Hi,
i too bought real once because of csg modelling which allowed unbelivably
complex scenes i could not create in 3d studio under dos even if i had 10
times the computation power.. ah those lucky times ;°) but dont take it
wrong, real is still incredible for me, else i would not use it anymore, but
it still saves me lot of time and nowadays its not because its good in
handling big scenes(which its obviously bad in) but its workflow is simply
amazingly better then anything else i know.. just being able to rotate
whatever about whatever with 3 clicks, or model with just 3 keyboard
modifiers is far ahead of the others where you need to move pivots to
rotated about them etc. i simply love real for that(not to speak of vsl and
shader handling in general in real which is just a work of geniusses!).. but
on the other hand you get mad when looking at the mess in some of its
areas... just to name it: 3 different uvmapping types for sds??!! (point
uvs,perface uvs,uvsets) .. sometimes you get the felling to work in a
experimental toolkit.. there are lots of import/exports which all work
somehow but none does really nail it, experimental features like procedural
metaballs.. those really are a joke to me, absolutelly useless since they
are just spheres connected by hyperboloids they cant be used for anything
good looking and most of all not for fluids because they have mayor problems
with being transparent.. speaking of metaballs: absolute resolution is also
not a good choice for them..divisions per world space would be much more
usefull choice. its just a little sad that rs is sometimes not really
production oriented.. for example i badly miss a camera mapping projection
as material mapping type since it would make my live alot easier. or
velocity motion blus(fake moblur).. but still v6 is totally cool with its
new features and from what i heard it becoming alot cooler ;°) so sometime
noone will even notice but all those little edges will be gone. i really am
a little ashamend that i dont have time and money to support rs more since
basically the 2 meskanens do a awesome job and i hope that will continue a
long time. when i look at other 3d soft i cant even understand how they
manage to get things done where others need 10or 50x the manpower to still
screw it up ;°)
y 2 cents
gunnar
----- Original Message -----
From: "Arjo Rozendaal" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Thursday, April 10, 2008 9:42 AM
Subject: RE: Can We Export RS3D Camera Data ?
Hi Garry,
Some S/W is optimised for million polygon scenes , some are
not . That , I can accept . I have a very hard time accepting
that some tools that are years old still do not work right .
Years ago (early 90's) I chose RS especially because it was not polygon
based.
There are so many advantages above working with polygons. Think about any
curved surface and perfect Booleans.
But it's true there are disadvantages too. Polygon based objects have
advantages when working with irregular shapes.
They're also more flexible when it comes to deforming.
It's true that RS is far too slow in handling scenes with hi poly objects.
It's true that it starts to stall, so bad you have to use task manager to
stop the process.
It's nice that there's support for Realflow for instance, but the imported
meshes are hard to deal with. When I created those snow surfaces I had to
adjust the mesh here and there. This was undoable inside RS. So I exported
proxies for the buildings and edited the mesh outside RS to import them
again to render. It's sad that we just got this soft selection tool, but
then I can't use it because it can't handle the mesh I want to use it on.
I remember when the nurbs objects appeared first, they were extremely slow
to render. Only after another update they became usable.
I hope Vesa and Juha manage to develop the app. in such a way that it can
handle both worlds (polygon and solid) in an good way.
Arjo.