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- IMAGINE archive: collected off of Imagine@email.sp.paramax.com
-
- ARCHIVE XXXVIII
- May 24 '93 - Jun. 10 '93
-
- If you have questions or problems with this file, email Marvin Landis
- at marvinl@amber.rc.arizona.edu
-
- note: each message seperated by a '##'
-
- &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
-
- Subject: Re: Essence for PC Imagine
- Date: Mon, 24 May 93 09:15:23 -0700
- From: spworley@netcom.com (Steve Worley)
-
- Hannes Heckner writes:
-
- > Are there any plans for porting the Essence textures to PC Imagine?
-
- The answer is yes. It isn't quite as simple as a recompile, but from a
- quick survey of the PC code it is certainly possible. We're right in
- the middle of getting Volume II ready to go, but we'll work on the
- port as soon as Essence Vol II is shipping next month.
-
- Feel free to send any Essence questions to me at spworley@netcom.com, or
- call Apex at 415-322-7532 if you have any more questions.
-
- -Steve
-
-
- ##
-
- Subject: Ooops! Sorry! JPL bbs & Planetary Pix
- Date: Mon, 24 May 1993 08:41:24 -0700 (PDT)
- From: First Consulting Group <dakelly@class.org>
-
- I was mistaken about the JPL site procedures, it IS an anonymous FTP site,
- sorry I told everybody it was telnet...
-
- Here's partial text of the 'welcome' file from JPL, including a
- direct-dial number for those of you who can use it or pass it along.
-
- ACCESSING THE SITE
-
- Public users of this site currently may connect to it by the
- following methods:
-
- -- By modem over commercial telephone lines to
- +1 (818) 354-1333. Set parameters to no parity, 8 data
- bits, 1 stop bit. This line supports speeds up to 9600
- bps with the v32/v42bis/MNP5 error correction and
- compression protocols, and supports up to two callers
- simultaneously.
-
- When first logging on, you are asked for your name
- as well as your city and state (city and country if
- other than USA). This information helps us track
- usage of the system to justify offering the service.
-
- -- Users with Internet access can use anonymous ftp to
- pubinfo.jpl.nasa.gov (128.149.6.2). Log on as user
- ANONYMOUS, then send your city and state (city and
- country if other than USA) as the password (commas
- and spaces are ok, up to a total of 15 characters).
- Internet access is available through many educational
- institutions, companies and commercial services. For
- Internet access in your area, contact a local computer
- club or the computing department of a local college or
- university.
-
- JPL employees may also connect to this site through additional
- methods over the institutional on-site network. For more
- information on on-Lab access, call JPL extension 4-7170.
-
- For general questions about this site, please write to Public
- Information Office, Jet Propulsion Laboratory, 4800 Oak Grove
- Drive, Pasadena CA 91109, USA, or call +1 (818) 354-5011.
- Also, BBS users may leave a message for the system operator,
- while Internet users may send electronic mail to
- newsdesk@jplpost.jpl.nasa.gov.
-
- ------------------------------------------------------------------------------
- Doug Kelly Information Specialist First Consulting Group
- dakelly@class.org (310)595-5291x125 P.O.Box 5161, Los Alamitos,CA 90721-5161
-
- "The difference between genius and stupidity: genius has its limits."
- ------------------------------------------------------------------------------
-
-
- ##
-
- Subject: Re: Essence for PC Imagine
- Date: Mon, 24 May 93 16:59:14 EDT
- From: woovis@jcnpc.cmhnet.org (William V. Swartz)
-
- Steve:
-
- Glad to hear that you will be porting Essence to peecees and even gladder to
- hear the Volume II is almost done. This ofcourse leads to the stock questions:
-
- 1) Will there be a discount to Essence Amiga users for Essence PC?
-
- 2) Can you give us any spoilers as to the new textures in Vol. II?
-
- //
- \X/ -BiL-
- woovis@jcnpc.cmhnet.org (See my 'Imagine'-ary signature below)
-
-
- ##
-
- Subject: Re: Rendering Rooms
- Date: Mon, 24 May 93 20:57:14 PDT
- From: DonD@cup.portal.com
-
- >The other problem I have found is getting the ceiling to light up.
-
- Stick a conical light in the middle of the room and point it towards
- the ceiling, you won't see the light but you will see the effect of it.
-
- Don DeCosta
- DonD@cup.portal.com
-
-
- ##
-
- Subject: Essence II
- Date: Tue, 25 May 1993 13:39:03 +0200 (MET DST)
- From: Markus Stipp <corwin@uni-paderborn.de>
-
- > Hannes Heckner writes:
- >
- > > Are there any plans for porting the Essence textures to PC Imagine?
- >
- > The answer is yes. It isn't quite as simple as a recompile, but from a
- > quick survey of the PC code it is certainly possible. We're right in
- > the middle of getting Volume II ready to go, but we'll work on the
- > port as soon as Essence Vol II is shipping next month.
- >
- > Feel free to send any Essence questions to me at spworley@netcom.com, or
- > call Apex at 415-322-7532 if you have any more questions.
-
- Are there already some pictures available with Essence II textures ?
