RE: Rendering 3d output ?

2010-10-07 Thread Jason Saunders
 

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

 

Best regards,

 

Jason

 

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

 

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

Brandon

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

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

other case they must look parallel. 

 

I always use parallel camera, I never converge them. 

 

  _  

From: Jean-Sebastien Perron  <mailto:j...@neuroworld.ws> 
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 Saunders"
> To:
> Sent: Thursday, October 07, 2010 11:13 AM
> Subject: Rendering 3d output ?
>
>
>
>> Hi,
>>
>> I think this topic came up a while back, apologies but index searching on
>>  
> my
>
>> PC seems busted.
>>
>> I wondered if anyone has attempted rendering 3D content for 3D tv's yet
>> using Realsoft?
>>
>> Assuming there is a good method for setting up two cams at a specified
>> distance apart for each eye and rendering each camera separately to then
>> converge the frames elsewhere.
>>
>> If anyone has some ideas or tips on this it would be good to know.
>>
>> Many thanks,
>>
>> Jason
>>
>>
>>
>>
>>  
>
>
>
>

 




RE: Rendering 3d output ?

2010-10-07 Thread Jason Saunders

Many thanks Matthias, 6.35cm for those that wanted to know, between the left
and right eye camera.

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 1:27 PM
To: user-list@light.realsoft3d.com
Subject: Re: Rendering 3d output ?

Hmmm, maybe measure your eye distance :-?

http://en.wikipedia.org/wiki/Stereo_camera

or use: 6.35cm

Matthias


- Original Message - 
From: "Jason Saunders" 
To: 
Sent: Thursday, October 07, 2010 2:20 PM
Subject: 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" 
> To: 
> Sent: Thursday, October 07, 2010 11:13 AM
> Subject: Rendering 3d output ?
> 
> 
>> Hi,
>> 
>> I think this topic came up a while back, apologies but index searching on
> my
>> PC seems busted. 
>> 
>> I wondered if anyone has attempted rendering 3D content for 3D tv's yet
>> using Realsoft?
>> 
>> Assuming there is a good method for setting up two cams at a specified
>> distance apart for each eye and rendering each camera separately to then
>> converge the frames elsewhere.
>> 
>> If anyone has some ideas or tips on this it would be good to know.
>> 
>> Many thanks,
>> 
>> Jason 
>> 
>> 
>> 
>>
> 
> 
> 
>





RE: Rendering 3d output ?

2010-10-07 Thread Jason Saunders
Thanks 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" 
To: 
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 
> 
> 
> 
>





Rendering 3d output ?

2010-10-07 Thread Jason Saunders
Hi,

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

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

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

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

Many thanks,

Jason 





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

2010-07-25 Thread Jason Saunders
Thanks Neil,

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

All the best

Jason


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

You're not wrong Jason IMO,

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

Neil Cooke


On Sun, 25 Jul 2010 11:27:51 +0100, "Jason Saunders"
 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 
> 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 :
>> 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 

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

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

 

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

 

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

 

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

 

Jouni and Neil,

 

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

 

Best regards,

 

Jason

 

 

 

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

 

Sorry Jouni but I agree with you.

 

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

 

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

 

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

 

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

 

Etc.

 

Lol, rant over (for now)

 

Neil Cooke

 

  _  

From: Jouni Hätinen 
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 :
> 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

RE: Renderers

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

 

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

 

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

 

Best regards,

 

Jason

 

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

 

Thanks Jason,

 

I knew there must be something.  

 

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

 

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

:-)

 

Thanks again

 

Neil Cooke

 

  _  

From: Jason Saunders 
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" 
To: 
Sent: Saturday, July 24, 2010 8:28 AM
Subject: Re: Renderers


>> What is it not doing that, say a top of a wish list other render engine
>> does?
>
> It only cooks yellow curry, but I like red... :-S
>
> Does anyone know a render engine that cooks red curry?
>
> -Jouni







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


---

Hi List,

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

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

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

Enlightenment appreciated.

Neil Cooke


---
18:36:00








RE: Renderers

2010-07-24 Thread Jason Saunders
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" 
To: 
Sent: Saturday, July 24, 2010 8:28 AM
Subject: Re: Renderers


>> What is it not doing that, say a top of a wish list other render engine
>> does?
>
> It only cooks yellow curry, but I like red... :-S
>
> Does anyone know a render engine that cooks red curry?
>
> -Jouni







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


---

Hi List,

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

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

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

Enlightenment appreciated.

Neil Cooke


---
18:36:00






RE: Fryrender plugin support

2010-07-22 Thread Jason Saunders
Hi 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 incomin

RE: Fryrender plugin support

2010-07-22 Thread Jason Saunders
Hi everyone,

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

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

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

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

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

www.cgillustration.co.uk

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

Cheers,

Jason


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

Hi Arjo,

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

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

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

good luck,
Mark



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






RE: Realsoft model exporting

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

 

Appreciate your time.  I will test this method out.

 

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

 

Thanks again and I’ll report my results.

 

Regards

 

Jason

 

 

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

 

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

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

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

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

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

Good luck!

Jean-Sebastien Perron
www.NeuroWorld.ws

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

Hi everyone,

 

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

 

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

 

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

 

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

 

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

 

Many thanks and all the best,

 

Jason

 




Realsoft model exporting

2010-06-05 Thread Jason Saunders
Hi everyone,

 

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

 

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

 

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

 

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

 

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

 

Many thanks and all the best,

 

Jason




RE: New pics

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

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

All the best

Jason 


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

Hi again Jason..

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

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

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

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

> Hi
>
> All a bit quiet at the moment.  Holiday season I guess.
>
> So I thought for anyone who may be interested, I just updated my site. 
> All
> images and animations were created in Realsoft.
>
> http://www.pixelperfect.co.uk/visualisation.htm
>
> All the best
>
> Jason
>
>







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




RE: New pics

2009-07-08 Thread Jason Saunders
Morning.

Thanks to everyone for your kind words, much appreciated.

Hi Mark - The people used in some of the distant shots are 3d low poly
people.  I used models from http://www.axyz-design.com 

I used the 3ds models and imported them using Ronnie's 3ds + import plug-in
(only works in 32bit version) as it imported the uv coords with material
definitions for the 3ds models too.  All you have to do is add the links for
the texture bitmaps to each shader and you are good to go.

