Re: news about v 8:) // any news about realease date V 8 ?
Mark, Re Blender you have to admit the advances and progress and feature set far out strip that of RS now. The day RS updates ... everything, that will be the day I jump back on board. In my opinion it is too far behind in development now, almost needs a complete rewrite? Blender ease or not ease of use can differ from one person to another. Personally I find the new v2.5 very easy to work with. Aidan On 10 October 2011 15:21, Mark Heuymans atha...@casema.nl wrote: Thank for the tip Frank, great news and impressive GI animations! By coincidence I've been toying with this Sponza scene lately with other renderers like Luxrender and Cycles for Blender. The image in these unbiased renderers starts very noisy and progressively improves until the noise is acceptable, a completely different approach from Realsoft's. Looks like RS is catching up and adopting more modern techniques. By the way, Blender is a b to learn compared to RS ;) cheers, Mark H On 10-10-2011 14:17, Frank Brübach wrote: look at www.realsoft.com / news
Re: SDK/ sites down/ frustration/Realsoft
However - to survive in this world of ours one needs SOME money, be it an individual or a company. OK RS is still around, but Winning Recipe? Just because you are still around does not mean a winning recipe. How many copies of RS is sold per week / month / year at this stage? Enough to keep even TWO people in a wage? Are the guys developing RS ALSO involved in other areas? Aidan On 7 November 2010 20:20, Jean-Sebastien Perron j...@neuroworld.ws wrote: It's not about how much you gain money, it's about how much you spend. RS is still around because they kept the spending low. What you are kind of saying Martin is that you would favor a software based on it's users/community/popularity over the software itself. In 10 years RS will still be there with a few redefining revolutions here and there. From day 1 (RS 1.0) to today they have kept it the same. When you have a winning recipe you don't change it. What good is money if you cannot survive in difficult times and risk loosing it all. The only thing that can change is YOU and US. We can do more. Jean-Sebastien Perron www.NeuroWorld.ws On 10-11-07 11:50 AM, mengil...@gmx.net wrote: Sure you´re right, but somehow that´s the whole point, right? If Realsoft is basically just two people - and this proves to be not enough - than it should be checked if other options are available. And this just roughly correlates to the price of the product. If the expenses are doubled and so are the earnings generated by RS3D, then the equation much likely evens out - at least. To, for example, have an investor who gives money for marketing and development but also wants a percentage of the income, should at least generate the same amount of income for Vesa and Juha as is generated now, simply through increased sales, while the price could probably stay the same. Let´s face it - leading software publishers only demand high prices because they can. Because their software is the leader. If for example you compare Photoshop to some of it´s (theoretical) competitors, you will find that some of them sell for only five percent (!) of Photoshops price; while offering about 80% of Photoshops capabilities. But even if RS3D cost fifty or a hundret bucks more, users would buy it if they saw that the increased functionality was worth it. Martin Original-Nachricht Datum: Sun, 7 Nov 2010 13:57:40 + Von: leeel...@spatial.plus.com An: user-list@light.realsoft3d.com Betreff: Re: SDK/ sites down/ frustration/Realsoft I've been using RS a long time, albeit not quite as long as Mark - just since V2 on Amiga - but like Mark, the way that RS works fits me just right (even though I'm not as active as I used to be, I still get the occasional idea for a pic and manage to 'dribble' out a few new pics each year.) I think that one of the important factors that needs to be remembered concerning RS is the price/performance trade-off that it offers. RS hasn't been produced by a large organisation, with extra staff dedicated to promotion; it's pretty much just a two-man show. I think the bottom line is you pays your money and takes your choice. If you want more support, beyond that offered by other users, then perhaps you need to pay more to a larger organisation that uses that extra money to employ promotional staff. LeeE
Re: SDK/ sites down/ frustration/Realsoft
However - to survive in this world of ours one needs SOME money, be it an individual or a company. OK RS is still around, but Winning Recipe? Just because you are still around does not mean a winning recipe. How many copies of RS is sold per week / month / year at this stage? Enough to keep even TWO people in a wage? Are the guys developing RS ALSO involved in other areas? On 8 November 2010 11:57, aidan o driscoll aidan...@gmail.com wrote: However - to survive in this world of ours one needs SOME money, be it an individual or a company. OK RS is still around, but Winning Recipe? Just because you are still around does not mean a winning recipe. How many copies of RS is sold per week / month / year at this stage? Enough to keep even TWO people in a wage? Are the guys developing RS ALSO involved in other areas? Aidan On 7 November 2010 20:20, Jean-Sebastien Perron j...@neuroworld.ws wrote: It's not about how much you gain money, it's about how much you spend. RS is still around because they kept the spending low. What you are kind of saying Martin is that you would favor a software based on it's users/community/popularity over the software itself. In 10 years RS will still be there with a few redefining revolutions here and there. From day 1 (RS 1.0) to today they have kept it the same. When you have a winning recipe you don't change it. What good is money if you cannot survive in difficult times and risk loosing it all. The only thing that can change is YOU and US. We can do more. Jean-Sebastien Perron www.NeuroWorld.ws On 10-11-07 11:50 AM, mengil...@gmx.net wrote: Sure you´re right, but somehow that´s the whole point, right? If Realsoft is basically just two people - and this proves to be not enough - than it should be checked if other options are available. And this just roughly correlates to the price of the product. If the expenses are doubled and so are the earnings generated by RS3D, then the equation much likely evens out - at least. To, for example, have an investor who gives money for marketing and development but also wants a percentage of the income, should at least generate the same amount of income for Vesa and Juha as is generated now, simply through increased sales, while the price could probably stay the same. Let´s face it - leading software publishers only demand high prices because they can. Because their software is the leader. If for example you compare Photoshop to some of it´s (theoretical) competitors, you will find that some of them sell for only five percent (!) of Photoshops price; while offering about 80% of Photoshops capabilities. But even if RS3D cost fifty or a hundret bucks more, users would buy it if they saw that the increased functionality was worth it. Martin Original-Nachricht Datum: Sun, 7 Nov 2010 13:57:40 + Von: leeel...@spatial.plus.com An: user-list@light.realsoft3d.com Betreff: Re: SDK/ sites down/ frustration/Realsoft I've been using RS a long time, albeit not quite as long as Mark - just since V2 on Amiga - but like Mark, the way that RS works fits me just right (even though I'm not as active as I used to be, I still get the occasional idea for a pic and manage to 'dribble' out a few new pics each year.) I think that one of the important factors that needs to be remembered concerning RS is the price/performance trade-off that it offers. RS hasn't been produced by a large organisation, with extra staff dedicated to promotion; it's pretty much just a two-man show. I think the bottom line is you pays your money and takes your choice. If you want more support, beyond that offered by other users, then perhaps you need to pay more to a larger organisation that uses that extra money to employ promotional staff. LeeE
Re: SDK/ sites down/ frustration/Realsoft
ut I prefer RS3D for its clean 'mathematical' feel that distinguishes it from, say, Blender. Have you recently tried BLENDER 2.5?? New UI .. and so on. My argument for Blender, because it is FREE, it can be used ALONGSIDE the likes of RS to access features that RS does not nor will probably NOT have for a good while ( if at all ). I stopped RS Upgr at 5, to be honest it will take a massive over haul before I will put more upgrade money into it. Currently I use MODO 4 ( 5 on way ), blender 2.5, bit of Zbrush and doodle with FREE Sculptris. OK - some use RS because their toolset requirements are narrow. And these people will hear nothing said about RS, its fine for them. But the world is a big place with many 3D users who need other things. These ex RS users had to go elsewhere - what more can one expect. Its a very narrow view to have saying that RS does me fine so sod the rest of ye. I like it the way it is FOR ME ME ME. If thats what RS dev team want then all the best, good luck and thanks for all the fish, thats no market! Aidan On 5 November 2010 20:41, Amir Ansari fractall...@csi.com wrote: I always buy new versions to support the software. 3D is a very competitive market, but I prefer RS3D for its clean 'mathematical' feel that distinguishes it from, say, Blender. Features and new technologies are critical though. It's the Red Queen's race at work (http://en.wikipedia.org/wiki/Red_Queen's_Hypothesis). On Fri, 05 Nov 2010 20:27:39 +0100 mengil...@gmx.net wrote: Cause, no disrespects for the developers, but I also considered to buy v7 but didn´t see the arguments for it. It rather seemed to me like a more extensive servicepack than a real new full version. Of course there are people for who RS3D is the perfect tool (like Neil), but the overall image I´m getting is that more and more users turn away from RS3D and that even already established ressources disappear.
Re: RS is way too much flexible and powerful for it's users.
With respect to RS and the industry in general - Sculpting. Pretty much every other app has listened and either has sculpt features OR can import very large meshes without falling over THEN has retopology tools. Least of all an import export set to get you in / out of the likes of Zbrush, 3D Coat and the like, Thought I would throw that one in :D Aidan On 30 July 2010 05:38, Jean-Sebastien Perron j...@neuroworld.ws wrote: All object should be modeled or converted to Subdivision with Quad polygons. Why, because all the industry is doing it. It's simple and efficient. All materials should be made using textures map, not procedural. Texture placement should be burn on the point of the polygons. If you follow this, your creation will always works perfectly on any 3D software. Jean-Sebastien Perron www.CombadZ.com On 10-07-29 11:54 PM, mengil...@gmx.net wrote: Yeah, I too would say that RS3Ds greatest strenght is its modelling capabilities, and in general its straight-forward approach for the basic tools. The problem here, as I see it, is a not so good interoperability of RS3D. Exporting polygon geometry is pretty easy - until you want to export a model with a UV map. I´ve never gotten that done. Exporting NURBS is possible if you got the IGES (?) im-/exporter plugin, but than again there are not that many renderers that support that. Exporting CSG-Booleans then is nigh-impossible, for the most part perhaps because there are so very few other 3D-packages that support CSG. Then you also have the option of converting your geometry to polygon geometry - but not if you use CSG-booleans. So you end up caught inside RS3D where problems like the one with GI affect you. You either use the application to it´s full potential OR remain interoperability with other software like named standalone renderers. RS3Ds greatest benefits are in part also its greatest flaws, because they set the software appart in a way that other software can´t keep up or simply does things in a totally different way. If you look at unbiased renderers for example, the material parameters are pretty exactly the same in every renderer. If RS3D featured a physically based material that featured all theses parameters, it would be not that much work to make an exporter for Luxrender, Maxwell, Fryrender and the likes. Well, as long as you sticked to polygon meshes and left out procedural textures. And if there was something like an auto-mesh tool for CSG that converted CSG geometry to polygon geometry, you could use CSG-Booleans in RS3D without worrying about how to get the data out to another program, should the need arise. Converting CSG in such a way even is already possible if you do it by hand. By taking a mesh and using the collision detection setting with the move and scale tools, you already can shrinkwrap a mesh around a CSG-boolean quite pleasingly - only that this can take quite some time. Integrating a feature that did the work automatically would make RS3D more open. So in the end you would have the choice to either use RS3Ds own rendering engine, or to convert/export your scene to another renderer, whatever type of geometry you used. Thinking again about the NURBS-im/export. I guess this will mostly be used to get data out of other (specialized) software into RS3D for building a scene to render a still or to animate it. In this case exporting or convertion capabilities won´t matter much. Instead here it would be most important to increase the packages own capabilities, perhaps most of all it´s GI rendering capabilities. So, in the end you would get around doing that. Greetz, Martin Original-Nachricht Datum: Thu, 29 Jul 2010 12:04:15 +0300 Von: Jouni Hätinenjouni.hati...@iki.fi An: user-list@light.realsoft3d.com Betreff: Re: RS is way too much flexible and powerful for it\'s users. I think Realsoft's strengths are modeling and user interface. And that it's available on Linux. It's also very cheap on Linux. If you do only one thing and you find a program that does it very well, then it's probably the best to use that. But Realsoft does many things. If you want to buy the best program for every different task, it's going to be very expensive. The only thing that really bugs me in Realsoft is their release plan, or lack of it, especially for Linux. -Jouni 2010/7/29 Jean-Sebastien Perronj...@neuroworld.ws: You are right Martin. I agree with everything you just wrote. If you look on my website you will realize that I do exactly the opposite of what I wrote. RS needs to open to the world and lower it's price. And they should simplify RS or redesign it completely. I don't know if a 3D software can be as simple as Strata and Powerful as Houdini at the same time? Stand alone modelers, stand alone renderers, stand alone texture painting, standalone character animation ... Are all doing better than full
Re: RS is way too much flexible and powerful for it's users.
And by the way - while reading the various opinions on this topic over last while - I have seen some people pretty much saying for what I do in 3D RS is fine, it has what I want so therefore all is fine. Unfortunately one cannot bury one self in the proverbial 3D sand either, with that attitude. Not everybody who uses / has used RS is the same. RS will / cannot survive on the few who feel the current tool / feature set is fine. I would also have to argue that alot of other more up to date featured app are equally as good or better at modeling as RS is. Modo, Silo, not to mention the big boys. Try them - then compare to RS. Aidan On 30 July 2010 10:42, aidan o driscoll aidan...@eircom.net wrote: With respect to RS and the industry in general - Sculpting. Pretty much every other app has listened and either has sculpt features OR can import very large meshes without falling over THEN has retopology tools. Least of all an import export set to get you in / out of the likes of Zbrush, 3D Coat and the like, Thought I would throw that one in :D Aidan On 30 July 2010 05:38, Jean-Sebastien Perron j...@neuroworld.ws wrote: All object should be modeled or converted to Subdivision with Quad polygons. Why, because all the industry is doing it. It's simple and efficient. All materials should be made using textures map, not procedural. Texture placement should be burn on the point of the polygons. If you follow this, your creation will always works perfectly on any 3D software. Jean-Sebastien Perron www.CombadZ.com On 10-07-29 11:54 PM, mengil...@gmx.net wrote: Yeah, I too would say that RS3Ds greatest strenght is its modelling capabilities, and in general its straight-forward approach for the basic tools. The problem here, as I see it, is a not so good interoperability of RS3D. Exporting polygon geometry is pretty easy - until you want to export a model with a UV map. I´ve never gotten that done. Exporting NURBS is possible if you got the IGES (?) im-/exporter plugin, but than again there are not that many renderers that support that. Exporting CSG-Booleans then is nigh-impossible, for the most part perhaps because there are so very few other 3D-packages that support CSG. Then you also have the option of converting your geometry to polygon geometry - but not if you use CSG-booleans. So you end up caught inside RS3D where problems like the one with GI affect you. You either use the application to it´s full potential OR remain interoperability with other software like named standalone renderers. RS3Ds greatest benefits are in part also its greatest flaws, because they set the software appart in a way that other software can´t keep up or simply does things in a totally different way. If you look at unbiased renderers for example, the material parameters are pretty exactly the same in every renderer. If RS3D featured a physically based material that featured all theses parameters, it would be not that much work to make an exporter for Luxrender, Maxwell, Fryrender and the likes. Well, as long as you sticked to polygon meshes and left out procedural textures. And if there was something like an auto-mesh tool for CSG that converted CSG geometry to polygon geometry, you could use CSG-Booleans in RS3D without worrying about how to get the data out to another program, should the need arise. Converting CSG in such a way even is already possible if you do it by hand. By taking a mesh and using the collision detection setting with the move and scale tools, you already can shrinkwrap a mesh around a CSG-boolean quite pleasingly - only that this can take quite some time. Integrating a feature that did the work automatically would make RS3D more open. So in the end you would have the choice to either use RS3Ds own rendering engine, or to convert/export your scene to another renderer, whatever type of geometry you used. Thinking again about the NURBS-im/export. I guess this will mostly be used to get data out of other (specialized) software into RS3D for building a scene to render a still or to animate it. In this case exporting or convertion capabilities won´t matter much. Instead here it would be most important to increase the packages own capabilities, perhaps most of all it´s GI rendering capabilities. So, in the end you would get around doing that. Greetz, Martin Original-Nachricht Datum: Thu, 29 Jul 2010 12:04:15 +0300 Von: Jouni Hätinenjouni.hati...@iki.fi An: user-list@light.realsoft3d.com Betreff: Re: RS is way too much flexible and powerful for it\'s users. I think Realsoft's strengths are modeling and user interface. And that it's available on Linux. It's also very cheap on Linux. If you do only one thing and you find a program that does it very well, then it's probably the best to use that. But Realsoft does many things. If you want to buy the best program for every different task, it's going to be very
Re: RS is way too much flexible and powerful for it's users.