-
- --
-
- ...Markus Stipp !! (corwin@uni-paderborn.de)
-
-
- ##
-
- Subject: Conical lights
- Date: Tue, 25 May 93 09:23:37 -0700
- From: Joe C Solinsky <vexar@watserv.ucr.edu>
-
- Something just occured to me: I don't know how to aim a conical light, I just
- know how they are supposed to look. Do you use the y-axis (like everything else)?
- Would someone mind enlightening me on this little thing?
- -Joe Solinsky (I'm just a spherical illuminator)
-
-
- ##
-
- Subject: DPS Animboard where is it ?
- Date: Tue, 25 May 1993 23:48:34 +0200
- From: Hannes Heckner <hecknerh@informatik.tu-muenchen.de>
-
- Hi rendering-folks,
-
- If I am not mistaken there was an announcement for the DPS animation
- board which could play in realtime animations from the harddisk.
-
- I think it was announced for May the 15th.
-
- So ....
-
- Is there anyone with information about this product ???
- Is there anyone who already has got one such board (ok that was a joke :-)
- Thanks for all information
- Hannes
-
-
- ##
-
- Subject: Re: RCS Fusion Forty Support BBS
- Date: Tue, 25 May 1993 18:18:22 -0700
- From: George Hepker <georgehh@ocf.berkeley.edu>
-
- Stephen,
- Do you know if RCS has worked out the bugs in the Colorful Thinge 24 bit
- board and the 33mhz 040 card? Love their work but never hear anything from
- them.
-
- Thanks,
- George Hepker
- georgehh@ocf.berkeley.edu
-
-
- ##
-
- Subject: Re: Conical lights
- Date: Tue, 25 May 1993 21:11:31 -0400 (EDT)
- From: Naked Man <parham@athena.cs.uga.edu>
-
- Howdy, Joe: Conical light sources will have a 'SIZE' setting in the
- transformation requestor, like axes and their associated objects.
- The cone of influence will have a radius width determined by the X size
- setting and a length determined by the Y size setting. (pp 98-99 in the
- delightful manual provided by those loveable guys up north). Worley sez
- it might be fun to try a visible conical light source using a cone object
- and the FOG attribute. Give it a go, and tell me how it turns out, eh?
- wes~
-
-
- ##
-
- Subject: Re: Re: Re: JPL bbs & Planetary Pix
- Date: Tue, 25 May 93 20:17:53 -0700
- From: Always a rainbow <canaan@u.washington.edu>
-
- ** That means they no longer exist.. they cut their line...
-
- Some nice folks pointed out that I should try ftping instead of
- telnetting to it and I got thru :)
- Thanks!
-
-
- ##
-
- Subject: Answer about cone lights
- Date: Tue, 25 May 93 15:16:34 PDT
- From: dedwards@unssun.scs.unr.edu (Daniel T. Edwards)
-
- ok.. Cone lights work like this...
- * The Y axis IS the length of the cone of light.
- The light will NOT extend past the end of the Y axis.
- * The X axis is the width of the cone at the end of the Y axis.
- * Just point the Y axis at the object you want to illuminate.
-
- I made that as short as possible. I learned it from
- "Understanding Imagine 2.0" Those who don't have this book are
- either "kinda stupid" or "really very smart."
-
- --James R. Walker
- dedwards@unssun.scs.unr.edu
- .sig under construction...
-
-
- ##
-
- Subject: Imagine Pc And Taperecorders
- Date: Fri, 21 May 93 15:18:01 CEST
- From: Santi Lo Monaco <MC2695@mclink.it>
-
- HELP!
- I have just bouhgt the PC version of imagine, never had an amiga in my
- life even if have been considering buying one for a while, but no PAL
- Toaster so....i'llstick to IBM world for now.
- MY question is: what do i need to record on tape (single frame recorders,
- no 30 fps) animations made with IMAGINE pc, obviously a controller,but...
- which wil do the job, I have been told from people at Impulse the product
- does not support Diaquest.......HELP HELP HELP .
- Thanks to all the amigos IML's and to those sparse IBMers and IMAGINErs
- Ciao Santi Lo Monaco mc2695@mclink.it
-
-
- ##
-
- Subject: Longer Movies
- Date: Mon, 24 May 1993 14:20:45 -0400 (EDT)
- From: YCAI@wvnvaxa.wvnet.edu
-
- My first question is: "How to link short animations, say, 5-7 seconds, into
- a longer movie - even there are some black gaps?" - Young
-
-
- ##
-
- Subject: Re: Imagine 486 <-> Imagine Amiga comparison
- Date: Thu, 27 May 93 09:23:00 EDT
- From: devon@ibx.com (Devon Miller)
-
- | Hello all !
- |
- | Briefly, I would like to know how well does the PC version of Imagine
- | compare to the Amiga version ? I've heard that Imagine PC is 3 times
- | faster on a 486 DX 66Mhz than on a 28Mhz 68040, is this true ?
-
- Never having used I-PC, I can't comment on this.
-
- | If so, does anyone know any reason for this, beside the fact that the
- | clock runs at twice the speed ?
