Re: Manuals in PDF
Hello , I use now the babelfish and translate all html to germany. For reading it is ok :-) Nandor Kertes Original-Nachricht Datum: Wed, 31 Jan 2007 09:07:33 +0200 Von: Vesa Meskanen [EMAIL PROTECTED] An: user-list@light.realsoft3d.com Betreff: Re: Manuals in PDF Hi, Andre: I translate Learning The Basics - part of the User Manual RS3D - to Adobe PDF. ( Did it first for myself ) Thanks for your contribution. Before committing more efforts in further translations, please consider that the whole manual will become available in pdf form by the next version 6 this year. You will have to wait some months, though. Kind regards, Vesa -- Feel free - 5 GB Mailbox, 50 FreeSMS/Monat ... Jetzt GMX ProMail testen: http://www.gmx.net/de/go/promail
RE: Camera matching and SynthEyes - a shadow problem
Hi Garry, Seems you found the solution yourself. So I won't look into it unless you still can't get it to work. Arjo. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of studio Sent: woensdag 31 januari 2007 2:31 To: user-list@light.realsoft3d.com Subject: Re: Camera matching and SynthEyes - a shadow problem OK , I searched around a little bit , and on Timo's site there is a Shadow Pass shader which removes shadows from the render and sends them to a separate channel where a user can modify them in post . I'll look at this and see if it is the solution to removing shadows from certain objects . http://koti.welho.com/tmikkola/materials/ShadowPass.zip studio
fakeShadows
Hello real users, Does anyone know how to put Timo's fakeShadows to work? Or is it being explained somewhere? Tried to add it to the light source, to objects, to the root... nothing happens. Regards, Frank Bueters
Re: fakeShadows
There's two shaders in the project, add the other one to the scene (or all parts you want to receive shadows) and the other one to the light you want to cast the shadows. You can also turn shadows off in the light properties. I'll add a readme once I have the time. On 31/01/07, Frank Bueters [EMAIL PROTECTED] wrote: Hello real users, Does anyone know how to put Timo's fakeShadows to work? Or is it being explained somewhere? Tried to add it to the light source, to objects, to the root... nothing happens. Regards, Frank Bueters
RE: fakeShadows
That was quick :) Thank you, I'll try right away. Frank -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Timo Mikkolainen Verzonden: woensdag 31 januari 2007 9:55 Aan: user-list@light.realsoft3d.com Onderwerp: Re: fakeShadows There's two shaders in the project, add the other one to the scene (or all parts you want to receive shadows) and the other one to the light you want to cast the shadows. You can also turn shadows off in the light properties. I'll add a readme once I have the time. On 31/01/07, Frank Bueters [EMAIL PROTECTED] wrote: Hello real users, Does anyone know how to put Timo's fakeShadows to work? Or is it being explained somewhere? Tried to add it to the light source, to objects, to the root... nothing happens. Regards, Frank Bueters
Re: Camera matching and SynthEyes - a shadow problem
Hi Garry, Seems you found the solution yourself. So I won't look into it unless you still can't get it to work. Arjo. Hi Arjo : No , I think who ever built the Shadow Pass shader that is on timo's site has abandoned it's development . I could not get it to work . There must be some way to get shadows to fall on certain objects and not onto other objects , but I cannot find a way to do so . Too bad , since this is critical when compositing CGI objects 'within' a video sequence . Thanks for your offer though , and good luck with your SynthEyes tests . Looking forward to any results you might have to share in the coming weeks . cheers ! studio -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of studio Sent: woensdag 31 januari 2007 2:31 To: user-list@light.realsoft3d.com Subject: Re: Camera matching and SynthEyes - a shadow problem OK , I searched around a little bit , and on Timo's site there is a Shadow Pass shader which removes shadows from the render and sends them to a separate channel where a user can modify them in post . I'll look at this and see if it is the solution to removing shadows from certain objects . http://koti.welho.com/tmikkola/materials/ShadowPass.zip studio -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.410 / Virus Database: 268.17.16/660 - Release Date: 1/30/2007
