Archive for the ‘General’ Category

Flier

Wednesday, March 24th, 2010

I have created a flier advertising myself as available for taking on archaeological CGI work.

I am currently at a point where I am ready to take up more work, preferably in an archaeological field, but other genres of work are also gratefully accepted.

I would appreciate it if you know anyone interested in archaeology/archaeological CGI, that you take this flier and pass it on to them, or simply send them the link.

Thanks.

Vue 8 Preview…

Wednesday, October 21st, 2009

Some absolutely beautiful work coming from the venerable Chipp Walters with the new Vue 8 beta.

The godrays on those pictures are absolutely amazing.

Check them out.

Might have to save up after all :D

Renderosity Gallery

Thursday, June 25th, 2009

Ive just discovered that I can now offer a link to my renderosity gallery for people who dont want to register at Renderosity.

My Gallery

There will be a permanant link in the sidebar to my gallery.

Please feel free to register and drop comments/ratings for any of the pictures.

Vue’s Exporter Module is a dead duck.

Wednesday, April 22nd, 2009

One of the main reasons I bought Vue 7 in December when it first came out, was to make use of the exporter module, a piece of software which allows you to export textured objects with bump and alpha maps. Ideally I was hoping to be able to sell and share some of the models I have been working on. Alas no, the functionality of this module is particularly questionable and it appears that I’m not the only person who is having issues with it either.

I have made a previous complaint to e-on regarding the exporter module to which I was told that it would be fixed in a future update, however 3 updates down the line there is still no sign of a fix.

Recently I decided to try and export to poser and then out as an .obj to see if this would work, knowing that vue was supposed to be able to do this. However, surprise surprise, it didn’t work, upon opening the file in poser the message “The file being read is not a valid Poser file” appears.

I am at a loss as to which area of the exporter module actually works! and at a further loss as to why they are STILL selling this essentially useless piece of software for 150 dollars!

I have asked for my money back, and fully expect to receive it.

Below is the transcript of the complaint I made and the reply I recieved, this has been going on for about 2 weeks now, im begginging to think that I may have been forgotton/ignored, so I shall be ringing them later.

Hello,

I am having issues with basically all exporting from vue, regardless of the model or level or complexity of texturing and quite frankly, am fed up.

PZZ and PZ3 exports are not readable by the latest build of poser 7 – the error message when trying to import them says “The file being read is not a valid Poser file” – This has also been noted by other people on the renderosity forums and is therefore entirely recreatable. (I have tried re-installing poser 7 to no effect)

Exporting Obj/3ds with materials has improved but still doesnt work well, the color map is more often than not a complete mess and thus useless. Trying to export with a bump map and or an alpha map simply doesnt work, everythign comes out skewed and black. I have tried with a number of different file types and image types, i.e. jpg, tiff, png, 3ds, .obj and on a number of different objects. This does work if I only want to export a primitive created in vue, but I and im sure the majority of users, want to do more than that.

So this leaves me with vob, which I cant send/sell to people who dont use vue. I can understand that this is a complex area of the program, but for a module that costs so much (150 dollars!) it really ought to work on some level.

I must express that there is no one particular scene that I can send you for you to replicate these issues as they can be easily be recreated on your end.

I really think this ought to be fixed quickly or I shall be expecting to be refunded the cost of the exporter module which basically doesnt work.

Thanks for a quick reply.

Rich Potter

Posted by: Richard Potter
On: 2009/04/06 05:08:06

I have installed the latest patch and this still does not improve/solve this issue.

Posted by: Lee Randall
On: 2009/04/07 04:29:58

Hi Richard,

I’m forwarding this to our development group.

Best regards.
Lee Randall

Posted by: Richard Potter
On: 2009/04/17 05:41:10

Hello,

Is there any news on this? Its been two weeks since I posted this and no updates or anything since it was passed onto the development team.

Since I am losing potential revenue by not being able to export from Vue and sell my models I feel it is appropriate that I am refunded for the Exporter Module, $149 Dollars, which does not work properly and is therefore not fit for its purpose.

Thank you,

Rich Potter
 

A summary of the phone call will appear after I call.

Ivy House

Wednesday, January 21st, 2009

Inspired by Walther Becks ivy on cornucopia3d I have started work on a house covered by ivy. I have modelled the house on one from Tosterup, Skane in Sweden, and have created an ivy plant using a picture of an ivy leaf and editing the spring hollyhock plant.