-
- The double clocking is nothing new, Motorola's CPUs have been doing that
- all along. A 28MHz '040 runs at an internal speed of 56MHz. So the clock
- speed is probably not the issue. The '040 instructions generally take less
- clock ticks than 486 instructions, so it is probably safe to consider the
- two machines equivalent for *integer* instructions. If the Amiga has to
- switch to 68040.library to handle an intrinsic, you're hosed. Major
- performance hit there. AIBB reports FP performance at ~17 (I don't recall
- what units it was) for the '040 using '030 code. Using '040 code, which
- eliminates calls to 68040.library, it reports ~220.
-
- So, if Impulse released an '040 specific version of Imagine for the Amiga,
- I expect the Amiga would approximate the speed of the PC.
-
- An interesting question would be: how does a machine with a 50MHz '030
- and a 60MHz FPU compare to a 486DX2/66.
-
- Devon
-
-
- ##
-
- Subject: Imagine Pc And Vtr
- Date: Mon, 24 May 93 15:55:18 CEST
- From: Santi Lo Monaco <MC2695@mclink.it>
-
- have already asked this, maybe it did not make it to the list so:
- is there a way to put on tape IMAGINE PC generated animations?
-
- BTW: is essence textures available in IBM-PC format?
-
- thanks Santi Lo Monaco mc2695@mclink.it
-
-
- ##
-
- Subject: Prisms with Imagine
- Date: 27 May 1993 05:19:34 -1000
- From: "Jeff Wahaus, CAPS, ATL, 404-640-3529" <JEFF_W1@verifone.com>
-
- Has anyone been able to produce a working prism using Imagine? It
- seems from my experiments that white light passing through a prism
- shaped object will not disperse at all. Different Index of Refraction
- settings will not change this either.
-
- I guess in order for this to work Imagine would have to trace each
- wavelength of light separately.
-
- -Jeff-
-
-
- ##
-
- Subject: Thanks Ray Collett
- Date: Fri, 21 May 93 14:15:20 PDT
- From: dedwards@unssun.scs.unr.edu (Daniel T. Edwards)
-
- A few weeks (months?) ago I called Impulse to ask how to get Imagine to use my overscan
- Imagine to use my overscan screen. I just happened to talk to
- one of the big wigs there. He INSISTED that this size increase
- was impossible. He even told me that HE USES IMAGINE at 640 x 400.
- Yeah right! I wonder how much Caligari 24 costs these days 8).
-
- -- James R. Walker
- dedwards@unssun.scs.unr.edu
-
- ***Using Imagine on 700x462 screen with no special video hardware!***
-
-
- ##
-
- Subject: Re: A few questions
- Date: Thu, 27 May 93 15:48:55 EDT
- From: scott a king <sking@cis.ohio-state.edu>
-
- David,
-
- > 2) From the same company, what about the Merlin board. The literature says
- > it is supposed to ship May 20th.
-
- In comp.sys.amiga.[graphics,hardware] everyone is claiming its vapourware. I
- have no idea.
-
- > 4) Would anyone be interested in BSD4.3 for the Amiga. I am working on a
- > kernel now. I should have a working kernel by the end of the summer.
-
- Yes, Yes, Yes, Yes. Of course X would be great as well. Will this run under
- 2.0x or independently?
-
- > So far the only tough parts will be the virtual memory stuff, I know
- > nothing about the 030's MMU or the 68851 PMMU, yet.
-
- I hope that all you have problems with! ;-)
-
- --
- Scott
- sking@cis.ohio-state.edu
-
-
- ##
-
- Subject: A few questions
- Date: Thu, 27 May 1993 13:07:25 -0500
- From: dgreene@servdtnnsh.er.usgs.gov.er.usgs.gov (David Greene)
-
- Hey all,
-
- I have a few questions, really not Imagine related, but I have no access
- to any info-amiga lists:
-
- 1) Has anyone used or seen the Eagle (Spectronics) Shuttle 2000 case for
- A500 owners. I have the literature that Spec. sent me but I want to
- know from someone who has seen it. Specifically, will it work with
- the Derringer. The literature says some turbo boards might not work
- because of the Denise plug-in board. I have specs if anyone wants them
- posted.
-
- 2) From the same company, what about the Merlin board. The literature says
- it is supposed to ship May 20th.
-
- 3) Is there a way to upgrade the Derringer 25Mhz to 50Mhz, or is there a
- trade in policy?
-
- 4) Would anyone be interested in BSD4.3 for the Amiga. I am working on a
- kernel now. I should have a working kernel by the end of the summer.
- So far the only tough parts will be the virtual memory stuff, I know
- nothing about the 030's MMU or the 68851 PMMU, yet.
-
- David.
-
-
- ##
-
- Subject: 040 ESSENCE??
- Date: Wed, 02 Jun 93 09:54:24 EST
- From: Adam Benjamin <A.Benjamin@mi04p.zds.com>
-
- If the list is screwy this is probably a bad time to ask this but...
-
- Now that I have an 040, I really notice the Essence textures slow down
- the rendering and I got to thinking...
- It must be using the old math functions through the OS.
- Is it feesible for Glen and Steve to re-compile the textures and
- optimise them for us 040 users???
