Now I´m really hoping for a comment of one of the Realsoft crew to shed some
light on this.
Martin
Hi Martin
Very interesting thread you initiated, thanks!
RS is usually especially silent when subjects like promotion and policy
pop up... it's good that there are now video tuts, but man it's about
time... I share your concerns about the near future of RS and the lack
of progress the last few years.
On the other hand, I'm with Neil, except thet I am an oldie ;) (started
on an Amiga with V1.4)
RS can be a very fast and productive tool to me, I've used it as a main
tool for commercial stills and animation since 2005 and made a modest
living with it. Things have gone downhill since the credit crunch but
that has more to do with my bad business skills than the toolset I'm
working with... now I'm doing low-level 'zombie' work to pay the bills
and have little time left for 3d (but Athanor3d still exists in a
dormant state).
I did make an attempt to switch to 3dsmax and really wanted to like it,
but couldn't. RS fits me like a glove - and I'll probably stick with it
for a while. It would be great if innovative new developments were
announced but my hopes are dwindling.
If I can do anything to help within my limited available time I'll be
happy! There's a RS dedicated empty room in my virtual office waiting to
be filled but man it's so much work...
PS:
Regarding my shader-try I should post a separate mail.
Cause as it seems I could really need some help on that.
I´ve already "converted" the formula into VSL-objects (most notably variables and
"operation" objects), but it doesn´t do what it´s supposed to. And doing this by hand
was, well, simply painfull.
I practically wasted a day for something that could be written in code in a
matter of minutes.
So I wanna try scripting, but my problem is that I don´t really understand the
syntax.
I´ve found some general mathematical javascript commands but RS3D seems to use different
ones; which I think to have found out by now, only to find that there don´t seem to be
floatingpoint commands like sine and cosine? I can´t really believe that, especially not
since they are implemented into the VSL "operation" object.
Another problem for me is that I don´t know how to plug equations like that
into the engine.
For example I need the input of Light: Ray and Surface: Ray, and don´t really
know how to get the data out of these channels to be used in the equations to
then pass the outcome on to the Surface: Illumination channel.
Oh, plus I don´t know how a VSL material would in general support mathematical
formulars written in a (java)script. Would the resulting material be useable as
a standalone VSL material or would it always need the script to be useable at
all?
However, I think I´ll just post a new message regarding that, as I wrote
several lines ago now. ;-)
The formulas have to broken down in bits, like you say VSL does offer
functions like sin, cos in Operation and most things in RS are floating
point double precision. Just post the formulas and I'll try to translate
it into VSL!
regards,
Mark Heuymans