Rendering 3d output ?

2010-10-07 Thread Jason Saunders
Hi,

I think this topic came up a while back, apologies but index searching on my
PC seems busted. 

I wondered if anyone has attempted rendering 3D content for 3D tv's yet
using Realsoft?

Assuming there is a good method for setting up two cams at a specified
distance apart for each eye and rendering each camera separately to then
converge the frames elsewhere.

If anyone has some ideas or tips on this it would be good to know.

Many thanks,

Jason 





RE: Rendering 3d output ?

2010-10-07 Thread Jason Saunders
Thanks Matthias, but do you know how far apart the two cameras should be to
represent the left and right eyes view?

Regards

Jason


-Original Message-
From: owner-l...@light.realsoft3d.com
[mailto:owner-l...@light.realsoft3d.com] On Behalf Of Matthias Kappenberg
Sent: Thursday, October 07, 2010 11:43 AM
To: user-list@light.realsoft3d.com
Subject: Re: Rendering 3d output ?

Hi Jason,

maybe this one can help:
http://www.matthias-kappenberg.de/index.php?id=106

Create 2 cameras, then render the first sequence with first cam active,
then the second sequence with the second cam active

Matthias

- Original Message - 
From: Jason Saunders j...@pixelperfect.co.uk
To: user-list@light.realsoft3d.com
Sent: Thursday, October 07, 2010 11:13 AM
Subject: Rendering 3d output ?


 Hi,
 
 I think this topic came up a while back, apologies but index searching on
my
 PC seems busted. 
 
 I wondered if anyone has attempted rendering 3D content for 3D tv's yet
 using Realsoft?
 
 Assuming there is a good method for setting up two cams at a specified
 distance apart for each eye and rendering each camera separately to then
 converge the frames elsewhere.
 
 If anyone has some ideas or tips on this it would be good to know.
 
 Many thanks,
 
 Jason 
 
 
 






RE: Rendering 3d output ?

2010-10-07 Thread Jason Saunders
 

Thanks guys, ill have to make some tests.  Can you recommend an editing 
software to compile the 3d sequences for 3d output to use on 3D Tv’s ?

 

Best regards,

 

Jason

 

From: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] 
On Behalf Of Brandon
Sent: Thursday, October 07, 2010 8:59 PM
To: user-list@light.realsoft3d.com
Subject: Re: Rendering 3d output ?

 

I agree with Neil.
I was taught by the department head of Industrial Design/Animation in college 
that parallel is correct.

Brandon

On 10/7/2010 1:43 PM, Neil Cooke wrote: 

Sometimes it is better to make both cameras look at the same point in 

other case they must look parallel. 

 

I always use parallel camera, I never converge them. 

 

  _  

From: Jean-Sebastien Perron  mailto:j...@neuroworld.ws j...@neuroworld.ws
To: user-list@light.realsoft3d.com
Sent: Fri, 8 October, 2010 8:30:47 AM
Subject: Re: Rendering 3d output ?

http://neuroworld.ws/tutorials/jsp_tutorial_stereoscopic/jsp_tutorial_stereoscopic.htm

PS don't always use the separation distance between your eyes.
Take the decision shot by shot for what is best for that scene.
Sometimes it is better to make both cameras look at the same point in 
other case they must look parallel. There is no perfect setting, playing 
with separation distance and parallel vs crossing.

Jean-Sebastien Perron
www.NeuroWorld.ws

On 10-10-07 08:20 AM, Jason Saunders wrote:
 Thanks Matthias, but do you know how far apart the two cameras should be to
 represent the left and right eyes view?

 Regards

 Jason


 -Original Message-
 From: owner-l...@light.realsoft3d.com
 [mailto:owner-l...@light.realsoft3d.com] On Behalf Of Matthias Kappenberg
 Sent: Thursday, October 07, 2010 11:43 AM
 To: user-list@light.realsoft3d.com
 Subject: Re: Rendering 3d output ?

 Hi Jason,

 maybe this one can help:
 http://www.matthias-kappenberg.de/index.php?id=106

 Create 2 cameras, then render the first sequence with first cam active,
 then the second sequence with the second cam active

 Matthias

 - Original Message -
 From: Jason Saundersj...@pixelperfect.co.uk
 To:user-list@light.realsoft3d.com
 Sent: Thursday, October 07, 2010 11:13 AM
 Subject: Rendering 3d output ?



 Hi,

 I think this topic came up a while back, apologies but index searching on
  
 my

 PC seems busted.

 I wondered if anyone has attempted rendering 3D content for 3D tv's yet
 using Realsoft?

 Assuming there is a good method for setting up two cams at a specified
 distance apart for each eye and rendering each camera separately to then
 converge the frames elsewhere.

 If anyone has some ideas or tips on this it would be good to know.

 Many thanks,

 Jason




  





 




RE: RS is way too much flexible and powerful for its users.

2010-07-25 Thread Jason Saunders
Ok I think the topic is shifting here and becoming blurred with opinions of
what art and talent are.

 

Jean thanks for your feedback, god I miss Gary sometimes J

 

The only point made was the rendering quality is low standard by comparison
to many renderers out there.  Pure and simple after whatever talent is
applied, the quality output is better elsewhere.  Granted there may be more
proficient and talented artists elsewhere, but fundamentally it is not
possible to get similar results now in Realsoft.  Vray for example, is a
good all rounder and offers a better and quicker animation solution too.  

 

We are getting left behind, simple as that.  How you use the tool is up to
you and your ability, but for most the render output quality is essential,
especially when using a 3D app for work, as client are educated now and see
the difference.

 

Jouni and Neil,

 

As for the suggestion to hand paint a blank 3d model to look more real in a
production environment is impractical.  From a hobbyist point of view, this
may be interesting for some to explore, but this was not the discussion and
I would disagree that your eye can make every calculation of light ray
bounce and ambiance more realistically by hand.  

 

Best regards,

 

Jason

 

 

 

From: owner-l...@light.realsoft3d.com
[mailto:owner-l...@light.realsoft3d.com] On Behalf Of Neil Cooke
Sent: Sunday, July 25, 2010 8:36 AM
To: user-list@light.realsoft3d.com
Subject: Re: RS is way too much flexible and powerful for it's users.

 

Sorry Jouni but I agree with you.

 

I find the continuing discovery in RS an invigorating part of the day to day
drawing. I dont wont short-cuts. 

 

I hold GI and AO poor excuses for actually seeing what has to happen with
actual lighting objects. The old lighting guys in studios had far more
limitations and yet they understood their trade, their craft. 

 

An app that does it all without me needing to turn the computer on is only
going to do what everyone else is doing.

 

The open access to almost everything is the way it should be.

 

Etc.

 

Lol, rant over (for now)

 

Neil Cooke

 

  _  

From: Jouni Hätinen jouni.hati...@iki.fi
To: user-list@light.realsoft3d.com
Sent: Sun, 25 July, 2010 7:19:04 PM
Subject: Re: RS is way too much flexible and powerful for it's users.

You guys really make 3D sound so difficult I'm wondering why you don't
paint everything by hand? I was visiting an architect university in
St. Petersburg last year, and the students there drew everything by
hand and it was amazing! Haven't seen a rendered picture that compares
to what they did.

Or, why don't you just make the models in 3D and finish the GI by
hand? The render time should be very low for the models only and if
you really know the GI like you say you do, painting it with
Gimp/Photoshop shouldn't take long. And you get exactly what you want

In my opinion template scenes is a poor solution. It gives the picture
made from a template stamp. Good for lazy people who really don't
care about the final result.

-Jouni



2010/7/25 Jean-Sebastien Perron j...@neuroworld.ws:
 The maxwell renderer demo reel says it all : beautiful images, no
animation.
 And the few animations have noises moving around.

 RS must offer a way to use stand alone renderers (that is really
important)..
 For now there is not one efficient standard way of communicating with a
 renderer.
 All of them use all sorts of undocumented SDL (scene description language)
 or worst : binary or .dll

 But I don't agree that the RS renderer is not good enough.
 It is perfect, just not what some need right now.
 What is needed is a perfect GI button or template scene (Seriously) like
 Strata3D.
 Strata3D do all the setup for you with predefined scenes.

 Procedural materials will always have AA problems, textures never will.
 The problems found in RS are the same encounter in Renderman.
 Pixar renderman generate a lot of lighting glitches that need to be
 corrected by hand for example.
 Contrary to Renderman, all these small (look at me) stand alone renderers
 are not production ready.
 To create beautiful images with renderman you need a lot of work.
 In renderman there is no GI, only the mathematical function to code it
 yourself inside your shaders.
 By reading and experimenting a lot with Renderman, I found that it has a
lot
 of similarities with RS.

 RS can make images as beautiful as any other renderer on the market.
 For that you need to understand rendering, lighting, shading and RS a
little
 deeper.
 And that is what most RS users are not ready to invest time in.

 Don't blame the car, blame the driver.

 It's not fair to compare RS to other renderers. RS is a pure Raytracer.
 Like any methods there are pros and cons.

 Contrary to many other 3d app, RS does not offer decent scene setup and
 materials right from the start : you have to do it all from scratch.

 Prepare for the flames and the usual offended : )

 Jean-Sebastien Perron
 www.NeuroWorld.ws





RE: RS is way too much flexible and powerful for its users.

2010-07-25 Thread Jason Saunders
Thanks Neil,

As long as we all have lead in our pencils we will always use em :)

All the best

Jason


-Original Message-
From: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] 
On Behalf Of n...@neilcookegraphics.co.nz
Sent: Sunday, July 25, 2010 3:34 PM
To: user-list@light.realsoft3d.com
Subject: RE: RS is way too much flexible and powerful for its users.

You're not wrong Jason IMO,

I couldnt know what I'm missing but I still like to rave about the pencil
I have ... it's the best I've ever had. Lol.

Neil Cooke


On Sun, 25 Jul 2010 11:27:51 +0100, Jason Saunders
j...@pixelperfect.co.uk wrote:
 Ok I think the topic is shifting here and becoming blurred with opinions
of
 what art and talent are.
 
  
 
 Jean thanks for your feedback, god I miss Gary sometimes J
 
  
 
 The only point made was the rendering quality is low standard by
comparison
 to many renderers out there.  Pure and simple after whatever talent is
 applied, the quality output is better elsewhere.  Granted there may be
more
 proficient and talented artists elsewhere, but fundamentally it is not
 possible to get similar results now in Realsoft.  Vray for example, is a
 good all rounder and offers a better and quicker animation solution too.

 
  
 
 We are getting left behind, simple as that.  How you use the tool is up
to
 you and your ability, but for most the render output quality is
essential,
 especially when using a 3D app for work, as client are educated now and
see
 the difference.
 
