FeatureRequester 2000
Hello user-list, -- Best wishes, Marc Michael FeatureRequester1.tcl Description: Binary data
Re: What does Unwrap do?
Hello Matthias, on Saturday, 19. September 2009, 17:22:05, you wrote: > Hi Marc, > unwrapping is more or less > something like "distribute". > Object unwrap: To see the "What it should do" > Create a SDS-Rectangle, 10x10 cols/rows. > Move some points, that the "grid" like distribution > is distorted. Then select all points, and press "Unwrap" > again and again, the points should come back to > the "grid like" positions. Ok, for simple grid like structures it works. But for more complex structures the behaviour seems very unpredictable to me. > UV-Unwrap: More or less the same like above, > but for UVs. The UVs are distributed in the > UV-Space, but not always very useful. Seems to move the points around like Unwrap. > I don't know, how much experience do > have with UVs, that makes it not easy to explain > UVs behaviour. I know what UVs are, but not exactly how to use it. -- Best wishes, Marc Michael
What does Unwrap do?
Hello user-list, when I select an SDS-Object in the ViewWindow, I have a function in the ToolWindow calles Unwrap. What does this function do? The manual say nothing more than it will unwrap the geometry. But it doesn't say, what that means. Do you know it? The same tool seems to exists as UnwrapUV. I have the same problem here: What does this too do? -- Best wishes, Marc Michael
Re: Broken texture anim after referencing a non existing frame
Hello Matthias, on Samstag, 2. Mai 2009, 15:33:10, you wrote: > H, isn't it better to use a "frameserver" > like virtualdub or avisynth to get the avi file from image-sequences :-? > I've fast checked it, and RS can read "frameserverd" avi files. Yes, I use VirtualDub with HuffYuv/RGB. Fast, simple, no problems. As I have written, render to Targa is very fast. And this is what I am using. The only thing to remember when rendering to single images: Don't forget to set the correct frame rate in your Frameserver! :-) > To the speed test: Do you have different hd's > for input textures and output renders :-? No, all sits on the same HD. But I don't think this is a problem, because Realsoft3D seems to doesn't read and write at the same time. For animations textures, AVI seems to be better suited, especially for long animation textures. Realsoft3D doesn't seem to cache the input images. It relays on the OS. So, if I render a scene directly after a render process, there's no HD activity for reading in the input images. But if I click around between the two rendering processes, the OS seems to throw out the images of the cache and the rereading of the images takes a lot of time. AVI works better with this. -- Best wishes, Marc Michael
Re: Broken texture anim after referencing a non existing frame
Hello Mark, on Donnerstag, 30. April 2009, 22:22:58, you wrote: > Do avi animated textures work well? Never tried that yet... Yes, but it depends on the codec I guess. With AVI/HuffYUV/RGB there's no problem. If I try to access a frame outside the texture animation, RS uses simply clipping. It shows the last frame. But no error message or something like that. If I then try to access a frame inside the range of the texture animation, all works fine. There exists a Problem when I use an AVI as texture anim and an AVI as an output object to save the rendered scene. This mix will slow the whole rendering process down. Looks like another bug. If I use AVI only on the input side or the output side and using single images on the other side, there's no problem with the speed. The speed difference is about 4 to 5 times! At the moment, especially with longer texture animations, the best solution is to use AVI/HuffYUV/RGB as the format for the texture animations and Targa as the output. Targa is even faster in this configuration as PNG or BMP! Don't know why, either the format is more faster to write than BMP, or the Realsoft-Developers have more finetuned the output routines for Targa than for BMP. -- Best wishes, Marc Michael
Broken texture anim after referencing a non existing frame
Hello bug receiver, I have setup a very simple animation texture, based on a series of single images with names like 0001.png, 0002.png, 0003.png, ... and set the Animation Type to "Key Frame". Works fine. But if I accidently try to access a frame outside the range via the Chor-Window, a message box pops up, telling me I want to access a frame outside the possible range. Ok, I click on OK and fix it. But after that the animation doesn't play anymore. I have to reassign the texture to the VSL-Texture object to fix it. I have tested it with PNG-images and with BMP-images. Both results in the same bug. I have spoken to Beg-inner and he has told me, that he come along to the same error. I am using Realsoft 3D Version 6.1 SP1 on a WindowsXP, 32 Bit machine equipped with an Intel Core2Duo. Hope it's easy to fix. -- Best wishes, Marc Michael
Re: Light Sources and Material Mappings inside the Hierarchy
Hello Vesa, on Mittwoch, 5. November 2008, 08:43:35, you wrote: > Hi, > I can confirm the strange behavioir - hierarchical material maps do not work > for light sources. I suspect it is a bug, thanks for reporting! Nice to hear. "Nice" in the flavour of the fact, that my understanding of the data flow is correct and the bug will be fixed. :-) I have tried to use a work around using special lights by changing the colour of the geometry objects which defines the special colour. But this works only if I change the colour of the geometry objects by the property windows of the objects, but it doesn't work with materials. Regardless where I place my material mapping of my material Farbe which consists simply of the following: Surface Shader Colour=(0.9, 0.9, 0.8) Is this "as designed" or a bug, too? -- Best wishes, Marc Michael
Re: New animation and finally a preview of the user interface of CombadZ
Hello Jean-Sebastien, on Montag, 3. November 2008, 03:58:40, you wrote: >> Marc Michael wrote: >> BTW: You should check the configuration of your webserver. The >> webserver says it is of type text/plain, what confuses the Firefox. Firefox >> tries to display it in case of handle it as a video. > Don't understand what you are saying. > I always use Firefox and had no problems with my own website. > If there is indeed a problem, can you tell me how to fix it? > Thanks It's not your whole site. Only the resource of your video: http://www.neuroworld.ws/movies/jsp_trapped_inside_my_head_preview_2005_08_22.mp4 Take a look on the websniffer: http://web-sniffer.net/?url=http%3A%2F%2Fwww.neuroworld.ws%2Fmovies%2Fjsp_trapped_inside_my_head_preview_2005_08_22.mp4&submit=Submit&http=1.1&gzip=yes&type=GET&uak=0 It's the last line in the Response Header: Content-Type: text/plain The correct Content-Type for your video is video/mp4. As you use the Apache webserver, to fix it you could use the AddType directive in a .htaccess file: http://httpd.apache.org/docs/1.3/mod/mod_mime.html#addtype Do you know how HTTP work? IMO it's a very funny protocol. -- Best wishes, Marc Michael
Light Sources and Material Mappings inside the Hierarchy
Hello user-list, I come here to a strange behaviour I don't understand. I have created a simple Material with which I want to assign a colour to a light source. The material simply assigns inside a Light properties shader a constant colour to the Illumination channel: Material Light properties Illumination=Constant(0.961, 0.996, 0.761) If I put this Material with a Default Mapping into the same Level as my light source, the colour of the light which the light source emits is the expected pale yellow. But if I move the Mapping object one Level above the light source, the light of the light source stays white. Why? With simple colour materials and geometry objects this works as expected. Why this doesn't work with light sources? -- Best wishes, Marc Michael
Re: New animation and finally a preview of the user interface of CombadZ
Hello Jean-Sebastien, on Sonntag, 19. Oktober 2008, 18:29:09, you wrote: > New very old 3:30 animation on my main page at www.neuroworld.ws in .mp4 > h264 94meg Uh, looks, äh, strange. But interesting. Seeing forward for the final work. :-) BTW: You should check the configuration of your webserver. The webserver says it is of type text/plain, what confuses the Firefox. Firefox tries to display it in case of handle it as a video. > I just worked with Realsoft to adjust my object to show it in the > CombadZ interface. > Don't know why, but it crashed about 20 times in less than 2 houres. > My computer is too old I think. I will update to an Intel Quad core Xeon > 4 gig of ram soon. What crashed? Realsoft3D? IMHO an application shouldn't crash if there are not enough resources left. -- Best wishes, Marc Michael
Re[2]: SDS - Understanding the Edge Sharpness of newly generated edges.
