Re: RS is way too much flexible and powerful for it's users.

2010-07-31 Thread Mengilbar
> With respect to RS and the industry in general - Sculpting. Pretty > much every other app has listened and either has sculpt features OR > can import very large meshes without falling over THEN has retopology > tools. Least of all an import export set to get you in / out of the > likes of Zbrush

Re: RS is way too much flexible and powerful for it's users.

2010-07-31 Thread Neil Cooke
rything. N. From: leee To: user-list@light.realsoft3d.com Sent: Sat, 31 July, 2010 6:28:22 PM Subject: Re: RS is way too much flexible and powerful for it's users. On Friday 30 Jul 2010, Jean-Sebastien Perron wrote: > All object should be modeled or converted to Subdivision with &

Re: RS is way too much flexible and powerful for it's users.

2010-07-30 Thread leee
On Friday 30 Jul 2010, Jean-Sebastien Perron wrote: > All object should be modeled or converted to Subdivision with > Quad polygons. Why, because all the industry is doing it. > It's simple and efficient. Subdivision surfaces are _not_ simple and efficient. They're less simple and efficient than

Re: RS is way too much flexible and powerful for it's users.

2010-07-30 Thread Jean-Sebastien Perron
The complain is only about GI, so it's simple, we need better GI. Better = simple, efficient, fast and realistic Jean-Sebastien Perron www.NeuroWorld.ws On 10-07-30 07:05 AM, Jouni Hätinen wrote: It's not all about features. For example Blender has a very impressive feature list, but after try

Re: RS is way too much flexible and powerful for it's users.

2010-07-30 Thread Jouni Hätinen
It's not all about features. For example Blender has a very impressive feature list, but after trying it a couple of times, I decided I will never try to use it again. The user interface is just so awful compared to RS. In my opinion RS should concentrate more on the already good user interface an

Re: RS is way too much flexible and powerful for it's users.

2010-07-30 Thread aidan o driscoll
And by the way - while reading the various opinions on this topic over last while - I have seen some people pretty much saying for what I do in 3D RS is fine, it has what I want so therefore all is fine. Unfortunately one cannot bury one self in the proverbial 3D sand either, with that attitude. No

Re: RS is way too much flexible and powerful for it's users.

2010-07-30 Thread aidan o driscoll
And by the way - while reading the various opinions on this topic over last while - I have seen some people pretty much saying for what I do in 3D RS is fine, it has what I want so therefore all is fine. Unfortunately one cannot bury one self in the proverbial 3D sand either, with that attitude. No

Re: RS is way too much flexible and powerful for it's users.

2010-07-30 Thread aidan o driscoll
With respect to RS and the industry in general - Sculpting. Pretty much every other app has listened and either has sculpt features OR can import very large meshes without falling over THEN has retopology tools. Least of all an import export set to get you in / out of the likes of Zbrush, 3D Coat a

Re: RS is way too much flexible and powerful for it's users.

2010-07-29 Thread Jean-Sebastien Perron
All object should be modeled or converted to Subdivision with Quad polygons. Why, because all the industry is doing it. It's simple and efficient. All materials should be made using textures map, not procedural. Texture placement should be burn on the point of the polygons. If you follow this, y

Re: RS is way too much flexible and powerful for it's users.

2010-07-29 Thread Mengilbar
Yeah, I too would say that RS3Ds greatest strenght is its modelling capabilities, and in general its straight-forward approach for the basic tools. The problem here, as I see it, is a not so good interoperability of RS3D. Exporting polygon geometry is pretty easy - until you want to export a mode

Re: RS is way too much flexible and powerful for it's users.

2010-07-29 Thread Jouni Hätinen
I think Realsoft's strengths are modeling and user interface. And that it's available on Linux. It's also very cheap on Linux. If you do only one thing and you find a program that does it very well, then it's probably the best to use that. But Realsoft does many things. If you want to buy the best

Re: RS is way too much flexible and powerful for it's users.

2010-07-29 Thread Jean-Sebastien Perron
You are right Martin. I agree with everything you just wrote. If you look on my website you will realize that I do exactly the opposite of what I wrote. RS needs to open to the world and lower it's price. And they should simplify RS or redesign it completely. I don't know if a 3D software can

Re: RS is way too much flexible and powerful for it's users.

2010-07-28 Thread Mengilbar
@Jean-Sebastien: Thing is simple: Time is money. RS comes at something around 600 Euros. Lightwave for example comes at around 900 Euros. If I have to experiment dozens of hours just to get the GI done for a few scenes, I could as easily buy another program that spares me this work. When seen a

Re: RS is way too much flexible and powerful for it's users.

2010-07-25 Thread Neil Cooke
From: Jouni Hätinen To: user-list@light.realsoft3d.com Sent: Sun, 25 July, 2010 7:19:04 PM Subject: Re: RS is way too much flexible and powerful for it's users. You guys really make 3D sound so difficult I'm wondering why you don't paint everything by hand?

Re: RS is way too much flexible and powerful for it's users.

2010-07-25 Thread Jouni Hätinen
You guys really make 3D sound so difficult I'm wondering why you don't paint everything by hand? I was visiting an architect university in St. Petersburg last year, and the students there drew everything by hand and it was amazing! Haven't seen a rendered picture that compares to what they did. Or

RS is way too much flexible and powerful for it's users.

2010-07-24 Thread Jean-Sebastien Perron
The maxwell renderer demo reel says it all : beautiful images, no animation. And the few animations have noises moving around. RS must offer a way to use stand alone renderers (that is really important). For now there is not one "efficient" standard way of communicating with a renderer. All of