Re: VSL - World space coordinates

2006-12-02 Thread David Coombes
gh I can't rightly remember the order of evaluation - I don't do much RS these days. David Coombes [EMAIL PROTECTED] ... - Original Message - From: <[EMAIL PROTECTED]> To: "Juha Meskanen" <[EMAIL PROTECTED]>; Sent: Saturday, December 02, 2006 4:29 PM

Re: Quad Core

2006-11-17 Thread David Coombes
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] ...

Re: Is the Line postFX broken?

2006-11-12 Thread David Coombes
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]   ... - Original Message --

Is the Line postFX broken?

2006-11-11 Thread David Coombes
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]   ... Line_test.r3d Description: Binary data

Re: Service Pack 3

2006-11-02 Thread David Coombes
tools.Much as we can dream, there will be limits to what's attainable in a given period of time!   David Coombes[EMAIL PROTECTED]   ...

Re: Service Pack 3

2006-11-02 Thread David Coombes
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

Re: I think it's time for Realsoft to go from Raytracing to Scanline rendering with 3D videocards and or consoles

2006-11-01 Thread David Coombes
-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]   ... You said that No one replied to RS on PS3,  I did many times.Maybe the Realsoft us

Re: I think it's time for Realsoft to go from Raytracing to Scanline rendering with 3D videocards and or consoles

2006-11-01 Thread David Coombes
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] ... > Now a 3D videocard can render without speed loos about 32 or 64 lights > per polygon. > > I was just curi

Linux, RealSoft3D, and Cell processor

2006-10-18 Thread David Coombes
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]   ...

Re: Windows Vista is so Scary, I migh consider Linux again.

2006-09-22 Thread David Coombes
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]   ...

Re: Viewport Rotation Constraint

2006-07-30 Thread David Coombes
camera 45 degrees on 3 axis, using Shift and Ctrl/Alt with RMB. It works for me!   David Coombes[EMAIL PROTECTED]   ...

How to produce normalmaps

2006-07-05 Thread David Coombes
rmals. I'm sure someone must be creating these sorts of things! David Coombes [EMAIL PROTECTED] ... Asteroid2.r3d Description: Binary data <>

Re: Passing vector channels to VSL

2006-06-22 Thread David Coombes
. It looks like the pointwise values for custom channels aren't accessed in VSL. David Coombes [EMAIL PROTECTED] ...

Re: Passing vector channels to VSL

2006-06-22 Thread David Coombes
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] ... Good afternoon The standard brushing material multiplies the map coords by 10, .1 ,.1. So I figured I coul

Re: OT Inspiration

2006-06-14 Thread David Coombes
find alternatives the chances are you'll speed up rendering considerably. David Coombes [EMAIL PROTECTED] ...

Re: OT Inspiration

2006-06-13 Thread David Coombes
That last pic looks so like a model it's freaky! ;) David Coombes [EMAIL PROTECTED] ... > and at Mesa Verde in the southwestern corner of Colorado > http://www.catmtn.com/images/mesa_verde/100_4544.1.jpg >

Modern research into speeding up GI

2006-06-08 Thread David Coombes
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

Re: ProjectMessiah the worst software EVER!!!

2006-05-24 Thread David Coombes
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]   ... In my dream www.qnx.com is the ruling operating system. And Apple OS is only design t

Re: Testing an image for an alpha channel

2006-04-29 Thread David Coombes
y to the red component of the image, using it as a mask. David Coombes [EMAIL PROTECTED] ... - 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

Re: tutorial or not?

2006-04-02 Thread David Coombes
Very good composition! David Coombes [EMAIL PROTECTED] ... > 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

Re: Debate point - More import / export features for RS please ...

2006-03-29 Thread David Coombes
-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] ...

Re: Particels ?

2006-03-20 Thread David Coombes
Major congrats on the new addition! All the best for the future. David Coombes [EMAIL PROTECTED] ... > 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: >

Re: BB and Periodic waveforms ... Hi Frank Dodd

2006-03-11 Thread David Coombes
ines should be common and cheap in one form or other. David Coombes [EMAIL PROTECTED] ... > 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

Re: Parallel Nurbing suggestions

2006-03-10 Thread David Coombes
. 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] ...