Hello Aidan, on Mittwoch, 6. Februar 2008, 03:04:28, you wrote: > Hi Marc, > Ironically I am doodling with edge hardness and that in other > packages at the moment also. > One discovery that I have made - if you use one apps INTERNAL edge > sharpness tool, it will not translate to another satisfactorily. > Assuming at any point you may wish to do this. Thanks for this hint. Haven’t thought about this. But I don’t want to export SDS-Objects to another application. > The best way to "Sharpen edges" on any SDS mesh that is universal is > to use edge loops. If I understand you correctly, this answer only applies to the case when I want to export the object to another application? But my main problem here is, that the sharpness of new edges is in my view not consistent. I don’t know if this is a bug. So I ask here. > To this end I have done a Video Tutorial on how to do this in > Realsoft 3D, any version. > http://www.tidalsound.com/realsoft/edgeloops/ > This is in FLASH format, so should load up in most browsers. The core > flash file is about 9mb - but will stream as it goes. Sorry if the > speed is an issue, I have a basic hosting package. The SWF file itself is at - > http://www.tidalsound.com/realsoft/edgeloops/edgeloops.swf ( this if > you want to download it with a download manager ) Speed was not an issue here. Even with my really fast internet connection here. :-) > Your request fell in nicely with something I was proposing at the > Realsoft IRC recently, so by doing this vid tute has filled two purposes. Nice idea. Only two small comments from me: 1. The volume of the sound is a little bit low. On the other side, there seem to be some overdrive effects. Perhaps you should make some tests here with a compressor. 2. Why is the AnimationWindow visible? As you don’t use it in the video, I would suggest to switch it of in the view menu. > Hope you find this useful Yes. But why are you using the knife tool? I have tested it. With the simple face selection in combination with the Alt key, it’s faster. Best wishes, Marc Michael
SDS - Understanding the Edge Sharpness of newly generated edges.
Hello user-list, I try to understand the behaviour of newly created edges of a SDS object. I have created a simple SDS cube with the dimension 2x2x2. I opened the object properties window and selected the Spec tab. When I select some edges I can see in this window the Edge Sharpness. It’s coloured in black. When I change the Edge Sharpness of 1 edge to sharp and select this edge and another edge at the same time, the colour of this information in the Property Window changes to red. Ok, I would say, that the meaning of this is, that the information in this window is now not concrete. I have selected some edges with different Edge Sharpness, but the window is only capable of displaying the Edge Sharpness of one edge. Good. But now I select a Face, which consists of 3 round edges and 1 sharp edge and extrude it via the view window. If I only select the old sharp edge or the new sharp edge, both are displayed in red colour as “Sharp”! Why? What’s the meaning of this? If I extrude this new face again, another strange thing happen: The edge, which was in the last step my new sharp edge is now Rounded in black colour! I have looked at the manual, but doesn’t find any answer. Is it possible that you could enlighten me, please? :-) -- Best wishes, Marc Michael
Music production software (was: While waiting for RS V6 - heres some stuff to keep ye occupied :))
Hello studio, on Donnerstag, 6. Dezember 2007, 06:03:19, you wrote: > Also , Ambient Grains was fun , but I'm still looking for something > which I can use ,to create from scratch, ambient or trance quickly > and easily . Still , Amb-Grains is a quick and easy way to "create > original" stuff quickly . Trance seems out though . > http://www.ambientgrains.com/index.html > I loved the original E-Jay (demo), but now there are 5 flavours > of it - not sure which one is the one I need. http://www.ejay.com/ If you want to create some sounds from scratch, why not take a look at Orion Platinum <http://www.synapse-audio.com/>? At the moment they offer a special Christmas gift: Orion Platinum for only 149 Euro, incl. 19% VAT! The advantages of Orion Platinum are: 1. Easy to use interface. 2. Ships with professional sound generators and effects. I have looked at many music production programs. FruityLoops, Traktion3, Magix Music Studio, energyXT2, ... Orion Platinum is for me the best. Its part based. Each part can have its own length. So its possible to create an easy percussion set with a parts length of 16 steps. Create some of them with variations and combine them in the pattern list. Put on top a melody layer where each part has a length of 64 steps. Then put on top of that an ambient layer of 256 steps. If you have a recorded singers voice or a real guitar, you can simply add them as an audio track to the pattern list. If you have a basic understanding how music works, how pattern based music programs work and how VST works, you don't need the manual! Youll consult only the manual to better understand the sound generators of the effects. Take a look at the piano roll. To transpose all notes, you simply use the cursor keys. If you want to transpose only some notes, you select it before using the cursor keys. With the cursor keys its also possible to roll the notes around. Very easy, intuitive and fast. The direct concurrent program is FruityLoops. But FuityLoops is more complicated and doesnt ship with this nice sound generators Orion Platinum does. The sound generators are so good, that FruityLoops has licensed Wasp XT. But you have to pay extra money for it. Wasp XT directly ships with Orion Platinum and you can use it right out of the box. There exists many professional music makers who uses Orion Platinum to create Goa-Trance and something like that. Why not downloading the demo and test it? Best Christmas wishes, Yogi Marc Michael
Re: Please help me with lights
[EMAIL PROTECTED] schrieb: I use spot light with 0,0,0 camera flash light... Perhaps the ray depth is too low. It must be greater than 1. Best wishes, Yogi Marc Michael
Re: Please help me with lights
[EMAIL PROTECTED] schrieb: uhm the effect is the same using fog or shadowfog I can not see object after the light cone, intersection of two light cone produce more SOLID face There is another method to make this effects? Which type of light do you used? When you work with volume effect materials, the camera flash light doesn't work properly. Best wishes, Yogi Marc Michael
Re[2]: The best size for textures