Oh and Arjo, the mantle piece over the fire place has been tested in a wind
tunnel and is designed to diffuse the heat away from the wall and the tv was
scotch guarded too.   8-)

Thanks again and let me know if you have trouble with the 3d people.

Regards

Jason 


-Original Message-
From: owner-l...@light.realsoft3d.com
[mailto:owner-l...@light.realsoft3d.com] On Behalf Of Walter
Sent: 08 July 2009 08:10
To: user-list@light.realsoft3d.com
Subject: Re: 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 
>
>
>   

Very fine the site and very good your works
Good luck




New pics

2009-07-07 Thread Jason Saunders
Hi

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

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

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

All the best

Jason 




RE: Glass refraction ?

2009-02-10 Thread Jason Saunders

Afternoon 

I have been experimenting with glass in Gi and am trying to understand why
the two inner sides of this glass are too dark.  As the rendering recursion
level is high at 18, it looks like the glass is simply reflecting on it's
self multiple times and ignoring the GI post brightness.

See pic attached.  The scene has a constant illuminated sphere as its
environment, so the grey cannot be attributed to reflections of other
objects

Does anyone have a suggestion please for adapting maybe the standard glass
shader angle parameter  (have tried with a curve controller with no success)
or another operator within the glass shader to get rid of the overly grey
inner sides ?

Hold up a real glass to a white backdrop and you do not get that dark
contrast on the inner edges.

Many thanks and regards

Jason

<>

RE: Real3d project import ?

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

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

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

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

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


RE: Real3d project import ?

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

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

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

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


RE: Real3d project import ?

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

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

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


Real3d project import ?

2008-09-25 Thread Jason Saunders
 
Afternoon
 
Just wondering if anyone can remember what versions of Realsoft after
Real3d, could actually load old Real3d project files ?
 
I have Realsoft v4 and v4.1 installed, but cannot get most of my old Real3d
files into it.
 
If anyone can remember I would be grateful.
 
Many thanks
 
Jason
 


RE: Updated scripts

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

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

All the best

Jason

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

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

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

Zaug





RE: animation

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

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


RE: GI rendering artifact fix

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

Regards
 
Jason 
 
  _  

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

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

Chris

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

 
 
 


RE: GI rendering artifact fix

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

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

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

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

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

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

Have a nice weekend everyone.

Regards

Jason  




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

>> As you can see in the attached pic, I am getting the white blur around
>> the edges of the tyres on the floor.
>
> Yes, I remember this one - it is a surface normal issue. Rotate the floor
> surface 180 degrees to fix the problem. You can also flip the normal
> direction in the material assigned to the floor surface.
>
> The error is related to flat surfaces, hollow cubes etc. In other words,
> cases where the surface normal side is somehow unpredictable. If you model
> everything from solid blocks it will not show up.
>
>>>
>
> In this example, I changed the floor to an analytical cube and the problem
> disappeared.
>
> Hope this is of use to some of you.  Timo has kindly added it to the wiki
> also.
>
> Regards
>
> Jason
>


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

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

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

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

-Mark

<>

GI rendering artifact fix

2008-04-17 Thread Jason Saunders
Afternoon

I have been chatting with Vesa over a problem that can occur when using GI
in Realsoft and may explain some unwanted blurring around the edges of some
objects in your renders too.

If you look at the attached pic you can see there is a glow around the tyre
base where it meets the floor.

Apparently this is to do with flat surfaces, hollow analyticals, etc.

Vesa posted an explanation on the beta list as follows.

>>

> 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
<>

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

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

The rock looks great.

Jason


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

Nice work Mark and Gary!

cm


>
>> I've been working on a VSL shader for rock layers that's really not 
>> finished yet, but if anyone is interested I'll upload this project:
>> http://www.athanor3d.com/pub/isle02_triset.jpg
>> Maybe it's worth working out this material better.
>>
>> In a new project - a cave- I used a simple noise modified by a curve 
>> for displacement of the rocks, and a color that depends on bump 
>> height. The result was surprizing:
>> http://www.athanor3d.com/pub/View07c1.jpg
>> However, in some viewpoints, displacement rendering artifacts spoil 
>> the image :(
>>
>> -Mark
>>
>>
> Inspiring!
> Thankz,
> Zaug
>






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

2008-04-17 Thread Jason Saunders


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

Nice work Mark and Gary!

cm


>
>> I've been working on a VSL shader for rock layers that's really not 
>> finished yet, but if anyone is interested I'll upload this project:
>> http://www.athanor3d.com/pub/isle02_triset.jpg
>> Maybe it's worth working out this material better.
>>
>> In a new project - a cave- I used a simple noise modified by a curve 
>> for displacement of the rocks, and a color that depends on bump 
>> height. The result was surprizing:
>> http://www.athanor3d.com/pub/View07c1.jpg
>> However, in some viewpoints, displacement rendering artifacts spoil 
>> the image :(
>>
>> -Mark
>>
>>
> Inspiring!
> Thankz,
> Zaug
>






RE: Realsoft 3D - side note

2007-12-19 Thread Jason Saunders
Hi Jean-Sebastian

Sorry to hear you are having a rough time at the moment.

Hang in there as it will surely get better soon.

Hope you can enjoy Christmas and embrace what 2008 can offer.

Merry Christmas to you and all the realsoft list.

All the best

Jason


>   
This is a refreshing good news.

I can't fallow for now, I lost my jobs 1 1/2  month ago, then found a 
new one and then lost it again.
Both for the same reason (economical problems : wood industry in canada 
and then a terrible winter). I may also loose my house in the next year.
I am in the process of separation with my grilfriend and I broke my ankle.

On the positive side, I have all the time to work on my special 3D software.
I am now 100% concentrating on it.
I hope it will influence the CG industry including Realsoft : (a simpler 
software from version to version)

I will update to version 6 when things stabilized. Hope there will be a 
DEMO to torture me : )

Jean-Sebastien Perron
www.NeuroWorld.ws





RE: Dual Quad Core Xeons and RS Gi

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

All the best



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

Hi Jason (Julie on thursday?) :

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

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

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

cheers & thanks again
 
garry




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





RE: Dual Quad Core Xeons and RS Gi

2007-11-28 Thread Jason Saunders

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

Glad to be of help anyways.

