made
a move to LW/Max or something ? I knew that you're not the lurk-
er type , so I figured if you were around , you would say so ...

  Anyway , also very glad things are going your way . Sounds like
a kind of dream come true , no ?

  Looking forward to seeing a tute or two from you !

Cheers Rossco !

studio
www.niagara.com/~studio
www.studiodynamics.net

 Hello Neil, Garry and the list,
 
 Well Garry, you pretty much got it in one regarding reasons for not being
 around on the list etc.
 
 As it happens, while my health was improving I landed a job which I could
 not turn down. Funny enough it is at the Hospital I was being treated :)
 
 They got my CV and after seeing my computer experience etc, they decide to
 take me on board, regardless of health condition :):). I was wrapped to say
 the least:).
 
 On the health side, that is always improving, with the odd hiccup here and
 there, but the overall trend is in the positive and certainly appears to be
 more of a permanent improvement, which is great.
 
 Given the job, Garry is correct in saying that I have pretty much been very
 busy, however I still watch the list. The sad part of it all is I have not
 had any time to do anything 3D. I have got really into my job and focusing
 on that has been my main priority.
 
 That said, I can now see a light at the end of the tunnel and from early
 next year I will pretty much have most of the job running smoothly enough
 for me to schedule more time into my long sought after hobby - - 3D. Yes, I
 also still plan on completing video tutes, but cannot give any time frames
 :(
 
 Good to see the list has been pretty active lately, and from what I see,
 some amazing work being done in RS3D.
 
 Anyhow, this was just to let you know that I have not dropped of the face of
 the earth (yet:)) and an opportunity to say a big HELLO to you all as well
 :)
 
 Cheers and regards
 Rossco
 
 
 Get Firefox!
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Neil Cooke
 Sent: Sunday, 20 November 2005 22:08
 To: user-list@light.realsoft3d.com
 Subject: Re: New tutorial
 
 No, only that one post as you quote.
 
 Neil Cooke
 
 - Original Message -
 From: studio [EMAIL PROTECTED]
 To: user-list@light.realsoft3d.com
 Sent: Sunday, November 20, 2005 9:38 PM
 Subject: Re: New tutorial
 
 
  Off the topic but, on learning that i was not alone on this south sea
  kiwi
  island, I wondered about a National Convention of New Zealand Realsoft
  List members
  Neil Cooke
 
  have you heard from ross hopkins
 
 
 
 
 
 
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Re: This is an experimental website I did in full 3D

2005-11-29 Thread studio

Nice clean look to it !


studio
www.niagara.com/~studio
www.studiodynamics.net

 HI,
 
 This is an experimental website I did in full 3D
 www.maxiforet.com this is my first contract for a website.
 
 It's slow the first time you open the pages, but after they have
 been loaded once, it's fast.
 Note: there is sounds effects if you use InternetExplorer. 
 
 If some aspect of the page are hidden by the UI, press F11.
 
 You comments are welcome. 
 
 
 Only the monitor of the visit page was modeled in Realsoft5
 www.realsoft.com
 
 Everything else was modeled in Shade8Pro
 www.e-frontier.com
 
 And finally all the rendering was made in ProjectMessiahWorkstation
 www.projectmessiah.com
 
 Rendering time of one image is 8 minutes 50 secondes on a AMD
 1400Mhz 512 ram
 
 
 Jean-Sebastien Perron
 www.neuroworld.ca (not working)
 
 
 
 
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Re: Message to the REALSOFT Mother Ship .... CHARACTER ANIMATION!

2005-12-01 Thread studio
Hi Guys :

  Finally installed Xvid codec (couldn't find an install.exe
file on the Official site) and got to view some very cool
anims for my trouble .

  Thanks to all you guys for the great eyecandy and awe-
some tutorials and projects . Great burst of energy there
with all kinds of information and how-to's on the subject .

studio
www.niagara.com/~studio
www.studiodynamics.net
 http://www.the-final.com/footstep/the_4leg_robot_film_old1.avi
 (Make it walk was 5 minutes, understanding how footsteps work:
 some hours with try and error ;-)
 Matthias



Re: CHARACTER ANIMATION STUFF and RS ....

2005-12-28 Thread studio
 For those into Character Animation and to keep a recent topic on same going 
 - Blender 2.40 is out with a rewrite of same:

Hi Aidan :

   I guess you missed the short thread last week on Blender's 2.40 release ?
Anyway , the very first tutorial in the Manual is about quickly building a
gingerbread man and then boning , skinning and animating him .

  I'm sure we must have something like this tutorial in RS , no ? I know
some listers have threatened to write a tutorial or 2 on the subject .

  Off topic , but the Blender arena reminds me a lot of the RS community .
So many people contributing selflessly in an effort to progress their
dearly beloved app .

studio 
www.niagara.com/~studio
www.studiodynamics.net


 For those into Character Animation and to keep a recent topic on same going 
 - Blender 2.40 is out with a rewrite of same:
 
 Blender has had another long development cycle resulting in a release 
 packed with rewrites, new features and improvements. The major additions 
 this release are the Character Animation rewrite, the added Fluid Dynamics 
 system, improved editing and rendering of Particle Based Hair, and the 
 Modifier Stack.
 
 http://blender.org/cms/Blender_2_40.598.0.html
 
 Have a look.
 
 Just spying on other 3D Camps for Character animation stuff,
 
 Cheers
 Aidan
 
 
 
 
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 Checked by AVG Free Edition.
 Version: 7.1.371 / Virus Database: 267.13.8/183 - Release Date: 11/25/2005
 



How to batch load and render one imported object per frame ?

2005-12-29 Thread studio
Hi List :

  Another great thing about RS is the ability to script in
java or RPL , things that can't be done in the GUI .

  OK , say I have 10 .obj's (01test.obj , 02test.obj,etc 
etc) . Now I want to bring them into an RS scene and render
only the single corresponding object for that frame (07test.obj
for frame 7 , etc) .

   So I need to batch load them , for starters and then script a
rendering solution . How do I set this up without all the manual
labour of loading and rendering one object at a time ? (what if
I had a sequence of 200 objects to import and render ???)

Thanks In Advance .

studio
www.niagara.com/~studio
www.studiodynamics.net


Re: CHARACTER ANIMATION STUFF and RS ....

2005-12-29 Thread studio
 Yep, it can. And lots more to go: there's a game engine which really 
 works AND a whole package with examples  a book (you have to buy THAT 
 from them but it's worth the price  the engine itself is FREE). Don't 
 know if Blender can replace RS anywhere soon (I doubt it, because they 
 rely on polygons and RS on mathematically defined primitives which is 
 far superior as a modeling toolset) but surely there's a lot of stuff in 
 Blender RS is still missing so you should consider it as a an ADDITION 
 to RS.
 All the best for 2006  happy rendering whatever tools you use 
 
  from Wolfram 

Hi Wolfram :

   Sorry to edit your post so much . Congrads though for seeing the pot-
ential of the Free GPL directive and contributing to it .

  I have to agree with most of what you say above . I'm just getting to
know Blender now and think it's a pretty cool partner app to be running
alongside Realsoft , or Max or LW etc . However , the free Personal
learning Edition of Maya might also be an app one might find worth check-
ing out too . The fluid dynamics of Blender drew me , but I think Maya's
stuff is far superior , from what little I've read .

  Anyway , the bottom line for me is the ability of RS to do so many ,
many amazing things that it's potential is never-ever going to be real-
ised to anywhere nears it's full potential , simply because it's depth
is so vast that only a small handful of people are able to grasp it .

  Put 10 guys in a room with RS and a short animation project and if
you have some key guys in there you will accomplish incredible things .
RS is awesome but I think it really needs the community to write some
more elaborate , in depth articles and tutorials , much along the line
of what is happening over in the Blender camp .

   (this is the part where I sound bitter) . It's great to be able to
show the world what you can do with RS , big huge pat's on the back to
you people ... but how about throwing the community a bone and telling
us HOW you did it , exactly , in step-by-step form .

   Time and time again we see list geniuses shoot VSL code from the
hip and say  it should work , but I don't have RS running in front of
me right now   Then wait till you do and then try it, then create
the material , then share it (explain it would be nice too) .

   Zaug has just shared this very cool script with the list , and I know
it must have taken him through a very steep learning curve that required
a lot of his precious spare time . Fantastic ! Now , if we were to do it
the Blender way , Zaug would then write a nice HTML tutorial explaining
how he did it , and any other stuff he learned along the way .
 
  In fact , doing it the Blender way would probably see Zaug pioneer the
'Scripting' section of an on-line Dynamic manual , like Blender has on their
Wiki site (I thought I created a new idea [dynamic manual] but the Blender
people have had it for a long time) .

   So , [rant mode off] perhaps the best thing about Blender , in the end,
is for RS people to glimpse at just how great it is to see a community
share knowledge , give their time , and not in any kind of haphazard way
but in a way where info get's taken in, in an effective manner , with an
end result that see's a 3D person constantly upgrading their skill level .

   There used to be a ton of sharing on this list , not all that long ago,
but seems to be almost dead now except for off-topic threads and my late
night rants .

   A logical question might be what good is an extensive app like RS if
the average person doesn't know how to use it ?  There is lot's of info
in the manual of course , but so much knowledge has been learned the hard
way , over and over again by dozens of people . Better to have one person
find the solution or workaround to a problem , then document that solution
for the rest of the community .

Happy Hanukkah/Clone the Meskanens

studio
www.niagara.com/~studio
www.studiodynamics.net



Re: A little script

2005-12-29 Thread studio
 Hello list,
 Here is a little script, that I have been working on for the last
 several weeks, that some of you might enjoy playing with.
 http://www.catmtn.com/realgreeblez.php
 Thankz to Fredrik Bergholtz for much advice, tutoring, testing and
 patience; and also to Juha Meskanen for answering many questions so quickly.
 Cheers,
 Zaug

Hi Zaug :

  Thanks for the script ! Those renderings on Staffan Norling's web page
look really awesome . Procedurals are the best , for sure , and your
Greeble stuff will prove that by looking so unique in every render .

Thanks again .

studio
www.niagara.com/~studio
www.studiodynamics.net





Re: Tutorials needed was Re: CHARACTER ANIMATION STUFF and RS ....

2005-12-30 Thread studio
 Thanks for the promotion and your kind words Garry! Much appreciated :)
 Keep an eye on that site if you're interested in following the developments
 of V6 features.
 Best regards,  Happy new year to all!
 Robert

Hi Robert :

  Will stay tuned , but I find it hard to believe RS can move from
V5 to V6 so quickly . Is Satu a coder ? (just kidding)

 I hope to convert a tutorial this weekend using the style-
sheets that are common on your site . Hope you don't mind , and
it will probably take some heavy duty editing on your part to
make it fit in properly , since I don't understand stylesheets .

  Anyway , it's a chance for me to put your money where your
mouth is (english expression) .

Cheers Robert  indeed Happy New Year to All !!!

studio
www.niagara.com/~studio
www.studiodynamics.net

 Others take the time 
  to create really awesome web sites full of tutorials and 
  links and projects and materials etc like this one 
  http://members.ams.chello.nl/rbroeder .
  
 

 
 
 
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Re: Tutorials needed was Re: CHARACTER ANIMATION STUFF and RS ....

2005-12-31 Thread studio
Hi Robert :

  OK , understood . Thanks for the reply !

studio
www.niagara.com/~studio
www.studiodynamics.net

 Hi Garry,
 
  
Will stay tuned , but I find it hard to believe RS can move from
  V5 to V6 so quickly . Is Satu a coder ? (just kidding)
 
 I never mentioned a quick release of V6. Only that I will show more info on
 how V6 develops :)
 So you can all see.
 