  
 
 Jouni and Neil,
 
  
 
 As for the suggestion to hand paint a blank 3d model to look more real
in a
 production environment is impractical.  From a hobbyist point of view,
this
 may be interesting for some to explore, but this was not the discussion
and
 I would disagree that your eye can make every calculation of light ray
 bounce and ambiance more realistically by hand.  
 
  
 
 Best regards,
 
  
 
 Jason
 
  
 
  
 
  
 
 From: owner-l...@light.realsoft3d.com
 [mailto:owner-l...@light.realsoft3d.com] On Behalf Of Neil Cooke
 Sent: Sunday, July 25, 2010 8:36 AM
 To: user-list@light.realsoft3d.com
 Subject: Re: RS is way too much flexible and powerful for it's users.
 
  
 
 Sorry Jouni but I agree with you.
 
  
 
 I find the continuing discovery in RS an invigorating part of the day to
 day
 drawing. I dont wont short-cuts. 
 
  
 
 I hold GI and AO poor excuses for actually seeing what has to happen
with
 actual lighting objects. The old lighting guys in studios had far more
 limitations and yet they understood their trade, their craft. 
 
  
 
 An app that does it all without me needing to turn the computer on is
only
 going to do what everyone else is doing.
 
  
 
 The open access to almost everything is the way it should be.
 
  
 
 Etc.
 
  
 
 Lol, rant over (for now)
 
  
 
 Neil Cooke
 
  
 
   _  
 
 From: Jouni H�tinen jouni.hati...@iki.fi
 To: user-list@light.realsoft3d.com
 Sent: Sun, 25 July, 2010 7:19:04 PM
 Subject: Re: RS is way too much flexible and powerful for it's users.
 
 You guys really make 3D sound so difficult I'm wondering why you don't
 paint everything by hand? I was visiting an architect university in
 St. Petersburg last year, and the students there drew everything by
 hand and it was amazing! Haven't seen a rendered picture that compares
 to what they did.
 
 Or, why don't you just make the models in 3D and finish the GI by
 hand? The render time should be very low for the models only and if
 you really know the GI like you say you do, painting it with
 Gimp/Photoshop shouldn't take long. And you get exactly what you want
 
 In my opinion template scenes is a poor solution. It gives the picture
 made from a template stamp. Good for lazy people who really don't
 care about the final result.
 
 -Jouni
 
 
 
 2010/7/25 Jean-Sebastien Perron j...@neuroworld.ws:
 The maxwell renderer demo reel says it all : beautiful images, no
 animation.
 And the few animations have noises moving around.

 RS must offer a way to use stand alone renderers (that is really
 important)..
 For now there is not one efficient standard way of communicating with
a
 renderer.
 All of them use all sorts of undocumented SDL (scene description
 language)
 or worst : binary or .dll

 But I don't agree that the RS renderer is not good enough.
 It is perfect, just not what some need right now.
 What is needed is a perfect GI button or template scene (Seriously)
 like
 Strata3D.
 Strata3D do all the setup for you with predefined scenes.

 Procedural materials will always have AA problems, textures never will.
 The problems found in RS are the same encounter in Renderman.
 Pixar renderman generate a lot of lighting glitches that need to be
 corrected by hand for example.
 Contrary to Renderman, all these small (look at me) stand alone
renderers
 are not production ready.
 To create beautiful images with renderman you need a lot of work.
 In renderman there is no GI, only the mathematical function to code

RE: Renderers

2010-07-24 Thread Jason Saunders
Lol :), to be fair thought Neil, the answer is in your question

Quote  I dont know anything about renderers

Realsoft uses a flawed GI system that is very difficult to tweak to get the
image quality and effects required to compete with renders from VRay,
Maxwell, Fryrender, etc.   Search google for a couple of hours and you will
see the image quality I am talking about.  Reflections and refraction in
Realsoft GI although slightly improved in v7, are still nowhere near as good
as the other renderers and you will see this when you look into it.

My points come from a production basis too as it is slow to work with having
to retest time and time again with slow render times.  

As for GI animation, forget it.  Three passes to get a sequence together and
then they are frames blurred together with the GI pass in POST to get rid of
the mud which flickers and moves as the camera moves through scenes.

It just does not compare to other GI animations rendered elsewhere.

Cheers,

Jason 




-Original Message-
From: owner-l...@light.realsoft3d.com
[mailto:owner-l...@light.realsoft3d.com] On Behalf Of Neil Cooke
Sent: Friday, July 23, 2010 9:59 PM
To: user-list@light.realsoft3d.com
Subject: Re: Renderers

It only cooks yellow curry, but I like red... :-S

Lol,

Many thanks Jouni . glad that one's cleared up, was bugging me something

ferocious!!!

N.

- Original Message - 
From: Jouni Hätinen jouni.hati...@iki.fi
To: user-list@light.realsoft3d.com
Sent: Saturday, July 24, 2010 8:28 AM
Subject: Re: Renderers


 What is it not doing that, say a top of a wish list other render engine
 does?

 It only cooks yellow curry, but I like red... :-S

 Does anyone know a render engine that cooks red curry?

 -Jouni







No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 9.0.851 / Virus Database: 271.1.1/3023 - Release Date: 07/23/10 


---

Hi List,

I dont know anything about renderers. For everything I have ever needed the
RS raytrace render engine works.

What is it not doing that, say a top of a wish list other render engine
does?

... and no amount of reading ... V-Ray, Pov-Ray, etc, etc, has managed to
help me on this one.

Enlightenment appreciated.

Neil Cooke


---
18:36:00






RE: Renderers

2010-07-24 Thread Jason Saunders
No one is ever a fool to ask a question J   It’s been good to have this open
conversation with everyone.

 

If you didn’t have time to look,  a quick link here illustrates what I am on
about.

 

http://www.maxwellrender.com/gallery/gallery.php

 

Best regards,

 

Jason

 

From: owner-l...@light.realsoft3d.com
[mailto:owner-l...@light.realsoft3d.com] On Behalf Of Neil Cooke
Sent: Saturday, July 24, 2010 2:17 PM
To: user-list@light.realsoft3d.com
Subject: Re: Renderers

 

Thanks Jason,

 

I knew there must be something.  

 

I dont use GI myself so maybe that's why I havent come across the area you
pinpoint.

 

Anyway, as the saying goes ... better to ask and appear a fool for a moment
than to remain silent and ignorant forever. 

:-)

 

Thanks again

 

Neil Cooke

 

  _  

From: Jason Saunders j...@pixelperfect.co.uk
To: user-list@light.realsoft3d.com
Sent: Sat, 24 July, 2010 9:29:33 PM
Subject: RE: Renderers

Lol :), to be fair thought Neil, the answer is in your question

Quote  I dont know anything about renderers

Realsoft uses a flawed GI system that is very difficult to tweak to get the
image quality and effects required to compete with renders from VRay,
Maxwell, Fryrender, etc.  Search google for a couple of hours and you will
see the image quality I am talking about.  Reflections and refraction in
Realsoft GI although slightly improved in v7, are still nowhere near as good
as the other renderers and you will see this when you look into it.

My points come from a production basis too as it is slow to work with having
to retest time and time again with slow render times.  

As for GI animation, forget it.  Three passes to get a sequence together and
then they are frames blurred together with the GI pass in POST to get rid of
the mud which flickers and moves as the camera moves through scenes.

It just does not compare to other GI animations rendered elsewhere.

Cheers,

Jason 




-Original Message-
From: owner-l...@light.realsoft3d.com
[mailto:owner-l...@light.realsoft3d.com] On Behalf Of Neil Cooke
Sent: Friday, July 23, 2010 9:59 PM
To: user-list@light.realsoft3d.com
Subject: Re: Renderers

It only cooks yellow curry, but I like red... :-S

Lol,

Many thanks Jouni . glad that one's cleared up, was bugging me something

ferocious!!!

N.

- Original Message - 
From: Jouni Hätinen jouni.hati...@iki.fi
To: user-list@light.realsoft3d.com
Sent: Saturday, July 24, 2010 8:28 AM
Subject: Re: Renderers


 What is it not doing that, say a top of a wish list other render engine
 does?

 It only cooks yellow curry, but I like red... :-S

 Does anyone know a render engine that cooks red curry?

 -Jouni







No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 9.0.851 / Virus Database: 271.1.1/3023 - Release Date: 07/23/10 


---

Hi List,

I dont know anything about renderers. For everything I have ever needed the
RS raytrace render engine works.

What is it not doing that, say a top of a wish list other render engine
does?

 and no amount of reading ... V-Ray, Pov-Ray, etc, etc, has managed to
help me on this one.

Enlightenment appreciated.

Neil Cooke


---
18:36:00








RE: Fryrender plugin support

2010-07-22 Thread Jason Saunders
Hi everyone,

Thanks for all the feedback.  I wanted to engage a conversation about
rendering capabilities and this seemed to stoke the fire a little.

What I see is people switching to other apps for their rendering needs and
this is what I wanted to stop.

Hopefully Realsoft will address this, now support for a new solution is
relevant for most users.

Some nice renders here, just a shame they are not from Realsoft.

I made a stab at a slightly different site here for some advertising work I
get contracted for from time to time.  Put some architectural images from
Pixel Perfect in there too to fill it up :), but a couple of new pics maybe
not seen before.  All Realsoft renders in the portfolio section, but in my
mind not competitive enough in render quality/time/production useability.

www.cgillustration.co.uk

Let's see what comes out of the development plan phase in the coming months.

Cheers,

Jason


-Original Message-
From: owner-l...@light.realsoft3d.com
[mailto:owner-l...@light.realsoft3d.com] On Behalf Of Mark Heuymans
Sent: Thursday, July 22, 2010 8:39 PM
To: user-list@light.realsoft3d.com
Subject: Re: Fryrender plugin support

Hi Arjo,

I really should have a look at Vray, there even is a Sketchup plugin! 
(never had a look at that, having RS3d)

So many powerful RS features are tightly interwoven with the rendering 
engine... just some more examples from my bare head:
- VSL enhanced nurbs curve rendering (everybody knows Tim Borgmann's 
renderings!)
- VSL-defined Displacement
- blurred reflections and refractions
- material antialiasing
- UV sets
All these things and much more would be lost or would have to be set up 
from scratch in the external render engine. RS is a strange powerful 
beast on an isolated island, despite its basically very open 
architecture...

You are right about VSL´s lack of visual feedback, it doesn´t deserve 
the name `VISUAL shading language` - about time to switch to a node 
based interface! We are lucky RS is so flexible it´s possible to set up 
a better material preview but doing small test renders is the only way 
to judge what you´re doing.

good luck,
Mark



 Thank you Mark.

 What you write about VSL is what I ment in my first reaction on Jason's
 question about a Fryrender plugin.
 On the other hand VSL is not the only way to create procedural materials.
 With Vray I can build procedural very easily. So procedurals won't be the
 problem. What I wanted to say about VSL in general is that it lacks visual
 feedback. It's all lines of code which doesn't give any visual idea about
 what you're doing. Maybe that's how programmers work, but that's not what
 I'm used to.