Hello Mark, on Montag, 15. Oktober 2007, 17:58:56, you wrote: > Hi Marc, > Well done: a very important subject, everybody dabbling with 3d will have to > deal with this. > My 2 cts: the aliasing problem can also occur in procedural textures. And not only there, but also the problem exists with geometry objects. I have tried it with a fence. In it's simplest form, it's only a line up of rectangles. When I setup up a level of 1 in the rendering anti aliasing settings with the method geometric the distance between the rectangles differs slightly. If I switch to stochastic all distances are the same, but I get noise. Raising the anti aliasing level to the max helps and improves the image qualtity. But even then I see differences of the two methods in the rendering. So the right method depends on the type of scene. > There's no specific source texture size... instead, we're dealing with > mathematical noise, cells, tiles or other pattern-generating sources. Quick > conclusion: don't set Octaves higher than necessary and try to use material > antialiasing (Material properties -> General tab). > I had some difficulty setting up the AA for such materials: the Antialiasing > value combined with Threshold, U and V samples, and this combined with the > current Render settings... a lot of trial&error and test rendering required! I often dont use the anti aliasing setting of the material. Only at very specific materials. In the rendering settings, I set a high level of anti aliasing, often level 6 and use a high threshold. With scenes which consists of smooth surfaces and hard edges its possible to set the threshold to 100. The rendering speed is near the same as a rendering with anti aliasing level 1, but with a great improvement in the image quality. > And then there's mip-mapping: switching and blending closeup and far-away > textures depending on distance to the camera. Scripting, V6? Interesting option, we will see if it is really useful. > Many thanks, I hope you'll expand this page, Yes, the page isnt finished yet. But when times comes by I will step by step add some more topics and refine the whole thing. -- Best wishes, Marc Michael
The best size for textures
Hello, ok, here we are. I have spend now some time to answer the question Which is the best size for textures? And here is my answer. >From a theoretical point of view I came to the following top 3: 1. The texture has the same size than the texture in the final rendering. 2. The texture is smaller than the texture in the final rendering. 3. The texture is bigger than the texture in the final rendering. The number 1 is simply the best solution because you have full control over every pixel in the image. Number 2 creates only a small amount of distortions. But the final rendering can hold nearly all information from the source texture. Number 3 is the worse! You will loose information. It looks like cheese from Switzerland. It will have holes in it. Think of what would happen if you have a texture of the size 16x1 pixel which only consists of alternating black and white pixels and you scale it down to a size of 8x1 pixels. Realsoft3D will create 8 white pixels! This is the aliasing effect. Try to use a line drawing as a texture in Realsoft3D. But from a practical point of view the top 3 turns around! To have the source texture the same size than the texture in the final rendering isnt possible, simply because the texture in the final rendering will be distorted by the perspective. The texture in the final rendering will have different sizes at different locations in the texture. If the source texture is smaller than the texture in the final rendering than this will produce blocky images. Because there is no information to fill the new pixels. So, many pixels will get the same colour and the result is simply a blocky picture. The best solution is to create the source texture bigger than the texture in the final rendering. But to prevent the aliasing effects you have to scan it with a higher resolution. If the source texture has more pixel than you use for scanning, this would result in aliasing effects. This means, you have to use as much scanning rays as your source texture consists of. For example, if your source texture has a size of 5000x5000 pixels, you have to setup 5000x5000 scanning rays to prevent aliasing effects, even when the texture in the final rendering has a size of 500x500 pixels. This would waste a great amount of CPU time. So, in my opinion the best solution is a source texture, which is slightly bigger than the texture in the final rendering. After some tests I came also to the conclusion that anti aliasing on the source texture also helps to increase the quality of the texture in the final rendering. I have setup a web page which I used as a scrap book: http://realsoft3d.turboland.de/BestTextureSize/ Its not finished yet, but it shows how I came to my opinion. I have also done some real practical tests which doesnt shows up yet. Now its your turn. What do you think? Whats your experiences? -- Best wishes, Marc Michael
Re[2]: Another Tim Borgmann Interview - lots on Realsoft!
Hello Markus, on Dienstag, 25. September 2007, 11:17:20, you wrote: > Hi, > yeah, but he writes what lets me drop down RS3D. I didn't touch it for > years now and don't miss it. Sad but true. I see it the other way around. What he said let me stay with RS3D. RS3D is a professional tool. But yes, it lacks of some feature the often used tools in a production environment provide. Look for example at the quality of the editor view of Caligary Truespace. But its the architecture and the special features of RS3D I like. RS3D is more like LEGO, where you have small blocks, and when you know this small blocks and know the architecture, its often easier to build something different than the mainstream. For example, its said that RS3D have a good hair system. But when you look at RS3D, theres no word like hair or something in the program! All is based on the small features of raytraced NURBS and the interpolator and VSL. I like the minimalistic aproach also in programming languages. I like APL, TCL, or my favored Smalltalk. In my opinion RS3D is a tool for the artist who wants to go beyond, but has also the time to learn the basics and the things which going on behind the scene. But IMO this helps also in a more production environment. For example, for some weeks I need to recreate a scene in a 3D program. The original file wasnt available. So I simply grabbed a faked image as a boilerplate and recreated it in RS3D. On the left, you see the boilerplate, on the right the output of my scene: http://realsoft3d.turboland.de/tmp/DolphinBeachBall-BoilerPlateVSmyBeachBall.png In my RS3D project I have a material for the colours of the ball. In the GUI, there are simply 10 colour fields. So I can simply change each colour by simply clicking on the desired field and choose the colour in a colour selector. Or look at the faded reflexion. This doesnt really appear in such way in reality. But in RS3D, I simply set it up by create a dependency between the distance of the mirror to the object. Very easy and fast solution I think. So, in small, individual projects RS3D is a tool to think about. When you know whats going on behind the scene, RS3D is a fast and flexible tool, IMHO. Best wishes, Yogi Marc Michael
Re[2]: How to map the 4 channels of a bitmap directly to the Color and the Scope channel?
