What Difference in 7.51 vs 7.6-7.61 tS versions?
- Krowbarh
- Senior Chief Petty Officer
- Posts: 174
- Joined: 24 Jun 2017, 21:20
- Type the number ten into the box: 10
What Difference in 7.51 vs 7.6-7.61 tS versions?
OK I have a 7.51 so what are the differences between THAT still commercial version and the 7.6 or 7.61 variety?...
- clintonman
- Captain
- Posts: 5422
- Joined: 21 May 2009, 21:08
- Type the number ten into the box: 0
- Location: California
- Contact:
Re: What Difference in 7.51 vs 7.6-7.61 tS versions?
Hard to find info but here are the specification pages for 7.5 and 7.6
https://web.archive.org/web/20080222230 ... cification
https://web.archive.org/web/20101129070 ... cification
and here is the whats new page for 7.6
https://web.archive.org/web/20110426182 ... /intro.asp
https://web.archive.org/web/20080222230 ... cification
https://web.archive.org/web/20101129070 ... cification
and here is the whats new page for 7.6
https://web.archive.org/web/20110426182 ... /intro.asp
- clintonman
- Captain
- Posts: 5422
- Joined: 21 May 2009, 21:08
- Type the number ten into the box: 0
- Location: California
- Contact:
Re: What Difference in 7.51 vs 7.6-7.61 tS versions?
Found text from Roman post, 5-25-2009
I decided to repost a list of TS7.61 features and fixes. It was prepared by Beta testers and it seems pretty accurate:
Modeling:
• Numerous bug fixes, optimizations, and workflow improvements.
• Improved constraints handling in polydraw.
• Fixed vertex constraints guidelines rendering when snapping to inference lines or grid.
• Fixed grid snapping in 2D constrained modes.
• Fixed quadrify tool, fixed also similar problem in Booleans quadrify.
• Improved Booleans reliability.
• Fixed polydraw on picked wrong face on edges outer of doublesided faces.
• Fixed polydraw edge picking code when snapping enabled.
• Fixed bevel tool triangle picking when snapping enabled.
• Fixed soft select not working when selecting empty custom profile.
• Fixed possible problems in editable shape when editing empty meshes.
Physics:
• Numerous bug fixes, optimizations, and workflow improvements.
• Fixed update of centre of gravity (cog) after d&d of phys mat onto group objects (now cog is placed into the mesh’s center by default)
• Fixed non-functional option “Include invisible objects” on phys engine panel
• Updated Physics Engine panel: added attribute for setting of physics solver iterations (see Special aspect ).
• Improved handling of joint’s limits in character physics
• Elimination of sinking of skeletons into ground or other objects at collision with them
• Implemented interactive switch on/off of skeleton’s locks when physics is running
• Added undo/redo for physics simulation in continue mode.
• Added Active attribute to cloth node (see Special aspect)
• Added Update only mesh attribute to cloth node.
• Modified workflow for speed widget – ldrag modifies speed in xy, rdrag in z direction.
• LClick on phys widget buttons activates default physics attr for currently selected object if it has no phys assigned before.
• RClick on phys widget buttons resets the matching attribute for currently selected objects (for example rclick on speed widget button resets the speed to zero for selected object).
Character Editor:
• New IK2.0 inverse kinematics engine.
• Transfer skin tool – structure, names, distances skeleton matching algorithms; uv1, uv2; proximity skin transfer algorithms.
• Fixed HW skinning stream normalization in some cases of negative skin weights.
• Improved handling of weightpaint brushes outside the mesh.
• Fixed skinning edit mode deactivation.
• Fixed duplicated connector when attaching object that was previously attached and flattened.
• Added new modes to soft selection & skin merge tool.
Flatten Axes tool:
Use to store pivot into mesh for procedural animations. MeshModifiers.FlattenAxes('')
UI:
• Fixed numerous memory leaks
• Added small view type icons for title bar of space3d window
Panel Editor:• New collision avoidance system.
• Controls snapping.
• edges of the selected control are snapped to edges of remaining controls during panel editing.
• this feature can be turned off in panel properties dialog
• Decorative control
• Fill Gaps
• Expand / Shrink control size.
• Expand enlarges object size until it touches neighboring controls.
• Shrink minimizes size of selected object so that it fits a gap under the control.
• Tab Order edit field in control property window.
• Holding Shift while sizing a control resizes all controls in the same row/column.
Link Editor:
• Panels snapping.