 Booleans is a real problem in polygon based apps. Well only in round
 objects of course.

 Arjo.








RE: Fryrender plugin support

2010-07-22 Thread Jason Saunders
Hi Stefan

Yes Vesa and Juha have known my thoughts on this for a while now.  I was
just starting to feel I was the only one who wanted this area developed and
brought up to date with the other 3d apps available.  Good to know others
support an improvement / new solution.

Thanks Stefan, you are most kind.  There are many talented users here and we
all take inspiration from each other.  I know how valuable the list users
and Realsoft have been to me over the years, so it is all mutual.

I remember when I first purchased Real3d nearly 20 years ago now )8-/ and
saw they had the best render engine available at that level.  That was the
appeal to me above over all the other features it offered even then.  Would
just be nice to see Reasloft back up there again one day.

Jason


-Original Message-
From: owner-l...@light.realsoft3d.com
[mailto:owner-l...@light.realsoft3d.com] On Behalf Of Beg-inner
Sent: Thursday, July 22, 2010 10:10 PM
To: user-list@light.realsoft3d.com
Subject: Re: Fryrender plugin support

Hi Jason

I really understand your concern on this issue, and I hope it will work out 
so it meets yours and others needs...
So you and others can still be using RS, and others might come back..
(I see the same thing in Char anim and im/export area)

I also know that the discussion on GI, rendering have been up on the 
betalist..
Did you or others directly talk to the Meskanens this May , when Juha 
mentioned in a post 17th of May (replying on one of my Ignore Testt 
threads.) where he said...
We are currently running on a research mode. If anyone has
any thoughts about things worth researching, please feel free to share.

btw..
I have always been exited when seeing some new stuff from you...!
So hopefully the Meskanens will have something up their sleeves so you can 
keep on creating inspirational images..!

Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..

 Hi everyone,

 Thanks for all the feedback.  I wanted to engage a conversation about
 rendering capabilities and this seemed to stoke the fire a little.

 What I see is people switching to other apps for their rendering needs and
 this is what I wanted to stop.

 Hopefully Realsoft will address this, now support for a new solution is
 relevant for most users.

 Some nice renders here, just a shame they are not from Realsoft.

 I made a stab at a slightly different site here for some advertising work 
 I
 get contracted for from time to time.  Put some architectural images from
 Pixel Perfect in there too to fill it up :), but a couple of new pics 
 maybe
 not seen before.  All Realsoft renders in the portfolio section, but in my
 mind not competitive enough in render quality/time/production useability.

 www.cgillustration.co.uk

 Let's see what comes out of the development plan phase in the coming 
 months.

 Cheers,

 Jason


 -Original Message-
 From: owner-l...@light.realsoft3d.com
 [mailto:owner-l...@light.realsoft3d.com] On Behalf Of Mark Heuymans
 Sent: Thursday, July 22, 2010 8:39 PM
 To: user-list@light.realsoft3d.com
 Subject: Re: Fryrender plugin support

 Hi Arjo,

 I really should have a look at Vray, there even is a Sketchup plugin!
 (never had a look at that, having RS3d)

 So many powerful RS features are tightly interwoven with the rendering
 engine... just some more examples from my bare head:
 - VSL enhanced nurbs curve rendering (everybody knows Tim Borgmann's
 renderings!)
 - VSL-defined Displacement
 - blurred reflections and refractions
 - material antialiasing
 - UV sets
 All these things and much more would be lost or would have to be set up
 from scratch in the external render engine. RS is a strange powerful
 beast on an isolated island, despite its basically very open
 architecture...

 You are right about VSL´s lack of visual feedback, it doesn´t deserve
 the name `VISUAL shading language` - about time to switch to a node
 based interface! We are lucky RS is so flexible it´s possible to set up
 a better material preview but doing small test renders is the only way
 to judge what you´re doing.

 good luck,
 Mark



 Thank you Mark.

 What you write about VSL is what I ment in my first reaction on Jason's
 question about a Fryrender plugin.
 On the other hand VSL is not the only way to create procedural materials.
 With Vray I can build procedural very easily. So procedurals won't be the
 problem. What I wanted to say about VSL in general is that it lacks 
 visual
 feedback. It's all lines of code which doesn't give any visual idea about
 what you're doing. Maybe that's how programmers work, but that's not what
 I'm used to.

 Booleans is a real problem in polygon based apps. Well only in round
 objects of course.

 Arjo.













No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 9.0.839 / Virus Database: 271.1.1/3012 - Release Date: 

RE: Realsoft model exporting

2010-06-07 Thread Jason Saunders
Thanks Jean-Sebastien

 

Appreciate your time.  I will test this method out.

 

It is a shame Ronnie’s 3ds plus plugin cannot be updated for more recent 
version of Realsoft (think it worked up to v5) as it converted SDS and 
analytical if my memory served me correctly and required no baking UV’s.  So we 
know it’s possible, just not been looked at seriously enough I believe.

 

Thanks again and I’ll report my results.

 

Regards

 

Jason

 

 

From: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] 
On Behalf Of Jean-Sebastien Perron
Sent: Saturday, June 05, 2010 1:34 PM
To: user-list@light.realsoft3d.com
Subject: Re: Realsoft model exporting

 

1-Convert everything to subdivision (if needed, refine the mesh a little before 
exporting (Smooth button), because crease/point tension won't export)

2-Then burn the UV to the vertex of the mesh.

3-Export to .obj (I recommend only a single object per file : every object that 
require a different material or texture should be exported separately)

4-Everything else won't export correctly, so don't bother trying.

The best file format for now is the .obj : the format is in plain text so it's 
easy to read and debug.
You will try many options to succeed, but once you find the magic recipe (work 
flow) it will go faster.

Good luck!

Jean-Sebastien Perron
www.NeuroWorld.ws

On 10-06-05 07:16 AM, Jason Saunders wrote: 

Hi everyone,

 

Just wondering if anyone has ever found a working solution for exporting 
Realsoft models with textures into other 3D software effectively?

 

i.e. May be exported as 3ds or OBJ and imported into other 3D apps with 
textures already assigned?

 

I know Ronnie’s 3ds plus plug-in used to work with texture export and some 
basic vsl shader properties, but it needs porting for v7 and I have not 
persuaded Juha or Vesa to embrace this one.  This is a shame as it is the 
closest we have ever got.

 

FBX in v7 is no more use than the other export options, as no material export 
is supported.

 

If anyone has a good solution for exporting models with basic shader and 
texture export, it would be good to know and share with everyone if possible.

 

Many thanks and all the best,

 

Jason

 




Realsoft model exporting

2010-06-05 Thread Jason Saunders
Hi everyone,

 

Just wondering if anyone has ever found a working solution for exporting 
Realsoft models with textures into other 3D software effectively?

 

i.e. May be exported as 3ds or OBJ and imported into other 3D apps with 
textures already assigned?

 

I know Ronnie’s 3ds plus plug-in used to work with texture export and some 
basic vsl shader properties, but it needs porting for v7 and I have not 
persuaded Juha or Vesa to embrace this one.  This is a shame as it is the 
closest we have ever got.

 

FBX in v7 is no more use than the other export options, as no material export 
is supported.

 

If anyone has a good solution for exporting models with basic shader and 
texture export, it would be good to know and share with everyone if possible.

 

Many thanks and all the best,

 

Jason




RE: New pics

2009-07-29 Thread Jason Saunders
Thanks Stefan, much appreciated.  If only my clients were as nice about my
work as you are :)

They keep going on about realism now and sending me Maxwell renders to
compare and copy  8-(

All the best

Jason 


-Original Message-
From: owner-l...@light.realsoft3d.com
[mailto:owner-l...@light.realsoft3d.com] On Behalf Of Beg-inner
Sent: 29 July 2009 12:16
To: user-list@light.realsoft3d.com
Subject: Re: New pics

Hi again Jason..

I have now had the energy and time to taken a look, and I very happy I did.

Its awesome all of it ! as always !
and the showreel is truly amazing, I love it all !!!

Thx for taking the time to share your spectacular work, it is really 
inspiring !

Take Care
Best Regards
SteFan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..

 Hi

 All a bit quiet at the moment.  Holiday season I guess.

 So I thought for anyone who may be interested, I just updated my site. 
 All
 images and animations were created in Realsoft.

 http://www.pixelperfect.co.uk/visualisation.htm

 All the best

 Jason









No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.375 / Virus Database: 270.13.5/2220 - Release Date: 07/05/09 
17:54:00




New pics

2009-07-07 Thread Jason Saunders
Hi

All a bit quiet at the moment.  Holiday season I guess.

So I thought for anyone who may be interested, I just updated my site.  All
images and animations were created in Realsoft.

http://www.pixelperfect.co.uk/visualisation.htm

All the best

Jason 




RE: Real3d project import ?

2008-10-01 Thread Jason Saunders
Morning  
 
Ok, I think I have cracked a method to get old Real3d v3 projects into v6.
 
Run Real3d (I managed to copy an old installed folder from an old backup and
it ran on an xp64 OS :-) )
 
Load an old Real3d project and save it out as an rpl file.
 
.. The problem I was having before was V5 and v6 do not read these rpl
files, but..
 
Realsoft v4.5 does :-), so load the rpl project files into Realsoft 4.5 and
re-save as Realsoft projects.
 
Now it is ready to load in v5 or v6.
 
Not the smoothest of solutions, but we got there in the end.
 
Thanks for your suggestions.
 
 
Regards
 
Jason
 
 
  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Saunders
Sent: 29 September 2008 11:00
To: user-list@light.realsoft3d.com
Subject: RE: Real3d project import ?
 
Hi Arjo
 
That's the problem I don't remember either :-)
 
I don't remember the conversion utility and rpl import in version 6 will not
recognize the rpl saves from v3.5.  I'll try rpl import in v4 and see if
that is read.
 
I can get some elements into v4.1 that Mark eluded to, but was wondering if
there was a known method to get models and materials into v6.
 
Thanks everyone for your ideas.  I'll plug away a little more and if I find
a good solution I'll post it here.
 
All the best and regards
 
Jason 
 
 
  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Arjo Rozendaal
Sent: 29 September 2008 07:20
To: user-list@light.realsoft3d.com
Subject: RE: Real3d project import ?
 
Hi Jason,
 
Was there not some kind of conversion program? To convert V3 files to V4?
It's so long ago I used it, I don't remember it anymore.
 
Arjo.
 
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jason Saunders
Verzonden: zondag 28 september 2008 19:16
Aan: user-list@light.realsoft3d.com
Onderwerp: RE: Real3d project import ?
 