RE: fakeShadows
Hi Timo, Either I'm confused or there's more to it than just add one shader to the scene and the other to the light source. Can't get it to produce (soft)shadows. I've attached a basic setup. Would you mind to have a quick glance at it and tell me what I do wrong? Regards, Frank Bueters There's two shaders in the project, add the other one to the scene (or all parts you want to receive shadows) and the other one to the light you want to cast the shadows. You can also turn shadows off in the light properties. I'll add a readme once I have the time. On 31/01/07, Frank Bueters [EMAIL PROTECTED] wrote: Hello real users, Does anyone know how to put Timo's fakeShadows to work? Or is it being explained somewhere? Tried to add it to the light source, to objects, to the root... nothing happens. Regards, Frank Bueters fakeshadows.r3d Description: Binary data
Re: fakeShadows
Looks like there's a small bug, the shader doesn't flip the normal towards the camera ray before it checks if it's facing the light ray. I'll fix it when I get home. On 31/01/07, Frank Bueters [EMAIL PROTECTED] wrote: Hi Timo, Either I'm confused or there's more to it than just add one shader to the scene and the other to the light source. Can't get it to produce (soft)shadows. I've attached a basic setup. Would you mind to have a quick glance at it and tell me what I do wrong? Regards, Frank Bueters There's two shaders in the project, add the other one to the scene (or all parts you want to receive shadows) and the other one to the light you want to cast the shadows. You can also turn shadows off in the light properties. I'll add a readme once I have the time. On 31/01/07, Frank Bueters [EMAIL PROTECTED] wrote: Hello real users, Does anyone know how to put Timo's fakeShadows to work? Or is it being explained somewhere? Tried to add it to the light source, to objects, to the root... nothing happens. Regards, Frank Bueters
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Re: fakeShadows
Ok, should work now: http://koti.welho.com/tmikkola/materials/fakeShadows.zip On 31/01/07, Timo Mikkolainen [EMAIL PROTECTED] wrote: Looks like there's a small bug, the shader doesn't flip the normal towards the camera ray before it checks if it's facing the light ray. I'll fix it when I get home. On 31/01/07, Frank Bueters [EMAIL PROTECTED] wrote: Hi Timo, Either I'm confused or there's more to it than just add one shader to the scene and the other to the light source. Can't get it to produce (soft)shadows. I've attached a basic setup. Would you mind to have a quick glance at it and tell me what I do wrong? Regards, Frank Bueters There's two shaders in the project, add the other one to the scene (or all parts you want to receive shadows) and the other one to the light you want to cast the shadows. You can also turn shadows off in the light properties. I'll add a readme once I have the time. On 31/01/07, Frank Bueters [EMAIL PROTECTED] wrote: Hello real users, Does anyone know how to put Timo's fakeShadows to work? Or is it being explained somewhere? Tried to add it to the light source, to objects, to the root... nothing happens. Regards, Frank Bueters
RE: fakeShadows
Nice, softshadows on distant lights! Thanks Timo. Now that I got it to work on a small test scene I'm trying it on an interior scene where light comes in from many sides. Frank Bueters Ok, should work now: http://koti.welho.com/tmikkola/materials/fakeShadows.zip On 31/01/07, Timo Mikkolainen [EMAIL PROTECTED] wrote: Looks like there's a small bug, the shader doesn't flip the normal towards the camera ray before it checks if it's facing the light ray. I'll fix it when I get home. On 31/01/07, Frank Bueters [EMAIL PROTECTED] wrote: Hi Timo, Either I'm confused or there's more to it than just add one shader to the scene and the other to the light source. Can't get it to produce (soft)shadows. I've attached a basic setup. Would you mind to have a quick glance at it and tell me what I do wrong? Regards, Frank Bueters There's two shaders in the project, add the other one to the scene (or all parts you want to receive shadows) and the other one to the light you want to cast the shadows. You can also turn shadows off in the light properties. I'll add a readme once I have the time. On 31/01/07, Frank Bueters [EMAIL PROTECTED] wrote: Hello real users, Does anyone know how to put Timo's fakeShadows to work? Or is it being explained somewhere? Tried to add it to the light source, to objects, to the root... nothing happens. Regards, Frank Bueters
