Real GreebleZ! bug fix release

2006-07-22 Thread Zaug
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?

2006-07-22 Thread Bernie @ VRgrafix

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?

2006-07-22 Thread Matthew Hagerty
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?

2006-07-22 Thread Matthew Hagerty
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?

2006-07-22 Thread Matthew Hagerty
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?

2006-07-22 Thread Neil Cooke
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?

2006-07-22 Thread Matthew Hagerty
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