Real GreebleZ! bug fix release
I seem to have the crashing issue associated with the GreebleiZe! button, remedied; thankz for your help Boris. I also discovered the post op selection was not implemented for the GreebleiZe! button; this is also fixed. The fixed version is available here: http://www.catmtn.com/realgreeblez.php Happy Greebling, Zaug -- My love of the halfling's leaf has clearly slowed my mind. |8?o
Re: graphics for a living?
Matthew - Maybe he could send me a simple file that a client would typically provide and I could see what I could do with it? What do you think Bernie, got anything laying around that I could cut my teeth on (just for practice of course, nothing legit.) I find I do best by jumping in and trying something rather than talking about it too much. I forgot to say other day - there are numerous RS scenes of mine that I've uploaded to the render daemon. (www.realsoft.info) Just look under downloads / models / buildings. Regards Bernie
Re: Capping the ends of a mesh tube?
That's very nice to know! But in this case the geometry is easier to use AND instead of AND NOT. But if I can get nothing else to work I'll certainly modify my polygon for NOT. Thanks, Matthew Arjo Rozendaal wrote: I tried it with an analitical cube that cuts (remove) the part not wanted. In that case I get a solid section of a torus. Arjo. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Matthew Hagerty Sent: zaterdag 22 juli 2006 22:19 To: Realsoft Mailing List Subject: Capping the ends of a mesh tube? Greetings, I made a torus with a nurb circle and rotated it around a two-point nurb line (being used as the center point axis.) Hmm, let's see, I actually have a picture here: http://digitalstratum.com/images/tron/torus_construction.png I then use a polygon to AND with the torus to get the section of the torus I'm after. Everything is fine except the ends of the torus sections are open, like tubes. Is there any way to close (cap) them? Or even better, make them as if they were solid instead of hollow? I don't totally understand U and V yet either, or which one runs in which direction for various meshes. More images of my exact process and the shapes I'm working with can be seen here: http://digitalstratum.com/programming/tron_construction Sure wish there was a torus analytic. Thanks, Matthew
Re: Capping the ends of a mesh tube?
Sweet! Simply setting Boundary Surface Solid on the level containing the tori did exactly what I needed! You're a machine with making those examples! :-) Matthew Matthias Kappenberg wrote: Hi Matthew, have a look at the attached file. Something like this? Try the Tools--Boolean--Create Boolean Operation and there the First selected AND NOT ... Sometimes the results are better, if the level with the objects is set to Boundary surface solid, and sometimes beware of the rendertimes, when working on complex SDS and Nurbs objects with booleans :-) Matthias - Original Message - From: Matthew Hagerty [EMAIL PROTECTED] To: Realsoft Mailing List user-list@light.realsoft3d.com Sent: Saturday, July 22, 2006 10:18 PM Subject: Capping the ends of a mesh tube? Greetings, I made a torus with a nurb circle and rotated it around a two-point nurb line (being used as the center point axis.) Hmm, let's see, I actually have a picture here: http://digitalstratum.com/images/tron/torus_construction.png I then use a polygon to AND with the torus to get the section of the torus I'm after. Everything is fine except the ends of the torus sections are open, like tubes. Is there any way to close (cap) them? Or even better, make them as if they were solid instead of hollow? I don't totally understand U and V yet either, or which one runs in which direction for various meshes. More images of my exact process and the shapes I'm working with can be seen here: http://digitalstratum.com/programming/tron_construction Sure wish there was a torus analytic. Thanks, Matthew
Material with 32 steps?
I'm trying to make a material that steps the surface illumination of the object from 0 to 1 in x steps (32 in this particular case.) Can anyone give me some ideas about how to go about it? I still don't really totally understand what all the inputs I have to work with. I think map coords will be a number between 0 and 1 over the x,y,z of the material as it is mapped to the object, no? Here is an image of the effect I'm trying to achieve: http://digitalstratum.com/images/tron/screenshots/hover_4.png The color of the wall is controlled by a color material, so this material only needs to modify the illumination. Anyway, any insight would be greatly appreciated (as always!) Matthew
Re: Material with 32 steps?
Try materials library/illumination folder/ curve controlled specularity material. Open that up and change the line type from pnurbs to boolean, (by right mouse clicking within the graph display window) then draw in your 32 steps and you should be there ... maybe. Neil Cooke - Original Message - From: Matthew Hagerty [EMAIL PROTECTED] To: Realsoft Mailing List user-list@light.realsoft3d.com Sent: Sunday, July 23, 2006 11:24 AM Subject: Material with 32 steps? I'm trying to make a material that steps the surface illumination of the object from 0 to 1 in x steps (32 in this particular case.) Can anyone give me some ideas about how to go about it? I still don't really totally understand what all the inputs I have to work with. I think map coords will be a number between 0 and 1 over the x,y,z of the material as it is mapped to the object, no? Here is an image of the effect I'm trying to achieve: http://digitalstratum.com/images/tron/screenshots/hover_4.png The color of the wall is controlled by a color material, so this material only needs to modify the illumination. Anyway, any insight would be greatly appreciated (as always!) Matthew
Re: Material with 32 steps?
I thought about that, I already have a curve for a smooth transition, but I'm a programmer and thought there must be a way to do it without manually drawing a curve. Also, changing the curve if I want more or less steps would be a hassle. I guess I'm lazy. ;-) Matthew Neil Cooke wrote: Try materials library/illumination folder/ curve controlled specularity material. Open that up and change the line type from pnurbs to boolean, (by right mouse clicking within the graph display window) then draw in your 32 steps and you should be there ... maybe. Neil Cooke - Original Message - From: Matthew Hagerty [EMAIL PROTECTED] To: Realsoft Mailing List user-list@light.realsoft3d.com Sent: Sunday, July 23, 2006 11:24 AM Subject: Material with 32 steps? I'm trying to make a material that steps the surface illumination of the object from 0 to 1 in x steps (32 in this particular case.) Can anyone give me some ideas about how to go about it? I still don't really totally understand what all the inputs I have to work with. I think map coords will be a number between 0 and 1 over the x,y,z of the material as it is mapped to the object, no? Here is an image of the effect I'm trying to achieve: http://digitalstratum.com/images/tron/screenshots/hover_4.png The color of the wall is controlled by a color material, so this material only needs to modify the illumination. Anyway, any insight would be greatly appreciated (as always!) Matthew