And by the way - while reading the various opinions on this topic over last while - I have seen some people pretty much saying for what I do in 3D RS is fine, it has what I want so therefore all is fine. Unfortunately one cannot bury one self in the proverbial 3D sand either, with that attitude. Not everybody who uses / has used RS is the same. RS will / cannot survive on the few who feel the current tool / feature set is fine. I would also have to argue that alot of other more up to date featured app are equally as good or better at modeling as RS is. Modo, Silo, not to mention the big boys. Try them - then compare to RS. Aidan On 30 July 2010 10:42, aidan o driscoll aidan...@eircom.net wrote: With respect to RS and the industry in general - Sculpting. Pretty much every other app has listened and either has sculpt features OR can import very large meshes without falling over THEN has retopology tools. Least of all an import export set to get you in / out of the likes of Zbrush, 3D Coat and the like, Thought I would throw that one in :D Aidan On 30 July 2010 05:38, Jean-Sebastien Perron j...@neuroworld.ws wrote: All object should be modeled or converted to Subdivision with Quad polygons. Why, because all the industry is doing it. It's simple and efficient. All materials should be made using textures map, not procedural. Texture placement should be burn on the point of the polygons. If you follow this, your creation will always works perfectly on any 3D software. Jean-Sebastien Perron www.CombadZ.com On 10-07-29 11:54 PM, mengil...@gmx.net wrote: Yeah, I too would say that RS3Ds greatest strenght is its modelling capabilities, and in general its straight-forward approach for the basic tools. The problem here, as I see it, is a not so good interoperability of RS3D. Exporting polygon geometry is pretty easy - until you want to export a model with a UV map. I´ve never gotten that done. Exporting NURBS is possible if you got the IGES (?) im-/exporter plugin, but than again there are not that many renderers that support that. Exporting CSG-Booleans then is nigh-impossible, for the most part perhaps because there are so very few other 3D-packages that support CSG. Then you also have the option of converting your geometry to polygon geometry - but not if you use CSG-booleans. So you end up caught inside RS3D where problems like the one with GI affect you. You either use the application to it´s full potential OR remain interoperability with other software like named standalone renderers. RS3Ds greatest benefits are in part also its greatest flaws, because they set the software appart in a way that other software can´t keep up or simply does things in a totally different way. If you look at unbiased renderers for example, the material parameters are pretty exactly the same in every renderer. If RS3D featured a physically based material that featured all theses parameters, it would be not that much work to make an exporter for Luxrender, Maxwell, Fryrender and the likes. Well, as long as you sticked to polygon meshes and left out procedural textures. And if there was something like an auto-mesh tool for CSG that converted CSG geometry to polygon geometry, you could use CSG-Booleans in RS3D without worrying about how to get the data out to another program, should the need arise. Converting CSG in such a way even is already possible if you do it by hand. By taking a mesh and using the collision detection setting with the move and scale tools, you already can shrinkwrap a mesh around a CSG-boolean quite pleasingly - only that this can take quite some time. Integrating a feature that did the work automatically would make RS3D more open. So in the end you would have the choice to either use RS3Ds own rendering engine, or to convert/export your scene to another renderer, whatever type of geometry you used. Thinking again about the NURBS-im/export. I guess this will mostly be used to get data out of other (specialized) software into RS3D for building a scene to render a still or to animate it. In this case exporting or convertion capabilities won´t matter much. Instead here it would be most important to increase the packages own capabilities, perhaps most of all it´s GI rendering capabilities. So, in the end you would get around doing that. Greetz, Martin Original-Nachricht Datum: Thu, 29 Jul 2010 12:04:15 +0300 Von: Jouni Hätinenjouni.hati...@iki.fi An: user-list@light.realsoft3d.com Betreff: Re: RS is way too much flexible and powerful for it\'s users. I think Realsoft's strengths are modeling and user interface. And that it's available on Linux. It's also very cheap on Linux. If you do only one thing and you find a program that does it very well, then it's probably the best to use that. But Realsoft does many things. If you want to buy the best program for every different task, it's going to be very
Re: Fryrender plugin support
Hi Alasdair, That is beyond my remit - not because I do not want to - but I am not a programmer. However their are those in the RS camp who are. A gentle prod toward these people really, but then I understand it involves time and teh like, so do not have any expectation of anyone. Of course it all depends how the RS system as a whole will play with other apps and utilities .. Aidan On 21 July 2010 09:51, Alasdair alasd...@digitalmystic.co.uk wrote: Aidan how would one go about building a plug-in for rs3d? Alasdair - Original Message - From: aidan o driscoll aidan...@eircom.net To: user-list@light.realsoft3d.com Sent: Tuesday, July 20, 2010 8:12 PM Subject: Re: Fryrender plugin support Alasdair, In my earlier post I mentioned that I was using LUXRENDER at the moment with the new Blender 2.5 Beta ( WIN32 ). I was suggesting it here because the topic talked of Plugins for FRYRENDER. As LUXRENDER is FREE, open source, I thought it might be of interest to RS programmer types ( :D ) to knockup a plug for Luxrender .. thats all! For anyone interested I did a build today of Latest Blender 2.5 Beta ( nearing official release ). I included the Luxblend plug, all setup to use the Luxrender App. How to's and where to gets are at this thread, 8th message down: http://blenderartists.org/forum/showthread.php?t=192077 Aidan On 20 July 2010 19:40, Alasdair alasd...@digitalmystic.co.uk wrote: how are you loading it into rs3d and vice versa? Alasdair - Original Message - From: aidan o driscoll aidan...@gmail.com To: user-list@light.realsoft3d.com Sent: Tuesday, July 20, 2010 5:47 PM Subject: Re: Fryrender plugin support Hiya, All interesting reading - thank you for one, from me! I brought up OCTANE just to see. But also previously brought up the FREE / Open Source physically based and unbiased rendering engine that is LUXRENDER: http://www.luxrender.net/ Access to this from RS because it is free and therefore accessible to more than FRY which has a far higher cost. Aidan On 20 July 2010 17:24, Rakesh Malik tamer...@gmail.com wrote: I think a version of Larrabee will be released soon -- though it's not likely to be a graphics chip, it's most likely to be a mini-supercomputer on a card. The margins in that arena are much better than the margins in CPU's right now, so you can bet that Intel's going to go after it with some gusto. OpenMCL and DirectX are our best bets for standardized API's. OpenGL will always be playing catchup, and DirectX will always be leading the way, because Microsoft makes too much money from games to stop pushing DirectX as much as it can, and OpenGL is a standard that requires a committee to agree on. The same committee that ensures that OpenGL is OpenGL also slows it down -- it's the tradeoff for standardization. Threading in Python is a joke. I've done it, it's a waste of effort. The language is suitable only for embarrassingly parallel applications, and that's it. C++0x won't be usable by very many people -- especially the newer programmers. It will be a fine language, but the people using it will be limited to supercomputer models, games, and the better 3D animation and rendering software. There are several modern programming languages that are placing a strong emphasis on parallel, multi-threaded, distributed, and functional programming. In mainstream programming, applications will just get buggier and more bloated. In the smaller space of 3D software and games, we'll see some amazing stuff, probably in the next couple of years. They're going to have no choice as far as standards -- there will be a small number of languages (my guess is OpenMCL + whatever Microsoft calls theirs) that will end up becoming pervasive, and anyone who wants to play will have to support them or be kicked to the curb. Thanks -- I'm trying to get out of programming so that I can do more with 3D and photography. I've been out of 3D for too long, because I haven't had the time to keep it up. - Rakesh Malik http://www.whitecranephotography.com http://www.flickr.com/baratheon On Tue, Jul 20, 2010 at 6:22 AM, Jean-Sebastien Perron j...@neuroworld.ws wrote: Wow really interesting Rakesh. Larrabee won't be released soon, if released at all. I hope you are right, I am eager for theses new features to be open standard. As a programmer, it's even difficult to use good old OpenGl/DirectX mess. Thankyou for that long response, If you know more tell us. I will do further reading about the new GPU. The new c++ standard ( C++0x) that will be revealed the next year, will support multi threading. Like Python, most languages are now supporting parallel execution directly in the language. OpenGL, DirectX, Larrabee, ATI, Nvidia, Mac, Linux, Win ... They will never merge to any standard. I really like your landscape pictures. Jean-Sebastien Perron
Re: Fryrender plugin support
Hi Alasdair, That is beyond my remit - not because I do not want to - but I am not a programmer. However their are those in the RS camp who are. A gentle prod toward these people really, but then I understand it involves time and teh like, so do not have any expectation of anyone. Of course it all depends how the RS system as a whole will play with other apps and utilities .. Aidan On 21 July 2010 09:51, Alasdair alasd...@digitalmystic.co.uk wrote: Aidan how would one go about building a plug-in for rs3d? Alasdair - Original Message - From: aidan o driscoll aidan...@eircom.net To: user-list@light.realsoft3d.com Sent: Tuesday, July 20, 2010 8:12 PM Subject: Re: Fryrender plugin support Alasdair, In my earlier post I mentioned that I was using LUXRENDER at the moment with the new Blender 2.5 Beta ( WIN32 ). I was suggesting it here because the topic talked of Plugins for FRYRENDER. As LUXRENDER is FREE, open source, I thought it might be of interest to RS programmer types ( :D ) to knockup a plug for Luxrender .. thats all! For anyone interested I did a build today of Latest Blender 2.5 Beta ( nearing official release ). I included the Luxblend plug, all setup to use the Luxrender App. How to's and where to gets are at this thread, 8th message down: http://blenderartists.org/forum/showthread.php?t=192077 Aidan On 20 July 2010 19:40, Alasdair alasd...@digitalmystic.co.uk wrote: how are you loading it into rs3d and vice versa? Alasdair - Original Message - From: aidan o driscoll aidan...@gmail.com To: user-list@light.realsoft3d.com Sent: Tuesday, July 20, 2010 5:47 PM Subject: Re: Fryrender plugin support Hiya, All interesting reading - thank you for one, from me! I brought up OCTANE just to see. But also previously brought up the FREE / Open Source physically based and unbiased rendering engine that is LUXRENDER: http://www.luxrender.net/ Access to this from RS because it is free and therefore accessible to more than FRY which has a far higher cost. Aidan On 20 July 2010 17:24, Rakesh Malik tamer...@gmail.com wrote: I think a version of Larrabee will be released soon -- though it's not likely to be a graphics chip, it's most likely to be a mini-supercomputer on a card. The margins in that arena are much better than the margins in CPU's right now, so you can bet that Intel's going to go after it with some gusto. OpenMCL and DirectX are our best bets for standardized API's. OpenGL will always be playing catchup, and DirectX will always be leading the way, because Microsoft makes too much money from games to stop pushing DirectX as much as it can, and OpenGL is a standard that requires a committee to agree on. The same committee that ensures that OpenGL is OpenGL also slows it down -- it's the tradeoff for standardization. Threading in Python is a joke. I've done it, it's a waste of effort. The language is suitable only for embarrassingly parallel applications, and that's it. C++0x won't be usable by very many people -- especially the newer programmers. It will be a fine language, but the people using it will be limited to supercomputer models, games, and the better 3D animation and rendering software. There are several modern programming languages that are placing a strong emphasis on parallel, multi-threaded, distributed, and functional programming. In mainstream programming, applications will just get buggier and more bloated. In the smaller space of 3D software and games, we'll see some amazing stuff, probably in the next couple of years. They're going to have no choice as far as standards -- there will be a small number of languages (my guess is OpenMCL + whatever Microsoft calls theirs) that will end up becoming pervasive, and anyone who wants to play will have to support them or be kicked to the curb. Thanks -- I'm trying to get out of programming so that I can do more with 3D and photography. I've been out of 3D for too long, because I haven't had the time to keep it up. - Rakesh Malik http://www.whitecranephotography.com http://www.flickr.com/baratheon On Tue, Jul 20, 2010 at 6:22 AM, Jean-Sebastien Perron j...@neuroworld.ws wrote: Wow really interesting Rakesh. Larrabee won't be released soon, if released at all. I hope you are right, I am eager for theses new features to be open standard. As a programmer, it's even difficult to use good old OpenGl/DirectX mess. Thankyou for that long response, If you know more tell us. I will do further reading about the new GPU. The new c++ standard ( C++0x) that will be revealed the next year, will support multi threading. Like Python, most languages are now supporting parallel execution directly in the language. OpenGL, DirectX, Larrabee, ATI, Nvidia, Mac, Linux, Win ... They will never merge to any standard. I really like your landscape pictures. Jean-Sebastien Perron
Re: Fryrender plugin support
and documented standard. Like any hardware-dependent renderer they will fade over time. It's sad that the the Cell processor was ignored by the industry. The Cell in the hand of good old programmers (Assembler and c++) not (scripters) could do so much. I hate AMD and Intel and Arm and Motorolla, The secret to faster computing is parallel work. Like the hundreds of Blitters in the old arcade motherboard of the 80's. Programming in parallel require thinking, and the industry is playing it safe. We don't need 4 core we need 32 or 64 and more. Simple core that only do floating point math vectoring. Not all purpose crap like intel(int tel) like in integer. GPU are useless in generating images, no 2 videocard produce the same result. What is important is math math math Vector and matrix nothing else And still to this day, only one processor in the world deliver that : The Cell If I had the money of Bill Gate, In a year I would completely change the computer world. Company are behaving like the petrol industry : holding technology, and improving slowly to make more money. I would have thought that buy now we would not need to think about computing speed. The solution is so simple : (a really really simple RISC processor * 64) + a lot of memory inside the processor) in a single chip. A computer in a chip, everything in a chip. No dedicated hardware or instructions. Actually not all of the above is true, but mostly true Jean-Sebastien Perron www.CombadZ.com On 10-07-19 04:00 PM, aidan o driscoll wrote: OR http://www.refractivesoftware.com/ Octane Render is the world's first GPU based, un-biased, physically based renderer. €99 Bought this recently on offer - €49. Very nice renderer too. Use it with Modo! Plugs for other apps being developed for this also Aidan On 19 July 2010 20:42, Neil Cookene...@xtra.co.nz wrote: Nice Archviz there Arfo!!! Thanks Neil Cooke PS: I dont know enough about renderers to comment and RS does it Ok for me ... in my ignorance perhaps. From: Arjo Rozendaalarjo.rozend...@xs4all.nl To: user-list@light.realsoft3d.com Sent: Tue, 20 July, 2010 6:36:03 AM Subject: RE: Fryrender plugin support Hi Jason, I think Realsoft really needs a better render engine. But rendering with third party plugins would mean some serious changes. Solid objects won't be possible, everything will have to be turned into SDS/polygonal objects. VSL will be of no use anymore. All the materials will have to be created to work with the render engine. I doubt if this is what most Realsoft users like. I always liked the special things of Realsoft like the VSL and solid objects. I'm afraid the mainstream production market is quite covered by the other apps. So I guess Realsoft is more for the users that like the special options. However I must admit that these specialties have some severe limitations. In terms of production, VSL is far too technical and time consuming to create nice materials. Solids have limitations if you want to add bevels, deform them or things like that. But if Vesa and Juha find some solution that could bring the high quality rendering to Realsoft without losing VSL and solids it would be very impressive. Anyway, I'm even not sure if Fryrender is the best choise. I chose Vray, which is not an unbiased renderer lik Fry or Maxwell. But it's a lot faster. And IMHO it renders very nice images too. But as always there are a lot of different opinions when it comes to choosing a render app. And all the software galeries show the nicest results of their users. Here are some results of myself: Two different interior projects I did this year (rendered with Vray): http://www.xs4all.nl/~joly/show/kantoor.html and http://www..xs4all.nl/~joly/show/wrobel.html Both completely different atmosphere in terms of style. Modern/clean office; the other an private flat in Paris. Arjo. Van: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] Namens Jason Saunders Verzonden: maandag 19 juli 2010 17:03 Aan: user-list@light.realsoft3d.com Onderwerp: Fryrender plugin support Hi, Any votes for development starting on a plug-in for using this render engine in Realsoft ? Seeing as all the other major and not so major 3D apps have it supported, makes sense to try and catch up me thinks. www.randomcontrol.com/fryrender-gallery Regards Jason
Re: Fryrender plugin support
Alasdair, In my earlier post I mentioned that I was using LUXRENDER at the moment with the new Blender 2.5 Beta ( WIN32 ). I was suggesting it here because the topic talked of Plugins for FRYRENDER. As LUXRENDER is FREE, open source, I thought it might be of interest to RS programmer types ( :D ) to knockup a plug for Luxrender .. thats all! For anyone interested I did a build today of Latest Blender 2.5 Beta ( nearing official release ). I included the Luxblend plug, all setup to use the Luxrender App. How to's and where to gets are at this thread, 8th message down: http://blenderartists.org/forum/showthread.php?t=192077 Aidan On 20 July 2010 19:40, Alasdair alasd...@digitalmystic.co.uk wrote: how are you loading it into rs3d and vice versa? Alasdair - Original Message - From: aidan o driscoll aidan...@gmail.com To: user-list@light.realsoft3d.com Sent: Tuesday, July 20, 2010 5:47 PM Subject: Re: Fryrender plugin support Hiya, All interesting reading - thank you for one, from me! I brought up OCTANE just to see. But also previously brought up the FREE / Open Source physically based and unbiased rendering engine that is LUXRENDER: http://www.luxrender.net/ Access to this from RS because it is free and therefore accessible to more than FRY which has a far higher cost. Aidan On 20 July 2010 17:24, Rakesh Malik tamer...@gmail.com wrote: I think a version of Larrabee will be released soon -- though it's not likely to be a graphics chip, it's most likely to be a mini-supercomputer on a card. The margins in that arena are much better than the margins in CPU's right now, so you can bet that Intel's going to go after it with some gusto. OpenMCL and DirectX are our best bets for standardized API's. OpenGL will always be playing catchup, and DirectX will always be leading the way, because Microsoft makes too much money from games to stop pushing DirectX as much as it can, and OpenGL is a standard that requires a committee to agree on. The same committee that ensures that OpenGL is OpenGL also slows it down -- it's the tradeoff for standardization. Threading in Python is a joke. I've done it, it's a waste of effort. The language is suitable only for embarrassingly parallel applications, and that's it. C++0x won't be usable by very many people -- especially the newer programmers. It will be a fine language, but the people using it will be limited to supercomputer models, games, and the better 3D animation and rendering software. There are several modern programming languages that are placing a strong emphasis on parallel, multi-threaded, distributed, and functional programming. In mainstream programming, applications will just get buggier and more bloated. In the smaller space of 3D software and games, we'll see some amazing stuff, probably in the next couple of years. They're going to have no choice as far as standards -- there will be a small number of languages (my guess is OpenMCL + whatever Microsoft calls theirs) that will end up becoming pervasive, and anyone who wants to play will have to support them or be kicked to the curb. Thanks -- I'm trying to get out of programming so that I can do more with 3D and photography. I've been out of 3D for too long, because I haven't had the time to keep it up. - Rakesh Malik http://www.whitecranephotography.com http://www.flickr.com/baratheon On Tue, Jul 20, 2010 at 6:22 AM, Jean-Sebastien Perron j...@neuroworld.ws wrote: Wow really interesting Rakesh. Larrabee won't be released soon, if released at all. I hope you are right, I am eager for theses new features to be open standard. As a programmer, it's even difficult to use good old OpenGl/DirectX mess. Thankyou for that long response, If you know more tell us. I will do further reading about the new GPU. The new c++ standard ( C++0x) that will be revealed the next year, will support multi threading. Like Python, most languages are now supporting parallel execution directly in the language. OpenGL, DirectX, Larrabee, ATI, Nvidia, Mac, Linux, Win ... They will never merge to any standard. I really like your landscape pictures. Jean-Sebastien Perron www.CombadZ.com On 10-07-20 02:34 AM, Rakesh Malik wrote: GPU based renderers are most likely the future. The Cell isn't it -- it's only somewhat parallel, and it's not well-suited to double precision arithmetic. It's a better suited to rendering than to gaming, but it's definitely nowhere near to being all that it's cracked up to be. The latest generation of GPU's from nVidia and AMD/ATI are, however, exactly what you're describing -- massively parallel, with extremely fast buses, and with general-purpose computing engines rather than dedicated hardware to run shaders. The latest nVidia GPU's do double-precision arithmetic well, which is specifically for high-performance computing. The consistency isn't due
Re: Web Programming - CSS and HTML5
Hiya, Keep in mind that HTML5 is under development AND is not supported by all browsers yet - particularly Internet Explorer. Like it or hate it IE is still the most used browser so it has to be in your considerations. Have a look at this page: http://www.deepbluesky.com/blog/-/browser-support-for-css3-and-html5_72/ CSS is the way for layout it seems, using DIV's instead of old html tables. I tend to handcode CSS with NOTEPAD++ on Windows: http://notepad-plus-plus.org/ Then their is the use of a CMS. Believe it or not and more so now with ver 3 out I have used and use WORDPRESS as a general CMS. Its got a simple backend for clients AND its easy to make Templates for it via CSS and a bit of PHP ( not too much knowledge required ). Great cheap tute series on this here - best I have come across in a long while: http://www.killersites.com/wordpress/wordpress-theme.php - $20 to download I am doing sites for all clients as CMS - using Wordpress, Joomla, Silverstripe. Here anyway ( Ireland ) - The big demand now is clients want to edit their sites themselves without any app required from any PC, anywhere. Maybe its a Recession thing, but thats the demand ... so teh customer is never wrong, who am I to argue. Basic sites from HTML and CSS I find are now dead ( here anyway ). Expertise for a web design company now is CMS minimum. Im only speaking from my experience in last two years here. Also I have to say - the price one gets for a CMS build has now dropped to what basic HTML design used to be. Lot of houses charging €399 + vat for a wordpress build with 5 pages, preset templates and more pages are charged extra. That kind of thing. Web design and the like is now getting POWERPOINTED :D - client attitude is .. I can do it myself. I lost two clients in last year to this: http://www.wix.com/ - Create Your FREE Flash Website. Cant argue with the price :( Cheers Aidan On 19 July 2010 09:21, Matthias Kappenberg m...@the-dimension.com wrote: Have in mind: Not every font on your system is web-safe ;-) Matthias - Original Message - From: Neil Cooke To: user-list@light.realsoft3d.com Sent: Monday, July 19, 2010 9:43 AM Subject: Re: Web Programming - CSS and HTML5 Thanks Matthias If you need non standard fonts Nah, I have enough fonts. The main bitch for me is that I want a font size that is often between Fontsize=1 and Fontsize=2 etc ... Lol. It's not a huge issue of course but CSS allows much more there and that is an added attraction. But not for the current job, Lol. Neil Cooke - Original Message - From: Matthias Kappenberg To: user-list@light.realsoft3d.com Sent: Monday, July 19, 2010 7:33 PM Subject: Re: Web Programming - CSS and HTML5 @Just wished they could handle fonts with a little more options!!! If you need non standard fonts http://facelift.mawhorter.net/ or as pure js: http://cufon.shoqolate.com/generate/ and/or: http://typeface.neocracy.org/ or (the big weapon, a cms): use a cms like typo3 with graphical headers Matthias - Original Message - From: Neil Cooke To: user-list@light.realsoft3d.com Sent: Monday, July 19, 2010 1:30 AM Subject: Re: Web Programming - CSS and HTML5 Hi Matthias An earlier link you sent suggested that HTML5 was still under development too. I need to be safe and fast so I guess the client is stuck with HTML4 for now. Just wished they could handle fonts with a little more options!!! No matter, the site is robust on all browsers so far so that too points at staying with V4. Which leaves me having to sort the style on every page . I better get started I guess. Thank you Neil Cooke From: Matthias Kappenberg m...@the-dimension.com To: user-list@light.realsoft3d.com Sent: Mon, 19 July, 2010 11:01:22 AM Subject: Re: Web Programming - CSS and HTML5 Hi Neil, HTML5 is still in development, if I'm right ;-) Maybe have a look here: http://en.wikipedia.org/wiki/HTML5 and/or google for HTML5 browser support or something like this. I'm using this site: http://www.webhits.de/deutsch/index.shtml?/deutsch/webstats.html to get some information for browsers in use, too. If you have old websites XHTML + CSS is ok in my opinion. The basic idea behind HTML+CSS is to separate content and layout. One of the most important ideas behind this is to get accessible websites. If you like to play around with upcoming markup languages, have a closer look at CSS3, too. But if you need a working website look for XHTML and CSS2. My 5 cents. Matthias - Original Message - From: Neil Cooke To: user-list@light.realsoft3d.com Sent: Sunday, July 18, 2010 11:47 PM Subject: Re: Web Programming - CSS and HTML5 Thanks Matthias and Amir, Just graphics no customer response, SQL, etc. I was thinking of upgrading a client website to CSS, however on second thoughts I need to get their new product data online immediately so the CSS
Re: Fryrender plugin support
Hiya, Would it not be another idea to look at the FREE / Open Source physically based and unbiased rendering engine that is LUXRENDER: http://www.luxrender.net/ As opposed to €795 or so for fry Just a thought - I have used this via Blender and its very nice. Its under constant development with new plugs for alot of other apps being developed too, Cheers Aidan On 19 July 2010 19:36, Arjo Rozendaal arjo.rozend...@xs4all.nl wrote: Hi Jason, I think Realsoft really needs a better render engine. But rendering with third party plugins would mean some serious changes. Solid objects won't be possible, everything will have to be turned into SDS/polygonal objects. VSL will be of no use anymore. All the materials will have to be created to work with the render engine. I doubt if this is what most Realsoft users like. I always liked the special things of Realsoft like the VSL and solid objects. I'm afraid the mainstream production market is quite covered by the other apps. So I guess Realsoft is more for the users that like the special options. However I must admit that these specialties have some severe limitations. In terms of production, VSL is far too technical and time consuming to create nice materials. Solids have limitations if you want to add bevels, deform them or things like that. But if Vesa and Juha find some solution that could bring the high quality rendering to Realsoft without losing VSL and solids it would be very impressive. Anyway, I'm even not sure if Fryrender is the best choise. I chose Vray, which is not an unbiased renderer lik Fry or Maxwell. But it's a lot faster. And IMHO it renders very nice images too. But as always there are a lot of different opinions when it comes to choosing a render app. And all the software galeries show the nicest results of their users. Here are some results of myself: Two different interior projects I did this year (rendered with Vray): http://www.xs4all.nl/~joly/show/kantoor.html and http://www.xs4all.nl/~joly/show/wrobel.html Both completely different atmosphere in terms of style. Modern/clean office; the other an private flat in Paris. Arjo. Van: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] Namens Jason Saunders Verzonden: maandag 19 juli 2010 17:03 Aan: user-list@light.realsoft3d.com Onderwerp: Fryrender plugin support Hi, Any votes for development starting on a plug-in for using this render engine in Realsoft ? Seeing as all the other major and not so major 3D apps have it supported, makes sense to try and catch up me thinks. www.randomcontrol.com/fryrender-gallery Regards Jason
Re: Fryrender plugin support
OR this - http://www.refractivesoftware.com/ Octane Render is the world's first GPU based, un-biased, physically based renderer. €99 Again I bought this on offer recently - €49. I use it with Modo, very nice indeed! Again - plugs being built for various apps with this one! Aidan On 19 July 2010 20:42, Neil Cooke ne...@xtra.co.nz wrote: Nice Archviz there Arfo!!! Thanks Neil Cooke PS: I dont know enough about renderers to comment and RS does it Ok for me ... in my ignorance perhaps. From: Arjo Rozendaal arjo.rozend...@xs4all.nl To: user-list@light.realsoft3d.com Sent: Tue, 20 July, 2010 6:36:03 AM Subject: RE: Fryrender plugin support Hi Jason, I think Realsoft really needs a better render engine. But rendering with third party plugins would mean some serious changes. Solid objects won't be possible, everything will have to be turned into SDS/polygonal objects. VSL will be of no use anymore. All the materials will have to be created to work with the render engine. I doubt if this is what most Realsoft users like. I always liked the special things of Realsoft like the VSL and solid objects. I'm afraid the mainstream production market is quite covered by the other apps. So I guess Realsoft is more for the users that like the special options. However I must admit that these specialties have some severe limitations. In terms of production, VSL is far too technical and time consuming to create nice materials. Solids have limitations if you want to add bevels, deform them or things like that. But if Vesa and Juha find some solution that could bring the high quality rendering to Realsoft without losing VSL and solids it would be very impressive. Anyway, I'm even not sure if Fryrender is the best choise. I chose Vray, which is not an unbiased renderer lik Fry or Maxwell. But it's a lot faster. And IMHO it renders very nice images too. But as always there are a lot of different opinions when it comes to choosing a render app. And all the software galeries show the nicest results of their users. Here are some results of myself: Two different interior projects I did this year (rendered with Vray): http://www.xs4all.nl/~joly/show/kantoor.html and http://www..xs4all.nl/~joly/show/wrobel.html Both completely different atmosphere in terms of style. Modern/clean office; the other an private flat in Paris. Arjo. Van: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] Namens Jason Saunders Verzonden: maandag 19 juli 2010 17:03 Aan: user-list@light.realsoft3d.com Onderwerp: Fryrender plugin support Hi, Any votes for development starting on a plug-in for using this render engine in Realsoft ? Seeing as all the other major and not so major 3D apps have it supported, makes sense to try and catch up me thinks. www.randomcontrol.com/fryrender-gallery Regards Jason
Re: Fryrender plugin support
OR http://www.refractivesoftware.com/ Octane Render is the world's first GPU based, un-biased, physically based renderer. €99 Bought this recently on offer - €49. Very nice renderer too. Use it with Modo! Plugs for other apps being developed for this also Aidan On 19 July 2010 20:42, Neil Cooke ne...@xtra.co.nz wrote: Nice Archviz there Arfo!!! Thanks Neil Cooke PS: I dont know enough about renderers to comment and RS does it Ok for me ... in my ignorance perhaps. From: Arjo Rozendaal arjo.rozend...@xs4all.nl To: user-list@light.realsoft3d.com Sent: Tue, 20 July, 2010 6:36:03 AM Subject: RE: Fryrender plugin support Hi Jason, I think Realsoft really needs a better render engine. But rendering with third party plugins would mean some serious changes. Solid objects won't be possible, everything will have to be turned into SDS/polygonal objects. VSL will be of no use anymore. All the materials will have to be created to work with the render engine. I doubt if this is what most Realsoft users like. I always liked the special things of Realsoft like the VSL and solid objects. I'm afraid the mainstream production market is quite covered by the other apps. So I guess Realsoft is more for the users that like the special options. However I must admit that these specialties have some severe limitations. In terms of production, VSL is far too technical and time consuming to create nice materials. Solids have limitations if you want to add bevels, deform them or things like that. But if Vesa and Juha find some solution that could bring the high quality rendering to Realsoft without losing VSL and solids it would be very impressive. Anyway, I'm even not sure if Fryrender is the best choise. I chose Vray, which is not an unbiased renderer lik Fry or Maxwell. But it's a lot faster. And IMHO it renders very nice images too. But as always there are a lot of different opinions when it comes to choosing a render app. And all the software galeries show the nicest results of their users. Here are some results of myself: Two different interior projects I did this year (rendered with Vray): http://www.xs4all.nl/~joly/show/kantoor.html and http://www..xs4all.nl/~joly/show/wrobel.html Both completely different atmosphere in terms of style. Modern/clean office; the other an private flat in Paris. Arjo. Van: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] Namens Jason Saunders Verzonden: maandag 19 juli 2010 17:03 Aan: user-list@light.realsoft3d.com Onderwerp: Fryrender plugin support Hi, Any votes for development starting on a plug-in for using this render engine in Realsoft ? Seeing as all the other major and not so major 3D apps have it supported, makes sense to try and catch up me thinks. www.randomcontrol.com/fryrender-gallery Regards Jason
Re: Realsoft model exporting
Hey Jean, 3-Export to .obj (I recommend only a single object per file : every object that require a different material or texture should be exported separately) This still does not export a .MTL file ( not in v5 anyway ). The seperate .MTL created by all other apps is where the texture / material data is stored? RS doesnt create such a file as far as I know. I brought this up recently in another list mail about exporting OBJ into OCTANE RENDER. From RS you get the plain mesh, no materilas, so you have to re texture the model agin in Octane. Octane looks for a .MTL file. http://www.refractivesoftware.com/ aidan On 5 June 2010 13:33, Jean-Sebastien Perron j...@neuroworld.ws wrote: 1-Convert everything to subdivision (if needed, refine the mesh a little before exporting (Smooth button), because crease/point tension won't export) 2-Then burn the UV to the vertex of the mesh. 3-Export to .obj (I recommend only a single object per file : every object that require a different material or texture should be exported separately) 4-Everything else won't export correctly, so don't bother trying. The best file format for now is the .obj : the format is in plain text so it's easy to read and debug. You will try many options to succeed, but once you find the magic recipe (work flow) it will go faster. Good luck! Jean-Sebastien Perron www.NeuroWorld.ws On 10-06-05 07:16 AM, Jason Saunders wrote: Hi everyone, Just wondering if anyone has ever found a working solution for exporting Realsoft models with textures into other 3D software effectively? i.e. May be exported as 3ds or OBJ and imported into other 3D apps with textures already assigned? I know Ronnie’s 3ds plus plug-in used to work with texture export and some basic vsl shader properties, but it needs porting for v7 and I have not persuaded Juha or Vesa to embrace this one. This is a shame as it is the closest we have ever got. FBX in v7 is no more use than the other export options, as no material export is supported. If anyone has a good solution for exporting models with basic shader and texture export, it would be good to know and share with everyone if possible. Many thanks and all the best, Jason
Re: Octane Renderer - Works with Realsoft 3D via OBJ ... maybe!