Hello Bernie, on Samstag, 15. September 2007, 13:33:32, you wrote: > I typically name my textures like this: > B_texture.jpg - Bump > D_texture.jpg - Diffuse (colour) > A_texture.jpg - Alpha (scope or fade) > So in the material now - you simply copy and paste the path (whatever > the texture was that you just browsed the path to and is now selected in > the colour field) into the scope path dialog, then just change the D_ to > A_ and thats it ! (This is my methodology and I find it completely > painless) Yes, good technique. Something similar Ive also used. But I would never use JPG files as textures. Simply because JPG adds noise to the image. Normally not visible not visible by simple looking at the image on the screen, but when heavy calculation are done on the image are done in VSL, the noise could be emphasised, and therefore visible in the final rendering. > You can even copy and paste the path directly from Dir Opus as well. Ah, a DirOpus user like myself. Nothing beats DirOpus, its a must have! :-) >> BTW: I would never ever use Gif files in combination with RS3D! > ? I use them all the time to good effect. > Have a look here: > http://www.vrgrafix.com.au/Gallery.html?&tx_gooffotoboek_pi1[srcdir]=48-Kambah > Note the word "signage" ? Thats simply a GIF file with transparency. Mhh, I dont know, but I see lots of noise. For example in this image: http://www.vrgrafix.com.au/fileadmin/user_upload/Gallery/48-Kambah/VR_10-09-2007_View3.jpg It doesnt look like JPG artifacts. Havent you used AntiAliasing? >> doesn't provide a true alpha channel. They only provide a 1 Bit mask. > correct. But in an on/ off affair such as this example, as long as the > image has a high enough resolution this is not an issue. The problem is that the transparency information of a GIF file isnt an apha channel! Thats why it is called Fade inside RS3D. The fade channel of a GIF file defines where the transparency is, but a alpha channel like the alpha channel of a PNG file defines where the colours are. So, to map the fade channel of a GIF image to the scope channel inside RS3D I have to add an Operation object with 1-p1 to convert the fade channel to an alpha channel. Theoretically this would raise the rendering time. Ok, practically not really measurable I think. :-) > Also GIF images are great for large rez images (3-5k) such as B+W site Ok, here begins now the hard part. For the last days, Ive sit down and thought Whats the best image size and colour depth when used as a texture? I havent found a text which describes this. Ive only found some rule of thumb like Use image resolution twice as big as your final rendering resolution. But no description why I should use this rule of thumb! So, I sit down and worked it out. I digged deeply in the field of signal processing and such alike. Its not final yet, but in the next days I will post another message which will explain my work. Please wait for it. > overlays etc. (Small file sizes = faster render times) I dont think that the size of the texture file on disk has anything to do with rendering time. Simply because RS3D has to decode the file to access the information inside. And the decoded format is every time the same. -- Best wishes, Marc Michael
Re[4]: How to map the 4 channels of a bitmap directly to the Color and the Scope channel?
Hello Mark, on Sonntag, 16. September 2007, 15:30:57, you wrote: > Hi Marc, > This doesn't solve the 4-channel problem but suppose the texture has a black > background that represents empty space on a leaf (just an example): define a > color variable, read the texture into that. From then on, it's stored in > your variable and you can use it multiple times any way you like: > COLOR myvar > *Surface properties > myvar=Texture(..path..) > Color=Copy(myvar) > Fade =Curve(myvar) > In this example, the curve should be Poly, at X=0 Y=1, then it drops steeply > to 0 and stays horizontal for the rest (fade=0). > The myvar=Texture(...) line can be edited in the Attributes tab to make it > visible in user-friendly mode. > The disadvantage is that everything black will be faded even if it should be > visible in the texture... Yes, sometimes I am using this technique. You are right, this technique provides powerful features. For some days I've done some funny game: Ive used layers in MS Paint. Ive drawn a red rectangle and on top a green cross in MS Paint. The cross was a little bit bigger than the rectangle. Inside RS3D I was able to choose which object, the rectangle or the cross, should be in the background. I think I will create a small tutorial for this because IMO it emphasises what a texture is really is: A container which holds data which controls the behaviour of the material. VSL is in this respect really powerful. > Also, we have Photoshop layer support, everything can be stuffed into one > multi-layered PSD texture. This is a real powerful feature of RS3D. Im using this often when I need more than 4 channels in a texture. Because in my drawing application I can simply align all this channels for example by reducing temporally the opacity of a layer and then export it as PSD. Then I have all in 1 file. For textures with 4 or lesser channels Im using PNG. Im using Adobe Illustrator for textures creation. But Ive also looked at Gimp for PSD support. In both programs, Im able to give every layer a unique name, and simply access this layers by its unique names inside RS3D. Additionally, every layer comes with its own alpha channel. IMO every user of RS3D should look at this feature and give it a chance if it meets his workflow. The PSD support should be emphasised in the feature list on the RS3D website. -- Best wishes, Marc Michael
Re[2]: How to map the 4 channels of a bitmap directly to the Color and the Scope channel?
Hello Bernie, on Saturday, 15. September 2007, 11:43:42, you wrote: > G'day Marc - >> Is there a way to copy the filename I've choosen in the first Textur object > yes. Save the bitmap out as a GIF (using transparency). RS automatically > maps the transaparancy to scope. Yes and no. Yes, the Fade channel of the Gif image is mapped to the Scope channel if the output channel of the Textur object is set to Scope. But no, this is not really what I want. What's with the Color channel? I need here another Textur object with which I map the RGB channels of the image to the Color channel. And in this second Textur object I have to open the file browser a second time to choose the same image on my disk I had choosen for the first Textur object for the Scope channel. BTW: I would never ever use Gif files in combination with RS3D! They doesn't provide a true alpha channel. They only provide a 1 Bit mask. This results in bad distortions around the texture inside RS3D. -- Best wishes, Marc
How to map the 4 channels of a bitmap directly to the Color and the Scope channel?
Hallo user-list, I often use decals in my projects. Like small logos or simply text. For this, I create an image in Illustrator and save it as an 32 bit PNG. Illustrator automatically add a correct Alpha channel. Inside RS3D I map the RGB channels of the image to the Color channel and map the Alpha channel of the image to the Scope channel. My problem now is that I have to choose 2 images from my disk. That's not well clean. I want to simply choose 1 image. Is there a way to copy the filename I've choosen in the first Textur object which maps the RGB channels to the Color channel to my second Textur object which maps the Alpha channel to the Scope channel? Such a solution would give me a ready to use decal material: Simply create a new decal material from the library, set a name and a filename and that's all. -- Best wishes, Marc
Re: Graphics cards
Hello Mark, on Saturday, 28. April 2007, 16:12:23, you wrote: > Would it be worthwhile to get a workstation card like a Quadro? Anyone > running RS on a card like that? A more serious, german, general computer mag called c't have tested the gaming cards against the special OpenGL cards. Their graphicans use Cinema4D for the illustrations of the articles. The conclusion was, that the hardware itself is more or less the same. The only difference is the amount of memory. Special OpenGL cards are sold with more memory on board. But the GPU is the same. The main difference is the driver. It provides more features and unlocks special features, which provide a faster OpenGL rendering. But the speed advantage is not that much. The most benefit you get from a special OpenGL card is the service you get. You get a guarantee that a specific software will work without problems with the card and when the card breaks you will get a new card as fast as possible. Very important in a production environment where time is money. When you take a look on the website of this special OpenGL cards you'll find a compatibily list of software products which are tested and signed to work with this card. They've also wrote, that most of the special OpenGL cards are sold with more noisy fans than the gaming cards, which are often assembled by third party manufactures. -- Best wishes, Marc