Thanks Chuck, but I am trying to get the models and scenes into Realsoft v6,
so opening in the old v3 program will just give me the old v3 output, which
I cannot find a way to read in any version from v4 upwards :-(
 
I got some files to load into Realsoft 4.1, but wondered if there is a
better way ?
 
I did find an old Real3d installed folder backed up on an old tape drive
today, which allows me to open the old scenes, but I am stumped on the
output from there.   Even saving in rpl does not seem to work.
 
Thanks again though.
 
Regards
 
Jason 
 
 
  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Charles Henry
Sent: 25 September 2008 19:20
To: user-list@light.realsoft3d.com
Subject: RE: Real3d project import ?
 
Hi Jason,
I had the same problem and Vesa sent me this:
Hello,
 
You can find a stripped v3 installation from:
 
www.nic.fi/~realsof1/real3dv3.zip
 
 
Just unzip the install folder and click real.exe item to start the program. 
 
 
Best regards, 
 
Vesa
 
But it doesn't work now .. Better check with Vesa . 
Or I can send you what I have if it is OK with Vesa.
Cheers, Chuck Henry
 
  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Saunders
Sent: Thursday, September 25, 2008 10:15 AM
To: user-list@light.realsoft3d.com
Subject: Real3d project import ?
 
 
Afternoon
 
Just wondering if anyone can remember what versions of Realsoft after
Real3d, could actually load old Real3d project files ?
 
I have Realsoft v4 and v4.1 installed, but cannot get most of my old Real3d
files into it.
 
If anyone can remember I would be grateful.
 
Many thanks
 
Jason
 


RE: Real3d project import ?

2008-09-29 Thread Jason Saunders
Hi Arjo
 
That's the problem I don't remember either :-)
 
I don't remember the conversion utility and rpl import in version 6 will not
recognize the rpl saves from v3.5.  I'll try rpl import in v4 and see if
that is read.
 
I can get some elements into v4.1 that Mark eluded to, but was wondering if
there was a known method to get models and materials into v6.
 
Thanks everyone for your ideas.  I'll plug away a little more and if I find
a good solution I'll post it here.
 
All the best and regards
 
Jason 
 
 
  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Arjo Rozendaal
Sent: 29 September 2008 07:20
To: user-list@light.realsoft3d.com
Subject: RE: Real3d project import ?
 
Hi Jason,
 
Was there not some kind of conversion program? To convert V3 files to V4?
It's so long ago I used it, I don't remember it anymore.
 
Arjo.
 
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jason Saunders
Verzonden: zondag 28 september 2008 19:16
Aan: user-list@light.realsoft3d.com
Onderwerp: RE: Real3d project import ?
 
Thanks Chuck, but I am trying to get the models and scenes into Realsoft v6,
so opening in the old v3 program will just give me the old v3 output, which
I cannot find a way to read in any version from v4 upwards :-(
 
I got some files to load into Realsoft 4.1, but wondered if there is a
better way ?
 
I did find an old Real3d installed folder backed up on an old tape drive
today, which allows me to open the old scenes, but I am stumped on the
output from there.   Even saving in rpl does not seem to work.
 
Thanks again though.
 
Regards
 
Jason 
 
 
  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Charles Henry
Sent: 25 September 2008 19:20
To: user-list@light.realsoft3d.com
Subject: RE: Real3d project import ?
 
Hi Jason,
I had the same problem and Vesa sent me this:
Hello,
 
You can find a stripped v3 installation from:
 
www.nic.fi/~realsof1/real3dv3.zip
 
 
Just unzip the install folder and click real.exe item to start the program. 
 
 
Best regards, 
 
Vesa
 
But it doesn't work now .. Better check with Vesa . 
Or I can send you what I have if it is OK with Vesa.
Cheers, Chuck Henry
 
  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Saunders
Sent: Thursday, September 25, 2008 10:15 AM
To: user-list@light.realsoft3d.com
Subject: Real3d project import ?
 
 
Afternoon
 
Just wondering if anyone can remember what versions of Realsoft after
Real3d, could actually load old Real3d project files ?
 
I have Realsoft v4 and v4.1 installed, but cannot get most of my old Real3d
files into it.
 
If anyone can remember I would be grateful.
 
Many thanks
 
Jason
 


RE: Real3d project import ?

2008-09-28 Thread Jason Saunders
Thanks Chuck, but I am trying to get the models and scenes into Realsoft v6,
so opening in the old v3 program will just give me the old v3 output, which
I cannot find a way to read in any version from v4 upwards :-(
 
I got some files to load into Realsoft 4.1, but wondered if there is a
better way ?
 
I did find an old Real3d installed folder backed up on an old tape drive
today, which allows me to open the old scenes, but I am stumped on the
output from there.   Even saving in rpl does not seem to work.
 
Thanks again though.
 
Regards
 
Jason 
 
 
  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Charles Henry
Sent: 25 September 2008 19:20
To: user-list@light.realsoft3d.com
Subject: RE: Real3d project import ?
 
Hi Jason,
I had the same problem and Vesa sent me this:
Hello,
 
You can find a stripped v3 installation from:
 
www.nic.fi/~realsof1/real3dv3.zip
 
 
Just unzip the install folder and click real.exe item to start the program. 
 
 
Best regards, 
 
Vesa
 
But it doesn't work now .. Better check with Vesa . 
Or I can send you what I have if it is OK with Vesa.
Cheers, Chuck Henry
 
  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Saunders
Sent: Thursday, September 25, 2008 10:15 AM
To: user-list@light.realsoft3d.com
Subject: Real3d project import ?
 
 
Afternoon
 
Just wondering if anyone can remember what versions of Realsoft after
Real3d, could actually load old Real3d project files ?
 
I have Realsoft v4 and v4.1 installed, but cannot get most of my old Real3d
files into it.
 
If anyone can remember I would be grateful.
 
Many thanks
 
Jason
 


RE: Updated scripts

2008-08-27 Thread Jason Saunders
Many thanks Zaug, they look great.  

I will have a look at the weekend when I get some time.

All the best

Jason

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Zaug
Sent: 27 August 2008 13:12
To: user-list@light.realsoft3d.com
Subject: Updated scripts

All of the Realsoft Reserve scripts have been updated!
Details here:
http://www.catmtn.com/rr/realgreeblez/download.php

Any and all testing results and feedback would be greatly appreciated.

Zaug





RE: animation

2008-07-15 Thread Jason Saunders
Nice job Arjo
 
Regards
 
Jason
 
 
  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Arjo Rozendaal
Sent: 15 July 2008 13:16
To: reallist
Subject: animation
 
Hi,
 
Some of you asked to show the animation with the road and trees.
I made a short movie out of it. It's still 15 Mb though.
www.xs4all.nl/~joly/temp/n50project.mpg
 
Arjo.


RE: GI rendering artifact fix

2008-04-21 Thread Jason Saunders
Thanks Chris. Hope the tips help

Regards
 
Jason 
 
  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of standley and mungenast
Sent: 21 April 2008 04:31
To: user-list@light.realsoft3d.com
Subject: Re: GI rendering artifact fix
 
Hi Jason,

Thanks for the inspiration, and for taking the time to share your setup and
settings info. Great stuff!

Chris

Jason Saunders wrote: 
Hi Mark, Henrik and Lee
 
Hope more people will get back to using GI in Realsoft again soon as it is
better in V6.  Reflections are improved so not quite so many loops to jump
through to get a decent image.
 
I thought I would attach this test scene I am still working on as it shows
the bigger picture of what brought about the artifact discussed yesterday
(now gone of course). It's a little dark at the mo, but I kind of like it so
far.
 
The car model is not mine, it's from the Dosch collection, but at least I
managed to import something via sds plus plugin (Ronnie's plug in):)
Obviously had to set all the shaders, but looks ok so far.
 
Remember now in v6, the recursion level in the rendering settings defines
the light ray bounces effectively, so better GI can be achieved in your
scenes.  This scene had a recursion of 6.  Rendered at 3000 pix wide, scale
0.5 on a quad in 2hrs 12 mins.
 
The only lights in the scene was a fill distant light at a very low
intensity of 0.06 to initiate the shaders, the rest is illuminated by a
single analytical cube imitating a light box above the car set to an
illumination value of 1.8 1.8 1.7.  That's it, the rest of the scene is as
you see.  No other clever tricks.  I do like to set the camera flashlight
very low also at '0.04 0.04 0.04'.  Gi shader ray count was 6 and GI blur at
level 6 and threshold 26.  GI blur reflection at default.
 
Have a nice weekend everyone.
 
Regards
 
Jason  
  
 
  _  

 
 
 


RE: GI rendering artifact fix

2008-04-18 Thread Jason Saunders
Hi Mark, Henrik and Lee

Hope more people will get back to using GI in Realsoft again soon as it is
better in V6.  Reflections are improved so not quite so many loops to jump
through to get a decent image.

I thought I would attach this test scene I am still working on as it shows
the bigger picture of what brought about the artifact discussed yesterday
(now gone of course). It's a little dark at the mo, but I kind of like it so
far.

The car model is not mine, it's from the Dosch collection, but at least I
managed to import something via sds plus plugin (Ronnie's plug in):)
Obviously had to set all the shaders, but looks ok so far.

Remember now in v6, the recursion level in the rendering settings defines
the light ray bounces effectively, so better GI can be achieved in your
scenes.  This scene had a recursion of 6.  Rendered at 3000 pix wide, scale
0.5 on a quad in 2hrs 12 mins.

The only lights in the scene was a fill distant light at a very low
intensity of 0.06 to initiate the shaders, the rest is illuminated by a
single analytical cube imitating a light box above the car set to an
illumination value of 1.8 1.8 1.7.  That's it, the rest of the scene is as
you see.  No other clever tricks.  I do like to set the camera flashlight
very low also at '0.04 0.04 0.04'.  Gi shader ray count was 6 and GI blur at
level 6 and threshold 26.  GI blur reflection at default.

Have a nice weekend everyone.

Regards

Jason  




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark Heuymans
Sent: 17 April 2008 20:15
To: user-list@light.realsoft3d.com
Subject: Re: GI rendering artifact fix

 As you can see in the attached pic, I am getting the white blur around
 the edges of the tyres on the floor.

 Yes, I remember this one - it is a surface normal issue. Rotate the floor
 surface 180 degrees to fix the problem. You can also flip the normal
 direction in the material assigned to the floor surface.

 The error is related to flat surfaces, hollow cubes etc. In other words,
 cases where the surface normal side is somehow unpredictable. If you model
 everything from solid blocks it will not show up.



 In this example, I changed the floor to an analytical cube and the problem
 disappeared.

 Hope this is of use to some of you.  Timo has kindly added it to the wiki
 also.

 Regards

 Jason



I always assumed this only had to do with Blur, interesting to see there's 
more to it.

When V6 arrived I spent many hours fiddling with the Blur Width control 
curve, and all sorts of combinations of blur width, strength, raycount, etc.

