Don't tell me that playing with the scale of the object during modeling
phase affect object space.
Jean-Sebastien Perron
www.NeuroWorld.ws
Hi, Dmitriy.
As I have already replied to Jean-Sebastien I am interested in
obtaining quality UV texture coordinates objects namely in RealSoft
3D.
The sample which I showed took a very little time too.
Though manually I certainly never will achieve the same quality which
I
Impressive Yuriy,
There is a better way in other modeler like Silo, but in RS, I
don't remember.
http://www.polygonal-design.fr/
Jean-Sebastien Perron
www.NeuroWorld.ws
On 10-12-25 11:03 PM, yra scherb wrote:
Hi, all.
Кому: user-list@light.realsoft3d.com
Дата: 26 грудня 2010, 20:26:26
Тема: Re: Variant creating UV texture coordinates objects.
Impressive Yuriy,
There is a better way in other modeler like Silo, but in RS, I
don't remember.
http://www.polygonal-design.fr/
Jean
Hi, all.
Before New Year has appeared a few free time[IMAGE]
I have decided to try to execute deployment UV of coordinates of
object by tools RealSoft3D.
As I did it it is possible to see here
http://www.hienergy.com.ua/tytors/UV_seting/UV_seting.html (video.flv
50 mB)
it (exactly)
3. Pickup a Ball that is next to the bottle on the floor...(exactly)
4. Put this Ball on the table and release it.. (exactly)
What I havent got working is..pickup and put down multiple objects after one
another..
and the problem of having no obvious difference in position and rotation
Hi Stefan,
another one with carriage weights.
Matthias
pick-up-with-carriage.r3d
Description: Binary data
To: user-list@light.realsoft3d.com
Sent: Sunday, December 03, 2006 12:21 AM
Subject: Re: Is there Anyone that can and wants to share workflows how to
Pickup and release objects..?
Hi Matthias..
Thx for doing this one... it looks nice..
Actually I have made similar things...
If you get
- Original Message -
From: Beg-inner
To: [EMAIL PROTECTED]
Sent: Sunday, December 03, 2006 12:21 AM
Subject: Re: Is there Anyone that can and wants to share workflows how to
Pickup and release objects..?
Hi Matthias..
Thx for doing this one... it looks nice
Hi Stefan,
I'll set up a Garry confuser for picking up in the evening.
To Garry: If you're ever in Germany, we should have
some good German beer, that's not confusing at all ;-)
Hi Matthias :
You mean they have Budweiser in Germany grin ? OK , now
you're talkin' !
Hope to take my next
or a few objects.. but for some more and more complex objects, its
reallly is just enough with one of each object.. !
btw.. is this 2 copies method, the method you were going to use in the coming
tut I saw on your site called How to animate a character jumping in a car then
on a moving train
Maybe we could use a companion (or extension) for the NURBS displace
tool that displaces an object (or its points) based on a channel
value, not just a bitmap.
Timo Mikkolainen [EMAIL PROTECTED]
Sounds like an awesome idea ! What bit depth would this allow
for up (theoretically) ? Not sure
objects
-copy and place the previous group 5 times
-Group everything again
-Copy the new group and place it many times
-etc...
-I swear you eyes will never see the difference.
Did you recognize the distribute-tool in RS
(see attached picture)
I know that it will not with rendertime displacement
a couples of object and place them.
-Group all the previous objects
-copy and place the previous group 5 times
-Group everything again
-Copy the new group and place it many times
-etc...
-I swear you eyes will never see the difference.
Did you recognize the distribute-tool in RS
(see attached
is it possible to turn M.Blur off for some objects ?
Like a propeler yes and the airplan not !
Nandor Kertes
I'm guessing it would be a good candidate for a 2 pass render
which would then be combined later .
Not sure if the seperate passes could be composited in post or
not . I'm guessing
: Monday, February 27, 2006 2:58 PM
Subject: Re: M.Blur on off for objects
is it possible to turn M.Blur off for some objects ?
Like a propeler yes and the airplan not !
Nandor Kertes
I'm guessing it would be a good candidate for a 2 pass render
which would then be combined later
@light.realsoft3d.com
Sent: Monday, February 27, 2006 3:56 PM
Subject: Re: M.Blur on off for objects
Read chapter:
Realsoft3D\manual\postproc\compositing.html
nearly every 3D app can act as compositing app :-)
(Or use Fusion aka DigitalFusion, my favourite under the comp apps)
Matthias
-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Matthias Kappenberg
Gesendet: Montag, 27. Februar 2006 16:13
An: user-list@light.realsoft3d.com
Betreff: Re: M.Blur on off for objects
Uuuups,
BTW Nandor, use motion blur always in animations!
