Intredasting 3D software
http://www.meshmixer.com/
Re: Dangerous behavior for a 3D software.
Common tell me how or where in the manual. Jean-Sebastien Perron On 11-02-28 01:09 AM, K-UDA wrote: Hello. You should normalize the scale of the level after scaling the level. Please read a manual carefully. best regards, K-UDA -- From: Jean-Sebastien Perron j...@neuroworld.ws Sent: Monday, February 28, 2011 1:03 AM To: user-list@light.realsoft3d.com Subject: Dangerous behavior for a 3D software. Create a level Create an analytical cube inside that level Scale the level non uniformly so that the cube is now a stick Rotate the cube inside the level (the cube will not deform and it should) Animate the rotation of the cube (while keyframing it will not deform, but if you press the play button it will) The math in RS are inconsistent and this is very dangerous and confusing. -- That does not explain why there are scaling in my axis level, I did not put it there myself. And it does not explain why when all the scaling is set back to 1 1 1 it does not resolve the problem. Also it's not explaining why in my project it's not returning back to it's original position at frame 0. Jean-Sebastien Perron www.NeuroWorld.ws
Re: Dangerous behavior for a 3D software.
Normalize does not normalize levels, it does make scale them uniformly. But the scaling is not 1 1 1. Anyway it does solve the problem. I cannot understand how and why I would have make non uniform scale. The models were traced from an image with precise mesure. I would never do that, and it's not affecting the proportions? There is still an update problem in RS. Also this Normalize should be explained in the user manual not only reference. In CombadZ if you scale an object by 0.5 0.5 0.5 and rotate it 45 degree; and put an other object inside that object, the new object will immediately be scaled half and rotated 45 degree. If you remove the new object from the rotated one, it will return back to it's normal position. In CombadZ if you translate/place a bowl on a table, and then place a plant in the bowl in the hierarchy window, the plant will be moved in the bowl. It may be annoying at first but at least it is constant and mathematically accurate. Jean-Sebastien Perron www.NeuroWorld.ws On 11-02-28 08:08 AM, Beg-inner wrote: Hi The Normalize Tool is just below the 'Select Window', in the 'MiscTools' client window ! and in the docs its here... reference/realsoft3d/tools/miscellaneous/Normalize.html or just F1 when hover over the Normalize Tool icon.. Btw to fix that little example you gave of the Cube inside a level...(if forgetting to use the 'Normalize' Tool before animating..) 1. Select the Animated (Rotating) Cube. 2. In the 'Animation' Window, in the 'Chor' Cycle field choose the init0 chor. 3. With the Cube selected, Open the 'Properties' Win, 'Gen' Tab, In the 'Object Space' area fix the needed fields, like Scale back to 1, 1, 1 and Skew back to 0, 0, 0... 4. Select the Level (parentlevel of the Cube), use the 'Normalize/Scale' Tool on it. 5. Set the 'Chor' Cycle field back to the 'keyfr' chor again. Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Common tell me how or where in the manual. Jean-Sebastien Perron On 11-02-28 01:09 AM, K-UDA wrote: Hello. You should normalize the scale of the level after scaling the level. Please read a manual carefully. best regards, K-UDA Create a level Create an analytical cube inside that level Scale the level non uniformly so that the cube is now a stick Rotate the cube inside the level (the cube will not deform and it should) Animate the rotation of the cube (while keyframing it will not deform, but if you press the play button it will) The math in RS are inconsistent and this is very dangerous and confusing. -- That does not explain why there are scaling in my axis level, I did not put it there myself. And it does not explain why when all the scaling is set back to 1 1 1 it does not resolve the problem. Also it's not explaining why in my project it's not returning back to it's original position at frame 0. Jean-Sebastien Perron www.NeuroWorld.ws
Re: Well, I did everything ... last one...
Thanks Matthias, I checked again, nothing abnormal in the choreography window. Deleted all the translate and observed your file. I found nothing unusual. The problem is that as soon as my arm is animated it deform the whole arm. And if I return to frame 0, it does not return to normal position and the object is still deformed. Like it was part of a non uniform scale. And if it was, I would have seen it as soon as I rotate each part of the mechanical arm and It's working perfectly. I checked all my levels that are used as axis and some of them have non uniform scale. I don't know why because I did not set it myself. Also there was a scew that was set to 0 0 13, but when set back to 0 0 0 it did not resolve the problem. I will check with my client if I can send you the scene without the confidential material. Jean-Sebastien Perron www.NeuroWorld.ws On 11-02-27 08:52 AM, Matthias Kappenberg wrote: http://the-final.com/privates/chor_window.mov What should it show: Choreography window... How to STRG-CLICK to disable chors/keyframer... Why should be a keyframer disabled? If you like to edit animated objects, it's better to disable the assigned animations. Because if you don't disable them, you'll get Translators for every edit step on the object in the chor-window... And that can give a great confusion on whats going on in animations Once you're familar with the Translators and more than one Keyframer you can get nice results, while setting up some basic animations and translators and you only have to modify their weights to blend between animation sets Matthias - Original Message - From: Jean-Sebastien Perronj...@neuroworld.ws To:user-list@light.realsoft3d.com Sent: Sunday, February 27, 2011 12:53 AM Subject: Well, I did everything I could. Now it's time to cancel the project. As soon as I create the 4th keyframe in the animation of a mechanical arm. Only Rotation is animated no scale. It look ok, until I press the play button. The animated solid object deform itself. Worst, I does't come back to initial position at image 0. Back tracked form another file and still doing the same thing. Well, I guess I did everything I could. Now it's time to cancel the whole project. Don't have the time to restart in another application. I am gonna eat some serious shit from my client. He's gonna need to cancel his appointment with a big suitcase. Jean-Sebastien Perron www.CombadZ.com On 11-02-26 06:16 PM, Jean-Sebastien Perron wrote: Don't tell me that playing with the scale of the object during modeling phase affect object space. Jean-Sebastien Perron www.NeuroWorld.ws
Dangerous behavior for a 3D software.
Create a level Create an analytical cube inside that level Scale the level non uniformly so that the cube is now a stick Rotate the cube inside the level (the cube will not deform and it should) Animate the rotation of the cube (while keyframing it will not deform, but if you press the play button it will) The math in RS are inconsistent and this is very dangerous and confusing. -- That does not explain why there are scaling in my axis level, I did not put it there myself. And it does not explain why when all the scaling is set back to 1 1 1 it does not resolve the problem. Also it's not explaining why in my project it's not returning back to it's original position at frame 0. Jean-Sebastien Perron www.NeuroWorld.ws
Re: 2 normal bump mapping doesn't mix
No, the cause of the problem is that one of the bump was set to 0.0. Strange because they were both working separetly and wen mixte together, one reset to 0.0 Jean-Sebastien Perron www.NeuroWorld.ws On 11-02-27 02:12 PM, mengil...@gmx.net wrote: So, it works now, but I´d still like to check what could have been the problem. I´ve just tried it out myself and found some possible problems. Well, to be honest it´s just one possible problem and that is: Adding bumpmaps works. Adding displacementmaps works. But you have to make sure that in the advanced material properties they are handled correctly. To be more precise - there are basically two ways to ADD a bump to a surface, and that is to either set bumpnormal =PLUS bumpmaptexture, or to set bumpnormal =EQUALS bumpmaxtexture. This both works. But if you´re adding two bumpmaps of which one´s bump is defined as _being equal_ to it´s bumpmaxtexture, than it could happen that: - Bumpmap one adds it´s bump - Bumpmap two resets the bump (Bump is equal to...) to it´s own bump At least that seems to be the case, based on my quick experiment now. So probably that also was the case with your project? Greets Martin PS: Displacement mapping seems to work better in either way. I thus would just use it instead of bumpmapping where it is applicable.
Why are my objects deforming while animating rotations?
Don't tell me that playing with the scale of the object during modeling phase affect object space. Jean-Sebastien Perron www.NeuroWorld.ws
Well, I did everything I could. Now it's time to cancel the project.
As soon as I create the 4th keyframe in the animation of a mechanical arm. Only Rotation is animated no scale. It look ok, until I press the play button. The animated solid object deform itself. Worst, I does't come back to initial position at image 0. Back tracked form another file and still doing the same thing. Well, I guess I did everything I could. Now it's time to cancel the whole project. Don't have the time to restart in another application. I am gonna eat some serious shit from my client. He's gonna need to cancel his appointment with a big suitcase. Jean-Sebastien Perron www.CombadZ.com On 11-02-26 06:16 PM, Jean-Sebastien Perron wrote: Don't tell me that playing with the scale of the object during modeling phase affect object space. Jean-Sebastien Perron www.NeuroWorld.ws
2 normal bump mapping doesn't mix
I have a dirt shader + texture with a += BumpNormal(texture). Also a stripe shader + texture with a += BumpNormal(texture). Object mymodel spheremapping(dirt) planarmapping(stripes) It does not work. What am I doing wrong? Jean-Sebastien Perron www.NeuroWorld.ws
Re: 2 normal bump mapping doesn't mix
Not to be a party crasher, but with StrataCX it does. Jean-Sebastien Perron www.NeuroWorld.ws On 11-02-25 06:27 PM, Arjo Rozendaal wrote: Mixing two normal maps doesn't sound logical to me. Maybe I'm completely wrong, but this is how I understood the differences between normal and bump maps: A bump map is based on rather simple data. It's easy to add, subtract or multiply the value of grey scale pixels. Normal maps however rotate the normals of the polygons depending on different colors in the map. You cannot use math in the same way as on bump maps. -Oorspronkelijk bericht- Van: owner-l...@light.realsoft3d.com [mailto:owner- l...@light.realsoft3d.com] Namens Jean-Sebastien Perron Verzonden: vrijdag 25 februari 2011 21:13 Aan: user-list@light.realsoft3d.com Onderwerp: 2 normal bump mapping doesn't mix I have a dirt shader + texture with a += BumpNormal(texture). Also a stripe shader + texture with a += BumpNormal(texture). Object mymodel spheremapping(dirt) planarmapping(stripes) It does not work. What am I doing wrong? Jean-Sebastien Perron www.NeuroWorld.ws
Re: Not all channels are created equal.
It was not that important. When this job is finished I will get back to RS and the userlist about those bugs into more details. Jean-Sebastien Perron www.NeuroWorld.ws On 11-02-23 12:17 PM, Beg-inner wrote: Didnt see anything in your initial post that indicated that you needed really fast help.. if you had, I might had been faster in offering help... Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. I am sorry about not trying the answers. By the time I got an answer, I already chose to use another technique. Do not have the time to test it and report right now. And I don't have the time to report the bugs right now. It's the last time I use RS for animation because my software will be ready and debugged next time. I will continue to use RS but for other things like modeling and special effects. Jean-Sebastien Perron www.NeuroWorld.ws
Bug report : RS7 Linux
Cannot put a filename in the File/Rendering windows. Jean-Sebastien Perron www.NeuroWorld.ws
Re: Not all channels are created equal.
Stephan, I am sorry about not trying the answers. By the time I got an answer, I already chose to use another technique. Do not have the time to test it and report right now. And I don't have the time to report the bugs right now. It's the last time I use RS for animation because my software will be ready and debugged next time. I will continue to use RS but for other things like modeling and special effects. Jean-Sebastien Perron www.NeuroWorld.ws On 11-02-22 01:48 PM, Beg-inner wrote: I will
Re: Not all channels are created equal.
Too late, I decided to do it manually. I had also problems with bones. And I am not telling you about the many anomalies with Instances and the many objects that have moved or distorted by themselves without me doing anything. RS behavior is so unpredictable, it's difficult to plan a deadline for commercial project. But theses problems have been there since version4-5-6 windows. Every times I want to do something I have to ask on the list how to do it because it's not working as it should. So I am not using choregraphy with an animated controller and I am no using bones either. It's sad that so many RS users are asking for new features while the basic functions are still not working as they should. RS8 could have half the features of RS7 but half fully working and I would be happy. Am I the only one actually using RS (flame bait : )? Why are you not asking for the features already there to be more reliable or actually working? Did I told you about the Japanese 3D animation software Shade by expression tools now www.e-frontier.co.jp ? In 5 years of use, it only bug/crashed once. Was not the most feature packed software, but it was working as expected and the features were working always every times. This was the last time I animate with RS, after that I will use my own software. I did not trust CombadZ yet for that project with a short deadline 2-3 weeks for 3 minutes. I am disappointed that my last experience with RS for animation was a nightmare. I expected it to be like a goodbye kiss, instead it felt more like a kick in the balls. Jean-Sebastien Perron www.NeuroWorld.ws On 11-02-21 03:30 AM, n...@neilcookegraphics.co.nz wrote: Dunno about channels and stuff ... but have often found fade to be flakey in anims. I dont use it there much any more but it's a totally useful procedure in stills for me. N. On Mon, 21 Feb 2011 09:12:15 +0100, Matthias Kappenberg m...@the-dimension.com wrote: Maybe use Tags instead of custom channels For Fade a simlple float tag My 5 Cent. Matthias - Original Message - From: Beg-inner begg...@telia.com To: user-list@light.realsoft3d.com Sent: Monday, February 21, 2011 1:51 AM Subject: Re: Not all channels are created equal. Hi Martin.. Custom channels are not showing up at all in the chor win, at least not in the Input Tabs Attributes list... So I guess they cant be used. Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Have you tried outputing fade to a custom channel and then using this channel instead of the original fade channel? I have no clue if this could work, but perhaps it will? Greets Martin Original-Nachricht Datum: Sat, 19 Feb 2011 08:19:06 -0500 Von: Jean-Sebastien Perron j...@neuroworld.ws An: user-list@light.realsoft3d.com Betreff: Re: Not all channels are created equal. It does not work. Fade cannot be used as a driver for a choreography. Why? Jean-Sebastien Perron www.NeuroWorld.ws On 11-02-19 04:02 AM, Matthias Kappenberg wrote: Better try above If I'm right RS is working hierarchical in the trees. Matthias - Original Message - From: Jean-Sebastien Perronj...@neuroworld.ws To:user-list@light.realsoft3d.com Sent: Saturday, February 19, 2011 6:01 AM Subject: BUG : Not all channels are created equal. In the keyframer object inside the choreography window : If you chose the Fade channel as an input to replace time as the driver for a choreography it will not work. If you chose a channel that is updated in the user interface such as any transformation channels, it will work. It's like not all channels are computed in the user interface, only the one needed. Fade is only updated when rendering. Am I right? Does the order matter? Must the controller be above the other keyframer in the choreography window? Also, if you press the play button, the properties window will not update the values in realtime. Only if you move the slider. Jean-Sebastien Perron www.NeurWorld.ws -- Schon gehört? GMX hat einen genialen Phishing-Filter in die Toolbar eingebaut! http://www.gmx.net/de/go/toolbar - No virus found in this message. Checked by AVG - www.avg.com Version: 10.0.1204 / Virus Database: 1435/3451 - Release Date: 02/18/11
Careful my previous post is not safe for work!
We don't have internet high speed in my small village. The video was not fully loaded when I posted the link on the userlist. Could not know that at half point in the video it would show that kind of stuff. Anyway it still a funny over the top video. Jean-Sebastien Perron www.NeuroWorld.ws
Post a funny cg Reel
http://vimeo.com/10281433 This is so crazy, can't stop laughing. Jean-Sebastien Perron www.NeuroWorld.ws
Re: Not all channels are created equal.
