New versions 2.4b are up!


#21

Well get some sleep man…
useless without some R&R. if bugs creeped YOU KNOW WE’LL LET U KNOW!
No sleep just means you won’t catch em.


#22

GOod job!! Really its so amazing to see you really care so much about helping out other artists by sharing. I need tutorials to really understand this stuff, or you can show me when I come back.

I have one question, how far are we away from seeing your volume based 3D fire in messiah?

Let me know what settings you are using for compressing your tutorial movies. I have found some really good quicktime compression techniques I learned from lynda.com.


#23

holy moly that was cool!

i’d love to see a tute for doing the sparks and the fire (the one that rolls around a bit)
can’t wait for the docs :smiley:


#24

Nice. Now a project that would use particles! Taron has the randomizing been fixed with particles? So you can use objects and have them scale, twist and turn correctly?


#25

Darn now I want Realflow support even more :smiley: but for particle import too… Really cool!!!


#26

Well, get rid of 2.4 and download 2.4b and try. You’re not using a cell phone for downloading, right? :smiley:

Mouse issues should certainly be gone, so you can go ahead and test out the little critters. But I would recomment to you just go try to make something pretty first! Maybe no bugs will be in the way?!?

Here’s a little particle demo scene for you to get started! :slight_smile: smoke01 (right click save as)


#27

I just wanted to let everyone know I put up the clips (temporarily) here: http://www.cginsomniac.com/Clips/

So if you want to view them individually online go ahead.


#28

Oh, wow! Those are a whole bunch of more reactions! GREAT! Thanx, very much! I’m happy to see it so well received! Yeah, I’m really having such a ball with the particles, or at least I had at the time…then we moved on to other things including one of my most favorite ones and that is that you can now finally ignore the UVmap issues and go ZBrush crazy without a worry in the world. Then you take your displacement maps and the exported obj out of Zbrush into Messiah and go wild…animate, play around, render away! That’s one of the biggest deals to me…besides the to me also rather thrilling standart material changes and additions!

Anyway, I made this little particle demo scene real quick, and I’m still thrilled about the particles. Even making such a little scene is just fun. When we went into developing those particle features we only went to a certain point to make it all grow a bit more evenly and with the wish for you out there to get to know it and get used to it a little. So eventually we would pick it back up and go even further with it. I’ve got countless ideas on where to take it to and we’ve got everything we need to make that happen, too, except we’ll have to share the time wisely to keep it all growing, of course. But, jeeez, those things are a blast…I will make it a little past-time-pleasure to add wicked forces, too.

I’ll first finish up that rendering tutorial I promissed, then I’ll go into the particles. Then we’ll check out individual shaders! Lot’s to do and it’s all a journey from which you’ll be bringing home a lot of souvenirs, I’m sure you will! :scream:


#29

From TLHPRO thread

Makes a valid point:

Thomas–>
Now this is great news: Taron did a wireframe shader!:
http://forums.cgsociety.org/showthread.php?t=340384
so I can spare the effort of finishing mine :slight_smile: :thumbsup:

Edit: the 2.4b update also contains a fresnel shader. Maybe I should retire TLHPro?
Taron, do you plan to implement all the stuff yourself?
That would be great news for messiah, but please let me know so I can stop my development.

BTW. My other job should be done now, so I can finally continue with the docs.

Cheers, :bowdown:
---->

Yeah no reason for the same work when the effort could be focused on other “messiah” areas.


#30

Nichod, that’s awesome! I’m kinda shocked! Very cool, THANK YOU SO MUCH! :bounce:

Makes me a little ashamed, too. That’s so damn sweet. We will eventually really prepare nice clips in connection with the tutorials that lead to the according results. I think that would be nice.


#31

Yeah no reason for the same work when the effort could be focused on other “messiah” areas.

Not entirely true. Thomas also wrote:

I am sure Taron could write all my tools in a week. I’m a slow coder and have to fight with the sparsely documented SDK.

So writing up these quick shaders are nice. Plus its always nice to have different options that do the same thing. Thomas’s shaders have a higher level of complexity then Taron’s wire node does. I’m all for redundancy as long as things keep moving forward.


#32

Oh, what’s that…yikes. That’s really coincidence and I’m kinda sorry about that but if it’s any consolation:
Fresnel shader happened, because I had a little internal discussion about how we’re having an actual fresnel parameter in our standart material that I really hardly understand. To proof a point and as a result of our conversation I wrote that fresnel in about 8 minutes to demonstrate exactly how I thought a fresnel should be implemented as a node. It was nice and fun and so we kept it.

Grid was a request in the beta list, when it was mentioned that there was a grid shader in messiah, which had issues with multithreading. Turns out that was just a script-shader, so I wrote a plugin instead, realizing how cool that could be and couldn’t stop for about 10 hours straight. After that, this one was born and I’m super happy with it.

I’m only a little sorry that this interfers with Thomas’ stuff, because he made such a big point out of not caring about messiah anymore, anyway. Why would we cut our own development around his seized experimentations? We’re going to implement everything we feel is important to have in there by default or what’s been requested of us by artists. It’s really nice that Thomas is providing his neat and handy little tools to the community and we only encourage him to continue with it and he shouldn’t stop, just because it appears we have some overlapping elements. I have to confess that I didn’t get to check out his stuff, except many years ago when he wrote little things like clamp tools or other simple math functions. I simply was too busy with other things. I’m still too busy and you can be sure that I won’t stop doing what I do to check out if he’s got it already, particularely when I know we need or should have it no matter what. So let’s not even make this a discussion, please, because it’s not the right place to do this. Wrong thread! But I also see no reason to continue this discussion in the first place.

Julez, thanx, but you really don’t have to worry about that. If Thomas has any issues he would like to discuss with us, I’m sure he would do that, too! Please, again, don’t continue this on this thread. :hmm:


#33

Taron
Go to sleep and dreamof nothing but tutorial making:)


#34

Nice to know it’s fixed. I was starting to think I was doing something weird :stuck_out_tongue:

Btw did this fix sort spherical & cylindrical mapping also ? I notied they were off too, but didn’t have time to post up until now.


#35

That’s the spirit! :thumbsup:

:beer:


#36

Taron did you see this:

Nice. Now a project that would use particles! Taron has the randomizing been fixed with particles? So you can use objects and have them scale, twist and turn correctly?


#37

Yup, it was an issue in the initialization that we did not encounter before. Looks like that’s all fine now. But keep a keen eye out, too, that’s just fantastic! We’re looking at so many thing that it can happen for some things to slip by. It’s been a super valuable call! :lightbulb


#38

One last question. When can we expect the PMG site to be updated with info, examples, docs and videos?

And go to BED!


#39

No problem, Taron.

Uh oh Looks like I have to update my tutorials. The enhanced properties are now the default shading list (Radiance, etc)


#40

great news, finally something is happening in PMG camp !