-
- Would it even make that big of a difference?
-
- *************************************************************
- * Adam Benjamin A.Benjamin@mi04.zds.com *
- * Christian Animator AF987@yfn.ysu.edu *
- * Spokesmen for Club Paradise Not a spokesman for *
- * Members ONLY (John 3:3) Zenith Data Systems *
- *************************************************************
-
-
- ##
-
- Subject: Need help with 'sand' effect.
- Date: Wed, 2 Jun 93 16:15:37 BST
- From: etlinbe@deep-thought.ericsson.se (Ian Bale)
-
- I've done a few pictures of lettering with a sandstone type texture.
-
- What I'd like to do is change it to look more like sand than sandstone, then
- animate it. I'd like the picture to 'blow' away, revealing more sand letter
- below.
-
- Or maybe, the picture blows around, destroying the lettering, and reforming
- new lettering. As long as it looks like the grains are being blown, and not
- just being shifted into new positions.
-
- Can anyone offer any suggestions as to how I can accomplish this effect. I
- don't necessarily want to use Imagine to do the anims, but I suppose if I
- can, then it will be better becasue of the shadows cast by the moving sand.
-
- As one picture blows away, maybe some grains could catch on the raised
- lettering below. Basically I have a good idea of what I'd like to achieve,
- but no real idea of where to start, other than creating the basic images.
-
-
- By the way, can anyone tell me where I can get Understanding Imagine 2.0 in
- the U.K.
-
- Thanks,
-
- Elfrick.
-
- ==========================================================
- Sent by Elfrick: etlinbe@deep-thought.ericsson.se
- ==========================================================
- Note: Despite my e-mail address, I live/work in the UK, and have no connection
- with Sweden, other than working for a Swedish company. Please send
- replies in English, not Swedish. Thanks.
-
-
- ##
-
- Subject: Imagine PC Questions
- Date: Wed, 2 Jun 93 10:56:53 -0400
- From: Mark Marino <omar@osf.org>
-
- Hmmm, imagine@email.sp.paramax.com seems to be not accepting incoming
- mail. Hopefully this will work.
-
-
- Thought I'd spark the conversation here a little...
-
- I have a few misc questions about Imagine 2.0 for the PC platform:
-
- Q> From what I've read in the manual (man, I hope this gets a major re-write
- for 3.0) you can import Brush maps in ilbm/iff format, the only program I
- have to convert from the more PC-friendly formats (GIF, PCX, BMP) to LBM
- is CSHOW for Windows. Are there any other programs to do this conversion
- (hopefully Non-Windows DOS programs)?
-
- Q> I've gleaned from discussions on this list lately that Imagine will also
- import TIFF 5.0 files. I didn't see this mentioned in the PC (non)release
- notes. Same question as above applies; what DOS programs can convert from
- GIF, etc. to TIFF 5.0?
-
- Q> Provided that one doesn't have access to Corel Draw, is there any other
- way to import fonts (hopefully of the True Type species) into Imagine 2.0?
- I sort of got this to work by using Photostyler to save out TrueType text
- in a 1-plane PCX file and then converted PCX to LBM with CSHOW. My main
- gripe was that Pstyler won't let you do just font outlines, they're filled,
- so after importing, Imagine throws in lot's of misc. line segments in what
- would be the font faces. There's also that annoying bug with the line
- segment created near the top of the screen that someone mentioned recently.
- Is this what screws up the import if you answer yes when Imagine asks if you
- want to convert the image to faces.
-
- Q> Does Imagine 2.0 really support DXF imports? I haven't tried it but it
- could become a necessary evil for me in the near future.
-
- Q> Is there a better explanation of the Cycle Setup/Transform commands work in
- the Detail Editor and the Cycle Editor than in the manual? This particular
- part of the manual makes my head spin.
-
- On a related note, is the little trick in that part of the manual
- about moving and scaling the axis independent of the object mentioned
- elsewhere? I don't remember reading it anywhere else and it was confusing
- to me at first because there seems to be no pull down menu equivalent to the
- hotkey combo.
-
- Q) I'm curious as to how one might transfer finished animations to a single
- frame vcr or laserdisc recorder from the PC (sorry, no Amiga here) ?
-
- Q) Correct me if I'm wrong, but didn't the release notes mention that the
- animations were not Autodesk FLI/FLC compatible? This isn't good. Will
- this be fixed before 3.0 is released or will we have to upgrade again to
- get something was apparently intended to be a standard feature in 2.0).
-
- Q) What new features can we expect with Imagine 3.0 and when will it ship (the
- 1Q93 projected date is history)? Does anyone on the list have any concrete
- information on this?
-
-
- See ya,
- Mark
-
-
- -----------------------------------------------------------------------------
- | |
- | Mark Marino | omar@osf.org | uunet!osf!omar |
- | Open Software Foundation | 11 Cambridge Center | Cambridge, MA 02142 |
- |_____________________________________________________________________________|
-
-
- ##
-
- Subject: Imagine PC Attribute RGB Shift
- Date: Wed, 2 Jun 1993 08:09:38 -0700 (PDT)
- From: First Consulting Group <dakelly@class.org>
-
- Yup, the Attributes requester for the Amiga loads PC-created attribute
- color values the exact opposite way, that is, the RED values are lost,
- and the green and blue values are shifted up one field.