It's certainly much better than it was in V5. But GI is still very slow in 
real-life scenes that involve more than a few simple analytics...

I'll check this out in some test scenes, thanks!

-Mark

attachment: Pixel Perfect _Audi TT _03_WIP_18-4-08_copy.jpg

RE: landscaping (Re: Can We Export RS3D Camera Data ?)

2008-04-17 Thread Jason Saunders


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of standley and mungenast
Sent: 17 April 2008 02:42
To: user-list@light.realsoft3d.com
Subject: Re: landscaping (Re: Can We Export RS3D Camera Data ?)

Nice work Mark and Gary!

cm



 I've been working on a VSL shader for rock layers that's really not 
 finished yet, but if anyone is interested I'll upload this project:
 http://www.athanor3d.com/pub/isle02_triset.jpg
 Maybe it's worth working out this material better.

 In a new project - a cave- I used a simple noise modified by a curve 
 for displacement of the rocks, and a color that depends on bump 
 height. The result was surprizing:
 http://www.athanor3d.com/pub/View07c1.jpg
 However, in some viewpoints, displacement rendering artifacts spoil 
 the image :(

 -Mark


 Inspiring!
 Thankz,
 Zaug







RE: landscaping (Re: Can We Export RS3D Camera Data ?)

2008-04-17 Thread Jason Saunders
I'll try that again 

The rock looks great.

Jason


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of standley and mungenast
Sent: 17 April 2008 02:42
To: user-list@light.realsoft3d.com
Subject: Re: landscaping (Re: Can We Export RS3D Camera Data ?)

Nice work Mark and Gary!

cm



 I've been working on a VSL shader for rock layers that's really not 
 finished yet, but if anyone is interested I'll upload this project:
 http://www.athanor3d.com/pub/isle02_triset.jpg
 Maybe it's worth working out this material better.

 In a new project - a cave- I used a simple noise modified by a curve 
 for displacement of the rocks, and a color that depends on bump 
 height. The result was surprizing:
 http://www.athanor3d.com/pub/View07c1.jpg
 However, in some viewpoints, displacement rendering artifacts spoil 
 the image :(

 -Mark


 Inspiring!
 Thankz,
 Zaug







RE: Dual Quad Core Xeons and RS Gi

2007-11-28 Thread Jason Saunders

David ?  I know they call me Julie on Thursday's, but David ?  8-)

Glad to be of help anyways.

Err Jason I think.  



Hi David :

 Basically you need to turn off the safety tab in rendering/post
 settings.

  Thanks for your reply , it tweaked my memory and made me realise
why I gave up on post-processing per box . I included the images .
The speedup was awesome , from 230 seconds to 160 seconds , but
obviously much more is now required in ... some other Control
Panels .

  Arjo suggested using per-box post so maybe he has some settings
or a maybe the benchmark project set up to show a user how to
effectively have high quality along with better performance ?

 Set all cpu threads to be used in the rendering settings and
 set post processing per image for low resolution (e.g. PAL 
 or NTSC)

  OK , this is what I've been doing all along after trying per box
post processing , years ago , and it's OK but as you say , this
means only 1 single CPU does the Gi .

  This is why I started this thread , to see if we could simply
tell V5 to render every 2nd or 4th (etc) frame they way it's
done with WCS .

I'm certain there must be a way to command RSV5 to skip frames,
but then again , maybe this could be something for V6 .

  Anyway , thanks again for your reply and also your tips on
rendering large images with Gi per-box post .

garry



 Hi Garry
 
 Sorry don't know what happened in last post.  I typed a reply, but it was
 gone when it arrived in the user list ? :(
 
 Basically you need to turn off the safety tab in rendering/post settings.
 
 Set all cpu threads to be used in the rendering settings and set post
 processing per image for low resolution (e.g. PAL or NTSC)
 
 The safety tab is for when you use post per box as it renders four times
the
 area per box to allow seamless blending when the boxes get stitched at the
 end of the render.  That's why renders can take so long with this on.
 
 Setting post to per image negates this, but the downside is only one cpu
can
 complete the post processing stage.  We have asked for multiple cpu's for
 post processing in v6.
 
 For high res GI images of 4000 pix or more I suggest you use per box post
 processing (still with safety off) with GI blur slightly higher than
normal.
 The max ram limit of 3-4 gigs can cause problems when the post processing
 stage begins and you can run out of ram at this kind of resolution.  You
 will get the 'unable to allocate ram' error as there is no space for all
the
 post image channels to be loaded into physical ram.  Painful after a 12
hour
 render that seemed to be going well.  Don't set 'backup render' for this
 option either as even with per box post realsoft still saves the entire
 image r3d file which will fail in post the same way.
 
 With the resolution this high the box seams are less obvious between boxes
 and can be easily fixed in photoshop.
 
 Hope this is of use
 
 Regards
 
 Jason
 
 
 
 
 Hi Garry,
 I don't understand why you're only using 1 CPU with gi rendering. Why 
 don't you use per box post processing?
 Arjo.
 
 Hi Arjo :
 
 I have had no luck with that .
 
 For instance , I just downloaded the alien/ufo benchmark again and
 tried box rendering the Gi postprocessing , it takes over an hour
 to do . Select Effect/Image and it does it rather quickly , but
 just 1 CPU is working for the Gi .
 http://www.realsoft.fi/updates/benchmark
 
 I guess I must be doing something obviously very wrong , considering
 the benchmark scores for the UFO . No idea what's wrong , and I
 just gave up on it a few years ago and kept using Effect/Image
 which works perfectly every time .
 
 Windows XP (sp1/sp2)
 RS V5sp3
 Dual Xeon 3.2 Ghz
 
  Please forgive my stupidity . It's been a while since I've hit
 the Gi render button and perhaps the cobwebs are thicker than
 thermal paste .
 
 garry
 
 
 
 
 
 
 
 studio wrote:
 Hi :

 When doing RS Gi , 1 CPU will be working and 7 CPU's will
 be sitting idle !


 garry



 






RE: Dual Quad Core Xeons and RS Gi

2007-11-28 Thread Jason Saunders
No probs :).  I know the fried brain feeling well.

All the best



 David ?  I know they call me Julie on Thursday's, but David ?  8-)
 Glad to be of help anyways.
 Err Jason I think.

Hi Jason (Julie on thursday?) :

  Sorry about that . Brain's cutting out on me lately . Thanks
again for your detailed Gi expertise . Very much appreciated .

  Perhaps Arjo will find the time to offer a Post-per/box
rendering solution , but I doubt if it's feasible for the
bench or video res stuff , as you have pointed out .

  Multiple instances could easily solve the idle CPU
problem with multiple (up to 8) cores , I think .

cheers  thanks again
 
garry




 Hi David :
 
  Basically you need to turn off the safety tab in rendering/post
  settings.
 
   Thanks for your reply , it tweaked my memory and made me realise
 why I gave up on post-processing per box . I included the images .
 The speedup was awesome , from 230 seconds to 160 seconds , but
 obviously much more is now required in ... some other Control
 Panels .
 
   Arjo suggested using per-box post so maybe he has some settings
 or a maybe the benchmark project set up to show a user how to
 effectively have high quality along with better performance ?
 
  Set all cpu threads to be used in the rendering settings and
  set post processing per image for low resolution (e.g. PAL 
  or NTSC)
 
   OK , this is what I've been doing all along after trying per box
 post processing , years ago , and it's OK but as you say , this
 means only 1 single CPU does the Gi .
 
   This is why I started this thread , to see if we could simply
 tell V5 to render every 2nd or 4th (etc) frame they way it's
 done with WCS .
 
 I'm certain there must be a way to command RSV5 to skip frames,
 but then again , maybe this could be something for V6 .
 
   Anyway , thanks again for your reply and also your tips on
 rendering large images with Gi per-box post .
 
 garry
 
 
 
  Hi Garry
  
  Sorry don't know what happened in last post.  I typed a reply, but it
was
  gone when it arrived in the user list ? :(
  
  Basically you need to turn off the safety tab in rendering/post
settings.
  
  Set all cpu threads to be used in the rendering settings and set post
  processing per image for low resolution (e.g. PAL or NTSC)
  
  The safety tab is for when you use post per box as it renders four times
 the
  area per box to allow seamless blending when the boxes get stitched at
the
  end of the render.  That's why renders can take so long with this on.
  
  Setting post to per image negates this, but the downside is only one cpu
 can
  complete the post processing stage.  We have asked for multiple cpu's
for
  post processing in v6.
  
  For high res GI images of 4000 pix or more I suggest you use per box
post
  processing (still with safety off) with GI blur slightly higher than
 normal.
  The max ram limit of 3-4 gigs can cause problems when the post
processing
  stage begins and you can run out of ram at this kind of resolution.  You
  will get the 'unable to allocate ram' error as there is no space for all
 the
  post image channels to be loaded into physical ram.  Painful after a 12
 hour
  render that seemed to be going well.  Don't set 'backup render' for this
  option either as even with per box post realsoft still saves the entire
  image r3d file which will fail in post the same way.
  
  With the resolution this high the box seams are less obvious between
boxes
  and can be easily fixed in photoshop.
  
  Hope this is of use
  
  Regards
  
  Jason
  
  
  
  
  Hi Garry,
  I don't understand why you're only using 1 CPU with gi rendering. Why 
  don't you use per box post processing?
  Arjo.
  
  Hi Arjo :
  
  I have had no luck with that .
  
  For instance , I just downloaded the alien/ufo benchmark again and
  tried box rendering the Gi postprocessing , it takes over an hour
  to do . Select Effect/Image and it does it rather quickly , but
  just 1 CPU is working for the Gi .
  http://www.realsoft.fi/updates/benchmark
  
  I guess I must be doing something obviously very wrong , considering
  the benchmark scores for the UFO . No idea what's wrong , and I
  just gave up on it a few years ago and kept using Effect/Image
  which works perfectly every time .
  
  Windows XP (sp1/sp2)
  RS V5sp3
  Dual Xeon 3.2 Ghz
  
   Please forgive my stupidity . It's been a while since I've hit
  the Gi render button and perhaps the cobwebs are thicker than
  thermal paste .
  
  garry
  
  
  
  
  
  
  
  studio wrote:
  Hi :
 
  When doing RS Gi , 1 CPU will be working and 7 CPU's will
  be sitting idle !
 
 
  garry
 
 
 
  
 
 
 
 





RE: Dual Quad Core Xeons and RS Gi

2007-11-27 Thread Jason Saunders

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of studio
Sent: 27 November 2007 07:30
To: user-list@light.realsoft3d.com
Subject: Re: Dual Quad Core Xeons and RS Gi

 Hi Garry,
 I don't understand why you're only using 1 CPU with gi rendering. Why 
 don't you use per box post processing?
 Arjo.