Hey Matthias, How did you get over the Material issue I described. That RS does not ( as far as I know ) export a .MTL file along with the OBJ file. Is their a way of getting RS to export such a file? Aidan On 3 June 2010 14:18, Matthias Kappenberg m...@the-dimension.com wrote: Short rendertest RS to octanerender.. http://the-final.com/privates/realsoft/downloads/octanerender/rs-to-octane.jpg rendertime ~3min octanerender is really fast and the quality is impressive Matthias - Original Message - From: Jean-Sebastien Perron j...@neuroworld.ws To: user-list@light.realsoft3d.com Sent: Wednesday, June 02, 2010 11:40 PM Subject: Re: Octane Renderer - Works with Realsoft 3D via OBJ ... maybe! Interesting, CombadZ already fully support this renderer, I don't have the time to use it right now but I will in the near future. Thankyou Aidan for the info. After the release of CombadZ I will give (for free) the technology to RS. So if RS want to implement (CombadZ's solution) in RS, it will make RS fully compatible with any renderer. It won't be magic, but at least it will make it possible. I have a month of vacation in 3 weeks, I will continue working on CombadZ. Jean-Sebastien Perron www.CombadZ.com On 10-06-02 06:01 AM, aidan o driscoll wrote: Hey Guys, My original Subject for this topic was Octane Render - an alternative for Realsoft 3D .. - this might have sounded I was espousing one gets rid of RS. What I meant was an alternative RENDERER that can be used alongside RS. Not sure if ye are aware of OCTANE RENDER - http://www.refractivesoftware.com/index.php Octane Render is the world's first GPU based, un-biased, physically based renderer. What does that mean? It uses the video card in your computer to render photorealistic results fast...really fast. This allows the user to create stunning works in a fraction of the time of traditional CPU based renderers. Yet, to date no other software makes use of it in the way that Octane does. With a single, modern, GPU you can typically expect to see a 1000%-5000% (10X to 50X) speed increase over a typical un-biased, CPU based renderer. The good thing is its price - Normally it is €99 BUT up until JUNE 4th ( short time left ) it is available for €49. This is a pure steal, especially if you have a decent video card - 512mb / 1gb or more. The speed claims are all down to your GPU. If your GPU is small in memory at the moment I reckon its still worth buying for cold storage at this price .. you will upgrade that vid card at some stage :D Where Realsoft is concerned is that Octane primarily works with OBJ files, so this Render App is pretty much well possible to integrate in with your Realsoft Workflow. The only issue is with materials export - It seems the RS OBJ plugin DOES NOT export a separate .MTL file. In all other apps I have seen a MTL file gets exported also. It contains the Texture / Material info required. Have a look at the demo. This app is near version 1, you are buying the beta - have not had any issues yet. The full version is soon and is part of the price if you own the beta. Make sure you guys look at the Gallery: http://www.refractivesoftware.com/gallery.html Particularly BERNIE :D - the Architecture Section ... Download the demo, import in an RS OBJ scene, Render, sit back and watch ... very nice thank you! Aidan
Re: Octane Renderer - Works with Realsoft 3D via OBJ ... maybe!
I also did a test render ( but from MODO ) due to no MTL file from RS: http://www.netactivesolutions.net/stuff/3d/room1HI.jpg I originally had done the scene in RS, exported to MODO via OBJ, textured it, then exported as OBJ inc MTL file out of MODO into OCTANE. I set the Kernel to pathtracing ( from Directlighting ). This takes alot longer to render but gives alot more realism with scenes. What Vid Card are you using Matthias? Mine is an older GT9500 with 512mb ram, I am hoping to upgrade to a 1GB card soon, not sure which one yet .. Aidan On 3 June 2010 14:52, aidan o driscoll aidan...@gmail.com wrote: Hey Matthias, How did you get over the Material issue I described. That RS does not ( as far as I know ) export a .MTL file along with the OBJ file. Is their a way of getting RS to export such a file? Aidan On 3 June 2010 14:18, Matthias Kappenberg m...@the-dimension.com wrote: Short rendertest RS to octanerender.. http://the-final.com/privates/realsoft/downloads/octanerender/rs-to-octane.jpg rendertime ~3min octanerender is really fast and the quality is impressive Matthias - Original Message - From: Jean-Sebastien Perron j...@neuroworld.ws To: user-list@light.realsoft3d.com Sent: Wednesday, June 02, 2010 11:40 PM Subject: Re: Octane Renderer - Works with Realsoft 3D via OBJ ... maybe! Interesting, CombadZ already fully support this renderer, I don't have the time to use it right now but I will in the near future. Thankyou Aidan for the info. After the release of CombadZ I will give (for free) the technology to RS. So if RS want to implement (CombadZ's solution) in RS, it will make RS fully compatible with any renderer. It won't be magic, but at least it will make it possible. I have a month of vacation in 3 weeks, I will continue working on CombadZ. Jean-Sebastien Perron www.CombadZ.com On 10-06-02 06:01 AM, aidan o driscoll wrote: Hey Guys, My original Subject for this topic was Octane Render - an alternative for Realsoft 3D .. - this might have sounded I was espousing one gets rid of RS. What I meant was an alternative RENDERER that can be used alongside RS. Not sure if ye are aware of OCTANE RENDER - http://www.refractivesoftware.com/index.php Octane Render is the world's first GPU based, un-biased, physically based renderer. What does that mean? It uses the video card in your computer to render photorealistic results fast...really fast. This allows the user to create stunning works in a fraction of the time of traditional CPU based renderers. Yet, to date no other software makes use of it in the way that Octane does. With a single, modern, GPU you can typically expect to see a 1000%-5000% (10X to 50X) speed increase over a typical un-biased, CPU based renderer. The good thing is its price - Normally it is €99 BUT up until JUNE 4th ( short time left ) it is available for €49. This is a pure steal, especially if you have a decent video card - 512mb / 1gb or more. The speed claims are all down to your GPU. If your GPU is small in memory at the moment I reckon its still worth buying for cold storage at this price .. you will upgrade that vid card at some stage :D Where Realsoft is concerned is that Octane primarily works with OBJ files, so this Render App is pretty much well possible to integrate in with your Realsoft Workflow. The only issue is with materials export - It seems the RS OBJ plugin DOES NOT export a separate .MTL file. In all other apps I have seen a MTL file gets exported also. It contains the Texture / Material info required. Have a look at the demo. This app is near version 1, you are buying the beta - have not had any issues yet. The full version is soon and is part of the price if you own the beta. Make sure you guys look at the Gallery: http://www.refractivesoftware.com/gallery.html Particularly BERNIE :D - the Architecture Section ... Download the demo, import in an RS OBJ scene, Render, sit back and watch ... very nice thank you! Aidan
Re: Octane Renderer - Works with Realsoft 3D via OBJ ... maybe!
OK, Pity one cannot export the MTL file, make a huge difference, especially if you have done the work to assign all the materials in RS already. Repeat work. It might be time to ask for an OBJ exporter update once again - to include an MTL file :D That scene I popped up was already textured. I imported the OBJ ./ MTL file into Octane and only needed to do a small bit of tweaking on the texture front. But then I suppose you could just use RS to do the modelling with no texturing, import into Octane and do all the texturing there .. Aidan On 3 June 2010 15:37, Matthias Kappenberg m...@the-dimension.com wrote: I've build the material in octane ;-) Matthias - Original Message - From: aidan o driscoll aidan...@gmail.com To: user-list@light.realsoft3d.com Sent: Thursday, June 03, 2010 3:52 PM Subject: Re: Octane Renderer - Works with Realsoft 3D via OBJ ... maybe! Hey Matthias, How did you get over the Material issue I described. That RS does not ( as far as I know ) export a .MTL file along with the OBJ file. Is their a way of getting RS to export such a file? Aidan On 3 June 2010 14:18, Matthias Kappenberg m...@the-dimension.com wrote: Short rendertest RS to octanerender.. http://the-final.com/privates/realsoft/downloads/octanerender/rs-to-octane.jpg rendertime ~3min octanerender is really fast and the quality is impressive Matthias - Original Message - From: Jean-Sebastien Perron j...@neuroworld.ws To: user-list@light.realsoft3d.com Sent: Wednesday, June 02, 2010 11:40 PM Subject: Re: Octane Renderer - Works with Realsoft 3D via OBJ ... maybe! Interesting, CombadZ already fully support this renderer, I don't have the time to use it right now but I will in the near future. Thankyou Aidan for the info. After the release of CombadZ I will give (for free) the technology to RS. So if RS want to implement (CombadZ's solution) in RS, it will make RS fully compatible with any renderer. It won't be magic, but at least it will make it possible. I have a month of vacation in 3 weeks, I will continue working on CombadZ. Jean-Sebastien Perron www.CombadZ.com On 10-06-02 06:01 AM, aidan o driscoll wrote: Hey Guys, My original Subject for this topic was Octane Render - an alternative for Realsoft 3D .. - this might have sounded I was espousing one gets rid of RS. What I meant was an alternative RENDERER that can be used alongside RS. Not sure if ye are aware of OCTANE RENDER - http://www.refractivesoftware.com/index.php Octane Render is the world's first GPU based, un-biased, physically based renderer. What does that mean? It uses the video card in your computer to render photorealistic results fast...really fast. This allows the user to create stunning works in a fraction of the time of traditional CPU based renderers. Yet, to date no other software makes use of it in the way that Octane does. With a single, modern, GPU you can typically expect to see a 1000%-5000% (10X to 50X) speed increase over a typical un-biased, CPU based renderer. The good thing is its price - Normally it is €99 BUT up until JUNE 4th ( short time left ) it is available for €49. This is a pure steal, especially if you have a decent video card - 512mb / 1gb or more. The speed claims are all down to your GPU. If your GPU is small in memory at the moment I reckon its still worth buying for cold storage at this price .. you will upgrade that vid card at some stage :D Where Realsoft is concerned is that Octane primarily works with OBJ files, so this Render App is pretty much well possible to integrate in with your Realsoft Workflow. The only issue is with materials export - It seems the RS OBJ plugin DOES NOT export a separate .MTL file. In all other apps I have seen a MTL file gets exported also. It contains the Texture / Material info required. Have a look at the demo. This app is near version 1, you are buying the beta - have not had any issues yet. The full version is soon and is part of the price if you own the beta. Make sure you guys look at the Gallery: http://www.refractivesoftware.com/gallery.html Particularly BERNIE :D - the Architecture Section ... Download the demo, import in an RS OBJ scene, Render, sit back and watch ... very nice thank you! Aidan
Octane Render - an alternative for Realsoft 3D ..
Hey Guys, Not sure if ye are aware of OCTANE RENDER - http://www.refractivesoftware.com/index.php Octane Render is the world's first GPU based, un-biased, physically based renderer. What does that mean? It uses the video card in your computer to render photorealistic results fast...really fast. This allows the user to create stunning works in a fraction of the time of traditional CPU based renderers. Yet, to date no other software makes use of it in the way that Octane does. With a single, modern, GPU you can typically expect to see a 1000%-5000% (10X to 50X) speed increase over a typical un-biased, CPU based renderer. The good thing is its price - Normally it is €99 BUT up until JUNE 4th ( short time left ) it is available for €49. This is a pure steal, especially if you have a decent video card - 512mb / 1gb or more. The speed claims are all down to your GPU. If your GPU is small in memory at the moment I reckon its still worth buying for cold storage at this price .. you will upgrade that vid card at some stage :D Where Realsoft is concerned is that Octane primarily works with OBJ files, so this Render App is pretty much well possible to integrate in with your Realsoft Workflow. Have a look at the demo. This app is near version 1, you are buying the beta - have not had any issues yet. The full version is soon and is part of the price if you own the beta. Make sure you guys look at the Gallery: http://www.refractivesoftware.com/gallery.html Particularly BERNIE :D - the Architecture Section ... Download the demo, import in an RS OBJ scene, Render, sit back and watch ... very nice thank you! Aidan
Re: The End
Hi Neil, Yes - Vista Sucks. In the past I downgraded to XP Pro every time, however I would now have to recommend Windows 7. Its as good if not better than XP - basically what Vista should have been. Very light on the system and I find its a joy to work with ... Aidan On 26 May 2010 22:17, Neil Cooke ne...@xtra.co.nz wrote: That's it, I've had a gutsfull ... as they say down this way. Vista is gonna be gone and XP loaded. Cant afford the time that Vista adds to all keystrokes, even when it does figure out how to execute them. Cant afford the hours spent looking for where it has decided to place files I have created. Cant afford to be without an internal search command that actually can find files. Cant afford to buy the latest versions of all my main software. I need an operating system that operates. Vista does not. N.
Re: FBX export
Vesa and Ville, Im not sure about the intricacies BUT a format that is universal enough is .MDD import / export. This pretty much imports exports point position information on any mesh. When one imports exports .MDD - the file created contains the coordinates of each point in time and the 3d space as opposed to the actual bone deformation info. It doesnt store the mesh either. For example you create an animation in RS, export the point info as a .MDD file, export the mesh itself as an .OBJ. Then open the .OBJ in Modo, Lightwave etc apply the .MDD file to the mesh, press play .. job done. I am only mentioning .MDD as a quick stop gap measure?? One does not need to coordinate the RS Bone / IK system with other apps and the like because one is not exporting the actual bone deformations themselves. A commercial type .MDD plugin is Point Oven: http://www.ef9.com/ef9/PO.htm I thinks its used in XSI, Lightwave, Maya and so on. Maybe Point Oven implemented in RS? Maybe this is a useless bit of info, But a thought all the same, Aidan On 28 April 2010 11:00, ville.tirro...@saunalahti.fi wrote: Would it be possible to have animation export for skeletons before the fall? Other software packages are just too expensive for game production. Best regards, Ville Vesa Meskanen [v...@realsoft.com] kirjoitti: Hi, To Vesa! Will there be animation export for FBX? I have looked different animation packages, but I would like to use RS for animation. Yes - we plan to improve FBX support features in the upcoming releases. Best regards, Vesa
Re: FBX
Hi Ville, http://www.realsoft.com/news/v6/readme/ Scroll to end: Basic level FBX Import/Export of object geometry added This was for version 6. Not sure about 7. In the past I have had a fair few conversations about this at the RS IRC. From what I could gather the whole Char Animation, IK system would need to be ripped out and upgraded to fall in line with similar toolsets in other apps, particularly for export / import of bones and Char Anim data. Maybe they have sorted this in v7, but somehow I doubt it. RS doesnt support .MDD point data import / export OR Collada I dont think. Stefan is your man to give you more info on this I reckon Aidan On 23 April 2010 07:47, ville.tirro...@saunalahti.fi wrote: Hi! Does FBX-format contain animation for RS export? Also I tried contacting Vesa, but could'nt get any response. And finally, has anyone heard anything about Carlo Lanzotti? Ville
Re: [english 100%] Stop whining; Start creating
Hey Jouni, Jouni said: Realsoft is easily the best 3D modeling software for Linux. Dont forget us people on Windows OR MAC who might not share that opinion :D On Windows I would have to disagree with you by a long shot. Where Modelling is concerned apps like MODO and SILO plus add to this ZBRUSH for afters would be a fair bit ahead of RS now. But then thats my opinion from having used them. I own all three .. would love more time with 3D, but with this recession its all hands at the pump and take any work one can. 3D is not my main business - Web Sites, Graphics etc is but now its anything to make cash .. Jouni said: Also I think they should try to expand to volume rendering (voxels), because that way they could really separate themselves from the other 3D modeling programs for Windows too Try the new alpha's of Blender 2.5 - as you know its free AND for a while now has a whole Voxel Setup added for Volume Rendering the likes of Smoke etc. Lightwave has had Voxels for quiet a while too. Cheers Aidan
Re: QT: about Realsoft 3d Forum Discussion
Well Guys, From my experience over at LUXOLOGY / Modo Forums THIS is where the main bulk of activity occurs around this 3D app. In fact I would say alot of sales come along via the forum particularly from new users keeping an eye on the forum and asking pre purchase questions from the old hands. These days its a must as part of the sales package for a software firm itself to provide a forum for Support, Showcasing, Events and the like. The RS programmers are probably very busy with - programming! They can be as busy as they want programming BUT if the user support / purchase experience is not up to par then they might have to stop programming altogether because the cash will dry up??? My two cents, Aidan
Re: QT: about Realsoft 3d Forum Discussion
Hi Amir and all, When I mentioned Shiney / Fuzzy - I didnt mean fickle. It is very practicle too as it gives the user a vibrant place to exchange views, problems etc ... plus the training makes it easier for new users to get up to speed FAST. The Archane arts of ADVANCED VSL in RS is one example .. OK for the technical minded amongst us and I am sure one could do amazing things with it but its a bit too far under the bonnet for me and I am sure this is the same for alot of other users too. This has been to an extent solved by other apps via NODE based shading systems and tons of presets PROVIDED through the Forum / Support infrastructure ... More two cents Aidan
Re: QT: about Realsoft 3d Forum Discussion]
Hi Boris, All you have said here bolsters what I said over at the other message on this topic: YOU NOR ANYONE ELSE SHOULD HAVE TO PAY FOR, MAINTAIN OR EVEN BUILD AN OFFICIAL FORUM FOR REALSOFT INC ... Whatever others have said RS IS A COMMERCIAL PRODUCT, we have paid for it now or in the past. I could understand a little if RS was open source like BLENDER where users might create forums for it, Blender is free and openly depends on its community. RS however is not, it is Commercial. Whatever RS Inc are making is none of our business, it is a business albeit small it seems. That being the case, as is with most businesses big and small, customers are king, customers are supported, customers pay. Forums for software apps, anything really are a no brainer. Yes, they take TIME to moderate, but if the subscribers are looked after well this will more likely translate into sales, profit and so on. My mention of Luxology Modo - I dont think Luxology are that big either but they have the FRONT END to you and me well sorted, I would say its their primary main sales tool. Surely more sales can mean more money put back into the app, in turn benefiting everyone. I have read others in the other message saying RS is the top dog, the quintessential 3D app. I would have to disagree, things have moved on considerably RS has not, that is an argument for a separate message .. already has been many times. BORIS, hats off for your efforts, much appreciated, but frankly it should not have been YOUR responsibility - The primary forum / support needs to be REALSOFT themselves at their site plain and simple .. Aidan
Re: Handle/searching for CMS
Robert, http://www.cmsmadesimple.org/ Also you cannot get simpler than WORDPRESS: http://wordpress.org/download/ Their are a load of Plugins for Wordpress including FORUMS: http://wordpress.org/extend/plugins/ I have tried to get to grips with TYPO3. They describe it as for enterprise purposes on the web and in intranets. - I found it NOT EASY. Cheers Aidan On 16 February 2010 18:39, Robert den Broeder r.den.broe...@chello.nl wrote: Thanx Matthias, Will check these out! Robert -Oorspronkelijk bericht- Van: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] Namens Matthias Kappenberg Verzonden: dinsdag 16 februari 2010 9:41 Aan: user-list@light.realsoft3d.com Onderwerp: Re: Handle/searching for CMS Try Typo3: http://typo3.org/ Enterprise CMS, needs some experience very professional, feel free to ask I you have a question or: http://www.concrete5.org/ maybe the easiest CMS on earth (Have a look at the demo viedo) Matthias - Original Message - From: wireframeX wirefra...@free.fr To: user-list@light.realsoft3d.com Sent: Monday, February 15, 2010 11:15 PM Subject: Re: Handle Thanks for your reply hope you will do it ASAP :) Phil Robert den Broeder a écrit : Hey Phil, My website is down at the moment. Been researching a bit for a nice CMS, but got lost in the woods so to speak. HTML editing is not quite my cup of tea and it takes too much time to get it right. So I am looking for something simple, yet flexible and still free if possible. Robert -Oorspronkelijk bericht- Van: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] Namens wireframeX Verzonden: maandag 15 februari 2010 22:55 Aan: user-list@light.realsoft3d.com Onderwerp: Re: Handle Hey Robert Whats up with your web site ??? PHil Robert den Broeder a écrit : Yep me! J Robert *Van:* owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] *Namens *Andre *Verzonden:* maandag 15 februari 2010 22:26 *Aan:* user-list@light.realsoft3d.com *Onderwerp:* Re: Handle ...or maybe a last microsoft redistributable , I use NVIDIA GeForce GTX 260 last drivers 27-9-2009. Thanks for the suggestion Robert. By the way : somebody with win 7 64 bit ??? andre - Original Message - *From:* Robert den Broeder mailto:r.den.broe...@chello.nl *To:* user-list@light.realsoft3d.com mailto:user-list@light.realsoft3d.com *Sent:* Monday, February 15, 2010 9:30 PM *Subject:* RE: Handle Hi Andre, Can not confirm at least when running RS3D on Win7 64 bit. Videodrivers perhaps? best regards, Robert *Van:* owner-l...@light.realsoft3d.com mailto:owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] *Namens *Andre *Verzonden:* maandag 15 februari 2010 18:50 *Aan:* user-list@light.realsoft3d.com mailto:user-list@light.realsoft3d.com *Onderwerp:* Handle Hi, with win vista 32/64 bit: the 32 bit version RS7 starts with the transformation handle but the 64 bit does'nt... somebody any idea ? andre No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.733 / Virus Database: 271.1.1/2689 - Release Date: 02/15/10 08:35:00
Re: Handle/searching for CMS
Robert, cannot remember which address I use for the list :( http://www.cmsmadesimple.org/ Also you cannot get simpler than WORDPRESS: http://wordpress.org/download/ Their are a load of Plugins for Wordpress including FORUMS: http://wordpress.org/extend/plugins/ I have tried to get to grips with TYPO3. They describe it as for enterprise purposes on the web and in intranets. - I found it NOT EASY. Cheers Aidan On 16 February 2010 19:11, aidan o driscoll aidan...@gmail.com wrote: Robert, http://www.cmsmadesimple.org/ Also you cannot get simpler than WORDPRESS: http://wordpress.org/download/ Their are a load of Plugins for Wordpress including FORUMS: http://wordpress.org/extend/plugins/ I have tried to get to grips with TYPO3. They describe it as for enterprise purposes on the web and in intranets. - I found it NOT EASY. Cheers Aidan On 16 February 2010 18:39, Robert den Broeder r.den.broe...@chello.nl wrote: Thanx Matthias, Will check these out! Robert -Oorspronkelijk bericht- Van: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] Namens Matthias Kappenberg Verzonden: dinsdag 16 februari 2010 9:41 Aan: user-list@light.realsoft3d.com Onderwerp: Re: Handle/searching for CMS Try Typo3: http://typo3.org/ Enterprise CMS, needs some experience very professional, feel free to ask I you have a question or: http://www.concrete5.org/ maybe the easiest CMS on earth (Have a look at the demo viedo) Matthias - Original Message - From: wireframeX wirefra...@free.fr To: user-list@light.realsoft3d.com Sent: Monday, February 15, 2010 11:15 PM Subject: Re: Handle Thanks for your reply hope you will do it ASAP :) Phil Robert den Broeder a écrit : Hey Phil, My website is down at the moment. Been researching a bit for a nice CMS, but got lost in the woods so to speak. HTML editing is not quite my cup of tea and it takes too much time to get it right. So I am looking for something simple, yet flexible and still free if possible. Robert -Oorspronkelijk bericht- Van: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] Namens wireframeX Verzonden: maandag 15 februari 2010 22:55 Aan: user-list@light.realsoft3d.com Onderwerp: Re: Handle Hey Robert Whats up with your web site ??? PHil Robert den Broeder a écrit : Yep me! J Robert *Van:* owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] *Namens *Andre *Verzonden:* maandag 15 februari 2010 22:26 *Aan:* user-list@light.realsoft3d.com *Onderwerp:* Re: Handle ...or maybe a last microsoft redistributable , I use NVIDIA GeForce GTX 260 last drivers 27-9-2009. Thanks for the suggestion Robert. By the way : somebody with win 7 64 bit ??? andre - Original Message - *From:* Robert den Broeder mailto:r.den.broe...@chello.nl *To:* user-list@light.realsoft3d.com mailto:user-list@light.realsoft3d.com *Sent:* Monday, February 15, 2010 9:30 PM *Subject:* RE: Handle Hi Andre, Can not confirm at least when running RS3D on Win7 64 bit. Videodrivers perhaps? best regards, Robert *Van:* owner-l...@light.realsoft3d.com mailto:owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] *Namens *Andre *Verzonden:* maandag 15 februari 2010 18:50 *Aan:* user-list@light.realsoft3d.com mailto:user-list@light.realsoft3d.com *Onderwerp:* Handle Hi, with win vista 32/64 bit: the 32 bit version RS7 starts with the transformation handle but the 64 bit does'nt... somebody any idea ? andre No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.733 / Virus Database: 271.1.1/2689 - Release Date: 02/15/10 08:35:00
Realsoft into the future .... import / export filters ..
