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1: <?xml version="1.0" encoding="utf-8"?> 2: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1 plus MathML 2.0//EN" 3: "http://www.w3.org/TR/MathML2/dtd/xhtml-math11-f.dtd"> 4: <html xmlns="http://www.w3.org/1999/xhtml" 5: xmlns:svg="http://www.w3.org/2000/svg" 6: xmlns:dc="http://purl.org/dc/elements/1.1/" 7: xmlns:xlink="http://www.w3.org/1999/xlink" 8: xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" 9: xmlns:mol="http://www.cs.cis.nagasaki-u.ac.jp/MoL" 10: xmlns:math="http://www.w3.org/1998/Math/MathML"> 11: <body> 12: <ISBN code="4-15-011337-8"></ISBN>、早川書房、2000<br/><br/> 13: 発達した科学技術を基盤に想像を膨らませたアイデンティティに関する短編 14: speculative SF小説集。ちょっと毛色の違うものが出てくるが、本当に自己に関する 15: 様々なアプローチで迫ってくる。一体お前は何者なのだ? 例えば、意識のバックアッ 16: プ系が持つ不安、想いでの中の人物の奪取、先祖探しがもたらす不安、宗教の解体に 17: よる不安、エトセトラ。<br/><br/> 18: なるほど、アイデンティティというより、自己立脚点(はて? 同じもの?)に関する 19: 想像と言った方がいいのではないだろうか。となるとビルディングスロマンとは反対 20: のベクトルを持つ小説ではないだろうか。子供が大人になるにために、強要されて読 21: まされた教養小説ではなく、これから社会はどうなるのか、その中にいる人間はどう 22: なるのかに関する警鐘であり、思弁である。だから、大人が可塑性・適応性を持つた 23: めに読むべき小説なのかもね。ある意味、必読書。<br/><br/> 24: さて、アラン・チューリングってゲイだったのか? 25: 26: </body> 27: </html>
From: Matt Hollingsworth <maudit@adelphia.net> Subject: Re: Error when rendering with mental ray Date: Wed, 7 Jan 2004 16:28:34 -0800 Hello again, If you're using a lot of textures or a lot of large textures with Mental Ray, using memory mapped textures is the way to go. Basically, when you use textures that are NOT memory mapped, the renderer has to load the entire texture into memory all at once, even if it's only using a piece, or only a part of it is showing. Memory mapped textures only load the pieces that are being used. This from "Rendering with Mental Ray": "Memory mapped textures takes local textures one step further. Instead of allocating memory and reading the texture when it is first accessed, mental ray merely creates a "window" in virtual memory into the file directly. The result is that the texture does not reserve a large block of memory up front, but lets the operating system read small pieces of the texture whenever and wherever it is needed, and discard these pieces when memory is needed elsewhere. A non memory mapped texture would have to be read in it's entirety, and paged out to temporary swap space on disk when memory runs out, which is expensive." In order to create a memory mapped texture, use the command line. imf_copy filename.sgi filename.map (assuming it's an SGI file to begin with) Maya does not recognize .map files. So, fine tune your shaders and before your renders, drop those map files in. Maya will say that nothing is there, basically, and turn your shader black. But, rest assured that Mental Ray will read this. This means that the texture is also not visible with hardware renders. So, do all your placements and IPR with other formats and drop in the maps at the end. Another cool thing is to make prefiltered pyramid textures. If you do this, Mental Ray will create a pyramid of different sized versions of the texture and will then read in the correct size when rendering. So, for instance, if you have a 512 texture of something and that object is far enough away from the camera to only really need 128 as far as size, MR will read in the smaller version. This makes the files look larger, as MR is creating a kind of tiered file. My files usually double or triple in size, depending. BUT, MR is not reading in this massive file, just a tiny piece of it. This trick is really great and saved my scene, as it's a pretty big scene (3 mill triangles, maybe a couple of hundred textures, many large). Before doing this, I was having crashes all the time. That, combined with adjusting tessellation made it so I don't have any crashes at all anymore. Yay! To create pre filtered pyramid textures, use the command line: imf_copy -p filename.sgi filename.map (assuming it's an SGI file to begin with) Type in imf_copy -h to see other options. There's an option to create other filtered versions as well, but I have no experience with that. Another bit from the "Rendering with Mental Ray" book: "Memory usage can become an overriding concern in film production, which often uses hundreds of very large textures. In these cases memory mapping should no longer be considered an option, but becomes essential. If any kind of filtering is used, the corresponding memory mapped textures MUST be pyramid textures created in advance with imf_copy -p because otherwise mental ray is forced to build the pyramid at runtime, which does not only take a very long time but also defeats memory mapping." Someone who knows how to write scripts could probably tell you how to convert whole folders, but I don't know how to do this. Anybody? Anyway, long winded enough. I hope this helps. Cheers, -Matt On Wednesday, January 7, 2004, at 03:17 PM, Stefan Albertz wrote: > i�m not using memory mapped files. would be glad to hear about it if > it can > solve the problem :) thanks > ------------------------------------------------------------- List-help: <mailto:listar@highendnet.com?Subject=help> List-unsubscribe: <http://www.highend3d.com/maya/listserver/> List-subscribe: <http://www.highend3d.com/maya/listserver/> List-archive: <http://www.highend3d.com/maya/archive/>
TVアニメの主題歌として使われてるBon-Bon Blancoの Bon Voyage!のPVがviewsicで放送されていた。
まず、全曲聞いたのが初めてだったので、実はちゃんとラテンパーカッションして るじゃん!、長めの間奏はおかず入りまくり?という印象で、ちょっと 以前の印象は修正したいと思った。 あれ? でも、そう言えば、サンバホイッスルって使ってないね。めったに使ってな いね…。
PVは曲に合わせたロケで、お金掛っているのか掛ってないのか、作り込みが足りない ような気がする。でも、やっぱり、アイドルだからなのかラテンのりだからなのか、 ヘソ出しだw。ずっと売れているはずの(迷走する)モー娘。よりも元気でいいッ。
CDの発売は1/14日です。