Hi Arjo :

 I have had no luck with that .

 For instance , I just downloaded the alien/ufo benchmark again and
tried box rendering the Gi postprocessing , it takes over an hour
to do . Select Effect/Image and it does it rather quickly , but
just 1 CPU is working for the Gi .
http://www.realsoft.fi/updates/benchmark

 I guess I must be doing something obviously very wrong , considering
the benchmark scores for the UFO . No idea what's wrong , and I
just gave up on it a few years ago and kept using Effect/Image
which works perfectly every time .

Windows XP (sp1/sp2)
RS V5sp3
Dual Xeon 3.2 Ghz

  Please forgive my stupidity . It's been a while since I've hit
the Gi render button and perhaps the cobwebs are thicker than
thermal paste .

garry






 
 studio wrote:
 Hi :

 When doing RS Gi , 1 CPU will be working and 7 CPU's will
 be sitting idle !


 garry








RE: Dual Quad Core Xeons and RS Gi

2007-11-27 Thread Jason Saunders
Hi Garry

Sorry don't know what happened in last post.  I typed a reply, but it was
gone when it arrived in the user list ? :(

Basically you need to turn off the safety tab in rendering/post settings.

Set all cpu threads to be used in the rendering settings and set post
processing per image for low resolution (e.g. PAL or NTSC)

The safety tab is for when you use post per box as it renders four times the
area per box to allow seamless blending when the boxes get stitched at the
end of the render.  That's why renders can take so long with this on.

Setting post to per image negates this, but the downside is only one cpu can
complete the post processing stage.  We have asked for multiple cpu's for
post processing in v6.

For high res GI images of 4000 pix or more I suggest you use per box post
processing (still with safety off) with GI blur slightly higher than normal.
The max ram limit of 3-4 gigs can cause problems when the post processing
stage begins and you can run out of ram at this kind of resolution.  You
will get the 'unable to allocate ram' error as there is no space for all the
post image channels to be loaded into physical ram.  Painful after a 12 hour
render that seemed to be going well.  Don't set 'backup render' for this
option either as even with per box post realsoft still saves the entire
image r3d file which will fail in post the same way.

With the resolution this high the box seams are less obvious between boxes
and can be easily fixed in photoshop.

Hope this is of use

Regards

Jason




 Hi Garry,
 I don't understand why you're only using 1 CPU with gi rendering. Why 
 don't you use per box post processing?
 Arjo.

Hi Arjo :

 I have had no luck with that .

 For instance , I just downloaded the alien/ufo benchmark again and
tried box rendering the Gi postprocessing , it takes over an hour
to do . Select Effect/Image and it does it rather quickly , but
just 1 CPU is working for the Gi .
http://www.realsoft.fi/updates/benchmark

 I guess I must be doing something obviously very wrong , considering
the benchmark scores for the UFO . No idea what's wrong , and I
just gave up on it a few years ago and kept using Effect/Image
which works perfectly every time .

Windows XP (sp1/sp2)
RS V5sp3
Dual Xeon 3.2 Ghz

  Please forgive my stupidity . It's been a while since I've hit
the Gi render button and perhaps the cobwebs are thicker than
thermal paste .

garry






 
 studio wrote:
 Hi :

 When doing RS Gi , 1 CPU will be working and 7 CPU's will
 be sitting idle !


 garry







Re: Truck load of quality FREE music mixes to download for your background 3D inspiration ... enjoy!

2007-06-04 Thread Jason Saunders

Thanks Aidan, I downloaded a few mixes and they are good.

Thanks for the link.

Regards

Jason

- Original Message - 
From: Aidan O Driscoll [EMAIL PROTECTED]

To: user-list@light.realsoft3d.com
Sent: Sunday, June 03, 2007 6:12 PM
Subject: Truck load of quality FREE music mixes to download for your 
background 3D inspiration ... enjoy!




Hi Guys,

For those of you who like some chilled music playing in the background 
while 3Ding check this out:


http://www.djriver.com/index2.html

The issue of DJ mixes online is controversial to say the least. In this 
case DJ River uses other artist material to produce 90 / 100 minute 
continuous mixes. This appears to be a copyright grey area. Search the net 
about this.


Meanwhile - http://www.djriver.com/comp_menu_.htm   Here you can download 
these excellent mixes. Some serious tuff here, get the lot and burn. Hope 
it helps creativity,


If you have Nero - he provides CUE files which allow Nero to break the 1 
mp3 up to individual tracks without breaking the audio on your cd. This so 
your CD player is not just showing 1 track,


Cheers
Aidan







Re: RS animated Character walks on a DA controlled NurbsCurve...

2007-04-08 Thread Jason Saunders
I believe Matthias was being sarcastic as he put a smiley face after his 
comment.  No harm meant I am sure.


We all appreciate the efforts you put into the advances of Realsoft Garry 
and no one is disputing your commitment.


Some may however feel a little put off about sharing images and animations 
these days as they now feel they have to spend time writing tutorials to 
justify exposure.


Like I say, the community is grateful for your contributions Garry so please 
do not feel unappreciated if there is sometimes a lack of response.


Regards

Jason


- Original Message - 
From: studio [EMAIL PROTECTED]

To: user-list@light.realsoft3d.com
Sent: Sunday, April 08, 2007 5:20 AM
Subject: Re: RS animated Character walks on a DA controlled NurbsCurve...



I do not gave up ;-) (is gave correct?)
It's the non-linear workflow, and the particle effects
in Houdini.


OK , my mistake .

RS was and is a great piece of software in my opinion,
and even if you don't like it Garry ;-),


 I don't like Realsoft3D ? Ya , nice try .

 How (and more importantly - why ?) did you manage to
twist my words around and come up with that conclusion ?
 I use RS exclusively . Not Maya or Blender or Houdini
or Lightwave or Max or WCS or messiah ... (still waiting
for Terragen2) .
I'm probably the most active person in this community
(not hard to be , considering it is mostly dead) . I
am one of the very-very few who take time to write the
tutorials about the stuff I am doing , so that others
can also try new things .

... but you think I'm doing that because I don't like
RS ? I'm testing and one of the less than 1% that are
sharing their renderings and animations here and in the
forum .

 I'm sticking my neck way out and bringing attention to
the points in RS that are lacking (like not even mention-
ing the 'Morphing Method' in the user manual), and you
think I'm doing these things because I don't like RS ?
 I'll give you zero points for your powers of observa-
tion , but 10 points for your unfounded flame-bait com-
ments .

It's almost a slam-dunk that I have to repeat myself 3
times in order to get simple points across , but please
let's not start putting words in my mouth too .

 I do continually point out bugs , flaws and areas for
possible improvement considerations . I do mention over
and over how the community is 95% asleep .

I do remind the keepers of the secrets that the tutorial
that they've been promising for years now , still hasn't
been written , but that does not mean I do not like RS .

 I would love to know how you managed to jump to that
conclusion .


I do not plan a runaway from RS.
Matthias


 What ? You're building a runway using RS ?

brutal

studio





  Don't feel bad ... nobody can ! Apparently even Matthias
Kappenberg has given up and gone to Houdini in an effort
to create solid  smooth character choreography's .

  I think the tools are here in RS now , but we may be a
plugin or 2 and a series of tutorials away from _easily_
creating character anims with V5.x .

  Maybe V6 will get us a bit closer .

studio




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No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.5.446 / Virus Database: 268.18.26/750 - Release Date: 4/6/2007 
9:30 PM










Re: Network rendering

2007-01-11 Thread Jason Saunders

you may also want to check you have all the same plug-in files on each pc.
A missing or out of date plug-in has halted my network renders before.

Regards

Jason


- Original Message - 
From: Chris Sellars [EMAIL PROTECTED]

To: user-list@light.realsoft3d.com
Sent: Thursday, January 11, 2007 7:28 PM
Subject: Re: Network rendering



Hello studio

Without your tutorial I would not have even got this far.
I am running PRS.exe on the main machine and not on the others.
I have not enabled the automatic PRS system with RendW as it just crashes 
my

system and often corrupts/loses the rendering settings.

Chris Sellars
Morsel Animation


- Original Message -
From: studio [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Thursday, January 11, 2007 7:10 PM
Subject: Re: Network rendering



Hi Chris :

  Sorry , not a lot of time right now , and actually behind on
my mails (and everything else), but ...

  Are you using PRS ? If not , try it . I have 3 machines and
I have not tried it with SP3 , but maybe later today . Anyway,
I have a very small tute on the Wiki .
http://rs3dwiki.the-final.info/index.php?title=Distributed_Rendering

  At the bottom are suggestions for using PRS that worked very
well for me . They may not be 100% correct , but I did not
get any feedback saying it was wrong either .

 Take a look and if you find any errors in my tute let me know.

Good Luck .

studio



Hi Folks,

I currently have 5 machines running on my network, of which I can use 3

for Realsoft rendering. For some

reason I am getting errors with the other 2.
I also wish to add 2 further machines to bring the network up to 7, but

before I get ambitious, I need

Realsoft to work with the others.

I have attached the error I get with one of the machines. If anyone knows

what this error code means, that may

be very helpful.
This machine also has a cable modem attached with a firewall, but even

with this disconnected and the firewall

disabled, I still get the error.

Here are the things I have tried so far:

Re-install Realsoft onto the C: drive
Ensure RendD is running
Ensure RendW is not running
Rename machine on network (in case there was a problem with the name)

None of these things have made a difference and I have been wrestling 
with

this for 2 days.

Any help, much appreciated.

Thanks,

Chris Sellars
Morsel Animation


PS on the UV mapping problem from earlier, I ended up rotating the view 
of

my SDS model, saving several of

these views to a photo program, stitching them all back together and

removing any areas that crossed over one

another, then reloaded this final image into the UV editor as a backdrop.

Then I went throught the tedious
task of remapping all my points to this image. It works, but its very 
time

consuming.

Definitely worth a proper unwrap tool being added to the Realsoft

wish-list.




No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.1.410 / Virus Database: 268.16.8/621 - Release Date: 1/9/2007



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01/11/2006 08:00












Re: UV and geometry unwrapping

2007-01-04 Thread Jason Saunders
Many may not have tried this, but I had good results when importing 3ds 
objects.


Try Ronnie Smith's 3ds plug-in as it imports with textures very well.

http://members.chello.nl/rbroeder/content/plugins.htm

Jason



- Original Message - 
From: studio [EMAIL PROTECTED]

To: user-list@light.realsoft3d.com
Sent: Wednesday, January 03, 2007 11:49 PM
Subject: Re: UV and geometry unwrapping



I've done a lot of UV mapping for my VRML city (not yet finished).
The easiest way I could find was creating different parallel maps for the
object.
Arjo.


Anyone know a good .lwo to .VRML converter that is freeware ?