Re: Graphics cards
Hello Chris, on Friday, 27. April 2007, 14:30:09, you wrote: > Hello, > Does anyone have experience of using X1950Pro or GeForce 7600GS graphics > cards with Realsoft ? I'm using a X1650Pro. It simply works. There's only one problem. When I switch on the anti aliasing in the driver I can't directly render into an OpenGL view. The result is simply garbage I have to switch to GDI view to render inside the view. I don't know if this is a general problem with ATI cards in combination with Realsoft3D. -- Best wishes, Marc
Re: Your own environment
nt describes how subwindows are sized and positioned inside the window. Especially when the window is resized. At the end you’ll have special windows which can’t have subwindow. This are the buttons and such a like. In RS3D also the View Properties Window is such type of final window. But internally the View Properties Window is also a window with subwindows. The whole structure will be a tree. > Obviously , RS absolutely depends on the user community to > chip in and help make this software more accessible , via > tutorials and plugins and scripts and shaders etc etc etc . Do you think Adobe Photoshop would be so widespreaded even when there are not this many plugins available from independent parties? There exists many advanced books to different kind of programs. Why this books exists? > Ask a lister for an example render and the answer is always > the same "OK , I'll try and get some together for posting " . > Don't hold your breath ... ... ... you'll turn blue . Or the > ever "Ok , I'll try to write a tutorial ... someday " . They simply have not the time to do it. They use the program to earn money. > Contributions like your recent ones are critically re- > quired , although it appears you don't think so . A little bit. I write tutorials or something like that to test if my thinking is correct. For example, in the beginning I thought about how light works, and how cameras works. Why a camera has a lens and not simply a big hole? So I grabbed some paper and my pens and began to draw. This was very impressive to me because I simply build up a correct model of a pinhole camera. I understand why a lens is a good thing, how different sizes of the camera hole influences the picture and also came to the Lambert’s cosine law. But to create a tutorial about it would need some time. Would it be worth? Sometimes I’m going further and write programs to test something. Like my IsoGfxWorkbench, where I have tested how graphics work in games like Command and Conquer or Diablo. -- Best wishes, Marc Michael
Your own environment (was: Another Bug Fix - SP4 - More Considerations)
Hello studio, on Freitag, 23. März 2007, 06:45:54, you wrote: > Hi Marc : >> But I've attached the window to the mail. You simply put this file >> into the folder "guiobjects". Then you start up Realsoft3D, edit gui >> and [Replace] the Client Window labelled "SelectWindow" with this one >> on disk. It seems to me that here is an error, because RS3D opens a >> save requester. But nothing is saved. Ok, ready to work. Even the >> keyboard shortcut "F2" works. When you want to go with it you have to >> save the environment to disk. > Fantastic bit of effort on your part ! Thanks very much . This is > exactly what I was asking for . Tried it and there seems to be no > issues . This will save a ton of goofy messing around with that damn > 'View Properties Window' . As I don't use the View Properties very often I ask myself: "Why studio often needs this window?" How looks your workflow that you often need this window? Which properties do you change often? > When I think about all the wasted mouse movements these many past > years I could cry . This should obviously be a part of the RS de- > fault startup environment (in my opinion) . That's a main advantage of RS3D in my opionion. I don't use this new window! It should not be a part of the default environment IMO. But RS3D allows every user to create his own environment to meet his special workflow. >> ps.: Sorry for the delay. But I thought, this could be also a good >> playground to play around with this screencapture tool CamStudio. Found on >> the RS-Wiki. You'll find the film under the following URL (Flash >> required): >> http://realsoft3d.turboland.de/AddingTabViewToTheContainerView.swf.html >Marc , this is superb ! I can't even begin to suggest what an incred- > ible way to convey information (like your above mini-tutorial) this is . > Imagine a directory in Realsoft with dozens of these .swf examples ? I'll > have to check out CamStudio myself . CamStudio is a nice piece of software. Pay attention to the default configuration. It's not practical. It will capture 200 frames per second! In my film, I reduced it to 20 frames per second. I also reduced the size of the window of RS3D. If the user watches the film in his web browser, the web browser elements will be also on the screen. Also the player control like stop and play need space. I am thinking to the normal user. The normal user would have a screen size of 1024 by 768 pixels. So I simply opened my web browser and resized the window of RS3D to a nice size so there's also space for the player controls. Then I moved the window to the upper left and saved the environment as "MiniDefault". So, everytime I want to capture a film, I simply switch to this environment and the window will have the correct size for the audience. Another advice would be to switch off all unnecessary windows, like the animation timeline. I've seen many tutorial films, even from the development companies, where you see an animation timeline, even when it is never used. I ask: "Why"? It eats screen space. I use CamStudio mainly for myself. One thing was the following idea: When I watched video tutorials, I shouted like a football fan watching a football game on TV: "Go go go, pass! He's free! Oh, you fool! Go back to your mama". You know what I mean? I've simply thought, what I would say about my own working? So I captured some modelling work on my own. I was surprised by the ways my mouse pointer use. :-) It's a good way I think to fine tune your workflow. To eliminate time eating errors. Tutorial videos as part of the documentation: Many other companies provide tutorial videos as part of their documentation. But IMO you need background information to understand what they are showing you. So this films are only an additional information source. They are also a good thing to show the interested customer how the software works. Look for example at http://www.rhino3d.com/4/newfeatures.htm. But I think, they should be the main part. The main part should be the background, especially for RS3D. If you want to create some tutorials, why not simply capture it? Everyone has webspace available without advertisement. Use it. Place your source on it! The think where you have think of is, that RS3D is a professional application. Look at the price and how it works. Have I something forgotten? >> Best wishes, >> Marc Michael > Thanks again for your brilliant efforts . I would have to say that > this would indeed make you the 'Realsoft3D Man of the Month' ! > cheers > studio -- Best wishes, Marc Michael
Re[4]: Another Bug Fix - SP4 - More Considerations
Hello studio, on Montag, 19. März 2007, 02:38:43, you wrote: >> I don't know if I understand you right; You want a tab with which you >> can switch between the Selection window and the View properties >> windows? > Yes . >> Why you not simply create such a window by yourself? > I tried that many times and did not manage to get a Tab > in the "Select Window' that I could drop the 'View Proper- > ties Window' into . Delete the Select Windwow inside the Client Window. Then put in the Tab View with the two tool windows added. For comfort you have to put in another Window for scroll bars. The View Properties Window is quite big. I've putted it on the Tab View labelled ViewProperties. >> I've tested it and it worked. Perhaps I have misunder- >> stood you? >> Marc Michael > Perhaps you could share you environment ? I'm running > 1280 x 1024 single monitor . My whole environment is unshareable. You would see only one big View Window -- more or less. ;-) But I've attached the window to the mail. You simply put this file into the folder "guiobjects". Then you start up Realsoft3D, edit gui and [Replace] the Client Window labelled "SelectWindow" with this one on disk. It seems to me that here is an error, because RS3D opens a save requester. But nothing is saved. Ok, ready to work. Even the keyboard shortcut "F2" works. When you want to go with it you have to save the environment to disk. > Thanks for your reply . ps.: Sorry for the delay. But I thought, this could be also a good playground to play around with this screencapture tool CamStudio. Found on the RS-Wiki. You'll find the film under the following URL (Flash required): http://realsoft3d.turboland.de/AddingTabViewToTheContainerView.swf.html -- Best wishes, Marc Michael ClientWindowWithSelectWindowAndViewPropertiesInTabView Description: Binary data