Err Jason I think.  



Hi David :

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

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

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

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

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

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

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

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

garry



> Hi Garry
> 
> Sorry don't know what happened in last post.  I typed a reply, but it was
> gone when it arrived in the user list ? :(
> 
> Basically you need to turn off the safety tab in rendering/post settings.
> 
> Set all cpu threads to be used in the rendering settings and set post
> processing per image for low resolution (e.g. PAL or NTSC)
> 
> The safety tab is for when you use post per box as it renders four times
the
> area per box to allow seamless blending when the boxes get stitched at the
> end of the render.  That's why renders can take so long with this on.
> 
> Setting post to per image negates this, but the downside is only one cpu
can
> complete the post processing stage.  We have asked for multiple cpu's for
> post processing in v6.
> 
> For high res GI images of 4000 pix or more I suggest you use per box post
> processing (still with safety off) with GI blur slightly higher than
normal.
> The max ram limit of 3-4 gigs can cause problems when the post processing
> stage begins and you can run out of ram at this kind of resolution.  You
> will get the 'unable to allocate ram' error as there is no space for all
the
> post image channels to be loaded into physical ram.  Painful after a 12
hour
> render that seemed to be going well.  Don't set 'backup render' for this
> option either as even with per box post realsoft still saves the entire
> image r3d file which will fail in post the same way.
> 
> With the resolution this high the box seams are less obvious between boxes
> and can be easily fixed in photoshop.
> 
> Hope this is of use
> 
> Regards
> 
> Jason
> 
> 
> 
> 
>> Hi Garry,
>> I don't understand why you're only using 1 CPU with gi rendering. Why 
>> don't you use per box post processing?
>> Arjo.
> 
> Hi Arjo :
> 
> I have had no luck with that .
> 
> For instance , I just downloaded the alien/ufo benchmark again and
> tried box rendering the Gi postprocessing , it takes over an hour
> to do . Select "Effect/Image" and it does it rather quickly , but
> just 1 CPU is working for the Gi .
> http://www.realsoft.fi/updates/benchmark
> 
> I guess I must be doing something obviously very wrong , considering
> the benchmark scores for the "UFO" . No idea what's wrong , and I
> just gave up on it a few years ago and kept using "Effect/Image"
> which works perfectly every time .
> 
> Windows XP (sp1/sp2)
> RS V5sp3
> Dual Xeon 3.2 Ghz
> 
>  Please forgive my stupidity . It's been a while since I've hit
> the Gi render button and perhaps the cobwebs are thicker than
> thermal paste .
> 
> garry
> 
> 
> 
> 
> 
> 
> 
>> studio wrote:
>>> Hi :
>>>
>>> When doing RS Gi , 1 CPU will be working and 7 CPU's will
>>> be sitting idle !
>>>
>>>
>>> garry
>>>
>>>
>>
> 
>





RE: Dual Quad Core Xeons and RS Gi

2007-11-27 Thread Jason Saunders
Hi Garry

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

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

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

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

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

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

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

Hope this is of use

Regards

Jason




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

Hi Arjo :

 I have had no luck with that .

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

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

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

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

garry






 
> studio wrote:
>> Hi :
>>
>> When doing RS Gi , 1 CPU will be working and 7 CPU's will
>> be sitting idle !
>>
>>
>> garry
>>
>>
>




RE: Dual Quad Core Xeons and RS Gi

2007-11-27 Thread Jason Saunders

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

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

Hi Arjo :

 I have had no luck with that .

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

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

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

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

garry






 
> studio wrote:
>> Hi :
>>
>> When doing RS Gi , 1 CPU will be working and 7 CPU's will
>> be sitting idle !
>>
>>
>> garry
>>
>>
>





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

2007-06-04 Thread Jason Saunders

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

Thanks for the link.

Regards

Jason

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

To: 
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: Take a moment for a good laugh ...

2007-04-10 Thread Jason Saunders

:) I like it


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

To: 
Sent: Tuesday, April 10, 2007 2:03 PM
Subject: OT: Take a moment for a good laugh ...



Hi Lads,

Most of ye may have seen this already - Medieval Helpdesk:

http://www.youtube.com/watch?v=pQHX-SjgQvQ

Those of us in tech support or dealing with end users will appreciate this 
one,


Cheers
Aidan








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

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


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


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


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


Regards

Jason


- Original Message - 
From: "studio" <[EMAIL PROTECTED]>

To: 
Sent: Sunday, April 08, 2007 5:20 AM
Subject: Re: RS animated Character walks on a DA controlled NurbsCurve...



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


OK , my mistake .

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


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

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

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

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

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

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

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

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


I do not plan a runaway from RS.
Matthias


 What ? You're building a runway using RS ?

brutal

studio





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

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

  Maybe V6 will get us a bit closer .

studio




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9:30 PM










Re: Network rendering

2007-01-11 Thread Jason Saunders

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

Regards

Jason


- Original Message - 
From: "Chris Sellars" <[EMAIL PROTECTED]>

To: 
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: 
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.




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Re: UV and geometry unwrapping

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


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

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

Jason



- Original Message - 
From: "studio" <[EMAIL PROTECTED]>

To: 
Sent: Wednesday, January 03, 2007 11:49 PM
Subject: Re: UV and geometry unwrapping



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


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

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

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

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

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

Thanks

studio







Re: no wiki problem

2006-09-23 Thread Jason Saunders

Gary


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

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

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

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

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



This is not what you asked for Gary ?

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

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

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

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

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




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


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

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



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

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

Garry


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

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

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


Jason









Re: no wiki problem - this is my last email on this matter.

2006-09-19 Thread Jason Saunders




As I (and others) have been slandered and abused beyond what 
is acceptable I sadly must reply to your unjust and unpleasant 
comments.
 
Gary, I am afraid the Budweiser has fried your brain as you 
clearly have no memory of my advice over the years.
 
I have just quickly grabbed a selection of my posts to you and 
the list over the years relating to how I use GI in Realsoft.  I use the 
same methods today and am holding back no great secrets you keep eluding 
to.  Learn concept, detail and finally execution of your 
interpretation and you too can produce great images and animation.  
 
