gh I can't rightly remember
the order of evaluation - I don't do much RS these days.
David Coombes
[EMAIL PROTECTED]
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- Original Message -
From: <[EMAIL PROTECTED]>
To: "Juha Meskanen" <[EMAIL PROTECTED]>;
Sent: Saturday, December 02, 2006 4:29 PM
to many GB and with lots of cache thrashing, and the processors will
likely spend a fair bit of their time waiting to get object data to work on.
Well, the same problem applies to single core too, so I guess with four
cores you could get 4x the speed!
David Coombes
[EMAIL PROTECTED]
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ly being buggy too. I've had
the camera scoot to massive values in the position and aimpoints, which I can't
change. And when I exit there's a good chance of an error that Realsoft3D
is being shut down.
David Coombes[EMAIL PROTECTED]
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- Original Message --
om maybe getting the line
thickness back to front (brighter lines are drawn larger than darker lines?) I
can't see that I'm doing it wrong.
This is quite an urgent project so I'd appreciate a
quick resolution if possible.
Cheers.
David Coombes[EMAIL PROTECTED]
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Line_test.r3d
Description: Binary data
tools.Much as we can dream,
there will be limits to what's attainable in a given period of
time!
David Coombes[EMAIL PROTECTED]
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be handled
manually, rendering out textures with the associated problems that's had.
Adding 10 minutes at the start of render to create textures and work from
those would speed things up dramatically. Similarly for GI, precalculated
Spherical Harmonics could work in a lot of cases to provide
-100x the speed, other applications are going to have real trouble
competing. The toolsets aren't a place a differentiate anymore as they're all
fully-featured.
David Coombes[EMAIL PROTECTED]
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You
said that No one replied to RS on PS3, I did many times.Maybe the
Realsoft us
n speed once again, and use all the available resources such
as GPUs and Cell processors, to create really fast modelling and rendering
software.
David Coombes
[EMAIL PROTECTED]
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> Now a 3D videocard can render without speed loos about 32 or 64 lights
> per polygon.
>
> I was just curi
o
help).
I'd be really keen to see an optimized RS3D. For
the graphics apps that will appear, POV is bound to find it's way and might give
an idea of the speedups realworld-performance can manage. But I'd love to be
able to work with RS much faster (especially editing) if that's
possible!
David Coombes[EMAIL PROTECTED]
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ld target PS3 hardware exactly and not care to be portable to
other Linux platforms. That'll elliminate a lot of these supports and conflict
issues that plague PCs. Fingers crossed it works and RealSoft comes in a PS3
Linux optimized form!
David
Coombes[EMAIL PROTECTED]
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camera 45 degrees on 3
axis, using Shift and Ctrl/Alt with RMB. It works for me!
David Coombes[EMAIL PROTECTED]
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rmals.
I'm sure someone must be creating these sorts of things!
David Coombes
[EMAIL PROTECTED]
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Asteroid2.r3d
Description: Binary data
<>
. It looks like the pointwise values for custom channels aren't
accessed in VSL.
David Coombes
[EMAIL PROTECTED]
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y values to the
brushturner channel. As all channels are initialized to zero by default,
your bumpnormal object is working on an input value of 0 at all points.
David Coombes
[EMAIL PROTECTED]
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Good afternoon
The standard brushing material multiplies the map coords by 10, .1 ,.1.
So I figured I coul
find alternatives the
chances are you'll speed up rendering considerably.
David Coombes
[EMAIL PROTECTED]
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That last pic looks so like a model it's freaky! ;)
David Coombes
[EMAIL PROTECTED]
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> and at Mesa Verde in the southwestern corner of Colorado
> http://www.catmtn.com/images/mesa_verde/100_4544.1.jpg
>
This video (50 MB, 50 minutes long) is very worth
watching for how GI calcs can be sped up 10 fold including AA as standard.
