RE: Captain's Blog

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RE: Captain's Blog // Roundtable

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Post by trueBlue // Jun 9, 2006, 11:29am

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This sounds really great! :jumpy:

P.S. Any chance you can give an idea when 7.5 will ship.
1) Hours?
2) Days?
3) Weeks?
4) Months?

Post by splinters // Jun 9, 2006, 11:34am

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Total Posts: 4148
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I'll go for number 4...;)


Seriously, this sounds very promising and thanks for posting these details Roman.

Fur...hair...I am officially excited now-look my avatar is smiling...;)

Post by daybe // Jun 9, 2006, 12:16pm

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Total Posts: 562
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Thanks for the update Roman. This all sounds great to me.

Cheers,

Fur...hair...I am officially excited now It looks like you could use some hair:) . Is that how you guys smile over there in the U.K.?

Post by stan // Jun 9, 2006, 12:22pm

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fur and hair..that's great..

hope that means scrollwheel function in the library system and a option for brighter icons ..:D ..

Post by Steinie // Jun 9, 2006, 1:15pm

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Total Posts: 3667
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I'm in line!

Fur and Hair for me would be almost as welcome as Levitra!

Finally I can render a dog with Fur and his owner named Splinters with HAIR!

P.S.

Please get rid of those floating duplicate icons.

Please make it easier to tell which icon is selected.

Please listen to the other request made in these forums.

Signed your friend Steinie


PPS

If you deliver your promises you can call me BOB

Post by jamworks // Jun 9, 2006, 1:47pm

jamworks
Total Posts: 3
When I read,


"First, our new IK will be style based, using empirical databases of motion styles to make manipulation of characters much more natural"


I was a happy user, looking foward to seeing the results of your forward thinking efforts.


Jerry Jeffress

Post by xmanflash // Jun 9, 2006, 2:16pm

xmanflash
Total Posts: 335
Roman - thanks for the Blog.. :-) Its definately encouraging and I after my initial frustrations with TS7, I am more than happy with the way things are being addressed, and the help from the community.. Count me in for the long hall.. :banana:

Post by rj0 // Jun 9, 2006, 3:00pm

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Total Posts: 167
Sounds excellent!!


rj

Post by Délé // Jun 9, 2006, 4:09pm

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Sounds absolutely fantastic! Thanks for taking the time to share your vision and progress Roman. :)

Post by Steinie // Jun 9, 2006, 4:22pm

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Total Posts: 3667
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Which renderers will Hair and Fur shader work with?

Post by frank // Jun 9, 2006, 5:25pm

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Total Posts: 709
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... while at the same time giving full access to every single key-frame-able parameter a demanding animator will undoubtedly need and consider as his birthright.


Weehaa! :)

Post by Mike // Jun 9, 2006, 7:23pm

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:banana: :banana: :banana:

Post by nowherebrain // Jun 9, 2006, 11:34pm

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Total Posts: 1062
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Could you clear up, for the mentally challenged, what the I.K. \ Bones will be like. I assume weights are in there as well as the ability to assign physical attributes to bones. These are all assumptions of course. Will there be goals, chains ???

Post by KeithC // Jun 10, 2006, 6:10am

KeithC
Total Posts: 467
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I'll have to keep an eye on this blog, for news on game development uses and maybe a demo some day.


-Keith

Post by Alien // Jun 10, 2006, 8:12am

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Fur and Hair for me would be almost as welcome as Levitra!

http://homepage.ntlworld.com/alien42/smilies/roflol.gif


Which renderers will Hair and Fur shader work with?

I have a sneaky suspicion they're gonna say only Vray. :(

Post by nowherebrain // Jun 11, 2006, 12:02am

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Total Posts: 1062
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I'm sure, I also wonder how they will be implemented. in other software you could say attach it to splines and even animate it. I wonder if it will be the same here.

Post by GraySho // Jun 11, 2006, 4:57am

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Total Posts: 695
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If it's a shader, it won't be real hair, just a surface. The other features excite me more though. And good to hear about the UI cleanup.

Post by frootee // Jun 11, 2006, 5:36am

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Total Posts: 2667
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well, I would much rather have REAL hair and fur, rather than just a shader, to be quite honest. Real hair and fur that can be animated with physics (wind, collision with other objects, etc.) as well as *guide hairs* that can be used to guide surrounding hairs.


Thanks for the update Roman. Hopefully I will see you and the rest of the Caligari folks in Bean-town soon!


Jason

Post by Paul Boland // Jun 11, 2006, 7:50am

Paul Boland
Total Posts: 383
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Hair and fur...

Hair and fur...

Hair and fur...