Each of the ivy leaves has a different color tone to add some variety, its starting to look a bit better but I really want to get the texture on the house to look more weatherbeaten.

ivy3

Rough Guide to the Material Editor – Absolute Basics

Sunday, January 11th, 2009

This is the start of what will hopefully be a fairly extensive group of guides on the material editor. I will hope to cover all aspects of the editor in a similar fashion to the water editor. Firstly I will cover the basic material editor, then the tabs in the advanced editor, followed by ecosystems, volumetric and mixed materials. There will be a final series of guides on the function editor.
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Another Reply from E-On

Friday, January 9th, 2009

Had two more replies from e-on today, regarding the exporter issue.

Posted by: Lee Randall
On: 2009/01/09 10:17:50

Hi Richard,

I’m having problems even importing your object. It comes in pure white with no textures whatso ever. I checked your blog and see what it is supposed to look like. Maybe include the actual texture map.

Please reupload the object. Maybe include the actual texture map.

Best regards.
Lee Randall

Posted by: Richard Potter
On: 2009/01/09 13:00:51

Lee,

The original object does not have any textures and IS pure white.

the object that I exprorted is the second one. the texture map is included, I have re-included it under the name “TEXTUREMAP.bmp” just for clarity

if you are still having problems this can be recreated with any imported object, which you then export from vue. Or simply texture the object with any two materials and then export it.

I am uploading a .vob file for you with the fully textured object.

I hope this can be sorted quickly.

Thanks

Rich

(ps this form is ridiculous to try and use, when preview is clicked the text keeps dissapearing.)

Posted by: Lee Randall
On: 2009/01/09 13:14:28

Hi Richard,

Ok, I was able to duplicate the problem. I’m forwarding to development.

Best regards.
Lee Randall

Starting to feel a little disgruntled about this, it shouldnt take 4 days to test something that takes 10 minutes tops to recreate. More when I get it.

Vue 7 Water Editor – Guide Part 2

Tuesday, January 6th, 2009

Firstly, thank you for your comments both in the forums and here, the are most pleasing and make the time spent worth while.

Foam will be explored in todays edition in the same manner as the other settings yesterday.

Global Wave control must be disabled before these settings can be changed.

defaultset
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Vue 7 Water Editor – Guide Part 1

Monday, January 5th, 2009

Since the water editor posts of this blog is proving to be the most popular, I have decided to expand upon it over the next couple of days with some short guides, mostly renders of the water and the settings that they took to create them. Todays post will be extremes, i.e. settings as they are originally set as a control followed by one setting turned up to the max so that the effect can be seen clearly.

Firstly a few things that should be noted, the water editor can only be used with an infinite plane of water and it is populated with a meta water, it is opened simply by double clicking on the water surface or by right clicking on the water plane in the layer menu and selecting edit.

The following menu is displayed (assuming you have “default water” selected as the texture)

defaultset

This gives the following result. Please note that all renders are done with the “default” atmosphere for clarity.

defaultrender

Not particularly exciting, so lets have a look at those settings in a bit more detail.

Surface Altitude:
Surface altitude affects the Actual Height of the sea surface above the 0 X,Z co-ordinate, for example, if it is set to 100, it is well above the ground plane, where as if you have it at 0 it will be resting on the ground plane.

surface-altitude-0
Set to 0 Above

surface-altitude-100
Set to 100 Above, Notice the position of the water element.

Displaced Water Surface:
This option creates a more realistic surface to the water by producing heights for the water and physically changing the shape of the object, This looks more realistic than with just textured surfaces because it allows surfaces to show shadows and gives extra depth. This is the same as adding displacement to, for example, a brick wall.

Bruno Memain pointed out that displaced water surface doesn’t use displacement. It transforms the water plane (2 polys) into an infinite procedural terrain (more than 2 polys …) This procedural terrain uses a set of nodes based on the “open ocean” fractal node we know since Vue5. So it isn’t as resources heavy as displacement, and since it is a procedural terrain, the closer you are from the surface, the more detail you can see.

Examples below are of firstly non-displaced material and secondly displaced material, with the Overall Agitation cranked up to 100.

agitation0set

agitation0

agitation100set

agitation100

It should be noted that displacement takes longer to render and vastly increases the number of polygons in the scene, in the second picture there are 7100000 polygons while in the first there are only 4.

Use Global Wave Control:

This is a setting which allows you to change the settings generically without going into editing the settings individually. In this section, all images will be duplicate, firstly with displacement active and secondly without displacement.

When this setting is active, the overall agitation option is useable, however when you turn the global wave control off, the Overall Agitation option is greyed, and the other advanced options are availiable.