Re[2]: Another Bug Fix - SP4 - More Considerations
Hello studio, on Freitag, 16. März 2007, 01:37:38, studio wrote: > Hi Mark : > There really is no simple solution for the 'Properties Window' , > but there is for the 'View Properties Window' . Yes , I read about > that lower toolbar usage being improved in V6 . That will help some > things a little . > Really what we need in my opinion , is a "Master Tab" for the > current 'Select Window' that would switch it to 'View Properties' . > We don't need to look at the list of 'Available Objects' when > we are adjusting our View Properties , so a click on a large > Tab there could switch that whole Select Window to 'View Propert- > ies' instead . I don't know if I understand you right; You want a tab with which you can switch between the Selection window and the View properties windows? Why you not simply create such a window by yourself? I've tested it and it worked. Perhaps I have misunderstood you? -- Best wishes, Marc Michael
Re: 3000 Javascript files included with Realsoft
Hello studio, on Sonntag, 11. März 2007, 00:24:59, you wrote: > Hi : > While searching for an old RPL file I stumbled into > the RS3D/Scripts folder , and although it was completely > barren of any RPL stuff , it had 3000 java script files ! > What are these files ? Are they all system files that are > completely required for Realsoft to function , or are they > additional files that are there to make RS much more funct- > ional than the stock hardcoded version appears to be ? > I moved the 'scripts' folder to another drive and RS still > seemed to function properly , so that really made me wonder > if I had stumbled onto some kind of huge cache of 3D tools . > I looked for info inside the included doc's , but I could > find no mention of any info about the purpose of this java > script stockpile . No info inside the folder either . > Can anyone comment on what the actual purpose of all these > files are ? If you open some of the files you'll see that most of the files are wrappers to the functions of the core Realsoft3D libs. I would say that these files build up a useful Javascript environment inside Realsoft3D. The rest of the files are examples. -- Best wishes, Marc Michael
Re: German Article about Raytracing in Video Games
Hello Daniel, on Freitag, 2. März 2007, 20:17:01, you wrote: > Sorry this is only in German. Found it interesting though. > http://www.spiegel.de/netzwelt/tech/0,1518,469418,00.html And here's the corresponding project site: http://openrt.de/ For some month we had here on the list a thread on this topic, too. -- Viele Grüße, Marc
Bug with depencies?
Hello , I simply create two NURBS rectangles. Select them and creating a welding between them. If I move one rectangle the welding is updating while I move the rectangle, nice. But when I choose undo, the rectangle jumps to the initial position, right, but the welding isn't updated. The same problem appears when I weld two NURBS surfaces which are build for example by two NURBS curves each with X-Sect. If I change a construction curve, the surface is updated, but not the welding. Is this a bug? Windows XP SP2 RS 5.1 SP3 -- Best wisches, Marc
Re: MPEG
Hello Andre, on Saturday, 3. February 2007, 18:36:17, you wrote: > Hi all, > Info please about video viewers ?? > I try MPEG with Windows Media player = no problem. > But , for example , QuickTime and ITunes does not accept this format. > at least not the free downloads. First, I don't know why your Qicktime player doesn't play MPEG1. If I see it correct, it should work. > They run very well with AVI but these files are to large. Which CoDec do you used? AVI is simply a container which uses CODECs. CODEC is an acronym for Coder/Decoder. There exists different types of CoDecs for different types of input. At the moment, a widespreaded CoDec is DivX and Xvid. Especially created for films. MPEG1 is a system to put films on CD-Roms. Not well known here in Germany, but in Japan it's often used. The qality is a little bit above the quality of VHS. The main disadvantage is the length; 74 minutes is the maximum. But at this time the format gets an revival here in Germany simply because of hardware DVD players. Every hardware DVD player is capable of playing this called Video-CDs. -- Best wishes, Marc
Re[2]: possible bug: Problems with anti aliasing in OpenGL view
Hallo studio, Mittwoch, 17. Januar 2007, 01:26:51, schriebst Du: >> Now I restart Realsoft3D. I directly see anti aliased lines. I create >> an analytical sphere in OpenGL view and the egdes are anti aliased. >> Looks nice. No error window. But, if I click now on Render, I get >> garbage. The OpenGL view is overlayed with small blocks of graphic >> fragments. If I click somewhere, the garbage disappears and I have my >> anti aliased OpenGL view back. > I had similiar problems with rendering from an OpenGL view > but have gotten used to just rendering from wireframe mode now. > I never had the garbage renders but the screen would update the > render in an odd way ... Have you an ATI card, too? > I prefer to watch the screen render nicely (from wireframe) > especially when I'm down to final renders and I'm just chan- > ging lights or textures slightly , then I turn on "update > from raytrace" and make my scene WF invisible so that there > are no interuptions and I can see exactly what changes have > done to the current render . Yes, this is a feature I've used often when it comes down to fine tune some materials. But I open another view with a specific rendering setting for this task. So I don't have to destroy my main edit view. This has IMO also the advantage that I can resize the view to have a nice balance between rendering time and quality. -- Viele Grüße, Marc
Re[2]: Don't understand the behavior of World orientation -> From Object
Hello Frank, Sunday, 28. January 2007, 10:00:33, you wrote: > That is interesting. What you say makes sense. Have you mentioned it to > Vesa/Reasloft? Not yet, because I don't knew if this is correct or not. It surprised me that no other had mentioned it. -- Best wishes, Marc Michael
Don't understand the behavior of World orientation -> From Object
Hello user-list, I start up Realsoft3D and open the "The General Tab of the Property Window" by double clicking on the Level "root". The "Object Space" at "Rotation" shows "0,00 0,00 0,00". Now I close the Property Window and right click in the view window and select "World orientation -> From Object". Now the root is rotated around the z-axis by 180 degrees! Also shown in the "Property Window" at "Rotation": "0,00 0,00 180,00". Why? Same with other objects. Why is the world rotated around the z-axis? In my understanding, it shouldn't be rotated. Is this an error or is my understanding simply wrong here? -- Best wishes, Marc Michael
possible bug: Problems with anti aliasing in OpenGL view
Hello, I've bought a new computer with a new graphics card. But I have some problems with anti aliasing in the OpenGL view in Realsoft3D. It doesn't work or produce garbage in the rendering, depending of the anti aliasing setting in the driver. My Hardware: Intel Core2Duo 6300 1 GB Mainmemory ATI Radeon X1650 with 256 MB Ram Software: Windows XP SP2 Realsoft3D 5.1 SP3 Display-Driver (latest): Treiber-Paketversion8.33-061220m-040997C-ATI Catalyst® Version 07.1 AnbieterATI Technologies Inc. 2D-Treiberversion 6.14.10.6660 Direct3D-Version6.14.10.0464 OpenGL-Version 6.14.10.6287 Catalyst® Control Center-Version1.2.2545.38916 The problem and the recreation of it: In the Catalyst Control Center under "3D -> Anti-Aliasing" I checked the option "Let the application decide". Starting up Realsoft3D and just creating an analytical sphere in an OpenGL view. Ok, works, but no anti aliasing. In the view settings I check "Smoothen lines". But this only smoothes the lines of the axis and the lines of the ground grid, but not the edges of the sphere. Clicking on Render renders nicely. In the Catalyst Control Center under "3D -> Anti-Aliasing" I uncheck now the option "Let the application decide". Back in Realsoft3D nothing happens. Now I switch to Wireframe mode and then back to OpenGL view mode. A window pops up with the following text: setPixelformat() failed 183 (Error:r3dcogl:1853) SetPixelFormat failed (Error:r3opengl:315) Clicking OK and the window disapears. But no anti aliasing. Clicking on Render produces again this window and displays a nice rendering. Now I restart Realsoft3D. I directly see anti aliased lines. I create an analytical sphere in OpenGL view and the egdes are anti aliased. Looks nice. No error window. But, if I click now on Render, I get garbage. The OpenGL view is overlayed with small blocks of graphic fragments. If I click somewhere, the garbage disappears and I have my anti aliased OpenGL view back. If I swith to wire frame view and then on Render, I get a nice rendering without errors. What's going on here? Is there a solution? Best regards, Yogi Marc Michael
Re: network tut still wanted?
