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Sorry for OT but there isnt any. Wheres the list?. Best regards, Scott Peterson Enterprises
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
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
RE: Realsoft Returns :-)
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
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
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
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
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