 
As the mails are too big to get to the list in this 
email, I have uploaded them in a zip file at this link:
 
www.pixelperfect.co.uk/TEMP/jason_previous_GI_related_posts.zip
 
As to my non existent contribution to the community I am 
confused by your conclusion.  While as a beta tester for Realsoft I 
get the software for free, what you have never seen is the literally 
hundreds of hours of testing, posting and bug reports I and many others have 
contributed since the late 1990's.
 
In the selection of emails I have uploaded I particularly 
like your  ' 9 out of 10 ' posting regarding a review I wrote, 
but you seemed to have missed that point.
 
I have been trying to be as polite as I possibly can, but 
there is no easy way around this.  What you are lacking is not information 
from the list... it is sadly talent and / or the inability to understand 
that you have to learn a lot yourself about art, imagery and animation 
beyond this helpful list.  You have to stop blaming others for your 
shortcomings and pull your finger out and learn art or what interests you 
yourself.  We can all help each other technically and with encouragement, 
but we can't teach you what makes a good image.  You have to learn that 
yourself.
 
I believe you have really gone too far in your personal 
attacks on myself and others today.  Bringing my wife into this was grossly 
immature of you and I hope you are now ashamed and can one day find a way 
to apologise to me and the others.
 
You sadly have no ability to laugh at yourself like we are all 
capable of doing of ourselves and this is why you reacted so badly to the 
light humour that was posted earlier in an attempt to end your continuing 
rage. 
 
I suggest you plough through all the advice I have 
given in my attached previous posts and shove them up your WIKI 
 ;-)
 
I wish you a pleasant day and please let this be the 
end of it as you are harming what you supposedly hold so dear.
 
 
Regards
 
Jason
 
 
 
 
- Original Message - 
From: "studio" <[EMAIL PROTECTED]>
To: <user-list@light.realsoft3d.com>
Sent: Tuesday, September 19, 2006 5:12 AM
Subject: Re: no wiki problem
> >> I can only 
speak for myself, but I value your contributions both to this >> list 
and the Realsoft community in general.  I'm sure many on this list ( if 
>> not all...) appreciate the time and energy it takes to make a 
living out of >> 3D.>> Glenn McLean   > 
> Contributions ??? : > >  What contributions ? "Here 
, this is what I have rendered> with Realsoft3D" is the only contribution 
I have ever seen> out of Jasmine Slanders .> 
> ...Years & Years Later :> > Where are the RS3D 
project files ?> Where are the advanced RS3D Gi tutorials ?> Where 
are the RS3D VSL Indoor Textures ?> >  Of course making a 
living in 3D is an enormous task , > and a hill I never had the talent to 
climb , but it's> no excuse to hoard crucial information , as far as 
I'm> concerned anyway .> >  Jason is a hoar-der . We 
all know that . His wife may> put up with his endless "3D for Jason" , 
but I will not> and will "call a spade a spade" .> > 
Whatever ...> > Garry> > PS : Forgot about possible 
youngsters on this list .> Will attempt to filter my "army mouth" from 
now on .> > > >over 
recent years to the list realting to techniques and advise on using GI from 
Jason Saunders


Re: no wiki problem

2006-09-18 Thread Jason Saunders

:)

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

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


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


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


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


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


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


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


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


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

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


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


Careful who you slander on this list my friend !

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



Love and best wishes


Jason






- Original Message - 
From: "studio" <[EMAIL PROTECTED]>

To: 
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: no wiki problem

2006-09-16 Thread Jason Saunders





>> studio wrote:
>>
>> http://www.killmeplease.com/
>>
>
> couldn't one do him this favour?
>
>

send in the Budweiser again me thinks :)


Stop this childish behaviour please...




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.







Re: Creator object

2006-07-30 Thread Jason Saunders

Thanks Stefan I will give it a try.

Regards

Jason

- Original Message - 
From: "Beg-inner" <[EMAIL PROTECTED]>

To: 
Sent: Sunday, July 30, 2006 1:36 AM
Subject: Re: Creator object



Hi Jason..n all.

Here you go..

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

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

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


Hope I havent forgot something..

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


Hope it works now then for ya..

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


Morning all

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


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


Many thanks

Jason












Creator object

2006-07-27 Thread Jason Saunders

Morning all

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


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


Many thanks

Jason 





Re: ***05.39*** Re: Tim Borgman on the CGSociety Newsletter

2006-06-09 Thread Jason Saunders
Congrats Tim, beautiful

Regards

Jason


- Original Message - 
From: "BT-3D" <[EMAIL PROTECTED]>
To: 
Sent: Friday, June 09, 2006 10:18 AM
Subject: AW: ***05.39*** Re: Tim Borgman on the CGSociety Newsletter


> Thank you very much Jyrki :)
>
> Best
> Tim
>
> -Ursprüngliche Nachricht-
> Von: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Im Auftrag von Jyrki Hokkanen
> Gesendet: Freitag, 9. Juni 2006 09:39
> An: user-list@light.realsoft3d.com
> Betreff: ***05.39*** Re: Tim Borgman on the CGSociety Newsletter
>
> Congratulations Tim!
> I have always admired your work.
>
> Good good good vibrations for Realsoft, too.
>
> Cheers
> Jyrki
>
>
>
>




Re: ***05.39*** Re: Tim Borgman on the CGSociety Newsletter

2006-06-09 Thread Jason Saunders
Congrats Tim, beautiful

Regards

Jason

- Original Message - 
From: "BT-3D" <[EMAIL PROTECTED]>
To: 
Sent: Friday, June 09, 2006 10:18 AM
Subject: AW: ***05.39*** Re: Tim Borgman on the CGSociety Newsletter


> Thank you very much Jyrki :)
>
> Best
> Tim
>
> -Ursprüngliche Nachricht-
> Von: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Im Auftrag von Jyrki Hokkanen
> Gesendet: Freitag, 9. Juni 2006 09:39
> An: user-list@light.realsoft3d.com
> Betreff: ***05.39*** Re: Tim Borgman on the CGSociety Newsletter
>
> Congratulations Tim!
> I have always admired your work.
>
> Good good good vibrations for Realsoft, too.
>
> Cheers
> Jyrki
>
>
>
>




Re: Tutorial

2006-05-09 Thread Jason Saunders
Gary

I think its simple, people on the list will do what they can when they can
and when have the time.  Some will give and take more than others that's
life.

