Hi all,
please have a look here:
Hi K-UDA and all..
You are welcome..
If not all have it, then at least some of them dont
know what they are missing...!
And if someone that dont have it and wants it, let
me know and I´ll attach it, or better, someone might host it somewhere until
Carlo get his site up running again...!
Hi K-UDA and all..
You are welcome..
If not all have it, then at least some of them dont
know what they are missing...!
And if someone that dont have it and wants it, let
me know and I´ll attach it, or better, someone might host it somewhere until
Carlo get his site up running again...!
Matthias Kappenberg wrote:
What's with the paste and distribute tools,
on a high density point displaced nurbs mesh?
Here's a film:
www.the-final.com/paste.avi
1,7mb Xvid
A level is drawn with "paste" instances. I've used a level,
then it's possible to change the objects after final past
Hi all,
I've been having a strange problem using SP3 on my home machine (2x dual
Opteron) but not my work machine (2x single Opteron).
When I load larger files, I get an error message saying something like "disk
not found" and then I have to quit RS and it's really hard to get the error
messag
At 15:07 10-11-2006, you wrote:
Hi all,
I've been having a strange problem using SP3 on my home machine (2x
dual Opteron) but not my work machine (2x single Opteron).
When I load larger files, I get an error message saying something
like "disk not found" and then I have to quit RS and it's r
At 04:55 10-11-2006, you wrote:
> Hi Garry,
> I remember that; I'm not aware of any changes in SP3... what I miss
> most is an Else statement!
I think what some of us agreed on was that the 'EVAL' word was
missing from VSL . We had that awesome option with RPL in V3.x
but for some reason it wa
Hi Matthias,
I noticed that it's a lot easier to manipulate an UV mesh when you attach a
texture first. I don't understand why, but the UV editor behaves quite
strange when there's no texture attached. So I would suggest to create some
basic mapping and then use the map2obj tool to map the materia
I'm curious what you changed. ;)
My change was rather simple eventually. Nevertheless it took me a whole day
to tackle the problem.
But it's worth it, This way one can generate much more lively images, with
more "depth" in it.
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL
I'm not sure I understand. If you want there to be no visible seam
between the objects, why not connect the two UV patches.. ?
Maybe I'm not getting it...
Daniel
On 11/10/06, Arjo Rozendaal <[EMAIL PROTECTED]> wrote:
Hi Matthias,
I noticed that it's a lot easier to manipulate an UV mesh when
Hi Chris,
I've been having a strange problem using SP3 on my home machine (2x dual
Opteron) but not my work machine (2x single Opteron).
When I load larger files, I get an error message saying something like "disk
not found" and then I have to quit RS and it's really hard to get the error
messag
Thanks a lot, Robert and Mark!
I'll give these a try tonite.
Chris
From: Robert den Broeder <[EMAIL PROTECTED]>
Just a thought :-)
Sometimes I get a similar error message, like 'disk not found in drive I'.
This mostly happens when I load other people's projects, or projects saved
on another com
Thanks for the infos :-)
My task is: Creating really good UV-Coordinates
for a complete alien-character. ( :-).
(I'm in a test, my site-alien has hands now,
should be for the "blueman", too. He has no proper UVs)
Here's what I did:
I've created two UV-Sets one part for the
upper half of the arm+
Ah, ok, I'm getting it..
yeah, you'll have to cut eventually, it just didn't seem the right
place for me, so I was wondering. The way I usually do it is use a
painted scope map to blend two UV objects.. with this technique you'll
have to make sure that both parts share some polygons at the seam, s
Hi Mark :
> It can be done but it's more cumbersome...
(edit is placed at bottom of this mail)
> Correct me if I'm wrong...
Thanks Mark , sounds feasible . Where abouts in VSL do
we plug formulas in ? Is there an example anywhere in
the HTML manual (or anywhere) where a user defined for-
mula i
www.the-final.com/paste.avi
> Nice function, can you make the past from a random selection of objects?
>I mean dynamically random picking the next object to place.
>Jean-Sebastien Perron
I think Matthias mentioned that since the objects he used
were placed into a level , that level could
Hi Mark,
I really liked your ani. So nice and smooth! I haven't read the entire
thread, but did you try combining a roughly modelled sds mesh or nurbs
mesh with displacement for added detail that you could get inside?
Also, would you consider sharing your ani render settings? I've had a
litt
> > Thanks; I used World Machine for primary output and then converted to
> > HDR with HDRShop to get the map. This is much better than an 8-bit
> > texture like bmp because of higher precision and reduced banding.
> > There's still some banding visible but it's not really distracting.
> > -Mark H
> So here the zipfile comes again.
Thanks Arjo :
I love the way the Realsoft has used a combination
of 'mesh and final render' for their Icons and page
headers . Perhaps this is what you had in mind for
this new shader of yours ... 50% AO & 50% raytrace?
Sounds very interesting anyway .
Hi guys,
Well, I'm always amazed at how much time I have wasted trying to do some
very simple things ... the Help and the Manual seem to be fixated on the
complex and the work flow for the basic stuff is hardly intuitive. Bla, Bla
Bla
Can anyone tell me how I can make an analytic cylinder
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