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New newsletter (tS7) - thanks for info, and some ramblings

New newsletter (tS7) - thanks for info, and some ramblings

2005-05-17       - By KMKrieger

 Back
Reply:     1     2  

Thank you, Roman, for the info re: video cards (other message) and this one
re: RAM.  It's very helpful because I've been considering a new comuputer
(just too busy now what with the move and so on) to do actually analyse and
purchase.

The info re: PCIe AS is very interesting!  I haven't been able to keep up
with the tech. but now I do know that this is something to look for in the
future, esp. since I'm putting off the new machine until at least Christmas
(unless somehting weird ;) happens <g!>).

I know I haven't been very active on the TSML recently, but I've been
reading andthe info is gold.  I know that hardware technically isn't "about
using tS", but it *is* vital to have the appropriate hardware to be able to
run tS as it should be (and can be) run.

To ramble on a bit:
I've recommended tS in the Architecture newsgroup I frequent - although it
isn't ArchiCAD or AutoCAD (both of which are specified as being Standards
in the profession), I've recommended it as a modeler.  Tho', it just
crossed my mind, that I think tS can export to the CAD programs and I
forgot to mention that =8-o !!  Well, that can always be rectified ;)
.  The main point is that it's IMO a very good modeler and renderer - *CAD
renders always look kind of cheesy to me.

I'd had the idea some time back of trying to model architecturally standard
items such as windows and stairs.  OTOH I guess Python could be used to
make some a plug-in or script that could allow on to plug in a number, and
then return the appropriate standard dimension.  IOW, if you want to make a
staircase, there are specific standard height(riser)-to-depth(tread)
ratios.  So, if you need to have stairs that atre 7" high, you type "9"
into the appropriate place, type in the required widthm, hit "go", and you
get a stair drawn that is 11" deep.  And if you type in the height of the
floor and the depth of the overall staircase, and designate the use
(domestic, inustrial, landscape, etc.) the plug-in would automatically
build the entire staircase.

I've modeled a heck of a lot fo windows, stairs, siding, and other
house-parts, and they're all pretty basic, nothing fancy, just positioning
cubes, changing their dimensions, and the occasional Boolean
Subtraction.  So I'm sure that a script or plugin would be able to do
them.  A plug-in could also include a pre-booleaned window frame, I think,
or at least, be able to resize and join 4 cubes to create one.  Again, very
basic stuff.

I have it somewhat designed already, in my head.  Unfortunatley, I'm not a
programmer so, unless there is a "Python For Total Idiots" book or tute out
there, I don't have time (or ability) to get a bunch of python books and
learn it - javascript, which ain't Pythin, is quite difficult enough for me
=:-( !!

But IMO, if I *could* program with Python, I think it'd be *very* cool to
do a plug-in like that - and who knows, it might also open up a new market
for tS.  It'd be even better than offering a package of models, because the
plugin could do the models on the fly, based upon numerical entries.  Most
of which are, again, standard, so the plugin could offer a choice of
standard or custom ratios.  For example, most houses have 4" outside walls,
so a "standard" choice would create a window frame with the appropriate
depth (and create the rest ofthe window).

Might all be mere blither, so it's just a thought.  Maybe I'll look for
some Python tutes and/or "Python for THose INept At Programming" books <g>.

In any event, thanks again for the hardware info!

- Kris M. Krieger
  (link to horrible website deleted =8-o !)


At 09:43 PM 15-05-05, Roman Ormandy wrote:
>Unlike some other programs. Link Editor in TS7 is applicable to anything,
>you could even construct your own rendering pipeline, all by Drag&Drop&Link:)
>
>I actually am not "in the know" about the RAM limitations of 32 but
>multi-cores. I would imagine that first generation dual-core systems will
>be confined to current 4GB limit but I also would think that upcoming new
>generation of PCIe, called PCIe AS (Advanced Switching) would overcome
>that as it will treat inside of MS Windows desktop hardware kind of like a
>"little private internet" inside the
>box.
>
>Roman
>
>-- --Original Message-- --
>From: TSML [mailto:truespace@(protected)] On Behalf Of Hazmat
>Posted At: Sunday, May 15, 2005 8:52 AM
>Posted To: TSML
>Conversation: Re: [TSML] New newsletter (tS7)
>Subject: Re: [TSML] New newsletter (tS7)
>
>Roman,
>
>Thanks for confirming my observations about tS7!  Ever since Shader
>Magic came out, I've been hoping that the nodal type of interface would
>catch on (in more than a material editor)!  I can't think of anything
>else in tS7 that could trump the Link Editor (for me anyway), but I look
>forward to it nonetheless!
>
>One question on the 64bit versus 32bit multi core subject.  I know that
>one of the major advantages of the 64bit architecture over the normal
>32bit architecture is that the 64bit system can use a lot more RAM.
>Will the multicore 32bit systems also be able to use more RAM, or is
>this an advantage the 64bit systems will have?  This is more of a
>technology question than it is a tS question, but you are obviously in
>the know about these things.
>
>Heath
>
>Roman Ormandy wrote:
>
> >Heath,
> >
> >"Significant" is the word! I am convinced that our new Link Editor (that
> is what we call "node-based editor") is more powerful and easier to use
> than any other equivalent in any existing 3D product, including some very
> high priced systems. Revolutionary architecture behind it is also making
> possible real time scalability on new multi-core CPU's.
> >
> >With the power comes some new UI metaphor and we realize that not all TS
> users will instantly embrace this new metaphor as "extremely visual" as
> you did. We worked very hard on integrating new Link Editor with existing
> widget and Icon based direct manipulation which everyone loves. Funny
> though, I remember we received some harsh criticism at the time when we
> introduced widgets too:)
> >
> >One more thing, we realize that not every one have a need to use Link
> Editor and that is OK too, there will be many other "significant"
> additions in TS7 to keep everyone happy.
> >
> >Roman
> >
> >-- --Original Message-- --
> >From: TSML [mailto:truespace@(protected)] On Behalf Of Hazmat
> >Sent: Friday, May 13, 2005 9:23 PM
> >To: MailingList truespace
> >Subject: [TSML] New newsletter (tS7)
> >
> >I don't know if everyone else got an email about this, but I didn't so
> >on the off chance that you don't know about the new newsletter, have at
> >it!  http://www.caligari.com/news/news_apr2005/newsletter.html
> >
> >After looking at the large version of the interface screenshot from the
> >newsletter, I can say that I'm more excited than ever about tS7!  It
> >appears to have a significant node-based editor, which seems like the
> >most intuitive way to work for artists who are extremely visual (anyone
> >who enjoys the Caligari user interface).  I can't wait!
> >
> >-heath
> >
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