It does not work. Fade cannot be used as a driver for a choreography. Why? Jean-Sebastien Perron www.NeuroWorld.ws On 11-02-19 04:02 AM, Matthias Kappenberg wrote: Better try above If I'm right RS is working hierarchical in the trees. Matthias - Original Message - From: Jean-Sebastien Perronj...@neuroworld.ws To:user-list@light.realsoft3d.com Sent: Saturday, February 19, 2011 6:01 AM Subject: BUG : Not all channels are created equal. In the keyframer object inside the choreography window : If you chose the Fade channel as an input to replace time as the driver for a choreography it will not work. If you chose a channel that is updated in the user interface such as any transformation channels, it will work. It's like not all channels are computed in the user interface, only the one needed. Fade is only updated when rendering. Am I right? Does the order matter? Must the controller be above the other keyframer in the choreography window? Also, if you press the play button, the properties window will not update the values in realtime. Only if you move the slider. Jean-Sebastien Perron www.NeurWorld.ws
BUG : Not all channels are created equal.
In the keyframer object inside the choreography window : If you chose the Fade channel as an input to replace time as the driver for a choreography it will not work. If you chose a channel that is updated in the user interface such as any transformation channels, it will work. It's like not all channels are computed in the user interface, only the one needed. Fade is only updated when rendering. Am I right? Does the order matter? Must the controller be above the other keyframer in the choreography window? Also, if you press the play button, the properties window will not update the values in realtime. Only if you move the slider. Jean-Sebastien Perron www.NeurWorld.ws
Re: Fast reflective metal using environment mapping?
Thanks Martin the #2 option was what I was looking for. Jean-Sebastien Perron www.NeuroWorld.ws On 11-02-11 02:15 PM, mengil...@gmx.net wrote: Sorry, but I don´t know what you mean? So you got the reflection done, did I understand that correctly? Your problem is the lack of shading through the reflection - what do you mean by that? Just to have said it - I know two ways of making an environment show in reflections. 1. Make a reflective material and build an environment (via a hollow sphere or such). 2. Instead of building an environment, just choose your environment map image in the color properties tab of the reflective object, choose environment map (or illumination map?) and everything should be fine. Of course you have to check the wire tab of the respective object to make sure that shading uses a high enough quality. If that shouldn´t have been what you wanted to know, please make more clear what you meant. Greets Martin Original-Nachricht Datum: Thu, 10 Feb 2011 22:59:49 -0500 Von: Jean-Sebastien Perronj...@neuroworld.ws An: user-list@light.realsoft3d.com Betreff: Fast reflective metal using environment mapping? How can I do that? I want to create a chrome like shader with a texture like they do in RT games or openGL. It is already applied with a sphere mapping using the environment option. It lack the shading through the reflection. Jean-Sebastien Perron www.NeuroWorld.ws
I wanna texture like that in RS
http://www.youtube.com/watch?v=wrV_YFnOGzU Jean-Sebastien Perron www.NeuroWorld.ws
Re: maybe interesting for some users...
projectmessiah = nightmare and trouble Jean-Sebastien Perron www.NeuroWorld.ws On 11-02-07 12:59 PM, tijai wrote: Hello list, http://projectmessiah.com/x6/shop.html this is a crazy chance to get messiah studio 5 for a very low price... but... if i unstand this right, maybe you get nothing:-) so you can buy and hope that enough users buy it too:-) strange but funny idea... best regards, tijai
Filming in HDR : 16bit per channel for a total of 48bit per pixels.
The short film TheChapel http://vimeo.com/16414140 The making of http://vimeo.com/19107357 Jean-Sebastien Perron www.NeuroWorld.ws
Wings3D has a new and beautiful website.
http://www.wings3d.com/ It's been a long time since I checked Wings3D. But it look much more mature now. Jean-Sebastien Perron www.NeuroWorld.ws
Re: My scene is becoming slow.
Wish list feature needed: Realtime subdivision to 1 while Raytracing subdivision to 2 or more. With 100 SDS object it's gonna be a living hell. Jean-Sebastien Perron www.NeuroWorld.ws On 11-02-03 11:58 AM, mengil...@gmx.net wrote: Wire density in the object properties Wire tab defines the density of the SDS-mesh display. Thing is that I only see an effect if I increase it to 4 or 5; the mesh gets accordingly more dense. That won´t help you though course setting the value to 2 or 1 doesn´t decrease the density any more. I guess I would circumvent the problem by switching SDS-objects to the wanted smoothed type just before rendering, and changing it back when I want to work on the geometry. This is easy to do with advanced selection where you just can select all SDS objects at once and assign the respective value. Greets Martin Original-Nachricht Datum: Wed, 02 Feb 2011 21:23:49 -0500 Von: Jean-Sebastien Perronj...@neuroworld.ws An: user-list@light.realsoft3d.com Betreff: My scene is becoming slow. I would like to know if it is possible to see SDS polygonal in realtime and SDS smothen to rectangles in raytracing? To speed up realtime a bit. In the Wire tab, there is no option to lower the resolution of SDS in realtime. Need it badly because everything is running 4 fps now. Jean-Sebastien Perron www.NeuroWorld.ws
Re: My scene is becoming slow.
Shaded quality :-? On the Wire Tab Not working. Jean-Sebastien Perron www.NeuroWorld.ws On 11-02-03 02:15 PM, Matthias Kappenberg wrote: Shaded quality :-? On the Wire Tab - Original Message - From: Jean-Sebastien Perronj...@neuroworld.ws To:user-list@light.realsoft3d.com Sent: Thursday, February 03, 2011 3:23 AM Subject: My scene is becoming slow. I would like to know if it is possible to see SDS polygonal in realtime and SDS smothen to rectangles in raytracing? To speed up realtime a bit. In the Wire tab, there is no option to lower the resolution of SDS in realtime. Need it badly because everything is running 4 fps now. Jean-Sebastien Perron www.NeuroWorld.ws
Re: SDS scale point edit to 0 on Y axis to flatten them.
Thanks Stefan I really appreciate your solution. I am so rusty in 3D after so many years. Jean-Sebastien Perron www.NeuroWorld.ws On 11-02-02 12:17 PM, Beg-inner wrote: Hi Jean-Sebastien One way is to use the Extend Tool (Scale in one dimension) ( l Key ) (Little L Key that is...=) 1. Select needed points. 2. ( l Key ) to start Extend Tool ( Scale in one direction ) 3. Click where you want the points to end up, in your case at y = 0. ( After this you might want to use the (y Key) to restrict movements in y direction, or just use gridsnap ) 4. Click beyond the point that is furthest away from your first click ( at y = 0 ). 5. Move mousepointer back to where you made your first click, and then click to end the tool. Now your points are aligned at y = 0 ! Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. I don't remember : I want to select 5 points of a subdivision object. Then scale them to 0 on the Y axis. I normally do this so they make a perfect horizontal line. Jean-Sebastien Perron www.NeuroWorld.ws
Textures problem : no interpolation filtering?
All my textures are pixelated like playstation one games? I use add texture to make sure it is not me causing the problem in the shading window. Rendering at any quality doesn't change anything I am using RS7 Linux. Jean-Sebastien Perron www.NeuroWorld.ws
Re: Textures problem : no interpolation filtering?
Solved. The problem was only appearing with SDS. To solve the problem I check the "Map to normals" in the cubic mapping spec. Now everything is fine. Jean-Sebastien Perron www.NeuroWorld.ws On 11-02-02 07:56 PM, Jean-Sebastien Perron wrote: All my textures are pixelated like playstation one games? I use add texture to make sure it is not me causing the problem in the shading window. Rendering at any quality doesn't change anything I am using RS7 Linux. Jean-Sebastien Perron www.NeuroWorld.ws
Cannot repeat texture in RS7 Linux?
Is it a bug? I did it first in the cylinder mapping object. Nothing. I tried in the shader with RSL mapX = multiply (myvar, mapX). Nothing. I change the mapping object and change the object to a nurbs mesh. Nothing. Jean-Sebastien Perron www.NeuroWorld.ws
SDS scale point edit to 0 on Y axis to flatten them.
I don't remember : I want to select 5 points of a subdivision object. Then scale them to 0 on the Y axis. I normally do this so they make a perfect horizontal line. Jean-Sebastien Perron www.NeuroWorld.ws
Re: Is it possible to use an image to illuminate a scene?
Thank you very much Jason. I will try it later : in the next week. Will get back to you. Jean-Sebastien Perron www.NeuroWorld.ws On 11-01-17 04:45 PM, j...@pixelperfect.co.uk wrote: Hi Jean-Sebastien, You may want to try this if you haven't already, as an alternative to using HDRI images. I have attached a shader I use in my GI scenes that allows you to load any RGB image map (jpg, bmp, psd, etc) and use it as an illumination map. A bit of an hdri cheat but you can get some reasonable results. I have also attached a scope curve object in the shader to control the intensity of the illumination, so have a play with this and see what you get in GI renders. You can also add a colour curve to the shader as well to control the intensity of the illumination colours. If for example there is too much blue you can bring the blue curve down a touch. Kind regards, Jason -Original Message- From: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] On Behalf Of Jean-Sebastien Perron Sent: Monday, January 17, 2011 2:59 AM To: user-list@light.realsoft3d.com Subject: Is it possible to use an image to illuminate a scene? I would like to use an HDRI image of a 360 landscape to illuminate my scene. How do I do that without opening my shading language books? By the way, I have a project to realize for a company with RS. It would not be wise to use CombadZ at this stage for such an important project with a short dead-line. Will not be able to show it for a long time (until the idea of the client is protected by a patent). It involve visualization and demonstration of a product abilities not yet created. The video produced will be used for demonstration and later for promotion. Jean-Sebastien Perron www.NeuroWorld.ws
Is it possible to use an image to illuminate a scene?
I would like to use an HDRI image of a 360 landscape to illuminate my scene. How do I do that without opening my shading language books? By the way, I have a project to realize for a company with RS. It would not be wise to use CombadZ at this stage for such an important project with a short dead-line. Will not be able to show it for a long time (until the idea of the client is protected by a patent). It involve visualization and demonstration of a product abilities not yet created. The video produced will be used for demonstration and later for promotion. Jean-Sebastien Perron www.NeuroWorld.ws
After 7 years of hard work and sacrifice : it's finally complete
What started in 2004 as retro 8bit 3D modeler for laser projector games (a la Vectrex) . Morphed into a regular 3D animation tool in 2005. Then in 2006 became what it is now with every innovations included. ... Is now officially complete. I completed the coding at 2:42am this morning. 40 000 to 60 000 lines of c++ code. Coding was only 20% of the work. Designing the ui, finding the solutions and solving logic problems was the most difficult part. Being first to realise this new kind of software that include so many innovations at once was the challenge. CombadZ user interface is now designed for pctablet and netbook with touch in mind. All that is left to do is : use it and find the bugs, make the video tutorials and complete the website. It should be released in march 2011, if there is not too much bugs. Finally after so many years without doing any 3D, I return to my passion. RS here I come! I am gonna us RS for modeling and uv texture placement, CombadZ for animation and Aqsis for rendering. Jean-Sebastien Perron www.CombadZ.com
Re: TEST4.
Could you move the camera a little lower please. On 11-01-09 12:23 AM, K-UDA wrote: Hello list. My mail is not posted to the list. This is the fourth challenge. Best regards, K-UDA
Re: Ashikhmin-Shirley Highlights for RS3D
My god Martin, you scared me. You are way too much advance for me with shaders. You are gonna need the help from the Avatar Technical Director. Sorry, but I won't even try to read your question. My brain could explode. Good luck. Jean-Sebastien Perron www.NeuroWorld.ws On 11-01-07 12:45 AM, mengil...@gmx.net wrote: First of all: Thanks! =D It was so quiet that I had even thought my mails would perhaps for some strange reason have not been received. So, regarding the shader(s): The Ashikhmin-Shirley BRDF is something like a mixture of a Ward-anisotropic-like specular reflection component and a limb-darkening diffuse reflection component. Meaning that it enables isotropic (simple point-shaped) and anisotropic (streched along a direction of the surface) highlights. Pictures and explanation will follow when I got it working right, though I´m a bit tired of working this out. I´ve worked on some shaders for RS3D for the last two months, to an extent where I hardly did anything else in my free time. So, several other shaders will follow. I´ve already made two Oren-Nayar Diffuse shaders, one simple and one complete, am working on a Oren-Nayar-Wolff Diffuse shader (like the previous plus some refinements), two Hapke-Lommel-Seeliger shaders, one simple and one complex, two Minnaert Shaders, an Asperity Scattering shader, plus several other components. The Oren-Nayar Shader is a diffuse shader suitable for rough diffuse surface (like clay/pottery), the Hapke-Lommel-Seeliger Shader is a shader for powdery surfaces like the surface of the moon, the Minnaert Shader was an early try on the same matter, the Asperity Scattering Shader is for simulating fuzzy surfaces (like peach). The latter two are very similar to the simple fur and custom fur materials already in RS3D. So, really quite a lot. And honestly I´m more than a bit proud of myself because I had NEVER done something even remotely familiar to this before. But, every time I think the shaders are ready for release, I see some new problems. One general problem seems to be that I often don´t know how to handle the values obtained through the shading algorithms. My understanding of the matter is still rudimentary, but as I see it, a BRDF (bidirectional reflectance distribution function) like the previously mentioned simply works different to how RS3D handles things. Especially the Ashikhmin-Shirley BRDF seems to be made for a rendering engine that supports pathtracing. The paper which describes the BRDF gives methods to obtain blurred reflections that depend on the parameters of the shader - a highly anisotropic setting would produce highly anisotropicly blurred reflections. I don´t know how to simulate this in RS3D. And I get the feeling that it isn´t possible at all, as long as RS3D doesn´t implement pathtracing or the likes. This kinda makes me sad because I´ve now seen a great bunch of shading algorithms that could pretty simply be implemented into RS3D to simulate a wide variety of phenomena very realistically, if RS3D supported pathtracing and wavelength-dependency. When even I as a former total noob can get a glimpse of what is needed to do that, it shouldn´t be that hard to implement things like diffraction, dispersion, blurred reflections and refractions, subsurface scattering, Mie scattering for clouds and Rayleigh scattering for atmospheric effects. The papers are out there, some aren´t even two years old with models that seem to top the models that are in use by other packages. But perhaps RS3D already offers possibilities to incorporate these things effectively, and I just haven´t come to know them; documentation is just too sparse in this area. And it makes me sad that there is no dialog between Realsoft and us users regarding these matters. Many of these things (subsurface scattering, pathtracing/GI, etc.) have been talked about and demanded by users over and over again, for years. I can only say it again - almost every other render-engine, be it freeware or commercial, be it standalone or part of a suite, has outrun RS3D in this respect. And then it becomes clear that Realsoft already works on V8 - and still there is no talk about any of this, no What do you users want most in V8?, not even a hint at what will be the new features of V8. *sigh* Well, however. I will post pictures and documentation for the shader, plus the other shaders, when I have gotten them to a degree that you can rely on them working. Thanks for reading. :) Martin PS: And you´re right that a forum is in many respects much better than an email list; and that it doesn´t matter though if not enough people are participating... Original-Nachricht Datum: Thu, 06 Jan 2011 02:39:31 -0500 Von: Jean-Sebastien Perronj...@neuroworld.ws An: user-list@light.realsoft3d.com Betreff: Re: Ashikhmin-Shirley Highlights for RS3D post a picture instead of the shader result and a screen capture of your shader
Re: Ashikhmin-Shirley Highlights for RS3D
post a picture instead of the shader result and a screen capture of your shader window. I don't have much time to play or open RS. I would gladly help you if I had the time and the energy. I am so tired and full of anxiety. Both a mailing list and a forum are no solution if everyone is not participating. Jean-Sebastien Perron www.CombadZ.com On 11-01-06 12:52 AM, yra scherb wrote: That is why I always insisted that the forum is better than mailing. Yuriy. --- Оригінальне повідомлення --- Від кого: mengil...@gmx.net Кому: user-list@light.realsoft3d.com Дата: 5 січня 2011, 18:59:24 Тема: Re: Ashikhmin-Shirley Highlights for RS3D Damnit, I of course had some new problems with the shader... These occur when you use reflection or transparency (which you most probably will when you use anisotropic highlights...). I believe I already have the solution, but I?ll have to "investigate" a little further. Oh, plus you have to use a good render quality ("Quality over speed" for example), or you?ll get huge "artefacts". But since nobody has even answered me on this one, I assume that nobody has come to these problems... Come on people, has anybody even received my email? Why is it so quiet whenever I post something about new shaders? Shouldn?t at least SOMEone say at least something like "Interesting."? Greetz Martin -- Neu: GMX De-Mail - Einfach wie E-Mail, sicher wie ein Brief! Jetzt De-Mail-Adresse reservieren: http://portal.gmx.net/de/go/demail
Re: Variant creating UV texture coordinates objects.
