Judging from these future trends, the value of my m:Studio just keeps on appreciating every day! I’m as excited just lurking here reading the advances and breakthroughs as I am to be using this software in my long term animation pipeline. At this moment I feel like I bet on the best horse, and the race has just started, and listen to all the cheers from the galleries . . . thanks pmG and keep it up!
morphing displacement "Neckling_Changing"
Taron,
A bit off-topic, but any leak, I mean word on hair/fur or instancing for hi-poly count rendering? How about a render region tool for rendering via the viewport? And of course, when can we expect to see 2.0c, no need for a specific date, just something like tomorrow would be nice.![]()
Cheers,
Can’t let things leak out…hihi
As for the render-region tool for the view port or for window render, it’s there and in great shape. I use it way too little, but it’s working just fine. There’s one fascinating trade it has, although I would most likely have to pretent that it was ment to do that, but if you have rendered a frame and then activate the render region, you can sort of truncate the render over the openGL and move around like a window into the rendered picture. It’s a big blast with displacement, because while openGL show the original mesh, you can just reveal the rendered displacement over top of it…really funky and entertaining!
As for that…well…only days away now! Hold on tight! 
I don’t think this is Os driven… its more like app driven. At the moment I’m moving pretty fast to reproduce this on Maya. As soon as I crack that up I’ll post the Hypershade printscreen on the Alias Maya forum. For now I want to keep the conversation flowing here at pmG messiah forum where it all started.
other ppl should should be testing this with their apps…
No reason to studder, I totally agree! 
The principles of it should be easily replicated with what ever app you’re using. If not, just come and try m:Studio with it’s upcoming version! 
Yes, and of course you DO know that YOU were the inspiration for that feature in LW.
With all your ultra low-poly expiriments in LW5.0 they had no choice but to put the
Subdivide->Meta tool into real-time play in 5.5/5.6! When everyone saw your (and
yours alone), 3min. head modeling as a result of the techniques you and you alone
perfected there was just simply no going back! Allen and Stu knew it - you made it
happen!
LOL, I still keep your jester and a few other old works of yours as wallpaper files. 
PS- It’s always a treat for me to see what you’re playing with presently.
"Besides the absolutely correct observation of Gary, regarding my knowledge about the transitioning, I’ve been working with both Lightwave and Messiah together for the past 6 years, seizing to use lightwave’s layouter for about 8 months now, I believe. For the most part when you switch over to messiah it really quickly begins to feel like, damn, that’s just how I would have wanted it in LW, haha, but it soon becomes somewhat like: How was that in LW again…oh no…ah…never! At least that is what I remember and certainly how I feel now…hahaha. That goes for animation as well as for rendering now. I’d say, lucky them we don’t offer modeling hahahaha…but besides that. Gary is right to as for our current missing pieces, which are automatic fur and heavy volumen things, but especially all the volume things including hypervoxel type effects will soon be there and certainly make a lot a lot of noise…hahaha…it’s kind of a personal favorite of mine and I can’t believe that we didn’t find time to focus on it, yet, but it’s been brewing for a while now and I’m almost willing to promiss that it’s going to be a very nice premier! But, I must admitt I’m currently continue to be very captivated by all of the displacement and shading discoveries. Those are just too powerful and I am already brewing on a new concept for expanding on these things in yet another big revolution…maybe bigger, actually…well, it’s some way to go…I’m very excited, but I don’t want to jinx anything already.
Anyway, we’re working on the particle section as well, which already did get a bit of a good boost, but still is in it’s first steps. Particle is actually fun for us to code, but for some reason they got pushed into delay for a few times already. Many people may not realize how simple it can be to create stunning particle systems, particularely with a strong architecture underneath that allows for all sorts of crazy and conventional ideas."
If you guys want a taste of all great things to come for particles/fluid systems in Messiah, go see Gothika and look for that scene where the shirtless guy gets lit on fire. Even though it was done in Lightwave, Taron wrote the plugin that allowed for “3D” fire to be created so artistically accurate(Love those heat distortions). The render times were so dam fast(seconds) not to mention it rendered over a network . If you all just want to see the shot, cafefx has it on their website.
I am very excited to see what comes next.
Just spent the last hour rendering the Neckling project file from various angles :bounce:
Amazing.
Apparently the upcoming Unreal 3 engine can handle displacement mapping…I wonder if animated displacement mapping will reach the games industry any time soon? Could base geo changes combined with animated displacement mapping potentially be used to create a complex damage modeller for driving simulation games? What if physics engines were used to drive dynamic creation of displacement textures in real-time? For instance, a brick landing on a metal panel would bring about the creation of an appropriately sized “dent” displacement map according to physics data. Or a boat travelling across a lake could generate wave-maps according to a fluid dynamics simulator. The possibilities are endless now, but I can’t wait to see what the future brings.
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