   I hope to convert a tutorial this weekend using the style- 
  sheets that are common on your site . Hope you don't mind , 
  and it will probably take some heavy duty editing on your 
  part to make it fit in properly , since I don't understand 
  stylesheets .
 
 All tutorials I published so far are plain HTML and the only style I use is
 the manual format.
 That means same font and same use of titels.
 
Anyway , it's a chance for me to put your money where your 
  mouth is (english expression) .
 
 OK Garry take that chance while you can ;)
 
 Best regards,
 Robert
 
 
 
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This Bud's for you !!!

2005-12-31 Thread studio

Cheers  all the Best in the coming year !!!

studio
www.niagara.com/~studio
www.studiodynamics.net


Re: Video Tutorials for RS / Apps for same - Formally: Happy new year grom Germany ....

2006-01-03 Thread studio
  If making these tutes involves 
 compositing seperate audio and video OR if there is any grunt work involved 
 in doing same - the number of people willing to participate in a potential 
 RS video tute library will be very small. - ITS HUMAN NATURE - also people
 have other things to do in there lives 
 Cheers
 Aidan

Hi Aidan : 

  Same applies to making HTML tutorials , of course , but as I've said ,
there are so many good and totally free HTML editors out there that I
wouldn't even consider trying to list them here .

  So why then do so few people bother to take the time to create tute's ?
(just a retorical question , no need to attempt to answer) .

  It's also human nature to feel good when you've contributed to the
community .

  One of my main points which I don't remind repeating , is that info
posted here just goes down a sinkhole and dissapears . Unless you've
saved the file and remember you did , finding that valuable info can be
tough , and more importantly , if you're a newbie just trying RS , all
that archive info is of no use to you .

  If you post to the Forum at least it's there for anyone to see , if
they have the time to dig all the way back through pages of posts ,and
only if the thread was labelled properly . If it wasn't that info is
probably not going to be read again .

  So that brings us to the HTML tute . It's quick , it's simple , it's
free , it's easily linked to from many web sites ... it's perfect , but
it's rare .

  Your slowly disappearing mail on video screen captures could be an
awesome HTML tutorial . Download a few of the freeware S/W's and put
them through their paces then write a tutorial about your experience .

  Now you've really done something ! Now you've saved dozens of other
people the time and trouble of having to do it . Write it properly and
you may even inspire others to create video tutorials .

  I can punch key words into Google , surf a bit , then post links to
this list , but what have I accomplished ? Easy to do but how much time
have I saved anyone , or what have I taught them ?

   I don't think it's a question of time at all . Even if it takes a
month or two to do a tute , who cares ? A little bit every week and
in no time it's done . Even better , find a mate who is also inter-
ested in that topic and team up to create one .

Seems to be some kind of fear (fear of the unknown?)preventing people
from offering their gained knowledge or expertise to the community .  

studio
www.niagara.com/~studio
www.studiodynamics.net

 
 
 At 12:50 03/01/2006, you wrote:
 My little boy uses aviscreen classic (freeware) to capture video from the 
 screen for school projects  - http://www.bobyte.com/
 I'm using Microsoft Movie Maker2 with 9 year olds and they can cope with it.
 PCAdvisor UK Feb edition had a ULead video editor on the cover disk - it 
 looks more competent than Movie Maker but I haven't tried it.
 
 We use Bink and Smack (radgametools.com) to do any batch conversions - my 
 digital camera only does .mov which Microsoft Movie Maker won't recognise 
 for some strange reason.  Anyway, Bink and Smack converts satisfactorily.
 
 Geo
 
 Aidan O Driscoll wrote:
 
 Hi Guys,
 
 Re - video / audio / screen capture for tutorial vids, here are some 
 ideas. Free where possible:
 
 *Windows Media Encoder (free) - specific to windows though:
 *http://www.microsoft.com/windows/windowsmedia/9series/encoder/default.aspx
 
 I have not tried this out, but I am sure if one uses the WME the output 
 will be WMV, one could then convert the WMV to any other format.
 
 
 *Wink [ as others here have pointed out ]:
 *http://www.debugmode.com/wink/
 
 This app makes screen grab files for tutorials. Not sure if it does audio.
 
 
 *Audacity:
 *http://audacity.sourceforge.net/
 
 Freeware Audio editor
 
 
 *Wax:
 *http://www.debugmode.com/wax/
 
 is a high performance and flexible video compositing and special effects 
 software. May be possible to use to combine the video and audio files
 
 
 
 ONES THAT COST:
 
 *Bulent's Screen Recorder 3:
 *http://www.thesilver.net/index.htm
 
 Not free, but does the lot it seems - $24 or so
 
 
 *Capturewizpro:
 *http://www.pixelmetrics.com/CapWizPro/index.htm  $30
 
 
 
 *1st Screen Recorder  Video Capture:   *
 http://www.screenrecorder.us/$30 - 
 looks ideal and good
 
 
 *Desktop Screen Record 5:
 *http://www.recordscreen.com/   $30
 
 
 
 ANY ONE ELSE WHO CAN SUGGEST  = F R E E = APPS FOR MAKING SCREENGRAB 
 TUTORIALS 
 
 Cheers
 A
 
 
 
 
 
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Lead a Horse to Water was : some :-)) and more beginner tutorials ;-)

2006-01-03 Thread studio

Hi Neil :

   Man , that is some huge post of good info . I really have to
ask , however , with a little imagination could you not have
used some of this info in a very small tutorial ?

   You say no need for a tute , then you write this big long
email (that will disappear forever into the void in a matter of
days) . Except for the few people who actually took the time to
read the whole thing , it's very close to being a wasted efort ,
compared to a tiny HTML tute that is sitting comfortably on a
few servers around the world .

   Thanks very much for your time , but I don't really have any-
plans to print anything right now (I'll hang onto your mail) .

  HTML tute's ... they're free , they have a long shelf life ,
they're entertaining to read (even if you just look at the pict-
ures ...) , they are always there for newcomers to learn from ,
or help longtime community members upgrade their skills .

  Let me put it this way ... what if I had just wrote about my
cool experience with RS displacement mapping in an email ? How
much would that have helped anyone compared to the experience of
doing a step-by-step learning experience ?
 http://www.studiodynamics.net/tutes/planet1.html

   Then again , I'm amazed at how  much I actually learned simply
because I wanted to try and make the tute interesting to others .

   It's a win-win-win situation when someone actually makes the
commitment to teach others effectively .

(rant-mode / off)

studio
www.niagara.com/~studio
www.studiodynamics.net


 Hi Garry,
 
 No tutorial needed since the way to render as bmp is all that is needed 
 and is in render options as well as the manual. Get your models done, line 
 up the lights, set your camera and render to file as bmp. Tutorial 
 finished.
 
 Print requirements depend entirely on printing device/machine. The people 
 who know exactly the optimum file parameters are the people (the Printers) 
 who own and run each device. Go to those people for file parameters. This 
 answer could profitably stop right there but here's some more anyway.
 
 So, render to bmp in RealSoft. Convert to whatever the Printers want or let 
 them do so if needed. Render large file sizes since these can be reduced if 
 necessary at little or no loss in sharpness (resolution) but small files can 
 not be so easily enlarged without image distortions like pixellation, etc., 
 showing.
 
 However don't be scared, if all you have is a small image lifted from a 
 website then that's all you have. Massage it as much as you can in Photoshop 
 or whatever (I use PhotoPaint) and get on with it. The rule is simple what 
 you are looking at will be what is printed unless someone messes up and they 
 usually dont.
 
 For USA Letter size paper and A4 the usual for Offset is about 300dpi so 
 files over 25 megs have more than enough information for top results.
 
 DPI means Dots per Inch, it more or less means pixels per inch, therefore 
 with a calculator in hand you can sort out the dpi for anything you need.
 
 A small confusion might occur if you dig deeper and come across LPI which is 
 an old screen ruling term that Platemakers used when converting photographs 
 to printed dots. These days just let the Printer worry about this side of 
 things since there are optimum rulings for each of the machines on his 
 factory floor plus, if the file is clean enough he might run stochastic 
 ruling which is fun. A good machine will easily handle 175 lpi but unless 
 it's newsprint, flexographics (on cartons usually) or silk screen dont 
 accept anything less than 133 lpi.
 
 A small trick here is a frequency clash that can happen between a printed 
 image that has been printed using dots (LPI) and the reprinting of a scan of 
 that again using dots ... the effect is called moire and can be a horror. 
 Best to press the remove moire button in PhotoShop after scanning before 
 handing it over to the Printer ... except they will usually see what's going 
 on and fix it or hand it back to you for fixing.
 
 The file size is the total dot/pixel count multiplied by the number of 
 channels multiplied by the information type in the channels used ... CMYK 
 used Cyan, Magenta, Yellow and Black which is four channels and if it is in 
 32 bit format then .. etc. RGB used three channels and is generally 24 bit. 
 Straight Line Art, or Black and White is One Bit ... so yes, these can be 
 very very high resolution with relatively small file sizes ... I usually run 
 Line Art files at no less than 600 dpi. Greyscale is generally 8 bit ... an 
 8 bit pixel object can carry 256 values of grey from white through to black.
 
 So, you might want the render to fill an A4, you will render to bmp as 
 mentioned. Your camera aspect ratio will be 1.41 (if the A4 is portrait 
 format and 0.71 if it's landscape) ... I use 1.5 and 0.75 so that I can crop 
 the image if I want to ... anyway, rough enough. A long edge pixel count of 
 8000 is heaps ... which more or less gives 8000 x  5600

Re: Video Tutorials for RS / Apps for same - Formally: Happy new year grom Germany ....

2006-01-03 Thread studio
 WOW! Great post Garryand you are right about the FEAR factor...well for
 me anyhow, that is the fear of the tutes not being good enough.
 I would complete a tute, think it was OK, then later decide that it is not
 very good so don't even get to post it on the web
 ...something I have decide to tackle a bit harder this year and stop being
 so self critical..:)
 Cheers
 Rossco

Hi Rossco :

  Thanks , and good luck with your lighting problem . I got to tell you
though , it was so much better being able to look at your renders on a
web page than in an email ! Can't explain it really , but once on your
site I almost felt compelled to try and help , somehow .

   Chris echoed my thoughts on the problem so I won't get involved just
yet , but will stay tuned .

  Your apprehension is understood ... about tutorials I mean . The great
thing about this community is the ability that some here have to 'proof-
read' . Robert was very helpful , and Bernie is always there to offer
advice too .

  You're not alone here , and you are an artist that has much to offer .
Please consider making the tutorial group effort . I'll help you out any
way I can , with pleasure !

Cheers and hope you are keeping cool (down under)!

studio
www.niagara.com/~studio
www.studiodynamics.net

Hi Aidan :

  Same applies to making HTML tutorials , of course , but as I've said ,
there are so many good and totally free HTML editors out there that I
wouldn't even consider trying to list them here .

  So why then do so few people bother to take the time to create tute's ?
(just a rhetorical question , no need to attempt to answer) .

  It's also human nature to feel good when you've contributed to the
community .

  One of my main points which I don't remind repeating , is that info
posted here just goes down a sinkhole and disappears . Unless you've
saved the file and remember you did , finding that valuable info can be
tough , and more importantly , if you're a newbie just trying RS , all
that archive info is of no use to you .

  If you post to the Forum at least it's there for anyone to see , if
they have the time to dig all the way back through pages of posts ,and
only if the thread was labeled properly . If it wasn't that info is
probably not going to be read again .

  So that brings us to the HTML tute . It's quick , it's simple , it's
free , it's easily linked to from many web sites ... it's perfect , but
it's rare .

  Your slowly disappearing mail on video screen captures could be an
awesome HTML tutorial . Download a few of the freeware S/W's and put
them through their paces then write a tutorial about your experience .

  Now you've really done something ! Now you've saved dozens of other
people the time and trouble of having to do it . Write it properly and
you may even inspire others to create video tutorials .

