Re: The FootBall Modeling Tutorial finally released...

2006-06-01 Thread Zaug
Daniel,
Thankz much and enjoy.  Glad to be of inspiration :)

Cheers,
Zaug

-- 

My love of the  halfling's leaf has clearly slowed my mind.
<|8?o



Daniel Richter wrote:
> OOoh, I'm loving the greeble ball! Sweet, now I'll actually have to
> look into that plugin myself..
> Put it off for too long ;)
> Very inspiring!
>  
> Daniel
>
>  
> On 6/1/06, *Zaug* <[EMAIL PROTECTED] > wrote:
> P.S. As threatened:
> http://www.catmtn.com//images/renders/real_greeblez-14.jpg
> 
>
>
>



Re: The FootBall Modeling Tutorial finally released...

2006-06-01 Thread Daniel Richter
OOoh, I'm loving the greeble ball! Sweet, now I'll actually have to look into that plugin myself..
Put it off for too long ;)
Very inspiring!
 
Daniel 
On 6/1/06, Zaug <[EMAIL PROTECTED]> wrote:
Beg-inner wrote:> Hi Matthias, Frank, Arjo and Robert..>> Thank you all, for all of your nice comments, feels good to read them..
> Hopefully the tut will be helpful and useful.>> I am really happy that the tut finally came to life..> and that you guys liked it, is a bonus.>Beg-inner,I finally got around to actually working through this tutorial; much
learned about snapping and such; thankz. Additionally, I am now evenmore inspired to write a script that makes objects like this; look atall of the possibilities here:
http://www.rose-hulman.edu/~brought/Epubs/soccer/soccer.html; )Cheers,ZaugP.S.As threatened: http://www.catmtn.com//images/renders/real_greeblez-14.jpg
--My love of the  halfling's leaf has clearly slowed my mind.<|8?o


Re: The FootBall Modeling Tutorial finally released...

2006-06-01 Thread Zaug
Beg-inner wrote:
> Hi Matthias, Frank, Arjo and Robert..
>
> Thank you all, for all of your nice comments, feels good to read them..
> Hopefully the tut will be helpful and useful.
>
> I am really happy that the tut finally came to life..
> and that you guys liked it, is a bonus.
>
Beg-inner,
I finally got around to actually working through this tutorial; much
learned about snapping and such; thankz. Additionally, I am now even
more inspired to write a script that makes objects like this; look at
all of the possibilities here:
http://www.rose-hulman.edu/~brought/Epubs/soccer/soccer.html
; )

Cheers,
Zaug

P.S.
As threatened: http://www.catmtn.com//images/renders/real_greeblez-14.jpg

-- 
My love of the  halfling's leaf has clearly slowed my mind.
<|8?o



Re: AW: Distant lights and environments

2006-06-01 Thread Timo Mikkolainen

More like every ray shot from inside the sphere hits the
sphere->everything inside the sphere is shadowed.

On 01/06/06, George Jenner <[EMAIL PROTECTED]> wrote:

On Thu, 01 Jun 2006 12:55:45 +0200, Timo Mikkolainen <[EMAIL PROTECTED]>
wrote:

> Think of it like this: to see if the light is 'shadowed' or not, a ray
> is shot away from the surface (in the opposite direction of the
> light); if it hits something, the light is shadowed.

...and being a sphere it hits itself, so all of it is shadowed.

>
> On 01/06/06, George Jenner <[EMAIL PROTECTED]> wrote:
>> On Wed, 31 May 2006 16:30:15 +0200, BT-3D <[EMAIL PROTECTED]> wrote:
>>
>> > This is the normal behaviour of distant lights because they have no
>> orgin
>> > and so what you can move them where ever you want. The only thing that
>> > counts is the rotation (the direction) of the light not it's position.
>>
>> Thanks for the reply Tim.  But I thought if they have no origin, then
>> everywhere is an origin - as if all points in space were spontaneously
>> generating photons all the time and shooting them in the same direction.
>> So I don't immediately understand why a celestial sphere that accepts
>> shadows would turn all the lights off.  I'll assume it's more a matter
>> of
>> programming than philosophy and check the shadow box.
>>
>> George
>>
>> > They
>>
>>
>>
>> > also can't have a fall off.
>> >
>> > Tim
>> >
>> > -Ursprüngliche Nachricht-
>> > Von: [EMAIL PROTECTED]
>> > [mailto:[EMAIL PROTECTED] Im Auftrag von George Jenner
>> > Gesendet: Mittwoch, 31. Mai 2006 15:48
>> > An: user-list@light.realsoft3d.com
>> > Betreff: Distant lights and environments
>> >
>> > I think I've just discovered that environments and other spheres will
>> > block
>> > all light from a distant light unless "shadow invisible" is checked.
>> >
>> > Is this true?
>> >
>> > Geo
>> >
>> > --
>> > Using Opera's revolutionary e-mail client: http://www.opera.com/mail/
>> >
>> >
>> >
>> >
>> >
>>
>>
>>
>> --
>> Using Opera's revolutionary e-mail client: http://www.opera.com/mail/
>>
>
>



