UV-Set Question

2006-11-14 Thread Matthias Kappenberg
Hi all, please have a look at this: http://the-final.com/uv-set-qt.gif Any suggestions? Matthias

RE: New Thoughts was Ambient occlusion updated.

2006-11-14 Thread Arjo Rozendaal
Hi Garry, > >>> Aaah! I tried your project on a single monitor > <<< setup and couldn't get > ??? to the Properties window; > >>> Mark H > Yes , multi-monitor projects that are sent to the > list are a big pain in the assis maximus . > > > Check the force to screen box in startup options. > > A

Re: UV-Set Question

2006-11-14 Thread Matthias Kappenberg
Solved. Simply checked "Animation Protected" in Properties Window for the SDS UV-Sets :-) Matthias - Original Message - From: "Matthias Kappenberg" <[EMAIL PROTECTED]> To: Sent: Tuesday, November 14, 2006 9:04 AM Subject: UV-Set Question > Hi all, > > please have a look at this: >

RE: Hand anim

2006-11-14 Thread Arjo Rozendaal
Good to see you get it working! Have fun with further development. ;) > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] Behalf Of Matthias Kappenberg > Sent: dinsdag 14 november 2006 14:24 > To: user-list@light.realsoft3d.com > Subject: Hand anim > > > Some anim:

Re: New Thoughts was Ambient occlusion updated.

2006-11-14 Thread Mark Heuymans
As I mentioned originally , turn down the AA and this project renders in no time . This project's Anti-Aliasing is cranked up and it's sampling too . Turn them down (after you figure out how to have Property Control Windows showing) and this simple scene renders in an instant . The actual A

Hand anim

2006-11-14 Thread Matthias Kappenberg
Some anim: http://the-final.com/alien-hand.avi Xvid 800kb 6sek. Is under construction ;-) Matthias

RE: Hand anim

2006-11-14 Thread Robert den Broeder
http://the-final.com/alien-hand.avi Very smooth Matthias! Cool! Robert

New videocards and DirectX10 will feature Subdivision in hardware.

2006-11-14 Thread Jean-Sebastien Perron
Good 3D news, I read in MaximumPC magazine that the next DirectX10 will force videocard to support geometry shader : Geometry Shader will : -Extrude polygon -Subdivide them -Bevel them -Other operation That means that a game will send a very very low polygon mesh to the videocard and the outpu

Re: Hand anim

2006-11-14 Thread Beg-inner
Hi Matthias.. Looking nice so far... Dont add the ability to Abduct on its featurelist ! =) Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Some anim: http://the-final.com/alien-hand.avi Xvid 800kb 6sek. Is under construction ;-) Ma

Re: New Thoughts was Ambient occlusion updated.

2006-11-14 Thread Matthias Kappenberg
Hi all, I've tried this: Rendersettings: Recursion Depth: 2 Threshold 10 AA 0 Threshold 100 Undersampling 2x2 Threshold 50 AO-Effects OutputScale 0,2x0,2 No Postblur Renderspeed is ok :-) Matthias - Original Message - From: "Mark Heuymans" <[EMAIL PROTECTED]> To: Sent: Tuesday, Nov

RE: New Thoughts was Ambient occlusion updated.

2006-11-14 Thread Arjo Rozendaal
Hi Garry, Mark and Matthias, Now I finally understand what you mean about AA and posteffects. Never realised that it was scaling the image, very stupid. I tried Matthias settings and this dropped the rendertime from the initial 294 to 64 seconds. I made a new test, and instead of raising the scali

Re: New Thoughts was Ambient occlusion updated.

2006-11-14 Thread studio
> > > Check the force to screen box in startup options. > > > Arjo > You can also find a shortcut in the Start Menu Realsoft folder. Ah so ! Nice ! > Use the Diffuse_AO instead of the blurred one. > Now you can disable post image effects as this one renders directly to the > image. > To go fur

Re: New Thoughts was Ambient occlusion updated.

2006-11-14 Thread studio
> AO-Effects > OutputScale 0,2x0,2 > No Postblur > Renderspeed is ok :-) > Matthias Hi Matthias : AO-Effects ? You mean Diffuse AO-Effects , don't you ? I mentioned previously that AO-Effects has no effects that I could see , anyway . If D-AO-FX is used then I think you will have to Blur in post

Re: New videocards and DirectX10 will feature Subdivision in hardware.

2006-11-14 Thread studio
> Good 3D news, I read in MaximumPC magazine that the next DirectX10 will > force videocard to support geometry shader : > > Geometry Shader will : > -Extrude polygon > -Subdivide them > -Bevel them > -Other operation > > That means that a game will send a very very low polygon mesh to the > videoc