-
- If I'm diagnosing this correctly, the PC code that loads AND saves the
- attribute RGB values is one field off. I don't know of any way around
- this MAJOR BUG, short of manually documenting all twelve RGB values for
- every object you want to port to the "other machine."
-
- I can't say for sure, but it would seem reasonable to suppose this
- bug would also cause problems for anyone writing software to manipulate
- these values. Steve Worley is aware of the bug; hope it doesn't impede
- the porting of Essence.
-
- For those of you planning to port objects, I advise modifying attributes
- on ONE platform ONLY. Play with object editing on either, but DON'T TOUCH
- THE ATTRIBUTES REQUESTER unless you have all the original values
- documented and don't mind rekeying them.
-
- Hope Impulse fixes this soon. If anybody figures a more elegant
- workaround, PLEASE post it!
-
- ------------------------------------------------------------------------------
- Doug Kelly Information Specialist First Consulting Group
- dakelly@class.org (310)595-5291x125 P.O.Box 5161, Los Alamitos,CA 90721-5161
-
- "The difference between genius and stupidity: genius has its limits."
- ------------------------------------------------------------------------------
-
-
- ##
-
- Subject: Re: Imagine PC Questions
- Date: Wed, 2 Jun 1993 09:51:17 -0700 (PDT)
- From: First Consulting Group <dakelly@class.org>
-
- On Wed, 2 Jun 1993, Mark Marino wrote:
-
- > Q> From what I've read in the manual (man, I hope this gets a major re-write
- > for 3.0) you can import Brush maps in ilbm/iff format, the only program I
- > have to convert from the more PC-friendly formats (GIF, PCX, BMP) to LBM
- > is CSHOW for Windows. Are there any other programs to do this conversion
- > (hopefully Non-Windows DOS programs)?
-
- I may be wrong on this, but since I've had the software it has only
- accepted TIFF files, and even those have to be either 24bit or 256 color.
- TGA doesn't work, and my documentation says IFF24 or 12bit ILBM won't
- either. Have to try everything once, I suppose.
-
- > Q> Provided that one doesn't have access to Corel Draw, is there any other
- > way to import fonts (hopefully of the True Type species) into Imagine 2.0?
- > I sort of got this to work by using Photostyler to save out TrueType text
- > in a 1-plane PCX file and then converted PCX to LBM with CSHOW. My main
- > gripe was that Pstyler won't let you do just font outlines, they're filled,
- > so after importing, Imagine throws in lot's of misc. line segments in what
- > would be the font faces. There's also that annoying bug with the line
- > segment created near the top of the screen that someone mentioned recently.
- > Is this what screws up the import if you answer yes when Imagine asks if you
- > want to convert the image to faces.
-
- Any BITMAP paint package, or vector-drawing package that can save one of
- the bitmap formats, should allow you to use TrueType fonts. Just watch
- your image size, the bigger the font, the worse the jaggies. Odd reversal
- there. Re the extraneous faces and lines: I NEVER use the "add faces"
- option when importing text, partly because of that single overhead line
- artifact. Just bring in the outline, make a big triangular face that will
- encompass the entire text block, extrude the text block, and slice it with
- the triangle. Now you've got outline AND solid text objects to play with.
-
- > Q> Is there a better explanation of the Cycle Setup/Transform commands work in
- > the Detail Editor and the Cycle Editor than in the manual? This particular
- > part of the manual makes my head spin.
-
- Try the explanations in the Cycleman manual. BTW, Cycleman works great on
- the PC.
-
- ------------------------------------------------------------------------------
- Doug Kelly Information Specialist First Consulting Group
- dakelly@class.org (310)595-5291x125 P.O.Box 5161, Los Alamitos,CA 90721-5161
-
- "The difference between genius and stupidity: genius has its limits."
- ------------------------------------------------------------------------------
-
-
- ##
-
- Subject: Re: DPS Animboard where is it ?
- Date: Wed, 02 Jun 93 11:19:46 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- Greg Burger writes:
- > Will it use any hard drive? SCSI-I or SCSI-II? Do you mount the drive on
- > the DPS board or just on your SCSI controller?
-
- It uses a dedicated highspeed IDE drive (the IDE controller is integrated into
- the DPS board). So far, the only drive qualified to be fast enough for the
- device is the 500MB Seagate 3600A (street price around $800). I'm not sure
- about the drive mounting but considering the 3600A is a 1" drive, it very well
- may mount to the board. The dedicated IDE drive allows the unit to be used on
- any Zorro 2/3 bus based Amiga without penalty for only 16bit datapath (ie.
- an Amiga 2000).
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson CONCURRENT COMPUTER %
- % --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
- % ' Image ` ...!uunet!masscomp!mark Hardware Architect %
- % Productions (508)392-2480 (603)424-1829 & General Nuisance %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- ##
-
- Subject: 040 codeed Imagine & eEssence
- Date: Wed, 2 Jun 93 18:58:06 BST
- From: ssujstra@reading.ac.uk
-
- With regard to Adam Benjamins' post...