With respect, you seem to have a lot more time than most on this list to
delve into the depths of all of Realsofts corners and study as much as you
can.  While this is commendable, to expect all to have the same ethos and
goals as you is expecting too much in my opinion.

While I can understand your frustration sometimes of a lack of reply to your
questions, you must also realise this list is not huge and so your
probability of a response will be less than a Blender or Max list.

Yes it is frustrating the list does not seem to be growing anymore, but we
need to develop a wider audience for things to improve.  That fundamentally
is down to how Realsoft develops its software to pull in the new punters.

Take a deep breathe mate its not as gloomy as you fear.  We are all still
out here.

Perhaps ask in a more gentle manner and you may be surprised at the response
you get.

I for one am competing with people in distant countries offering the same
services as my company for a 5th of the price.  You think you have problems
8-)

Regards

Jason





- Original Message - 
From: "studio" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, May 09, 2006 4:16 AM
Subject: Re: Tutorial


> >  That way I wouldn't have to bother you all for the answers
> > to simple questions and then be harassed if I don't write
> > a tutorial.
>
> Ahhh , poor Chuck :
>
>   For the record , this is how that "harrasing" email went :
>
> I said this below (since you hadn't even bothered to say
> what solution you had found to your problem in that thread):
>
> gc>  You did get some excellent sounding advice from several
> gc>different directions ... so throw us a bone ... which one
> gc>was the correct advice . Some/none/all/etc ?
>
> I also was way , way out of line by harrasing you like this :
>
> gc>  And beyond that , if you have some .STL knowledge to
> gc>share with us , how about just placing that knowledge on
> gc>the Wiki , where yourself and all others can add to it as
> gc>that knowledge evolves with time .
>
> Then , I went far-too-far by asking :
>
> gc>Seriously . I am not asking rhetorically , but am asking
> gc>you directly "why not create a page on the Wiki?" . You
> gc>give quick thanks , but perhaps that quick thanks could
> gc>be transformed into a more substantial and significant
> gc>effort ?
>
> The below quote was not directed at you or anyone else ,
> but at anyone who thinks nothing of taking without at
> least giving something back :
>
> >I get private emails telling me to "back off" because
> > everyone is simply too busy to contribute . I have another
> > word for it ... SELFISHNESS !
>
> > The harassment is quite intimidating to newbies
> > I'm sure. It's a very effective way to drive new users away.
> > Cheers, Chuck Henry
>
> No one is harrasing newbies Chuck . You did finally answer that
> very simple initial question I posed however ... you don't have
> time or desire to learn the wiki markup language . Fine . I
> asked Aidan the same question as yourself and also got no re-
> sponse . Maybe he feels the same way as you . Don't know .
>
>I do know more than a couple of people here have been saying
> that they are going to do wiki tute's , but never do seem to get
> around to doing them . Oh well . Maybe the super-simple wiki
> markup is just too steep a curve for everyone after all .
>
> Good luck with your balls .
>
> studio
> www.niagara.com/~studio
> www.studiodynamics.net
>




Re: Realsoft Character Animation - Has RS been outstripped by BLENDER ..

2006-05-05 Thread Jason Saunders
3d has not made us lazy, because you are comparing a production workflow to
stop frame animation without considering evolution.  You cannot compare the
two as they are completely different approaches with completely different
results.

Yes you are right in that if time was infinite, we could indeed create most
things with R3d, however the world is moving on and when there are other 3D
apps making, for example, animating characters more easily, we will of
course levitate to those apps.

If you are a hobbyist, then this is of less concern more a frustration, but
if you have to make a living and your client wants it yesterday you are
going to need a more productive workflow if there is one available.

For example try and make a convincing walk cycle with realsoft.  You can do
it two ways.  key frame posing or morphing hierarchal skeleton targets.
While a basic cycle can be achieved relatively quickly, it will not be good
enough without further tweaking to time the foot to floor motions correctly.
Currently with either system, too many in-between key frames have to be
created to prevent slippage and floor penetration. Even using the
constructor objects does not work correctly.  Ok now make your human
skeleton do a somersault..try it and you will see what I mean... its hard
and frustrating, simple as that.

Stop frame animation has its simple limitations which are expected from the
outset, but 3D has had many developments that give us tools to create and
animate in intuitive methods.  There is a feeling amongst many that the
Realsoft  tools need an update to keep in line with what the rest of the
industry is doing.

Hopefully v6 will address a lot of these issues, but until we get a list of
the new tools, we will just have to wait.

Regards

Jason





Jean-Seastien Perron wrote :


> Can it be made with RS... of course yes.
>
> Final Fantasy The movie could have been made with povray (text editor)
> alone.
>
> It'not about the sofware, It's never been. It's about the guy behind the
> computer (or the software).
>
> If the animation system is not good enough, do it frame by frame.
> You can model anything with a point by point technique.
> Basic morph and Basic bones (or not) can give a great result.
>
> The feature of a software should never be a problem.
> Animate clothing by hand if you need to, do particles by hand, do physic
by
> hand.
> I think that 3D CG has made us LAZY.
> Compare to what classic animation studio could do with only pen/paper and
a
> camera.
> Compare to what has been done with stop motion.
>
> I think Realsoft is packed with so much features
> That the user reflex is always to think if there is an button that will do
> it automaticly.
>
> In my experience, the time it takes to find out how a feature works, it is
> the time it takes to do it manually.
>
> Jean-Sebastien Perron
> www.neuroworld.ca
>
>
> -Message d'origine-
> De : [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] De la part de Wolfram Schwenzer
> Envoyé : Thursday, May 04, 2006 6:16 PM
> À : user-list@light.realsoft3d.com
> Objet : Re: Realsoft Character Animation - Has RS been outstripped by
> BLENDER ..
>
> Aidan O Driscoll wrote:
> > 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.
> Yeah, but not only in the character anim area but also in the game
> business:
> there's a toolkit & some (very basic) examples on a CD delivered with a
> book
> showing some tricks of the trade. Members of this mailing list who
> complained
> 'bout missing support of these features in Realsoft should have a look
> at the blender internet pages. Blender also features Python scripting
> (which IMHO is superior to the Javascript support of Realsoft) and VRML
> export (do you listen Arjo ?) though only for Version 1.0. (but you
> don't have to pay for that ;-) )
>
> Wolfram
>
>
>
>
>
>
>
>




RE: Has RS been outstripped by BLENDER ..