• Search dialog (you can open it from LE window menu - LE Search)
• Search for scene objects or graph nodes (basic filter)
• Select one or more nodes by selecting them in the list
• Locate node/panel in link editor
• Search is case insensitive, and you can use "?" char or use incomplete keywords
• “b?x” will search for any 3 letter long word starting with “b” and ending with “x”
• Navigate in the dialog using “tab”, use shortcuts alt+L alt+S, alt+o, alt+g to select dialog controls/change search mode
• Graph nodes of inactive plug-ins are rendered with red border.
• Added support for visibility of graph traffic events (you can activate it from LE window menu - LE Show Traffic)
UV Editor:
• Rewritten UVE for support of multiple/hierarchy objects, and multiple materials
• UVE preferences data object established, resolved all concurrency-related problems caused by connector invalidation
• Clear background texture no longer causes lockup
• Completely rewritten rendering routine for UV editor to support simultaneous rendering of multiple selection
• Single selected or all materials can be displayed
• "Device Lost" recovery routine for UVE fixed
• Following tools were rewritten to support multiple and hierarchical objects:
• all transform tools including widget
• all selection tools
• weld, slice, heal
• all flip tools
• Multiple objects' selection center finder
• Implemented UVE tool controller allowing multiple tools run simultaneously, not relying on tool manager capabilities
• UVE window message handlers synchronization issues fixed, any action taken is done through tool manager in master thread
• Paint tools not available when multiple materials displayed or no texture present
• Added command for converting mesh selection to UV selection synchronously
• Added data object for UV editor node selection which manages the set of selected nodes and information about currently selected material(s) displayed in UVE. Data are stored in connector of UVE node
• Added UVE viewport data object, which stores current panning, zoom and aspect ratio for UVE window
• Unified the viewport manipulation routines for UVE
• Added RnUVEPreferences node
• Added UVE mesh render cache with support for huge meshes display in UVE (bigger than maximumm vertex buffer can take)
• Added algorithm for calculating UV neighborhood
• Added selection render cache similar to mesh render cache
• UV selection is a standalone connector stored directly on edited node in similar way as mesh selection which is persistent and is kept between UVE sessions.
• UV highlight is an invisible standalone connector on edited node, which is temporary during UVE session
• Major optimization of UVE quad tree with patch neighborhood build-up.
• Fixed flip by edge tool
• Fixed missed update on UVE file watch
• Highlight corrections in UVE
• Fixed startup crash when empty UVE stored in context file
• Fixed UVE flatten selection detection
• Added focus handler to UVE tool controller
tS761 Commands:
• Added new command and script named item RsAnimPref, provides functionality to access the preferences of animation, play range
Example:
• RsAnimPref.PlayRangeStart = 20
• RsAnimPref.PlayRangeEnd = 250
• Added new WindowsManager script methods:
• WindowsManager.ActivateFrame(BSTR bstrNodeId) enhanced with the possibility to specify exact frame node which you want to activate
• WindowsManager.GetWorkWindow() - returns string ID of the working window's frame node
• WindowsManager.ActivateWorkWindow() - activate specified work window by frame node
• Added demo script object ActiveWindow.RsObj into Objects - Tutorial Objects library
• Command line Install/Unistall of a plugin for Rosetta standalone
• Examples of program arguments:
• /install="C:\trueSpace761\Vray_ts.rsx"
• /uninstall="C:\trueSpace761\Vray_ts.rsx"
__________________
I decided to repost a list of TS7.61 features and fixes. It was prepared by Beta testers and it seems pretty accurate:
Modeling:
• Numerous bug fixes, optimizations, and workflow improvements.
• Improved constraints handling in polydraw.
• Fixed vertex constraints guidelines rendering when snapping to inference lines or grid.
• Fixed grid snapping in 2D constrained modes.
• Fixed quadrify tool, fixed also similar problem in Booleans quadrify.
• Improved Booleans reliability.
• Fixed polydraw on picked wrong face on edges outer of doublesided faces.
• Fixed polydraw edge picking code when snapping enabled.
• Fixed bevel tool triangle picking when snapping enabled.
• Fixed soft select not working when selecting empty custom profile.
• Fixed possible problems in editable shape when editing empty meshes.
Physics:
• Numerous bug fixes, optimizations, and workflow improvements.
• Fixed update of centre of gravity (cog) after d&d of phys mat onto group objects (now cog is placed into the mesh’s center by default)
• Fixed non-functional option “Include invisible objects” on phys engine panel
• Updated Physics Engine panel: added attribute for setting of physics solver iterations (see Special aspect ).