Hi Guys, First congrats on V7 release. Now with 7 out and looking to the future again would their be any move on extending RSes set of Import / Export filters to include the likes of COLLADA and MDD formats? Collada particularly as it is XML based, royalty free and open source ( I think ). All data is transported by Collada inc animation, bone deformation data. Both Blender 2.5 and Luxology Modo are developing Collada filters for respective apps - alot of other apps are doing same also. It seems their is a move away from FBX. https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema COLLADA is a royalty-free XML schema that enables digital asset exchange within the interactive 3D industry. MDD is interesting also. It allows point animation data to be imported / exported between apps. Its just the point animation data, not the model / mesh being animated. One imports this model seperately to say Realsoft then APPLIES the .MDD file to the model and off the animation goes. Seperately - with the recent move by Game Dev apps to go Free for RS to be able to hook up to same would be a big plus. Animation / Bone Data included. One app of great interest in this respect is UNITY 3D: http://unity3d.com/ What was the INDIE version retailing at $199 is now free. Torque and Real Game engine also have gone the same way. Its a big interconnected 3D world out there now. Alot of 3Ders and pro houses no longer exclusively use one app - their are pipelines between apps getting the best out of each. Zbrush is a case in point here - meshes from this app are laden with millions of polys. Alot of 3D apps have taken this on board and are supporting hi poly count meshes. Also the process of RETOPO or retoplolgy as a toolset is finding its way into many apps to counter hi poly meshes and convert them to Hi qual lower res meshes as game assets and the like .. http://www.blender.org/development/release-logs/blender-243/retopo/ So VESA and all ... Would be interested in ye're thoughts, at least as an open discussion with RS users and fans! Aidan
Re: Realsoft into the future .... import / export filters ..
Hi Mark, Im afraid I do not have RS 7 either yet .. so no reports. I do not think any new filters have been added to it, but then I am open to correction by those already using 7, Aidan 2009/12/13 Mark atha...@casema.nl: So VESA and all ... Would be interested in ye're thoughts, at least as an open discussion with RS users and fans! Aidan Hi Aidan, A very important subject. The more import/export possibilities, the better! I'm curious about the V7 improvements in this department, any reports? (I don't have it yet) One of my main interests is using RS objects (buildings, plants) in Vue or Terragen2. The Wavefront obj format is probably still the best for RS... -Mark H
Realsoft into the future .... import / export filters ..
Hi Guys, First congrats on V7 release. Now with 7 out and looking to the future again would their be any move on extending RSes set of Import / Export filters to include the likes of COLLADA and MDD formats? Collada particularly as it is XML based, royalty free and open source ( I think ). All data is transported by Collada inc animation, bone deformation data. Both Blender 2.5 and Luxology Modo are developing Collada filters for respective apps - alot of other apps are doing same also. It seems their is a move away from FBX. https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema COLLADA is a royalty-free XML schema that enables digital asset exchange within the interactive 3D industry. MDD is interesting also. It allows point animation data to be imported / exported between apps. Its just the point animation data, not the model / mesh being animated. One imports this model seperately to say Realsoft then APPLIES the .MDD file to the model and off the animation goes. Seperately - with the recent move by Game Dev apps to go Free for RS to be able to hook up to same would be a big plus. Animation / Bone Data included. One app of great interest in this respect is UNITY 3D: http://unity3d.com/ What was the INDIE version retailing at $199 is now free. Torque and Real Game engine also have gone the same way. Its a big interconnected 3D world out there now. Alot of 3Ders and pro houses no longer exclusively use one app - their are pipelines between apps getting the best out of each. Zbrush is a case in point here - meshes from this app are laden with millions of polys. Alot of 3D apps have taken this on board and are supporting hi poly count meshes. Also the process of RETOPO or retoplolgy as a toolset is finding its way into many apps to counter hi poly meshes and convert them to Hi qual lower res meshes as game assets and the like .. http://www.blender.org/development/release-logs/blender-243/retopo/ So VESA and all ... Would be interested in ye're thoughts, Aidan
Re: V7 release date yet? Field Evalutator..
Matthias, Stefan and myself were discussing this the other evening at the IRC. RS needs the FBX filter to be fully sorted to handle skeletons / bones and that. Also at this stage RS needs the Collada filter to be implemented: http://en.wikipedia.org/wiki/COLLADA Its being adopted widely. I too do the switching around the apps thing. I use Modo and Blender. Modo has recently added rudimentary IK. Blender 2.5 has a whole new animation system added. 2.5 not out officially yet, but builds available at graphicall.org I have gone back and forth with char animation between Modo and Blender using .MDD Aidan 2009/10/15 Matthias Kappenberg m...@the-dimension.com: Hi Stefan, it's time consuming to learn the new apps (Houdini and Maya, hehe and PMG, I know Jean-Sebastien didn't like the last one). Maybe the new RS will have some *.mdd import option. It's real fun to switch animations between the apps without affecting any shading or other options. Model in RS animate in another app and switch back to render in RS without any problem would be great. Hopefully all the new stuff is in my head in the next two or three month ;-) Then I'll be fully back to RS :-) In the meantime there's maybe not to much time left to explore the new RS v7. Matthias - Original Message - From: Beg-inner begg...@spray.se To: user-list@light.realsoft3d.com Sent: Wednesday, October 14, 2009 6:32 PM Subject: Re: V7 release date yet? Field Evalutator.. Hi Matthias.. Ok.. I hope you dont do so much in other apps that you forget about RS =) And yeah dig out those olds prjs so the bugs can be found and fixed ! I had a fast look at your Fade issue.. and it seems buggy. Though materials and rendering is not the area I am good at (if any hehe=) Here is what I found out.. Yep you only have to move (or scale or anything that change so at least some surface part of the two objects differs) the 2nd sphere a fraction then the entire cross renders... The issue you having (as far as I see) is only happening when ALL surface of the two overlapping objects is exactly in the same space ! (When you use two or more object that is..) So if its a bug showing at that criteria, or it might be an accuracy thing similar to Boolean operations that you shouldnt have exact space of two or more objects, since you get artifacts...(z fighting..=) Though it dont seem to be only a two object in same space problem.. Do this in your fade prj you attached 1. Delete the sphere2 level 2. Duplicate the spherical Mapping in the Sphere1 level so you get this.. Sphere1Level Sphere SphereMap1 SphereMap2 (Rotate this 90 deg) (The same problem here, only the effects of the 2nd SphereMap is giving result) 3. Multiselect the two SphereMaps and use the 'Average' map thing on it and you get Sphere1Level Sphere Average SphereMap1 SphereMap2 (Rotated 90) (Now you at least gets the whole cross to render, but not what you want, as its not unified rendered.. its additive illuminated where they overlap and more faded where they dont,., Well I am no guru on VSL or materials in general... but those are my first and fast takes on this fade issue =) Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Hi Stefan, good idea :-) Last days I've learned some other 3D apps, some web-projects have stolen some time, too. Maybe I should have a look for the old scenes. Attached is another scene, which seems buggy to me. Fade on objects in same space. Maybe you can confirm it :-? Then I'll send it to the RS-Team, too. Matthias Hi Matthias.. Now that you had Vesa's attention and the ability to fix the Field Ev... why dont you give him a prj to show the issues you know about the FE to get it fixed.. `? Or have you already done that, but privately to Vesa `? Its also always good to add each issue into the bugdatabase, then its easier for others on the beta team, me for example, to test it out if needed to pinpoint the actual bug(s), so they can easier be found and fixed. Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Great news :-) Many thanks. Is the field evaluator fixed in v7, too :-? Matthias - Original Message - From: Vesa Meskanen v...@realsoft.com To: user-list@light.realsoft3d.com Sent: Wednesday, September 30, 2009 9:18 PM Subject: Re: V7 release date yet? Hi, Any news on v7 release date? We are testing the release candidates:) The expected release date is in October. I digged up some quick experiments and demos created during beta testing - the links are included below. Best regards, Vesa Return of the good old Real3D lathe tool: http://www.realsoft.com/beta/examples/lathe.htm Volumetric (Boolean) explosions: http://www.realsoft.com/beta/examples/explodebb.avi The new trajectory object capturing
Re: Interesting modeling video
Have'nt checked nor asked this in a while, but last time I DID check RS fell over when importing stuff from sculpt packages. Couldnt handle poly counts of any great amount. Might have changed in 6 or upcoming 7? Aidan 2009/8/10 ville.tirro...@saunalahti.fi: Thanks J.S! Is it easy to export and import into RS? I'm looking software like this. Zbrush is just too expensive option. Ville Jean-Sebastien Perron [...@neuroworld.ws] kirjoitti: http://www.youtube.com/watch?v=hn7eyg5ma6Ufeature=related 3D-Coat, the user interface does look complex but it has some interesting features.
Re: Teacup lighting
Hey Henry, RE Andrews suggestion about IRC, I mentioned the following over at another message you started a few days back: To ask questions live, another alternative is the Realsoft 3D Chat ( IRC ). You can access this at: QUAKEnet server channel: #realsoft3d The app I use on my PC to get at IRC is mIRC: http://www.mirc.com/ BUT, lets go to the cloud maybe :D - http://webchat.quakenet.org/ This is a Quakenet Web Client - Simply put in a nick and then the #realsoft3d as the channel, bobs your uncle - your on ... simples :D Best time seems to be after Tea 6/7pm on GMT. I am in there always as bobthe3Dbuilder :D - Though sometimes there in spirit and not actually if I need to go to customer land or ZZZ. Best idea is log in and hang out - leave the app open. Cheers Aidan ( Ireland ) 2009/8/6 Henry Tjernlund henrytjernl...@gmail.com Found the Sky and Ground now. Thanks. On 8/6/09, Andrew Berge abe...@virtualstudios.com.au wrote: Sorry.. Of course I meant LAYERS Andrew -Original Message- From: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] On Behalf Of Andrew Berge Sent: Thursday, 6 August 2009 5:37 PM To: user-list@light.realsoft3d.com Subject: RE: Teacup lighting BTW, there is default sky and other settings look under the levels menu bar.. Rgds Andrew -Original Message- From: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] On Behalf Of Henry Tjernlund Sent: Thursday, 6 August 2009 5:17 PM To: user-list@light.realsoft3d.com Subject: Re: Teacup lighting Here are some tests from a more simple scene with trying to get the results that I want. Only three objects (not counting the camera) In the GI materials level are * Sphere with Porcelain material (like the teacups) * Rectangle wall with a matte (color only channel) material outside the GI level material is * rectangle shape to be reflected with self-luminous material applied. This object has been set to not be seen by the camera. Even with the not-seen-by-camera setting and the self-luminous rectangle outside the GI level, it still seems to contribute the same amount of light to the GI phase of the rendering. Yes, I am looking for an HDRI-like effect. I haven't figured out how to do that in RS yet. I have dabbled with it in C4D and love the results. But I also get nice (but different) results in C4D with just careful radiosity lighting too. So apparently I can't apply the same strategies I use in C4D to RS. A couple other questions. In the color rendering, the first upper-left section seems to have rendered more smoothly than the rest of the image. I have seen this happen in other projects as well. Its like some quality setting changes after that first box renders. Also the reflection channel gave unexpected results. I expected (as in C4D) that the reflection channel would give me just the reflection component of the render. But instead it looks like it is showing me the reflectivity of the object based on material and angle to camera, etc. Is there some other way to boost or multiply the reflection during rendering? Can a material be made that has unusually bright reflections? It would be nice of RS had something like a sky object, maybe as an infinite sphere like in the way it has an infinite ground plane object. Henry -- -- Henry Tjernlund http://www.renderosity.com/mod/gallery/browse.php?username=henrytj http://www.modelmayhem.com/HenryTjernlund http://imdb.com/name/nm2519729/ http://www.myspace.com/henrytj http://henrytj.deviantart.com/ -- -- Henry Tjernlund http://www.renderosity.com/mod/gallery/browse.php?username=henrytj http://www.modelmayhem.com/HenryTjernlund http://imdb.com/name/nm2519729/ http://www.myspace.com/henrytj http://henrytj.deviantart.com/
Re: Snapping
Hey Henry, Re starting a new message / thread at the Userlist just make sure your FROM email address is the one you used to join the list in the first place. This might / might not be the issue, just was in my brain when you mentioned your problem. To ask questions live, another alternative is the Realsoft 3D Chat ( IRC ). You can access this at: QUAKEnet server channel: #realsoft3d The app I use on my PC to get at IRC is mIRC: http://www.mirc.com/ Best time seems to be after Tea 6/7pm on GMT. I am in there always as bobthe3Dbuilder :D - Though sometimes there in spirit and not actually if I need to go to customer land or ZZZ. Best idea is log in and hang out - leave the app open. Cheers Aidan ( Ireland ) 2009/8/5 Henry Tjernlund henrytjernl...@gmail.com I can't seem to begin new threads, so I will have to ask some new questions in old threads. Here is one. I would like to view different channels (like Reflection) in the viewport. Can this be done? I have tried several ways but I can't seem to get anything but the standard render. -- -- Henry Tjernlund http://www.renderosity.com/mod/gallery/browse.php?username=henrytj http://www.modelmayhem.com/HenryTjernlund http://imdb.com/name/nm2519729/ http://www.myspace.com/henrytj http://henrytj.deviantart.com/
Re: SSS
Henry, I remember quiet a while back messing around with this SSSish shader - as far as I remember I was at the time using SSS in MESSIAH and / or MODO. Timo then made this SSSish Shader. However the clue is in its name - the ISH part. As far as I know its not a full SSS Solution, it is a rough hack to give the illusion of SSS. At timos site here: http://koti.welho.com/tmikkola/materials.html He says himself - A lousy SSS fake. Might work well enough for wax-like materials. Their is a README - http://koti.welho.com/tmikkola/materials/SSSish.txt At this thread back in Nov 2006 ( Scroll Down to end ): http://rs-forum.the-final.com/viewtopic.php?f=11t=909hilit=sssishstart=15 Timo also says The biggest problem with SSSish is that it's a total hack I think for the moment if you want true SSS you may need to look elsewhere, as to whether this will be resolved in the next version of RS??? over to RS themselves to answer that! Aidan 2009/7/21 Henry Tjernlund henrytjernl...@gmail.com: Also, anytime I have tried to put another object inside the SSS materail (like maybe a white blood cell eating a pathogen, or even having internal structure, or a blob monster eating something) it seems that all I get is a shadow from the interior object, but no blurred translucent effect of the inner object itself. -- -- Henry Tjernlund http://www.renderosity.com/mod/gallery/browse.php?username=henrytj http://www.modelmayhem.com/HenryTjernlund http://imdb.com/name/nm2519729/ http://www.myspace.com/henrytj http://henrytj.deviantart.com/
Re: 3D world mag
Hi, The V6 on the disc for mac is for PERSONAL USE ONLY, not commercial Aidan 2009/5/8 Arjo Rozendaal arjo.rozend...@xs4all.nl Hi Aladair, There’s also a pc V6 version on the disk. The only difference is that the V5 is a full commercial version. Arjo. *Van:* owner-l...@light.realsoft3d.com [mailto: owner-l...@light.realsoft3d.com] *Namens *Alasdair *Verzonden:* vrijdag 8 mei 2009 17:26 *Aan:* user-list@light.realsoft3d.com *Onderwerp:* Re: 3D world mag - Original Message - *From:* Arjo Rozendaal arjo.rozend...@xs4all.nl *To:* reallist user-list@light.realsoft3d.com *Sent:* Friday, May 08, 2009 2:42 PM *Subject:* 3D world mag Hi, Received my copy of 3D World magazine today. Version 5 and 6 are on the cover disk. Andy Jones wrote a nice tutorial how to create penguins. Arjo. hi how come mac gets v6 and pc only v5? alasdair
Messiah Character Animation App new version released - should work alongside Realsoft!