  I can punch key words into Google , surf a bit , then post links to
this list , but what have I accomplished ? Easy to do but how much time
have I saved anyone , or what have I taught them ?

   I don't think it's a question of time at all . Even if it takes a
month or two to do a tute , who cares ? A little bit every week and
in no time it's done . Even better , find a mate who is also inter-
ested in that topic and team up to create one .

Seems to be some kind of fear (fear of the unknown?)preventing people
from offering their gained knowledge or expertise to the community .

studio
www.niagara.com/~studio
www.studiodynamics.net








RE : Vacationing !!!

2006-01-13 Thread studio

Greetings :

   Here's a little web page with some pictures of the Rocky Mountain area
of Alberta and British Columbia , Canada . Might inspire someone to do a
little terrain creation .
http://www.studiodynamics.net/roading/road1.html

Pop in once and a while to see what I've been up to lately (heading for
Colorado) .

Take 'er easy .

studio
www.niagara.com/~studio
www.studiodynamics.net

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noise conyroller

2006-01-15 Thread studio
http://www.neico.co.nz/3d/neico0601.html#gcnoise
Hi Neil nice renders, very great :-)
 Matthias

Yes . nice render . I did notice a small red arrow pointing
at the side of your image ... is that leading to new renders
as well ? Anyway , just wondering if those driftwood ima-
ges are done using the noise material too (not sure)?

OT PS:
  Man , this is wild ! Moving through the Donner Pass in
California and I found a Wi-Fi to do my mail on while
the train stops for a bit !

Cheers !
studio
www.niagara.com/~studio
www.studiodynamics.net
- Original Message - 
From: Neil Cooke 
To: user-list@light.realsoft3d.com 
Sent: Sunday, January 15, 2006 4:08 AM
Subject: Noise Controller


Thanks Garry for the tute and Karl, et al.

Tried it today and think it'll have a permanent place in my paint box in
some form or another. 

Makes a passable wood pattern in this case, I reckon ...

http://www.neico.co.nz/3d/neico0601.html#gcnoise

Neil Cooke





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[no subject]

2006-01-21 Thread studio
http://www.studiodynamics.net/tutes/planet1.html

 a very latent response : Garry,Thanks for the tutorials,
 I worked with these concepts extensively when
 it was being initially discussed. Nice to have an organized
 resource, in a familiar format, to refer back to.

  Hi Zaug , and thanks for the feedback ! I so agree about
the HTML format . Let me re-post the (very flawed) HTML
Tutorial Template's URL , in case everyone is ignoring it
(kidding  - from awesome Iowa) 
http://www.studiodynamics.net/template/template_rs.html  

studio
www.niagara.com/~studio
www.studiodynamics.net


 
 studio wrote:
 
 Hi All :
 
Thanks to some gentle and very effective suggestions by
 Robert Den Broeder I've redone the Planetary Project .
 
  http://www.studiodynamics.net/tutes/planet1.html
 
Please check it out , as I've added a dozen or so Real-
 Soft V5 renders to it , as well as much more detailed step-by
 -step procedures for arriving at some very cool results (I think).
 Download it , have a look and see what you think .
 
Man , he is good . I only wish I could inspire others to
 create the way Robert does . Not just by the very , very help-
 ful tips he offered me privately , but by the calibre of Real-
 soft web site he maintains modestly and unselfishly .
 
   That's pure devotion on Roberts part , and it really works .
 
   Thanks again Rob , I only wish I could inspire others to
 simply take the time to share the way you so humbly do so
 well .
 
This Bud's for you !
 
 studio
 www.niagara.com/~studio
 www.studiodynamics.net
 
 
 
   
 
 
 Zaug
 
 -- 
 My love of the  halfling's leaf has clearly slowed my mind.
 8?o
 
 
 
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[no subject]

2006-01-21 Thread studio
 Hi all,
 fast rendered shading test.
 (only VSL no textures)
http://www.matthias-kappenberg.de/fileadmin/rs3d-modelle/filme/terminator-2e
 yes-xvid.avi
 Matthias

Is this link working ? I had no luck .
TIA
studio


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test

2006-01-25 Thread studio
 I think your problem downloading was that the link spanned over two 
 lines. You had to cut and paste the last part onto the first in the 
 browser window.

Hi Chris :

   Yes , there were 3 lines of URL and I only copy/pasted 2 of them . What
was this anim demonstrating , again ? It looked nice but I didn't see any
action .

TIA

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robot eyes

2006-01-25 Thread studio
 it's one VSL-Shader for the lids and one for the eye.
 The colored parts are done via IF-levels and the UV-Coordsys/Map-Coordsys.

Hi Matthias :

   Thanks for the link , and a very nice looking  anim , good lights and
nice colours , but I thought it was to show eyelids , or something ? I
watched it a few times on my laptop but only saw camera movement .

TIA
studio

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[no subject]

2006-01-27 Thread studio
Date: Sat, 28 Jan 2006 06:59:53 GMT
X-Posting-IP: 66.199.80.157
X-Mailer: niagara.com webmail Standard Edition v3.2.7

 Hi Garrs,
 it's the:
  Die animierte Version als WMV ca. 3mb 
 or:
  Die animierte Version als XVID-Avi ca. 2mb 
 one the same site
 Best wishes,
 Matthias


Hi Matthias :

  OK , is this just a shading test ? It say's eye's open/
close but I don't see any movement . Anyway , it looks good
as I said before . In fact , since I,m using my laptop with
it's LCD screen , I find that a lot of the CGI looks bad ,
but photo's and film look great . Your test looks polished .

   Your animation looks very good on my LCD monitor . Did you
do any postprocessing to help smooth things out ? From now on
my CGI stuff will be made to look good on both CRT and LCD
monitors .

Thanks
studio

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ooops

2006-01-27 Thread studio
Sorry , my web mailer kept telling me there was an error sending that mail .

studio

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I'm Back !!! (off topic)

2006-01-31 Thread studio
Hey Y'all :

  Back from a 27 day train trip around North America ,
and I can not only recommend it , but will promote it
via an expanded web page or 2 . One thing , don't go
coach , but go first class with your own private acc-
ommodations as well as all meals included .

   Fly into Denver Colorado and train it to San Fran-
cisco , California . You will pass through some of the
most incredible geography known to man ... words fail
when trying to describe a canyon trip like this one !

  If anyone has any questions about setting up such a
vacation just mail me and I'll provide all the do's 
don'ts and the in's and out's of travelling the U.S.
and Canada by Rail (it's a lot of fun!) .

studio
www.niagara.com/~studio
www.studiodynamics.net


Re: exclude or include lightsources for objects

2006-01-31 Thread studio
 The lightsensitive shader adds the possibility to dim the
 lights . Make sure that you have a float channel which is
 named exactly Light Sensitivity in your channel tab.

Thank you :

  What an excellent opportunity you guys have pro-
vided for one to step in and say  What   .

  Great that we have encountered yet another situa-
tion where we can utilize the advanced tools of RS ,
but the solution from Boris and Matthias totally lost
me .

  Was that 2 different solutions ? Or one solution ,
with a twist . Then , as if that wasn't confusing
enough , we have a link to parts of Tim B.'s expl-
anation about something similiar (I guess?) .

  Think about it ... if an ancient user like myself
can not follow along with what you guys are yammer-
ing about , how do you expect newcommers to Realsoft
3D to learn anything ?

  We keep on saying ... RS is an extremely capable 3D
application , but can also be a steep learning curve .
This thread is an good example of how hard it can be
to try and grasp a new procedure .

   So , anyway , who had the solution ? Boris ? Matt-
hias ? Boris with Matthias's help ? Boris with Tim's
tutorial and then adding Boris's suggestions later ?

  How much does Maya cost now ?

studio
www.niagara.com/~studio
www.studiodynamics.net

 The lightsensitive shader adds the possibility to dim the lights
 Make sure that you have a float channel which is named
 exactly Light Sensitivity in your channel tab.
 
 Matthias
 
   there is the lightsensitivity shader in the RS' materials in misc. You
   have to apply this shader to the certain lightsource. For the objects
   that should be influenced by this lightsource set the value for the
   lightsensitivity channel in properties col-Attribute-lightsensitivity to
   1.
  
   --
   Bye
   Boris - http://www.3ddart.com -
   Realsoft Image Contest - http://www.realsoft.org -
  
 
 
 
 
 
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Re: I'm Back !!! (off topic)

2006-02-01 Thread studio
 BTW, I heard the US railway system is in worse condition than for example  
 Bolivia's... it must have a certain romantic charm ;)
 Looking forward to the new pages!
 Mark H

Hi Mark :

  Thanks . The USA's rail system is not bad at all . Doesn't compare
to France or Germany but it's huge 2 decker superliners are really
fast and smooth . Problem is just so much freight is moving on the
same pathways and the passenger trains must sit and wait and are of-
ten late . We were 12 hours late getting into L.A. one day (night) .
Slept (sort of) in the train station , but the ride next morning along
the California coast was awesome (and so was the girl I met!) .

  Can't wait to get going in RS again ! The rail trip web page may have
to wait a while . Also , my local Union caught wind of my page about
the Turbine job I was on and want me to build a web site for them too .

  See my humble Hydro work site here :
http://www.studiodynamics.net/millwrights/mill-5.html

studio
www.niagara.com/~studio
www.studiodynamics.net


OK , show us some fur !

2006-02-01 Thread studio
Seriously :

  Has even one single user managed to create some cool ex-
amples of hair or fur ? 10 points if you provide a link to
a .jpeg ... 100 points if you tell us how you did it .

  1000 points if you create a fur/hair tutorial .

studio
www.niagara.com/~studio
www.studiodynamics.net


Let's get the Ball rolling .

2006-02-01 Thread studio
Well :

   We have a generous sponsor or 2 for the Realsoft
Image Contest . Fine . Got a better idea ! How about
sponsoring the monthly Realsoft tutorial contest ?

  Seriously !

   Let's turn this whole thing around ... about face ,
sort of . No bull , this advanced 3D application needs
more direct input from advanced users in order to comp-
ete with the much much more expensive applications .

   Maya (with Fur/hair) costs 10X what Realsoft3D costs .
OK , fine , but is it worth it ? No , not if you can ...

 Do it with Realsoft3D

   Seriously . RS can blow any app out of the water when
it comes to price vs ability , but that ability seems to
be hidden or perhaps even unused , for the most part .

  Can we , as devoted users change that ?

studio
www.niagara.com/~studio
www.studiodynamics.net


Re: exclude or include lightsources for objects

2006-02-02 Thread studio
 I don't know why this statement 1 causes any confusion. Other values
 than 1 make the lightsource stronger or weaker than the original
 value. 
 Boris - http://www.3ddart.com -
 Realsoft Image Contest - http://www.realsoft.org -

Hi Boris :

  Please forgive my heavy editing of your reply . This thread is
getting long already , but hopefully has some use .

  Boris , great job of telling us about this 'LS' shader , it was
not in my default startup , and even if it was I wouldn't know
what to do with it anyway .

   Please take what I said about the confusion issue with a grain
of salt . What I was really trying to do was draw attention to how
information is bandied about on this list like golf balls on a driv-
ing range .

   You said set the value to '1' . That is not 100% correct , is it ?
In the computer world , '0' is off , '1' is on . When I personally first
read your post I thought we only had a choice of 'on' or 'off' , but
obviously that is not the case , as I said and you have re-stated .

   It's no big deal , and was just an opportunity for me to point out
how difficult it can be for newbie's to learn sometimes . Same with
Matthias adding a non-existent shader to the 'root' of his example
project .

  It's no big deal , it's just wrong , is all grin .

studio
www.niagara.com/~studio
www.studiodynamics.net


Re: exclude or include lightsources for objects

2006-02-02 Thread studio
Hi Matthias :

   Thanks for this awesome shader and example project . It
is over my head right now , but I do understand the reason
you created it , and will master it shortly , and then make
a little tutorial on how others can easily modify many lights
in a scene .