-
- There is a very big need for Both Imagine and Essence to be recompiled and
- optimised for the 040 chip, ie so that they dont use the 040 library as this
- really puts a drain on performance.
-
- Not sure if this has been on the list, but I received from some where a message
- that indicated that some sort of test had been done on code that used the
- 040 library and the same code recompiled 040 specific. The results were that
- the code that used the library rated 17 (not sure of the scale but it is not realy important), and the 040 specific rated 220 !!!
- ( Sorry if this is wrong but I am going from mail sent and memory )
-
- With this sort of performance gain render times could be cut quite a bit.
-
- Jason
-
-
- ##
-
- Subject: Re: Imagine PC Questions
- Date: Wed, 2 Jun 93 10:59:12 PDT
- From: jwalkup@sfsuvax1.sfsu.edu (Jeffrey Walkup)
-
- > would be the font faces. There's also that annoying bug with the line
- > segment created near the top of the screen that someone mentioned recently.
- > Is this what screws up the import if you answer yes when Imagine asks if you
- > want to convert the image to faces.
- >
-
- The bitmap importer (in the Amiga version at least) is incredibly
- buggy... don't use it. Don't know what's available for PC but I use
- Pixel3D for that.
-
-
-
- > What new features can we expect with Imagine 3.0 and when will it ship (the
- > 1Q93 projected date is history)? Does anyone on the list have any concrete
- > information on this?
-
-
- Don't know 'bout the PC version, but promised for Amiga 3.0, at least,
- is:
-
- Bones "Moving contiguous objects without the need for joints"...
- [typical Impulse grammar...]
-
- Realtime 3D movements in the Stage [but not in the Detail???]
-
- Brush & Texture tacking [real texture 'mapping' ala "makesticky"]
-
- Pop-up Action bar in Stage [no need to goto Action editor]
-
- Twist, taper, etc.... deformations
-
- Better antialiasing, shadows in Scanline rendering, JPEG, HAM8
- support.
-
- and a new Terrain editor (happy happy joy joy!)
-
- --
- Jeff Walkup - jwalkup@sfsuvax1.sfsu.edu | Energy is matter is spacetime.
- Digital Animator / Videographer | ERLEICHDA!
-
-
- ##
-
- Subject: RE:Imagine PC Questions
- Date: Wed, 2 Jun 93 19:06:02 BST
- From: ssujstra@reading.ac.uk
-
- Sorry can't answer on most of the questions....
-
- As far as Imagine 3.0 the way I've read it is that the PC will be a release
- behind the amiga. So the release dates for 3.0 are in relation to the Amiga
- version not the PC version... Am I right here??
-
- Anyway it doesn't matter really, as there doesn't seem to be any sign
- of a release 3.0 for anyone!
-
- Jason
-
-
- ##
-
- Subject: Re: 040 codeed Imagine & eEssence
- Date: Wed, 2 Jun 93 18:12:13 GMT
- From: glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~)
-
- I replied to Adam directly, assuring him that Essence and its
- successors all use inline math coprocessor code, and no external
- libraries. I told Adam that I would have Steve Worley make an official
- Apex Software Publishing reply to the IML... he is extremely busy right
- now with Essence II.
-
- But for now, rest assured that all math is performed with inline
- math coprocessor opcodes, and since the textures are all math-intensive,
- a special compile for '040's only would most likely not buy any time.
- The fractal noise algorithms Steve developed are extremely complex, thus
- justifying the time needed to compute these. Note that all math has
- been hand optimized for Essence II, and this, combined with a switch in
- compilers, has gained us a great deal of speed. For details, I will let
- Steve post to the list.
-
- -- Glenn
-
-
- ##
-
- Subject: Re: Imagine PC Questions
- Date: Wed, 2 Jun 93 11:34:48 PDT
- From: jwalkup@sfsuvax1.sfsu.edu (Jeffrey Walkup)
-
- > The detail about Brush and Texture 'tacking', is this what I think it is?
- > Is it MIP-mapping? Will it behave as if the pattern was mapped constantly
- > across the surface of the entire object, no matter the dimensions or
- > elaboration?
-
- Here's the full descript. from the Impulse newsletter:
-
- "Brush and Texture tacking. Make the brushes and textures stick to the
- traingles of an object so that as it moves and scales or what ever you
- do to it, the image sticks to the triangles not just the brush axis."
-
- I take that to mean that if you warp, distort, etc... your object, the
- texturemap will distort accordingly. That is, the pixels will stick to
- particular polygons.
-
-
- --
- Jeff Walkup, Digital Animator / Videographer | Energy = Matter = Spacetime
- jwalkup@sfsuvax1.sfsu.edu - San Francisco | ERLEICHDA!
-
-
- ##
-
- Subject: Re: Imagine PC Questions
- Date: Wed, 2 Jun 1993 11:31:19 -0700 (PDT)
- From: First Consulting Group <dakelly@class.org>
-
- On Wed, 2 Jun 1993, Jeffrey Walkup wrote:
-
- > The bitmap importer (in the Amiga version at least) is incredibly
- > buggy... don't use it. Don't know what's available for PC but I use
- > Pixel3D for that.
