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 ?
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 ?
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.
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.
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
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
No one is ever a fool to ask a question J Its been good to have this open conversation with everyone. If you didnt 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
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
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
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
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
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
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 ?
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 ?
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 ?
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
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
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
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
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 ?)
-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 ?)
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
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
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
-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
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!
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...
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 -- 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
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 -- Internal Virus Database is out-of-date. Checked by AVG Free Edition. Version: 7.5.428 / Virus Database: 268.13.21/510 - Release Date: 01/11/2006 08:00
Re: UV and geometry unwrapping
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
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
:) 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
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
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 ..
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
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!
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
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
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 -