  As a sidenote , my tests show that we do not need to create
a Lightsensitivity channel to use that 'LS' shader , but just
need to apply that shader to the light in question , so is an
easy way to adjust lighting for objects affected by that part-
icular light , as was Arjo's situation .

   Your advanced project has that 'LS' shader added to the 
'Root' of your example project for some reason , and if you
explained why so above , I'm sorry , but I still do not under-
stand why you added it there .

   Anyway , give me some time to get caught up on things and I
will explore and then share my trip through hell ... err , I
mean , my delightful time working with this new and wonderful
material you have created (just kidding) .

  Porsche should be arriving in your driveway any time now .

studio
www.niagara.com/~studio
www.studiodynamics.net


 Hi Garry,
 
 to the Light Sensitivity channel hint, this was only for users
 who have cleaned up the channels tab, and get an error
 with the shader, after copying it into another scene.
 Or people who have loaded a scene without the 
 Light Sensitivity channel and Replace all in
 the Load file Window switched on.
 (Then you can run into trouble, if you assign the missing
 channels by hand, because you don't know what kind of channel it
 was: color, float or vector.)
 In the last attched file I've renamed the channels to avoid
 conflicts with the RS-Tutor files, not to confuse people.
 
 Why this shader? Well, my idea was: A scene with lights
 in different levels and an easy solution to control them.
 If the shader is attched you can easily switch on/off or dim
 the lights where the shader is attached, without going trough
 the levels and modify each light.
 
 Think about the following (ok, I'm confusing now):
 You've imported 40 lights with Timos's great lightgen-script,
 a corner is too dark illuminated by 10 lights, each light has
 by default the intensity 1 or whatever, but you've modified
 the Intensity for some lights, then you only need to drop them
 into a level and assign the shader to adjust the overall intensity
 or switch them all on/off without selecting them or any other
 modification of the scene, and this on a per object base.
 
 I found this an interesting solution for the:
 Exclude or include lightsources for objects Topic.
 I'll redo it with color-channels to dim the lights with
 color-dim and a explanation.
 
 It was a little bit a quick solution and was not made
 to confuse people.
 
 Matthias
 
 BTW: Many thanks for the 
 most confusing project file ever sent to this list 
 title :-) Have I won a Maserati (a Porsche 356b is ok, too)
 
 
 Let's start out by giving thanks to Matthias for the most con-
  fusing project file ever sent to this list . It's an awesome att-
  empt at showcasing this new shader , but the root contains the
  'light sensitivity shader' (for some unknown reason) yet no such
  shader is even in his RS project file ???
  
 Never mind , my goal for tomorrow is to study that project file
  and then create a nice little tutorial so that future RS users can
  easily see and understand the very cool looking trick Matthias has
  constructed for us (oh , by the way , thanks Matthias grin ) .
  
By the way #2, contrary to what Matthias said last night ,you do
  not need to Make sure that you have a float channel which is named
  exactly 'Light Sensitivity' in your channel tab . 
  
All that is required , as Boris has stated , is to load the 'Light
  Sensitivity' shader into your Materials Tab , select your light source
  (not the root as Matthias does in his example project) then simply 
  'drag and drop' that LS shader into the RS Viewport Window .
  
 Now ... contrary to the confusion Boris unfolds above , the selected
  objects do not have to be set to 1 in order to be affected . They can
  be set to 1 or .5 or 1.5 or 5.1 . That's the beauty of this simple new
  shader ! (stay tuned for a simple tutorial demonstrating the options) .
  
OK , who else can I attack here ? How about RS for not drawing our
  attention to this amazing shader in the first place ? Vesa say's to
  Juha  Hey , let's give them every single tool known to mankind (at a
  very cheap price-point) ... then sit back and watch them bang their
  heads against the wall trying to figure them all out (ha ha ha) .
 
 
 
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Re: Move over Gary - Aidans turn to rant :) Some of my thoughts on RS ...

2006-02-02 Thread studio
 Hi Aidan,
 You hit the nail on the head!
 Apparently, at RS they prefer to spend their energy at the software itself  
 rather than tutorials etc. 

Hi Mark :

  Again forgive my heavy editing of your post , in order to save
time . I won't even begin to respond to Aidan's post , but will
chime in with you and say yes , yes , and yes ! .

 We users can wait and sit back, or do something about it - we
 can't force RS.
 Mark H

   I partially agree . We can't force RS of course , but we can
perhaps influence them a little bit , and we can certainly change
things for the better .

   You have changed things many times with your selfless efforts
and sharing , and I implore _ALL_ RS users to stop and think about
what they can bring to the party .

 Last year there was talk of a Dynamic Realsoft Manual , where we
could add tutorials as we go , but that is not going to happen soon.
Blender has a Wiki site , but it is a hackers paradise and problem-
atic .

   We _CAN_ however continue to write tutorials and give examples ,
and share our knowledge gained . To teach is to learn too . There
are many selflessly giving users here who have been changing things
for years and years , and is in fact the whole spirit behind RS .

  Without the generous user community that RS has , RS is nothing but
an app that only very very advanced users can even begin to attempt to
use . RealSoft may count on us as much as we count on them .

  My attacking is merely a weak attempt at drawing attention to the
fact that we need much , much more sharing in order to get non-advanced
users up to speed in advanced 3D animation , with RS .

  All it's going to take is for advanced users , to sit down and share
their knowledge with simple easy to follow HTML web pages , and for
those that come here to this list seeking answers , to write those an-
swers down in HTML once they have been received , as a way of saying 
Thanks .

   To put it simply , this list is an Abyss ... same with IRC . Only
the Realsoft Forum saves info for the future users to view . Only
tutorials created by RS users make the learning of advanced tools and
methods an easy and enjoyable experience .

studio
www.niagara.com/~studio
www.studiodynamics.net


New Tutorial online ! (light sensitivity shader)

2006-02-03 Thread studio
Hi List :

http://www.studiodynamics.net/saved/lightsens1.html   

   Hope this tutorial on the latest cool shader to make the
news will make life a little sweeter for those that are try-
ing to tweak a Gi scene , by adding a few well placed lights
to carefully adjust the lighting on certain objects only ...

   I should mention that it is worded for newbies . Very slow
to write and may be a bit too slow for advanced users to read.

   Took around 6 hours to do with Editplus text editor . I
would appreciate it if someone would proof read it for me
and let me know where it may need some refining or clarity .

Thanks In Advance .

studio
www.niagara.com/~studio
www.studiodynamics.net


Re: Realsoft 3D WIKI

2006-02-04 Thread studio
Wow :

  This is like Christmas in February ! Thanks to George for
getting the ball rolling , and for Matthias's awesome site .
This is wa tooo cl !

  Please Matthias , don't limit our article's size . I'll do-
nate some cash to help secure a few Gigs of space . I'm on
5 gigs and it's less than $100 USD per year .

   I say , put the whole RS manual up on the wiki , if it's
not illegal to do so that is (is it?) .

   One last point . I don't agree with allowing any hacker
with a chip on his shoulder to be able to enter the wiki
and hack away . Editing should be a restricted priviledge .

studio
www.niagara.com/~studio
www.studiodynamics.net


 Maybe a combination from all of this is a good starting point
 for our wiki.

 The online manual is more or less a copy of the delivered
 manual, with no chance to alter it by users if they found a
 mistake or something else.

 With the wiki we have a chance to alter articles, post workarounds,
 setting up tutorials while explaining a RS-Tool really
 in depth and much more.

 But now it's up to the RS-interested people to make a good pool
 for all of us to share information in a unique layout, with search function
 and easy access for sharing hints and tips.

 The reason why I prefer build in wiki articles and not
 only links to other sites is the search function of the wiki.

 It should be from all for all, if somebody has a good link:
 write an article with a link.

 If somebody comes to the conclusion the linked sites content
 should be in the wiki, he can do this (please with info
 from where it comes, if not written by himself)

 If somebody likes to share his knowlegde, he's welcome
 to write an article.

 Use the wiki as wiki as you like.

 Matthias


 - Original Message -
 From: Aidan O Driscoll
 To: user-list@light.realsoft3d.com
 Sent: Saturday, February 04, 2006 3:22 PM
 Subject: Re: Realsoft 3D WIKI


 Hi George and all,

 I also think fully formed tutorials (like Garry's great new one on lighting) 
 belong at realsoft.info. The
wiki could contain a
 summary and the link. My intention was never to duplicate resources. The user 
 manual is already online, so
there is no need to
 include more than a link (the whole Blender manual appears to be in the 
 wiki).

 My two cents - I think the WIKI should evolve with all information to do with 
 RS. See how it develops and as
content builds have
 discussion about the structure which will be more informed as we can see what 
 sort of content is appearing.
I wouldnt discourage
 people at an early stage - within reason I think any contribution is good and 
 will build peoples confidence
in how to use this great
 resource. Yes, their will be cross over and duplication, their has to be. But 
 as the WIKI evolves
organically this will all sort
 itself out.

 With our WIKI God - Matthias - Looking over us shur we will be OK :)

 At the top of the WIKI I added a note to KISS - Keep it simple Stupid. I hope 
 ye got the sentiment. I could
see tutes on VSL,
 Scripting etc getting a little heavy on the techy side, it would be nice if 
 people could think outside
themselves a bit before
 committing info and don't assume things when they write. If possible, come 
 from a point of no assumption,
that the reader is
 starting from scratch. This way the WIKI will be a resource FOR ALL.

 In this note I also said Dummies Guides and in plain english please.  I 
 used the word English here - I
apologise to people of
 other languages and did not mean it in this way. BUT, if someone wants to 
 change the sentence to be more
inclusive I hope they do.
 This was the best way I could think.

 Finally -


 A BIG HUGE THANKS TO MATTHIAS FOR THIS RESOURCE AND FOR BEING PRO ACTIVE 
 ABOUT IT. AT THE IRC WE WERE
RECENTLY PASSING AROUND A
 MAGIC FLASK THAT GIVES THE USER AN ENDLESS SUPPLY OF THERE DRINK OF CHOICE.  
 I PERTAINED FROM THE LITTLE
FOLK - PESKY LEPRECHAUNS.
 ITS YOUR TURN NOW MATTHIAS - WHAT DO YOU WANT TO FILL IT WITH? AN ENDLESS 
 SUPPLY OF __  :-D


 Cheers
 Aidan



 At 11:29 04/02/2006, you wrote:

 Well 24 hours is a long time in cyberspace.  We have a fully functional wiki 
 and  promises of content (and
contentment).

 I'll drop tiddlywiki (the mailing list of users is overloading my inbox 
 anyway) except for my personal notes
and transfer what I've
 written to the new place.

 I think it was Timo who said yesterday that we should use it to build 
 tutorials in a conversational way.
I agree.  Which means if
 you have an idea but not much time, start a topic and make some notes.  I 
 have no objection to languages
other than English.  I
 think if you have found out something great and you only have time to write 3 
 lines in Swahili, it's best to
do so and come back to
 it later.  Or wait for some kind soul to translate it.  Also if you get an 
 answer to a question on this list
or in the 3ddart forum,
 you could quickly copy it to the wiki and clean it up later.

 I also think fully formed tutorials

Re: New Tutorial online ! (light sensitivity shader)

2006-02-04 Thread studio
 Good one Garry,
 But I think it should be on the Realsoft info tutorial collection.
 Arjo.

Hi Arjo : 

   It could go there too , but the last article I wrote , the
Planetary Shader article , never made it on that site , but
did get a link placed there instead .

  Personally , I would like to see the Wiki contain all the
available Realsoft3D tutorials and articles , with the authors'
permission of course .

