Hi Mauro,

Yes that's a tricky one, deeply hidden:
Go to File/Preferences > Classes tab > Graphical User Interface > Window > View Window > RotateSpeed , set Value to -1

That was always the first thing I did after a fresh install ;)


Hope it helps,
Mark H



Op 24-5-2017 om 08:25 schreef Mauro Sanna:
Hello everybody!

I can't remember how to modify the viewport / camera navigation behavior in order for it to work like Maya viewport does. In other words, by default Realsoft 3d viewport / camera shows the object going opposite the movement of the camera (which is correct of course). I want exactly the opposite, that is if I rotate around the object from left to right I want to see the object spinning from left to right too.

I hope I have been able to explain myself well! :-D

Thank you in advance for your help!

Mauro

On 18 May 2017 20:42, "Mauro Sanna" <manna.bers...@gmail.com <mailto:manna.bers...@gmail.com>> wrote:

    Hi guys,

    I ma glad that the list is still alive in a way!

    I would like to ask a question.

    I still have Realsoft 3D V5 and I was wondering if buying the
    license for version 7 could be worth?

    Thank you very much in advance!

    Mauro







    On 18/05/2017 20:35, Robert den Broeder wrote:

    Thanks for your tips Mark!

    Best regards,

    Robert

    *Van:*User-list [mailto:user-list-boun...@realsoft.com
    <mailto:user-list-boun...@realsoft.com>] *Namens *Mark Heuymans
    *Verzonden:* donderdag 18 mei 2017 0:52
    *Aan:* user-list@realsoft.com <mailto:user-list@realsoft.com>
    *Onderwerp:* Re: [User-list] i have a pen..

    Hi Robert,

    All good advice, nice to see the list is still alive :)

    I saw that you're using Global Illumination. A very difficult and
    complicated feature in RS3d !
    The infamous Garry and me did some heavy testing, trying to
    optimize GI settings in RS... must be at least a decade ago.


    But computers in 2017 are dream machines compared to the noisy
    heavy monsters from those days. RS runs fine on a cheap
    multi-core 64-bit machine with 16 gigs of ram, so on such a
    machine we can crank up these settings:

    - increase Ray Count in the GI material: makes use of all the CPU
    cores, including hyperthreaded. The higher the better,
    unfortunately it's maxed out at 100 by a slider (v6)
    - decrease Blur Level and Blur Iterations in Post Image Effects.
    But beware: if it's too low, noise is introduced.
    - perhaps modify things like GI_blur_reflected,
    GI_brightness_control, blurwidth_control

    Or export the scene as .obj and render with other software.

    Good luck!
    Mark H

    Op 16-5-2017 om 19:29 schreef Robert den Broeder:

        Many thanks Jan! Will try! And of course I will post updates
        of my image to show my progress.

        Initially this started as a test if I could make the pen… now
        it should become more interesting than that ;- )

        Best regards,

        Robert

        *Van:*User-list [mailto:user-list-boun...@realsoft.com
        <mailto:user-list-boun...@realsoft.com>] *Namens *Jan Schmitz
        *Verzonden:* dinsdag 16 mei 2017 18:22
        *Aan:* user-list@realsoft.com <mailto:user-list@realsoft.com>
        *Onderwerp:* Re: [User-list] i have a pen..

        Hi Robert,

        in addition to Lees excellent mail, I'd like to give some
        further suggestions. I quickly pulled the image into
        photoshop and sketched the things that can be improved, to
        gain a more realistic and more appealing render. (Download
        the image and toggle between the to versions, to see the
        adjustments better).

        1. Clean reflections: In product photography you usually
        don't want to see the whole room in the reflection, so you
        set up a bunch of grey to white gradients, that appear in the
        reflections. This helps us to instantly recognize the
        material as a chrome material.

        2. The cap at the end of the pen doesn't seem to have a
        shader, it renders constant black. You'll need something
        there, that resembles plastic or rubber and gives some smooth
        reflections. (As Lee already said)

        3. The camera is very telephoto, so you'd expect some depth
        of field.

        4. The wood texture needs a lot more contrast.

        I hope this helps, the pen looks really nice!

        Kind regards,

        Jan


        Jan Schmitz
        Meyerheimstraße 1
        10439 Berlin

        +49 151 418 431 04 <tel:+49%201514%201843104>

        On 16 May 2017 at 17:44, Robert den Broeder
        <r.den.broe...@chello.nl <mailto:r.den.broe...@chello.nl>> wrote:

        Thank you for your time and comments Lee!! Much appreciated.
        I'll try to work with your suggestions and see how it turns out.

        Best regards,
        Robert

        Verstuurd vanaf mijn iPhone


        > Op 16 mei 2017 om 17:30 heeft leee <l...@spatial.plus.com
        <mailto:l...@spatial.plus.com>> het volgende geschreven:
        >
        >> On Sunday 14 May 2017 16:29:37 Robert den Broeder wrote:
        >> Hi all,
        >>
        >> Today I created a pen in RS3D and did some GI rendering
        tests. What can I
        >> do to improve image quality?
        >>
        >> Regards,
        >>
        >> Robert
        >
        > I think it's fair to say that, in 3D, if you're going to
        make something
        > reflective then you should make sure there's something to
        be reflected by
        > it.
        >
        > In your image, the tip of the pen appears to be reflective
        and the lower
        > half is reflecting the desk upon which it sits but the
        upper half just
        > looks almost flat-black.  The clip also suffers from the
        same problem - it
        > looks too 'flat'.
        >
        > Assuming that you want to portray the pen on a desktop, I'd
        place the entire
        > scene within a hollow analytical cube and parallel map some
        stock office
        > wall photographs to each of the 'walls'.  Depending on the
        angles, I might
        > also fake an office light on the ceiling.
        >
        > The black cap at the clip end of the pen, which looks as
        though it's not
        > intended to be reflective, doesn't show any detail to 'fill
        out' its
        > shape - you can't separate the cylinder wall from the
        endcap and you can
        > only tell that it's a short cylinder from its
        profile/silhouette - playing
        > around with its specular properties and adding a small
        amount of reflection
        > should enable you to get some differentiation between the
        cylinder walls
        > and the endcap.  I can see a narrow strip of specular
        reflection along the
        > barrel and clip extension, and that looks good, but I'd
        extend that to the
        > endcap and at the same time make it a little more diffuse,
        so that the
        > specular strip is wider i.e. spreads further around the
        circumference and
        > covers a greater arc than on the barrel.  Is the endcap
        slightly domed? I
        > can't tell because of the lack of depth but if it isn't
        then I'd make it
        > so.
        >
        > Last thing I'll mention is the tiling of the desktop
        material - this
        > wouldn't be a problem if you were going to crop the image -
        but this is
        > 3D - just don't render what you don't need.
        >
        > Yes, I'm being nit-picky here, but making something
        photo-real is all about
        > the details.
        >
        > LeeE
        >
        > _______________________________________________
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