SimLab Composer
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 From:  steve (STEVE_HOME)
3455.30 In reply to 3455.28 
>>The website is kindof non existent (kindof a red flag). But some of the other users here in the MoI forum are using the product now also, so I decided to go ahead and load it. (A slight risk).<<

I have installed, I have not seen the program do anything suspicious, and I do check.

On the point of it being associated with hypershot, well, the program makes a lot of registry entries:- "Hypershot".

This is part of a log of registry writes made by Simlab on execution:-

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 From:  BurrMan
3455.31 In reply to 3455.30 
I have a quick question for someone. regarding some opengl settings for my ati card. There are 2. "tripple buffering" and "Force 24-bit Z-Buffer depth.

Are either of these "degradation settings" from normal, or are they "more powerful" settings from normal.

The simlab app will crash when I launch it, but if I enable either of these, it runs fine. Even after I disable the setting. But after a restart of the computer, app launch crash until I reset either of those opengl settings.

I never knew much about customizing my card. If the setting is "More", then I'll set it and leave it.

I suppose I should do some research and learn about these settings. I have an Nvidia quadroFX 5600 I may get better performance out of, other than "default Installation settings". :o
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 From:  BurrMan
3455.32 In reply to 3455.31 
And about Hypershot:




But I think Steve already answered that.

EDITED: 19 Jun 2012 by BURRMAN

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 From:  Michael Gibson
3455.33 In reply to 3455.29 
Hi Grendel, that's a great looking result!

How is it in the "ease of use" department for rendering? One of the interesting areas of HyperShot/KeyShot is that it did not have a complex UI so it was pretty easy for people without any rendering experience to get started with it. Is this fairly close to that UI wise?


> but it is a cheap way to output 3d pdfs to be sure if you
> don't have that capability.

Yeah normally 3D PDF capability by itself is a fair bit more expensive than this.

So that's some pretty interesting combination functionality for the low price.

- Michael
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 From:  Michael Gibson
3455.34 In reply to 3455.31 
Hi Burr,

> Are either of these "degradation settings" from normal,
> or are they "more powerful" settings from normal.

Well, it's been a while since I have done much OpenGL, but those seem like just pretty normal settings to me. Not really "more powerful" or "degraded" either.

I wouldn't think you would have much to worry about with having those enabled.

You might want to update your video driver to the newest one though and see if that behaves any better with all defaults.

- Michael
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 From:  steve (STEVE_HOME)
3455.35 
Well the step importer appears to be having problems as well. I am getting some strange faces/renderings.


There is nothing wrong with the stp file exported from MOI.



- Steve
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 From:  Michael Gibson
3455.36 In reply to 3455.35 
Hi Steve, it's probably hard to tell whether the problem is in the STEP format handler itself, or if it is a NURBS tessellation problem.

That's a rather strange looking artifact, but it kind of looks like some kind of polygonal patterns, that may be more of a tessellator thing.

In that about box screenshot, it mentions OpenCascade, that's probably what is used for importing STEP and tessellating to triangles as well.

- Michael
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 From:  steve (STEVE_HOME)
3455.37 In reply to 3455.36 
Hi Michael,

It is a bit of a mess :-)

I dont hold much hope for it being a "Transfer 3D models between CAD" application, as it advertises :-)


- Steve
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 From:  Michael Gibson
3455.38 In reply to 3455.37 
Hi Steve, at least using OBJ format should bypass those issues though.

That way the tessellation step happens inside of MoI instead.

- Michael
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 From:  Grendel
3455.39 
Michael - I would say it was identical or easier since there are widgets for move/scale/rotate and there are less render settings to adjust. The material editor sits in the bottom right of the UI and is self explanatory. If anyone has had any exposure to one of the "Shots" then there is nothing new to learn at all.

Since they are licensing from Luxion I hope they pay their bill.....I would hate to see Simlab build the product around the engine so tight that Luxion ends up in control of another software.