Impressive Yuriy, There is a better way in other modeler like Silo, but in RS, I don't remember. http://www.polygonal-design.fr/ Jean-Sebastien Perron www.NeuroWorld.ws On 10-12-25 11:03 PM, yra scherb wrote: Hi, all. Before New Year has appeared a few free time I have decided to try to execute deployment UV of coordinates of object by tools RealSoft3D. As I did it it is possible to see here http://www.hienergy.com.ua/tytors/UV_seting/UV_seting.html (video.flv 50 mB) Would like to learn that you would advise for improvement of such method of deployment UV coordinates. I congratulate all with coming New Year! I wish all good luck in New year! Best regards, Yuriy Scherbina.
Re: Is the Interpolation formula wrong?
It can't be. Are you sure that it works in every case? If it is indeed ok, i will also change it in ComabadZ. All over the internet they are using the longer version? Why? What would be the benefit of one compared to the other. Jean-Sebastien Perron www.NeuroWorld.ws On 10-12-18 05:01 AM, Vesa Meskanen wrote: Hello, Why not use? (p3-p2)*p1+p2 This require 3 operations p1 is the % I do use the same formula as RS in CombadZ, but i don't understand when the second formula does not work? The VSL interpolation object indeed used the slower computation. I changed it to the faster one right away after noticing your email. Thanks for the tip! Best regards, Vesa
Abandon the manual in favor of video tutorials.
I am watching all video tutorials of Houdini and Blender. It's better than watching TV. Both of these software cover almost 100% of the software in video tutorials. Silo is also doing the same. I will do the same with CombadZ : no manual, only videos. It makes the learning process much more fun and fast. What do you think? Someone should use a screen recorder with a microphone and start converting the user manual to videos. Jean-Sebastien Perron www.CombadZ.com
Is the Interpolation formula wrong?
Inside Realsoft Shading the interpolation formula is (1-p1)*p2+p1*p3 This require 4 operations Why not use? (p3-p2)*p1+p2 This require 3 operations p1 is the % I do use the same formula as RS in CombadZ, but i don't understand when the second formula does not work? Jean-Sebastien Perron www.CombadZ.com
Re: Any future development updates for RS
Yesss : ) On 10-12-15 12:07 PM, Vesa Meskanen wrote: Hello, I did'nt find it anymore in software updates section. So it must be a mistake from Realsoft :) Right, product versions for betatesters should not be visible to all users. Anyway, I can confirm that v8 is under development and will be released next year. Best regards, Vesa
Good old time
http://www.youtube.com/watch?v=ZMAQC5mp8xk Jean-Sebastien Perron www.NeuroWorld.ws
Re: You really dont understand... RE: (Future...) Key word is full-featured btw.
RS does not need improvements in modeling, there is already everything you could ever dream in 3D coat. And 3D coat is compatible with RS. Jean-Sebastien Perron www.NeuroWorld.ws On 10-11-21 01:38 PM, mengil...@gmx.net wrote: Well ok, everbody has his priorities. ;-) But I guess it doesn´t matter anyway, since there has been no feedback whatsoever by Realsoft on ANY of the suggestions, nor answers to any of my questions. All in all, as I already wrote, I also think that RS3D lacks tools to shape objects on a more macroscopic scale. Hard surface modelling - wonderful. Shaping complex models - not so wonderful in RS3D. But making that better wouldn´t just need sculpting, IMHO it would first need other tools like some found in Modo. Simple sliding of loops for example. BTW: Being able to brush objects in place sounds nice, and/but if you´re already that far, voxel-sculpting wouldn´t seem to be so far away anymore. Say, take some hundret or thousand CSG spheres, brush them in place, then apply metaball. But why start from scratch - best thing to do would possibly be to talk to the maker of 3D-Coat; make an extensive 3D-Coat plugin for RS3D and offer a nice-priced bundle of the two apps, later integrate this plugin into RS3D (via a switchable 3D-coat layout in RS3D) so that there would be no need to switch the applications anymore. Could possibly work out. Greetz Martin Original-Nachricht Datum: Sat, 20 Nov 2010 18:17:55 +0100 Von: Beg-innerbegg...@telia.com An: user-list@light.realsoft3d.com Betreff: Re: You really dont understand... RE: (Future...) Key word is full-featured btw. Hi Juha.. I really think you have a point here... I also think that sculpt tools are not just for sculpt sw only, but for all 3D sw (Gone should be the days of one point at a time editing...at least when not needing to..) I too would like to see at least basic sculpting options (or similar), to easily be able to modify multiple points on the fly.. and not have to do things one point at a time, or having to first select needed points (and those and only those points move, making the model not smoothly change) RS has type of SoftSelection, but its a multistep workflow, and not the on the fly type of workflow that is so intuitive with sculpting type of tools. I dont demand or even think RS should have any of the advanced sculpting tools, but I think one could expect that it would have the basic features of more modern ways of modify multiple points etc on the fly ! and even have it work in a general way, so you also could apply it on multiple objects (treat each object as each of them was a single point..=). so you could modify a flock of objects, to shape the flock and not the individual points on each object... (hope this made any sense) (Like if each object was a point in a particlecloud...=) (Simple example... so you could have a bunch of spheres (or whatever objects, or mix of objects), then shape the flock of spheres into a sculpture...) btw I use the very lovely and free, Sculptris Alpha 5, and its way cool and darn easy to work in, and yep one could pingpong the model back n forth RS Sculptris, to use each strengths.. but that is like using Lightwave... =) So some of the basic workflows of let say Sculptris.. in the way of editing(Moving, scaling, flattening, smoothing, Creasing and so on) on multiple points smoothly in one go, should be available in all modern 3D sw, so in RS Sorry to hear that you moved away from RS Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. - Original Message - From: Juha Mukari To: user-list@light.realsoft3d.com Sent: Wednesday, November 17, 2010 10:58 AM Subject: RE: You really dont understand... RE: (Future...) Key word is full-featured btw. It would be much esier to ask: where i do not need sculpting. Sculpting is one way to modell 3d-modells... especially humans. and i dont mean special sculpting tools, i mean simple sculpting tools like: http://www.curvy3d.com/ Cury 3D... But i dont need that anymore when i moved to cinema... -- Date: Wed, 17 Nov 2010 02:24:35 +0200 Subject: Re: RE: You really dont understand... RE: (Future...) Key word is full-featured btw. To: user-list@light.realsoft3d.com From: __...@ukr.net Hi, all. Excuse me, but really want to know, why do you need sculpting in RS3D. Honestly, would very much like to look at work in which it is necessary to apply it in RS3D. Respectfully yours, Yuriy.
My bold claims will get me in trouble for defying the 3D monarchy and it's followers.
My point was that : why the need for RS to have sculpting tool when you can buy 3D coat and import the models in RS? By the way - I´ve read that you´re gonna publish CombadZ next year. Don´t you wanna reveal at last what CombadZ really is all about? What does CombadZ actually do? Or do we have to wait till next year to see that? CombadZ is not for everyone, the work flow impose a burden and a responsibility on the user never seen before. Most people will not like it (spoon fed artist will not like it). More technical oriented people will like it. Or is it the opposite? It is a simple animation software, without any IK and nothing else. It's more of a scene or project manager. There are no features inside CombadZ to brag about. Once your scene is set up it is really fun to use because it uses an "invisible ..." everywhere. So everything feels like playing with a puppet. I am also nervous about showing it, I will get criticized badly. My bold claim will get me in trouble for defying the 3D world. And some will say that most of the claims are more wordplay than reality. 0 mem and 0 cpu can be true, but not in the way everyone would expect. Couples of years ago I posted about CombadZ on the now dead sunflow renderer. I got laugh at, the young people there pissed on me. Even though CombadZ would have made their life easier. I predict that the industry will all laugh at it (and me since people find it easier to attack a person than to attack an idea), then copy and implement my ideas in their own software. CombadZ is not a perfect software nor the end, it's just the beginning of a new idea and a way to design 3d software. Loading and Saving is different. Selecting object is different. Moving object in browser is different. Moving object in scene is different. Even the buttons are different (not just visually). Animation is really simplified yet more powerful than most if not all animation software. (bold claim) Flexibility, no limits, future proof, infinite compatibility, animate and control everything = your scene will not render and you will have to debug it once in a while. Yet all the scene setup can be bypassed if the community help. CombadZ will show you your very own limits, in your face. If you cannot, it's your fault. Blame yourself and cry in a corner. CombadZ does not call the renderer itself you have to do it yourself. (it did, but I removed the feature) You have to use a small tool also to connect your scene to the renderer independently from CombadZ? There is now way to select object in the view windows. (that is intimidating and annoying at first). In a way you could say CombadZ is shoveling in front. CombadZ is just a tool, it does not do much other than playing with numbers. There is no ui clutter in CombadZ (that is a first since 1990). For example : -animate rendering resolution, -animate and manage thousands+ objects at once in realtime. -animate sampling quality, -animate shaders structure, -render from a different point of view per object on the same rendering. -no need to import your objects, -there is no cameras, lights, models, shaders, rendering settings. -CombadZ does not know or care what renderer or modeler you use. -It does not care about file format. -Render for a different renderer on each frame. -It is the perfect tool for videogames and level editing. -It can control real robot arm. -It does not cure cancer yet. Progress I just completed a major redesigned of the user interface to support tablet PC or Ipad type portable. Mostly remove the need for keyboard and 3 button mouse. It took me 3 months just to find the "perfect" solution. It was in my face all that time. It was a feature already inside CombadZ. Just never thought it could be applied to that. CombadZ will be released in March, because my company is inactive for now. I am back to school for now studying "Industrial drafting". I will finish in March 2011. When release everyone will now, I will show it to many big names of the industry. Including RS witch I think could benefit from some of the ideas. Martin if you wanna see it in action, come to my house and sign me a big NDA and I will show it to you. Jean-Sebastien Perron www.NeuroWorld.ws On 10-11-21 05:31 PM, mengil...@gmx.net wrote: No. No, you haven´t got everything in RS3D that you could dream of in 3D-Coat. Come on, do you REALLY think that? Have you really taken a look at 3D-Coat? Does RS3D have quick and easy UV-Mapping? Does it have quick and easy Retopology? Does it have powerful and intuitive painting? Does it have sculpting? Does it have VOXEL-sculpting? No. It doesn´t. All the things that make 3D-Coat a great tool are absent from RS3D. That´s basically the whole point of wanting such tools in RS3D - because they are not there. Now I personally don´t think that RS3D would have to have sculpting, but implying that RS3D had everything that 3D-Coat could possibly ever have is, well, eh unreaso
UV mapping to the extreme
UV mapping to the extreme http://www.polygonal-design.fr/e_unfold/index.php
RS does what others don't
Stand alone modeling tools like 3D coat, Silo, AC3D, Wings3D, Including Starta CX don't have a simple feature that makes them totally useless. If you do a sweep along a path or a revolve, they don't generate the proper UV. So you cannot animate and texture a conveyor belt, no sewer, no tubing, no animated water fall, no donut, etc... RS is the only software I know with Shade 5-9 that does that simple thing correctly. The shape provide the U and the path provide the V, easy. But most Pro software fail at this point. Jean-Sebastien Perron www.NeuroWorld.ws
Re: Qt about OpenGL
I use OpenGL and Free glut for my 3D software Combadz. Simple advice, don't use the primitives provided by OpenGL. Import your own from RS. Depending on the implementation of OpenGL, the primitives will be fixed models with predefined polygons. Jean-Sebastien Perron www.CombadZ.com On 10-11-12 04:37 PM, Frank Brübach wrote: hello all. This is not a realsoft specific topic, sorry, but I like and love realsoft 3d. At my school I am working as teacher at the moment with an openGL project. Perhaps somebody can give some infos or links or hints about this question.. I am working at an openGL project with (wished!) nicely rounded shapes with openGL :) But there's at the moment no chance to use it. I wanted to use simple primitives with openGL, cube, sphere, torus, cone and on on... but I have noticed all this shapes aren't quite smooth or nicely round shaped. does anybody know why this behaviour is so odd? ;) by one hand I've thought last days that openGL feature for primitives aren't depend at polygon amoung or densitiy for hardware power and gpu power (graphic card accelerators). but I see it is depending at this polygon to cpu/gpu relationship power and dependation. that's true? I liked to use realsoft on my old laptop (five years old!). I can even render few csg models with short rendering times and that's impressive for me :) my question is how I can use simple primitives scenes with openGL (freeglut, glut) and rounded shapes ? I am appreciated to get any answer, would be very great! thanks, frank Neu: WEB.DE De-Mail - Einfach wie E-Mail, sicher wie ein Brief! Jetzt De-Mail-Adresse reservieren: https://produkte.web.de/go/demail02
Re: SDK/ sites down/ frustration/Realsoft
It's not about how much you gain money, it's about how much you spend. RS is still around because they kept the spending low. What you are kind of saying Martin is that you would favor a software based on it's users/community/popularity over the software itself. In 10 years RS will still be there with a few redefining revolutions here and there. From day 1 (RS 1.0) to today they have kept it the same. When you have a winning recipe you don't change it. What good is money if you cannot survive in difficult times and risk loosing it all. The only thing that can change is YOU and US. We can do more. Jean-Sebastien Perron www.NeuroWorld.ws On 10-11-07 11:50 AM, mengil...@gmx.net wrote: Sure you´re right, but somehow that´s the whole point, right? If Realsoft is basically just two people - and this proves to be not enough - than it should be checked if other options are available. And this just roughly correlates to the price of the product. If the expenses are doubled and so are the earnings generated by RS3D, then the equation much likely evens out - at least. To, for example, have an investor who gives money for marketing and development but also wants a percentage of the income, should at least generate the same amount of income for Vesa and Juha as is generated now, simply through increased sales, while the price could probably stay the same. Let´s face it - leading software publishers only demand high prices because they can. Because their software is the leader. If for example you compare Photoshop to some of it´s (theoretical) competitors, you will find that some of them sell for only five percent (!) of Photoshops price; while offering about 80% of Photoshops capabilities. But even if RS3D cost fifty or a hundret bucks more, users would buy it if they saw that the increased functionality was worth it. Martin Original-Nachricht Datum: Sun, 7 Nov 2010 13:57:40 + Von: leeel...@spatial.plus.com An: user-list@light.realsoft3d.com Betreff: Re: SDK/ sites down/ frustration/Realsoft I've been using RS a long time, albeit not quite as long as Mark - just since V2 on Amiga - but like Mark, the way that RS works fits me just right (even though I'm not as active as I used to be, I still get the occasional idea for a pic and manage to 'dribble' out a few new pics each year.) I think that one of the important factors that needs to be remembered concerning RS is the price/performance trade-off that it offers. RS hasn't been produced by a large organisation, with extra staff dedicated to promotion; it's pretty much just a two-man show. I think the bottom line is you pays your money and takes your choice. If you want more support, beyond that offered by other users, then perhaps you need to pay more to a larger organisation that uses that extra money to employ promotional staff. LeeE
Re: SDK/ sites down/ frustration/Realsoft