2006-05-05 Thread Jason Saunders
Hi

Blender also has a radiosity solver !

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

Regards

Jason



- Original Message - 
From: "Aidan O Driscoll" <[EMAIL PROTECTED]>
To: 
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: Using multiple camera morph choreographs

2006-02-27 Thread Jason Saunders
Hi Matthias

Thanks for responding.

Juha has contacted me regarding this and is looking into it for me, so I
don't want to waste your time while we get to the bottom of the problem.

Many thanks

Jason


- Original Message - 
From: "Matthias Kappenberg" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, February 25, 2006 6:33 PM
Subject: Re: Using multiple camera morph choreographs


> is it possible to share an example file?
>
> Matthias
>
>
> - Original Message - 
> From: "Jason Saunders" <[EMAIL PROTECTED]>
> To: 
> Sent: Saturday, February 25, 2006 6:38 PM
> Subject: Using multiple camera morph choreographs
>
>
> > afternoon
> >
> > Just wondered if anyone had tried having several camera choreographs,
each
> > with multiple camera key objects and then lined them up one after the
other
> > in a fresh timeline and got the camera view to switch from one morph
camera
> > target after the other ?
> >
> > Just tried animating Current Camera from one morph target camera to the
next
> > , but that is broken in Realsoft as the Current cam status does not
animate
> > properly.
> >
> > Just wondered if anyone had found a way around this ?
> >
> > Thanks
> >
> > Jason
> >
> >
> >
> >
> > -- 
> > No virus found in this incoming message.
> > Checked by AVG Free Edition.
> > Version: 7.1.375 / Virus Database: 268.0.0/268 - Release Date:
23.02.2006
> >
> >
>




Using multiple camera morph choreographs

2006-02-25 Thread Jason Saunders
afternoon

Just wondered if anyone had tried having several camera choreographs, each
with multiple camera key objects and then lined them up one after the other
in a fresh timeline and got the camera view to switch from one morph camera
target after the other ?

Just tried animating Current Camera from one morph target camera to the next
, but that is broken in Realsoft as the Current cam status does not animate
properly.

Just wondered if anyone had found a way around this ?

Thanks

Jason




Re: cpu usage query

2006-02-18 Thread Jason Saunders



Hi
 
Try working in Wireframe mode (GDI) for a while.  I find 
these lock ups are often related to using Opengl modes.
 
If you have not saved recently when this freeze happens, wait 
up to 15 minutes before giving up, as she sometimes / usually  comes back 
to life. 
 
Also try updating your video card drivers
 
Hope this helps
Regards
 
Jason

  - Original Message - 
  From: 
  Alasdair 
  To: user-list@light.realsoft3d.com 
  
  Sent: Friday, February 17, 2006 6:00 
  PM
  Subject: cpu usage query
  
  two sds objects - perform object knife to cut out 
  a section of the main objectso far after 3mins RS3d not 
  respondingI use process explorer to see what is happening - 
  
  Process             PID 
          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


Alpha channels

2005-12-11 Thread Jason Saunders
Hi

Has anyone found a way of rendeing an object in an alpha channel with it set
'camera invisible' in the render ?

Probably not possible, but thought I'd check.

Many thanks

Jason




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

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


- Original Message - 
From: "Jean-Seastien Perron" <[EMAIL PROTECTED]>
To: 
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: An early Christmas greet from us REALSOFT Paddies - get ye in the mood, AIDAN!

2005-11-30 Thread Jason Saunders
I appreciate your sentiment Aidan and wish you a Merry and Happy festive
time.

I just wanted to point out the snow ball confusion thingy :)

Cheers

Jase



- Original Message - 
From: "Aidan O Driscoll" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 30, 2005 1:38 PM
Subject: Re: An early Christmas greet from us REALSOFT Paddies - get ye in
the mood, AIDAN!


> Hey Gary, Jason and all,
>
> I realise this is a marketing thing for Guinness. BUT over here in Ireland
> you are fed Guinness from the day you were born :))
>
> I admire - yes admire GUINNESS'es Marketing as - being a Guinness
drinker -
> one receives alot of interesting stuff in the post from them on a semi
> regular basis. Calendars, beer mats, Guinness xmas cards, free beer
> vouchers, competitions etc. What I find good about the marketing is the
> solid thread and tie's through out all media. The web, TV, posted
> literature etc. The quality is very good, nothing cheap about it. Being
> into Web design as I am - I keep an eye on Marketing things and Guinness
> are one of the better ones.
>
> This ad link was not meant as a ploy on my behalf to spread the Guinness
> word, more to take it as it is - a little Christmassy Flash thing to kick
> the season off. Christmas over here in Eire is taken very seriously as
most
> people have 2 weeks off to celebrate the season of giving. Families come
> together from far and near. It is the only time of the year I see alot of
> my long time / long lost friends who come back from Australia, Europe, the
> States, Canada at Christmas time. They are abroad due to the fact that up
> as far as the early 90's everybody [ except me ] had to leave Ireland to
> get work elsewhere in the world and stayed away and not out of choice
> either in most cases. So it can be an emotional time - This is very
> traditional here as Ireland over the last 2/300 years suffered from
massive
> emigration which has only reversed in the last 10/15 years due to the
> "Celtic Tiger" thing. So now you know why you will meet a Paddy in every
> pub in the world AND particularly at Christmas time - crying into his/her
> pint with the pull of the ould sod whistling in his/her ears :))
>
> So there now - early Christmas Cheer please. Some RS 3D Christmas Pictures
> would be nice :)
>
> Aidan
>
>
> At 12:00 30/11/2005, you wrote:
> >:) ok I gotta jump in here Gary.  You may not drink Guinness mate, but
you
> >must have been on the Bud tonight.
> >
> >I understand you may not see too much snow where you are, but I need to
draw
> >your attention to your apparent observation of a woman assaulting a man
in
> >the Guinness ad.  On reading your uproar and disapproval of Aidan's ad
link,
> >I thought I had better check out what all the fuss was about.
> >
> >Expecting to see some disturbing footage I logged in... did I see an
> >assault..?...nope its called a snow balling :)  You know when people
> >pack tiny little snow balls in their hands and chuck them at their
friends
> >for fun... it doesn't hurt.  Its and age old European tradition when snow
> >falls (probably many other parts of the globe too)
> >
> >So while you cynical eyes see something completely wrong, this is a
family
> >sport played without malice everywhere there is snow in winter time.
> >
> >Hope that has cleared up the confusion.
> >
> >Cheers
> >
> >Jason
> >
> >
> >
> >
> >
> >- Original Message -
> >From: "studio" <[EMAIL PROTECTED]>
> >To: 
> >Sent: Wednesday, November 30, 2005 2:49 AM
> >Subject: 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 .
> > >
> >

