FeatureRequester 2000

2010-01-27 Thread Marc Michael
Hello user-list,



-- 
Best wishes,
 Marc Michael


FeatureRequester1.tcl
Description: Binary data


Re: What does Unwrap do?

2009-09-22 Thread Marc Michael
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?

2009-09-18 Thread Marc Michael
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

2009-05-03 Thread Marc Michael
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

2009-05-02 Thread Marc Michael
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

2009-04-29 Thread Marc Michael
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

2008-11-06 Thread Marc Michael
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

2008-11-04 Thread Marc Michael
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

2008-11-04 Thread Marc Michael
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

2008-11-02 Thread Marc Michael
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.

2008-02-08 Thread Marc Michael
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.

2008-02-05 Thread Marc Michael
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 :))

2007-12-21 Thread Marc Michael
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. It’s part based. Each part can have it’s own length. So
it’s 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!
You’ll 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 it’s also
possible to roll the notes around. Very easy, intuitive and fast.

The direct concurrent program is FruityLoops. But FuityLoops is more
complicated and doesn’t 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

2007-11-12 Thread Marc Michael

[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

2007-11-12 Thread Marc Michael

[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

2007-10-22 Thread Marc Michael
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 don’t 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 it’s 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 isn’t 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

2007-10-14 Thread Marc Michael
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 isn’t 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/

It’s not finished yet, but it shows how I came to my opinion. I have
also done some real practical tests which doesn’t shows up yet.

Now it’s your turn. What do you think? What’s your experiences?

-- 
 Best wishes,
 Marc Michael




Re[2]: Another Tim Borgmann Interview - lots on Realsoft!

2007-09-26 Thread Marc Michael
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 it’s 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, it’s often easier to
build something different than the mainstream. For example, it’s said
that RS3D have a good hair system. But when you look at RS3D, there’s
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 wasn’t 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
doesn’t 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 what’s 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?

2007-09-20 Thread Marc Michael
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 I’ve 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, it’s 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 don’t 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 doesn’t look like JPG artifacts. Haven’t 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 isn’t
an apha channel! That’s 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, I’ve sit down
and thought “What’s the best image size and colour depth when used as
a texture?” I haven’t found a text which describes this. I’ve 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. It’s 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 don’t 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?

2007-09-20 Thread Marc Michael
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: I’ve used layers in MS Paint. I’ve 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. I’m 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 I’m using PNG.

I’m using Adobe Illustrator for textures creation. But I’ve also
looked at Gimp for PSD support. In both programs, I’m able to give
every layer a unique name, and simply access this layers by it’s
unique names inside RS3D. Additionally, every layer comes with it’s 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?

2007-09-15 Thread Marc Michael
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?

2007-09-14 Thread Marc Michael
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

2007-05-02 Thread Marc Michael
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

2007-05-02 Thread Marc Michael
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

2007-03-27 Thread Marc Michael
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)

2007-03-25 Thread Marc Michael
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

2007-03-21 Thread Marc Michael
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

2007-03-18 Thread Marc Michael
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

2007-03-18 Thread Marc Michael
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

2007-03-09 Thread Marc Michael
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?

2007-02-03 Thread Marc Michael
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

2007-02-03 Thread Marc Michael
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

2007-01-28 Thread Marc Michael
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

2007-01-28 Thread Marc Michael
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

2007-01-27 Thread Marc Michael
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

2007-01-16 Thread Marc Michael
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?

2007-01-16 Thread Marc Michael
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.

2006-09-27 Thread Marc Michael
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)

2006-09-25 Thread Marc Michael




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)

2006-09-25 Thread Marc Michael




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)

2006-09-25 Thread Marc Michael




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?

2006-09-21 Thread Marc Michael




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)

2005-11-13 Thread Marc Michael

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

2005-10-02 Thread Marc Michael

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

2005-10-02 Thread Marc Michael

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

2005-09-25 Thread Marc Michael

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