Martin, post your shader code or formula and I will try to do it in RS. I also wish that RS would show more on their website. RS need to simplify and make GI faster. I'd like to see more from other users. Jean-Sebastien Perron www.NeuroWorld.ws On 10-11-06 06:17 AM, mengil...@gmx.net wrote: @Jean-Sebastien: Well I surely don´t wanna dictate people to be unhappy with RS3D. ;-) But for me there are just so many loose ends. Though I have to admit that there IS a shimmer of hope. I don´t know, maybe I´m the only one who didn´t notice that. Maybe it was written about on the list and I just didn´t read it? Or may it be that it really wasn´t talked about? What I mean is - Realsofts site now features some tutorial videos. I just noticed it by chance when I was looking for something completely different. So there are now some basic tutorials, sadly without sound, but tutorials nonetheless. Did I really overlook an anouncement regarding that?? The news page contains an info about the new tutorials which dates back to october the seventh. I´m pretty much startled cause I could swear that this was not anounced on the list. If it was, people could already have gone to gather their tutorials to be uploaded to the Realsoft site. Could this perhaps even be why the Render Daemon was shut? Because it´s material was to be integrated into the official Realsoft website? Now I´m really hoping for a comment of one of the Realsoft crew to shed some light on this. Martin PS: Regarding my shader-try I should post a separate mail. Cause as it seems I could really need some help on that. I´ve already converted the formula into VSL-objects (most notably variables and operation objects), but it doesn´t do what it´s supposed to. And doing this by hand was, well, simply painfull. I practically wasted a day for something that could be written in code in a matter of minutes. So I wanna try scripting, but my problem is that I don´t really understand the syntax. I´ve found some general mathematical javascript commands but RS3D seems to use different ones; which I think to have found out by now, only to find that there don´t seem to be floatingpoint commands like sine and cosine? I can´t really believe that, especially not since they are implemented into the VSL operation object. Another problem for me is that I don´t know how to plug equations like that into the engine. For example I need the input of Light: Ray and Surface: Ray, and don´t really know how to get the data out of these channels to be used in the equations to then pass the outcome on to the Surface: Illumination channel. Oh, plus I don´t know how a VSL material would in general support mathematical formulars written in a (java)script. Would the resulting material be useable as a standalone VSL material or would it always need the script to be useable at all? However, I think I´ll just post a new message regarding that, as I wrote several lines ago now. ;-) Original-Nachricht Datum: Sat, 6 Nov 2010 17:27:37 +1300 Von: Neil Cooken...@neilcookegraphics.co.nz An: user-list@light.realsoft3d.com Betreff: Re: SDK/ sites down/ frustration/Realsoft My rant ... Lol . I'm not out to startle ... I need the best illustration pencil I can get for my clients. It's 3D CG, in my case RS. The guys still have to promote their products ... they still need pix of their products ... 3D CG does this better than photography in all but two cases. Which 3D CG does it best is a silly question ... best fails because it is fiction ... the only thing needed is that the pic get's done, and in any 3D CG the pix will be totally OK. N. - Original Message - From: Jean-Sebastien Perron To: user-list@light.realsoft3d.com Sent: Saturday, November 06, 2010 4:35 PM Subject: Re: SDK/ sites down/ frustration/Realsoft Maybe I can help you with your shader equation? RS shading language is similar to Renderman shading language, they are all the same. Many docs and books have been written on the subject. When I will redo my website next year, I will dust of the RS tutorial section. I will add new RS tutorials, this time to explain the 3D workflow with www.CombadZ.com It's true that the RS users are not that active anymore. It's also true also for 80% of the 3D software, even povray is abandoned (it's been out of touch with reality for 10 years now). By now everybody knows how to do 3D from A to B. It's all over the internet full of tutorials and books. There is no way someone will come with a rendering that will impress us anymore. 3D has become something boring as hand-knit? Maybe because the 3D CG wow factor is gone : nobody will get close to Avatar Even the most basic CAD software today produce incredible images : Autocad, Inventor, SolidWorks. There is nothing special about us anymore. Sorry but I'd rather play with my piss than play with particle/flow again
Re: SDK/ sites down/ frustration/Realsoft
Maybe I can help you with your shader equation? RS shading language is similar to Renderman shading language, they are all the same. Many docs and books have been written on the subject. When I will redo my website next year, I will dust of the RS tutorial section. I will add new RS tutorials, this time to explain the 3D workflow with www.CombadZ.com It's true that the RS users are not that active anymore. It's also true also for 80% of the 3D software, even povray is abandoned (it's been out of touch with reality for 10 years now). By now everybody knows how to do 3D from A to B. It's all over the internet full of tutorials and books. There is no way someone will come with a rendering that will impress us anymore. 3D has become something boring as "hand-knit?" Maybe because the 3D CG wow factor is gone : nobody will get close to "Avatar" Even the most basic CAD software today produce incredible images : Autocad, Inventor, SolidWorks. There is nothing special about us anymore. Sorry but I'd rather play with my piss than play with particle/flow again. These things are as redundant as filming water. They are like easter egg game inside 3D software : they are time waster. When do you see particle in real life? when do you see reflections in real life? Almost never. Clothing and hair are also not moving in real life (95% of the time). Avatar could have been made with RS. What I have seen since 1989 in the 3D world : a lot of people trying and abandoning. Most people get frustrated quickly and blame the software for their lack of will, imagination, talent and resourcefulness. Sorry I get frustrated by particles, flow and physics in 3D software. Recently I have met a young guy who wanted to 3D animation. But instead he got stuck like most newcomers in playing with particles endlessly totally hypnotised doing nothing else. After 3 months of watching his numerous "Realflow" videos (look like pissing on every kind of geometry possible) , he finally quit 3D. Particles create spectacular animation without any effort nor planning. It's good to wow yourself for a while, but eventually you will have to produce something worth watching. Blaming the powerful software we have nowadays is as ridiculous as blaming a pen, a brush, sculpting knive for the poor result. I don't care if I am the only one in the world using RS. I use it because I like it. I don't need the world to approve it. I don't need to know that RS is the most trendy software. 80% of the world use Microsoft Windows, does that make it the best. Hell no! Yes , Martin you are 100% right and at the same time I don't see it as a problem anymore. Cinema 4Pay, is just the concept of selling a software in pieces at a higher price. And selling them their favorite videogame : particles. As usual don't consider this rant too seriously. I'm probably just trolling again ; ) Jean-Sebastien Perron www.NeuroWorld.ws
Re: Rendering 3d output ?
http://neuroworld.ws/tutorials/jsp_tutorial_stereoscopic/jsp_tutorial_stereoscopic.htm PS don't always use the separation distance between your eyes. Take the decision shot by shot for what is best for that scene. Sometimes it is better to make both cameras look at the same point in other case they must look parallel. There is no perfect setting, playing with separation distance and parallel vs crossing. Jean-Sebastien Perron www.NeuroWorld.ws On 10-10-07 08:20 AM, Jason Saunders wrote: Thanks Matthias, but do you know how far apart the two cameras should be to represent the left and right eyes view? Regards Jason -Original Message- From: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] On Behalf Of Matthias Kappenberg Sent: Thursday, October 07, 2010 11:43 AM To: user-list@light.realsoft3d.com Subject: Re: Rendering 3d output ? Hi Jason, maybe this one can help: http://www.matthias-kappenberg.de/index.php?id=106 Create 2 cameras, then render the first sequence with first cam active, then the second sequence with the second cam active Matthias - Original Message - From: Jason Saundersj...@pixelperfect.co.uk To:user-list@light.realsoft3d.com Sent: Thursday, October 07, 2010 11:13 AM Subject: Rendering 3d output ? Hi, I think this topic came up a while back, apologies but index searching on my PC seems busted. I wondered if anyone has attempted rendering 3D content for 3D tv's yet using Realsoft? Assuming there is a good method for setting up two cams at a specified distance apart for each eye and rendering each camera separately to then converge the frames elsewhere. If anyone has some ideas or tips on this it would be good to know. Many thanks, Jason
Re: RS is way too much flexible and powerful for it's users.
The complain is only about GI, so it's simple, we need better GI. Better = simple, efficient, fast and realistic Jean-Sebastien Perron www.NeuroWorld.ws On 10-07-30 07:05 AM, Jouni Hätinen wrote: It's not all about features. For example Blender has a very impressive feature list, but after trying it a couple of times, I decided I will never try to use it again. The user interface is just so awful compared to RS. In my opinion RS should concentrate more on the already good user interface and modeling. Sculpting would be a good addition, but more important would be better import/export features, so that you could use other rendering/modeling software with Realsoft. -Jouni 2010/7/30 aidan o driscollaidan...@gmail.com: And by the way - while reading the various opinions on this topic over last while - I have seen some people pretty much saying for what I do in 3D RS is fine, it has what I want so therefore all is fine. Unfortunately one cannot bury one self in the proverbial 3D sand either, with that attitude. Not everybody who uses / has used RS is the same. RS will / cannot survive on the few who feel the current tool / feature set is fine. I would also have to argue that alot of other more up to date featured app are equally as good or better at modeling as RS is. Modo, Silo, not to mention the big boys. Try them - then compare to RS. Aidan On 30 July 2010 10:42, aidan o driscollaidan...@eircom.net wrote: With respect to RS and the industry in general - Sculpting. Pretty much every other app has listened and either has sculpt features OR can import very large meshes without falling over THEN has retopology tools. Least of all an import export set to get you in / out of the likes of Zbrush, 3D Coat and the like, Thought I would throw that one in :D Aidan On 30 July 2010 05:38, Jean-Sebastien Perronj...@neuroworld.ws wrote: All object should be modeled or converted to Subdivision with Quad polygons. Why, because all the industry is doing it. It's simple and efficient. All materials should be made using textures map, not procedural. Texture placement should be burn on the point of the polygons. If you follow this, your creation will always works perfectly on any 3D software. Jean-Sebastien Perron www.CombadZ.com On 10-07-29 11:54 PM, mengil...@gmx.net wrote: Yeah, I too would say that RS3Ds greatest strenght is its modelling capabilities, and in general its straight-forward approach for the basic tools. The problem here, as I see it, is a not so good interoperability of RS3D. Exporting polygon geometry is pretty easy - until you want to export a model with a UV map. I´ve never gotten that done. Exporting NURBS is possible if you got the IGES (?) im-/exporter plugin, but than again there are not that many renderers that support that. Exporting CSG-Booleans then is nigh-impossible, for the most part perhaps because there are so very few other 3D-packages that support CSG. Then you also have the option of converting your geometry to polygon geometry - but not if you use CSG-booleans. So you end up caught inside RS3D where problems like the one with GI affect you. You either use the application to it´s full potential OR remain interoperability with other software like named standalone renderers. RS3Ds greatest benefits are in part also its greatest flaws, because they set the software appart in a way that other software can´t keep up or simply does things in a totally different way. If you look at unbiased renderers for example, the material parameters are pretty exactly the same in every renderer. If RS3D featured a physically based material that featured all theses parameters, it would be not that much work to make an exporter for Luxrender, Maxwell, Fryrender and the likes. Well, as long as you sticked to polygon meshes and left out procedural textures. And if there was something like an auto-mesh tool for CSG that converted CSG geometry to polygon geometry, you could use CSG-Booleans in RS3D without worrying about how to get the data out to another program, should the need arise. Converting CSG in such a way even is already possible if you do it by hand. By taking a mesh and using the collision detection setting with the move and scale tools, you already can shrinkwrap a mesh around a CSG-boolean quite pleasingly - only that this can take quite some time. Integrating a feature that did the work automatically would make RS3D more open. So in the end you would have the choice to either use RS3Ds own rendering engine, or to convert/export your scene to another renderer, whatever type of geometry you used. Thinking again about the NURBS-im/export. I guess this will mostly be used to get data out of other (specialized) software into RS3D for building a scene to render a still or to animate it. In this case exporting or convertion capabilities won´t matter much. Instead here it would be most important to increase the packages own capabilities, perhaps most
Re: RS is way too much flexible and powerful for it's users.
You are right Martin. I agree with everything you just wrote. If you look on my website you will realize that I do exactly the opposite of what I wrote. RS needs to open to the world and lower it's price. And they should simplify RS or redesign it completely. I don't know if a 3D software can be as simple as Strata and Powerful as Houdini at the same time? Stand alone modelers, stand alone renderers, stand alone texture painting, standalone character animation ... Are all doing better than full application at a lower price combined together. What is the most important thing about RS? Modeling, Rendering, Animation or FX? Jean-Sebastien Perron www.NeuroWorld.ws On 10-07-28 04:56 PM, mengil...@gmx.net wrote: @Jean-Sebastien: Thing is simple: Time is money. RS comes at something around 600 Euros. Lightwave for example comes at around 900 Euros. If I have to experiment dozens of hours just to get the GI done for a few scenes, I could as easily buy another program that spares me this work. When seen as an investment, this becomes even more important - why should one go for RS3D with the prospect of having significantly more work to do, instead of simply spending some additional hundret bucks to get a solution that gets the work done more quickly? Of course discovering the possibilities of a program is nice, but HAVING to discover a needed possibility isn´t. So slogans like Don't blame the car, blame the driver. sound pretty cynical to me. Yes, we are getting left behind, as Jason wrote. Especially when there are already a bunch of FREE standalone renderers that do better. Kerkythea, Sunflow, Luxrender, Yafray... I surely even forgot some. In its newest edition, Blender even has volumetrics in. And rendering volumetric clouds is even much easier here, compared to RS3D. The features that set RS3D apart from other 3D-packages get less every year. Blender just had to implement NURBS surfaces and CSG, and the ice would be getting real thin for RS3D. Cause, according to my knowledge of RS3D, these are the two things that set RS3D apart from most other 3D-apps. (Now i see that Stefan Klein already mentioned those things. So. He´s right. ;-) BTW @ Stefan: Pleeeaaase... don´t put your message at the bottom of the huge block of cited messages but ON TOP of it. At first I even thought the email to be some accidentally sended chunk of text from the lists server. Greetz, Martin Original-Nachricht Datum: Sat, 24 Jul 2010 22:51:10 -0400 Von: Jean-Sebastien Perronj...@neuroworld.ws An: user-list@light.realsoft3d.com Betreff: RS is way too much flexible and powerful for it\'s users. The maxwell renderer demo reel says it all : beautiful images, noanimation. And the few animations have noises moving around. RS must offer a way to use stand alone renderers (that is reallyimportant). For now there is not one efficient standard way of communicating witha renderer. All of them use all sorts of undocumented SDL (scene descriptionlanguage) or worst : binary or .dll But I don't agree that the RS renderer is not good enough. It is perfect, just not what some need right now. What is needed is a perfect GI button or template scene (Seriously)like Strata3D. Strata3D do all the setup for you with predefined scenes. Procedural materials will always have AA problems, textures never will. The problems found in RS are the same encounter in Renderman. Pixar renderman generate a lot of lighting glitches that need to becorrected by hand for example. Contrary to Renderman, all these small (look at me) stand alonerenderers are not production ready. To create beautiful images with renderman you need a lot of work. In renderman there is no GI, only the mathematical function to code ityourself inside your shaders. By reading and experimenting a lot with Renderman, I found that it hasa lot of similarities with RS. RS can make images as beautiful as any other renderer on the market. For that you need to understand rendering, lighting, shading and RS alittle deeper. And that is what most RS users are not ready to invest time in. Don't blame the car, blame the driver. It's not fair to compare RS to other renderers. RS is a pure Raytracer. Like any methods there are pros and cons. Contrary to many other 3d app, RS does not offer decent scene setup andmaterials right from the start : you have to do it all from scratch. Prepare for the flames and the usual offended : ) Jean-Sebastien Perron www.NeuroWorld.ws
Interesting book about raytracing
http://www.raytracegroundup.com/index.html Jean-Sebastien Perron www.NeuroWorld.ws
Re: RS is way too much flexible and powerful for it's users.