Hi Guys, www.projectmessiah.com Messiah is primarily a Character Animation app just like for example ZBrush is for sculpting. Focuses on one thing. It is meant to be used beside your main 3D app of choice. Version 4.0 has just been released. See the link above. Ulven - who develops this app - has been - as we speak - updating the Docs online here: http://www.eggswhyzed.com/messiah_docs/ Check out the WHATS NEW section and Messiah 4.0e - it lists recent additions and links to parts of the manual explaining these new features. Some real nice stuff here. In the recent past i have been hinting at better import / export in RS. This is why. With apps like Messiah around alongside Realsoft one could have a full Character Animation Workflow. All is needed - robust .MDD, FBX and Collada. Remember an app like Messiah cannot model etc - it needs an app like Realsoft to deliver a scene / character to it. Messiah specialises in Character Animation. Animate in Messiah, then back to RS afterwards to final texture - Render your project! Cheers Aidan
Re: Some V7 info
Hi Robert, Just tried it through OPERA. On Pages for PART 2 and PART 3 their are some extra odd characters down hard left / top. Also the FONT used for the menu system on the left is times new roman for Home, Part 1, Part 2 and own work. For Part 3 it changes to Arial? The Part 3 font looks best in my opinion. I hate serifs and times new roman anyway :D Aidan 2009/4/17 Robert den Broeder r.den.broe...@chello.nl Hi Dean, hi all, I just reworked the website. It looks good in IE8 and on my Iphone. I still notice some minor flaws, but that does not compromise the info ;-) Best regards, Robert http://members.chello.nl/rbroeder *Van:* owner-l...@light.realsoft3d.com [mailto: owner-l...@light.realsoft3d.com] *Namens *Dean *Verzonden:* donderdag 16 april 2009 16:11 *Aan:* user-list@light.realsoft3d.com *Onderwerp:* Re: Some V7 info Just tried the link http://members.chello.nl/rbroeder/ using both Safari and Firefox under Mac OSX, neither shows a functioning webpage On Apr 15, 2009, at 8:03 PM, Standley and Mungenast wrote: http://members.chello.nl/rbroeder/ is working for me in IE version 6 Thanks Robert! Great info as always. One of the few pages I check on a regular basis. Chris Mungenast Marc F. Bayer wrote: Hi, is your page still offline? If not, I have tried to watch it with IE8 and Firefox 3.0.4, but it doesn't show up correct in both browsers. Regards Marc - Original Message - From: r.den.broe...@chello.nl To: user-list@light.realsoft3d.com Cc: Karl karlr...@gmail.com Sent: Sunday, April 12, 2009 8:50 PM Subject: Re: Some V7 info hi Karl, thanks for the feedback. I only tested it with IE7 and it looked OK. I have taken the website off line to see if I can fix it. Be back soon with all the V7 info :-) Robert Karl karlr...@gmail.com schreef: Hi all, I have updated my website with some V7 info. The website will be frequently updated with more info. So please check it out. Best regards, Robert Hi Just want to inform you that your v7 info page looks, well, qeird quite frankly, using Opera. Very hard to read, with text lines overlapping eachother and different text sizes. Looking at the 'code', I gave up trying to find a cause. Cool to see some v7 info, although I've skipped v6 completely due to being way too busy with other stuff. -- Karl
Re: Contest
Hi Guys, Instead of a Forum and all the maintenance / security needed therein, why not keep it simple and just set up an RS COMPETITION Blog with a polling feature ( Wordpress? loaded to host space )? Setting something up is one thing, but maintaining it daily is another. At least with a blog in this instance IT JUST DOES THE ONE THING - THE COMPETITION - and a number of people with access can easily maintain it and keep it running. Keep it simple, Yes it can be done thoughts rather than cant be done Aidan 2009/2/16 Matthias Kappenberg m...@the-dimension.com I'll get in contact with Boris today in the evening to see, what and how we can bring it back to live :-) Maybe you know, that I still give the webspace for the wiki and the forum. It should be no problem, to set up something for the image contest, too. More information today in the evening. Matthias - Original Message - *From:* David Ingebretsen dinge...@3dphysics.net *To:* user-list@light.realsoft3d.com *Sent:* Sunday, February 15, 2009 11:11 PM *Subject:* Contest As a founding sponsor of the contest and still willing to put up the $100.00 US for the winner, I will still back anyone who wants to orchestrate it. I'm not sure what happened to Boris. I've not had any contact for awhile. David David M. Ingebretsen M.S., M.E. Collision Forensics Engineering, Inc. 2469 East Fort Union Blvd. STE 114 Salt Lake City, UT 84121 www.CFandE.com 801 733-5458 Office 801 842-5451 Cell dinge...@cfande.com dinge...@3dphysics.net *From:* owner-l...@light.realsoft3d.com [mailto: owner-l...@light.realsoft3d.com] *On Behalf Of *Arjo Rozendaal *Sent:* Sunday, February 15, 2009 11:23 AM *To:* user-list@light.realsoft3d.com *Subject:* RE: from __yra Well, in the last contest there were hardly any contributions, so I guess Boris dropped it? *Van:* owner-l...@light.realsoft3d.com [mailto: owner-l...@light.realsoft3d.com] *Namens *Jan Schmitz *Verzonden:* zondag 15 februari 2009 12:27 *Aan:* user-list@light.realsoft3d.com *Onderwerp:* Re: from __yra 2009/2/15 Arjo Rozendaal arjo.rozend...@xs4all.nl Hi Yuriy, It moved to http://rs-forum.the-final.com/index.php Arjo. But what about the image contest?? Lg, Jan
Re: Another nail in RS's coffin?
I Hear you Russell :) But I will trump Bloat apps for you Norton and MacAfee Virus apps with AVG 8 closely following. These virus apps are now getting worse at hogging your PC than the viruses themselves. Eat your memory, CPU so on, I find Least bloat at mo in apps like this - kaspersky Cheers Aidan At 20:22 01/08/2008, you wrote: Coming from the 'good ole days', when OSes were lean and mean (because they had to be: Memory\storage was expensive and processors were slow), I loathe bloate. And Microsoft has become the bloat kings of the world (The only company I can think of that may give them competition in this area is Adobe). This, among other reasons, is why I hate Vista. Russell - Original Message - From: mailto:[EMAIL PROTECTED]Danni Coy To: mailto:user-list@light.realsoft3d.comuser-list@light.realsoft3d.com Sent: Wednesday, July 30, 2008 12:50 AM Subject: Re: Another nail in RS's coffin? I like the way that vista is set out more than previous ms OS's (maybe it just makes more sense to a unix guy). However from what I have seen Vista is a lot less stable than it could be and I don't understand why the new features require such a large hardware overhead. Linux and Mac seem to be able to do more on lesser hardware. -- No virus found in this incoming message. Checked by AVG. Version: 7.5.524 / Virus Database: 270.5.10/1585 - Release Date: 8/1/2008 6:39 AM No virus found in this incoming message Checked by PC Tools AntiVirus (4.0.0.26 - 10.100.009). http://www.pctools.com/free-antivirus/http://www.pctools.com/free-antivirus/ No virus found in this outgoing message Checked by PC Tools AntiVirus (4.0.0.26 - 10.100.009). http://www.pctools.com/free-antivirus/
Re: Another nail in RS's coffin?
Hi Guys, To maybe clear up this Truespace and Microsoft thing a little. It was a section of Microsoft that bought out Truespace / Caligari - the Virtual Earth Team. If one looks at the Google thing with Google Earth - they bought out Sketchup. In both cases part of the aim is to have a free 3D app as a way of creating 3D content for these environments. Truespace 7.6 now has a connect to Virtual Earth to add content ( an icon bottom right in the Workspace area, click / hold the Workspace HW settings Icon, more Icons pop up, its one of these ). What Google did with Sketchup as we all know is to provide two versions - crippled type standard version and a pro version. If we look at this philosophy perhaps this is what Microsoft will do - a Truespace standard and pro ( paid for ). at the moment you get TS 7.6 FREE forever - BUT with the 7 series of TS Caligari began to add external Renderers as a feature - in this case VRAY. So when you now try to render from the new Workspace area in TS it needs / asks for that external renderer. I hear you say - whats the point - well the new Workspace area is a Live 3D edit window. All textures and the like shown rendered live as you edit - a first of its kind, based on Directx technology. If you move over to the model area - this is basically TS 6.6. It has the traditional Lightworks renderer BUT now also Virtualight. The latter has features like GI and Caustics. You can chose either or. Their is also a 3rd party cheap RENDERMAN plug called DRIBBLE - it is a current plugin too, about $35. One of the big things with Roman, Caligari ex Boss, was collaborative 3D. TS 7.6 includes this also. In the Workspace area is where you access this ( icon bar bottom right ). Check out chapter 12 in the manual. You need to set up an account at the TRUEPLACES page from the Caligari site front page to join in. This means you can load up models and the like and have others over the net join with you inside TS editing these models / scenes. The one huge difference between Truespace and Sketchup is that TS is a full 3D app including everything from Modelling, SDS, NURBS, Animation, Character Animation ( very good tools here ), physics, NODE BASED SHADER SYSTEM in Workspace .. blah blah ... go to the TS site for a larger feature list. Re the Interface - yes it is Quirky, but not a huge curve really. The underlying features are well worth any effort. AND the I/F is FULLY customizable down to changing the Icons to text if you wish. The app itself is quirky in comparison to other apps - in that it has this connection to online worlds and collaborative features. One thing I have found is TS has a huge list of import / export filters, way more than alot of other apps out there including COLLADA, .X, .bvh and all the usuals plus more. To see these open TS, Workspace area. Over right on the Library section, right click a library and have a look at Import / Export options from this menu. BUT AS I HAVE STATED ALREADY - If I use TS it is as part of a workflow. So I might not use ALL of TS eg - model etc in REALSOFT and into TS for collaboration OR for its Character Animation tools - only learn the parts you need. AND NO - I dont think it will be blended into VISTA - from my experience installing systems for clients and the like - VISTA is all but dead, most businesses I know prefer XP PRO, buy machines with VISTA but Upgrade to XP PRO. Microsoft have all but admitted this - they have hauled forward Windows 7 from 2012 to 2010ish. DELL sell systems with Vista but an option for XP PRO if you want. Vista eats your system resource wise. Try an experiment - two same systems side by side - one with Vista other with XP PRO - no comparison, XP wins out by a long shot. After all an op sys is a base for all other APPLICATION Software, the more minimalist it is in interfering with your system the better. You want the UMMPH for your applications not the op sys. Vista in my opinion broke that rule. Cheers Aidan At 05:47 30/07/2008, you wrote: On Jul 29, 2008, at 4:02 PM, Jean-Sebastien Perron wrote: Maybe micrososft will incluse truespace in their next vista service pack to improve it's sales. Since just about every version of Truespace has basically been given away free at some stage I don't know if this would have much of an impact. The software is not more widely used because most people don't perceive it worth the bother of investing in learning the interface ( I don' No virus found in this outgoing message Checked by PC Tools AntiVirus (4.0.0.26 - 10.100.005). http://www.pctools.com/free-antivirus/
Re: Yet another bizarre move in the world of 3D - Truespace now FREE, as in air - forever!
Hi Alasdair, only one problem : no renderer is included so it is just a modeller..:( Alasdair Their are two internal renderers in Truespace - Lightworks and Virtualight. These are accessed from the modeler side. The Workspace side is a work in progress. This currently only supports the external renderer specially designed for it called VRAY. Its an implimentation of VRAY for Truespace. You still have to purchase this for $300 or so. Lightworks and Virtualight are the traditional renderers in TS. Virtualight has caustics and GI etc. The aim of TS up to when it got bought by Microsoft was to create a whole new realtime workspace area for modelling based on Directx. Through ver 7 up to the new v7.6 they have been porting the toolsets over to the Workspace area from the old modeller area. So in effect the old Modeller area is in fact TS v6.6 as a plugin to the new Workspace concept. You might note in the setup areas mention of the bridge. This is similar to LIGHTWAVE. To access either Renderer on the Model side - up top right of the model space work area is a horizontal menu of icons inc large X Y Z - the first Icon by default on the left is RENDER SCENE - RIGHT CLICK this and then look at the settings that appear in the right vertical bar. At the end of these settings is RENDER ENGINE and a drop down box allowing choice of either Lightworks OR Virtualight. If you choose Virtualight you need to right click the same Render Scene button AGAIN to get the Virtualight settings panel up. If you hold the mouse down on the Render Scene button you will get other Render options like render to file, render current object ... Also over to the right of this horizontal panel their is a hidden menu right under the DIRECTX Logo icon in this same panel ( also might be set to OpenGL ). Its a tiny square with a depression in the centre - move the mouse over this and another vertical panel pops up - click the tiny grey bar at the top of this panel to force the panel to stay. All very quirky I know - but hey its now free! Hope this helps Aidan At 16:41 28/07/2008, you wrote: - Original Message - From: Alasdair [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Monday, July 28, 2008 1:25 PM Subject: Re: Yet another bizarre move in the world of 3D - Truespace now FREE, as in air - forever! - Original Message - From: Aidan O Driscoll [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Sunday, July 27, 2008 8:09 PM Subject: Yet another bizarre move in the world of 3D - Truespace now FREE, as in air - forever! Hi Guys, I suppose you all know by now, TRUESPACE ( originally by Caligari, but who recently got taken over by MICROSOFT ) is now FREE - forever. This is the latest version too - last week it would have cost you $595 or so: http://www.caligari.com/Products/trueSpace/tS75/brochure/intro.asp?Cate=BIntro All you need to do is go to download button - login OR register ( free ) - and download. Not alone is the app now free but also ALL the original paid for training videos. This is not a limited offer and the app is NOT CRIPPLED. Their is no catch .. really! From the Caligari Forums info has seeped through that over at the Blender forums ( www.blenderartists.org ) - they are complaining about TS being made free. Now thats a good one :) But indeed - will this have any impact on the 3D industry at all? I know that some complain about TS and its interface. But it has a huge toolset, does the lot inc Char Anim, is hugely oriented to virtual world stuff and gaming. Apparently the app will keep on developing FOR FREE, so its not abandonware - yet. Be that as it may - this is not a free previous version - this is a free CURRENT VERSION! Aidan No virus found in this outgoing message Checked by PC Tools AntiVirus (4.0.0.26 - 10.100.005). http://www.pctools.com/free-antivirus/ only one problem : no renderer is included so it is just a modeller..:( Alasdair oops sorry found the screen / file render Alasdair No virus found in this incoming message Checked by PC Tools AntiVirus (4.0.0.26 - 10.100.005). http://www.pctools.com/free-antivirus/ No virus found in this outgoing message Checked by PC Tools AntiVirus (4.0.0.26 - 10.100.005). http://www.pctools.com/free-antivirus/
Re: Yet another bizarre move in the world of 3D - Truespace now FREE, as in air - forever!
Hi Alasdair, Not a huge learning curve really - if you stick with the model side it is effectively like using the well tested TS v6.6 - actually it is TS v6.6. You dont have to use the Workspace area. The one thing I found about TS is that the manual is very good and comprehensive. Also dont forget to suck down all the NOW free training videos ( used be $89 a pop ) over at the Caligari Site - training link. Look down left when their at icon menu of various courses under Fundamental and Master also. To be honest I would Model away and everything else in Realsoft, then export to TS and have a go off the Char Anim / Procedural Anim. One area worth a look is the live side of Workspace and also the Trueplay ( might need to install this from caligari site ). The ex owner of Caligari is big into shared spaces and collaboration online - this is what TS v7.6 is about ( Workspace ) and why MS bought it - it is/will be well integrated into VIRTUAL EARTH. Maybe can try a live Collab - when i look into it too :) I know this is the RS Userlist - but to be honest ( like a broken record ) - I am well into multi apps and cross app collaboration - getting the best out of all - so I see this as topical. Cheers Aidan At 13:16 29/07/2008, you wrote: - Original Message - From: Aidan O Driscoll [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Tuesday, July 29, 2008 12:23 PM Subject: Re: Yet another bizarre move in the world of 3D - Truespace now FREE, as in air - forever! Hi Alasdair, only one problem : no renderer is included so it is just a modeller..:( Alasdair Their are two internal renderers in Truespace - Lightworks and Virtualight. These are accessed from the modeler side. The Workspace side is a work in progress. This currently only supports the external renderer specially designed for it called VRAY. Its an implimentation of VRAY for Truespace. You still have to purchase this for $300 or so. Lightworks and Virtualight are the traditional renderers in TS. Virtualight has caustics and GI etc. The aim of TS up to when it got bought by Microsoft was to create a whole new realtime workspace area for modelling based on Directx. Through ver 7 up to the new v7.6 they have been porting the toolsets over to the Workspace area from the old modeller area. So in effect the old Modeller area is in fact TS v6.6 as a plugin to the new Workspace concept. You might note in the setup areas mention of the bridge. This is similar to LIGHTWAVE. To access either Renderer on the Model side - up top right of the model space work area is a horizontal menu of icons inc large X Y Z - the first Icon by default on the left is RENDER SCENE - RIGHT CLICK this and then look at the settings that appear in the right vertical bar. At the end of these settings is RENDER ENGINE and a drop down box allowing choice of either Lightworks OR Virtualight. If you choose Virtualight you need to right click the same Render Scene button AGAIN to get the Virtualight settings panel up. If you hold the mouse down on the Render Scene button you will get other Render options like render to file, render current object ... Also over to the right of this horizontal panel their is a hidden menu right under the DIRECTX Logo icon in this same panel ( also might be set to OpenGL ). Its a tiny square with a depression in the centre - move the mouse over this and another vertical panel pops up - click the tiny grey bar at the top of this panel to force the panel to stay. All very quirky I know - but hey its now free! Hope this helps Aidan At 16:41 28/07/2008, you wrote: - Original Message - From: Alasdair [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Monday, July 28, 2008 1:25 PM Subject: Re: Yet another bizarre move in the world of 3D - Truespace now FREE, as in air - forever! - Original Message - From: Aidan O Driscoll [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Sunday, July 27, 2008 8:09 PM Subject: Yet another bizarre move in the world of 3D - Truespace now FREE, as in air - forever! Hi Guys, I suppose you all know by now, TRUESPACE ( originally by Caligari, but who recently got taken over by MICROSOFT ) is now FREE - forever. This is the latest version too - last week it would have cost you $595 or so: http://www.caligari.com/Products/trueSpace/tS75/brochure/intro.asp?Cate=BIntro All you need to do is go to download button - login OR register ( free ) - and download. Not alone is the app now free but also ALL the original paid for training videos. This is not a limited offer and the app is NOT CRIPPLED. Their is no catch .. really! From the Caligari Forums info has seeped through that over at the Blender forums ( www.blenderartists.org ) - they are complaining about TS being made free. Now thats a good one :) But indeed - will this have any impact on the 3D industry at all? I know that some complain about
Yet another bizarre move in the world of 3D - Truespace now FREE, as in air - forever!
Hi Guys, I suppose you all know by now, TRUESPACE ( originally by Caligari, but who recently got taken over by MICROSOFT ) is now FREE - forever. This is the latest version too - last week it would have cost you $595 or so: http://www.caligari.com/Products/trueSpace/tS75/brochure/intro.asp?Cate=BIntro All you need to do is go to download button - login OR register ( free ) - and download. Not alone is the app now free but also ALL the original paid for training videos. This is not a limited offer and the app is NOT CRIPPLED. Their is no catch .. really! From the Caligari Forums info has seeped through that over at the Blender forums ( www.blenderartists.org ) - they are complaining about TS being made free. Now thats a good one :) But indeed - will this have any impact on the 3D industry at all? I know that some complain about TS and its interface. But it has a huge toolset, does the lot inc Char Anim, is hugely oriented to virtual world stuff and gaming. Apparently the app will keep on developing FOR FREE, so its not abandonware - yet. Be that as it may - this is not a free previous version - this is a free CURRENT VERSION! Aidan No virus found in this outgoing message Checked by PC Tools AntiVirus (4.0.0.26 - 10.100.005). http://www.pctools.com/free-antivirus/
Re: Yet another bizarre move in the world of 3D - Truespace now FREE, as in air - forever!
Hi Wolfram. this is the thread I think - http://blenderartists.org/forum/showthread.php?t=131041 I only have this 2nd hand - it was being talked of over at the Caligari Forums. Yes - the real investment in the software is the time learning it, I agree. But never the less with my experience of 3D apps not all apps do everything. Most projects would require a number of apps to complete. Most 3D artists these days have multiple 3D tool apps in their 3D toolbox. Over the years we may buy a number of apps. Its nice to see these apps developing with their userbase. Indeed their userbase investing in this development via purchase of plugins and upgrades. In the case of TS they threw in this curve ball without any of the past userbase knowing it was coming. So having invested all along it can come as a bit of a shock when this same apps current version suddenly becomes free for all to use. In my statement - Apparently the app will keep on developing FOR FREE - you may have noticed the word APPARENTLY. Again from the caligari forums and staff at these forums this - as far as they know - is what will occur in the immediate future. But back to that word APPARENTLY - I said this as I do not believe it will. I reckon this is a stab at Google + Sketchup. In a while one will have Truespace Basic ( free / maybe crippled in some way ) and Truespace Pro ( pay for it ). This after they gather a sizeable market out of users using 7.6 for nothing for a while. Who knows - now that MICROSOFT own the app. TOM Mullen's books about char animation Yes - I have this book, it is a very well put together book. BUT, from experience AND discussion with Tony over the following very point - It does not include any tuition on the new NLA / Character Walk Cycle Modifier procedures added at 2.45/2.46. The latter was a large leap in char anim in Blender and makes older procedures discussed in the book a little redundant. If one seeks information online re newer modifier procedures - one hits a bit of a wall - not too many people are familiar yet with new procedures in this regard. Outside of that - I use Blender - I think it is an excellent app free or not AND do not have any problems with the Interface as some do or its development. I have used Blender in conjunction with Realsoft and Modo, mainly for Character Animation of models from these apps. In Modo's case I was able to bring the animation back via .MDD format to final Render and Texture. In RS'es case - Well In my opinion - Character Animation in RS is a fare bit behind, but thats for another day. AND no .MDD or full .FBX support - yet! ( as in RS 6 supports FBX, but APPARENTLY only for model data, not anim data ) With regard to any mention of blender in my previous email, I just mentioned it as I came across discussions on same, nothing more, nothing less - shooting the breeze! Cheers Aidan At 22:20 27/07/2008, you wrote: Aidan O Driscoll schrieb: Hi Guys, I suppose you all know by now, TRUESPACE ( originally by Caligari, but who recently got taken over by MICROSOFT ) is now FREE - forever. This is the latest version too - last week it would have cost you $595 or so: http://www.caligari.com/Products/trueSpace/tS75/brochure/intro.asp?Cate=BIntro All you need to do is go to download button - login OR register ( free ) - and download. Not alone is the app now free but also ALL the original paid for training videos. This is not a limited offer and the app is NOT CRIPPLED. Their is no catch .. really! From the Caligari Forums info has seeped through that over at the Blender forums ( www.blenderartists.org ) - they are complaining about TS being made free. Now thats a good one :) Sorry, but I couldn't find any remark about it at the URL specified :(. But indeed - will this have any impact on the 3D industry at all? I know that some complain about TS and its interface. But it has a huge toolset, does the lot inc Char Anim, is hugely oriented to virtual world stuff and gaming. The REAL investment in 3D software is NOT the price for the Program but in LEARNING to use it ;-)... Apparently the app will keep on developing FOR FREE, How's THAT ? No app can develop itself out of nothingness ... and apparently (and HERE does this qualifying adverb really fit) they did NOT publish the source or have any intention to support freelance development further on (as the Blender people do who work under the GPL / Creative Commons licence), so this seems to be a dead end :(. so its not abandonware - yet. Be that as it may - this is not a free previous version - this is a free CURRENT VERSION! As you mentioned the Blender community - I strongly encourage anybody interested in 3D programs to have a look at what a free AND supported app is capable of (look also for the latest TOM Mullen's books about char animation particles/plants in Blender and their new SIGGRAPH contribution - the Big Buck Bunny
Re: Cannot get into #Realsoft3d IRC, anyone else - using MIRC!
Hi Guys, 5 minutes after I posted this - alls back again. Cheers Aidan At 11:43 16/05/2008, you wrote: Hi Guys, Tried to get at the IRC today and am getting this message: #Realsoft3d unable to join channel (address is banned) Now it doesnt make sense as one would imagine the #Realsoft3d part should be my nick - IF someone decided to ban me for some reason ( not sure why, I generally just hang with the odd inane comment related to general news OR things 3D ). As far as that message goes #Realsoft3d itself is banned from its own channel?? Anyone else with this? Im using MIRC Cheers Aidan
Cannot get into #Realsoft3d IRC, anyone else - using MIRC!
Hi Guys, Tried to get at the IRC today and am getting this message: #Realsoft3d unable to join channel (address is banned) Now it doesnt make sense as one would imagine the #Realsoft3d part should be my nick - IF someone decided to ban me for some reason ( not sure why, I generally just hang with the odd inane comment related to general news OR things 3D ). As far as that message goes #Realsoft3d itself is banned from its own channel?? Anyone else with this? Im using MIRC Cheers Aidan
SOFTWARE ALERT: Audio app - free ... Windoz!