   Realsoft.info has a great collection , but they are not cat-
agorized like the wiki already is , and they are locked anyway .

  For me it is already a lot of fun to visit the wiki and see
what awesome information has been added ... while I slept .

Many thanks to all the gracious contributors !

studio
www.niagara.com/~studio
www.studiodynamics.net




Greeble me this Batman !

2006-02-04 Thread studio
Just some mussing :

  Finally got around to trying Zaug's awesome greeble Java
Plugin . However , Zaug recommends a 10 x 10 meters long
and wide (why is the RS SDS Cube a rectangle?) rectangle ,
but I get way too much camera perspective distortion when
working with sizes this big . (I scale it down so no problem)

   Which brings me to another point ... the actual size of
our objects is not in the Object Property Window , anywhere ,
is it (I couldn't find it) . I use a View Grid to approximate
how big my created Cube? actually is . Guess I could use the
Numeric Window to approximate as well .

  So anyway , I'm curious what kinds of scales others think is
best when working with RS ? I like using the perspective mode
for composing shots , but scales like 10 Meter X 10 Meter cubes
look bizarrely distorted . I use 10% of that scale size .

  I'm probably doing something wrong . Any thoughts or tips
are appreciated .

TIA

studio
www.niagara.com/~studio
www.studiodynamics.net


Greeble Update ( Doc's only)

2006-02-05 Thread studio
  For those that choose to bog down in html vs wiki ,
have a look at this typical side-by-side comparison .

Here's the link to Zaug's instructional file , which is very
helpful , but once it's on a user's hardrive , there is no
way of knowing which format this file is in ... html or txt
or whatever ... http://www.catmtn.com/realgreeblez.zip

 And then the link to ...

http://tinyurl.com/9w68g 

... what a typical user decided this plugin may have needed
in order to help newbies and newcomers understand the intro ,
skip the re-encoding of the critical java script file, and
take a chance at using this cool new Java Script Plugin .

Instant information :

   The List is an Abyss , but instant information can be
garnered and gained with a Realsoft Wiki .

studio
www.niagara.com/~studio
www.studiodynamics.net


What Scale are you using to build your scenes ? was Greeble me this Batman !

2006-02-05 Thread studio
So anyway , I'm curious what kinds of scales others think 
  is best when working with RS ?

 Forgot to answer this part ;)
 I always work in CM scale.
 Best regards, Robert

Hi Robert :

  Actually , I wasn't very clear on what I was asking . I
mean , in terms of size , how 'big' is your viewport window...
1 meter across ... 10 meters across ... 100 meters across ?

  Mine is 1 Meter across (aprox.) and this is very comfortable
to work with and is what I get when I hit the Reset to Native
State button on the RS View Port Control Window .
http://www.studiodynamics.net/saved/native_view.jpg

   The rectangle in that scene is .5 X .5 meters , and this is
the 'scale' that I work with , that is , the Native State size .

  Not sure if this Native State is user configurable or not , but
I use this and I like it . If I size up so that the Viewport is
15 X 15 meters in size , I get a lot of clipping issues that re-
quire me to drag and drop the scene root into viewport window to
correct it .

   I get a nice perspective view , and can switch to parallel mode
for modeling with very little difference in appearance . So that's
what I'm basically asking , and it looks like you are probably us-
ing that same working method too .

   How about others that are working with much larger scene sizes?
Can you switch back and forth between parellel and perspective mode
easily , without clipping plane issues etc ?

Thanks in advance .

studio
www.niagara.com/~studio
www.studiodynamics.net





Re: Greeble Update ( Doc's only)

2006-02-05 Thread studio
Hi Zaug :

  Man , glad too hear you are so busy with your cool plugin .
I think it's very cool and a great example of what can be done
with RS and Javascript .

 I only did the help file because I had no luck viewing your
original help file on my computer . When I dbl. clicked on it
I got an error message , so changed it to a text file and it
was very hard to read so I thought I'd Wiki-it .

   Turns out all I had to do was drag and drop your help file
into a browser window and it looked good and very readable ,
so it was kind of a wasted effort on my part , in a way . How-
ever if you don't mind I'll add a screen cap and a couple of
your renderings to it , and when you update the interface I'll
re-do it ,

 I'll change the link to the .zip file to go to your web site .

   Yes , the Native State seems small , but I like working with
it for various reasons (see my recent or pending mail) . Maybe
I'm doing something wrong here ... don't know .

  Thanks again for your selfless efforts . Don't be afraid to
go commercial with this when you think it's ready . 

studio
www.niagara.com/~studio
www.studiodynamics.net



 Garry,
 Thank you for your trouble on this. Not sure I agree about the awesome
 part, perhaps you should claim credit for that adjective ;)  I intend to
 put together a proper documentation and tutorial for this thing but
 development is still pretty hot (at least if you consider the size of
 the RealGreebleZ! team :D), four additions/improvements finalized
 yesterday and at least a couple more before the next release :)
 Additionally, the interface is about to to be overhauled;  it is getting
 too cluttered and the work flow is quite restrictive. Even then, it will
 not be version 1.00 worthy :]
 That said, your efforts have made the instructions very easy to read.
 About the only change I would request is that the links only point to
 the Real Greeblez! main page or the gallery page, just a quirk with me ;)
 As to your issue with the size of the objects, I have tried to work in
 real world units, per suggestion by Bernie, I am sure among others, to
 do so. I chose ranges that I thought produced plausible sized
 structures, taking cues from the use of greebles in art, cinema, etc. ;
 cm in the case you have RS set to metric measurement. Did you try the 
 f(focus) key with the mesh selected, or moving your camera back from the
 object, the camera icon, next to the zoom icon, in the view control
 window. At least here, perhaps I set it and forgot, the default/Native
 view seems to be scaled for doing small still life type scenes :P
 
 Cheers,
 Zaug
 
 P.S. About the javascript file, I had not posted a fixed version as it
 is copy written material. I mean no disrespect, but was surprised to
 learn that RS had not released a fixed version for Windows, as the fix
 for the Linux version came within a week of the issue being reported. I
 do not know if the bug was ever filed for the win version.
 
 -- 
 My love of the  halfling's leaf has clearly slowed my mind.
 8?o
 
 
 studio wrote:
 
   For those that choose to bog down in html vs wiki ,
 have a look at this typical side-by-side comparison .
 
 Here's the link to Zaug's instructional file , which is very
 helpful , but once it's on a user's hardrive , there is no
 way of knowing which format this file is in ... html or txt
 or whatever ... http://www.catmtn.com/realgreeblez.zip
 
  And then the link to ...
 
 http://tinyurl.com/9w68g 
 
 ... what a typical user decided this plugin may have needed
 in order to help newbies and newcomers understand the intro 
   
 
 skip the re-encoding of the critical java script file, and
 take a chance at using this cool new Java Script Plugin .
   
 
 
 
 
 -- 
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.1.371 / Virus Database: 267.15.1/250 - Release Date: 2/3/2006
 
 


Re: Realsoft 3D WIKI

2006-02-05 Thread studio
 One last point . I don't agree with allowing any hacker
  with a chip on his shoulder to be able to enter the wiki
  and hack away . Editing should be a restricted priviledge .

 I strongly disagree, if this turns into a problem, then we deal with
 it. Until then let all registered members edit. (Allowing unregistered
 visitors to edit is too much freedom, though)
 Fredrik Bergholtz

  I would like to agree with you , but the act of registering
is really nothing to a hacker . It's like a 6 foot high chain
link fence around thousands of dollars , to a thief , that is .

  To honest people it's enough , of course . Anyway , just my
opinion and as you say , if it's not a problem then there is
really no need to address it ... yet .

  Hmmm , I just noticed that you have been promoted to sysop
on the RS Wiki ? I was (erroneously) under the impression that
there were no sysop's or administrators , that it was a total
Open Concept kind of information medium .

   Just out of curiousity , what are the duties or functions
of the Realsoft3D Wiki sysop's ?

Thanks In Advance .

studio
www.niagara.com/~studio
www.studiodynamics.net



Re: RE : Vacationing !!!

2006-02-05 Thread studio
  http://www.studiodynamics.net/roading/road1.html

 Thankz!, Beautiful.
 But,  I think that locomotive needs some greeblez on it :)
 Zaug

Hi Zaug :

 You know , it's funny , but I have pictures of Colorado
canyons that are littered with Greebles ! I'll see if I
can dig them out (maybe they're not developed yet) .

   Could be another cool usage of GrebbleZ ... placing
boulders and rocks on RS landscape floors ?

  Also , would it be possible to have the greebles set
in the mesh in order to do Boolean cut-a-way's of
buildings and such ?

Thanks .

studio
www.niagara.com/~studio
www.studiodynamics.net





Realsoft Wikii - The Planetary Project

2006-02-06 Thread studio
You see :

A simple 10KB file attached and if this seems interesting , click
on this link to the file showing RS displacement mapping .(160KB) 
http://www.studiodynamics.net/saved/listsend.jpg

  And if that interests you , click on this link to a simple
tutorial on the Realsoft3D Wiki site , where you can learn
how to build similiar displacement mapped planets !

http://tinyurl.com/bj243

  Wiki means (in Swaziland piglatin) huge amount of Realsoft3D
information gathered together in one place for the whole world
to look at and wonder ... !

Do it With Realsoft3D! 

studio
www.niagara.com/~studio
www.studiodynamics.netattachment: listsendb.jpg


Re: blueprints (and a cool Baked Gi virtual scene .)

2006-02-06 Thread studio
 For those people who seek blueprints for specific modeling tasks,
 here are two more:
 http://www.3dm3.com/blueprints/catalog.php
 http://www.3dm3.com/forum/showthread.php?t=2396
 Robert

Hi Robert :

  I was actually working on a post that also pointed to
blueprints , among other things .

K-UDA pointed the list to these 2 guys and one of them
links to blueprints he used. http://www.onnovanbraam.com/
and the fellow linked (below) has tutorials also .

  He  http://www.suurland.com/ did some cool Gi rendering
also , and another company took his nice Baked Gi scene and
with aid of a free viewer , you can travel around this virtual
art gallery scene in realtime . 

  Here's the direct link to the scene and viewer . 6.4 MB D/L .
http://www.digitalarts.dk/cases-gallery.htm . It's also rend-
ered in 3D Stereo , but not in red-green but some proprietary
color (have to request their special glasses) but no matter ,
just install it and select 'n' for normal when running (it's
still worth seeing without the stereo) .

Just hit the 'space bar' to cruise . Requires DX9 and a fairly
new graphics card , I think . Not sure about Linux users .

studio
www.niagara.com/~studio
www.studiodynamics.net


How 'big' is your viewport window ? was : What Scale are you using to build your scenes ? was Greeble me this Batman !

2006-02-06 Thread studio
Hi List :

  Sorry to be bombarding lately . Anyway , this topic seems
to be much more important than the response it has gotten so
far (2 mails) . Maybe I should take it to the forum ?

  I'll try one more time here though ...

  OK , I'll give an example of what I'm so concerned about .
I looked at my Planetary Project (on the Wiki) and thought
I would scale it way up , from a Planet with a 2.5 Meter
diameter to one with 30 Meter diameter , and the Noise mat-
erial was no longer effective , even when I cranked the
displacement and Bump height  Scale up too .

  I don't know , but from what I saw , using scales where
you have objects in your scene that are of realworld sizes
does not seem to be a very good way of working with Real-
soft3D .

  Just the simple task of switching from parallel to pers-
pective mode seemed very non-intuitive  cliiping plane
issues too .

  I'm not an advanced user of RS by any means , so I could
be quite wrong about this and am quite possibly missing some-
thing very obvious , but it seems to me the best way to work
with RS is to use the default scale which you will get when
you click the Reset View to Native state button .
http://www.studiodynamics.net/saved/native_view.jpg

(Please see text below for more on this)

studio
www.niagara.com/~studio
www.studiodynamics.net
 
 Hi Robert :
 
   Actually , I wasn't very clear on what I was asking . I
 mean , in terms of size , how 'big' is your viewport window...
 1 meter across ... 10 meters across ... 100 meters across ?
 
