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	<title>Comments for Vision Max Ltd.</title>
	<atom:link href="http://www.visionmax.com.hk/blog/?feed=comments-rss2" rel="self" type="application/rss+xml" />
	<link>http://www.visionmax.com.hk/blog</link>
	<description>[under maintenance] Technology documentation, our work, about us.</description>
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		<title>Comment on Message Board by Sinisa</title>
		<link>http://www.visionmax.com.hk/blog/?page_id=120&#038;cpage=1#comment-778</link>
		<dc:creator>Sinisa</dc:creator>
		<pubDate>Fri, 20 Aug 2010 09:20:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.visionmax.com.hk/blog/?page_id=120#comment-778</guid>
		<description>Hi Erick,

Thanks for your comment. 
If your company would need support for 64bit WIN7 and 3dsmax2009, let&#039;s discuss about it over email.

Cheers,
Sinisa</description>
		<content:encoded><![CDATA[<p>Hi Erick,</p>
<p>Thanks for your comment.<br />
If your company would need support for 64bit WIN7 and 3dsmax2009, let&#8217;s discuss about it over email.</p>
<p>Cheers,<br />
Sinisa</p>
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		<title>Comment on Message Board by Erick</title>
		<link>http://www.visionmax.com.hk/blog/?page_id=120&#038;cpage=1#comment-767</link>
		<dc:creator>Erick</dc:creator>
		<pubDate>Thu, 05 Aug 2010 13:24:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.visionmax.com.hk/blog/?page_id=120#comment-767</guid>
		<description>I want to know when it will have the 2009 version and the versions aimed for WIN7 with 64 bit.</description>
		<content:encoded><![CDATA[<p>I want to know when it will have the 2009 version and the versions aimed for WIN7 with 64 bit.</p>
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		<title>Comment on RGLTools : Auto-UV by admin</title>
		<link>http://www.visionmax.com.hk/blog/?p=174&#038;cpage=1#comment-16</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Fri, 05 Jun 2009 16:22:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.visionmax.com.hk/blog/?p=174#comment-16</guid>
		<description>p.s. Ambient Render is rendering multiple objects into 1 single ambient texture. So it&#039;s really not possible to use it the way you described it.

I&#039;m afraid that in your case you will have to use manually Render-to-texture and experiment with settings there.

But please keep in mind that using separate ambient maps for each object may be big issue in terms of memory usage: if you have 1000 objects, and you render manually 1000 textures, and each in 256x256x3 (ambient has to be RGB since it contains both ambient occlusion and baked lighting (if any)), that would make memory consumption of 187.5MB (!!!). 

If you have to manually render due fine-tuned UV mapping, that&#039;s fine, but after you&#039;re done, you will have to combine rendered ambient maps into one &amp; adjust mapping in all objects that use this &quot;all-in-one&quot; map.

(This is really hard labor work if you have lot of objects)

We may however choose to create tool that will do this combine-all-in-one action, in next plugin update.</description>
		<content:encoded><![CDATA[<p>p.s. Ambient Render is rendering multiple objects into 1 single ambient texture. So it&#8217;s really not possible to use it the way you described it.</p>
<p>I&#8217;m afraid that in your case you will have to use manually Render-to-texture and experiment with settings there.</p>
<p>But please keep in mind that using separate ambient maps for each object may be big issue in terms of memory usage: if you have 1000 objects, and you render manually 1000 textures, and each in 256&#215;256x3 (ambient has to be RGB since it contains both ambient occlusion and baked lighting (if any)), that would make memory consumption of 187.5MB (!!!). </p>
<p>If you have to manually render due fine-tuned UV mapping, that&#8217;s fine, but after you&#8217;re done, you will have to combine rendered ambient maps into one &#038; adjust mapping in all objects that use this &#8220;all-in-one&#8221; map.</p>
<p>(This is really hard labor work if you have lot of objects)</p>
<p>We may however choose to create tool that will do this combine-all-in-one action, in next plugin update.</p>
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		<title>Comment on RGLTools : Auto-UV by admin</title>
		<link>http://www.visionmax.com.hk/blog/?p=174&#038;cpage=1#comment-14</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Fri, 05 Jun 2009 15:56:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.visionmax.com.hk/blog/?p=174#comment-14</guid>
		<description>In that case, you will have to use 3dsmax&#039;s Render-to-texture.

Ambient Render is utility to quickly render ambient without fine-tunes. However, you can use Auto-UV, and then manually render using Render-to-texture.

Or, you can do all manually - unwrap &amp; render-to-texture.

Auto-UV will unwrap in material slot 2, which is used by RGL for ambient maps.