Hallo Arjo, Freitag, 12. Januar 2007, 19:40:46, schriebst Du: > Hi, > I said I've got this PRS network tutorial laying overhere. But reading the > rest of the posts, it seems to work now. > So my question is if there's still interest in this tut? If I look around I don't think there's a need for a tut. IMO the documentation is good at this point at the system is quite easy to use. For some months I've tested the network rendering system without PRS. I've created a simple diary of the installation in german: http://realsoft3d.turboland.de/multicomputing/tagebuch.html The gag was that the two render daemons runs under Linux and were intended to be simply webservers. So, no X11. No X11 libs and no X11 portforwarding. But I setup the connection completely through SSH tunnels from my Windows box over a simply DSL connection. > BTW network speed can't have anything to do with it as I'm even using wifi > connected laptop. I doesn't measured the throughput, but my experience was that is also works over slow connections, like DSL 128 kBit/sec Up- and 768 kBit/sec Downstream. But, if you have time it would be interesting to see your experiences. -- Viele Grüße, Marc
Re: The list is way too much out of the subject.
Hallo Jean-Sebastien, Montag, 25. September 2006, 02:41:40, schriebst Du: > On every list or forum, there is a King. > Someone who is perfect, better than everyone. Oh cool, so there is someone who is able to answer my questions. > Someone who does CD tutorial and sell them. Nice, this means, that the tool I use can't be bad, because there is someone who earns money with it. > A favorite of the developer. This guy can direct the developers to steer the evolution of the tool into a specific direction. > A guy always doing beta testing and getting privileged info. This guy gives me hope if I have a problem and he says: "In the actual beta it is solved". > A guy always at the center of attention. Do you pay no attention to the postings of the developers? > You know... I hate that. I don't know. I do not hate that! > Only because it is not me... the king. I simply would say: The king is the king when the community says he's the king - a looser is someone who calls itself a looser. Don't understand me the wrong way. This should give you hope. > I work hard every day to become that king. > I was a looser on other list. I don't ask you why and on which list you are a looser. > I came to Realsfot in the hope of becoming the King of Realsfot community. Why you want that? I think it is more worthfully to be a king at creating nice pictures and animations. Look, the girls are not interested in how you set up the NURBS to produce a specific surface and than use displacement mapping to form the geometry and then setup up a cool environment mapping with GI and manually manipulate the illumination channel with the vector of the camera to create this or that smooth effect. Further thinking yourself ... ;-) > I dream of the day all the people on this list loves me. > The day they ask me my opinion, the day they ask me questions that I can > easily answer. Realsoft3D, and this 3D-grafx at all, has a so wide spectrum, everyone can be easely a knowledge person on a specific aspect. Look, one of my first technically playfields with Realsoft3D was this thing with distributed rendering. I have set upped a small network with two additional computers. It was very funny, because this other machines where mainly used as web- and e-mailservers. So, no OpenGL, no GUI-libs, even no X11! I have written a small diary about that: http://realsoft3d.turboland.de/multicomputing/tagebuch.html It has some erros, yes. But, it is only a notepad for me. So, if someone has a question about distributed rendering, I hopefully have something to say. > Do you understand NOW, why I don't want the list to be archived? Yes, but, if you give information to someone else, the information is out of your control! Most often! > LOL don't take this post seriously. : ) Yes, of course. :-) > We should return back to 3D related subject. Of course, at the moment I am waiting for the specification of the invironment for which I should and want create graphics. This will be nice and funny! > So how do you create a scene with 10 000 cars and GI? Rotator produces instances, normal GI rendering. > How do you make 2 character do wrestling. Creating one wrestler with a skeleton. Duplicate him. Change some materials on the duplicate. Switch on collision detection and - FIGHT! > How long will it takes to render to IMAX 8000x8000 resolution? Simply load your favorite scene, setup a resolution 8kx8k Pixel and render. > Can you playback 1920x1080 non compressed animation? Create such an animation, like the simply sphere animation out of the manual, and test it. > What do you think Realsoft 8.0 will look like? This question wouldn't result in worthfully answers I think. Actually, we are at version 5! > How do I export a women created in Realsoft to reality? I think, there's someone here who uses RS3D to recreate Tron. So, he could know to scan, and to re-scan a person into a computer and back. > Is there a supercomputer with Realsoft in paradise? Yes, it's here, it's the net. > What would my life be without Realsoft? You would sitting in a dumb room staring at the white wall. ;-) > Jean-Sebastien Perron > www.neuroworld.ws Yogi Marc Michael -- Viele Grüße, Marc
Re[2]: HDTV-rendering-Tutorial (was: 6 New Realsoft tutorials)
Hallo Beg-inner, Montag, 25. September 2006, 22:51:25, schriebst Du: > Hi Jean-Sebastien, Marc and all. J-S.. thanks for your efforts and nice tuts.. ! For the actual Camera, there already is a preset for Pal/NTSC 9:16 ! Odd though that not the same ones are in the 'Render to file' Yes, this is a point where Realsoft has some kind of inconsistency. This combo box should be the same on all places I think. > The individual fields in the 'File Rendering' window, dont support math or formulas as it seems, so you cant easily put 1920/2 into a field..=( That's something even Cinema4D on the Amiga was capable of. I am a big fan of fractions and such alikes: "How big is this object? It's three times as high as that object." But I wouldn't say that I real want that feature, but sometimes it would be nice to have. > One other thing, you can create 'File Rendering Setting' files, in the 'Select' Window Its in the left tab of the Last tab.. Then you can in the top of the 'File Rendering' Window, select the wanted 'File Rendering Setting' configuration...! Yes, this works. But in my mind the question arises: "Why then is there a combo box to choose predefined ratios?" -- Viele Grüße, Yogi Marc Michael
Re[2]: HDTV-rendering-Tutorial (was: 6 New Realsoft tutorials)