Hi Guys, Came across an excellent multi track audio sequencer AND ITS FREE: www.trakax.com I highly recommend adding it to your tool kit, ideal for loop based track creation and that. Very nice I/F. Unfortunately it is PC XP based and not for Mac or Linux. Also have a look at this app - it costs $69 - Almost Garageband for a PC. It is an Audio AND MIDI sequencer. If you cannot afford Sonar or Ableton Live or Cubase give this a spin : www..acoustica.com/mixcraft Cheers Aidan
OT: Some CDs / Tunes I would recommend you guys to buy ... excellent value!
Hi Guys, Listenin at the moment to a compilation album called Essential Soft Rock - 54 Laid back Guitar Classics on the Disky Label - Compilation: http://www.cdwow.ie/detail_results_10.php?product_code=187979 Bought it this Sunday at a local record store - I HIGHLY RECOMMEND A PURCHASE if you can get same - cost me 9.99 - 3 CD's. ALSO - check out the album NO SPITTING - 60 classic Punk tracks - also cost me 9.99 - 3 CD's too - Compilation: http://www.amazon.co.uk/No-Spitting-Classic-Punk-Tracks/dp/B6JI97 Check out the track lists at those links Cheers Aidan
Re: Happy Paddys Day to you lot :) - AIDAN
Cheers Gary, Glad you got a look in on the parade live stream - nice to hear it broadcasted out fine. Yip - the Irish were a huge export - not because they wanted to but due to hard economic times, particularly pre 1990's. All my buddies from college etc all left on the plane to the states or OZ. I think I was the only one left here. I suppose I survived here on playing music and working for myself - wasnt easy but got better. Go back then to the mid to late 1800's - huge exporting then due to the potato famine and prison ships to OZ. So Irelands history in the last 200 years or so has been a tale of mass emigration to all corners of the earth and most NOT because they wanted to - more they had to. I will raise a glass to your mum in the next day or so. Myself and caroline are off for two days R R tomorrow, place in west cork called Bantry. Getting away after a lo frenetic weekend of messy gigs - 5 gigs in 4 days. Cheers and slainte, Aidan At 02:52 18/03/2008, you wrote: To see a traditional Irish Town Parade nip over here at about 3:30pm GMT today, Patricks Day ( 18th ): http://www.macroom.ie/patricksdaycam.htm Managed to just catch the beginning of the parade . The streaming was very good . Watched it full screen and it also had 22Khz/16 bit sound ! Unreal ! @ ~ 25KBytes/second . Loved the part at the end where everyone was invited to give big shouts out to friends and relatives around the world . Seems one of Irelands biggest exports is people . Happy Paddys Day to ye all, Shur everyone is Irish today, enjoy a tipple :) Cheers Aidan Thanks , St Paddies was me poor old mum's birthday , so then, I tries to get drunk every year , in her honour , of course ! cheers (this Bud's for you) garry
Re: Happy Paddys Day to you lot :) - AIDAN
Hi Gary, YOU ARE WRONG :) - not gone away yet. The streaming server service we used is this: http://www.primcast.com/ On the Macroom website is just code to embed windows media player in the webpage. Then after that - when one subscribes to primcast you get a unique URL to broadcast from. Depending on which plan you go for you get a limit on the number of Viewers that they can guarantee watching live right up to unlimited. They will do limited event packages also, as we did. And re the break - West we go, closer to the states :) http://www.bantry.org/ http://www.bantry.ie/bantry_visitorsguide.htm Nice new 4 star hotel - http://www.themaritime.ie/ Good value - as far as we concerned in the land of the battered Celtic tiger - 230 for two nights B B 4 star, luxury for the room now, not each :) - All rooms overlooking Bantry bay. Theres a place not too far from Bantry called GARNISH ISLAND, a strange name but a marvellous odd place - here are some pic's: http://www.invectis.co.uk/cork/garnish.htm Google same. NICE! Anyways, Oiche Nacht, Slaiinte Aidan At 19:54 18/03/2008, you wrote: Hi Aidan : Glad to hear you are getting away for a couple of days . You'll probably be gone by the time this message hits the cyber-space . I prefer to give credit where it's due and forgot to mention that yesterday's stream was viewed via 'Videolan' , the dynamite little multi-codec freware viewer . http://www.videolan.org/ This little beast will do realtime transcoding , serve streams too , and comes with a ton of built-in codecs (so you won't have to install questionable codecs [like QT]) . Great , great little viewer . What S/W did you guys use to stream ? What size pipe ? (etc) Enjoy your getaway ! garry Cheers Gary, Glad you got a look in on the parade live stream - nice to hear it broadcasted out fine. Yip - the Irish were a huge export - not because they wanted to but due to hard economic times, particularly pre 1990's. All my buddies from college etc all left on the plane to the states or OZ. I think I was the only one left here. I suppose I survived here on playing music and working for myself - wasnt easy but got better. Go back then to the mid to late 1800's - huge exporting then due to the potato famine and prison ships to OZ. So Irelands history in the last 200 years or so has been a tale of mass emigration to all corners of the earth and most NOT because they wanted to - more they had to. I will raise a glass to your mum in the next day or so. Myself and caroline are off for two days R R tomorrow, place in west cork called Bantry. Getting away after a lo frenetic weekend of messy gigs - 5 gigs in 4 days. Cheers and slainte, Aidan At 02:52 18/03/2008, you wrote: To see a traditional Irish Town Parade nip over here at about 3:30pm GMT today, Patricks Day ( 18th ): http://www.macroom.ie/patricksdaycam.htm Managed to just catch the beginning of the parade . The streaming was very good . Watched it full screen and it also had 22Khz/16 bit sound ! Unreal ! @ ~ 25KBytes/second . Loved the part at the end where everyone was invited to give big shouts out to friends and relatives around the world . Seems one of Irelands biggest exports is people . Happy Paddys Day to ye all, Shur everyone is Irish today, enjoy a tipple :) Cheers Aidan Thanks , St Paddies was me poor old mum's birthday , so then, I tries to get drunk every year , in her honour , of course ! cheers (this Bud's for you) garry
OT: But 3D Related ... Zbrush boxed at ridiculous low price .. Not spam - AIDAN
Hi Guys, THIS POST IS ABOUT A GREAT OFFER ON ZBRUSH. As Zbrush is specifically for Sculpting it compliments REALSOFT as opposed to being in competition with REALSOFT. This is the spirit in which I post this message to you guys. I am a member of Platinum Club ( see below on this ) over at http://www.daz3d.comwww.daz3d.com. Until monday, if you join, you can buy ZBRUSH at the knock down price of $297. This is the boxed version, shipping is about $13. ALL TOLD - if you are in the Euro Zone like me - it comes to about 200. Amazing price. Normal price is $595. Heres the blurb at the Daz sale: See the last thing at the end for Zbrush: === 72-Hour Software Spectacular! Save 72% for 72 hours! Starts Friday Night/Saturday Morning at Midnight, DAZ local time March 7, 2008 Cararra 3D Express Regular Price: $89.95 72% Off: $25.19 Current Platinum Price: $65.67 New Platinum Sale Price: $17.63 Mimic Pro Regular Price: $199.95 72% Off: $55.99 Current Platinum Price: $139.97 New Platinum Sale Price: $39.19 Mimic Lite Regular Price: $69.95 72% Off: $19.59 Current Platinum Price: $48.97 New Platinum Sale Price: $13.71 Mimic Pro Upgrade Regular Price: $99.95 72% Off: $27.99 Current Platinum Price: $69.97 New Platinum Sale Price: $19.59 Bryce 6.1 Regular Price: $99.95 72% Off: $27.99 Current Platinum Price: $69.97 New Platinum Sale Price: $19.59 Bryce 6.1 Upgrade Regular Price: $39.95 72% Off: $11.19 Current Platinum Price: $27.97 New Platinum Sale Price: $7.83 Bryce 6 Bonus Pack Regular Price: $29.95 72% Off: $8.39 Current Platinum Price: $20.97 New Platinum Sale Price: $5.87 ZBrush - Platinum Club Only!*** Get it for only $300! (Not 72%, But a Great Deal Nonetheless!) *Box versions not included **THESE SALES WILL BEGIN MIDNIGHT, FRIDAY, MARCH 7! ***Z Brush Sale for Platinum Club Members Only = To join the Platinum Club its $7.95 a month OR $99 per annum here: http://www.daz3d.com/i.x/platinum/0/-/?_m=dhttp://www.daz3d.com/i.x/platinum/0/-/?_m=d I reckon you can join for one month and then stop after that when you get your Zbrush. Loads of other ridiculous prices on various apps and stuff come with platinum club every week. I find it a worth while investment. And no I dont work for Daz3d, just a heads up for those interested. Cheers Aidan
I had to sit down for this one - Another Microsoft Acquisition that may shock ...
Hi Guys, It looks like from this that Roman has sold out: http://virtualearth.spaces.live.com/blog/cns!2BBC66E99FDCDB98!11432.entry It seems MICROSOFT have acquired TRUESPACE, I'll say no more except, Wow Aidan
OT: Online Radio Player ..
Hi Guys You all probably heard of Screamer Radio [ www.screamer-radio.com ]. Just got wind of another one - over 6000 online stations in a neat gui. Its called Nexus Radio: http://www.nexusradio.com/ No addware etc and installs a nice little bar in your browser to access it from their. Yet another sounds source in the background while you model with RS. Cheers Aidan
Re: SDS - Understanding the Edge Sharpness of newly generated edges.
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. The best way to Sharpen edges on any SDS mesh that is universal is to use edge loops. 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 ) 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. Hope you find this useful Cheers Aidan O Driscoll, Netactive Solutions Ltd, 58 Clevedon, Lower Kilmoney RD, Carrigaline, Co. Cork, IRELAND 00353-(0)87-9609276 www.netactivesolutions.net ___ Web Design .. 3D .. Graphics .. Internet Consultancy .. Networks At 00:32 06/02/2008, you wrote: 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
Realsoft and Video Tutorials - heres one I just did with Camtasia ...
Hi Guys, I noted a new message at the list about edges and edge sharpness. I also use an app called Modo where I was mucking around with the same thing. One thing I noted with Modo was that the base package came with small VIDEO tutorials - some lasting only 50 seconds - one per EACH TOOL illustrating how this tool worked in that application. I found this very useful when learning this app. SO, I got to thinking - and discussed same at the REALSOFT IRC ( Chat Room ). I thought it an excellent idea, a community idea even - to do the same for Realsoft. Needless to say I have put my money where my mouth is and did a quick REALSOFT video tute using Camtasia v3 - which by the way came free with PC magazines recently. The topic - as stated above is Edge Sharpness and the use of Edge loops in Realsoft, or for that matter any other 3D app. Outside of its content I hope it might spur others on to do mini vid tutes like this, maybe build up a whole library of video tutes on each tool in Realsoft over time. By the way - this took me all of about 10 minutes to do, no script, a mic, soundcard, free app and a PC. If you do not happen upon the free Camtasia, their is a free app to do similar called WINK: http://www.debugmode.com/wink/ The tute i did is uploaded at: 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 ) Just a thought and an example, Cheers Aidan O Driscoll, Netactive Solutions Ltd, 58 Clevedon, Lower Kilmoney RD, Carrigaline, Co. Cork, IRELAND 00353-(0)87-9609276 www.netactivesolutions.net ___ Web Design .. 3D .. Graphics .. Internet Consultancy .. Networks
Re: Mocap from video
Hi Guys, Slightly off beam in relation to Mo Cap and animation. Could this app have any impact on the way animations are done in the future - could we even say revolutionary :) http://www.actormachine.com/index.html Note the Team page - Ken Perlin, Chief Technology Advisor - he of Perlin Noise fame and Tron. Cheers Aidan At 15:08 04/02/2008, you wrote: Here's some research I found on the subject: Design of a Body-Driven Multiplayer Game System (Sami Laakso and Mikko Laakso) So far camera-based user interfaces have been used in various entertainment or education applications, ranging from interactive dance space [Sparacino 2001] to martial arts training [Hämäläinen et al. 2005]. Today there are also several commercial camerabased body-driven game systems available, both complete game systems such as Mandala GX System by Vivid Group [http://www.vividgroup.com/] and home-sized devices such as Eyetoy for Sony PlayStation 2 [http://www.fmod.org/].; The software was coded in C++ on a Windows platform. The computer vision component was developed on top of the video-processing platform, EyesWeb Design of a Body-Driven Multiplayer Online Game System #9679; 7 ACM Computers in Entertainment, Vol. 4, No. 4, October 2006. [http://www.eyesweb.org/], using Intel Integrated erformance Primitives (Intel IPP) [http://www.intel.com/software/products/ipp/], and the Open Source Computer Vision Library http://www.intel.com/technology/computing/opencv/] for additional image processing. The 3D graphics output was obtained by using OpenGL, and audio effects obtained with an F-Mod audio engine [http://www.fmod.org/] and the Simple Direct Media Layer [http://www.libsdl.org/].; (This is an old project :-) http://www.kickasskungfu.net/en/) Other articles tha might interest you: (Not public so I cannot share with the list. If anyone is interested, I'll email them to your personal email.) Markerless 4 gestures 6 DOF real-time visual tracking of the human hand with automatic initialization Markus Schlattmann, Ferenc Kahlesz, Ralf Sarlette and Reinhard Klein Automatic Detection and Tracking of Human Motion with a View-Based Representation Ronan Fablet and Michael J. Black A Fast and Handy Method for Skeleton-Driven Body Deformation WANG ZHAOQI, MAO TIANLU, AND XIA SHIHONG Software and Methods for Motion Capture and Tracking in Animation J Condell and G Moore, J Moore A posture optimization algorithm for model-based motion capture of movement sequences Jure Zakotnik a,#8727;, Tom Matheson b, Volker Dürr a Maximizing Validity in 2D Motion Analysis Martin Eriksson Stefan Carlsson A Novel Framework for Athlete Training Based on Interactive Motion Editing and Silhouette Analysis Shihong Xia, Xianjie Qiu, Zhaoqi Wang Interesting stuff - but not very much applications - or I have not found them... br. Hannu I think it's somewhat doable already, it's just a matter of combining different technologies. The biggest drawbacks of a single camera setup are occlusion and missing depth information. Depth information can already be derived from a single camera video rather well, but occlusion is still a hard problem. There's no 'clean' way to get around it, all you can do is quesstimate. A similar problem I've been thinking of is tracking a (computer) player's head (or eyes) to get the same functionality that TrackIR has. It's a fairly controlled subset of the single-camera-motion-tracking problem and would be an excellent start: It would enable tracking with a single webcam, no additional HW needed. On 04/02/2008, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Look at http://www.motion-capture.de/ Videotrack is a motion capture software for movements. I'd like to see a software that captures movements from video and compines it to a character. Like Shadow-Chaser, but the software would compere the movements - as well as the person. link - http://www.5star-shareware.com/Windows/Hobby/Sport/shadow-chaser-screenshot.html I read some research papers and it might be possible in near future, but at the moment there are a lot of difficulties. (Problems in model-based approaches that use single video, but with extra information it might be done - also low cost. High end mocap solutions are working ofcourse.) Hannu
TOPIC: Non RS, 3D in general. Cloth and a site of interest!
Hi Guys, The latest build of Blender is in SVN and has Cloth. Watch these vids, quiet nice me thinks: http://www.wxtools.com/index.php?option=com_contenttask=viewid=25Itemid=32 Latest build with this feature plus more: http://www.graphicall.org/builds/index.php AND a NEW 3D User site called - http://www.foundation3d.com/ Cheers Aidan
OT: Some music worth listening to ...
Hi Guys, Not sure if ye have ever heard of an artist called http://shop.sixdegreesrecords.com//app?page=Artistservice=externalsp=SC0A8024B0EWUAV3FY00ASCheb i Sabbah His new album is now out at six degree records. http://www.sixdegreesrecords.com/home.php Cheb i Sabbah, musical adventurer, global spiritualist and producer extraordinaire has returned to the Indian subcontinent for Devotion, his seventh album on Six Degrees Records. Hundreds of artists in the world music genre, or for that matter any genre, have come and gone like bottle rockets, but Cheb i Sabbah's light keeps burning and it is his bhakti (devotion) to the spiritual essence of music, and to truth and humanity, that is responsible for his longevity. Bought a few of his other albums, if you are into this genre I highly recommend. Click that link above and then click the album cover to audition. Cheers Aidan
OFF TOPIC: Teacher suspended for 'raunchy' vid - NOT 3D :)
Hi Lads, Making the news over here - A teacher in the UK called Sarah Green got suspended because of a video that appeared on you tube. She did it a few years back as a promo add for the building industry. Students at the school found it. Have a look and also read the comments below it - couple of hundred including ones from her students: http://uk.youtube.com/watch?v=qb47OmMtGaE The innuendo is thick in this advert. Should she get suspended? Newspaper article sample: http://www.thisislondon.co.uk/news/article-23432671-details/Pupils%20at%20private%20school%20discover%20their%20teacher%20in%20'shocking%20soft-porn'%20advert%20on%20YouTube/article.do Cheers Aidan
Re: OT : A Fat Midget Britney Spears impersonator was Mini Britney
Hi Garry, Well I did start the mail with OT ( off topic ) - which this is. Even so - its one to annoy your friends with :) Cheers aidan At 06:39 15/01/2008, you wrote: I was thinking it was a 3D CGI version of Britney ... or something , so off I went . garry Hi Guys, Mini Britney was interviewed today on Newstalk, an Irish Radio Station. Go here and have a look: http://mini-britney.com/Home.html Watch the Videos though - be prepared to be astonished :) I couldn't let this one go - had to share it with ye :) Enjoy Aidan
OT - A Warning: Brand Name Hijacking - just in case you guys get this - its a scam!
Hi Guys, Find below an Email I got today. My other life outside 3D is my company Netactive Solutions Ltd. I do networking, websites, firewall stuff .. blah blah. IF YOU GET A MAIL LIKE THIS ITS A SCAM, just go to this link and read - especially the comments further down: http://www.e-consultancy.com/news-blog/363197/internet-brand-hijacking-on-the-rise--report.html I am alerting you guys to this as it seems alot of people responded to this mail resulting in early morning calls from China etc, Cheers Aidan At 09:18 14/01/2008, you wrote: Dear CEO, We are LiaoNing Network Information Technology Co.Ltd which is one of the domain name registrant centres in China. We received a formal application from MOTA Investment Co.Ltd on Jan 14, 2008. They applied to register the following domain names and Internet brand name: Internet Domain Name netactivesolutions.biz netactivesolutions.cn netactivesolutions.com.cn netactivesolutions.hk netactivesolutions.info netactivesolutions.net.cn netactivesolutions.org.cn Internet Brand Name netactivesolutions We are dealing with this matter these days. It requires that we should confirm it with you to solve it in a better way. Please contact me as soon as possible. Beat regards AmyWang Liaoning JE Network Information Technology Co.,Ltd Tel:+86-0412-2223686 Fax:+86-0412-2224686 Website£ºhttp://www.chinajewl.com.cn E-mail [EMAIL PROTECTED] -- Amywang 2008-01-14
Re: Well RS'ers - is ver 6 stable and a good upgrade??
Hi Matthias, Thanks for that. Actually I mentioned the animation thing as I have been doing alot of same [ for myself, experimentation ] in Blender. In the area of Character Animation I find it has more advanced solid tools than RS has at the moment. This would have all come from the release at the time of the open movie Elephant Dream. From this, alot of work was done on the Char Anim side and useful tools in the NLA and Action Editor added, along with things like eradicating foot slippage and down through the floor [ collision ] type stuff. Along with new techniques for walk cycles. I would be very surprised if anyone using RS said that the Character Animation tools are perfect and up to date, I dont think much has been done in this area since the v4 release except for Drag tool and that. Even that tool I find is a little hit or miss if one is to be honest. Again this is not a bash RS message - just constructive criticism about an area that needs big improvement in RS, again my opinion only. I added another message last night about the MDD format. I am a little disappointed that full FBX support is not implemented in v6. From what I gather it is basically a mesh import / export function at the moment. OBJ sufficed for this really. Hopefully full FBX with support for bone deformation etc both import / export will be in the next RS release. In the area of Animation it is critical to have inter operability with other applications, specialist and otherwise. I think it would be a big step forward if one could use other char anim apps [ messiah, motionbuilder etc ] along side RS. Go to these apps - animate and seamlessly back to RS for the excellent texturing and rendering. I have tried Char Anim in the past with RS, but for the moment find Blender and to an extent Lightwave more solid and with a larger toolset. Though LW is creeping behind now too in this area. In general forums on animation and Char anim the word is that XSI is the top app at the moment in this area, thats yet another topic for debate, I have not tried this app. Cheers Aidan At 09:54 11/01/2008, you wrote: Hi Guys, I have not upgraded to V6 yet, my main thing is more animation and particularly character animation, I dont think their has been much done in this area yet, maybe next version. ^^ some fast dummy try: http://the-final.com/test/index.html (Flash Video ~ 250kb) should show 3 states: slide (as a placeholder for driving in a car) walk (go outside the car) sitdown (tired of walking) (Spine is independent from legs, while animating a character never set it at all to full ik ;-) Matthias
Well RS'ers - is ver 6 stable and a good upgrade??
Hi Guys, I have not upgraded to V6 yet, my main thing is more animation and particularly character animation, I dont think their has been much done in this area yet, maybe next version. I see FBX is supported, but as far as I know only for meshes and not bone deformation information. The new BUILDING and TREE tools, what are peoples opinions on these? Has the OGL stability improved? Any other thoughts along these lines. PLEASE DO NOT turn this into a FLAME list message. Constructive thoughts only for those who are still on V5 or less. Reasons to be cheerful :) Cheers Aidan
Proposing the .MDD format in Realsoft!
Hi guys, As I said in a recent mail I am interested in Character Animation and animation. Just wondering is the .MDD format factored in to future RS development. If not how about it??? I would like to propose the possibility of adding the .MDD format to Realsoft. This is a format that allows the import / export of vertice position information between apps. SO - in RS you model a character, export it out as OBJ. Import that mesh into Lightwave OR Motionbuilder OR Messiah OR Blender [ all support .MDD ], you animate / character animate with bones and the various animation tools in these apps. You then save the animation data, the movements as an .MDD file - thats all this file contains. In Realsoft you then have the original mesh open, right click it and add just the MDD deformation file data, set the timeline to the same FPS and length as in the other app, play and render in RS. Why propose this? Well its a way of accessing advanced animation tools in other apps more tuned to Character Animation than RS is at the moment. To allow inter operability between RS and other character animation specialist apps like Messiah, Motionbuilder. Its useful as an alternative to FBX. Of course this may all be academic if FBX is fully implemented in RS in the near future, not sure how far away we are from that. But by using MDD their is no messing with the bones system in RS or try to make them compatible with other bone systems in other app's - its just point movement data. I ended up creating a 5 part video tutorial set for the folks over at Luxology - how to animate a previously created model done in Modo inside Blender and add the created MDD to that model in Modo after. Then render in Modo. Modo at the moment has a timeline, but no bone system - yet! Here are the vids for those with a general interest in the process, in your mind, when you get to the last video imagine you see Realsoft instead of Modo :) http://www.tidalsound.com/blender/blender_interface/ http://www.tidalsound.com/blender/blender_boning/ http://www.tidalsound.com/blender/blender_skinning/ http://www.tidalsound.com/blender/blender_animate/ http://www.tidalsound.com/blender/blender_to_modo_mdd/ Blender graphic tutes mentioned: http://www.tidalsound.com/blender/if1.jpg http://www.tidalsound.com/blender/tbar1.jpg Cheers Aidan
Make sure ye buy the 3D World Mag - 100th issue ...
