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2006-08-27 Thread Scott Peterson Enterprises








Sorry for OT but there isnt
any. Wheres the list?.





Best regards,



Scott Peterson Enterprises








RE: Realsoft Returns :-)

2006-08-27 Thread Scott Peterson Enterprises
Nandor,

Not bad, I thought that the eye was going to disintegrate when the Bullet made
contact.

Best regards,

Scott Peterson 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Kertes Nandor
Sent: Sunday, August 27, 2006 9:09 AM
To: user-list@light.realsoft3d.com
Subject: Realsoft Returns :-)

After cinema visit ...

Try a little animation.
Like the potentials of Realsoft and the simple use.

There some inconsistency but for the first time is not bad Smile
Will try compositing by the time

http://www.planet-interkom.de/nks/PreviewC.avi
http://www.planet-interkom.de/nks/PreviewD.avi

(XDIV)

Used :
Animation
Morphing
Particel
Simulation
etc...

Nandor Kertes





AW: Realsoft Returns :-)

2006-08-27 Thread Kertes Nandor
I don't think so :-)
It ist a Superman eye 
The bullet is deformin such in cinema too ...

Nandor Kertes

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Scott Peterson
Enterprises
Gesendet: Sonntag, 27. August 2006 18:39
An: user-list@light.realsoft3d.com
Betreff: RE: Realsoft Returns :-)

Nandor,

Not bad, I thought that the eye was going to disintegrate when the Bullet
made
contact.

Best regards,

Scott Peterson 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
On Behalf Of Kertes Nandor
Sent: Sunday, August 27, 2006 9:09 AM
To: user-list@light.realsoft3d.com
Subject: Realsoft Returns :-)

After cinema visit ...

Try a little animation.
Like the potentials of Realsoft and the simple use.

There some inconsistency but for the first time is not bad Smile
Will try compositing by the time

http://www.planet-interkom.de/nks/PreviewC.avi
http://www.planet-interkom.de/nks/PreviewD.avi

(XDIV)

Used :
Animation
Morphing
Particel
Simulation
etc...

Nandor Kertes






RE: Realsoft Returns :-)

2006-08-27 Thread Scott Peterson Enterprises
Nandor

Ok that makes sense.


Best regards,

Scott Peterson

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Kertes Nandor
Sent: Sunday, August 27, 2006 9:45 AM
To: user-list@light.realsoft3d.com
Subject: AW: Realsoft Returns :-)

I don't think so :-)
It ist a Superman eye 
The bullet is deformin such in cinema too ...

Nandor Kertes

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Scott Peterson
Enterprises
Gesendet: Sonntag, 27. August 2006 18:39
An: user-list@light.realsoft3d.com
Betreff: RE: Realsoft Returns :-)

Nandor,

Not bad, I thought that the eye was going to disintegrate when the Bullet
made
contact.

Best regards,

Scott Peterson 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
On Behalf Of Kertes Nandor
Sent: Sunday, August 27, 2006 9:09 AM
To: user-list@light.realsoft3d.com
Subject: Realsoft Returns :-)

After cinema visit ...

Try a little animation.
Like the potentials of Realsoft and the simple use.

There some inconsistency but for the first time is not bad Smile
Will try compositing by the time

http://www.planet-interkom.de/nks/PreviewC.avi
http://www.planet-interkom.de/nks/PreviewD.avi

(XDIV)

Used :
Animation
Morphing
Particel
Simulation
etc...

Nandor Kertes









Real GreebleZ! bugfix update

2006-08-27 Thread Zaug
There is an update available, 0.631, on the downloads page:
http://www.catmtn.com/realgreeblez/realgreeblez_download.php
This fixes a couple of bugs described on the about page.

Zaug

-- 
My love of the  halfling's leaf has clearly slowed my mind.
|8?o



UV texture problem on polygonal model when not phonged

2006-08-27 Thread Karl

Hi

As the topic suggests, I'm having difficulti with stretching texture when  
assigned to a polygonal sds model. Texture is applied through uv sets. All  
quads, but might be nonplanar. But the strange thing is, when I activate  
phong shading for the sds object, the texture changes as well. In fact, it  
apparently gets rid of all stretching problems. When did phong deal with  
anything regarding to textures? Isn't phong limited to light  
considerations and shading (and interpolation for the other type of phong)?


Is it a known problem? If so, any chance of fixing it (if it's not my own  
strange problem) for next update?


Any feasable workarounds?

It's for the most part a test of texture design on low poly, so it's not a  
biggie.


Regards
Karl


Re: UV texture problem on polygonal model when not phonged

2006-08-27 Thread Karl

Just some more info.

I've attached an image overlay showing the problem 'clearly' :p
When rendering with phong I get straight lines which is what I want.
Deactivating it causes bends and twists of the texture on the surface.
But naturally on this object I don't want phong, but also straight lines :)
This surface is planar, and neighbouring quads are nearly planar.

Regards
Karl


On Sun, 27 Aug 2006 22:49:51 +0200, Karl [EMAIL PROTECTED] wrote:


Hi

As the topic suggests, I'm having difficulti with stretching texture  
when assigned to a polygonal sds model. Texture is applied through uv  
sets. All quads, but might be nonplanar. But the strange thing is, when  
I activate phong shading for the sds object, the texture changes as  
well. In fact, it apparently gets rid of all stretching problems. When  
did phong deal with anything regarding to textures? Isn't phong limited  
to light considerations and shading (and interpolation for the other  
type of phong)?


Is it a known problem? If so, any chance of fixing it (if it's not my  
own strange problem) for next update?


Any feasable workarounds?

It's for the most part a test of texture design on low poly, so it's not  
a biggie.


Regards
Karl


attachment: NonPhongBug.jpg


Re: UV texture problem on polygonal model when not phonged

2006-08-27 Thread Vesa Meskanen

Hello,

As the topic suggests, I'm having difficulti with stretching texture when 
assigned to a polygonal sds model. Texture is applied through uv sets. All 
quads, but might be nonplanar. But the strange thing is, when I activate 
phong shading for the sds object, the texture changes as well. In fact, it 
apparently gets rid of all stretching problems. When did phong deal with 
anything regarding to textures? Isn't phong limited to light 
considerations and shading (and interpolation for the other type of 
phong)?


Is it a known problem? If so, any chance of fixing it (if it's not my own 
strange problem) for next update?


Thanks for reminding abot this issue:) It is a known problem. When quad 
faces are rendered as NURBS pathces, stretching occurs. Phong option renders 
quads as two triangles and UV interpolation inside faces is linear (no 
undesired bending).


I will try to fix this in upcoming versions (probably too late for SP3).

Is there any particular reason why you cannot use Phong option with the 
mesh? If it is purely polygonal, you should not miss anything quality or 
speedwise.



Kind regards,

Vesa