UV-Question :-?

2006-11-10 Thread Matthias Kappenberg
Hi all, please have a look here:

Re: This bug is not corrected.

2006-11-10 Thread Beg-inner
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...!  

Re: This bug is not corrected.

2006-11-10 Thread Beg-inner
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...!

Re: displacement animation

2006-11-10 Thread Jean-Sebastien Perron
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

weird SP3 problem

2006-11-10 Thread ss-cm-gm
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

Re: weird SP3 problem

2006-11-10 Thread Mark Heuymans
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

Re: displacement animation

2006-11-10 Thread Mark Heuymans
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

RE: UV-subpart question :-?

2006-11-10 Thread Arjo Rozendaal
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

RE: Ambient occlusion updated.

2006-11-10 Thread Arjo Rozendaal
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

Re: UV-subpart question :-?

2006-11-10 Thread Daniel Richter
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

RE: weird SP3 problem

2006-11-10 Thread Robert den Broeder
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

Re: RE: weird SP3 problem

2006-11-10 Thread ss-cm-gm
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

Re: UV-subpart question :-?

2006-11-10 Thread Matthias Kappenberg
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+

Re: UV-subpart question :-?

2006-11-10 Thread Daniel Richter
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

Re: displacement animation

2006-11-10 Thread studio
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

Re: displacement animation

2006-11-10 Thread studio
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

Re: displacement animation

2006-11-10 Thread standley and mungenast
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

Re: displacement animation

2006-11-10 Thread studio
> > 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

Re: Ambient occlusion updated.

2006-11-10 Thread studio
> 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 .

Tube

2006-11-10 Thread Charles R. Henry
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