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Re: AW: Distant lights and environments

2006-06-01 Thread Vesa Meskanen

Hi,

Thanks for the reply Tim.  But I thought if they have no origin, then 
everywhere is an origin - as if all points in space were spontaneously 
generating photons all the time and shooting them in the same direction. 
So I don't immediately understand why a celestial sphere that accepts 
shadows would turn all the lights off.  I'll assume it's more a matter of 
programming than philosophy and check the shadow box.


Actually it is purely a matter of philosophy. If all points generated 
photons everywhere, distant lights would not cast a shadow at all.


Kind regards,

Vesa 



Re: AW: Distant lights and environments

2006-06-01 Thread George Jenner
On Thu, 01 Jun 2006 12:55:45 +0200, Timo Mikkolainen <[EMAIL PROTECTED]>  
wrote:



Think of it like this: to see if the light is 'shadowed' or not, a ray
is shot away from the surface (in the opposite direction of the
light); if it hits something, the light is shadowed.


...and being a sphere it hits itself, so all of it is shadowed.



On 01/06/06, George Jenner <[EMAIL PROTECTED]> wrote:

On Wed, 31 May 2006 16:30:15 +0200, BT-3D <[EMAIL PROTECTED]> wrote:

> This is the normal behaviour of distant lights because they have no  
orgin

> and so what you can move them where ever you want. The only thing that
> counts is the rotation (the direction) of the light not it's position.

Thanks for the reply Tim.  But I thought if they have no origin, then
everywhere is an origin - as if all points in space were spontaneously
generating photons all the time and shooting them in the same direction.
So I don't immediately understand why a celestial sphere that accepts
shadows would turn all the lights off.  I'll assume it's more a matter  
of

programming than philosophy and check the shadow box.

George

> They



> also can't have a fall off.
>
> Tim
>
> -Ursprüngliche Nachricht-
> Von: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Im Auftrag von George Jenner
> Gesendet: Mittwoch, 31. Mai 2006 15:48
> An: user-list@light.realsoft3d.com
> Betreff: Distant lights and environments
>
> I think I've just discovered that environments and other spheres will
> block
> all light from a distant light unless "shadow invisible" is checked.
>
> Is this true?
>
> Geo
>
> --
> Using Opera's revolutionary e-mail client: http://www.opera.com/mail/
>
>
>
>
>



--
Using Opera's revolutionary e-mail client: http://www.opera.com/mail/








--
Using Opera's revolutionary e-mail client: http://www.opera.com/mail/


Re: AW: Distant lights and environments

2006-06-01 Thread Timo Mikkolainen

Think of it like this: to see if the light is 'shadowed' or not, a ray
is shot away from the surface (in the opposite direction of the
light); if it hits something, the light is shadowed.

On 01/06/06, George Jenner <[EMAIL PROTECTED]> wrote:

On Wed, 31 May 2006 16:30:15 +0200, BT-3D <[EMAIL PROTECTED]> wrote:

> This is the normal behaviour of distant lights because they have no orgin
> and so what you can move them where ever you want. The only thing that
> counts is the rotation (the direction) of the light not it's position.

Thanks for the reply Tim.  But I thought if they have no origin, then
everywhere is an origin - as if all points in space were spontaneously
generating photons all the time and shooting them in the same direction.
So I don't immediately understand why a celestial sphere that accepts
shadows would turn all the lights off.  I'll assume it's more a matter of
programming than philosophy and check the shadow box.

George

> They



> also can't have a fall off.
>
> Tim
>
> -Ursprüngliche Nachricht-
> Von: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Im Auftrag von George Jenner
> Gesendet: Mittwoch, 31. Mai 2006 15:48
> An: user-list@light.realsoft3d.com
> Betreff: Distant lights and environments
>
> I think I've just discovered that environments and other spheres will
> block
> all light from a distant light unless "shadow invisible" is checked.
>
> Is this true?
>
> Geo
>
> --
> Using Opera's revolutionary e-mail client: http://www.opera.com/mail/
>
>
>
>
>



--
Using Opera's revolutionary e-mail client: http://www.opera.com/mail/





Re: Free app links for 2006 part1 ....