- >
- > --
- > Jeff Walkup - jwalkup@sfsuvax1.sfsu.edu | Energy is matter is spacetime.
- > Digital Animator / Videographer | ERLEICHDA!
-
- Afraid I have to disagree with you on the functionality of the IFF
- bitmap converter in Imagine 2.0. I use it extensively to make objects for
- D&D dungeons, culling graphics from sources like the Book of Kells and
- miscelllaneous fantasy art. I also used it as the basis for an article in
- the current issue of Video Toaster User, converting scanlines from a 3D
- digitizing process into object slices in Imagine. (The article was
- translated into Lightwave procedures using PixPro, but it DOES also work
- in Imagine.)
-
- You need to remember that each boundary between colors is seen by Imagine
- as an edge. If you attempt to import an image with lots of stray pixels,
- each pixel will be converted to a tiny square, with four points and four
- edges. The best images for conversion are black and white, solid, with a
- minimum of curves. The jaggies inherent in the bitmap format will come
- out in the converted object wherever you have curves, but smoothing them
- out with the Select Points-Join function isn't that bad. If you're
- getting so many jaggies that the point count goes beyond what your machine
- can handle (the most common cause of import 'hangs'), try scaling the IFF
- down in DPaint or another graphics package before importing it.
-
- I've used both the Amiga and PC convert functions, and found them one of
- the most useful tools for object creation within Imagine.
-
- I don't recommend using the 'Add Faces' function for complex objects,
- preferring instead to slice the object after extrusion. Imagine isn't
- terribly bright about recognizing 'noise,' and will cheerfully knit faces
- between completely unrelated parts of the object.
-
- With those caveats in mind, why not give it another chance? This is
- supposed to be about experimenting; don't throw tools away, especially
- ones you've paid major bucks for! ;)
-
- ------------------------------------------------------------------------------
- Doug Kelly Information Specialist First Consulting Group
- dakelly@class.org (310)595-5291x125 P.O.Box 5161, Los Alamitos,CA 90721-5161
-
- "The difference between genius and stupidity: genius has its limits."
- ------------------------------------------------------------------------------
-
-
- ##
-
- Subject: Re: Imagine PC Questions
- Date: Wed, 2 Jun 93 15:00:15 -0400
- From: Mark Marino <omar@osf.org>
-
- > > The detail about Brush and Texture 'tacking', is this what I think it is?
- > Here's the full descript. from the Impulse newsletter:
- >
- > "Brush and Texture tacking. Make the brushes and textures stick to the
- > traingles of an object so that as it moves and scales or what ever you
- > do to it, the image sticks to the triangles not just the brush axis."
- >
- > I take that to mean that if you warp, distort, etc... your object, the
- > texturemap will distort accordingly. That is, the pixels will stick to
- > particular polygons.
- >
-
- I was dissapointed to discover that this was not implemented in 2.0.
- I think that the shareware renderer POV-Ray implements fully tacking
- texture mapping.
-
- -----------------------------------------------------------------------------
- | |
- | Mark Marino | omar@osf.org | uunet!osf!omar |
- | Open Software Foundation | 11 Cambridge Center | Cambridge, MA 02142 |
- |_____________________________________________________________________________|
-
-
- ##
-
- Subject: Re: Imagine PC Questions
- Date: Wed, 2 Jun 93 14:30:49 PDT
- From: grieggs@devvax.Jpl.Nasa.Gov (John T. Grieggs)
-
- > Here's the full descript. from the Impulse newsletter:
- >
- > "Brush and Texture tacking. Make the brushes and textures stick to the
- > traingles of an object so that as it moves and scales or what ever you
- > do to it, the image sticks to the triangles not just the brush axis."
- >
- > I take that to mean that if you warp, distort, etc... your object, the
- > texturemap will distort accordingly. That is, the pixels will stick to
- > particular polygons.
- >
- I would assume that your map would also adhere to the individual polys
- when using an Explode effect...
- >
- > --
- > Jeff Walkup, Digital Animator / Videographer | Energy = Matter = Spacetime
- > jwalkup@sfsuvax1.sfsu.edu - San Francisco | ERLEICHDA!
- >
- _john
-
-
- ##
-
- Subject: T3D For Pc
- Date: Thu, 3 Jun 93 2:38:08 CEST
- From: Santi Lo Monaco <MC2695@mclink.it>
-
- BTW since imagine came to PcWORLD, will the T3D library follow the
- same path, i.e. does it exists a Intel compiled version of it
- thanks
- Santi Lo MoNaco
- mc2695@mclink.it
-
-
- ##
-
- Subject: Re: DPS Animboard where is it ?
- Date: Thu, 3 Jun 93 01:27:44 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- I have been thinking about getting an Amiga 1200 in addition to my Amiga.
- I was wondering if the AGA is non-interlaced (provides VGA output)
- and I was wondering what the bus frequency and width to the AGA
- chipset is... I would like to get animation speeds as fast or
- faster than my 16MHz Amiga 3000. I have been making some really
- long animations using my Hybrid combination of ray-tracing
- animation software (Imagine, Rayshade 4.0, JPEG 3.0) and am on the verge
- of creating a more complex animation scripting system and would like
- to dump the animations to HAM8 and view them on a AGA capable machine.