• Improved handling of joint’s limits in character physics
• Elimination of sinking of skeletons into ground or other objects at collision with them
• Implemented interactive switch on/off of skeleton’s locks when physics is running
• Added undo/redo for physics simulation in continue mode.
• Added Active attribute to cloth node (see Special aspect)
• Added Update only mesh attribute to cloth node.
• Modified workflow for speed widget – ldrag modifies speed in xy, rdrag in z direction.
• LClick on phys widget buttons activates default physics attr for currently selected object if it has no phys assigned before.
• RClick on phys widget buttons resets the matching attribute for currently selected objects (for example rclick on speed widget button resets the speed to zero for selected object).
Character Editor:
• New IK2.0 inverse kinematics engine.
• Transfer skin tool – structure, names, distances skeleton matching algorithms; uv1, uv2; proximity skin transfer algorithms.
• Fixed HW skinning stream normalization in some cases of negative skin weights.
• Improved handling of weightpaint brushes outside the mesh.
• Fixed skinning edit mode deactivation.
• Fixed duplicated connector when attaching object that was previously attached and flattened.
• Added new modes to soft selection & skin merge tool.
Flatten Axes tool:
Use to store pivot into mesh for procedural animations. MeshModifiers.FlattenAxes('')
UI:
• Fixed numerous memory leaks
• Added small view type icons for title bar of space3d window
Panel Editor:• New collision avoidance system.
• Controls snapping.
• edges of the selected control are snapped to edges of remaining controls during panel editing.
• this feature can be turned off in panel properties dialog
• Decorative control
• Fill Gaps
• Expand / Shrink control size.
• Expand enlarges object size until it touches neighboring controls.
• Shrink minimizes size of selected object so that it fits a gap under the control.
• Tab Order edit field in control property window.
• Holding Shift while sizing a control resizes all controls in the same row/column.
Link Editor:
• Panels snapping.
• Search dialog (you can open it from LE window menu - LE Search)
• Search for scene objects or graph nodes (basic filter)
• Select one or more nodes by selecting them in the list
• Locate node/panel in link editor
• Search is case insensitive, and you can use "?" char or use incomplete keywords
• “b?x” will search for any 3 letter long word starting with “b” and ending with “x”
• Navigate in the dialog using “tab”, use shortcuts alt+L alt+S, alt+o, alt+g to select dialog controls/change search mode
• Graph nodes of inactive plug-ins are rendered with red border.
• Added support for visibility of graph traffic events (you can activate it from LE window menu - LE Show Traffic)
UV Editor:
• Rewritten UVE for support of multiple/hierarchy objects, and multiple materials
• UVE preferences data object established, resolved all concurrency-related problems caused by connector invalidation
• Clear background texture no longer causes lockup
• Completely rewritten rendering routine for UV editor to support simultaneous rendering of multiple selection
• Single selected or all materials can be displayed
• "Device Lost" recovery routine for UVE fixed
• Following tools were rewritten to support multiple and hierarchical objects:
• all transform tools including widget
• all selection tools
• weld, slice, heal
• all flip tools
• Multiple objects' selection center finder
• Implemented UVE tool controller allowing multiple tools run simultaneously, not relying on tool manager capabilities
• UVE window message handlers synchronization issues fixed, any action taken is done through tool manager in master thread
• Paint tools not available when multiple materials displayed or no texture present
• Added command for converting mesh selection to UV selection synchronously
• Added data object for UV editor node selection which manages the set of selected nodes and information about currently selected material(s) displayed in UVE. Data are stored in connector of UVE node
• Added UVE viewport data object, which stores current panning, zoom and aspect ratio for UVE window
• Unified the viewport manipulation routines for UVE
• Added RnUVEPreferences node
• Added UVE mesh render cache with support for huge meshes display in UVE (bigger than maximumm vertex buffer can take)
• Added algorithm for calculating UV neighborhood
• Added selection render cache similar to mesh render cache
• UV selection is a standalone connector stored directly on edited node in similar way as mesh selection which is persistent and is kept between UVE sessions.
• UV highlight is an invisible standalone connector on edited node, which is temporary during UVE session
• Major optimization of UVE quad tree with patch neighborhood build-up.