All object should be modeled or converted to Subdivision with Quad polygons. Why, because all the industry is doing it. It's simple and efficient. All materials should be made using textures map, not procedural. Texture placement should be burn on the point of the polygons. If you follow this, your creation will always works perfectly on any 3D software. Jean-Sebastien Perron www.CombadZ.com On 10-07-29 11:54 PM, mengil...@gmx.net wrote: Yeah, I too would say that RS3Ds greatest strenght is its modelling capabilities, and in general its straight-forward approach for the basic tools. The problem here, as I see it, is a not so good interoperability of RS3D. Exporting polygon geometry is pretty easy - until you want to export a model with a UV map. I´ve never gotten that done. Exporting NURBS is possible if you got the IGES (?) im-/exporter plugin, but than again there are not that many renderers that support that. Exporting CSG-Booleans then is nigh-impossible, for the most part perhaps because there are so very few other 3D-packages that support CSG. Then you also have the option of converting your geometry to polygon geometry - but not if you use CSG-booleans. So you end up caught inside RS3D where problems like the one with GI affect you. You either use the application to it´s full potential OR remain interoperability with other software like named standalone renderers. RS3Ds greatest benefits are in part also its greatest flaws, because they set the software appart in a way that other software can´t keep up or simply does things in a totally different way. If you look at unbiased renderers for example, the material parameters are pretty exactly the same in every renderer. If RS3D featured a physically based material that featured all theses parameters, it would be not that much work to make an exporter for Luxrender, Maxwell, Fryrender and the likes. Well, as long as you sticked to polygon meshes and left out procedural textures. And if there was something like an auto-mesh tool for CSG that converted CSG geometry to polygon geometry, you could use CSG-Booleans in RS3D without worrying about how to get the data out to another program, should the need arise. Converting CSG in such a way even is already possible if you do it by hand. By taking a mesh and using the collision detection setting with the move and scale tools, you already can shrinkwrap a mesh around a CSG-boolean quite pleasingly - only that this can take quite some time. Integrating a feature that did the work automatically would make RS3D more open. So in the end you would have the choice to either use RS3Ds own rendering engine, or to convert/export your scene to another renderer, whatever type of geometry you used. Thinking again about the NURBS-im/export. I guess this will mostly be used to get data out of other (specialized) software into RS3D for building a scene to render a still or to animate it. In this case exporting or convertion capabilities won´t matter much. Instead here it would be most important to increase the packages own capabilities, perhaps most of all it´s GI rendering capabilities. So, in the end you would get around doing that. Greetz, Martin Original-Nachricht Datum: Thu, 29 Jul 2010 12:04:15 +0300 Von: Jouni Hätinenjouni.hati...@iki.fi An: user-list@light.realsoft3d.com Betreff: Re: RS is way too much flexible and powerful for it\'s users. I think Realsoft's strengths are modeling and user interface. And that it's available on Linux. It's also very cheap on Linux. If you do only one thing and you find a program that does it very well, then it's probably the best to use that. But Realsoft does many things. If you want to buy the best program for every different task, it's going to be very expensive. The only thing that really bugs me in Realsoft is their release plan, or lack of it, especially for Linux. -Jouni 2010/7/29 Jean-Sebastien Perronj...@neuroworld.ws: You are right Martin. I agree with everything you just wrote. If you look on my website you will realize that I do exactly the opposite of what I wrote. RS needs to open to the world and lower it's price. And they should simplify RS or redesign it completely. I don't know if a 3D software can be as simple as Strata and Powerful as Houdini at the same time? Stand alone modelers, stand alone renderers, stand alone texture painting, standalone character animation ... Are all doing better than full application at a lower price combined together. What is the most important thing about RS? Modeling, Rendering, Animation or FX? Jean-Sebastien Perron www.NeuroWorld.ws On 10-07-28 04:56 PM, mengil...@gmx.net wrote: @Jean-Sebastien: Thing is simple: Time is money. RS comes at something around 600 Euros. Lightwave for example comes at around 900 Euros. If I have to experiment dozens of hours just to get the GI done
RS is way too much flexible and powerful for it's users.
The maxwell renderer demo reel says it all : beautiful images, no animation. And the few animations have noises moving around. RS must offer a way to use stand alone renderers (that is really important). For now there is not one "efficient" standard way of communicating with a renderer. All of them use all sorts of undocumented SDL (scene description language) or worst : binary or .dll But I don't agree that the RS renderer is not good enough. It is perfect, just not what some need right now. What is needed is a "perfect GI" button or template scene (Seriously) like Strata3D. Strata3D do all the setup for you with predefined scenes. Procedural materials will always have AA problems, textures never will. The problems found in RS are the same encounter in Renderman. Pixar renderman generate a lot of lighting glitches that need to be corrected by hand for example. Contrary to Renderman, all these small (look at me) stand alone renderers are not production ready. To create beautiful images with renderman you need a lot of work. In renderman there is no GI, only the mathematical function to code it yourself inside your shaders. By reading and experimenting a lot with Renderman, I found that it has a lot of similarities with RS. RS can make images as beautiful as any other renderer on the market. For that you need to understand rendering, lighting, shading and RS a little deeper. And that is what most RS users are not ready to invest time in. Don't blame the car, blame the driver. It's not fair to compare RS to other renderers. RS is a pure Raytracer. Like any methods there are pros and cons. Contrary to many other 3d app, RS does not offer decent scene setup and materials right from the start : you have to do it all from scratch. Prepare for the flames and the usual offended : ) Jean-Sebastien Perron www.NeuroWorld.ws
Ray tracing is the future and it will always be
What is needed is not a plugin or an export to another renderer. Because technology is always changing we need a definitive solution. Maintenance of compatibilty is an eternal process and can only be a short term solution. I found part of the solution in CombadZ and will share it with RS in January next year. I think RS could definitively solve the age old problem compatibility between software with the tip I will give them. My software will fully support any renderer but it's not enough, CombadZ is a really simple software (no character animation, no particles, etc). I am alone for now, but soon more people will be able to improve on what I found. RS programmers are way more advanced than me. They could push my idea beyond in no time. It is really really easy to make RS compatible with anything. If RS would sign a NDA with me I could show them everything. As long as they credit me for the finding. On the other hand the solution involve a lot more responsibility on the user : sudden unlimited power is difficult to manage. --- It is not clear by reading comments on this list : What do users want? More simple software or more power and flexibility? Are you more pov-ray or renderman? RS shading language could be made easier with a node based interface. Or they could do a Do it all shader. I could do such a shader, it would take me a month to do it. Strata, ShadeR9 and many others application use such trick. It's slow but fast to work with. OpenCL could improve RS rendering performance in the future. Jean-Sebastien Perron www.NeuroWorld.ws
Re: Fryrender plugin support
Wow really interesting Rakesh. Larrabee won't be released soon, if released at all. I hope you are right, I am eager for theses new features to be open standard. As a programmer, it's even difficult to use good old OpenGl/DirectX mess. Thankyou for that long response, If you know more tell us. I will do further reading about the new GPU. The new c++ standard ( C++0x) that will be revealed the next year, will support multi threading. Like Python, most languages are now supporting parallel execution directly in the language. OpenGL, DirectX, Larrabee, ATI, Nvidia, Mac, Linux, Win ... They will never merge to any standard. I really like your landscape pictures. Jean-Sebastien Perron www.CombadZ.com On 10-07-20 02:34 AM, Rakesh Malik wrote: GPU based renderers are most likely the future. The Cell isn't it -- it's only somewhat parallel, and it's not well-suited to double precision arithmetic. It's a better suited to rendering than to gaming, but it's definitely nowhere near to being all that it's cracked up to be. The latest generation of GPU's from nVidia and AMD/ATI are, however, exactly what you're describing -- massively parallel, with extremely fast buses, and with general-purpose computing engines rather than dedicated hardware to run shaders. The latest nVidia GPU's do double-precision arithmetic well, which is specifically for high-performance computing. The consistency isn't due to the GPU's being GPU's, it's because general-purpose GPU's are relatively new, and there aren't any standards for them yet. It will change, especially with programming languages for them becoming standardized. Intel's Larabee processor is specifically geared toward general-purpose computing -- it's a collection of small, fast processors with very fast interconnects and it's well-suited to applications such as rendering. And lastly... the reason that the industry is being so conservative about parallelism is that most programmers don't understand even the simplest issues in parallel programming -- how to partition and re-assemble data, handle node failures, mutual exclusion, resource contention, that sort of thing. Rakesh Malik http://www.whitecranephotography.com http://www.flickr.com/baratheon On Mon, Jul 19, 2010 at 6:46 PM, Jean-Sebastien Perron j...@neuroworld.ws wrote: GPU based renderer are doomed unless there is a open and documented standard. Like any hardware-dependent renderer they will fade over time. It's sad that the the Cell processor was ignored by the industry. The Cell in the hand of good old programmers (Assembler and c++) not (scripters) could do so much. I hate AMD and Intel and Arm and Motorolla, The secret to faster computing is parallel work. Like the hundreds of "Blitters" in the old arcade motherboard of the 80's. Programming in parallel require thinking, and the industry is playing it safe. We don't need 4 core we need 32 or 64 and more. Simple core that only do floating point math vectoring. Not all purpose crap like intel(int tel) like in integer. GPU are useless in generating images, no 2 videocard produce the same result. What is important is math math math Vector and matrix nothing else And still to this day, only one processor in the world deliver that : The Cell If I had the money of Bill Gate, In a year I would completely change the computer world. Company are behaving like the petrol industry : holding technology, and improving slowly to make more money. I would have thought that buy now we would not need to think about computing speed. The solution is so simple : (a really really simple RISC processor * 64) + a lot of memory inside the processor) in a single chip. A computer in a chip, everything in a chip. No dedicated hardware or instructions. Actually not all of the above is true, but mostly true Jean-Sebastien Perron www.CombadZ.com On 10-07-19 04:00 PM, aidan o driscoll wrote: OR http://www.refractivesoftware.com/ Octane Render is the world's first GPU based, un-biased, physically based renderer. €99 Bought this recently on offer - €49. Very nice renderer too. Use it with Modo! Plugs for other apps being developed for this also Aidan On 19 July 2010 20:42, Neil Cookene...@xtra.co.nz wrote: Nice Archviz there Arfo!!! Thanks Neil Cooke PS: I dont know enough about renderers to comment and RS does it Ok for me ... in my ignorance perhaps. From: Arjo Rozendaalarjo.rozend...@xs4all.nl To: user-list@light.realsoft3d.com Sent: Tue, 20 July, 2010 6:36:03 AM Subject: RE: Fryrender plugin support Hi Jason, I think Realsoft really needs a better render engine. But rendering with third party plugins would mean some serious changes. Solid objects won't be possible, everything will have to
Render to point cloud instead of 2d images : Impressive video
Finally the video is there on youtube of the private demo I saw 2 months ago about the new Faro 3D scanner. http://www.youtube.com/watch?v=0_lCxc_lwPY It would be nice if RS could render 3D point cloud for realtime engine. Jean-Sebastien Perron www.NeuroWorld.ws
Re: Fryrender plugin support
Fuck them, Fry render is the most closed and arrogant renderer in the world. Let them die or stay where they are (ignored). They never released their scene description language and by looking at it, it's a mess. RS need to be compatible with any Renderman compliant renderer. Most of them are free and otherwise cheap. Because what RS is lacking is Scanline Rendering and Speed. By the way, CombadZ is fully compatible with Fryrender, but I don't want anything to do with them. Jean-Sebastien Perron www.NeuroWorld.ws On 10-07-19 02:36 PM, Arjo Rozendaal wrote: Hi Jason, I think Realsoft really needs a better render engine. But rendering with third party plugins would mean some serious changes. Solid objects won't be possible, everything will have to be turned into SDS/polygonal objects. VSL will be of no use anymore. All the materials will have to be created to work with the render engine. I doubt if this is what most Realsoft users like. I always liked the special things of Realsoft like the VSL and solid objects. I'm afraid the mainstream production market is quite covered by the other apps. So I guess Realsoft is more for the users that like the special options. However I must admit that these specialties have some severe limitations. In terms of production, VSL is far too technical and time consuming to create nice materials. Solids have limitations if you want to add bevels, deform them or things like that. But if Vesa and Juha find some solution that could bring the high quality rendering to Realsoft without losing VSL and solids it would be very impressive. Anyway, I'm even not sure if Fryrender is the best choise. I chose Vray, which is not an unbiased renderer lik Fry or Maxwell. But it's a lot faster. And IMHO it renders very nice images too. But as always there are a lot of different opinions when it comes to choosing a render app. And all the software galeries show the nicest results of their users. Here are some results of myself: Two different interior projects I did this year (rendered with Vray): http://www.xs4all.nl/~joly/show/kantoor.html and http://www.xs4all.nl/~joly/show/wrobel.html Both completely different atmosphere in terms of style. Modern/clean office; the other an private flat in Paris. Arjo. Van: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] Namens Jason Saunders Verzonden: maandag 19 juli 2010 17:03 Aan: user-list@light.realsoft3d.com Onderwerp: Fryrender plugin support Hi, Any votes for development starting on a plug-in for using this render engine in Realsoft ? Seeing as all the other major and not so major 3D apps have it supported, makes sense to try and catch up me thinks. www.randomcontrol.com/fryrender-gallery Regards Jason
Re: Fryrender plugin support