   Mine is 1 Meter across (aprox.) and this is very comfortable
 to work with and is what I get when I hit the Reset to Native
 State button on the RS View Port Control Window .
 http://www.studiodynamics.net/saved/native_view.jpg
 
The rectangle in that scene is .5 X .5 meters , and this is
 the 'scale' that I work with , that is , the Native State size .
 
   Not sure if this Native State is user configurable or not , but
 I use this and I like it . If I size up so that the Viewport is
 15 X 15 meters in size , I get a lot of clipping issues that re-
 quire me to drag and drop the scene root into viewport window to
 correct it .
 
I get a nice perspective view , and can switch to parallel mode
 for modeling with very little difference in appearance . So that's
 what I'm basically asking , and it looks like you are probably us-
 ing that same working method too .
 
How about others that are working with much larger scene sizes?
 Can you switch back and forth between parallel and perspective mode
 easily , without clipping plane issues etc ?
 
 Thanks in advance .
 
 studio
 www.niagara.com/~studio
 www.studiodynamics.net



Re: Missing people

2006-02-06 Thread studio

Note :***  Sent: Sunday, July 04, 2004 3:56 AM

 I haven't heard anything from kuda, piotr or tija lately are
they still around?
 Frank The Rookie Dodd

Hi Frank :

  How about adding yourself to that list ... and Steph , er
I mean Stef ! Piotra and Tijai ? Ghosts from days gone by ...

Hope you don't mind but I would like to add this tutorial or at
least a link to it , to the RS Wiki (as well as a ton of other
stuff you have added to the mailing list through the many years .

http://www.frankdodd.screaming.net/ForumFiles/LightingTutorial.jpg

Let me know if it's cool with you (if you're still here) .

studio
www.niagara.com/~studio
www.studiodynamics.net



Mailing List Info ?

2006-02-07 Thread studio
Hi Guys : 

  Just wondering what the general feeling is about infor-
mation that was sent to this list and it's place (or not)
on the Wiki ? Here's the discussion page on the wiki ;
http://tinyurl.com/d4yz3 

  Not so much these days , but in years gone by there were
just an absolute 'Ton' of info added to the list every single
week .

  I managed to save a lot of it in my archives but new members
have no way of knowing about it , so I'd like to start linking
to it , or taking some of the attached .zip files and adding
a link to them on the Wiki .(with the Authors name  date) .

   A lot were Version 4.5 so maybe are not so good , but some
are very good still . Some mails had links to tutorials on the
Authors site and I would like to add those to the Wiki too ,
again with the Authors credits .

  So , the authors posted the tute's here ... do I still have
to try and contact them and ask if I can link , or can I assume
that since the link has been made public , here , that it is
cool to add it to the Wiki ?

  What I would like to do is add it to the Wiki and then post
the addition here in a mail ,where the original link was added .

  I don't see a problem with that , but maybe some of you do ?

Any comments would be greatly appreciated .

studio
www.niagara.com/~studio
www.studiodynamics.net


Re: How 'big' is your viewport window

2006-02-07 Thread studio
Hi Chris  Bernie :

 Thanks for the reply . So you are saying that you would
probably not have much use for the Native State control.
http://www.studiodynamics.net/saved/native_view.jpg

  When you click on this control button you are presented
with a 1 meter by .75 Meter (depending on your aspect rat-
io) and that is where I start to model everything from 
buildings to microbes .

  You are suggesting to not do this but to have a viewport
window that actually covers a distance from edge to edge of
whatever the realworld model is ... 100 feet or 100 meters
or 500 hundered meters , even up to 2 Kilometers wide ?

This blows my mind .

Could you please upload a simple project file for me to
try ? No intricate model is needed , just a simple cube
that is a couple hundred meters wide will be fine .

  I must be doing something very wrong here .

studio
www.niagara.com/~studio
www.studiodynamics.net


 Scale should generally be set to real world units. As RS has not locked 
 down what a Unit should be - some people use this as feet, some cm, 
 but as a general rule one should set it to metres. ie 1 unit = 1m.
 
 If importing scenes, scale the scene accordingly. As RS effectively uses 
 1 unit = 1 metre. (Displacements / Nurb wire widths etc.)
 
 Its just a matter of acclimatising yourself with the decimal points - I 
 set to 3 decimals as this then goes down to mm. eg:
 
 1m = 1.0
 100mm = 0.1
 10mm = 0.01
 1mm = 0.001
 
 Occasionally you may get clipping plane problems on enourmous sites 
 (I've only had a few that were several km wide).
 
 If your object is clipped in ortho views - simply drag and drop the 
 object into the view window to set clipping planes accordingly.
 
 Regards
 
 Bernie
 
  I use full size in architectural work. This is so I can consistently 
  import work in from cad programs. If it is a humongous site, I will use 
  units=feet rather than inches to reduce precision error.
  To go from ortho to perspective, I just select a big object and zoom to 
  object.
  As Vesa has mentioned, it is important to set your viewport/clipping/ 
  near and far to a range that is not much bigger than it needs to be.
  
  Chris Mungenast
  
  
 
 
 
 -- 
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.1.371 / Virus Database: 267.15.1/250 - Release Date: 2/3/2006
 



Wiki Tutorial

2006-02-07 Thread studio
Thanks to Juha Sinnari for his Fractal shaders
and to Richard Swingwood for his awesome  FREE
Realman Plugin (now at V1.05) .

Get started with them here ;
http://tinyurl.com/8vodr 

studio
www.niagara.com/~studio
www.studiodynamics.net


Re: How 'big' is your viewport window

2006-02-08 Thread studio
 I don't use grids at all so I can't help.
 Neil Cooke

I don't use grids either , but what I'm asking (again
to the power of 3) is to go into View/Properties and
then in the Input Tab , select a grid that allows you
to determine the size of your actual working environ-
ment .

  Hey ! I think we may be able to hit a new worlds re-
cord with this question .

Next reply ... I can see it coming ... what's a view-
port ? .

Then ... in Lightwave I don't use views , but only
output whatever the camera spits out , then composite
it with Photoshop and trade it on the Blackmarket for
mucho water buffalo .

  This could be the mother of all threads ...

studio
www.niagara.com/~studio
www.studiodynamics.net

 However , what I'm actually very curious about is ,
  How 'big' is your actual Viewport window , and as of
  yet that has not actually been answered .
 
 There is only one way to answer this question ;
 
  Go into View Properties and assign a Grid of whatever size
  you think might correspond to an actual typical scene that
  one might be working with , then count the numer of grids
  shown to determine the actual size of your viewport .
 
As I've mentioned , I work with a size of 1 meter by
  3/4 of a meter (using the above method to determine that),
  but others appear to be saying that we should be using a
  window several magnitudes larger .
 
Unless we are breaking down in terminology (again) .
 
  Thanks .
 
  studio
  www.niagara.com/~studio
  www.studiodynamics.net



Re: How 'big' is your viewport window

2006-02-08 Thread studio
 About size:
 I found Vesa's answer very interesting.
 But I can say that it's possible to use quite a broad area in size without
 trouble.
 For my city project I built everything in real meters.
 So details go to as small as a couple of centimeters.
 But the Size of the sky dome around the whole project has a radius of 2
 kilometers.
 The city itself covers an area of something like 700 x 400 meters.
 Arjo

Hi Arjo :

   Thank you thank you thank you .

 and thanks again Chris  Bernie . You basically implied the
same thing but I just wanted to make sure that we were actually
all saying and also meaning the exact same thing . I have my 
Units set to Meters too (File/preference/metrics) but never
have a scene (city or planet or galaxy or universe) actually
go over 2 meters in size (for reasons previously mentioned) .

Hope that settles it .

studio
www.niagara.com/~studio
www.studiodynamics.net

  Thanks Vesa :

To me , your mail explains a lot . Thank you very
  much . Still , I am curious about how others have been
  working with RS ... but not it's not that important .



Re: nearly on topic

2006-02-08 Thread studio
 Does anyone know of, or can anyone recommend the 3D RPC (people, trees,
 cars, etc.) that is being offered by Archvision? Is it what it promises to
 be?
 Frank Bueters 

  I've only seen the animations a few years ago and they
looked pretty good in Max/LW etc . http://www.archvision.com/

   Which reminds me ... does anyone remember the script that
Frank Dodd wrote for us several years ago that allowed one
to use an animation that would frame-forward or back depend-
ing on the camera's position ? Seemed like a pretty cool idea
but I never tried it and can't seem to find it again .

studio
www.niagara.com/~studio
www.studiodynamics.net


Image of the Year Contest

2006-02-08 Thread studio
http://www.3ddart.org

Man :

   What an awesome collection of renderings this year ...
50 images in all to vote for . Takes a bit of time to vote
for this many but it's well worth the effort .

  Images range from good to outstanding , and the total
combined amount of time put into these works must add up
to several man years .

   It'll only take you a matter of minutes to give these
hard working artists some of the acknowledgment that they
deserve (add comments too , if you like) .

  Very , very close race for the first few positions , so
even if you simply don't have the time to vote for them all
you could add your vote to the 'Best of the Best' Top 10 !

Cheers and Congrad's to all who made it into the Year's End !

studio
www.niagara.com/~studio
www.studiodynamics.net


Wiki Mailing List Tidbits An Easy Text Based Information Option !

2006-02-08 Thread studio
Yep , me again ... :

  Sorry to be flooding but this will be interesting to many
here . As you know we now have a Realsoft Wiki and it is a
real first class operation (thanks Fre Ber and Matthias) ,
so you may not have the time to write tutorials or to place
some of the stuff you think is vitally important up there .

  OK ! I've created a little section that is strickly text
based and is Titled :  Mailing_List_Tid_Bits and it is very
simply , stuff that has been on this list ... of any kind ...
of any topic ... of any format ... no limits !

http://rswiki.matthias-kappenberg.de/index.php/Mailing_List_Tid_Bits

or  http://tinyurl.com/cpxu4 if that long url wraps on you .

   Think about it guys ! All that work you put into enormous
emails explaining elaborate work arounds and methods can
simply be copied and pasted there !!!

  Provide an internal or external link ... whichever you prefer.
If you add an internal link others can follow behind and edit
and add to your efforts with .jpeg's or suggestions !

  Started the ball rolling there with a miniscule fraction of
the information that you all have so selflessly offered here .

  I know it can be time consuming to write Wiki tutorials , so
here is a chance for you to contribute in a very quick manner .
If you ever used someone else's interesting email advice , please
take the time to post it for the others here that may also need
that important info today or tomorrow (or yesterday!) .

Please Think About it !

Cheers !

studio
www.niagara.com/~studio
www.studiodynamics.net


Re: nearly on topic - Franks Script

2006-02-09 Thread studio
Which reminds me ... does anyone remember the script that
 Frank Dodd wrote for us several years ago that allowed one
 to use an animation that would frame-forward or back depend-
 ing on the camera's position ? Seemed like a pretty cool idea
 but I never tried it and can't seem to find it again .
 studio

 Hence its feasible to save out all 360 images, or even 18 or 180 for 
 example as jpg images then use Franks excellent VSL material that used 
 camera angle to read in the relevant image.
 Bernie

  Bernie :

   Do you have a link to Franks script and maybe a tutorial or mail ?