Hi Guys, DO THIS - it is an anniversary issue and is also the start of a Cover DVD instead of CD. BUT best of all - the 100th issue DVD contains a full unrestricted copy of Carrara v5 pro PC/Mac - with hair and the works. One can also upgrade to ver 6 for very small money if you wish, offer in mag. http://www.3dworldmag.com/page/3dworld?entry=b_3d_world_100_now A tool worth having - because - its FR! Cheers Aidan
Some Christmas Goodies ...
Hi Guys, Happy Christmas 2007. All the best. Here are a few links worth exploring: http://sync3d.com/forumdisplay.php?f=28 Load of very good free textures to download. = And though not for REALSOFT, heres a just out PDF book - FREE http://homepage.ntlworld.com/r.burke2/presision_modelling.html The Precision Modelling Guide to Blender Should be of interest to those people with a general interest in all things 3D. Have a good one, Me Off to the folks house for the Mummy Christmas Dinner on Tuesday sometime Christmas eve, Aidan
Re: Polygon reduction
Hi Chris, Not sure about your feelings for Blender, alot of people shun it for one reason or another, usually I hate the interface. BUT, as a FREE app it has the tools required to do what you are asking. The tool in focus is RETOPO. I haven't used it extensively, but it allows you to make a 'low poly clone' of your hi poly mesh. Import into Blender via OBJ. http://blenderartists.org/forum/showthread.php?p=812064 Here a guy outlines step by step how he created lower poly mesh from higher poly using retopo. http://video.google.ca/videoplay?docid=-297613529041280875hl=en-CA An early vid on the retopo tool, but not really looking at the hi/low poly idea, but still interesting. http://wiki.blender.org/index.php/Manual/Retopo This Wiki tute might explain it easier. As Jashan said in his reply - a pro friend does poly reduction manually. The above retopo tool seems to fit this method. Google for more stuff on retopo in Blender. Also have a look at: http://blenderartists.org/forum/ Loads of threads on Retopo. Hope this helps, Aidan At 22:40 04/12/2007, you wrote: Hi Folks, Anyone know of a cheap and cheerful way to effectively reduce the polygon count on an imported model either within or outside of Realsoft ? Thanks, Chris Sellars Morsel Animation -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: 269.16.13/1169 - Release Date: 03/12/2007 22:56
While waiting for RS V6 - heres some stuff to keep ye occupied :)
Hi Guys, While we await v6 - here are a few interesting apps I have come across recently and also purchased. Being in the Euro Zone at the moment is of huge advantage as the Euro / Dollar rate is very favorable. === First off their is ANTICS. This is a PREVIZ movie making app. Can be used as a story board app and best of all it is FREE: http://www.antics3d.com/index.php You actually go through the shop and 'BUY' it for free. Their is also a Pro Version for $$$. Seems they may be going the route of DAZ, by making money on extra content. === Second - A rather strange 3D app called GROBOTO: http://www.groboto.com/ This is for the production of what one would call Abstract 3D art. At the moment it is $79, but if you look at the BUY page you will see a button to click that will deliver a coupon with a further $20 reduction. If you are a company and outside the states you can strip the VAT off also by providing an appropriate VAT number. I have had a go off this, here is a quick vid: http://www.tidalsound.com/3dstuff/groboto1.avi This is about 534kb and xvid. The models can be exported out of Groboto and into Realsoft - no problem. I did such an OBJ export to Luxology Modo and quick rendered here, same should apply to Realsoft: http://www.tidalsound.com/3dstuff/grobolux1.jpg [ Sorry about the unfortunate name :) ] = Third, SIDEFX came out with an unreal offer recently - Houdini Apprentice HD. Now, Houdini Apprentice had the usual watermark and file size restrictions. What makes the HD edition very interesting is that their are NO WATERMARKS and NO SIZE LIMITS. They call it the Starving artist edition. You end up with the full working versions of Houdini Escape and Master, both apps. About $8000 worth, all for $99. BUT, yip a but - this is only for personal use: http://www.sidefx.com/index.php?option=com_contenttask=viewid=1002Itemid=66 Houdini is a high end 3D app, used alot for Fluid and dynamics. Its used in alot of movies on the big screen - inc Beowulf. Look under the Company Menu item, Houdini in film. So - as long as an animation is as a showreel and not for sale you could integrate this app into your Realsoft 3D workflow for certain scene shots involving fluid and the like, as again OBJ is available from RS. I havent looked to see if FBX is in Houdini yet. Of course the free Houdini Apprentice edition is still available, but with traditional limits. === Lastly, a music type app to help in the creation of your own ambient tracks: http://www.ambientgrains.com/index.html Quirky, but some interesting results. Now - all these apps are available under Windoz, I am not sure about Mac's or Linux [ Houdini is very strong with Linux ], have a look at the individual sites. So - more tools for your toolkit - and light enough on your wallet, if in the Euro Zone anyway. Roll on v6 . Enjoy Cheers Aidan
OpenGL Extensions Viewer free app - read on, worth a look!
Hi Guys, OpenGL Extensions Viewer free app: www.realtech-vr.com/glview/index.html Go to downloads and grab the ogl extensions viewer - useful tool to see/troubleshoot your OGL capabilities of your video card - very extensive, A very extensive list of details of all extensions available on your system, which OpenGL functions are implemented and more. A core feature set check also shows how well OpenGL version 1.2 to 2.1 are implemented on your system. Some may find it useful, Aidan
Another Tim Borgmann Interview - lots on Realsoft!
Hi Guys, http://www.tdt3d.com/articles_viewer.php?art_id=109 Interview with Tim Borgmann. Heavy emphasis initially on Real 3D and also Realsoft 3D, Cheers Aidan
Re: Realsoft to Sunflow renderer
Hi Jean-Sebastien, Thanks for this. I have been using Sunflow with Blender for a while now, nice to see a method from Realsoft. Are you going to submit it for the Sunflow Downloads page? As you are at it - have you seen 3Delight? http://www.3delight.com/en/ 3Delight is our full-featured, fast, fully mature and RenderMan®-compliant renderer. One licence is free to use: The first 3Delight license is free of charge. This is a fully functional license that is liable for commercial use Just a thought - Its a comprehensive render app. Of course in the open source Renderman thing their is also Pixie. And outside of all of that I found Indigo a nice render app too, Cheers and again BIG THANKS, aidan At 22:54 10/09/2007, you wrote: Hi, I don't know who did the animation with the snail and the monster in the box but it was nice and well done. It's also different to see an animation made with Realsoft taht is not a tech(feature) test. I really liked it. Congratulation to that guy. I made a free 3D convertor from .obj to Sunflow http://sunflow.sourceforge.net/ Since the exported .obj I have used for testing was made with Realsoft. Realsoft-.obj-Sunflow I can assure you that it works fine with .obj generated by Realsoft. It only support one polygon object (uv + normal) per file. Tips : The manual for sunflow can be found on the sunflow forum in .pdf You can find it on my website www.NeuroWorld.ws It is made in c++ and it's the most powerfull convertor to sunflow yet. This convertor can be made to export to any format in less than 2 houres or less. Jean-Sebastien Perron www.NeuroWorld.ws -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.485 / Virus Database: 269.13.12/997 - Release Date: 09/09/2007 10:17
Re: External Standalone Render Apps and REALSOFT, maybe this one ....
Hi Jean-Sebastien, As I have discovered from my travels with Blender their are numerous OPEN SOURCE Free Standalone Render apps of different flavours: http://www.indigorenderer.com/joomla/ http://sunflow.sourceforge.net AND for those who favour RENDERMAN have a look here: http://www.3delight.com/en/ http://www.aqsis.org/xoops/modules/news/ http://www.cs.utexas.edu/~okan/Pixie/pixie.htm http://jrman.sourceforge.net/ All of these - opensource also. 3DElight is free ish, but looks real good. Yip - Jean, if some of our RS Coders could do some plugins for RS [ as is the case with Blender ] it would be excellent .. Hint Hint :) Primarily, I stress because these apps are FREEE Open Source. Cheers Aidan At 14:04 06/08/2007, you wrote: Aidan O Driscoll wrote: Hi Guys, Been using Blender [ v2.44 ] on and off over the last few months. One thing that Blender has is access to a lot of FRE EXTERNAL standalone Render Apps. These include INDIGO, SUNFLOW and PIXIE [ Renderman ], [ google the words to find the sites ] but the one for here is KERKYTHEA: http://www.kerkythea.net/joomla/ Their is a special build of Blender which has Kerkythea integrated, but today I launched Kerkythea itself to find, in the File, Open menu it can import OBJ etc. So this obviously gives an in for REALSOFT. Model in RS, export as OBJ and then open in Kerkythea for an alternative render [ as one may do with Maxwell etc, but at huge cost as opposed to this being free ]. This standalone render app has GI implementation etc, in fact read this: /Supported Rendering Techniques - Classic Ray Tracing - Path Tracing (Kajiya) - Bidirectional Path Tracing (Veach Guibas) - Metropolis Light Transport (Kelemen, Kalos et al.) - Photon Mapping (Jensen) [mesh maps, photon maps, final gathering, irradiance caching, caustics] - Diffuse Interreflection (Ward) - Depth Rendering - Mask Rendering - Clay Rendering /as per features page here: http://www.kerkythea.net/joomla/index.php?option=com_contenttask=viewid=14Itemid=48 http://www.kerkythea.net/joomla/index.php?option=com_contenttask=viewid=14Itemid=48 This one of course is for all you doodlers. Maybe some fun. AND I stress, this mail is not set up for comparison reasons OR to have a stab at RS, just may be of interest to some. It has its own materials workshop, lights, cameras etc. Cheers Aidan I wish Realsoft could be used as a command line standalone renderer with a RIB interface. Jean-Sebastien Perron www.NeuroWorld.ws -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.476 / Virus Database: 269.11.8/940 - Release Date: 06/08/2007 16:53
Re: External Standalone Render Apps and REALSOFT, maybe this one ....
Hi Jean, Aidan it's nice to see that you have a wider look at the CG world than most people. Yes - thanks for that. I am a great believer in a 3D Toolkit which doesn't necessarily fall down on just one app. I think it is essential these days to have good import / export for this reason. This because one may note the 3D workflow is breaking into specialist apps for each area, For example Silo, Mudbox, Zbrush - for Sculpting on hi poly meshes, Vray, Maxwell for rendering. Apps for poly modelling only with no other features. I myself have a number of 3D apps - Realsoft 3D, Lightwave 9, Truespace 7.5, Silo 2, Hexagon, Vue Infinite 6, Messiah Studio, Bryce 6. In most cases I got each app as a competitive upgrade and / or at a very good price. The way I see it - if the price is right and one buys it, one does not need to use it right away. From their in, I also found that once one has the app their are very well priced upgrade offers in the future. The apps I use most at the moment are Realsoft and one I did not mention - Blender v2.44, more so Blender - I am having great difficulties with RS on my PC at the moment due to OGL and stuff - heres to v6 maybe. I also use Blender - because - in my opinion [ I stress ], no one elses - the Character Animation tools are a tad better than in RS at the moment. So typically I might model in RS and animate in Blender, then I might render via Blender to one of these standalone Render apps. Add to that a bit of Vue and / or Bryce for veg etc. Also Blender now has Sculpt tools like Zbrush and can handle large poly counts as required. Right now I am using the excellent LWCAD 2 - a cad plugin for Lightwave to knock up a rough of an extension I may be getting built - WHY LWCAD? Well its excellent and it does the job fastest, thats all and thats what matters. [ www.wtools3d.com ] - I asked the developer of this tool ages ago would he consider a port to RS, he may allow others to do so in discussion, but not himself - time! So this is the kind of flexibility I like OR at least would like to have available. AND as an aside I am really in love with the open source side of 3D and Blender - I applaud this, which is hugely open import / export wise AND therefore exposes one to lots of interesting plugins and external tools accessible from Blender. I am still in the middle of trying to get a Sculpted map from Blender into RS to give a low poly mesh in RS the look of the hi poly mesh in Blender Sculpt via normal maps. Experiment still ongoing, sent mails to list re same recently. So - INTEROPERABILITY - in a word. In me you have a kindred open minded soul who by the way would love to see RS connect with the outside world much more than it currently is - it could only increase the userbase and position RS right in their with the rest of those apps. BUT maybe, peddling its own boat is RS'es unique way in this market - we will all see - in this 3D world of increased specialization as mentioned above! Cheers Aidan At 21:08 07/08/2007, you wrote: Aidan O Driscoll wrote: Hi Jean-Sebastien, As I have discovered from my travels with Blender their are numerous OPEN SOURCE Free Standalone Render apps of different flavours: http://www.indigorenderer.com/joomla/ http://sunflow.sourceforge.net AND for those who favour RENDERMAN have a look here: http://www.3delight.com/en/ http://www.aqsis.org/xoops/modules/news/ http://www.cs.utexas.edu/~okan/Pixie/pixie.htm http://jrman.sourceforge.net/ All of these - opensource also. 3DElight is free ish, but looks real good. Yip - Jean, if some of our RS Coders could do some plugins for RS [ as is the case with Blender ] it would be excellent .. Hint Hint :) Primarily, I stress because these apps are FREEE Open Source. Cheers Aidan At 14:04 06/08/2007, you wrote: Aidan O Driscoll wrote: Hi Guys, Been using Blender [ v2.44 ] on and off over the last few months. One thing that Blender has is access to a lot of FRE EXTERNAL standalone Render Apps. These include INDIGO, SUNFLOW and PIXIE [ Renderman ], [ google the words to find the sites ] but the one for here is KERKYTHEA: http://www.kerkythea.net/joomla/ Their is a special build of Blender which has Kerkythea integrated, but today I launched Kerkythea itself to find, in the File, Open menu it can import OBJ etc. So this obviously gives an in for REALSOFT. Model in RS, export as OBJ and then open in Kerkythea for an alternative render [ as one may do with Maxwell etc, but at huge cost as opposed to this being free ]. This standalone render app has GI implementation etc, in fact read this: /Supported Rendering Techniques - Classic Ray Tracing - Path Tracing (Kajiya) - Bidirectional Path Tracing (Veach Guibas) - Metropolis Light Transport (Kelemen, Kalos et al.) - Photon Mapping (Jensen) [mesh maps, photon maps, final gathering, irradiance caching, caustics] - Diffuse Interreflection (Ward
External Standalone Render Apps and REALSOFT, maybe this one ....
Hi Guys, Sent this to the list a few days back - but I think it did not get there as the list was croked ... I think! Been using Blender [ v2.44 ] on and off over the last few months. One thing that Blender has is access to a lot of FRE EXTERNAL standalone Render Apps. These include INDIGO, SUNFLOW and PIXIE [ Renderman ], [ google the words to find the sites ] but the one for here is KERKYTHEA: http://www.kerkythea.net/joomla/ Their is a special build of Blender which has Kerkythea integrated, but today I launched Kerkythea itself to find, in the File, Open menu it can import OBJ etc. So this obviously gives an in for REALSOFT. Model in RS, export as OBJ and then open in Kerkythea for an alternative render [ as one may do with Maxwell etc, but at huge cost as opposed to this being free ]. This standalone render app has GI implementation etc, in fact read this: Supported Rendering Techniques - Classic Ray Tracing - Path Tracing (Kajiya) - Bidirectional Path Tracing (Veach Guibas) - Metropolis Light Transport (Kelemen, Kalos et al.) - Photon Mapping (Jensen) [mesh maps, photon maps, final gathering, irradiance caching, caustics] - Diffuse Interreflection (Ward) - Depth Rendering - Mask Rendering - Clay Rendering as per features page here: http://www.kerkythea.net/joomla/index.php?option=com_contenttask=viewid=14Itemid=48 This one of course is for all you doodlers. Maybe some fun. AND I stress, this mail is not set up for comparison reasons OR to have a stab at RS, just may be of interest to some who wish to play with an alternative complimentary render app that supports GI. It has its own materials workshop, lights, cameras etc. Cheers Aidan
Re: Zbrush 3 and RS
Hi Ville / Matthias, I sent this mail a while back, but I think the list may not have been working. MATTHIAS: With the recent mail you sent - are you talking of adding Normal Maps and the like to a low poly mesh in RS? Am i on the right track below or not? I recently was experimenting with something similar between RS -- Blender and back. Blender also has sculpt tools similar to ZBrush [ Big difference - Blender is FREE ]. I was attempting to export an OBJ from RS, into Blender, Sculpt it, create a Normal Map of the Sculpted mesh from a Low and High rez mesh inside XNORMAL [ www.xnormal.net ]. Then apply this Normal map to the lo-rez mesh in RS From what I gather RS has difficulty with actual large poly meshes, the type required for sculpting. So - to get over this, one might try NORMAL MAPS [ another phrase to look at is tangent space ]. Here is some mails I got from VESA re same: Regarding normal mapping: there are no big secrets involved, you simply assign a texture map to the surface normal. If the normal map comes from another application, one probably has to shift pixel values around zero: surface properties bump normal = texture(map coords) // Assign the normal map bump normal -= constant (0.5, 0.5, 0.5) // shift from 0 .. 1 to -0.5 .. +0.5 In the last VSL object, VSL editor / General tab / Normalize option should be set so that the surface normal gets again unit length. === AND ALSO THIS: Thanks to Timo for this observation at the IRC: == timo2 or more like you have to change the normal information _from_ tangent space to world space before you assign it timo2 and you need uv-coords for it to work So their now, you have been told :) Any wisdom on that? Yes, there is :) My brief example was indeed for a fixed space normal map, not for tangent space mapping. I'll consider this - maybe a new VSL operation 'map to normal space' is required. Of course, U and V directions are not available for all object types (analytics, metaballs etc), but that's really not a problem because normal mapping is mostly related to polygonal or SDS objects. = REGARDING A MESH I SENT VESA WHEN ATTEMPTING NORMAL MAPPING to RS: == Thanks! I tried it and found already the first obstacle. .obj import reads the required UV data as a 'face material' , which is not suitable for bump mapping. Interpolation is so discontinuous that face boundaries show up - I guess that was the rpoblem in the test image you sent me. I manually created a UV set and assigned the height map using it. The result was then OK. So, either .obj import needs the UV set option, or we have to create a simple tool, which converts a face material to a uv set. We will add it as soon as possible (probably into the first SP release for v6 - we will not delay the actual V6 release any more because of new development). Hope this lot is of help to you, Aidan At 16:24 30/07/2007, you wrote: Hi! Does anyone use Zbrush and RS? I cannot export OBJ objects properly with UV-textures. I can export displacement mapping and OBJ-object, but when I try map disp. map in Realsoft mapping is aligned wrong. Is there any tutorials for exporting models and disp.map into RS? Ville
External Standalone Render Apps and REALSOFT, maybe this one ....
Hi Guys, Been using Blender [ v2.44 ] on and off over the last few months. One thing that Blender has is access to a lot of FRE EXTERNAL standalone Render Apps. These include INDIGO, SUNFLOW and PIXIE [ Renderman ], [ google the words to find the sites ] but the one for here is KERKYTHEA: http://www.kerkythea.net/joomla/ Their is a special build of Blender which has Kerkythea integrated, but today I launched Kerkythea itself to find, in the File, Open menu it can import OBJ etc. So this obviously gives an in for REALSOFT. Model in RS, export as OBJ and then open in Kerkythea for an alternative render [ as one may do with Maxwell etc, but at huge cost as opposed to this being free ]. This standalone render app has GI implementation etc, in fact read this: Supported Rendering Techniques - Classic Ray Tracing - Path Tracing (Kajiya) - Bidirectional Path Tracing (Veach Guibas) - Metropolis Light Transport (Kelemen, Kalos et al.) - Photon Mapping (Jensen) [mesh maps, photon maps, final gathering, irradiance caching, caustics] - Diffuse Interreflection (Ward) - Depth Rendering - Mask Rendering - Clay Rendering as per features page here: http://www.kerkythea.net/joomla/index.php?option=com_contenttask=viewid=14Itemid=48 This one of course is for all you doodlers. Maybe some fun. AND I stress, this mail is not set up for comparison reasons OR to have a stab at RS, just may be of interest to some. It has its own materials workshop, lights, cameras etc. Cheers Aidan
Re: Zbrush 3 and RS
Hi Ville, I recently was experimenting with something similar between RS -- Blender and back. Blender also has sculpt tools similar to ZBrush. I was attempting to export an OBJ, into Blender and Sculpt, create a Normal Map of the Sculpted mesh from a Low and High rez mesh inside XNORMAL [ www.xnormal.net ]. Then apply this Mormal map to the lo-rez mesh in RS From what I gather RS has difficulty with large poly meshes, the type required for sculpting. So - to get over this one might try NORMAL MAPS [ another phrase to look at is tangent space ]. Here is some mails I got from VESA re same: Regarding normal mapping: there are no big secrets involved, you simply assign a texture map to the surface normal. If the normal map comes from another application, one probably has to shift pixel values around zero: surface properties bump normal = texture(map coords) // Assign the normal map bump normal -= constant (0.5, 0.5, 0.5) // shift from 0 .. 1 to -0.5 .. +0.5 In the last VSL object, VSL editor / General tab / Normalize option should be set so that the surface normal gets again unit length. === AND ALSO THIS: Thanks to Timo for this observation at the IRC: == timo2 or more like you have to change the normal information _from_ tangent space to world space before you assign it timo2 and you need uv-coords for it to work So their now, you have been told :) Any wisdom on that? Yes, there is :) My brief example was indeed for a fixed space normal map, not for tangent space mapping. I'll consider this - maybe a new VSL operation 'map to normal space' is required. Of course, U and V directions are not available for all object types (analytics, metaballs etc), but that's really not a problem because normal mapping is mostly related to polygonal or SDS objects. = REGARDING A MESH I SENT VESA WHEN ATTEMPTING NORMAL MAPPING to RS: == Thanks! I tried it and found already the first obstacle. .obj import reads the required UV data as a 'face material' , which is not suitable for bump mapping. Interpolation is so discontinuous that face boundaries show up - I guess that was the rpoblem in the test image you sent me. I manually created a UV set and assigned the height map using it. The result was then OK. So, either .obj import needs the UV set option, or we have to create a simple tool, which converts a face material to a uv set. We will add it as soon as possible (probably into the first SP release for v6 - we will not delay the actual V6 release any more because of new development). Hope this lot is of help to you, Aidan At 16:24 30/07/2007, you wrote: Hi! Does anyone use Zbrush and RS? I cannot export OBJ objects properly with UV-textures. I can export displacement mapping and OBJ-object, but when I try map disp. map in Realsoft mapping is aligned wrong. Is there any tutorials for exporting models and disp.map into RS? Ville -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.476 / Virus Database: 269.10.25/926 - Release Date: 29/07/2007 23:14
OT: For XP users who's Auto Update just wont work - AIDAN!