Use
PM
Subject: Re: AW: M.Blur on off for
objects
hi nandor,if you don´t wanna motionblur for the
plane...use a "preblurred" texture for the propeller .. (done in
photoshop "radial blur")looks real and renders fast:-)have a look
here:http://www.tijai.de
://www.matthias-kappenberg.de/fileadmin/rs3d-diverse/flieger.avi
Matthias
- Original Message -
From: tijai
To: user-list@light.realsoft3d.com
Sent: Monday, February 27, 2006 5:57 PM
Subject: Re: AW: M.Blur on off for objects
hi nandor,if you don´t wanna motionblur for the plane...use
Nice J
Nandor Kertes
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im
Auftrag von Matthias Kappenberg
Gesendet: Montag, 27. Februar 2006
18:44
An: user-list@light.realsoft3d.com
Betreff: Re: AW: M.Blur on off for
objects
Hi Nandor and Tijai,
after your
hi garrry
yes im dead, but fortunatelly that doesnt matter:-)
the
"ouija board" ??? no i got no messages... what board?
best regards
tijai
studio schrieb:
http://www.tijai.de/galerie/big/monster/copter.jpg
the propellers of the helcopter are just "pre-blurred"
http://www.tijai.de/galerie/big/monster/copter.jpg
the propellers of the helcopter are just pre-blurred textures with an
alphamapor fademap...or
clipmap...hmm i forget the right one:-)
best regards
tijai
tijia ? ... what the ... ? They told me on IRC that you
were dead ! Did you get my
Working a bit with Franks Nurbs Curve Helper plugin .
Franks plugin creates Cubic (maybe)? by default , but I
noticed that , typically , there is no way of seeing if
nurbs curves or Nurbs objects are Polygonal or Quadric
etc unless you render it . That is , there is no infor-
mation
From: Timo Mikkolainen [EMAIL PROTECTED]
This is a bit far fetched, but you can tell them apart like this:
Select the curve and look at the toolbar:
On a cubic curve, elev is greyed out- On a polygonal curve, reduce
is greyed out- On a quadric curve, neither is greyed out .
Ah yes , thanks .
I don't know why this statement 1 causes any confusion. Other values
than 1 make the lightsource stronger or weaker than the original
value.
Boris - http://www.3ddart.com -
Realsoft Image Contest - http://www.realsoft.org -
Hi Boris :
Please forgive my heavy editing of your reply . This
show that we do not need to create
a Lightsensitivity channel to use that 'LS' shader , but just
need to apply that shader to the light in question , so is an
easy way to adjust lighting for objects affected by that part-
icular light , as was Arjo's situation .
Your advanced project has that 'LS
OK , who else can I attack here ? How about RS for not
drawing our attention to this amazing shader in the first
place ? Vesa say's to Juha Hey , let's give them every
single tool known to mankind (at a very cheap price-point)
How about yourself for not reading the manual? :-)
Very much
shader in the RS' materials in misc. You
have to apply this shader to the certain lightsource. For the objects
that should be influenced by this lightsource set the value for the
lightsensitivity channel in properties col-Attribute-lightsensitivity to
1.
--
Bye
Boris - http
and yet you responded .. learn to read.
- Original Message -
From: studio [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Wednesday, February 01, 2006 5:43 PM
Subject: Re: exclude or include lightsources for objects
Garry must be back. Flaunting yet again his inability
Hi
I usually do light exclusion/inclusion lists by material
and user channels. I.e. in a material mapped to the light:
Shader Light Properties
If (Userfloatchannel_name) 0.5
Then Light Color = Black
Then create a material that assigns Userfloatchannel_name
1 globally to all objects you need
]
[mailto:[EMAIL PROTECTED] Behalf Of Neil Cooke
Sent: maandag 30 januari 2006 13:57
To: user-list@light.realsoft3d.com
Subject: Re: exclude or include lightsources for objects
Hi Arjo,
Your questions seems similar to the one asked by Stefan in
3DWorld Mag and
answered by Tim Borgman
Hi Arjo,
Is there any possibility to link a lightsource to a single object?
I mean, I have a scene with several objects and lightsources but there's one
lightsource that should only influence a certain group of objects. The rest
of the scene should be excluded.
there is the lightsensitivity
Posted at:
http://www.neico.co.nz/3d/RS3DReflectionExclusion.html
Neil Cooke
- Original Message -
From: Arjo Rozendaal [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Tuesday, January 31, 2006 2:19 AM
Subject: RE: exclude or include lightsources for objects
Hi Neil
lightsource. For the objects
that should be influenced by this lightsource set the value for the
lightsensitivity channel in properties col-Attribute-lightsensitivity to
1.
--
Bye
Boris - http://www.3ddart.com -
Realsoft Image Contest - http://www.realsoft.org -
Thanks everybody,
It's working perfectly now.
Arjo.
!).
But now I have time again to get back to hobbies and sports etc. :)
I have the following question concerning RS3D and instances in general.
In the testscene attached, were used lots of instances and only two or three
real SDS objects with a really simple shape and geometry.
Now to my
ist he problem of work with biger or better complex
Objects.
I load in blender a alien and at blender I can rotate and work
On it in a good speed.
Why is in Realsoft so slow of biger objects only rotate around the
Viwe ?
Is the OpenGl the problem or is there a tricky way ?
Nandor Kertes
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