Definitely something the Meskannens should be looking into!
http://www.acm.uiuc.edu/conference/archive/2005/video/bala.wmv
There's about 3-4 mins of space at the fro
I'm of the opinion it's long
past time we had a computer designed from the ground up to be idiot proof. All
this legacy stuff is holding us back.
David Coombes[EMAIL PROTECTED]
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In my dream www.qnx.com is the ruling operating
system.
And Apple OS is only
design t
y to the red component
of the image, using it as a mask.
David Coombes
[EMAIL PROTECTED]
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- Original Message -
From: <[EMAIL PROTECTED]>
To:
Sent: Saturday, April 29, 2006 11:56 AM
Subject: VSL: Testing an image for an alpha channel
> Hi, is it possible to test for the prescence
Very good composition!
David Coombes
[EMAIL PROTECTED]
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> Hi,
>
> In the attachment you can find an image I created, testing the upcoming
Mac
> version of RS. I created it to make testing interesting for myself too, to
> learn something I mean ;)
> In this image I tried to
-platform
exchange if you want to communicate this much information, including game
development. For example if the physics support works with ODE, that'll tie
in nicely with indie game development where this is a popular free physics
engine.
David Coombes
[EMAIL PROTECTED]
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Major congrats on the new addition! All the best for the future.
David Coombes
[EMAIL PROTECTED]
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> p.s. Friday the 17th of March, my wife and I became first time parents!!!
> Here's a small picture of my wife and our son, William Le (pronounced
"Lee")
> Jones:
>
ines should be common and cheap in one form or
other.
David Coombes
[EMAIL PROTECTED]
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> Hi Neil,
> Unfortunately, it takes about 3 to 4 hours to generate one of the forms
that
> I'm making the setup creates spheres in a path determined by three
> waveforms then ea
. I find
it a very good tool for buttons and logos and such.
I don't have any time for just raytracing pics like ducks and tortoises :(
David Coombes
[EMAIL PROTECTED]
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le. Still, this Parallel tool is a nice
addition that I haven't had chance to look at til now, RS being just a small
tool for me these days.
David Coombes
[EMAIL PROTECTED]
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- Original Message -
From: "studio" <[EMAIL PROTECTED]>
To:
Sent: Thursday, March 09, 2006 1
re all the same
distance from the outside curve?
Cheers.
David Coombes[EMAIL PROTECTED]
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Nope. Displacement works with SDS too. You should up the density too
something more than the bare minimum.
David Coombes
[EMAIL PROTECTED]
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> Hi George,
>
> To the best of my knowledge displacement mapping works with nurbs meshes
> only. Replace the sds in your project file
kup. If the HTML could be used, you could also direct copy over HTML
tutes. Eg. a bit of the RenderDaemon could be copied over without having to
go through and change all the tags.
David Coombes
[EMAIL PROTECTED]
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- Original Message -
From: "Matthias Kappenberg" <[EMAIL PRO
he Citroen
'Transformer' car (a car that turns into a robot like the Transformer toys
of old) is a classic example of where it's photorealistic in every way.
That's about the only god thing I have to say about adverts!
David Coombes
[EMAIL PROTECTED]
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- Original Message
.
The OpenGL textures are created automatically. All you have to do is create
your scene as usual, and let the realtime view worry about displaying them
in realtime. The 1024 rating is for OpenGL texture size and you can reduce
this if you don't need the detail to get a performance boost/use les
Yes, that's the largest size for the realtime textures when editing. There's
no such limits on rendertime texture resolutions
David Coombes
[EMAIL PROTECTED]
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- Original Message -
From: "Igor Wesdorp" <[EMAIL PROTECTED]>
To:
Sent: Wednesday, November 23
nVidia cards tend to have better OpenGL performance
than ATi cards, so for RS and other 3D work nVidia is probably your best
bet.
David Coombes[EMAIL PROTECTED]
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>So I bought the ATI Radeon 9600. And I'm
satisfied witht that one.
I'm glad that such an af
also no
different to the HTML manual in content. It might be worth buying Markus' RS
license (version 4.5, not 5 though) and seeing if you want the docs printed
or not before you buy them.