 Kind of unrelated , but I was trying the VRML demo-plugin and
noticed that all objects created are SDS type , which didn't make
sense to me considering the texturing problems with SDS .

 However , I imported a VRML scene out of the object converter
program '3D Exploration' (demo) and it imported with correct
textures applied .

  Good news since all other attempts to import .obj or .3ds with
textures failed in RS3D (spent the afternoon trying) . The .LWO
scene imported fine into 3D Explorer with textures displayed
properly but no success with exporting the converted .3ds/.obj
scene into RS3D with textures showing from 3D Exploration .
http://www.righthemisphere.com

 Also , one VRML scene I had included a camera for every frame .
This also imported fine into 3D Explorer but the RS3D VRML demo
importer just hiccuped on it with no results .

Thanks

studio







Re: no wiki problem

2006-09-23 Thread Jason Saunders

Gary


 Thanks for the offer , but I have a very elaborate archive
that goes way-way back to V3.x .

 I feel that I should put you straight , however . I wasn't
asking for help from anyone . I was suggesting that those with
advanced knowledge share it with the community .

 You and Jason are telling me how I should work hard and
learn , but I've known that for many years now .

  I wasn't suggesting that Jason create an advanced Gi
tutorial for me , I feel I have a very good grasp on RS3D
Gi now for the last 2 years .

 I was suggesting Jason share some of his project files ,
or at least create a project file that he could share , so
_THE REST_ of the community could begin to come to grips
wuth RS3D Gi



This is not what you asked for Gary ?

You got know where near asking for this.  Instead you were abusive to me and
eventually my wife for no founded reason other than your frustration of the
lists lack of response to your general ranting.  You accused me of giving
nothing to the list of which I have disproved with these previously
mentioned emails alone and my years of contributions to the beta testing and
development which you have never been privee to see and could not possibly
have any idea of what you are talking about.

I have shown you in the previous emails my working methods which have NO
GREAT SECRET you keep eluding to, just hard work of tweaking and testing.
You now choose to ignore this information as I have proved you wrong and
instead find a new reason to complain to me and others.

Why was I suddenly to be named as solely responsible for the Realsoft user
list demise in your previous email, when GI is only a small part of Realsoft
3D ?  You chose to slander and critisize me and now I have proved your
accusations to be misplaced you still cannot bring yourself to apologise
for your behaviour.  I am amazed you are still allowed to voice your opinion
on this list and hope you are not permitted to speak to anyone else the way
you have to me ever again.

What is so odd is that you could have asked me in a nice pleasant manner as
you have managed to do in the past and I would have no doubt found the time
to answer your concerns as best I could.

You contradict yourself over and over.  If you know GI very well then you
can surely apply a sky texture map as an illumination channel in a single
shader to a skydome sphere, throw in your scene, a GI shader, a light and
tweak the controls as explained.  This is no secret and it's how I make my
images as I have told you over and over.  You clearly have a lot more time
than many of us here, so if you are not doing it for you alone, perhaps you
can put your time where your mouse is and upload the project file yourself.




 Somehow , you 2 percieve a tiny possibility that I am
asking for myself . If I was , I wouldn't attemp to shame
someone into finally sharing some concrete tutorials , of
course .


Shame someone into creating concrete tutorials ???  None of us are under any
obligation to provide any tutorials especially in the manner in which you
ask.  This kind of pressure would scare people away as they would feel any
kind of presence on the list would warrant they must create a tutorial to
stay around.  This is a free community list to help each other out as and
when we can and know how to.

What you are suggesting is re-inventing the user list into a different
approach from what we have come to know.  While you do have some points that
are worth discussing as you and the list currently are, your approach to
saving good information is entirely different.



 What I was actually trying to accomplish , was to once
again point out that the Realsoft3D community's success
hinges on selfless giving and sharing via HTML tutorials .

 Not by firing off emails while at work , or showing us
yet another awesome render .

Garry


Considering my work often starts at 8am and finishes between 8pm and 4am the
next morning I do not know when else I am supposed to email the list Gary...
really what planet are you on... it is now a crime to respond to the list
while I am at work ???  I also promise not to post any more renders to the
list if that will keep you happy as it clearly irritates you.

Now anyone else who would like to post a good image will now have to
think... hmmm if I post this image I am happy with, while I have 2 minutes
to upload it during my busy day. Will I get lambasted by Gary for not also
handing over the project file and a tutorial of how I did it  This which I
do not have the time to do and my client would not allow me to release
publicly anyway  hmmm maybe I better not upload it after all... another
good piece of work lost in cyber ether for no reason.

With your approach the list falls apart a lot quicker as no one will see any
inspiring work any more.


Jason









Re: no wiki problem

2006-09-18 Thread Jason Saunders

:)

Oh dear I think someone got out of bed on the wrong side today.

I have some news for you Gary.  There are no great secrets to creating my GI 
images.  I have, in numerous emails already informed the group of my 
standard workflow and also in personal emails to some individuals.


You seem to think just knowing the tools gives you a good image.  This is 
not the case as I have stated before, you also need to have a god eye, a 
good concept and a good understanding of what kind of image you are trying 
to achieve.


I cannot give you any more information than I already have as its the same 
method I use today.


Stop moaning because know one is holding YOUR hand in showing you how to 
start and finish a masterpiece. Go and discover if you have the ability (or 
dare I say talent) alone like the rest of us have to.  Technical help is on 
hand for all of us when we need it.  That is primarily what the list is here 
for.  To help with the usage of the realsoft software and to encourage.


My lack of posting to the WIKI has something to do with the fact I and a few 
others are a minority in that we are trying to earn a living using this 
software, it is no longer a hobby for some of us.  I clearly do not have the 
same time you have to discover every finite trick Realsoft has to offer.  I 
have enormous pressures running  a business you obviously have no 
comprehension of.


There are many more on this list with far greater knowledge than I on VSL, 
mathematics and physics, who you can and are learning a lot from.


Something else your hung-over head might also have forgotten is that while 
the list does not see the effort I have put in over several years in beta 
testing the software you use.  I have bug reported, tested and commented 
consistently for the benefit of all of us.  Apparently this is not enough.


Stop trying to find shortcuts Gary.  Go learn the art of good imagery and 
animation THEN learn how to use the Realsoft tools to achieve your concepts.


 Can Rolf Harris paint the 'Sistine Chapel'... answer... probably not.  

I am quite happy with who I have become, but thank you for your intellectual 
insight as always.


You may not have noticed this Gary, but over the years I cannot think of 
anyone else on this list who upsets and alienates people the way you do. 
You seem consistently on a knife edge and generally a very frustrated 
individual, turn the mirror on yourself once in a while for a reality check.


Careful who you slander on this list my friend !

If the rest of the list feel the same way Gary has indicated, then I will 
gladly leave the user list today as I have not intention of offending anyone 
else.



Love and best wishes


Jason






- Original Message - 
From: studio [EMAIL PROTECTED]

To: user-list@light.realsoft3d.com
Sent: Monday, September 18, 2006 8:01 AM
Subject: Re: no wiki problem



Thanks Robert, but trying to add some humour to a continuing disgruntled
thread that is becoming tedious from one corner.  Profanity has never 
been
prevalent on this list and is unnecessary.  We either diffuse with humour 
or

it gets nasty.



Lets finish it here.  No more unnecessary swearing and ranting and we can
expect a calmer Realsoft society.


Uh-huh :

 and let me personally thank you for all your enormous
efforts regarding your elaborate tutorials on how to
create incredible indoor Global illumination scenes .

 I mean , of course you would be a little upset and
be so low , considering all the incredible efforts you
have personally placed on the RS Wiki regarding skills
that you and you alone have mastered .

 I bow to you , as we have all done for years , since
you are indeed the RS Gi King . Thanks , of course ,are
not enough . Your tutorial efforts kept so many many of
us from floundering needlesly ... haplessly experiment-
ing with little or no results .

 Thank god you were not one of those self-centered
cocksuckers who strived to protect in secrecy any and
all skillsgained from experimenting with with Vesa's
and Juha's hand holding .

 You are a true pioneer who did all you could to make
sure that the rest of the community never had to say
how did he do that incredible render? .

  Yep , you certainly are not one of those cunts who
seem to think they are so much better than everyone
else , who keep all skills learned close to thier
chest in a flacid attempt at being better than all
others in the very very tight Realsoft Community .

 You my friend are about to become confronted with
what you truly have become , so relax and enjoy
your destiny , you most certainly earned it .

good luk ...

Garry Curtis








Re: Creator object

2006-07-30 Thread Jason Saunders

Thanks Stefan I will give it a try.

Regards

Jason

- Original Message - 
From: Beg-inner [EMAIL PROTECTED]

To: user-list@light.realsoft3d.com
Sent: Sunday, July 30, 2006 1:36 AM
Subject: Re: Creator object



Hi Jason..n all.

Here you go..

Say you have this simple example in your 'Select' Win..

PathCurve   (that you want your Creator objects to follow...)
CreatorLevel
Sphere

1. Select the Sphere and make it Choreographable
2. In 'Chor' Window Add a 'Simulation' Chor to it, and in that chor add 
the 'Translate' and maybe also 'Rotate Quaternion' Animatable 
Attributes...
3. In 'Select' Window, MultiSelect the Sphere and the PathCurve, activate 
the 'Path' Tool by  pressing (Shift + a Keys) and then directly just 
accept it, by hitting the 'Accept' button or the (Return Key) or whatever 
=)
4. Play around with 'Creation Interval' and 'Life Time' for the Creator... 
and so on..


Hope I havent forgot something..

The key for it to work.. was to have the 'Simulation' Chor before the 
Path Keyframer Chor and the 'Lattice' Chor..(which you had to create 
before you mapped the sphere to the path..since otherwise, the creator 
action would create the 'Sim' chor at creation time.. and therefor it 
would come after the other chors..)


Hope it works now then for ya..

Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..


Morning all

I'm driving myself nuts this morning trying to figure out how to get 
objects created by a creator level to follow a curve path ?


i.e. has anyone managed to take each created object from a creator level 
and have it precisely follow the path of a nurb curve?


Many thanks

Jason












Creator object

2006-07-27 Thread Jason Saunders

Morning all

I'm driving myself nuts this morning trying to figure out how to get objects 
created by a creator level to follow a curve path ?


i.e. has anyone managed to take each created object from a creator level and 
have it precisely follow the path of a nurb curve?


Many thanks

Jason 





RE: Has RS been outstripped by BLENDER ..

2006-05-05 Thread Jason Saunders
Hi

Blender also has a radiosity solver !

Are there many on this list who are in favour of radiosity in Realsoft ?  I
have seen on another user forum there were quite a few who are keen to see
this upgrade.

Regards

Jason



- Original Message - 
From: Aidan O Driscoll [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Thursday, May 04, 2006 10:47 PM
Subject: Realsoft Character Animation - Has RS been outstripped by BLENDER
..