GPU based renderer are doomed unless there is a open and documented standard. Like any hardware-dependent renderer they will fade over time. It's sad that the the Cell processor was ignored by the industry. The Cell in the hand of good old programmers (Assembler and c++) not (scripters) could do so much. I hate AMD and Intel and Arm and Motorolla, The secret to faster computing is parallel work. Like the hundreds of Blitters in the old arcade motherboard of the 80's. Programming in parallel require thinking, and the industry is playing it safe. We don't need 4 core we need 32 or 64 and more. Simple core that only do floating point math vectoring. Not all purpose crap like intel(int tel) like in integer. GPU are useless in generating images, no 2 videocard produce the same result. What is important is math math math Vector and matrix nothing else And still to this day, only one processor in the world deliver that : The Cell If I had the money of Bill Gate, In a year I would completely change the computer world. Company are behaving like the petrol industry : holding technology, and improving slowly to make more money. I would have thought that buy now we would not need to think about computing speed. The solution is so simple : (a really really simple RISC processor * 64) + a lot of memory inside the processor) in a single chip. A computer in a chip, everything in a chip. No dedicated hardware or instructions. Actually not all of the above is true, but mostly true Jean-Sebastien Perron www.CombadZ.com On 10-07-19 04:00 PM, aidan o driscoll wrote: OR http://www.refractivesoftware.com/ Octane Render is the world's first GPU based, un-biased, physically based renderer. €99 Bought this recently on offer - €49. Very nice renderer too. Use it with Modo! Plugs for other apps being developed for this also Aidan On 19 July 2010 20:42, Neil Cookene...@xtra.co.nz wrote: Nice Archviz there Arfo!!! Thanks Neil Cooke PS: I dont know enough about renderers to comment and RS does it Ok for me ... in my ignorance perhaps. From: Arjo Rozendaalarjo.rozend...@xs4all.nl To: user-list@light.realsoft3d.com Sent: Tue, 20 July, 2010 6:36:03 AM Subject: RE: Fryrender plugin support Hi Jason, I think Realsoft really needs a better render engine. But rendering with third party plugins would mean some serious changes. Solid objects won't be possible, everything will have to be turned into SDS/polygonal objects. VSL will be of no use anymore. All the materials will have to be created to work with the render engine. I doubt if this is what most Realsoft users like. I always liked the special things of Realsoft like the VSL and solid objects. I'm afraid the mainstream production market is quite covered by the other apps. So I guess Realsoft is more for the users that like the special options. However I must admit that these specialties have some severe limitations. In terms of production, VSL is far too technical and time consuming to create nice materials. Solids have limitations if you want to add bevels, deform them or things like that. But if Vesa and Juha find some solution that could bring the high quality rendering to Realsoft without losing VSL and solids it would be very impressive. Anyway, I'm even not sure if Fryrender is the best choise. I chose Vray, which is not an unbiased renderer lik Fry or Maxwell. But it's a lot faster. And IMHO it renders very nice images too. But as always there are a lot of different opinions when it comes to choosing a render app. And all the software galeries show the nicest results of their users. Here are some results of myself: Two different interior projects I did this year (rendered with Vray): http://www.xs4all.nl/~joly/show/kantoor.html and http://www..xs4all.nl/~joly/show/wrobel.html Both completely different atmosphere in terms of style. Modern/clean office; the other an private flat in Paris. Arjo. Van: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] Namens Jason Saunders Verzonden: maandag 19 juli 2010 17:03 Aan: user-list@light.realsoft3d.com Onderwerp: Fryrender plugin support Hi, Any votes for development starting on a plug-in for using this render engine in Realsoft ? Seeing as all the other major and not so major 3D apps have it supported, makes sense to try and catch up me thinks. www.randomcontrol.com/fryrender-gallery Regards Jason
Re: I vote for this new feature in RS : render block or render list of what affect what
What's with the shadow, will an object, which is not self affected by a light cast a shadow on the underlying ground, which is affected by this light :-? NO. In any case Renderman does it. Jean-Sebastien Perron www.NeuroWorld.ws On 10-06-12 04:10 AM, Matthias Kappenberg wrote: H, nice idea ;-) But. maybe it's a little bit more complicated: For example: What's with the shadow, will an object, which is not self affected by a light cast a shadow on the underlying ground, which is affected by this light :-? Think this deeper through glas or reflective surfaces Matthias - Original Message - From: Beg-innerbegg...@telia.com To:user-list@light.realsoft3d.com Sent: Saturday, June 12, 2010 1:13 AM Subject: Re: I vote for this new feature in RS : render block or render list of what affect what Hi Jean-Sebastien.. Thx.. As Neil mentioned, Garry made a tut on the lightsensitivity part(not the reflection..), from things on the mailinglist...its on the RS Wiki http://rs3dwiki.the-final.info/index.php?title=The_Amazing_Light_Sensitivity_Shader In some ways it would be nice with an easier way, as it can be tricky for some effects, to know where to use your UserCustomChannel in the VSL material(s).. =) On the other hand, I have a hard time to see how to make it easier and still keep the great flexibility it now has...(but then I am not too good at this, and maybe others can see it..) Maybe what your implementation ideas can be the way to do it... but I am not the man to know.. btw it really should be more docs/tuts on how to use UserCustomChannels but I guess there are a lot of things that needs more docs =) Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Thankyou very much. I should put a tutorial on my website about it and give the credit to you. But all of this is normally done for speed in Renderman and it should be the same in RS. It would be nice to have an easier way. It could be implemented by a list with 2 column Source | Obect affected by that source | type (light, reflection, transparency) my_light : object_affected_by_that_light_01, object_affected_by_that_light_02 ... my_reflective_object : object_that_will_be_reflected_on_that_object_01, object_that_will_be_reflected_on_that_object_01... my_transparent_object : object_that_will_show_through_that_object_01, object_that_will_show_through_that_object_02... Or much simpler RENDER_BLOCKS using the hierarchy. Everything inside this RENDER_BLOCK_LEVEL will render together not affected by the other blocks or the remaining scene. And they will not affect the scene outside the level. Jean-Sebastien Perron www.NeuroWorld.ws On 10-06-11 12:37 AM, Beg-inner wrote: Hi Jean-Sebastien.. Here is a simple prj.. Two lightsource, each with its own material using each an own channel to control which object and how much they are affected by them.. Also a ground using the original 'Gold' material (in which I just added a 'Secondary ray' Shader) that uses an own user channel 'Gold Sens', to control which objects and how much they are reflected in the ground. The values for each UserCustomChannels.. ('Gold Sens', etc) is set in the 'Properties' Win, 'Col' Tab Just select wanted object, then in 'Attributes' DropDown menu, select needed Channel, for ex. 'Gold Sens'. Some simple info in the prj.. (some comments also in the 'Gold' material, in the 'Advanced' Mode If something is unclear, just ask.. Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. I know there is a way via the VSL somewhere in the manual. The point is to do it for speed. Is it possible (like in renderman)? And what about reflection? I can set up an example scene, if you like :_? Only if it takes you less than 5 minutes. Thanks Jean-Sebastien Perron www.NeuroWorld.ws On 10-06-10 03:23 AM, Matthias Kappenberg wrote: I can set up an example scene, if you like :_? Matthias - Original Message - From: Jean-Sebastien Perronj...@neuroworld.ws To:user-list@light.realsoft3d.com Sent: Thursday, June 10, 2010 3:59 AM Subject: Re: Website update What I really need is an easy way to make some lights affect some objects and no others. The same with reflection and refraction to speed up the rendering and also to get more control. Each object or material could have it's list of light that affect it. Example put a folder with a character and a light source so that only that light affect that character. The light would not affect the scene. In one of my project I want the lake to reflect the mountains (lowrez version), but not the threes. And also at the same time the windows of the cabin must reflect the trees. All of this is for speed. Is there something in RS7 regarding these matters. Maybe I am thinking more like renderman. Jean-Sebastien Perron
I vote for this new feature in RS : render block or render list of what affect what
Thankyou very much. I should put a tutorial on my website about it and give the credit to you. But all of this is normally done for speed in Renderman and it should be the same in RS. It would be nice to have an easier way. It could be implemented by a list with 2 column Source | Obect affected by that source | type (light, reflection, transparency) my_light : object_affected_by_that_light_01, object_affected_by_that_light_02 ... my_reflective_object : object_that_will_be_reflected_on_that_object_01, object_that_will_be_reflected_on_that_object_01... my_transparent_object : object_that_will_show_through_that_object_01, object_that_will_show_through_that_object_02... Or much simpler RENDER_BLOCKS using the hierarchy. Everything inside this RENDER_BLOCK_LEVEL will render together not affected by the other blocks or the remaining scene. And they will not affect the scene outside the level. Jean-Sebastien Perron www.NeuroWorld.ws On 10-06-11 12:37 AM, Beg-inner wrote: Hi Jean-Sebastien.. Here is a simple prj.. Two lightsource, each with its own material using each an own channel to control which object and how much they are affected by them.. Also a ground using the original 'Gold' material (in which I just added a 'Secondary ray' Shader) that uses an own user channel 'Gold Sens', to control which objects and how much they are reflected in the ground. The values for each UserCustomChannels.. ('Gold Sens', etc) is set in the 'Properties' Win, 'Col' Tab Just select wanted object, then in 'Attributes' DropDown menu, select needed Channel, for ex. 'Gold Sens'. Some simple info in the prj.. (some comments also in the 'Gold' material, in the 'Advanced' Mode If something is unclear, just ask.. Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. I know there is a way via the VSL somewhere in the manual. The point is to do it for speed. Is it possible (like in renderman)? And what about reflection? I can set up an example scene, if you like :_? Only if it takes you less than 5 minutes. Thanks Jean-Sebastien Perron www.NeuroWorld.ws On 10-06-10 03:23 AM, Matthias Kappenberg wrote: I can set up an example scene, if you like :_? Matthias - Original Message - From: Jean-Sebastien Perronj...@neuroworld.ws To:user-list@light.realsoft3d.com Sent: Thursday, June 10, 2010 3:59 AM Subject: Re: Website update What I really need is an easy way to make some lights affect some objects and no others. The same with reflection and refraction to speed up the rendering and also to get more control. Each object or material could have it's list of light that affect it. Example put a folder with a character and a light source so that only that light affect that character. The light would not affect the scene. In one of my project I want the lake to reflect the mountains (lowrez version), but not the threes. And also at the same time the windows of the cabin must reflect the trees. All of this is for speed. Is there something in RS7 regarding these matters. Maybe I am thinking more like renderman. Jean-Sebastien Perron www.NeuroWorld.w On 10-06-09 09:06 PM, Matthias Kappenberg wrote: Hi Jean-Sebastien Perron, channel rendering is in RS since v4 if I'm right ;-) But they are to much in the deep dark areas of RS like tags etc. Really big features Never used and propagated enough in my opinion. (VSL is another feature like the above, I've missed something like VSL long time in other apps like Lightwave and Cinema4d...) Hmmm, back to Houdini and RS :-) Matthias - Original Message - From: Jean-Sebastien Perronj...@neuroworld.ws To:user-list@light.realsoft3d.com Sent: Thursday, June 10, 2010 1:04 AM Subject: Website update www.jcpexport.ca Now the buttons, tomorrow I will do a darker version of them when they are inactive. My RS skills are a little rusty. And I realize there is so much improvement everywhere in RS. For example the option to render the channels. I am now re-reading after 5 or 6 years all the 3 RS manuals. By reading everything I make sure nothing is left undiscovered. Jean-Sebastien Perron www.NeuroWorld.ws
Website update
www.jcpexport.ca Now the buttons, tomorrow I will do a darker version of them when they are inactive. My RS skills are a little rusty. And I realize there is so much improvement everywhere in RS. For example the option to render the channels. I am now re-reading after 5 or 6 years all the 3 RS manuals. By reading everything I make sure nothing is left undiscovered. Jean-Sebastien Perron www.NeuroWorld.ws
Re: Website update
What I really need is an easy way to make some lights affect some objects and no others. The same with reflection and refraction to speed up the rendering and also to get more control. Each object or material could have it's list of light that affect it. Example put a folder with a character and a light source so that only that light affect that character. The light would not affect the scene. In one of my project I want the lake to reflect the mountains (lowrez version), but not the threes. And also at the same time the windows of the cabin must reflect the trees. All of this is for speed. Is there something in RS7 regarding these matters. Maybe I am thinking more like renderman. Jean-Sebastien Perron www.NeuroWorld.w On 10-06-09 09:06 PM, Matthias Kappenberg wrote: Hi Jean-Sebastien Perron, channel rendering is in RS since v4 if I'm right ;-) But they are to much in the deep dark areas of RS like tags etc. Really big features Never used and propagated enough in my opinion. (VSL is another feature like the above, I've missed something like VSL long time in other apps like Lightwave and Cinema4d...) Hmmm, back to Houdini and RS :-) Matthias - Original Message - From: Jean-Sebastien Perronj...@neuroworld.ws To:user-list@light.realsoft3d.com Sent: Thursday, June 10, 2010 1:04 AM Subject: Website update www.jcpexport.ca Now the buttons, tomorrow I will do a darker version of them when they are inactive. My RS skills are a little rusty. And I realize there is so much improvement everywhere in RS. For example the option to render the channels. I am now re-reading after 5 or 6 years all the 3 RS manuals. By reading everything I make sure nothing is left undiscovered. Jean-Sebastien Perron www.NeuroWorld.ws
Re: RS7 Linux view does not show/update rendering
Yest it does, but if I set the view to non-opengl, everything is fine, but no opengl On 10-06-08 11:20 AM, leee wrote: On Tuesday 08 Jun 2010, Jean-Sebastien Perron wrote: Temporary solution : Click on the view Click the raytrace button Right click on the view The left click on the edit bar Jean-Sebastien Perron www.NeuroWorld.ws Iirc, this used to happen if you tried to render a view window that was in OpenGL mode. Try opening a new view window, set the view and render properties you want, and try rendering to that, to see if the same thing happens. LeeE
Update on the website
www.jcpexport.ca The logo is finally over after so many painful attempt. First I did the ripple with a shader then modeled the wave to be more real. Jean-Sebastien Perron www.NeuroWorld.ws
Re: 3D website made with RS7 Linux
Thanks for your comments 1 - I use only Sea Monkey Composer. 2 - I know absolutely nothing about html or else. I know about the 2 extra lines I will correct it tonight and improve a little. Jean-Sebastien Perron www.NeuroWorld.ws On 10-06-07 02:27 AM, Matthias Kappenberg wrote: Hi Jean-Sebastien, Table design is outdated. Maybe you should give absolute positioned div containern a chance. And inline styles are not good, because of reusing, changing styles. Matthias - Original Message - From: Jean-Sebastien Perronj...@neuroworld.ws To:user-list@light.realsoft3d.com Sent: Monday, June 07, 2010 2:51 AM Subject: 3D website made with RS7 Linux This is only the beginning. www.jcpexport.ca Try rescaling the window of your browser. This is an attempt at making a website full screen at any resolution. There will be some 3D buttons made with transparent cristals and also some objects that will reflect on rippled water on the surface of the page. Jean-Sebastien Perron www.NeuroWorld.ws
Re: 3D website made with RS7 Linux
This was just a test there is nothing on the website yet Jean-Sebastien Perron www.CombadZ.com On 10-06-07 04:46 PM, Neil Cooke wrote: The URL fails on my browser. I get a home page with some text and a link to floor.html and that link is text and can be activated only by the mouse being directly in the centre to the text line. It opens a page with text in the centre and no links. ?? Neil Cooke From: Jean-Sebastien Perron j...@neuroworld.ws To: user-list@light.realsoft3d.com Sent: Tue, 8 June, 2010 8:14:39 AM Subject: Re: 3D website made with RS7 Linux Thanks for your comments 1 - I use only Sea Monkey Composer. 2 - I know absolutely nothing about html or else. I know about the 2 extra lines I will correct it tonight and improve a little. Jean-Sebastien Perron www.NeuroWorld.ws On 10-06-07 02:27 AM, Matthias Kappenberg wrote: Hi Jean-Sebastien, "Table" design is outdated. Maybe you should give absolute positioned "div containern" a chance. And inline styles are not good, because of reusing, changing styles. Matthias - Original Message - From: "Jean-Sebastien Perron"j...@neuroworld.ws To:user-list@light.realsoft3d.com Sent: Monday, June 07, 2010 2:51 AM Subject: 3D website made with RS7 Linux This is only the beginning. www.jcpexport.ca Try rescaling the window of your browser. This is an attempt at making a website full screen at any resolution. There will be some 3D buttons made with transparent cristals and also some objects that will reflect on rippled water on the surface of the page. Jean-Sebastien Perron www.NeuroWorld.ws
Re: 3D website made with RS7 Linux
