The style sheet (css) from my webpage removes all styling from my reports and forms. I can't work with iframes, there's just too much of a struggle to refresh data with multiple iframes deployed on one page (for me at least).
My question is can I get my embedded deployed code to call the css style sheet from Caspio, instead of that of the webpage??? I've tried copying all the css into the webpage's style sheet, but for some reason my tables on this website appends a number at the end of of the css selector... for example:
I have no idea if my website software (Artisteer) is appending that, or if the host is.... I know just about enough about coding, to realize I have no idea what I'm doing, any help would be very much appreciated.
This is the common problem for CMS users. If you use embed code, the datapage become a part of a webpage, hence inherits all style attributes, defined for the webpage. Is your CMS allows editing CSS code of your theme? If yes, you need to edit CSS of your CMS and delete or edit some attributes.
I'll look into to doing this... I can edit the CSS (from the stylesheet once it's on the server), but I update the page to amazon using a zip file created by the webpage software I use and it'll be overwritten each time I make a change to the page in the software and upload the new zip file.
The software has an html insert function, but it's limited to the block i'm editing, and doesn't give me access to the header. I think there may be a setting that allows the user to add code to the header, but I haven't played with that yet.
My main issue was having a report, deployed on the same page, update when a form was submitted. The form opens itself on the same page and the report is supposed to update... it works fine when I don't use iframes, but when I have two iframes in the page, the form refreshes, but the page doesn't. I've tried a million refresh scripts to no avail.
Anyway, I found a work around. I found that I can deploy my report iframe into the footer of the form. I now only deploy my form's iframe on my page , and the report iframe, located inside the form footer, updates.
Hola el ao pasado compramos artister, pero no activamos el themler en este momento queremos activar el themler y nos da un mensaje de: licencia discontinuada o en uso. Favor de apoyarme con la solucion...
Estimados,
Compre la licencia de Artisteer con Themler y venia con Themler y nunca lo he podido usar, necesito saber como activar themler, ahora lo estoy usando y no guarda el archivo zip con el tema que hago. y a la vez cuando guardo me lo guarda como page not found. mande una infinidad de correos solicitando soporte y nunca me lo dieron, espero ya por favor una ayuda final. y que esto me funcione, uso MAC y me complica usar artisteer, por eso la opcion de themler, y ya la necesito urgente por favor
We cannot find any orders and related Artisteer licenses under your current account. Could you please log in under a different account and create a topic or just create a new private topic and let us know your Artisteer license there so that we could check it?
We have made your post hidden because this is a public topic and it si not recommended to share license codes in such topics. Could you please create a new private topic and describe your issue in more details?
Please try to activate now. Please also note that we do not recommend to post license codes or similar details in public topic, or quote messages containing them, so we have hidden your latest post. Please consider creating a private topic next time.
that is really exhausting. i finally bought the program and with every change the hardwar or if the computer spins the same. In addition, I have mitlerweile no longer access to the mail address I have deposited
The fact is that if a system is changed, the activation should be replaced. We will add a new one for you. Could you please let us know the email address you would like to change to? Let us know if we should move the topic to private. Also let us know if we should change the email for Artisteer or also for Themler.
The dielectric shader I created earlier in the quarter afforded me an opportunity to re-learn the relevant computer graphics maths, but was not particularly concerned with physical correctness. My blurry reflection and refraction was just due to a large number of samples in a widening cone around the reflection/transmission direction, with all samples weighed equally. As I have continued my explorations with shading, I have discovered that this is not particularly physically-based, nor is it efficient.
For my independent project, I plan to build on these concepts and create a physically-plausible material along the lines of the mia_material_x (mental ray) material. There are several stages to implementing a shader of this type. First, I plan to implement a number of diffuse and specular models to better understand the underlying maths and practice implementation of a microfacet-based BRDF. Next, I will add reflection functionality, but by importance sampling the specular BRDF instead of the standard cone around the reflection vector.
In the several times I have attended SIGGRAPH, the technical papers were always miles over my head. A secondary goal of this project is to spend enough time learning and recalling the relevant computer graphics math so that I can gain a general understanding of a shading-related technical paper from a quick reading.
There are quite a few additional features I plan to implement over the coming weeks and months, including AOVs, BTDF refraction, transluscency, emission, other BRDF models, and smooth integration into Slim (currently not practical since RPS 16 is not integrated into RenderMan for Maya).
The other key concept at work with physically-based BRDFs is microfacet theory. Suppose that a micropolygon of a surface has a normal n. Microfacet theory suggests that, while n represents a kind of average normal of the surface at that point, it is actually made up of microscopic gouges. These microscopic gouges are themselves made up of tiny microfacets that are each optically flat.
The properties of this microstructure define how the surface will respond to light from a given view direction (or light direction). Given a view direction v and light direction l, using basic reflection math, it is clear that the vector halfway between (h) represents the normal of the surface that reflects v into l (or l into v). In other words, this halfway vector h defines which of the tiny microfacets we are concerned with, given where we are looking from and where the lights are. Based on our input parameters of l and v, we can compute h.
F(l,h) is the Fresnel function. This is present in any shader with reflections, and simply defines how reflections are low when viewed straight on and intensified at glancing angles (for most non-metal surfaces). In most shaders, this is implemented based on the macro-surface normal n, but in the BRDF, we are concerned with the fresnel effect of the microfacets with normal h. The difference is subtle at low roughness but very pronounced as roughness increases.
Understanding various specular models was one of the main goals of this project. First, I implemented several specular models with punctual/point light sources. At that point, the difference between the specular models is just slight changes to the shape of the fake specular ping. However, I implemented these models in the following order so that I might better understand the underlying concepts before trying to grasp a full physically-based material. All of these models are explained in great detail else on the web, so I will stick with very short descriptions.
I first started with the most basic specular model, Phong [5]. The Phong model attempts to address that surfaces do not simply reflect in one direction, but tend to spread out as an indication of roughness. Phong reflection is one simple equation, where the angle between the reflection and view vectors is raised to some power. The value of the poewr determines the sharpness of the highlight. Below are a couple of examples. This shader is not energy conserving in any way, so as the highlight becomes more blurred, the specular multiplier must be lowered to keep values realistic.
Jim Blinn made a key change to the Phong model by introducing the concept of a half vector[6]. The half-vector is the angle halfway between the view and light vectors. Phong requires the reflection vector to be computed, which is a more expensive operation. Blinn observed that if the half-vector is computed and compared to the surface normal, this was roughly equivalent to comparing the view and reflection vectors. The resulting exponent value is different, but the overall look is very similar to Phong but much cheaper to compute.
To extend these BRDF models from simple punctual light support, the BRDF must be sampled. The first approach is a simple uniform sampling of the entire hemisphere above the surface. To do this, I used a gather() loop to generate random ray directions, which I considered as my light direction l. Many of these samples go through the entire BRDF calculation only to be discarded because they affect a normal of the microfacet structure not visible to the view direction for one reason or another. An interesting side effect of this is that for very rough surfaces, I could achieve smooth renders with reasonable sample counts. As I approached mirror reflection, the number of samples required skyrocketed. This is expected, since the area of reflection is so much smaller for mirror reflections, but I am just shooting rays all over the hemisphere and almost all are being discarded by the BRDF. Obviously a better approach is needed.
b1e95dc632