 Hi Guys,

 I have been keeping an eye on the following:

 http://orange.blender.org/

 This is a full 3D Movie called Elephant Dreams made completely in
 BLENDER. It is now complete [ 7 months or so ] and has been shown in
 Theatres already. It is now available under the Creative Commons license
as
 a Double DVD including all the Models and Scenes for anyone to remake the
 movie differently.

 SO - to make such a movie - Has Blender now out stripped Realsoft for
 Animation and Character Animation? As can be seen the film has a number of
 complete animated Characters.

 Could such a project be done with RS right now? OR does the Character
 Animation toolset need a serious over haul [ I think yes ]

 The development diary of Orange is in 3D World magazine every month - very
 good read,

 Cheers
 Aidan






Re: cpu usage query

2006-02-18 Thread Jason Saunders



Hi

Try working in Wireframe mode (GDI) for a while. I find 
these lock ups are often related to using Opengl modes.

If you have not saved recently when this freeze happens, wait 
up to 15 minutes before giving up, as she sometimes / usually comes back 
to life. 

Also try updating your video card drivers

Hope this helps
Regards

Jason

  - Original Message - 
  From: 
  Alasdair 
  To: user-list@light.realsoft3d.com 
  
  Sent: Friday, February 17, 2006 6:00 
  PM
  Subject: cpu usage query
  
  two sds objects - perform object knife to cut out 
  a section of the main objectso far after 3mins RS3d not 
  respondingI use process explorer to see what is happening - 
  
  ProcessPID 
CPU  
   Description Company Nameexplorer.exe  
  1440   63.73  
   Windows Explorer Microsoft Corporationcsrss.exe 
572  
   31.37   Client Server 
  Runtime Process Microsoft CorporationRealsoft3D.exe 
  2692 
  
  RS3d varies between 0 and 3%
  and is still not responding after 5mins
  I have noticed this behavour before and have to kill rs3d to 
  continue
  anyone any ideas? what has explorer to do with rs3d??
  Alasdair
  erect featherless bipedwww.digitalmystic.co.uk
  
  

  No virus found in this outgoing message.Checked by AVG Free 
  Edition.Version: 7.1.375 / Virus Database: 267.15.8/260 - Release Date: 
  14/02/2006


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

2005-11-30 Thread Jason Saunders
wow u play snow balling hard over there !


- Original Message - 
From: Jean-Seastien Perron [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Wednesday, November 30, 2005 1:09 PM
Subject: RE: An early Christmas greet from us REALSOFT Paddies - get ye in
the mood, AIDAN!


 I am Canadian, and yes this is true.

 In Canada :

 Television has become a brainwashing tool to promote hate toward white
male
 (and racial guilt, self hate). We have the highest suicide rate in Quebec
 amongst white male. (they only hire handicap, black, minorities, women)

 Now on television when a white 12 years old kid get stabbed and beaten by
10
 black, they tell you on tv that this is not a crime but a cultural
 exchange. Same for white women being raped.

 I am not racist, but I just realized that black are racist, jews are
racist,
 arabs are racist, but what about white (they are racist toward
themselves).

 And in Quebec especially, television is promoting war against women and
men
 trough feminism.

 If it's not destroying family concept with gay marriage.

 In US :
 And in the US it is a tool for jewish controlled media to send innocents
 American to die for Israel.

 I just remember with this add, why I am not watching television anymore.

 Television was supposed to educate people with documentary, history show,
 and to entertain a little bit. Now it has became a instrument of torture.

 When you watch television, you loose your ability to think.
 And even if they are showing crap, you will stay in front of the crt.

 You will be entertained to death.

 Television will eventually make you loose your ambition and your ability
to
 create (do something in life).

 Read instead.

 I wish you all a merry white christmass.

 If you feel hurt by what I just said, I appologise, I am not a bad person,
 just tired of seeing close people I know loosing their ability to think,
 they only repeat the what they have seen on TV.

 Note : I have many black and arab friends and they sometimes agree with
me.

 Jean-Sebastien Perron
 www.neuroworld.ca


 -Message d'origine-
 De : [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] De la part de studio
 Envoyé : Tuesday, November 29, 2005 9:50 PM
 À : user-list@light.realsoft3d.com
 Objet : Re: An early Christmas greet from us REALSOFT Paddies - get ye in
 the mood, AIDAN!

 Ya , that's what we need to be looking at for Christmas ... the
 handywork of these lowlife marketing bastards . No offence to you
 Aidan , but the marketing video is pure shite .

Turn the sound off and you will see a girl assaulting a man for
 no reason ... bizzare , but that's the whole idea of video imagery .
 Get some kind of base reaction out of the viewer ... primitive , sad
 whatever , just get some kind of a jolt out of the poor bitchslapped
 buttfucked nitwit's while we still can .

Seriously , in typical industrialized societies like the USA or
 Canada the average Joe is numbed to sleep by endless bombardments
 of stress carriers . It takes ridiculous video's (like the one I
 just viewed) to even register a single millivolt of a response from
 the walking dead .

Hey , by all means link us to Christmas cheer , but maybe take
 the time to think about the 'quality' of the content first .

I mean , for Christ sake's , they needed to know my age-group
 before they let me see the piece of shit (no , it had nothing to do
 with being under-age ).

I appreciate your thought , and I lift a Budwieser in your dir-
 ection , but seriously, Guinness marketing bullshit has absolutely
 nothing to do with Christmas .

Just my 2 cents worth , so take it with a grain of salt ... and
 a lemon wedge !

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

  Hey Lads,
 
  Shur being a Paddy what can I say. Its an early Christmas Card type
thing
  to get ye in the mood:
 
  http://www.happychristmasfromguinness.ie/default.asp?docookie=0
 
  A Guinness Flash Movie to tug at your heart strings. Just select a
country

  and add your date of birth. then ENTER SITE - fake it all if you wish -
 and
  watch. This filmed in Dublin :) No I don't work for Guinness, but I
drink
  enough of the stuff I should be eligible for shares in the company :))
 
  Enjoy,
  Cheers
  Aidan
 
  PS - I get regular stuff from GUINNESS in the post and via email. Good
  quality stuff. I have to say they have the marketing thing down big
time.
  www.guiness.ie
 
 
 
  -- 
  No virus found in this incoming message.
  Checked by AVG Free Edition.
  Version: 7.1.362 / Virus Database: 267.13.8/183 - Release Date:
11/25/2005
 
 







Re: post process on multiple cpu's

2005-11-17 Thread Jason Saunders
Hi frank

If the client pc is a dual cpu system, the cpu usage drops to using just one
cpu when processing post if I remember correctly.

Regards

Jason


- Original Message - 
From: Frank Bueters [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Thursday, November 17, 2005 9:29 AM
Subject: RE: post process on multiple cpu's


 Hello Arjo Boris and Jason,

 Thanks for the explanation, and the warnings.

 I checked the view properties, GI effects are already selected in the
 Effect/Box. Still, when I watch windows taskmanager CPU activity drops to
 50% on both processors as soon as GI postprocessing starts.
 This worries me a little because I have reserved time on a small
renderfarm
 (10 cpu's) and I'm afraid that postprocessing may take forever (read many
 euro's) on high res images. Can anyone take away my fears?

 Regards,

 Frank


  -Oorspronkelijk bericht-
  Van: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Namens Boris Jahn
  Verzonden: woensdag 16 november 2005 19:35
  Aan: Realsoft 3D Mailinglist
  Onderwerp: Re: post process on multiple cpu's
 
  Hi Frank,
 
   Does anyone know how to let postprocessing take place on multiple
   processors, just like multi processor- or network rendering?
 
  it's quite easy on the first view ;) Just set the
  postprocessing for Effect/Box (View properties-Render). Each
  box will be rendered and postprocessed of the corresponding
  cpu. Just one big problem! Depending on the sort of
  postprocess you use you will get boundaries of the individual
  rendered and postprocessed boxes. Especially if you use GI
  those boundaries will be very visible. For postshading you
  have got a good chance that the boundary won't be visible
  (which is the fastest solution). So V5 (ia biggyia biggyrc)
  introduced the safety areas (Rendering Settings - Property
  Window - Post Proc. - Safety areas). This will let the boxes
  overlap each othea biggyr. This will eliminate the boundary
  but cause much longer rendertimes because the area which is
  to render is much bigger because of the safety areas. All of
  my tests showed me that network renders with my 6 cpa
  biggyu's were faster if I had the postprocessing running
  image wise (Effect/Image) ... means with only one cpu instead
  of all with Safety Areas.
  So at all I came back to Image wise postprocessing but
  luckily found out that most of my postshading settings worked
  box wise also without boundary with turned off safety areas.
  This saved me lots of rendertime.
 
  --
  Bye
  Boris - http://www.3ddart.com -
  Realsoft Image Contest - http://www.realsoft.org -
 
 






Re: post process on multiple cpu's

2005-11-16 Thread Jason Saunders
Hi Frank

Just to say its is fairly safe to use box post processing with safety off as
long as you have scaling at 0.5 in the post effect.  This sampling helps
eradicate most box line problems.  It does show up sometimes, but is hard to
spot most of the time.

I use it with GI rendering and GI Effects quite effectively across my
network.

Regards

Jason

- Original Message - 
From: Boris Jahn [EMAIL PROTECTED]
To: Realsoft 3D Mailinglist user-list@light.realsoft3d.com
Sent: Wednesday, November 16, 2005 6:34 PM
Subject: Re: post process on multiple cpu's


 Hi Frank,

  Does anyone know how to let postprocessing take place on multiple
  processors, just like multi processor- or network rendering?

 it's quite easy on the first view ;) Just set the postprocessing for
 Effect/Box (View properties-Render). Each box will be rendered and
 postprocessed of the corresponding cpu. Just one big problem! Depending
 on the sort of postprocess you use you will get boundaries of the
 individual rendered and postprocessed boxes. Especially if you use GI
 those boundaries will be very visible. For postshading you have got a
 good chance that the boundary won't be visible (which is the fastest
 solution). So V5 (ia biggyia biggyrc) introduced the safety areas
 (Rendering Settings - Property Window - Post Proc. - Safety areas). This
 will let the boxes overlap each othea biggyr. This will eliminate the
 boundary but cause much longer rendertimes because the area which is to
 render is much bigger because of the safety areas. All of my tests
 showed me that network renders with my 6 cpa biggyu's were faster if I
 had the postprocessing running image wise (Effect/Image) ... means with
 only one cpu instead of all with Safety Areas.
 So at all I came back to Image wise postprocessing but luckily found out
 that most of my postshading settings worked box wise also without
 boundary with turned off safety areas. This saved me lots of rendertime.

 -- 
 Bye
 Boris - http://www.3ddart.com -
 Realsoft Image Contest - http://www.realsoft.org -