I have been doing website for 10 years now. But I can solve problems in html, but not code entirely in html. every browser has a different opinion about rendering html code. That is so true, sad and problematic. I should put a warning on the website : best viewed with anything but M$ internet explorer Jean-Sebastien Perron www.NeuroWorld.ws On 10-06-07 05:40 PM, Matthias Kappenberg wrote: Hi Jean-Sebastien, @ 2 - I know absolutely nothing about html or else. Then you'll run into problems, if something looks wrong on different browsers. I'm creating websites since 15years and I can say two things about websites from a technical view: It's a really big problem, that every browser has a different opinion about rendering html code. And: I don't know any other way, than coding by hand to get rid of the problems. WYSIWG Editors are not working nearly proper Matthias - Original Message - From: Jean-Sebastien Perronj...@neuroworld.ws To:user-list@light.realsoft3d.com Sent: Monday, June 07, 2010 10:14 PM Subject: Re: 3D website made with RS7 Linux Thanks for your comments 1 - I use only Sea Monkey Composer. 2 - I know absolutely nothing about html or else. I know about the 2 extra lines I will correct it tonight and improve a little. Jean-Sebastien Perron www.NeuroWorld.ws On 10-06-07 02:27 AM, Matthias Kappenberg wrote: Hi Jean-Sebastien, Table design is outdated. Maybe you should give absolute positioned div containern a chance. And inline styles are not good, because of reusing, changing styles. Matthias - Original Message - From: Jean-Sebastien Perronj...@neuroworld.ws To:user-list@light.realsoft3d.com Sent: Monday, June 07, 2010 2:51 AM Subject: 3D website made with RS7 Linux This is only the beginning. www.jcpexport.ca Try rescaling the window of your browser. This is an attempt at making a website full screen at any resolution. There will be some 3D buttons made with transparent cristals and also some objects that will reflect on rippled water on the surface of the page. Jean-Sebastien Perron www.NeuroWorld.ws
RS7 Linux view does not show/update rendering
Temporary solution : Click on the view Click the raytrace button Right click on the view The left click on the edit bar Jean-Sebastien Perron www.NeuroWorld.ws
Re: Realsoft model exporting
1-Convert everything to subdivision (if needed, refine the mesh a little before exporting ("Smooth" button), because crease/point tension won't export) 2-Then burn the UV to the vertex of the mesh. 3-Export to .obj (I recommend only a single object per file : every object that require a different material or texture should be exported separately) 4-Everything else won't export correctly, so don't bother trying. The best file format for now is the .obj : the format is in plain text so it's easy to read and debug. You will try many options to succeed, but once you find the magic recipe (work flow) it will go faster. Good luck! Jean-Sebastien Perron www.NeuroWorld.ws On 10-06-05 07:16 AM, Jason Saunders wrote: Hi everyone, Just wondering if anyone has ever found a working solution for exporting Realsoft models with textures into other 3D software effectively? i.e. May be exported as 3ds or OBJ and imported into other 3D apps with textures already assigned? I know Ronnie’s 3ds plus plug-in used to work with texture export and some basic vsl shader properties, but it needs porting for v7 and I have not persuaded Juha or Vesa to embrace this one. This is a shame as it is the closest we have ever got. FBX in v7 is no more use than the other export options, as no material export is supported. If anyone has a good solution for exporting models with basic shader and texture export, it would be good to know and share with everyone if possible. Many thanks and all the best, Jason
Re: Realsoft model exporting
Only objects and texture can be exported. Everything else cannot and should not. Materials, lights and cameras will not behave and produce the same result from one renderer to another. So it is pointless to export them. Forget the .mtl file, it contain only basic parameters : color, specular, transparency. And shaders are not the same depending on renderers, they may have the same parameter name, but their behavior is different. Jean-Sebastien Perron www.NeuroWorld.ws On 10-06-05 12:51 PM, aidan o driscoll wrote: Hey Jean, 3-Export to .obj (I recommend only a single object per file : every object that require a different material or texture should be exported separately) This still does not export a .MTL file ( not in v5 anyway ). The seperate .MTL created by all other apps is where the texture / material data is stored? RS doesnt create such a file as far as I know. I brought this up recently in another list mail about exporting OBJ into OCTANE RENDER. From RS you get the plain mesh, no materilas, so you have to re texture the model agin in Octane. Octane looks for a .MTL file. http://www.refractivesoftware.com/ aidan On 5 June 2010 13:33, Jean-Sebastien Perronj...@neuroworld.ws wrote: 1-Convert everything to subdivision (if needed, refine the mesh a little before exporting (Smooth button), because crease/point tension won't export) 2-Then burn the UV to the vertex of the mesh. 3-Export to .obj (I recommend only a single object per file : every object that require a different material or texture should be exported separately) 4-Everything else won't export correctly, so don't bother trying. The best file format for now is the .obj : the format is in plain text so it's easy to read and debug. You will try many options to succeed, but once you find the magic recipe (work flow) it will go faster. Good luck! Jean-Sebastien Perron www.NeuroWorld.ws On 10-06-05 07:16 AM, Jason Saunders wrote: Hi everyone, Just wondering if anyone has ever found a working solution for exporting Realsoft models with textures into other 3D software effectively? i.e. May be exported as 3ds or OBJ and imported into other 3D apps with textures already assigned? I know Ronnie’s 3ds plus plug-in used to work with texture export and some basic vsl shader properties, but it needs porting for v7 and I have not persuaded Juha or Vesa to embrace this one. This is a shame as it is the closest we have ever got. FBX in v7 is no more use than the other export options, as no material export is supported. If anyone has a good solution for exporting models with basic shader and texture export, it would be good to know and share with everyone if possible. Many thanks and all the best, Jason
Re: QuickTime Mov file - latest episode.
"The Mind's Eye" and "Beyond The Mind's Eye" was the best after "Amiga World Animation". Still waiting for the Blue-Ray version. The music by Thomas Dolby was also incredible. Jean-Sebastien Perron www.NeuroWorld.ws On 10-06-04 01:31 PM, Beg-inner wrote: Hi Neil.. Very cool work there It has a nice mood and style (in all parts including the nice music), similar to the collection of anims in the classics "The Mind's Eye" and "Beyond The Mind's Eye" (Old time favorites of mine.. which I keep on coming back to...) Thx for sharing and good luck with next... Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Hi List http://www..dimensionzero.co.nz/dz-vids/DZ07-Episode7_lr.mov Should get to it. 120megs or so. Onto the next thing now. N.
Re: Octane Renderer - Works with Realsoft 3D via OBJ ... maybe!
Interesting, CombadZ already fully support this renderer, I don't have the time to use it right now but I will in the near future. Thankyou Aidan for the info. After the release of CombadZ I will give (for free) the technology to RS. So if RS want to implement (CombadZ's solution) in RS, it will make RS fully compatible with any renderer. It won't be magic, but at least it will make it possible. I have a month of vacation in 3 weeks, I will continue working on CombadZ. Jean-Sebastien Perron www.CombadZ.com On 10-06-02 06:01 AM, aidan o driscoll wrote: Hey Guys, My original Subject for this topic was Octane Render - an alternative for Realsoft 3D .. - this might have sounded I was espousing one gets rid of RS. What I meant was an alternative RENDERER that can be used alongside RS. Not sure if ye are aware of OCTANE RENDER - http://www.refractivesoftware.com/index.php Octane Render is the world's first GPU based, un-biased, physically based renderer. What does that mean? It uses the video card in your computer to render photorealistic results fast...really fast. This allows the user to create stunning works in a fraction of the time of traditional CPU based renderers. Yet, to date no other software makes use of it in the way that Octane does. With a single, modern, GPU you can typically expect to see a 1000%-5000% (10X to 50X) speed increase over a typical un-biased, CPU based renderer. The good thing is its price - Normally it is €99 BUT up until JUNE 4th ( short time left ) it is available for €49. This is a pure steal, especially if you have a decent video card - 512mb / 1gb or more. The speed claims are all down to your GPU. If your GPU is small in memory at the moment I reckon its still worth buying for cold storage at this price .. you will upgrade that vid card at some stage :D Where Realsoft is concerned is that Octane primarily works with OBJ files, so this Render App is pretty much well possible to integrate in with your Realsoft Workflow. The only issue is with materials export - It seems the RS OBJ plugin DOES NOT export a separate .MTL file. In all other apps I have seen a MTL file gets exported also. It contains the Texture / Material info required. Have a look at the demo. This app is near version 1, you are buying the beta - have not had any issues yet. The full version is soon and is part of the price if you own the beta. Make sure you guys look at the Gallery: http://www.refractivesoftware.com/gallery.html Particularly BERNIE :D - the Architecture Section ... Download the demo, import in an RS OBJ scene, Render, sit back and watch ... very nice thank you! Aidan
Re: QuickTime Mov file - latest episode.
To this day, this is the best animation video made with RS. Nothing else to say. Love the music, the camera work, the experimental style, and the mood. Jean-Sebastien Perron www.NeuroWorld.ws On 10-06-01 05:56 PM, Neil Cooke wrote: Hi List http://www..dimensionzero.co.nz/dz-vids/DZ07-Episode7_lr.mov Should get to it. 120megs or so. Onto the next thing now. N.
Re: website WIP
Do you have a link? I'd like to see it if it's still online! Send me your email at j...@neuroworld.ws I will send you the website : below 5 meg. These are the images used for the website http://neuroworld.ws/gallery/jsp_pkg_maxiforet.jpg Jean-Sebastien Perron www.NeuroWorld.ws
Re: Point cloud and infinite details in software at 30 fps
http://unlimiteddetailtechnology.com/ It's a very simple technology : raycasting like wolfenstein but raycasting(not raytracing) in 3D with a sparse octree. Sparse Octree is only a way of storing the points and searching for them. http://nilo.stolte.free.fr/Octree/oct1.gif For example : An object is inside a cube, this cube is splitted in 8 other smaller cube. These 8 smaller cube are themselves splitted in 8 other smaller cube each. Repeat until you reach the 3d points (or voxels). It's also possible to link a small cube to the original big cube, so this object will be infinitely detailed as you move closer to infinity. Another way to see it is if you could use a 3D polygon object to texture another 3D polygon object. The workflow in RS would be the same as usual but instead of rendering a flat image, You would render the scene to point cloud stored in Sparse Octree structure. So it's like rendering to full 3D. Jean-Sebastien Perron www.NeuroWorld.ws On 10-05-26 02:45 AM, Beg-inner wrote: Hi Jean-Sebastien.. Thx for the link.. That sounds like a cool way of doing it thinking of just handling the needed points (and only max as pixels on screen...) I can see how this can work, for the final displaying in a game or so.. (if not just another hoax..=) What I am more wondering about, is how will one model and animate these (without slow refreshes..) Or is it all the same principles..in all cases.. John Carmack came up with the MegaTexture thingy prior to working for their upcoming game Rage .. (kind of the same, or similar, for texturing.. ) Amazed that someone else than Carmack found out how to do it on geometry..=) Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. http://www.youtube.com/watch?v=Q-ATtrImCx4 Jean-Sebastien Perron www.NeuroWorld.ws
3 RS pdf manuals on my Sony e-reader PRS-900
inside http://neuroworld.ws/temp/jsp_rs_on_ebook_.JPG outside in direct sunlight http://neuroworld.ws/temp/jsp_rs_on_ebook_0001.JPG Note : the 2 pictures are blurred not the e-ink, the image of the e-reader is really sharp. It's possible to increase the size of the fonts. Also you can read the .pdf as it is (not reformated) and you can zoom on it. Now I am always carrying RS with me. I just bought the PRS-900 from NewYork because this model is not sold in Canada. Jean-Sebastien Perron www.CombadZ.com
Re: 3 RS pdf manuals on my Sony e-reader PRS-900
Refresh rate? What refresh rate? Changing a page or panning inside a zommed pdf : 0.5 frames per seconds. It's really slow. I don't use my printer anymore, In Ubuntu I print to .pdf directly to my e-reader. Jean-Sebastien Perron www.NeuroWorld.ws On 10-05-26 11:55 AM, Jouni Hätinen wrote: As I expected the picture quality looks amazing. How about the refresh rates? Any improvements on that? -Jouni 2010/5/26 Jean-Sebastien Perronj...@neuroworld.ws: inside http://neuroworld.ws/temp/jsp_rs_on_ebook_.JPG outside in direct sunlight http://neuroworld.ws/temp/jsp_rs_on_ebook_0001.JPG Note : the 2 pictures are blurred not the e-ink, the image of the e-reader is really sharp. It's possible to increase the size of the fonts. Also you can read the .pdf as it is (not reformated) and you can zoom on it. Now I am always carrying RS with me. I just bought the PRS-900 from NewYork because this model is not sold in Canada. Jean-Sebastien Perron www.CombadZ.com
Re: Point cloud and infinite details in software at 30 fps
You are right Jouni But it's possible to transform massive amount of point really fast. There are tons of documents on the internet (transform only 4 points then interpolate to place points (like a line algorithm) ). These techniques are used in the medical field. As for updating the octree, the problem has not yet been solved. Maybe all the scenery can be done with raycasting+octree and everything else with polygon. The best way for now is the Reyes algorithm (renderman). Subdivision + displacement mapping + dicing. Renderman convert everything to pointcloud then render thoses points (many per pixels). I suspect RS is using a similar technique in some ways. Jean-Sebastien Perron www.NeuroWorld.ws On 10-05-26 06:54 PM, Jouni Hätinen wrote: It sounds nice but they say it's the future of gaming graphics which is totally false. It looks nice on static scenes but updating bsp-tree voxel (point cloud, whatever) structures is very very heavy on your cpu, so any kind of interactivity is basically impossible to implement. I'm all in for voxels in games but storing them in tree structures is just dead end (all the scenes in the example videos were static too, so I guess they know the problem). Bsp-trees are better with polygons, because the amount of transformed data is so much smaller. Cheers! Jouni 2010/5/26 Jean-Sebastien Perronj...@neuroworld.ws: http://unlimiteddetailtechnology.com/ It's a very simple technology : raycasting like wolfenstein but raycasting(not raytracing) in 3D with a sparse octree. Sparse Octree is only a way of storing the points and searching for them. http://nilo.stolte.free.fr/Octree/oct1.gif For example : An object is inside a cube, this cube is splitted in 8 other smaller cube. These 8 smaller cube are themselves splitted in 8 other smaller cube each. Repeat until you reach the 3d points (or voxels). It's also possible to link a small cube to the original big cube, so this object will be infinitely detailed as you move closer to infinity. Another way to see it is if you could use a 3D polygon object to texture another 3D polygon object. The workflow in RS would be the same as usual but instead of rendering a flat image, You would render the scene to point cloud stored in Sparse Octree structure. So it's like rendering to full 3D. Jean-Sebastien Perron www.NeuroWorld.ws On 10-05-26 02:45 AM, Beg-inner wrote: Hi Jean-Sebastien.. Thx for the link.. That sounds like a cool way of doing it thinking of just handling the needed points (and only max as pixels on screen...) I can see how this can work, for the final displaying in a game or so.. (if not just another hoax..=) What I am more wondering about, is how will one model and animate these (without slow refreshes..) Or is it all the same principles..in all cases.. John Carmack came up with the MegaTexture thingy prior to working for their upcoming game Rage .. (kind of the same, or similar, for texturing.. ) Amazed that someone else than Carmack found out how to do it on geometry..=) Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. http://www.youtube.com/watch?v=Q-ATtrImCx4 Jean-Sebastien Perron www.NeuroWorld.ws
Re: website WIP
Wow, it's beautiful. That's the style I like (bright and colorful). It's slow, but that was expected with that much graphics. That was worth the loading. I don't know if it can help, but I did a website in full 3D like that 3 years ago for one of my client. The trick I used was to put the full image at once as a background of an invisible table (centered on the page). Then divide that invisible table in cells and then copy/place an invisible gif inside the cell over the "detection point". You only have to place an action on the invisible gif. That is so you don't have to split the image in small pieces. The menu of www.CombadZ.com use this technique. It is more easy to manage like that. Jean-Sebastien Perron www.NeuroWorld.ws On 10-05-25 04:49 PM, Mark Heuymans wrote: Hi all, I finally put some serious work into my site, the expo part is nearing completion - only Abuja has a pop-up portfolio but the rest will follow in a few days. No need to mention that everything 3d was made with Realsoft3d ;) At the end of the hall I'm planning a big room dedicated to Realsoft3d, with lots of free projects and hopefully some new tutorials. And the gaming cellar will be very interesting with lots of boardgame Alchimech material, there's also an entry into a huge cave system... A lot of work to be done but I'm in the groove now. http://www.athanor3d.com/ Expo room of commercial work: http://www.athanor3d.com/expo/expo-overview.html Best regards, Mark H