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

2005-11-30 Thread Jason Saunders
:) ok I gotta jump in here Gary.  You may not drink Guinness mate, but you
must have been on the Bud tonight.

I understand you may not see too much snow where you are, but I need to draw
your attention to your apparent observation of a woman assaulting a man in
the Guinness ad.  On reading your uproar and disapproval of Aidan's ad link,
I thought I had better check out what all the fuss was about.

Expecting to see some disturbing footage I logged in... did I see an
assault..?...nope its called a snow balling :)  You know when people
pack tiny little snow balls in their hands and chuck them at their friends
for fun... it doesn't hurt.  Its and age old European tradition when snow
falls (probably many other parts of the globe too)

So while you cynical eyes see something completely wrong, this is a family
sport played without malice everywhere there is snow in winter time.

Hope that has cleared up the confusion.

Cheers

Jason





- Original Message - 
From: "studio" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 30, 2005 2:49 AM
Subject: Re: An early Christmas greet from us REALSOFT Paddies - get ye in
the mood, AIDAN!


> Ya , that's what we need to be looking at for Christmas ... the
> handywork of these lowlife marketing bastards . No offence to you
> Aidan , but the marketing video is pure shite .
>
>Turn the sound off and you will see a girl assaulting a man for
> no reason ... bizzare , but that's the whole idea of video imagery .
> Get some kind of base reaction out of the viewer ... primitive , sad
> whatever , just get some kind of a jolt out of the poor bitchslapped
> buttfucked nitwit's while we still can .
>
>Seriously , in typical industrialized societies like the USA or
> Canada the average Joe is numbed to sleep by endless bombardments
> of stress carriers . It takes ridiculous video's (like the one I
> just viewed) to even register a single millivolt of a response from
> the walking dead .
>
>Hey , by all means link us to Christmas cheer , but maybe take
> the time to think about the 'quality' of the content first .
>
>I mean , for Christ sake's , they needed to know my age-group
> before they let me see the piece of shit (no , it had nothing to do
> with being under-age ).
>
>I appreciate your thought , and I lift a Budwieser in your dir-
> ection , but seriously, Guinness marketing bullshit has absolutely
> nothing to do with Christmas .
>
>Just my 2 cents worth , so take it with a grain of salt ... and
> a lemon wedge !
>
> studio
> www.niagara.com/~studio
> www.studiodynamics.net
>
> > Hey Lads,
> >
> > Shur being a Paddy what can I say. Its an early Christmas Card type
thing
> > to get ye in the mood:
> >
> > http://www.happychristmasfromguinness.ie/default.asp?docookie=0
> >
> > A Guinness Flash Movie to tug at your heart strings. Just select a
country
> > and add your date of birth. then ENTER SITE - fake it all if you wish -
and
> > watch. This filmed in Dublin :) No I don't work for Guinness, but I
drink
> > enough of the stuff I should be eligible for shares in the company :))
> >
> > Enjoy,
> > Cheers
> > Aidan
> >
> > PS - I get regular stuff from GUINNESS in the post and via email. Good
> > quality stuff. I have to say they have the marketing thing down big
time.
> > www.guiness.ie
> >
> >
> >
> > -- 
> > No virus found in this incoming message.
> > Checked by AVG Free Edition.
> > Version: 7.1.362 / Virus Database: 267.13.8/183 - Release Date:
11/25/2005
> >
> >
>




Re: post process on multiple cpu's

2005-11-17 Thread Jason Saunders
good luck

I don't know how large you intend to render your images, but be careful with
the 2gig windows limit.  make sure you render in boxes small enough not to
push the ram requirements over the limit or you will have a nasty time with
your render farm charges restarting all the time.

Regards

Jason


- Original Message - 
From: "Frank Bueters" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, November 17, 2005 12:43 PM
Subject: RE: post process on multiple cpu's


>
> > Before you whack out your cash, double check that with Vesa
> > or Juha to be sure that is consistent.
>
> Vesa isn't sure either. He suggests that overruling the automatic
> multithreading and adding each dual machine twice manually may force the
> network to post process on all machines and all processors. I'll have to
> wait and see once I'm there...
>
> Regards,
>
> Frank
>
>




Re: post process on multiple cpu's

2005-11-17 Thread Jason Saunders
Before you whack out your cash, double check that with Vesa or Juha to be
sure that is consistent.

Regards

Jason



- Original Message - 
From: "Frank Bueters" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, November 17, 2005 10:02 AM
Subject: RE: post process on multiple cpu's