David Coombes
[EMAIL PROTECTED]
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- Original Message -
From: "Igor Wesdorp" &l
dow, but a
computer would need some complex processing rather than just comparing pixel
values. Looking for pixel values of (120,120,120) isn't going to find and
distinguish between light and dark checkers.
David Coombes
[EMAIL PROTECTED]
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> ...
>...
> ... What ? :
>
I'll also add that this goes to show the difficulty we'll have getting
computers to really SEE things. A camera will just find grey pixels of the
same intensity. It won't have any context to interpret the image.
David Coombes
[EMAIL PROTECTED]
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> That's pretty amazin
but the visual context.
Never seen that one before.
David Coombes
[EMAIL PROTECTED]
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> You mean this checker-board, where a white square in the shadow has
> absolut the same color as a black square in the light?
>
>
<http://images.google.de/images?q=checker+illusion&hl=de&btnG=Bilder-Suche>
>
> > Regards
> > Karl
uld
get a working HSV raytracing engine. Every time there's overbright areas in
a computer generated image the saturation is always wrong in additive RGB.
Maybe a solution is a hybrid that uses S and V in illumination, coupled with
RGB processing to derive colours?
David Coombes
[EMAIL PROTECTE
ternative color
models. If you look at the latest real-time game graphics rendered in HDR
you see over-saturation in the highlights with additive RGB. Someone ought
to develop a GPU that can handle HSV natively...
David Coombes
[EMAIL PROTECTED]
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- Original Message -
From: "studio&quo
In reviews Samsung Spinpoint's have always done very well. That's what I
grabbed. They come with a 3 year (or is it 5 year?) guarentee.
David Coombes
[EMAIL PROTECTED]
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> Sorry :
>
> Strictly off-topic , but since my recent hardware disaster
> I need a couple of new
I like that. Thanks Zaug!
David Coombes
[EMAIL PROTECTED]
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- Original Message -
From: "Zaug" <[EMAIL PROTECTED]>
To:
Sent: Tuesday, November 01, 2005 5:24 AM
Subject: :P
> Almost too late :|
>
> www.catmtn.com/images/renders/j--o-l-05.jpg
>
> Happ
t peak level or not.
Setting a lower peak and ensuring your bumpmap covers the full spectrum
makes a big difference.
David Coombes
[EMAIL PROTECTED]
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> Here's the project, including both textures (readjust the paths):
> http://www.xs4all.nl/~ath8n0r/div/HDRdisplacement.zip
>
> -Mark H
>
> Yes, I used a Bump object and I tried all kinds of smoothing and
> interpolations but it was no match for the hdr. And it's strange but file
> size of the bmp is larger than the hdr's!
I'm curious now. How big is the file+resources? Could you post it up
somewhere so I c
ds? This
pixelation of levels shouldn't really be present. The Bump object can
generate a much smoother result at fairly little negative impact to bump
fidelity, and this saves storage capacity and bandwidth when rendering using
lower colour resolution images.
David Coombes
[EMAIL PROTECTED]
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le persistent kids, eventually they crack!
David Coombes
[EMAIL PROTECTED]
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ng these sorts of file errors on Windows 2000. Plus the icons (very
nice BTW! Andy's PXL8 icons are very clean ;) have the 'inactive squares'
look when grey'd out which makes finding the control I want rather tricky!
David Coombes
[EMAIL PROTECTED]
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Yes, I forgot about using the Bump object which is of course what you should
use, I t has better interpolation options than the Texture object plus
controls for scaling.
David Coombes
[EMAIL PROTECTED]
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> Material
> # Surface Geometry
> # Bump height += Bump( M
wards, the easiest way is to multiply by
a constant.
FLOAT texture
texture=LoadTexture(bumpy-skin)
texture=Linear(texture)
texture*=Constant(0.5)
The above would reduce the bump size by half, * 0.5. This gives you one
control to easily scale the bumps smaller or bigger than a -1...+1 range.
Dav
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