2006-06-01 Thread Zaug
studio wrote:
>> ya , I know ... it's called List time lag (about 6 months worth) .
>>
>> Thanks (to you & all) for your extra wiki efforts .
>>
>> studio
>> www.niagara.com/~studio
>> www.studiodynamics.net
>>
>>
>> 
Hmm,  seems to be somewhat less for me. Perhaps you should bring this
issue to the attention of your ISP.

Zaug

-- 
My love of the  halfling's leaf has clearly slowed my mind.
<|8?o



Re: Some WIP / yep and something for Neil

2006-06-01 Thread Matthias Kappenberg
Hi George,

many thanks :-)

Matthias


- Original Message - 
From: "George Jenner" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, June 01, 2006 9:23 AM
Subject: Re: Some WIP / yep and something for Neil


On Wed, 31 May 2006 22:29:22 +0200, Matthias Kappenberg  
<[EMAIL PROTECTED]> wrote:

> Hi George,
>
> can you post some images?

Well  I actually abandoned the design as I didn't like the way it was  
going - neither the colour nor the bumps.  The closeup here shows that  
when I tried to lower the bump height around the lips I got artifacts like  
yours.  By scaling the mapping I got smaller cells up the eye stalk.  I  
had to dig these out of the archives so I'm not sure why that wasn't  
working properly either :-)

I've gone away from all this in the latest snail - the third pic - which  
has nothing to offer the thread.

George


>
> Matthias
>
>
> - Original Message -
> From: "George Jenner" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, May 31, 2006 3:39 PM
> Subject: Re: Some WIP / yep and something for Neil
>
>
>> On Mon, 29 May 2006 10:28:19 +0200, Matthias Kappenberg
>> <[EMAIL PROTECTED]> wrote:
>>
>> > Hi Boris,
>> >
>> > many thanks, you are right. Attached is my way.
>> > But the UV-Sets are buggy in my opinion.
>> > (And the snail has UV-Sets, but no longer, hehe)
>> >
>> > Please have a look at the file.
>> > (Ignore upcoming Realman errors while loading
>> > as always)
>> >
>> > Maybe the file can be helpy for Neil, too.
>> >
>> > Matthias
>>
>> I had a similar problem on a remarkably similar snail!  I concluded I  
>> was
>> hopeless at VSL, so it's reassuring to see I was actually doing the same
>> as you :-)  I had better luck varying the size of the cells using a
>> channel to multiply the map coords.
>>
>> George
>>
>> >
>> >
>> > - Original Message -
>> > From: "Boris Jahn" <[EMAIL PROTECTED]>
>> > To: 
>> > Sent: Monday, May 29, 2006 9:35 AM
>> > Subject: Re: Some WIP
>> >
>> >
>> >> Hi Matthias,
>> >>
>> >> > > > With a question inside.
>> >> > > >
>> >>
>> >> I hope I got the question right but you can use a scope-mapping on  
>> the
>> >> uv-set.
>> >> Create a customchannel ("scope_1" or whatever)
>> >> Create in Surface properties of your vsl-shader Scope=Copy(scope1)
>> >> Put the uv-set in edit mode
>> >> Select the all edges accept the one you wanna have the soft edge
>> >> Set "1" in properties-col-Attribute-scope1 for the selected edges.  
>> The
>> >> edges with value "1" get the shader applied. "0"  = no shader ... and
>> >> you can use other values then 1 and 0 (just mentioning ;))
>> >> That should work for bump, colour, illu ...
>> >>
>> >> --
>> >>
>> >> Bye
>> >> Boris - http://www.3ddart.com -
>> >> Realsoft Image Contest - http://www.realsoft.org -
>> >>
>> >>
>> >>
>> >>
>>
>>
>>
>> --
>> Using Opera's revolutionary e-mail client: http://www.opera.com/mail/
>>
>>
>



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Re: AW: Distant lights and environments

2006-06-01 Thread George Jenner

On Wed, 31 May 2006 16:30:15 +0200, BT-3D <[EMAIL PROTECTED]> wrote:


This is the normal behaviour of distant lights because they have no orgin
and so what you can move them where ever you want. The only thing that
counts is the rotation (the direction) of the light not it's position.


Thanks for the reply Tim.  But I thought if they have no origin, then  
everywhere is an origin - as if all points in space were spontaneously  
generating photons all the time and shooting them in the same direction.   
So I don't immediately understand why a celestial sphere that accepts  
shadows would turn all the lights off.  I'll assume it's more a matter of  
programming than philosophy and check the shadow box.


George


They





also can't have a fall off.

Tim

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von George Jenner
Gesendet: Mittwoch, 31. Mai 2006 15:48
An: user-list@light.realsoft3d.com
Betreff: Distant lights and environments

I think I've just discovered that environments and other spheres will  
block

all light from a distant light unless "shadow invisible" is checked.

Is this true?

Geo

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