Here I applied the iris map to his eyes. Just clicked the texture map button, found the map and then adjusted the UV coordinates.

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 From:  WillBellJr
3455.40 
Damn, which I had heard of this before Octane LOL! :-P

-Will
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 From:  omac12
3455.41 In reply to 3455.19 
Well, after all the discussion I thought I would be crazy not to buy one as well. I tested the trial, and it's fine on this old machine I'm on. I also customized a material to make sure it was easy to do. (it was pretty brainless). I think I might even be motivated again to do some modeling instead of just thinking about it. Does anyone know anything about decals with this program? Can I take a 2d picture and position it on top of an existing texture, or is a decal just a texture?
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 From:  steve (STEVE_HOME)
3455.42 In reply to 3455.38 
Hi Michael,

>>at least using OBJ format should bypass those issues though. That way the tessellation step happens inside of MoI instead.<<


Yes, I do not really have a problem using obj format. I have purchased a license.


- Steve
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 From:  TwinSnakes
3455.43 
This one is really tempting. Hmm....Hypershot for $149 basically (minus realtime render).

But, I'm not sure what role it could play in my pipeline besides a quick renderer?

I think I'm gonna still holdout for VrayRT (OpenCL).
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 From:  Grendel
3455.44 
Here is another test render, this time with a poly model just to see how it handled that. Poly'd the pendant and stones a long time ago.


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 From:  BurrMan
3455.45 In reply to 3455.44 
Hey Grendel,
Can you share a bit about how you would poly that surface up? not being very proficient in it, the other day I polyed a model (quickly) which gave me some faceting, then I imported the model as a step file with a better surface. Though I know Michaels mesher is superior, I do have to know more about how to get good results with it, so any insight is valuable for me!

Thanks,
Burr
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 From:  Michael Gibson
3455.46 In reply to 3455.45 
Hi Burr, I took what Grendel said to mean that jewelry piece was built in a polygon modeler using subdivision surfaces and was not actually a NURBS model.

For meshing tips to get smoother results out of MoI, first try just moving the slider towards the "More polygons" side to reduce the angle parameter and make more polygons be generated.

If you have areas that are broad in size but have pretty shallow curvature, then the angle parameter alone may not dice that area up enough - for cases like that enter a distance value in the "Divide larger than" option to split up any polygons that are larger than that distance.

- Michael
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 From:  Grendel
3455.47 
Well, there are several ways to do it depending on the tools in your modeler. Off the bat you need to figure out if you're going to use hard or soft modeling. By that I mean if you will use some sort of subdivision smoothing (catmull/clark..doo sabin) to smooth it out for render or if you will model with a much denser mesh but does not require subdivision smoothing. The benefit of the sub-d is that you are dealing with a much lighter cage that can be collapsed later to a dense mesh, if you hard model it you cannot go the other way to a lighter control cage.

This one I used a bezier curve (through points) to get the shape, then offset that and adjusted the bezier control points to give it thick and thin areas from the top view. Then I bridged (lofted) a surface of polygons between them, and then gave that surface thickness (shell). For the settings they are just cylinders with one cap extruded (inset) inward to hold the stone. I then deleted some polygons on the OD of the cylinder and welded the cylinders to the ends of the thickened surface of the pendant.

You could also do the same thing with sweeping a profile along two curve guides just as you do in MOI, really the modeling of something like this which is kind of organic and flowing is pretty much the same between NURBS and Sub-D.

For the stones I did a poly tutorial a long time ago found here: http://forums.polyloop.net/hexagon-tutorials/5118-diamond-tutorial.html that you can look at.



Yeah as Michael said it was a Poly model in Hexagon at the time. I was only trying to show another example of the Composer rendering and not throw poly modeling topics into the forum but since you asked...
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 From:  BurrMan
3455.48 In reply to 3455.47 
Thanks Grendel...
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 From:  Frenchy Pilou (PILOU)
3455.49 
True Diamonds gem tutorial !
---
Pilou
Is beautiful that please without concept!
My Gallery
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