Hi Guys, This may be a handy one to bookmark: http://wiki.djlizard.net/Dial-a-fixhttp://wiki.djlizard.net/Dial-a-fix For months now I could not update my XP, it downloaded the updates, but failed constantly on install. I just turned off the Auto Update to stop UPDATE.EXE from eating my processor and memory. Not alone have I had this problem, but some of my customers too, after exhaustive searches of message boards, MS technet, googling, trying every possible solution and magic potion available - NOTHING WORKED until now. Found this Dial a Fix thing at a remote thread way out in the universe :) Obviously as with all stuff like this it comes with a health warning, but needless to say - it worked on my system straight away. Heres the thread I found it on: http://www.microsoft.com/communities/newsgroups/en-us/default.aspx?dg=microsoft.public.windowsupdatetid=28918a30-f537-45a7-96c6-fdbbdcea75bep=1 The chap who popped up the link to the tool gave these details on quick use: Use its options to fix Windows Installer, fix Windows Update, and all the Registration Center options. Turn off the Empty System32\Catroot 2 Then click GO Do NOT do Flush SoftwareDistribution yet. Hope this may be of some help to other needy souls, Cheers Aidan
Landscape app for free download ...
Hi All, Got mail about this so passing it on. If you have not got this - IT is now available for FREE download to add to your toolkit - BRYCE v5.5 http://www.download.com/3120-20_4-0.html?tg=dl-20qt=Bryce%205.5tag=srchtrid=658315134 They also have an offer to upgrade to Bryce 6.6 for the princely sum of $20. http://www.daz3d.com/i.x/shop/itemdetails/-/?item=4756cat=326 What is Bryce? In a word - Landscape app: http://www.daz3d.com/i.x/software/bryce/-/? Cheers Aidan
ITSARTMAG online magazine, current. Interview with Tim Borgmann ....
Hi Guys, You may have missed this one. Their is an online mag called ITS ART Magazine. Go here: www.itsartmag.com The new edition cover is their at the front page. Look closely at the end of the cover and you will see this current edition contains an extensive interview with TIM BORGMANN. And yes Realsoft gets a good mention. You need to go to the store and BUY the free version, then checkout, give short details [ name. email ] - you will get a mail immediately with a Link, Username and Password to log in and download the free pdf version [ approx 13mb ]. Tims Interview iinc renders starts at page 21. CONGRATS TIM - Nice one for you and RS :) Cheers Aidan
Re: Zbrush3+Realsoft3D .... and an alternative!
Hi Daniel, Thanks for the reply. Yes - later - after sending this mail and some discussion at the IRC - the conclusion arrived at is that Normal Maps, as you said, are glorified bump maps, but the difference is Bump maps use greyscale to generate the bump levels while Normal maps use RGB. I must try and investigate the XNORMAL app in between Blender/Silo and Realsoft. What Xnormal seems to do is create one of these Normal maps by taking two obj versions of the mesh. A low poly version and the high poly version. From these it creates a normal map. As to how this works or understanding same - me dont understand yet :) So again - why is this all of interest? The above is used considerably in the gaming industry it seems. AND for RS at the moment which [ I think ] has problems shifting large poly counts, its a way of getting sculpted models into an RS scene with low overhead. AND for free as both Xnormal and Blender ARE Free. Cheers Aidan At 05:37 05/06/2007, you wrote: I'm no guru on this, but a normal map is a texture that defines a surface normal via color. A surface normal is the vector (a three dimensional direction) that points away from a surface. In rendering you use this vector to evaluate how much light any given area on an object reflects, and in which direction. By mapping a normal map to a surface you can artificially influence these normal vectors, and thus give an object a lot more detail in the rendering phase, that is not really there in geometry. Thus it renders fairly quickly, too. I may be wrong on this, but to me a normal map is a shortcut from a displacement map, since the later must be evaluated to generate normals, while the first already defines them by itself... hope that helped explain this technology some more. Daniel On 6/4/07, Aidan O Driscoll [EMAIL PROTECTED] wrote: AND - Just came across this: http://sv3.3dbuzz.com/vbforum/showthread.php?s=threadid=77037 -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.472 / Virus Database: 269.8.9/832 - Release Date: 04/06/2007 18:43
Re: Zbrush3+Realsoft3D .... and an alternative!
Hi Timo, Thanks, experimenting away. I might have given the wrong URL for XNORMAL. Should be: www.xnormal.net Cheers Aidan At 12:22 05/06/2007, you wrote: You'd be better off using 16 or 32 bit bump/displacement maps: they don't need a shifty material to be used in RS and, as the name says, they can be used for displacement. I just don't know if the mentioned programs can create displacement maps. For using highpoly models in RS, import them as trisets. Trisets render considerably faster than sds poly models and are lighter all around. As for the difference between bump and normal maps, a bump map has actual height information in it, while a normal map only has the generated normal. So in essence, you can create a normal map from a bump map, but you can't create a bump map from a normal map. On 05/06/07, Aidan O Driscoll [EMAIL PROTECTED] wrote: Hi Daniel, Thanks for the reply. Yes - later - after sending this mail and some discussion at the IRC - the conclusion arrived at is that Normal Maps, as you said, are glorified bump maps, but the difference is Bump maps use greyscale to generate the bump levels while Normal maps use RGB. I must try and investigate the XNORMAL app in between Blender/Silo and Realsoft. What Xnormal seems to do is create one of these Normal maps by taking two obj versions of the mesh. A low poly version and the high poly version. From these it creates a normal map. As to how this works or understanding same - me dont understand yet :) So again - why is this all of interest? The above is used considerably in the gaming industry it seems. AND for RS at the moment which [ I think ] has problems shifting large poly counts, its a way of getting sculpted models into an RS scene with low overhead. AND for free as both Xnormal and Blender ARE Free. Cheers Aidan At 05:37 05/06/2007, you wrote: I'm no guru on this, but a normal map is a texture that defines a surface normal via color. A surface normal is the vector (a three dimensional direction) that points away from a surface. In rendering you use this vector to evaluate how much light any given area on an object reflects, and in which direction. By mapping a normal map to a surface you can artificially influence these normal vectors, and thus give an object a lot more detail in the rendering phase, that is not really there in geometry. Thus it renders fairly quickly, too. I may be wrong on this, but to me a normal map is a shortcut from a displacement map, since the later must be evaluated to generate normals, while the first already defines them by itself... hope that helped explain this technology some more. Daniel On 6/4/07, Aidan O Driscoll [EMAIL PROTECTED] wrote: AND - Just came across this: http://sv3.3dbuzz.com/vbforum/showthread.php?s=threadid=77037 -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.472 / Virus Database: 269.8.9/832 - Release Date: 04/06/2007 18:43 -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.472 / Virus Database: 269.8.9/832 - Release Date: 04/06/2007 18:43
Re: Zbrush3+Realsoft3D .... and an alternative!
Hi Matthias, thanks for the reply by the way. But it is still posible with Blender to Realsoft. It appears this whole idea of export for low poly but Hi rez looking meshes is a hot topic at the Blender forums. Two phrases keep popping up - Tangent Space and Normal Maps - I am confused - so if anyone wishes to attempt a dummies guide for the rest of us - bring it on. WHY? well, to get a sculpted mesh out of the likes of Blender which is free OR silo which is as cheap as chips into REALSOFT. As we know RS has a hard time with heavy poly count meshes at the moment. Matthias, with your understanding of this, any chance of a workflow from Blender to RS using the following FREE app - http://www.xnormal.net/ OR if one is in Linux land - http://rptd.dnsalias.net/epsylon/denormgen.php [ not sure how good this is ] Here is a thread at the Blender Forums about Tangent Normal Maps - http://blenderartists.org/forum/showthread.php?t=89019highlight=xnormal Then one on Normal Maps - http://blenderartists.org/forum/showthread.php?t=96396highlight=xnormal Read this too - http://forums.cgsociety.org/showthread.php?f=91t=502675 Talks of Tangent Space and Normal Maps and Blender Sculpts to other apps. All using OBJ. Anyway - would appreciate some of you Gurus to knock heads on this. Particularly from Blender to RS, as Blender IS free. The description at the linux app site above is nice - The DENormGen is a tool designed to help you create Geometry Normal Maps. Such maps are used in high-end Games to fool the Player into believing that a Low Resolution Mesh does have much more detail than it actually does. Those kind of Normal Maps are best generated using a High Resolution Mesh from which the Normal Informations is extracted and projected onto the Low Resolution Mesh. This tool provides exactly this functionality. Cheers Aidan At 20:37 30/05/2007, you wrote: Hi Aidan, if I'm right the comparision is not right at all points. In ZBrush I can work with/on my original RS-model, the only thing I get from ZBrush is a displacement-map (or color-maps..., too), which I can then use for bump-mapping and/or rendertime displacement. In Blender I get a highly subdivided mesh, which replaces my lowres mesh in RS. (see attached image, lowres alien with rich detailed displacement) If I'm right at this point, the difference is really important while an object is animated and you need a change after all animation is done. And it's easier to animate a lowres model, than a highres model ;-) See a possible use for displacement-maps here: http://projectmessiah.com/x4/vids/gallery/taron_people.avi Do not misunderstand me, I like blender and I use it from time to time (the makehuman script is really great and impressive), but for me it's much easier to work with ZBrush, because it's easy to integrate in a from modeling to animation pipeline. Ok, it's not freeware ;-) Matthias - Original Message - From: Aidan O Driscoll [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Wednesday, May 30, 2007 7:04 PM Subject: Re: Zbrush3+Realsoft3D and an alternative! Hi lads, As I have preached in the past - I am a great fan of inter operability. No I am not going to rant on about this here. What I will say is that ZBRUSH - as nice an app as it is - it costs. But did ye all know about the recent releases of Blender [ v2.43 and 2.44 ]? These are landmark updates. Blender now includes a Zbrush type Sculpt tool that I imagine will do what Matthias has done here. In the recent past I exported a Sculpted mesh via obj from Blender to RS. Here's the bumph on the Blender Sculpt tools: http://www.blender.org/development/release-logs/blender-243/sculpt-mode/ As an aside Blender has recently added Sub Surface Scattering tools also [ SSS ]: http://www.blender.org/development/release-logs/blender-244/subsurface-scattering/ Last night I was messing with both Sculpt and SSS in Blender, here is a quick render: http://www.tidalsound.com/3dstuff/sss4.jpg- a rough sculpted candle with SSS. My full understanding of the SSS tool is not their yet, this just a test. My main point - Blender is FREE and just as is with ZBRUSH can be used back and forth to/from RS. Its a cheap as in Free alternative which is ideal as a tool to use ALONG SIDE Realsoft 3D - an example - model etc in RS, export as obj and sculpt in Blender, export back. One caveat - Blender does not support Ngons yet, but nor did Lightwave up until recently. I find the creating models with 4 vertices habit seems to make for more structured, cleaner meshes. My two cents Cheers Aidan At 12:28 30/05/2007, you wrote: Some tryout: http://www.the-final.com/alien_z_brush.jpg Matthias -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.472 / Virus Database: 269.8.3/824 - Release Date: 29/05/2007 13:01 No virus found in this incoming message. Checked by AVG
Re: Zbrush3+Realsoft3D .... and an alternative!
AND - Just came across this: http://sv3.3dbuzz.com/vbforum/showthread.php?s=threadid=77037
Silo+Realsoft3D .... and - Remember a thing called Babylon 5!
Silo+Realsoft3D .... and - Remember a thing called Babylon 5!
Hi Guys, Sorry about the empty mail - slip of the hand and a dead brain :) Anyway here you go ... http://www.silo3d.com/forum/showthread.php?t=10722 The latest version of Silo [ ver 2 Beta ] has been released as a fully functional demo licence for as long as this beta period lasts [ no restrictions ] so all can load and use. Why mention this at the REALSOFT List? Silo is a very capable modeler ONLY with Sculpting at its heart [ Again similar to ZBRUSH ]. Silo is also very cheap - around $100 or so. As this app has no Renderer etc it may fit in nicely beside REALSOFT to offer Sculpting. Which is contemporary to the list at the moment as Matthias has been talking about ZBrush and Realsoft. The inner mechanisms of porting back and forth - well download, have a look and see whats possible. Previously I mentioned that Blender v2.44 now also has Sculpt tools added, Matthias did point out that to import into Realsoft one ends up with a heavy mesh, this of course is true. As far as I know their are moves to rectify this with phrases like normal mapping and tangent space being knocked about at the Blender forums [ www.blenderartists.org - click on Forum, search ] Matthias, I am pointing out Silo and Blender as alternatives - maybe - as most may not be able to afford ZBrush. Maybe others will try and see the import/export possibilities between Blender / Silo and Realsoft. Maybe I will - if I get hold of a precious commodity called time. For Silo info - http://www.nevercenter.com/ - the product site itself Again, this is silo v2 beta by the way - and its a modeler - no render app, etc, so can be used alongside RS. ALSO: Happy days, Remember this one - BABYLON 5 http://babylon5.warnerbros.com its back - heres the trailer, click on the Babylon 5 Lost Tales tab and if you are an old fan - pre order on DVD $19.95 - http://whv.warnerbros.com/WHVPORTAL/Portal/product.jsp?OID=21616 Cheers Aidan
Free OS 2D Animation App called Pencil ... Mac/Win
Hi Guys, http://www.les-stooges.org/pascal/pencil/index.php?id=Home Pencil is an animation/drawing software for Mac OS X and Windows. It lets you create traditional hand-drawn animation (cartoon) using both bitmap and vector graphics. Pencil is free and open source. Some of you may find this useful, Cheers Aidan
Re: Zbrush3+Realsoft3D .... and an alternative!
Hi lads, As I have preached in the past - I am a great fan of inter operability. No I am not going to rant on about this here. What I will say is that ZBRUSH - as nice an app as it is - it costs. But did ye all know about the recent releases of Blender [ v2.43 and 2.44 ]? These are landmark updates. Blender now includes a Zbrush type Sculpt tool that I imagine will do what Matthias has done here. In the recent past I exported a Sculpted mesh via obj from Blender to RS. Here's the bumph on the Blender Sculpt tools: http://www.blender.org/development/release-logs/blender-243/sculpt-mode/ As an aside Blender has recently added Sub Surface Scattering tools also [ SSS ]: http://www.blender.org/development/release-logs/blender-244/subsurface-scattering/ Last night I was messing with both Sculpt and SSS in Blender, here is a quick render: http://www.tidalsound.com/3dstuff/sss4.jpg- a rough sculpted candle with SSS. My full understanding of the SSS tool is not their yet, this just a test. My main point - Blender is FREE and just as is with ZBRUSH can be used back and forth to/from RS. Its a cheap as in Free alternative which is ideal as a tool to use ALONG SIDE Realsoft 3D - an example - model etc in RS, export as obj and sculpt in Blender, export back. One caveat - Blender does not support Ngons yet, but nor did Lightwave up until recently. I find the creating models with 4 vertices habit seems to make for more structured, cleaner meshes. My two cents Cheers Aidan At 12:28 30/05/2007, you wrote: Some tryout: http://www.the-final.com/alien_z_brush.jpg Matthias -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.472 / Virus Database: 269.8.3/824 - Release Date: 29/05/2007 13:01
REALSOFT and Payment plans .. an idea!
Hi Guys, Before I got in to Realsoft 3D land I used Caligari Truespace 6.6. SO, I still get mails from them to upgrade to the latest and greatest version of this app. The imminent release of version 7.5 is a few hours away so a recent mail came offering various upgrade options. The mail leads to this page: http://www.caligari.com/Store/Special/selection/VR15_TS66.html Now, what I am highlighting IS NOT - go buy Truespace, it is instead something further down the page. Scroll down to the PAYMENT PLAN OPTION section. To upgrade to TS 7.5 from 6.6 is $299, but with the payment plan you can stretch this over 4 months - so $75 per month, no interest [ well $1 maybe - 4 x $75=$300 :) ]. Once payment 1 goes through on your credit card you get the app to use. HERES MY POINT - Would such a scheme be good for REALSOFT and any of the recent excellent plugs? Would it gain more sales / upgrades? Just a thought, Cheers Aidan
Re: Chrono DynAtomic ... it seems they are out today, Sunday!
Hi Guys, Looks like both Chrono and Revolution 4D are out today. Go here: http://www.deltaknowledge.com/shop/ Revolution 4D seems to be free, 13mb download. Cheers Aidan At 13:46 29/04/2007, you wrote: Hello , Chrono plugins :-) Nice think... there is a download at HP HP? You lost me... But I see at www.deltaknowledge.com that Chrono is released in a few days (May 2, 2007) and so is Revolution4d (free!). Can it be true after all these years??? Have one quation : How is the work Chrono and DynAtomic together ? This are two plugins and what means this technical In Realsoft :-) As far as I can tell, these are two completely different plugins. I have no idea if you can combine them in one project. I'm holding my breath! -Mark H -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.467 / Virus Database: 269.6.2/779 - Release Date: 28/04/2007 15:32
OT: Take a moment for a good laugh ...
Hi Lads, Most of ye may have seen this already - Medieval Helpdesk: http://www.youtube.com/watch?v=pQHX-SjgQvQ Those of us in tech support or dealing with end users will appreciate this one, Cheers Aidan
Re: Realsoft CAD.... i want in V6
Paolo, This also has been discussed at the IRC a few times - drop in. I specifically brought it up as I have LW and LWCAD 2 - great plugin with exceptional tools is LWCAD. I use it from time to time and import via obj into RS. I even went as far as asking the developer could he port it to RS. Time was an issue on his behalf + money, are their enough RS people who would buy? But maybe you should also ask him, the more the merrier. Maybe see you at the IRC, Cheers Aidan At 07:18 01/03/2007, you wrote: Realsoft CAD i want in V6 Simply i want this in the next version. because i think more of this tools are in Realsoft3D but not usable with this facility. http://www.wtools3d.com/swf/tutorials/lwcad_21/lwcad_21.html Bye Paolo. -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.446 / Virus Database: 268.18.5/706 - Release Date: 28/02/2007 16:09
Another free app - 2D Cartoon creation prog - Just gone FREE!
Hi Guys, Quick Note - www.creatoon.com is now gone free. Click on the FREE DOWNLOAD link amongst the text on this page. Download the full app - then download the unlock.zip app. Install the app, get the you need to unlock screen, it will close. Now run the unlock app, thats it. THIS IS WINDOZ ONLY! Cheers Aidan
Happy new year from the Emerald Isle!
Hi Guys, Happy new Year to ye all. Havent been doing much 3D and RSing for the last three weeks, gigging my ass off and also doing customer websites. Hopefully back with some stuff to list re Siol and importing displaced meshes from same to RS, that is real displaced objects. Silo has a ZBrush type disp paint toolset now [ cheap app $100 - www.nevercenter.com ]. Could be a nice companion with RS. Now, Me on way out to two gigs this avo and later this evening to ENTERTAIN others, hmmph! Good money though, our new years, out for a few pints of porter will be tomorrow down in Carolines [ Wife ] neck of the woods in Co. Waterford. Back tuesday evening for Cars Dialysis. See ye in the new year guys! Cheers Aidan
Re: Realsoft3D related Animation
Gary WINXP Pro, Windows Media Player 10 - all fine. Enlighten us on the story behind the anim? Is it a WIP? All done in RS? You do this? Me Curious :) Cheers Aidan At 08:11 12/12/2006, you wrote: Hi : http://www.studiodynamics.net/rs_proc/cyberdunes.mp2 14 MB - 352 x 480 The above animation begins with a RS3D logarithmic wave animation . The foreground rock is also RS3D . Music is original , via E-Jay (demo) . The anim is mpeg2 and if it does not play , try re-naming it to 'cyberdunes.vob' or similiar . Please let me know if it plays OK (or not) on your S/W platform of choice . Thanks . studio -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.432 / Virus Database: 268.15.16/582 - Release Date: 11/12/2006 16:32
Re: SV: An SSS [ Sub Surface Scattering ] problems
Hi Vesa, When I posted the SSSish Shader [ on behalf of TIMO ] I did not mention this - dont set the subsurface color to 1,1,1. I seem to remember TIMO mentioning this, but in passing, so forgot same. Would it be possible for you to edit the SSSish Shader with any changes you mention OR any 'upgrades' you see useful [ With plain english headers on the sliders and tooltips if possible :) ] I reckon Timo wont mind, Cheers Aidan At 08:28 11/12/2006, you wrote: urn:schemas-microsoft-com:vml xmlns:o = urn:schemas-microsoft-com:office:office xmlns:w = urn:schemas-microsoft-com:office:word xmlns:st1 = urn:schemas-microsoft-com:office:smarttags Hello, I think I have found the source of the strange colouring, dont set the subsurface color to 1,1,1. I tried the example you sent and I can confirm that the face of the snowman got unexpected bluish tone. It appears that GI shader and SSS shader are not totally compatible. ´The SSS shader computes a diffuse channel as follows: if(unshaded) sbuf = raytracer(..) sbuf /= Copy(color) diffuse += multiply(multiplier, color) When you apply this computation to the orange 'carrot nose' color, you will get a cyan tone. While it is probably OK for the SSS shader, it colors the GI in a wrong way. I would expect that if you create new channels that are private to SSS and change the channel references from the SSS shader to the new channels (and change the post effects respectively, if SSS needs them), the problem disappears. I hope this helps! Kind regards, Vesa No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.432 / Virus Database: 268.15.15/581 - Release Date: 09/12/2006 15:41
Re: SV: An SSS [ Sub Surface Scattering ] problems
Hi Guys, Uppz, TIMO answered so disregard my last mail. Cheers Timo, seems this shader is of good interest, great stuff Thanks again Aidan At 13:43 11/12/2006, you wrote: Hi Vesa, When I posted the SSSish Shader [ on behalf of TIMO ] I did not mention this - dont set the subsurface color to 1,1,1. I seem to remember TIMO mentioning this, but in passing, so forgot same. Would it be possible for you to edit the SSSish Shader with any changes you mention OR any 'upgrades' you see useful [ With plain english headers on the sliders and tooltips if possible :) ] I reckon Timo wont mind, Cheers Aidan At 08:28 11/12/2006, you wrote: urn:schemas-microsoft-com:vml xmlns:o = urn:schemas-microsoft-com:office:office xmlns:w = urn:schemas-microsoft-com:office:word xmlns:st1 = urn:schemas-microsoft-com:office:smarttags Hello, I think I have found the source of the strange colouring, dont set the subsurface color to 1,1,1. I tried the example you sent and I can confirm that the face of the snowman got unexpected bluish tone. It appears that GI shader and SSS shader are not totally compatible. ´The SSS shader computes a diffuse channel as follows: if(unshaded) sbuf = raytracer(..) sbuf /= Copy(color) diffuse += multiply(multiplier, color) When you apply this computation to the orange 'carrot nose' color, you will get a cyan tone. While it is probably OK for the SSS shader, it colors the GI in a wrong way. I would expect that if you create new channels that are private to SSS and change the channel references from the SSS shader to the new channels (and change the post effects respectively, if SSS needs them), the problem disappears. I hope this helps! Kind regards, Vesa No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.432 / Virus Database: 268.15.15/581 - Release Date: 09/12/2006 15:41 No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.432 / Virus Database: 268.15.15/581 - Release Date: 09/12/2006 15:41