• Fixed flip by edge tool
• Fixed missed update on UVE file watch
• Highlight corrections in UVE
• Fixed startup crash when empty UVE stored in context file
• Fixed UVE flatten selection detection
• Added focus handler to UVE tool controller
tS761 Commands:
• Added new command and script named item RsAnimPref, provides functionality to access the preferences of animation, play range
Example:
• RsAnimPref.PlayRangeStart = 20
• RsAnimPref.PlayRangeEnd = 250
• Added new WindowsManager script methods:
• WindowsManager.ActivateFrame(BSTR bstrNodeId) enhanced with the possibility to specify exact frame node which you want to activate
• WindowsManager.GetWorkWindow() - returns string ID of the working window's frame node
• WindowsManager.ActivateWorkWindow() - activate specified work window by frame node
• Added demo script object ActiveWindow.RsObj into Objects - Tutorial Objects library
• Command line Install/Unistall of a plugin for Rosetta standalone
• Examples of program arguments:
• /install="C:\trueSpace761\Vray_ts.rsx"
• /uninstall="C:\trueSpace761\Vray_ts.rsx"
__________________
- Krowbarh
- Senior Chief Petty Officer
- Posts: 174
- Joined: 24 Jun 2017, 21:20
- Type the number ten into the box: 10
Re: What Difference in 7.51 vs 7.6-7.61 tS versions?
Thanks dear sir...
I have been all over there but never seen those pages...OK alot going on there I see...MANY THANKS!!!
I have been all over there but never seen those pages...OK alot going on there I see...MANY THANKS!!!
- Krowbarh
- Senior Chief Petty Officer
- Posts: 174
- Joined: 24 Jun 2017, 21:20
- Type the number ten into the box: 10
Re: What Difference in 7.51 vs 7.6-7.61 tS versions?
Has anyone been able to come close to the million poly object in a viewport as claimed?!!
- clintonman
- Captain
- Posts: 5422
- Joined: 21 May 2009, 21:08
- Type the number ten into the box: 0
- Location: California
- Contact:
Re: What Difference in 7.51 vs 7.6-7.61 tS versions?
Not me.
In workspace:
Serious slowdown during modeling around 500,000 points
Crash at about 800,000
However, you can have several 500,000 point models in the scene. Last time I checked workspace can handle a more polys than model side though.
In workspace:
Serious slowdown during modeling around 500,000 points
Crash at about 800,000
However, you can have several 500,000 point models in the scene. Last time I checked workspace can handle a more polys than model side though.
- Finis
- Captain
- Posts: 5256
- Joined: 21 May 2009, 18:26
- Type the number ten into the box: 0
- Location: North Venezuela or West Korea
- Contact:
Re: What Difference in 7.51 vs 7.6-7.61 tS versions?
Here you go. Eight million polygons. Sculpted punk rocker hair. Ooooops, that's Blender. Viewport navigation: smooth. Sculpting: click and wait at this amount of polygons.
I do miss TS though. Creativity came naturally with it. Not so much technicality helped make more artistic and imaginative creations.
I do miss TS though. Creativity came naturally with it. Not so much technicality helped make more artistic and imaginative creations.
Mice die in traps because they don't know why the cheese is free. -- seen on a bumper sticker
- clintonman
- Captain
- Posts: 5422
- Joined: 21 May 2009, 21:08
- Type the number ten into the box: 0
- Location: California
- Contact:
Re: What Difference in 7.51 vs 7.6-7.61 tS versions?
Nice. trueSpace workspace craps out around 2 million in a scene(not object). Of course tS is using tech that's more than 10 years old.
- Krowbarh
- Senior Chief Petty Officer
- Posts: 174
- Joined: 24 Jun 2017, 21:20
- Type the number ten into the box: 10
Re: What Difference in 7.51 vs 7.6-7.61 tS versions?
Actually half a million ain't too bad...
I remember back when Zbrush 2 came out Martin Krol wondered WHY ANYONE would need a million polygons to create ANYTHING...
Jason Welsh who made blender-Zbrush tuts said..."Don't retopo!...Model it right the FIRST TIME"...I like that mode....
I remember back when Zbrush 2 came out Martin Krol wondered WHY ANYONE would need a million polygons to create ANYTHING...
Jason Welsh who made blender-Zbrush tuts said..."Don't retopo!...Model it right the FIRST TIME"...I like that mode....
- bitkar
- Captain
- Posts: 1963
- Joined: 16 Mar 2010, 07:14
- Type the number ten into the box: 0
- Location: Czech Republic
- Contact:
Re: What Difference in 7.51 vs 7.6-7.61 tS versions?
tS 7.61 model side... 1.57286e polygons :) ... it took some time to quad divide that cube, but it runs. looks like about 5 fps to rotate eye around it.
Michal aka bitkar
tS freak since tS2 (1998) and forever (tS7.61 modeler)
tS freak since tS2 (1998) and forever (tS7.61 modeler)