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自転車(ロードレーサー見る話/乗る話。ママチャリやMTBの話はありません), CG(Mayaやgimpを使用)、読書などに関するweblogです。


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    Copyright (C) 2003 IWS iws @ iws.dyndns.org









    Schedule

    10/11Perfume TV
    10/16新型PSP
    11/06Perfume 武道館


    Ranking

    1. Perfume
      余人を以て替え難し!!!!!
    2. Pefume/20080503DRUM LOGOS公演
    3. Pefume/GAME
    4. Perfume/エレクトロ・ワールド
    5. Perfume/Baby cruising Love*マカロニ
    6. Perfume/Seventh Heaven
    7. Perfume/Fan Service [bitter]
    8. Perfume/ポリリズム
    9. くりらじ/サイクルメカニクル
      自転車雑誌買わなくなった
    10. Autodesk/Maya2008
    11. 米村圭伍/おたから蜜姫
    12. Doctor Who
      NHK教育火曜
    13. iPod touch
    14. capsule/capsule rmx
    15. 木村カエラ/You know you love me?
    16. 機本伸司/メシアの処方箋
    17. Perfume/Fan Service [sweet]
    18. OGK/Mostro
    19. Trek/Madone2008モデル
    20. Maya 8.5
    21. Gran Theft Auto(PSP)
    22. Google Earth + TdF2006ライブデータ
    23. チャングムの誓い
    24. compiz
    25. グレッグ・イーガン/ディアスポラ
    26. 酒見賢一/泣き虫弱虫諸葛孔明
    27. 堀亮/バビロニアウェーブ
    28. CG|toolkit, The Art of Rigging vol.2
    29. TREK/バズキル
    30. 東芝RD-X6 + スカパー連動
    31. BAND-AID キズパワーパッド
    32. 諸星大二郎/グリムのような物語 トゥールデおばさん



    2004/Jan/13 (Tuesday)
    トレーニング日記 01/13

    ジム: を読みながら心拍数135固定90分。 体重戻りつつある。

    23:58 | /personal/bicycle/2004 | #(0) | TB
    グレッグ・イーガン、祈りの海

    XML.parsers.ExpatError: mismatched tag: line 12, column 32 in /home/iws/weblog/SF/greg-oceanic.txt.
    :
       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>

    23:56 | /SF | #(0) | TB
    Re: Error when rendering with mental ray - Matt Hollingsworth

    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
    >
    
    
    
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    11:41 | /CG/Maya | #(0) | TB
    Bon-Bon Blanco, Bon Voyage!のPV

    つづり違ってました_| ̄|〇。

    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。

    11:33 | /misc/music | #(0) | TB

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