Hallo Jean-Sebastien, Montag, 25. September 2006, 21:50:49, schriebst Du: > That is true but not in the camera properties, you need to know the ratio. I've tested it. I created a camera and entered the properties. There I was able to set the film width and film height. Simply entered 16 and 9, and the ratio was set to the special number. The entries film width and film height aren't absolute values. They only describe the ratio between the width and the height. With my tests, the manual is a little bit low on this, the absolute width and height of the camera is 1000x1000. > Jean-Sebastien Perron www.neuroworld.ws De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Marc Michael Envoyé : Monday, September 25, 2006 3:42 PM À : Jean-Sebastien Perron Objet : HDTV-rendering-Tutorial (was: 6 New Realsoft tutorials) Hallo Jean-Sebastien, Montag, 25. September 2006, 17:09:33, schriebst Du: > http://www.neuroworld.ws/tutorials.htm Please, give me your comments. Jean-Sebastien Perron www.neuroworld.ws Nice tutorials. I have a comment for an additional aspect for HDTV-rendering, <http://www.neuroworld.ws/tutorials/jsp_tutorial_hdtv_rendering/jsp_tutorial_hdtv_rendering.htm>. You don't has to remember this magic number 0.563, because you know the ratio: 16:19. So, uncheck Lock ratio and type in the field Width 16 and in the field Height 9. Realsoft automatically calculates the Height/Width floating point ratio. Now check Lock ratio and type in your dired Width. Realsoft automatically calculates the correct Height! But one question: Is it possible to add custom presets of my own into the Presets-combo? -- Viele Grüße, Yogi Marc Michael -- Viele Grüße, Marc
HDTV-rendering-Tutorial (was: 6 New Realsoft tutorials)
Hallo Jean-Sebastien, Montag, 25. September 2006, 17:09:33, schriebst Du: > http://www.neuroworld.ws/tutorials.htm Please, give me your comments. Jean-Sebastien Perron www.neuroworld.ws Nice tutorials. I have a comment for an additional aspect for HDTV-rendering, <http://www.neuroworld.ws/tutorials/jsp_tutorial_hdtv_rendering/jsp_tutorial_hdtv_rendering.htm>. You don't has to remember this magic number 0.563, because you know the ratio: 16:19. So, uncheck Lock ratio and type in the field Width 16 and in the field Height 9. Realsoft automatically calculates the Height/Width floating point ratio. Now check Lock ratio and type in your dired Width. Realsoft automatically calculates the correct Height! But one question: Is it possible to add custom presets of my own into the Presets-combo? -- Viele Grüße, Yogi Marc Michael
Re: What is the best LINUX distribution would you recommand for realsoft?
Hallo ShaddamIV, > What is the best LINUX distribution would you recommand for realsoft? Jean-Sebastien Perron www.neuroworld.ws I have installed Realsoft3D on SuSE and Debian. At work I've installed Ubuntu. Ubuntu is based on Debian. Ubuntu is focussed on the graphical desktop user. Very easy to install. You insert the CD, boot into the live system, play around and then simply choose from the menu "Install on HD". Nice thing. In my experience Realsoft3D doesn't need special features of the distribution. So, all Linux Distributions should work. There are three things which needs further investment. First is the GUI library. RS3D need the original Motif-Libs. As I installed it on a Debian Box, I simply copied the binary lib from a SuSE Box. It simply works. An important point is the window manager. RS3D uses extremely the left Alt-Key. But under X11, the left Alt-Key is traditionaly used for manipulating windows. I use BlackBox. BlackBox has the nice feature that I can simply press the Scroll-Lock-Key and the left Alt-Key will be directly routed to the application. That's a nice feature. Another point is the hardware-acceleration of OpenGL. There I have no experience. Ati and Nvidia provide more or less closes source driver for their cards. As I've heard, it's not so hard to install an Nvidia-Card. The best advise on which Linux-Distribution you should use is simply: Use the distribution your friend uses. ;-) -- Viele Grüße, Yogi Marc Michael
Re: Advantages of Using HSV (Hue-Saturation-Value)
Karl wrote: Color is not absolute by a longshot. It's a perception thing more than anything else. One color look different depending on what color it is viewed next to. Timo showed a brilliant example of this on IRC a while back. Anyone still got that link? You mean this checker-board, where a white square in the shadow has absolut the same color as a black square in the light? <http://images.google.de/images?q=checker+illusion&hl=de&btnG=Bilder-Suche> Regards Karl cu, Yogi Marc Michael
Re: Problems with service pack 2
Marc Michael schrieb: Hans Andersson schrieb: Hi, I have some problems with the software after installing SP2, if I open the property window and closes it I receive an error message. And if I go to the window map of Realsoft and open the "Propery window" file with wordpad then it "says" : c:/realsoft3d/windows/Property Window so I guess my problem is related to that and that my Realsoft is installed on my F drive. /Hans Andersson Same problem here: Every new window need some seconds to open. There are many errors of this type. For example, double click in the Material window on a material and then check "Preview" will result in the following error message after some seconds: "Cannot find sub image \/.realsoft/temp/Material Preview_box_0_0.r3i (Error:r3fremp:1712) Cannot output image (Error:r3freng:1745)" But the material preview will be displayed. After I click on "Ok", another error message pops up: "TaskDC not found (Error:r3gfx:451) Cannot write file \/.realsoft/windows/Property Window (Error:r3drfwto:926)" OS: Windows98SE Installation-Path: C:\Programme\Realsoft\Realsoft3D Looks strange. Since, Yogi Marc Michael
Re: Problems with service pack 2
Hans Andersson schrieb: Hi, I have some problems with the software after installing SP2, if I open the property window and closes it I receive an error message. And if I go to the window map of Realsoft and open the "Propery window" file with wordpad then it "says" : c:/realsoft3d/windows/Property Window so I guess my problem is related to that and that my Realsoft is installed on my F drive. /Hans Andersson Same problem here: Every new window need some seconds to open. There are many errors of this type. For example, double click in the Material window on a material and then check "Preview" will result in the following error message after some seconds: "Cannot find sub image \/.realsoft/temp/Material Preview_box_0_0.r3i (Error:r3fremp:1712) Cannot output image (Error:r3freng:1745)" But the material preview will be displayed. OS: Windows98SE Installation-Path: C:\Programme\Realsoft\Realsoft3D Looks strange. Since, Yogi Marc Michael
Re: A white to black material
Karl schrieb: Variable Angle (float) operation absolute value (input:ray*surfacenormal, output:angle) Tip: With simply a third line you can create a cool flip-flop paint. Simply add a Curve, input: Angle, output: Color. The color depends on the viewing angle. This special paint is sometimes used eg on pimped cars. But with the curve object you can simply create an advanced flip-flop paint with 3 or more colors. Simply play with the 3 color curves! Yogi Marc Michael