Thanks In Advance .

studio
www.niagara.com/~studio
www.studiodynamics.net

- Original Message - 
From: Bernie @ VRgrafix [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Thursday, February 09, 2006 1:25 AM
Subject: Re: nearly on topic


  Does anyone know of, or can anyone recommend the 3D RPC (people, trees,
  cars, etc.) that is being offered by Archvision? Is it what it promises to
  be?
 G'day Frank -
 
 Yes, have been subscribed to RPC content for almost a decade now - they 
 do some good stuff, and its improving all the time (carparks for example 
 are cool). However, the content is specific to RPC enabled plugins - eg 
 Max, LW, Maya. You can get a standalone Photoshop plug however that 
 allows you to read in any frame and save out with alpha. This is great 
 for RS - you simply load in a few angles of people, then save them out 
 as TGA or 2x JPGs (1 alpha, 1 colour).
 
 As for if I'd reccomend buying them - no. Its highly overpriced, the 
 library is limited although expanding all the time. The 2.5D and 3D RPC 
 libraries are interesting (the 2.5d is animated - can look really 
 effective in flythroughs) but again no RS support there.
 
 Frank and myself toyed with the idea of reading in the RPC file a year 
 ago (Basically a new format that compresses 360 images into one chunk of 
 file - ie 360 jpg images 1 for each degree of angle - and saved with 
 angle information)
 Hence its feasible to save out all 360 images, or even 18 or 180 for 
 example as jpg images then use Franks excellent VSL material that used 
 camera angle to read in the relevant image.
 
 So in summary, for RS its of little use other than to save out frames 
 from photoshop (Certainly the 2.5 and 3d libraries cannot be used).
 
 I have heard that some users had approached RPC to make a plugin for RS 
 - but I don't know if that ever eventuated.
 
 Personally, I make all my clipmaps ( 
 http://daemon.realsoft.com/Tute_Clipmaps01.htm ) as its not hard, just 
 time consuming ;)
 
 Regards
 
 Bernie
 VRgrafix
 
 
 
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Re: Wiki Mailing List Tidbits An Easy Text Based Information Option !

2006-02-10 Thread studio
 Hi
 Good idea.
 For the most important things I think you should immediately do a draft 
 article with a link from the main section so it can be found from the 
 front page.  This page needs linking to from the main page as well.  Or 
 we make a miscellaneous section (which could include a glossary too).
 George

Hi George :

 The page I mentioned _ IS _ linked to from the Main Page .
http://rswiki.matthias-kappenberg.de/index.php/Mailing_List_Tid_Bits

or  http://tinyurl.com/cpxu4 if that long url wraps on you .

  One of the problems with Realsoft 3D and a Main Page is
that RS has so , so many facets to it that we can have many
such links from the main page that are wayyy too important
to be on a Misc. page .

studio
www.niagara.com/~studio
www.studiodynamics.net





Wiki Tutorial -- Distributed_Rendering

2006-02-10 Thread studio
Hi :

  New Wiki Tutorial on getting Distributed Rendering working on
Windows . If someone could have a look and do a little proof-
reading while their machines are rendering away I'd appreciate
it . http://tinyurl.com/dlvh5  or

http://rswiki.matthias-kappenberg.de/index.php/Distributed_Rendering

  I finally found out why RS was crashing on me when I tried to
distribute . Man , all this time I thought it was because of an
old AMD and a new Dual Xeon . Now I have the Dual (and the new
laptop and the old AMD) and am getting the FISH benchmark in
17 seconds !

  Don't worry Arjo , I've got the laptop up off the desk and it's
running pretty cool according to Everest Home Edition .
http://www.majorgeeks.com/download4181.html

Thanks in advance .

studio
www.niagara.com/~studio
www.studiodynamics.net


Typical ? (why we need a realsoft Wiki)

2006-02-12 Thread studio
OK :

  I hate to admit it but I have not as yet tried HDRI rendering
in Realsoft3D . I know , just about everyone has tried , but I
put it on my back-burner until recently when I thought I would
use it in a tutorial I'm working on .

  Sooo ... go to the Realsoft.info page for the Plugin and the
tutorial , right ? Wrong . No tute' and no plugin . Search around
and find a Plugin link on a Contest Forum discussion page . It's
a broken link to Henrik Nyqvist site .

  While on the Forum site I find a discussion to a completely un-
known thread that tells us how to EXPORT hdri's from Realsoft !!
but no luck finding links or info on setting up a very typical
scene and how we can use HDRI images to our advantage . Hmmm ...

  Find HDRI plugin on Robert Den broeders site . Look at Robert's
excellent tutorial on environments assuming he would use hdri's in
that example . No . Found a link to Matthias's awesome collection
of environment jpegs on the old render daemon site :
http://daemon.realsoft.com/Environments.htm

  While searching right inside Realsoft by pulling down the Sample
Menu , (RSV5.1) I see that there is a collection of typical Scene_
Templates featuring some (unknown) awesome Landscape scenes !!

  I haven't given up yet , but I'm sure others have . Then again ,
I'll guess that there have been many links to specific HDRI info
given on this list ... somewhere , somehow ...

studio
www.niagara.com/~studio
www.studiodynamics.net


Re: Typical ? (why we need a realsoft Wiki)

2006-02-12 Thread studio
 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.

Thanks Timo :

  I'm sure it's fairly easy to do , especially with your Env-
ironment plugin (thanks) but it just struck me as odd that the
info is so spread out all over the place , or totally non-exist-
ant in some cases (why we need a realsoft Wiki grin) .

  Actually , in your section of the Contest Forum is a great
thread on HDRI , but the link to the complete HDRI project
that Boris constructed and uploaded for us all ... is broken .
http://www.3ddart.com/wip/hdri_lightgen_gi.zip 

  With your plugins and Henrik's HDRI Plugin and Boris's project
I could have gotten going on this whole thing in less than 10
minutes , instead of 2 afternoons of searching .

Thanks again .

studio
www.niagara.com/~studio
www.studiodynamics.net

 On 2/13/06, studio [EMAIL PROTECTED] wrote:
  OK :
 
I hate to admit it but I have not as yet tried HDRI rendering
  in Realsoft3D . I know , just about everyone has tried , but I
  put it on my back-burner until recently when I thought I would
  use it in a tutorial I'm working on .
 
Sooo ... go to the Realsoft.info page for the Plugin and the
  tutorial , right ? Wrong . No tute' and no plugin . Search around
  and find a Plugin link on a Contest Forum discussion page . It's
  a broken link to Henrik Nyqvist site .
 
While on the Forum site I find a discussion to a completely un-
  known thread that tells us how to EXPORT hdri's from Realsoft !!
  but no luck finding links or info on setting up a very typical
  scene and how we can use HDRI images to our advantage . Hmmm ...
 
Find HDRI plugin on Robert Den broeders site . Look at Robert's
  excellent tutorial on environments assuming he would use hdri's in
  that example . No . Found a link to Matthias's awesome collection
  of environment jpegs on the old render daemon site :
  http://daemon.realsoft.com/Environments.htm
 
While searching right inside Realsoft by pulling down the Sample
  Menu , (RSV5.1) I see that there is a collection of typical Scene_
  Templates featuring some (unknown) awesome Landscape scenes !!
 
I haven't given up yet , but I'm sure others have . Then again ,
  I'll guess that there have been many links to specific HDRI info
  given on this list ... somewhere , somehow ...
 
  studio
  www.niagara.com/~studio
  www.studiodynamics.net
 
 
 
 
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Analytical Sphere bug ?

2006-02-12 Thread studio

Hi :

  Could someone please verify this bug before I submit it ?

1) Create an analytical sphere in a Parallel Top or Side View .
2) Open it's view property window to the 'SPEC' tab .
3) Note Sphere's symmetrical 'Lengths' (same number 0.259 etc.)
4) Render to confirm symmetry .
5) Modify the Sphere's dimension by 'pulling on a sizing handle .
6) Note the difference in the Sphere's length number now .
7) Render to confirm lack of symmetry .
8) No problem , type in lengths to any same number again .
9) Render to confirm bug .

Thanks in Advance .

studio
www.niagara.com/~studio
www.studiodynamics.net


Re: Analytical Sphere bug ?

2006-02-12 Thread studio
 I followed your steps to the letter and I notice nothing extraordinary.
 If I put in the lengths fields 3 identical numbers, I get my sphere back.
 So, could you elaborate a little? What is the bug you get?

Hi Robert :

  Hmmm , on all three of my machines I get a non-symmetrical Sphere
back (effect was worse on my Laptop so maybe it has something to do
with Aspect Ratio or Screen Resolution) ?

  What Screen Res are you using ? Try it with my 1280 x 1024 and
see if that's the culprit . If not contact me privately and I'll
mail you the project files from all 3 machines .

Thanks .

studio
www.niagara.com/~studio
www.studiodynamics.net



 Hi Garry,
  
  Hi :
  
Could someone please verify this bug before I submit it ?
  
  1) Create an analytical sphere in a Parallel Top or Side View .
  2) Open it's view property window to the 'SPEC' tab .
  3) Note Sphere's symmetrical 'Lengths' (same number 0.259 etc.)
  4) Render to confirm symmetry .
  5) Modify the Sphere's dimension by 'pulling on a sizing handle .
  6) Note the difference in the Sphere's length number now .
  7) Render to confirm lack of symmetry .
  8) No problem , type in lengths to any same number again .
  9) Render to confirm bug .
  
 
 I followed your steps to the letter and I notice nothing extraordinary.
 If I put in the lengths fields 3 identical numbers, I get my sphere back.
 
 So, could you elaborate a little? What is the bug you get?
 
 Best regards,
 Robert
 http://members.ams.chello.nl/rbroeder
 
 
 
 
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Re: Analytical Sphere bug ?

2006-02-13 Thread studio
 I know what the problem with analytical sphere is. Garry created the sphere 
 so that its geometry points are not aligned to world's XYZ axis system (just 
 click the sphere's radius point  to some unusual direction, not directy to 
 in the x axis).

Ahhh :

 OK Vesa . Understood .

   However , I always trusted the Reset View to Native
State button to help me find my way back to 'World View'
From that state I do _all_ my scene modeling , since I
assumed this was my Fail Safe button .

  What must a user do to properly align their Startup
projects (or any project) to World Space when modeling ?
(a drag  drop method , I would guess?)

Thanks very much for your reply .

studio
www.niagara.com/~studio
www.studiodynamics.net


 Hi,
 
 I know what the problem with analytical sphere is. Garry created the sphere 
 so that its geometry points are not aligned to world's XYZ axis system (just 
 click the sphere's radius point  to some unusual direction, not directy to 
 in the x axis).
 
 By default, sphere's object space will be aligned to world space even when 
 you define the geometry points to unusual directions. Therefore, stretching 
 the sphere from its scale handle skews the sphere geometry. Resetting 
 lengths of elliptic axis directions does not remove skewing. You will simply 
 get a skewed sphere whose elliptic dimensions are equally long.
 
 To understand what happens, just put the sphere into edit mode and examine 
 the positions of the three handle points, and their distance from the center 
 of the sphere before and after scaling.
 
 To summarize briefly: a 3d ellipsoid surface with 3 equal radius lentgths is 
 not a sphere when the axis dimensions are not perpendicular to each other.
 
 Best regards,
 
 Vesa 
 
 
 
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Re: Recycling HDRI ? Know what I mean ?

2006-02-13 Thread studio
Hey Mark :

  Brother's in the house , eh ? Uh oh . Explains why you didn't
actually read my mail before replying to it grin . No problem,
I'll take just about any kind of reply I can get these days .

   Yes , I do remember those images very well , and considering
the lack of info on RS HDRI usage , they are just as relevant
today as they were then , to many RS users anyway .

  I have Timo's plugin and in case you missed it , here's the
link to outputting RS HDRI .
http://www.3ddart.org/index.php?name=PNphpBB2file=viewtopict=611

  What you're doing sounds very interesting , and now you can out-
put those images in HDRI .