Re: Parallel Nurbing suggestions

2006-03-09 Thread David Coombes
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] ... - Original Message - From: "studio" <[EMAIL PROTECTED]> To: Sent: Thursday, March 09, 2006 1

Parallel Nurbing suggestions

2006-03-08 Thread David Coombes
re all the same distance from the outside curve?   Cheers.   David Coombes[EMAIL PROTECTED]   ...

Re: I can't plough this field properly

2006-02-12 Thread David Coombes
Nope. Displacement works with SDS too. You should up the density too something more than the bare minimum. David Coombes [EMAIL PROTECTED] ... > Hi George, > > To the best of my knowledge displacement mapping works with nurbs meshes > only. Replace the sds in your project file

Re: New Tutorial online ! (light sensitivity shader)

2006-02-04 Thread David Coombes
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] ... - Original Message - From: "Matthias Kappenberg" <[EMAIL PRO

Re: An early Christmas greet from us REALSOFT Paddies - get ye in the mood, AIDAN!

2005-11-30 Thread David Coombes
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] ... - Original Message

Re: Which video card and screen?

2005-11-23 Thread David Coombes
. 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

Re: Which video card and screen?

2005-11-23 Thread David Coombes
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] ... - Original Message - From: "Igor Wesdorp" <[EMAIL PROTECTED]> To: Sent: Wednesday, November 23

Re: Which video card and screen?

2005-11-23 Thread David Coombes
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]   ...   >So I bought the ATI Radeon 9600. And I'm satisfied witht that one.   I'm glad that such an af

Re: View windows

2005-11-21 Thread David Coombes
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] ... - Original Message - From: "Igor Wesdorp" &l

Re: Advantages of Using HSV (Hue-Saturation-Value)

2005-11-14 Thread David Coombes
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] ... > ... >... > ... What ? : >

Re: Advantages of Using HSV (Hue-Saturation-Value)

2005-11-13 Thread David Coombes
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] ... > That's pretty amazin

Re: Advantages of Using HSV (Hue-Saturation-Value)

2005-11-13 Thread David Coombes
but the visual context. Never seen that one before. David Coombes [EMAIL PROTECTED] ... > 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

Re: Heads Up ( an old Gi Post Thread Again )

2005-11-11 Thread David Coombes
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

Re: Heads Up ( an old Gi Post Thread Again )

2005-11-10 Thread David Coombes
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] ... - Original Message - From: "studio&quo

Re: off topic , hard drives

2005-11-02 Thread David Coombes
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] ... > Sorry : > > Strictly off-topic , but since my recent hardware disaster > I need a couple of new

Re: :P

2005-11-01 Thread David Coombes
I like that. Thanks Zaug! David Coombes [EMAIL PROTECTED] ... - 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

Re: WorldMachine and RS and Displacement and Height maps ... ADDENDUM

2005-10-31 Thread David Coombes
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] ... > Here's the project, including both textures (readjust the paths): > http://www.xs4all.nl/~ath8n0r/div/HDRdisplacement.zip > > -Mark H >

Re: WorldMachine and RS and Displacement and Height maps ... ADDENDUM

2005-10-30 Thread David Coombes
> 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

Re: WorldMachine and RS and Displacement and Height maps ... ADDENDUM

2005-10-30 Thread David Coombes
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] ...

Re: back online finally

2005-10-28 Thread David Coombes
le persistent kids, eventually they crack! David Coombes [EMAIL PROTECTED] ...

Re: Problems with service pack 2

2005-10-03 Thread David Coombes
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] ...

Re: Displacement Mapping?

2005-09-16 Thread David Coombes
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] ... > Material > # Surface Geometry > # Bump height += Bump( M

Re: Displacement Mapping?

2005-09-16 Thread David Coombes
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