> That takes away half of my fears, the small renderfarm consists of 5 dual
> athlons.
> Thanks,
>
> Frank
>
> > -Oorspronkelijk bericht-
> > Van: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] Namens Jason Saunders
> > Verzonden: donderdag 17 november 2005 10:47
> > Aan: user-list@light.realsoft3d.com
> > Onderwerp: 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: 
> > Sent: Thursday, November 17, 2005 9:29 AM
> > Subject: RE: post process on multiple cpu's
> >
> >
> > > Hello Arjo Boris and Jason,
> > >
> > > Thanks for the explanation, and the warnings.
> > >
> > > I checked the view properties, GI effects are already
> > selected in the
> > > Effect/Box. Still, when I watch windows taskmanager CPU
> > activity drops to
> > > 50% on both processors as soon as GI postprocessing starts.
> > > This worries me a little because I have reserved time on a small
> > renderfarm
> > > (10 cpu's) and I'm afraid that postprocessing may take
> > forever (read many
> > > euro's) on high res images. Can anyone take away my fears?
> > >
> > > Regards,
> > >
> > > Frank
> > >
> > >
> > > > -Oorspronkelijk bericht-
> > > > Van: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] Namens Boris Jahn
> > > > Verzonden: woensdag 16 november 2005 19:35
> > > > Aan: Realsoft 3D Mailinglist
> > > > Onderwerp: Re: post process on multiple cpu's
> > > >
> > > > Hi Frank,
> > > >
> > > > > Does anyone know how to let postprocessing take place
> > on multiple
> > > > > processors, just like multi processor- or network rendering?
> > > >
> > > > it's quite easy on the first view ;) Just set the
> > > > postprocessing for Effect/Box (View properties-Render). Each
> > > > box will be rendered and postprocessed of the corresponding
> > > > cpu. Just one big problem! Depending on the sort of
> > > > postprocess you use you will get boundaries of the individual
> > > > rendered and postprocessed boxes. Especially if you use GI
> > > > those boundaries will be very visible. For postshading you
> > > > have got a good chance that the boundary won't be visible
> > > > (which is the fastest solution). So V5 (ia biggyia biggyrc)
> > > > introduced the safety areas (Rendering Settings - Property
> > > > Window - Post Proc. - Safety areas). This will let the boxes
> > > > overlap each othea biggyr. This will eliminate the boundary
> > > > but cause much longer rendertimes because the area which is
> > > > to render is much bigger because of the safety areas. All of
> > > > my tests showed me that network renders with my 6 cpa
> > > > biggyu's were faster if I had the postprocessing running
> > > > image wise (Effect/Image) ... means with only one cpu instead
> > > > of all with Safety Areas.
> > > > So at all I came back to Image wise postprocessing but
> > > > luckily found out that most of my postshading settings worked
> > > > box wise also without boundary with turned off safety areas.
> > > > This saved me lots of rendertime.
> > > >
> > > > --
> > > > Bye
> > > > Boris - http://www.3ddart.com -
> > > > Realsoft Image Contest - http://www.realsoft.org -
> > > >
> > > >
> > >
> > >
> >
> >
> >
>
>




Re: post process on multiple cpu's

2005-11-17 Thread Jason Saunders
Hi frank

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

Regards

Jason


- Original Message - 
From: "Frank Bueters" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, November 17, 2005 9:29 AM
Subject: RE: post process on multiple cpu's


> Hello Arjo Boris and Jason,
>
> Thanks for the explanation, and the warnings.
>
> I checked the view properties, GI effects are already selected in the
> Effect/Box. Still, when I watch windows taskmanager CPU activity drops to
> 50% on both processors as soon as GI postprocessing starts.
> This worries me a little because I have reserved time on a small
renderfarm
> (10 cpu's) and I'm afraid that postprocessing may take forever (read many
> euro's) on high res images. Can anyone take away my fears?
>
> Regards,
>
> Frank
>
>
> > -Oorspronkelijk bericht-
> > Van: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] Namens Boris Jahn
> > Verzonden: woensdag 16 november 2005 19:35
> > Aan: Realsoft 3D Mailinglist
> > Onderwerp: Re: post process on multiple cpu's
> >
> > Hi Frank,
> >
> > > Does anyone know how to let postprocessing take place on multiple
> > > processors, just like multi processor- or network rendering?
> >
> > it's quite easy on the first view ;) Just set the
> > postprocessing for Effect/Box (View properties-Render). Each
> > box will be rendered and postprocessed of the corresponding
> > cpu. Just one big problem! Depending on the sort of
> > postprocess you use you will get boundaries of the individual
> > rendered and postprocessed boxes. Especially if you use GI
> > those boundaries will be very visible. For postshading you
> > have got a good chance that the boundary won't be visible
> > (which is the fastest solution). So V5 (ia biggyia biggyrc)
> > introduced the safety areas (Rendering Settings - Property
> > Window - Post Proc. - Safety areas). This will let the boxes
> > overlap each othea biggyr. This will eliminate the boundary
> > but cause much longer rendertimes because the area which is
> > to render is much bigger because of the safety areas. All of
> > my tests showed me that network renders with my 6 cpa
> > biggyu's were faster if I had the postprocessing running
> > image wise (Effect/Image) ... means with only one cpu instead
> > of all with Safety Areas.
> > So at all I came back to Image wise postprocessing but
> > luckily found out that most of my postshading settings worked
> > box wise also without boundary with turned off safety areas.
> > This saved me lots of rendertime.
> >
> > --
> > Bye
> > Boris - http://www.3ddart.com -
> > Realsoft Image Contest - http://www.realsoft.org -
> >
> >
>
>




Re: post process on multiple cpu's

2005-11-16 Thread Jason Saunders
Hi Frank

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

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

Regards

Jason

- Original Message - 
From: "Boris Jahn" <[EMAIL PROTECTED]>
To: "Realsoft 3D Mailinglist" 
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 -
>
>




Re: SP2

2005-10-04 Thread Jason Saunders
Hi Nandor and Daniel

Realtime ???  You seem to be confused with Wireframe Invisible and Raytrace
Invisible.

Realtime as you refer to it is Wireframe view or Opengl view we see when we
are modelling in a view window.  Raytrace (RT) is what we render.  No
realtime references in the icons.

To render an object invisible in modelling mode, make it WF-Inv

and to make it Render invisible make it RT-inv

Both are selectable in the object properties window or in the newly
positioned 'Misc tool menu' below the select window.

As for the constructor object, select unbind and rebind to turn the tool on
and off.

Regards

Jason




- Original Message - 
From: "Nandor Kertes" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, October 04, 2005 6:28 AM
Subject: SP2


> Good Morning ,
>
> create a object
> assing matrial gold
>
> in realtime render and raytrac is ok
>
> But invisibel in realtime don't work !
>
> The same as the construktor on off don't work.
>
> :-/
>
> Nandor Kertes
>
> -- 
> GMX DSL = Maximale Leistung zum minimalen Preis!
> 2000 MB nur 2,99, Flatrate ab 4,99 Euro/Monat:
http://www.gmx.net/de/go/dsl
>