U.S. train models sought
Hi all, I'm trying help someone find some contemporary U.S.A. loco and rolling stock models for a university research program assessing the effectiveness of various designs of warning signs upon road users. Unfortunately I don't have the time to model it all myself, assuming I could find suitable drawings, so does anyone know any good places to look? The project may have some funds for purchasing models but if so, it won't be very much. The format doesn't matter too much, as long as I can get them into RS3D. TIA LeeE
Re: Camera matching and SynthEyes
Hi Henri.. Those looks coolish.-.! Yep SyntEyes seems to rock.. =) I bet its good bang for the buck..compared to most other.. Still for me abit pricey.. but I am also just a non pro.. =) Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Syntheyes is the best =) You can see some of my tracks with it: http://www.talvi.com/index.php?page=projectsproject=135 or http://www.talvi.com/index.php?page=projectsproject=120 and http://www.talvi.com/index.php?page=projectsproject=110 Have fun with it! Henri Pulla vfx supervisor www.talvi.com Arjo Rozendaal kirjoitti: Hi, I bought SynthEyes today and made a first tiny test with it. I did make this bad bumpy shot with passing cars on purpose. Just to check the stability and tolerance of the tracking. I ran a mpeg opengl preview: http://www.xs4all.nl/~joly/temp/preview.mpg Of course there are no yellow cubes sitting in my street ;) As you can see it completely ignores the cars and finds a good solution for the camera. Arjo. -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.430 / Virus Database: 268.17.15/659 - Release Date: 1/30/2007 9:31 AM
Re: U.S. train models sought- Very interesting Mr. Elliot, perhaps I could be of assistance........
leee wrote: Hi all, I'm trying help someone find some contemporary U.S.A. loco and rolling stock models for a university research program assessing the effectiveness of various designs of warning signs upon road users. Unfortunately I don't have the time to model it all myself, assuming I could find suitable drawings, so does anyone know any good places to look? The project may have some funds for purchasing models but if so, it won't be very much. The format doesn't matter too much, as long as I can get them into RS3D. TIA LeeE Hello Lee, I have quite a few Model Railroader magazines, some from the last few years that have some working drawings in them. Most stuff in the US has not changed in many years. Also, I live close to a rail line and a town with a switch (sorting) yard; I could shoot some photos for you. Finally, I would help with some modeling, would not want much to do so; would be a good entry for my currently microscopic resume ; ) and the models would be done in RS. Let me know if I can help, Zaug P.S. I love trains ; D -- My love of the halfling's leaf has clearly slowed my mind. |8?o
Re: Camera matching and SynthEyes - a shadow problem
Hi Garry, The shader does work alright. I just had a quick look at it. You have to create a new output object and assign the right channel to it. I created a photoshop output with three layers and assigned all the channels to a separate layer. Arjo. Man ... : OK , thanks Arjo . Timo jumped on the thread I have going in the forum and mentioned that this shader was actually meant for post in another program (but could be used in RS3D [no idea how] ). I mistakenly thought , with the shader's description on Timo's site that by post , it meant Post-Processing in RS3D . Anyway , yes , I got it working using an output object (once I figured out how to add anti-aliasing to it) . For those following along I rendered these (below) up so there would at least be a small example , for the abyss ... There are 3 channels in this shader ... Top Left is the 'Shadowed' Channel . Top Right is the 'Unshadowed' Channel . Bottom Left is the actual 'ShadowPass' Channel . Bottom Right is just a normal render . Could be a very useful shader for certain things . Thanks for your help . studio http://koti.welho.com/tmikkola/materials/ShadowPass.zip attachment: shader_example.jpg