Now this really is something that has my interest. Been messing around with Hair and Fur in Lightwave and got some wonderful results, so will be eager to see what TrueSpace 7.5's Hair and Fun has to offer.


Roman, when it comes time to releasing screen shots, would love to see one of the hair and fur in action.

Post by chrono // Jun 13, 2006, 10:35am

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Total Posts: 0
Well I'm glad that 7.5 is makeing strides forward.


The draw panel is a legacy tool that should be dropped because it fairly useless gimmick tool.


Good notes on the displacement tool, shame though that it's being ham-strung to 1-2 million faces before on-screen performance becomes a highlimiting issue. :(


It's also gonna be VERY interesting watching TS shed the 2-300 useless and repeative icons, please remind me why their are 12 icons for moving?, for multi-tools(just think of a Crescent wrench, but one that will slice a face or edges without having to actually select a face or edge). But it's extremely unlikely that will happen within the 7 series. But it's almost a requirement for 8.

Post by trueBlue // Jul 6, 2006, 6:46pm

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WOW! The displacement mapping looks really interesting. Is this similar to Zbrush?

Post by chrono // Jul 7, 2006, 4:53am

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Displacement mapping isn't worth much, titanic polygon counts, unless it's also available for NURBS which has superior built in UV mapping. So is it also available for NURBS???

Post by TomG // Jul 7, 2006, 5:50am

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Total Posts: 3397
Hmm but sometimes people want the high poly count, as they want the high detail that goes with it. Some regard doing it any other way as "cheating" or a "work around".


So I think displacement mapping is worth a lot :)


Besides, if you end up with a high poly count, just use the new (very good) poly reduction tool once you generate a normal map from the high poly count version, and with the applied normal map you will get a lot of the benefit of the displacement map without your high poly count.


Of course for me, sometimes I would like to have the vein on the back of someone's hand as a real vein with real geometry and not faked with normal or bump maps, but there you go, that's just me ;)


I guess also that Z-Brush that does similar things in allowing you to paint geometry directly is also worth nothing...... *shrug*


Thanks!

Tom

Post by frootee // Jul 7, 2006, 6:15am

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COOL! TS7.5 is looking better and better.... AND, now that I killed my last computer and had to get a newer one, I can better utilize ts7. The old PC was a 1.0 GHz Duron system. The new one is a 2.8 GHz Sempron 64.


Note to self... do not spill caustic chemicals on computer... Blinding flashes of light and acrid smoke may result. Additionally, physical harm or death may occur....


:-D


Frootee

Post by TomG // Jul 7, 2006, 8:51am

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Total Posts: 3397
Oh my - that is one way to find an excuse to have to buy a new computer I guess! Quite drastic though ;)

Post by chrono // Jul 7, 2006, 9:44am

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Total Posts: 0
TomG, you didn't read that correctly.


Yes polygonal displacement is nice, at the right time and right place(which is during rendering within the current ts structure because realtime is still far too slow presently).


However it's not as valuable as having it for NURBS. With NURBS you don't have the hassle of UV problems because of the incredible property's that the NURBS have. Built-in UV is sweet, and not even the most advanced Polygonal UV is even near it's equal. If it's not available for NURBS, then it's worth is equal to TS 6.6's NURBS. 25% at best.

Post by splinters // Jul 7, 2006, 12:50pm

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Yes polygonal displacement is nice, at the right time and right place(which is during rendering within the current ts structure because realtime is still far too slow presently).


Help me out here Chrono, I was under the impression that you did not own TS7, if that is the case, isn't that a bit of a sweeping statement to make? Add to that the fact that I am pretty sure you do not have TS7.5 beta so how can you know how polygonal displacement is working 'presently'.


Or did I read incorrectly too....

Post by Steinie // Jul 7, 2006, 12:57pm

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Chrono back up your claim then you'll be more Authoritative....

Post by chrono // Jul 8, 2006, 10:33am

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Splinter, sure it's a sweeping statement to make. Then again we've not seen proof-of-concept material from the testers to deny it, as of yet. From what I've heard and seen 500K is gonna be your limit with the current TS build while keeping the quality and frame rates high enough to be usable. Anyways it's fairly meh! discussion when you've got fast rendering engines that will allow better quality animations. ;)


Anyways, TomG how about those NURBS Displacements?

Post by noko // Jul 9, 2006, 4:55am

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Total Posts: 684
Not sure where the 500K comes in at, I can manipulate millions of polygons in real time smooth as butter in TS7. Graphics card comes into play with high polygon count. With the next generation of video cards about to hit the street soon with much better geometry handling making my current card 3 generations old, handling millions of polygons using displacement mapping I don't think will be a problem.
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