Here's a brief description:

Hi Mark :

Awesome job on this project ! This is a perfect example of
how to illustrate a point , or concept . These 2 project
files tell the story , perfectly . Tres bon !

 Please place this topic on the forum . Even if you just
copy & paste your mail there , and add your 2 .zip files .
This is something people will love to see , even after V7
is out .

 Very reminiscent of the work you used to do , pushing
the RS envelope and throwing up web pages to document it .
This may even be the kind of work software developers
might look at when they are wondering which direction to
place their programing efforts (in my opinion) .



I hope you're not exaggerating, but thanks ;)

I'll have to weed out some tiny flaws first - for example, Edge X and Edge Y should be checked in the material to get rid of seams. I also have some other textures from 2006 that can be included.


 Also , both projects run fine in V6 , with absolutely
no redirections required . V6 now allows me to simply
dbl click on a project file and it loads everything ,
just fine .



Yeah, that was always a problem. The whole thing has become much more user-friendly!


 One question , you mentioned the 1024 texture being a
bottleneck . So you are saying that an image rendered at
a 2048 x 1024 res will not improve the quality of the
openGL screen rendering ?



Yeah, I think the maximum OGL texture quality is the main bottleneck. It's impossible to get this view really sharp in realtime, I tried it with a hires texture and the raytraced view was much sharper than the OGL maximum quality view. The limitation disappears in raytracing. BTW, for high quality images, set the initial fisheye resolution very high. The conversion will make some parts of the image unsharp. And have a look at some other HDRshop setting.

Coincidentally, Blitz3d (for which all this was originally intended) had exactly the same 1024 limitation... just not enough to make it look crisp. But in RS I don't mind, I was planning to use this for GI illumination anyway. BTW where's the HDR support!? It appears we have to install the plugin separately, does it even work in V6? One more thing to check out.


 I was not aware of that limitation before . Does that
apply to the RSviewer too , I wonder ?
Also , how about
if we imported as an 'Image Object' ? Or used an image
object as an illumination/colour map for the mesh ,
instead of a texture map ? Perhaps that way the res
limit is by-passed ?

Anyway , thanks again for your efforts . This is really
outstanding work we've seen these last 2 days by you &
Matthias .

cheers !

garry



I'll get back to it later,

Cheers,

Mark

Reply via email to