For those who only need a copy path feature (PC, freeware):

http://www.wolosoft.com/de/copypath/

try copyPath ;-)

Matthias


----- Original Message ----- 
From: "Marc Michael" <[EMAIL PROTECTED]>
To: "Bernie @ VRgrafix" <[email protected]>
Sent: Friday, September 21, 2007 1:37 AM
Subject: Re[2]: How to map the 4 channels of a bitmap directly to the Color and 
the Scope channel?


> Hello Bernie,
> 
> on Samstag, 15. September 2007, 13:33:32, you wrote:
> 
> > I typically name my textures like this:
> 
> > B_texture.jpg - Bump
> > D_texture.jpg - Diffuse (colour)
> > A_texture.jpg - Alpha (scope or fade)
> 
> > So in the material now - you simply copy and paste the path (whatever 
> > the texture was that you just browsed the path to and is now selected in
> > the colour field) into the scope path dialog, then just change the D_ to
> > A_ and thats it ! (This is my methodology and I find it completely 
> > painless)
> 
> Yes, good technique. Something similar I've also used. But I would
> never use JPG files as textures. Simply because JPG adds noise to the
> image. Normally not visible not visible by simple looking at the image
> on the screen, but when heavy calculation are done on the image are
> done in VSL, the noise could be emphasised, and therefore visible in
> the final rendering.
> 
> > You can even copy and paste the path directly from Dir Opus as well.
> 
> Ah, a DirOpus user like myself. Nothing beats DirOpus, it's a must
> have!   :-)
> 
> >> BTW: I would never ever use Gif files in combination with RS3D! 
> > ? I use them all the time to good effect.
> 
> > Have a look here:
> 
> > http://www.vrgrafix.com.au/Gallery.html?&tx_gooffotoboek_pi1[srcdir]=48-Kambah
> 
> > Note the word "signage" ? Thats simply a GIF file with transparency.
> 
> Mhh, I don't know, but I see lots of noise. For example in this image:
> 
> http://www.vrgrafix.com.au/fileadmin/user_upload/Gallery/48-Kambah/VR_10-09-2007_View3.jpg
> 
> It doesn't look like JPG artifacts. Haven't you used AntiAliasing?
> 
> >> doesn't provide a true alpha channel. They only provide a 1 Bit mask.
> > correct. But in an on/ off affair such as this example, as long as the
> > image has a high enough resolution this is not an issue.
> 
> The problem is that the transparency information of a GIF file isn't
> an apha channel! That's why it is called Fade inside RS3D. The fade
> channel of a GIF file defines where the transparency is, but a alpha
> channel like the alpha channel of a PNG file defines where the colours
> are. So, to map the fade channel of a GIF image to the scope channel
> inside RS3D I have to add an Operation object with 1-p1 to convert the
> fade channel to an alpha channel. Theoretically this would raise the
> rendering time. Ok, practically not really measurable I think.   :-)
> 
> > Also GIF images are great for large rez images (3-5k) such as B+W site
> 
> Ok, here begins now the hard part. For the last days, I've sit down
> and thought "What's the best image size and colour depth when used as
> a texture?" I haven't found a text which describes this. I've only
> found some rule of thumb like "Use image resolution twice as big as
> your final rendering resolution". But no description why I should use
> this rule of thumb! So, I sit down and worked it out. I digged deeply
> in the field of signal processing and such alike. It's not final
> yet, but in the next days I will post another message which will
> explain my work. Please wait for it.
> 
> > overlays etc. (Small file sizes = faster render times)
> 
> I don't think that the size of the texture file on disk has anything
> to do with rendering time. Simply because RS3D has to decode the file
> to access the information inside. And the decoded format is every time
> the same.
> -- 
> Best wishes,
>  Marc Michael
> 
> 

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