RS 7 pdf usermanual and reference to read on an e-book
I need it for my sony prs600 e-book. Better would be in .epub It's about time people start thinking about e-books or e-pad My printer went dry, so I invested in an ebook. Like that no more hesitation to print webpages or books. Jean-Sebastien Perron www.NeuroWorld.w
Re: RS 7 pdf usermanual and reference to read on an e-book
Yes it does, and unlike the prs300 it support PDF zoom and pan without reformating. You can also change the font size and autoreformat the pdf, but this time it will display images correctly. You can also zoom and pan pictures. Works perfectly on my Linux and to my surprise the sound quality is really impressive. I bought the prs-300 for my mom and it was perfect but there was no way to zoom pdf without changing the format of the pages. The best way to convert documents is with Calibre on Linux. All my .pdf books related to 3D are on it but RS (waiting for PDF or .epub). The sony e-reader are all running under Linux, but it can brick easily if you copy or delete files without waiting on your computer with the usb cable. In that case reset without the usb cable, power again and quickly plug the usb cable then format the memory in fat32. It happened when moving multiple files and also if you put your books inside too much folders. Anyway, sony e-book reader is the best because it is Open, no Applestorebullshit, no Amazoneslavery etc... It read any format and can be managed like a regular usb key. This thing is a must see and a must buy. Jean-Sebastien Perron www.CombadZ.com Jouni Hätinen wrote: Shouldn't PRS-600 support PDF? Or is the support still work-in-progress? How is that thing anyway? The specifications look quite impressive. -Jouni
Re: RS 7 pdf usermanual and reference to read on an e-book
I did not noticed the gloss until you mentioned it. It's probably to protect the e-ink from the touch screen. Anyway it's not a problem at all, I have used it in direct sunlight, dark place like my bedroom, office etc But if you have never experienced electronic ink, you shold go check it for real. It's weird the first time, it look like a picture of an lcd screen but at an extreme resolution. It's good for reading the electronic newspapers, direct download to the e-book and Voila! Jouni Hätinen wrote: Hmm... I think I truly must see it first, because reviews are saying it has semi-glossy display, which is an absolute no for an ebook reader. But yes, Realsoft should export the manual to PDF. -Jouni
My apologies to Boris
Prior to Boris commenting my work, I was not referring to him in my comment in any way, my comments were global. My point was that I did not know or remember about his forum and I don't like forums anyway. Just checked the work of Boris, I did not know who Boris was though I am familiar with his work. I just did a search on the internet and found who was Boris and what he did. His work is amazing and his modeling is light years ahead of my work. It's difficult to convey sarcasm and humour with text and to make it worse I am french. My website was attacked past summer. By visiting it you could catch a virus and I did myself. It was so bad that google/firefox blocked my site. My provider had to delete the account and create a new one. The internet is full of trash and I don't believe someone related to RS could be related to Boris problems. This list is not filtered by RS and this is the most important thing. Complaning about Silo not on Linux yet on their forum is a sin quickly punished. Users complaning about questions not answered is recurrent on this list. What if nobody had a clue of the answer? Sorry Boris, continue what you think is good for RS users and don't bother with opposition. If you wait for the consent of everyone, you will wait forever. Jean-Sebastien Perron www.NeuroWorld.ws
Re: My apologies to Boris
I am not a french from France but from Canada. That is less bad I guess. I was referring to my difficulties to communicate in english. Jean-Sebastien Perron www.NeuroWorld.ws Jouni Hätinen wrote: ...I am french. :-( I'm so sorry... :-( BR, Jouni
Re: [english 100%] Stop whining; Start creating
lol ... all I've seen on your website is poor 3D without any quality ... so stop talking and do some quality work. Boris, that is true, I have not worked on any personal project for +5 years now. Most of my work is really getting old now (mostly from 2001-2003). And I look at them today and see where I could have done better. The flamers on forums tends to be people that complain about everything and have never done anything themselves. Have you noticed that there is never ever any professional working in the 3D industry writings on any forums? Hope you have some good pictures to show us Boris. I would really appreciate a constructive comment instead. Example : The lighting in your 3D scenes is very basic, Models are not really detailed, Textures are lowres, Your images look like video game engine from the 90's. Animation is slow and choppy, we can see polygons. Or better : your images would look better if done in RS : ) Poor 3D, how could I improve? Better tell me what should I do to improve. I did some render test for a client once, and he told me that the image looked too real. I had to remove many layers of texture just to get the perfect look. My website dates from 2001 and the tutorials I made were the first to be animated on the net at that time. Now it's common practice. The thing with forums is that it is not for people that are actually using the software. They are busy. It's for the Pixar or Weta wannabe. Their target is too high and they get frustrated quickly. Alone there are limits you can achieve, in animation you cannot expect to be better than Jeff Lew's Killer Bean. Illustration is done 20% 3D 80% Photoshop. New comers cannot expect to magically absorb my 21 years of experience with 3D software. It's time that 3D software users get Real about their project. Better have a not perfect project finished than plenty of perfect project not finished. All my project like Trapped inside my head and Soleil perdu have a delicate balance between quality and time allowed to realize them. Now if you excuse me, I have to go back to my CombadZ coding. I would really appreciate a review of it by you, but this time with a little more comments. I did not meant to offend you in any way Boris, about forums, it's just that I always get flamed on them. The people that I helped the most are the people that have back stabbed me the most. And that always hurt. In the end, you can all go to hell, you need me more than I need you. lol (stupidest final words) Jean-Sebastien Perron www.NeuroWorld.ws
Re: QT: about Realsoft 3d Forum Discussion
I dont care, no one answer my RS questions any way. : ) Flames always start on forums. Forum is the thing I get banned from. I have been banned from 4chan.org /b I prefer the user list. If only it could be more alive. We should do a contest : the craziest RS tutorial, and it must be weird full of bad taste jokes. So shameful that the RS dev would hide forever. Jean-Sebastien Perron www.NeuroWorld.ws
Re: QT: about Realsoft 3d Forum Discussion
RS need to stay small, because they can absorb up and down and not be bought by Autodesk. All the company that targeted too high went either dead or were bought by Autodesk. The only big 3D software other than RS not owned yet by Autodesk is Houdini. Cinema 4D doesn't count as full 3D software, because you need many expensives plug-ins and other app to be on par with RS. I don't want RS to be bought by the 3D porn provider DAZ3D RS is also multi platform like maya and softimage. Maybe the list is calm because people are actually working with the software? Not showing off but actually producing. The problem in the industry is that most artist (pro and amateur) are using a pirated copy of 3D studio, Maya or Softimage. And a magazine like 3D World mag and the others are pushing pirated software in a many ways by presenting amateur tutorial for 3DS and Maya (none of them can be bought by amateur). My main concern is that the RS website doesn't show enough incredible features of the software. The news section is rarely updated and it needs to do more advertisement in mags and other websites. Also the big houses like Houdini are giving fully working version of their software with practically no limitations. Maybe if RS could give a gimped version of RS for free (always not just with a magazine). RS need more cover up on the net. The most important thing is for US is to produce amazing images made with RS. And that has not been done for a long time (including myself). Jean-Sebastien Perron www.NeuroWorld.ws
Stereoscopic panoramas + my 1st opensource project
I am working on a project that will be made public this year (read open source). I found a way to create adventure games a la Myst easily without any editor. So everyone will be able to make it's own game or just to navigate in a virtual world made of prerendered images. But with way much more interactions than previous technologies (read walking normally like most realtime videogames). The concept is a node player that support stereoscopic, joystick, sound etc... Kind of a web browser but for 3D navigation based on rendering or photos. I cannot tell you more for now, but the whole idea fit on a single page. And no, it is not similar to quicktime. In the meantime this is an interesting way to make 360 stereoscopic images easily. http://www.ben-ezra.org/omnistereo/omni.html Jean-Sebastien Perron www.NeuroWorld.ws
Re: Test - please ignore
"Test- please ignore" is the most popular subject on the list yet. Every month, there is someone talking about it. Jean-Sebastien Perron www.CombadZ.com Matthias Kappenberg wrote: Ignored ;-) - Original Message - From: NIK To: user-list@light.realsoft3d.com Sent: Tuesday, February 23, 2010 2:05 AM Subject: Re: Test - please ignore haha cool your typing skills stir up the hive LOL : : ignored : : From: Neil Cooke Sent: Monday, February 22, 2010 3:05 PM To: UserList RealSoft Subject: Test - please ignore thanks. N.
Touchable hologram technology
http://www.youtube.com/watch?v=Y-P1zZAcPuw Jean-Sebastien Perron www.NeuroWorld.ws
Interesting tool
http://drpetter.se/project_sculpt.html I don't remember if someone else already posted about it. sorry. Jean-Sebastien Perron www.NeuroWorld.ws
Re: artificial evolution
Fascinating demonstration and it is also creepy. Need to know more about programming self-evolution. Animators do animation, anything else is not animation. Camera did not put the painters out of job. Stunt man will eventually be out of job and soon actors too. Jean-Sebastien Perron www.NeuroWorld.ws Mark Heuymans wrote: Stumbled upon this, about evolutionary simulated bodypart control http://www.ted.com/talks/torsten_reil_studies_biology_to_make_animation.html Reil was probably inspired by Karl Sims http://www.karlsims.com/ John Holland is also a pioneer in the field. Imagine something like this: Chrono controls the bodyparts. Chrono is controlled by a brain/actuator system that has 'learned' how to perform the 'task' optimally. The brain is all Javascript, including the evolutionary part... just a wild thought ;) -Mark H
RS7 Ubuntu Linux all the shortcuts are not working but camera movements
For example ctrl-A ctrl-Z etc... are not working? Jean-Sebastien Perron www.NeuroWorld.ws
Realsoft is the best companion with CombadZ WOW!
Just found a function of Realsoft that makes it a perfect tool to work with CombadZ. I had a revelation 5 minutes ago (while taking a dump) and tried it and it just worked. I am using the material per face of subdivision object then exported to .obj But the material is not used as a material but something else. CombadZ then use the name of the material for some specific use. If I had not found this way to work I would have been forced to add a lot more code in CombadZ. And maybe this technique work in other software. Now if only RS could be used as a renderman compliant stand alone renderer. - I tried again Houdini and it is really sllooow. It was buggy on windowsXP and it is buggy on Linux. Realsoft is the only useful and realistic solution on Linux. Blender is discarded because the UI is horrible. CombadZ could be a candidate but there is no modeling and no rendering. Jean-Sebastien Perron www.CombadZ.com
Re: stereoscopic imagery
To see 3D images side by side this is what you need http://www.pokescope.com/ The best technology in 3D projection is not rotating polarization but Dolby 3D. Each eyes only sees part of each color. Like that there is no loss of brightness. 3D in motion is really difficult. You cannot make fast camera rotation. And you cannot have large surface without change on the texture surface. Imagine a large polygon with a subtle texture. To each eyes this surface would look the same on both eyes, thus removing 3D effect. Problem with any 3D viewing is that the focus inside you eyes does not work. Jean-Sebastien Perron www.NeuroWorld.ws Mark Heuymans wrote: Hi all, I saw Avatar in 3d last week, wow - total immersion! Rendering stereo images with RS is easy, but viewing it comfortably is another matter. You can view the attached image by crossing your eyes until the two images merge and 'click', but it requires some practice and it can cause headaches. Wouldn't it be great if we could watch our own RS animations in 3d! Projection in theaters uses circular polarization filters if I'm not mistaken. A home setup with two identical beamers equipped with these filters would be possible, but how to synchronize them perfectly? I guess it's out of reach until the first 3d screens will appear, and these will be expensive at first... The red/green filters destroy color, that's just not good enough any more. Any ideas..? -Mark H
Re: stereoscopic imagery
If I remember on my website the stereoscopic tutorial use center of object as aimpoint instead infinity. This behaviour is a natural one for the eye The future is either connected to the brain or holographic voxels. Jean-Sebastien Perron www.NeuroWorld.ws Neil Cooke wrote: Saw an interesting one, an animated gif on loop showing old stereo prints (for those old hand held stereoscopes) one after the other with a fairly decent delay. The eye was totally tricked and saw a 3D view. Even the extremes of shift were just about there. My guess is that these extremes happened due to the stereography having the centre subject as the aim point rather than centre infinity. Google something like "animated gif stereo prints old japan" or similar. N. From: "fre...@gmail.com" fre...@gmail.com To: user-list@light.realsoft3d.com Sent: Mon, 8 February, 2010 10:58:02 AM Subject: Re: stereoscopic imagery With the shutter glasses approach you can use "regular" frame rates. Dolby 3D and RealD 3D, use higher refresh rates showing the same image for each eye several (three) times before moving on to the next actual frame, but if you aren't too fussy about it, a 60 Hz refresh rate, just showing each frame once, works quite well. At least for still images. Of course, even for shutters, higher refresh rates would make it look better, but if you are moving up that ladder, then the polarisation or phase filtering methods might be more suitable. / Fredrik On 7 February 2010 22:23, Mark Heuymans atha...@casema.nl wrote: Op 7-2-2010 20:19, Neil Cooke schreef: Two cents worth ... Stereoscopic entertainment history shows it as a fad type of thing... It comes along gets all hot and fired then fades to zero. Yes, like quadraphony. Maybe this time it will break through, hard to tell. But it will double render times and make post processing much more complicated. Cameras, both real and virtual are much more complicated because they need to replicate every movement of the human eyes. (nice project to set up in RS, also for mono renders!) Only one of the seven or so ways the brain deciphers depth in a view is dependent on the stereoscopic event ... the fact that the left view is 64mm offset from the right view and as Jen-Sebastien points out, actual near and distant eye lens shift for focus is absent. The other factors are intellectual ... place in the field, overlap, known and relative sizes, colour tone strengths, etc. Yes, but I once tried to play tennis with one eye shut - totally impossible! Sure, it doesn't add much to maybe 99% of all productions, it's worthwhile only for visual spectacles like Avatar and Coraline (great stop motion movie btw!). Nice and quick replies guys, I'm checking out the tips! Shutter glasses are maybe an option but I doubt if my LCD monitors are fast enough. I was just wondering if I could view RS stereo animations in stereo. I have two identical LCD monitors, maybe I can set up something with mirrors. Thanks, Mark H
Is there a tutorial on how to burn light onto the texture of an object?
How to create a light map texture and export it as an image for future use on polygon object for RT gaming engine? Jean-Sebastien Perron www.CombadZ.com