So if you unwrap manually, just do it mapping channel 2, if your intention is to render ambient/lighting conditions.</description>
		<content:encoded><![CDATA[<p>In that case, you will have to use 3dsmax&#8217;s Render-to-texture.</p>
<p>Ambient Render is utility to quickly render ambient without fine-tunes. However, you can use Auto-UV, and then manually render using Render-to-texture.</p>
<p>Or, you can do all manually &#8211; unwrap &#038; render-to-texture.</p>
<p>Auto-UV will unwrap in material slot 2, which is used by RGL for ambient maps.</p>
<p>So if you unwrap manually, just do it mapping channel 2, if your intention is to render ambient/lighting conditions.</p>
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		<title>Comment on RGLTools : Export &amp; View by caoweihua</title>
		<link>http://www.visionmax.com.hk/blog/?p=162&#038;cpage=1#comment-12</link>
		<dc:creator>caoweihua</dc:creator>
		<pubDate>Wed, 03 Jun 2009 06:53:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.visionmax.com.hk/blog/?p=162#comment-12</guid>
		<description>I see ,thx</description>
		<content:encoded><![CDATA[<p>I see ,thx</p>
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		<title>Comment on RGLTools : Auto-UV by caoweihua</title>
		<link>http://www.visionmax.com.hk/blog/?p=174&#038;cpage=1#comment-11</link>
		<dc:creator>caoweihua</dc:creator>
		<pubDate>Wed, 03 Jun 2009 06:48:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.visionmax.com.hk/blog/?p=174#comment-11</guid>
		<description>when I selected the AMBIENT RENDER in RGL tool to render, it will auto add a new UV to object. I want to use the exist UV  to render, because I have fine-tune it. I have tried to save the fine-tune UV, then add RGL AUTOUV, and load the fine-tune UV, use AMBIENT RENDER to render , it still auto add a new UV.  Is it possible to make the AMBIENT RENDER not to auto add a new UV?</description>
		<content:encoded><![CDATA[<p>when I selected the AMBIENT RENDER in RGL tool to render, it will auto add a new UV to object. I want to use the exist UV  to render, because I have fine-tune it. I have tried to save the fine-tune UV, then add RGL AUTOUV, and load the fine-tune UV, use AMBIENT RENDER to render , it still auto add a new UV.  Is it possible to make the AMBIENT RENDER not to auto add a new UV?</p>
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	<item>
		<title>Comment on RGLTools : Export &amp; View by admin</title>
		<link>http://www.visionmax.com.hk/blog/?p=162&#038;cpage=1#comment-10</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Tue, 02 Jun 2009 08:46:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.visionmax.com.hk/blog/?p=162#comment-10</guid>
		<description>I would suggest to always use TGA 32bit for diffuse textures for &quot;RGL Simple&quot; and &quot;RGL Standard&quot; materials, since alpha is required for specular levels.

File size doesn&#039;t matter for GPU. If you are using JPEGS they will allocate same amount of memory as TGA. GPU cannot use JPEG file directly, but has to unpack pixels, in which case it doesn&#039;t matter if original image was in JPEG file format or not: size in memory will always be WIDTH * HEIGHT * Num_of_bytes (for eg: 256*256*4 = 262,144 bytes or 256kb )</description>
		<content:encoded><![CDATA[<p>I would suggest to always use TGA 32bit for diffuse textures for &#8220;RGL Simple&#8221; and &#8220;RGL Standard&#8221; materials, since alpha is required for specular levels.</p>
<p>File size doesn&#8217;t matter for GPU. If you are using JPEGS they will allocate same amount of memory as TGA. GPU cannot use JPEG file directly, but has to unpack pixels, in which case it doesn&#8217;t matter if original image was in JPEG file format or not: size in memory will always be WIDTH * HEIGHT * Num_of_bytes (for eg: 256*256*4 = 262,144 bytes or 256kb )</p>
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	<item>
		<title>Comment on RGLTools : Export &amp; View by admin</title>
		<link>http://www.visionmax.com.hk/blog/?p=162&#038;cpage=1#comment-9</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Tue, 02 Jun 2009 07:19:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.visionmax.com.hk/blog/?p=162#comment-9</guid>
		<description>Regarding path issues, please refer to:
http://www.visionmax.com.hk/blog/?p=60

Paragraph:

&quot;Avoid non-western texture names, and folder paths. Although it should not matter, it may cause some problems. If you encounter a problem that exporter cannot locate texture, rename texture path and/or texture name if it was using non-western characters.&quot;</description>
		<content:encoded><![CDATA[<p>Regarding path issues, please refer to:<br />
<a href="http://www.visionmax.com.hk/blog/?p=60" rel="nofollow">http://www.visionmax.com.hk/blog/?p=60</a></p>
<p>Paragraph:</p>
<p>&#8220;Avoid non-western texture names, and folder paths. Although it should not matter, it may cause some problems. If you encounter a problem that exporter cannot locate texture, rename texture path and/or texture name if it was using non-western characters.&#8221;</p>
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	<item>
		<title>Comment on RGLTools : Export &amp; View by caoweihua</title>
		<link>http://www.visionmax.com.hk/blog/?p=162&#038;cpage=1#comment-8</link>
		<dc:creator>caoweihua</dc:creator>
		<pubDate>Tue, 02 Jun 2009 07:12:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.visionmax.com.hk/blog/?p=162#comment-8</guid>
		<description>PROBLEM: Texture C:\Documents and Settings\ivycg\桌面\lygc.jpg failed to be added to the library. Please verify that file exist, that is accessible for reading and that file format not damaged. You can try to resave the image, with different parameters

Export when the above prompt appears, according to prompt , I will be changed to tga format mapping, problem solving, but tga format much larger than the jpg format, so that solution is correct?</description>
		<content:encoded><![CDATA[<p>PROBLEM: Texture C:\Documents and Settings\ivycg\桌面\lygc.jpg failed to be added to the library. Please verify that file exist, that is accessible for reading and that file format not damaged. You can try to resave the image, with different parameters</p>
<p>Export when the above prompt appears, according to prompt , I will be changed to tga format mapping, problem solving, but tga format much larger than the jpg format, so that solution is correct?</p>
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