  My point was using an HDRI of a Cathedral interior (only as an
example) to do details on things like the golden Challice on an
Altar . IE : Do the render of the Cath interior , output the
HDRI of that interior (using the Chrome Sphere method) , then use
that resulting image in Timo's plugin (to render the Challice) .

   It's no big idea , just an obvious workflow .

   Anyway , looking forward to your resulting panorama's . I still
have that java 360 panorama program somewhere if you'd like it . A
small blind spot at top too , I think , but zooms and the Real3D
project already has the camera set up perfectly (no RSV5 project
for it yet , however) .

Take 'er easy !

studio
www.niagara.com/~studio
www.studiodynamics.net

 Sorry for the late reply, offering shelter to my homeless brother  
 (really!) makes it hard to focus.
 I toddled a lot with HDR in the past. Found it difficult to use as GI  
 lightmaps. It all depends on the HDR picture: if it contains small very  
 bright areas you're in trouble. The 'big room with one small window'  
 problem: because only a small number of GI ray hits will hit the bright  
 spot, you end up with much noise, even with high raycounts.
 But with a suitable HDR picture, you can get nice results, remember these  
 little tests
 
 http://www.xs4all.nl/~ath8n0r/div/GIspheres-lowdynamics.jpg
 and
 http://www.xs4all.nl/~ath8n0r/div/GIspheres-highdynamics.jpg
 
 But even without GI, HDR has its uses in scenes with many  
 reflections/refractions. I rendered the standard Realsoft glass scene with  
 a HDR background and that makes a big difference.
 
 About outputting HDR: sorry, I can't come up with a quick answer. Can we  
 make a HDR output object? Much to learn about output objects, bindings,  
 post processing, capturing channels etc. I have a feeling it can be done...
 If you don't have the HDR plugin, I can send it... it's a must!
 
 Coincidentally: I'm currently experimenting with 360 degree panoramas. I  
 use 100% reflective mirrors (analytical spheres are perfect) seen from  
 below and convert these to latitude/longitude textures with HDRShop (great  
 software!). One nice advantage of 3d is that you don't get a reflection of  
 camera+photographer in the middle of the sphere ;)
 These textures I use in a little custom Blitz3d program to get a full 360  
 degree rotating view. Since a few days, I can render a RS scene and  
 convert it into full panoramic lookaround :) OK, with a little blind spot  
 above your head.
 The idea is to make a short interactive demo, with pre-rendered panoramic  
 views a la Myst3 and Myst4.
 
 
 I'll have a deeper look at this, thanks for the input,
 Mark H
 
 
 
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Re: Recycling HDRI ? Know what I mean ?

2006-02-16 Thread studio
http://rswiki.matthias-kappenberg.de/index.php/Exporting_images_to_HDRShop
http://rswiki.matthias-kappenberg.de/index.php/Importing_LightGen_lights
 Hi Garry,
 Thanks for the tips again, great stuff!
 cheers,
 Mark

Hi Mark :

  Don't thank me ... thank Timo . (saw Timo's name in the
'Recent Changes' section of the Wiki for these tutorials )

   This is great stuff and the kind of stuff all Realsoft3D
users should be working with , since RS handles it so well ,
with awesome eyecandy to show for your hard work .

  However , RS keeps being promoted as an advanced user's app
when it is not ! Only the keys to using RS are partially hidden .

   Man ! The Wiki is born and suddenly all the RS promoters go
mute (except for motormouth  Timo) ! 

W.T.F. ??

studio
www.niagara.com/~studio
www.studiodynamics.net



Re: Material, seamless_circular_noise-cloudy

2006-02-19 Thread studio
 The first attached image is showing the outside. The other has camera put  
 inside the cloud (using different settings also). I used 100 volume  
 samples, so rendertimes? Yes, there are rendertimes... So although it  
 looks good it's pretty unusable due to insane rendertimes 

Remember Mark's Marble ? :

 Summer of '05 ? No ? Basically it was the usage of Mark's
cloud Mat (I trimmed the six thousand lines of trailing text
from the bottom of your mail so that I could include it below) .
**

Mark :

   Here is a really simple rendering , of a sphere with an Earth mapping
(thanks edmond) using your Volumetric Cloud shader . I don't think I did
too much there , except change your Distant Light out for a Spotlight .

Anyway , a 36 Minute render , Ray Traced shadows ...
http://www.studiodynamics.net/images/marks_marble_shad.jpg

 and then shadows turned off   Four minute render ;
http://www.studiodynamics.net/images/marks_marble.jpg
Cheers Mark !


studio
www.niagara.com/~studio
www.studiodynamics.net



Re: Material, seamless_circular_noise-cloudy

2006-02-19 Thread studio
 Jyrki did some experiments some time ago - see RS web 
 gallery/Animations/Experimental.
 Vesa 

Yes (hi Vesa) :

  As I make mention in the Planetary Tutorial ... 
http://rswiki.matthias-kappenberg.de/index.php/Planetary_Project_Tutorial
Jyrki did get the ball rolling with his volumetric cloud animation
tests using Mark Heuymans shader (someone please correct me if I
have my facts mixed up) .

 I did some more work in this area and the 'Mark's Marble'
renderings were a kind of result (below) .
http://www.studiodynamics.net/images/marks_marble_shad.jpg

   Really should do a tutorial about that whole era of
RS procedural experiments , since they appear to be a
bit forgotten already .

studio
www.niagara.com/~studio
www.studiodynamics.net



Re: Material, seamless_circular_noise-cloudy

2006-02-20 Thread studio
 Jyrki did some experiments some time ago - see RS web 
 gallery/Animations/Experimental.

   Mark , your 'Mill.avi' is just above Jyrki's cloud anim .
Nice Mill ! I didn't know you ever finished such a polished
collision detection anim .

   Some nice anims on the gallery page to download . Seems
something's wrong with the big 19MB Divx 'Seasons Greetings' .
The smaller mpeg1 on the experimental page looks great though .

studio
www.niagara.com/~studio
www.studiodynamics.net




Nurbs Curves/Objects Order Attributes ?

2006-02-21 Thread studio

  Working a bit with Franks Nurbs Curve Helper plugin .

Franks plugin creates Cubic (maybe)? by default , but I
noticed that , typically , there is no way of seeing if
nurbs curves or Nurbs objects are Polygonal or Quadric
etc unless you render it . That is , there is no infor-
mation in the Property Window (that I could find anyway) .

  SDS objects shows Type on the SPEC Tab .

  Am I missing where that info is ?

studio
www.niagara.com/~studio
www.studiodynamics.net


Re: Nurbs Curves/Objects Order Attributes ?

2006-02-21 Thread studio
 From: Timo Mikkolainen [EMAIL PROTECTED]
 This is a bit far fetched, but you can tell them apart like this:
 Select the curve and look at the toolbar:
 On a cubic curve, elev is greyed out- On a polygonal curve, reduce
 is greyed out- On a quadric curve, neither is greyed out .

Ah yes , thanks . Curious why the 'Type' got left off the
Properties Window . Guess SDS is getting all the attention
now , maybe .

studio
www.niagara.com/~studio
www.studiodynamics.net



Camera Mapping vs Pyramid mapping ?

2006-02-24 Thread studio
Hi List :

  I've used the RS Camera Mapping tool and found it to be
really awesome for combining CGI and pre-rendered animations
or video . Never used the 'Pyramid Mapping' technique and
am wondering what the Pro's and Con's of the 2 methods are ?

   Seems the 2 methods are very similiar but there obviously
must be a slight difference in exactly how and where each
method should be used .

 RS has a cool little mpeg in it's gallery showing the use of
Pyr-mapping with video but am wondering why 'Camera Mapping'
wasn't used in this case ? 
http://www.realsoft.fi/gallery/images/semetaball.mpeg

Thanks In Advance .

studio 
www.niagara.com/~studio
www.studiodynamics.net


Re: M.Blur on off for objects

2006-02-27 Thread studio
 is it possible to turn M.Blur off for some objects ?
 Like a propeler yes and the airplan not !
 Nandor Kertes

I'm guessing it would be a good candidate for a 2 pass render
which would then be combined later .

Not sure if the seperate passes could be composited in post or
not . I'm guessing it is possible but haven't seen any Doc's on
how . Might need a program like Premiere/After Effects to do the
composite.

Also , no idea about the Alpha channel in RS when motion blur
is used . That would probably be another area for experiment .

studio
www.niagara.com/~studio
www.studiodynamics.net



Re: My first Alien with some hairs but with more faults on modelling areas ;-)

2006-02-27 Thread studio

Hi Frank :

  Hope you find help for your Alien Guy ! I found a couple bugs
in your Plugin . Check the Forum ( you know where B-  )

studio
www.niagara.com/~studio
www.studiodynamics.net


Re: Camera Mapping vs Pyramid mapping ?

2006-02-27 Thread studio
 Hi Gary,
 was on topic long time ago with pjotr akkurra, reproducing a LW
 scene. the big difference is, that the pyramid can be used, even if the
 camera is looking from another point.
 Think about the following, you have one photo from a scene, and then
 you like to move your camera a little bit, in this case you need the pyramid 
 mapping
 (projected from your's photo position).
 If you use this one shot as camera mapping, no camera movement is visible.
 Matthias

Hi Matthias :

   Yes , of course , but what I was asking (that Vesa replied to in
the forum thankfully) was why , in that animation example on the RS
site , was camera mapping not used , since it was an example of a
Synth-Eyes camera import script and a background video (not a still) .

  That is to say , since the camera is going to be locked to the
script , and not looking around at all , the very quick and easy
camera mapping method could have been used for every frame .

  Vesa replied yes , it could have . I was scratching my head
thinking that maybe I didn't understand something about camera-
mapping with RS , but I think RS was just trying to show another
method in that anim .

  Anyway , it was a good forum thread and I think a new tool will
be added to V6 as a result of it .

  Also , I am almost finished my elaborate tutorial on RS Camera
Mapping/Gi/HDRI and should be done with it tonight , if I'm lucky .

Thanks for your reply . Where have you been lately ? I thought
maybe you fell down the same hole Frank Dodd and all the others
fell down grin .

studio
www.niagara.com/~studio
www.studiodynamics.net




  Hi List :
  
I've used the RS Camera Mapping tool and found it to be
  really awesome for combining CGI and pre-rendered animations
  or video . Never used the 'Pyramid Mapping' technique and
  am wondering what the Pro's and Con's of the 2 methods are ?
  
 Seems the 2 methods are very similiar but there obviously
  must be a slight difference in exactly how and where each
  method should be used .
  
   RS has a cool little mpeg in it's gallery showing the use of
  Pyr-mapping with video but am wondering why 'Camera Mapping'
  wasn't used in this case ? 
  http://www.realsoft.fi/gallery/images/semetaball.mpeg
  
  Thanks In Advance .
  
  studio 
  www.niagara.com/~studio
  www.studiodynamics.net
  
  
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Re: AW: M.Blur on off for objects

2006-02-27 Thread studio
 http://www.tijai.de/galerie/big/monster/copter.jpg
the propellers of the helcopter are just pre-blurred textures with an 
alphamapor fademap...or
clipmap...hmm i forget the right one:-)
best regards
tijai

 tijia ? ... what the ... ? They told me on IRC that you
were dead ! Did you get my messages on the ouija board ?

studio
www.niagara.com/~studio
www.studiodynamics.net




Camera Mapping Tutorial On-Line

2006-02-28 Thread studio
Hi List :

 Another RS Tute , this time on Camera Mapping/Gi/HDRI .
Started a thread on the RS Forum as well if anyone has
any comments or suggestions they would like to share .

http://www.3ddart.org/index.php?name=PNphpBB2file=viewtopicp=5070#5070

 ...or http://tinyurl.com/env75 if that link wraps .

 At the very end of the html page there is an example
animation based on the tutorial for downloading . 

studio
www.niagara.com/~studio
www.studiodynamics.net


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