Overall Agitation:
This is an option that uses preset settings to control the overall appearance of the water surface. Below are examples of the overall agitation at setting 0%, 25%, 50%, 75% and 100%

0% With Displacement 2 Polygons
agitation0-1disp

0% No Displacement 2 Polygons
agitation0-1

25% With Displacement 2140000 Polygons
agitation25-disp

25% No Displacement 2 Polygons
agitation25-1

50% With Displacement 2560000 Polygons
agitation50-disp

50% No Displacement 2 Polygons
agitation50-1

75% With Displacement 3350000 Polygons
agitation75-disp

75% No Displacement 2 Polygons
agitation75-1

100% With Displacement 7100000 Polygons
agitation100

100% No Displacement 2 Polygons
agitation100-1

Wind Direction:
Wind direction depicts the direction in which the waves will move towards as in nature, the example below is waves moving at 45 degrees and then also at 90 degrees. (Overall Agitation is set to 50% in both images, Displacement is on)

agitation50-disp
Wind Direction 45 degrees,

agitation50-1wind
Wind Direction 90 degrees,

You can see that the direction of the waves has altered, This is probably best used when creating shorelines and objects with waves moving towards them.

The following settings can only be used with the “Global Wave Control” deactivated

Wave Amount:
Wave amount depictes the quantity of waves that are present in the water plane, default is set at 1. Images below are firstly with displacement and then without, the settings are 0, 1, 5, 10.

0wave-0disp
0 No Displacement

0wave-1disp
0 With Displacement

1wave-0disp1
1 No Displacement

1wave-1disp
1 With Displacement

15wave-0disp
5 No Displacement

5wave-1disp
5 With Displacement

10wave-0disp
10 No Displacement

10 With Displacement
10wave-1disp

Height:
This depicts the height of the displacement that is enforced on the waves, thus the displacement option must be active. The default value is 1, minimum is 0, the maximum is 100. Below are 6 pictures, set at 0, 20, 40, 60, 80 and 100

0height
Height at 0: 0 Polygons

20height
Height at 20: 2530000 Polygons

40height
Height at 40: 3000000 Polygons

60height
Height at 60: 3200000 Polygons

80height
Height at 80: 3400000 Polygons

100height
Height at 100: 3400000 Polygons

Height at 0 appears to cancel out the water altogether, which makes sense really as water can’t have 0 height.

Wind Intensity:
Wind intensity appears to dictate the amount of lashing that the waves take, i.e. how much foam is present on top and how agitated the surface of the water is.

The default value is 1. The following pictures use the values 0, 1 and 2. Non displacement mapping is first, followed by displacement.

0int-disp0
0 – No displacement: 2 Polygons

0int-disp1
0 – With displacement: 2443000 Polygons

1int-disp0
1 – No displacement: 2 Polygons

1int-disp1
1 – With displacement: 3000000 Polygons

2int-disp0
2 – No displacement: 2 Polygons

2int-disp1
2 – With displacement: 3600000 Polygons

Agitation::
Agitation dictates how much swell, and current the water has, or.. how agitated the water is…

The minimum value is 0.5, the maximum is 2.0, The images below show this set on 0.5, 1 and 2. Without Displacement is shown first, with displacement is shown second.

05ag0dsp
0.5 No Displacement 2 Polygons

05ag1dsp
0.5 With Displacement 2 Polygons

01ag0dsp
1.0 No Displacement 2 Polygons

01ag1dsp
1.0 With Displacement 2 Polygons

02ag0dsp
2.0 No Displacement 2 Polygons

02ag1dsp
2.0 With Displacement 2443000 Polygons

Choppiness:
Choppiness dicates how choppy the water is, fairly self explanatory really. Choppiness is the number of small waves that appear in the water in fashion similar to ^^^
so greater choppiness means the waves will be closer together, i.e. ^^^^^ lesser settings will result in ^ ^ ^ and so on..

Default setting is 0.5, minimum is 0, maximum is 1. Below are images of 0, 0.5 and 1, no displacement comes first, displacement comes second.

0chop0dsp
0 No displacement

0chop1dsp
0 With displacement

5chop0dsp
0.5 No displacement

5chop1dsp
0.5 With displacement

1chop0dsp
1 No displacement

1chop1dsp
1 With displacement

The images that use displacement that appear blank are due to the lack of height, this part of a the guide however is to illustrate what each of the options do from a default metawater layer.

Part Two – Making Foam

Hope this helps, suggestions, comments or includes more than welcome.

A Response from E-On

Monday, January 5th, 2009

E-on have responded to my technical request regarding the exporter issue with the following…

Hi Richard,

Could you also attach the .obj file so that we could test it here? Let me know the size and I’ll create an upload area for you.

Best regards.
Lee Randall

To which I have responded..

Lee,

Thank you for your response, I have attatched below a zip folder with 5 files inside.

Bauble1.mtl and .obj are the original object from hexagon
Babuel1exp.mtl, .obj and .bmp are the exported objects from vue.

Hope this helps,

Thanks again

Rich

And attatched said file. More when I get it.