-
- Does anyone know if CBM is working on a AGA chipset for the Amiga 3000s???
- They should, who knows, my animations may give their systems a lttlle
- more attention the mainstream market. So far I have a 120 frame
- 24-bit 320x200 animation of a simple fly-through of 13,000 primitives (trian
- -gles) ray-traced using a Decstation (VAX 5000) and Rayshade 4.0.
- If you want to see what one of my animations look like download
- "flying.tar" from /systems/amiga/incoming/imagine/anims directory
- on wuarchive.wustl.edu and untar it (using GNUtar for the Amiga)
- and use REND24 to assemble the animation. I will upload a 30
- frame 160x100 4-bit (grey) animation on wuarchive to give
- you a thumb-nail of what the animation looks like. A fully
- decompressed version takes up 3.5 megs in regular 320x200 6-bit HAM mode,
- and even more in HAM8 (which REND24 also supports). All my frames
- are in JPEG/JFIF format (which REND24 supports, luckily) and I
- arranged the frames to work with REND24 so to make the assembly
- easier. The "flying.tar" file is about 1.3 megs in size and as
- I said it is 120 frames at (close to) 24-bit color. I promise you will
- like it (though how simple it was to implement). I will soon have a
- version that will interpolate between points to help simplify path
- creation. When I get finished with all that I will simplify my
- code and put a copy of it (with a small manual) in the IMAGINE directory
- on wustl.
-
- I have an Idea, which may or may not get written in code this summer,
- to make a program that can control any number of objects at once
- during the creation of the animation, as background processes,
- so more complex moving (like asteroids, flying ships, planets,
- vehicles, etc. ) object will be easier to implement and describe.
- One part of the idea is to make each object controllable by a seperate
- program with similar of differing movements/effects...
-
- I really hope some others here try doing some of this stuff too because
- it requires little effort and is more fulfilling than creating
- animations on Imagine. I don't know how to create animations
- on Imagine so I guess I can't really say that, but I don't have 40
- megs of ram, a 200 meg hard drive and a 68040... It is cheaper, simpler,
- faster to utilize a workstation(s) at school which is hardly ever used
- than burden my Amiga with the task (not to mention, myself). Even though
- the Amiga multi-tasks, you do run a chance of crashing the system and
- you cannot work as productively because you must allow enough RAM for
- Imagine to work with in case it should start rendering a more complex
- object.
-
- The advantages of a UNIX system is that everything is multi-tasking/multi-user,
- you have less of a chance of crashing, MMU's are used most often,
- most networks are left on 24hours a day, no one ever fully utilizes
- these workstations and UNIX supports virtual memory which means (depending
- on the capacity of your account [I don't have a disk quota] you
- can create some very large, complex pictures without having to
- worry about memory limitations. Who cares if an animation is
- made 'entirely' on an Amiga... to someone viewing your animation
- that would hardly raise an eyebrow... What will is saying that
- it helped a lot more (than any other computer) in making an animation
- and utilized existing machines. For me, I don't care, if it uses 100% Amiga
- or 5%, it still uses an Amiga and there is no way I could do without it, if
- I could, I would not be using an Amiga, would I?? if it is concievable
- and feasible, I will try to go for it. I'm not the worlds most
- active or super programmer, but I am doing what I wanted to, thats
- what counts!!!
-
- I'm interested to see what others have accomplished through Hybrid
- Amiga integration of animations. I have so many ideas that were
- not feasible before that I want to try out on this simple
- integration of software that I have created... It will take some intense
- math, but if it works who cares how complex it is... It can only get
- better.. That is what revision and optimization and simpler user
- interfaces are all about..
-
- Later
-
- Kiernan Holland
-
- PS- I got off the subject sorry... Is the Amiga 1200 as good as it seems???
- All I need is super output... I would probably get the Retinabut
- it seemslike it doesn'thave quite the animation capabilities
- that AGA has. It looks like a AGA based machine would have faster
- more colorful animations than the Retina would be capable of. I might get
- the Retina for my Amiga 3000 later, but for now I don't have the
- money to blow on both a 1200 and a Retina. ;-)
-
-
- ##
-
- Subject: Re: Need help with 'sand' effect.
- Date: Thu, 3 Jun 93 01:50:21 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- Simulating sand in a ray-tracing is like extracting MIDI sequences
- from digitized sound, it is very near to impossible if you expect
- perfection. I would suggest something like taking a video
- animation dump from real sand blowing away then take the animation
- into a paint program, edit it so only the sand appears. Put one
- plane in your animation with a animation of the sand blowing away
- superimposed on the plane, then use a mask to all that is not sand
- in the animation transparent, then place the plane about 1 or 2 units
- (real close) from the ground (or text) then make an animation of
- an animation in this way... It might fool the people if you don't
- make the illusion too obvious by placing the sand-plane close enough to
- the ground to make it hard to determine if it is real 3D objects
- or a @D object... You don't want any specular light otherwise
- there will be a specular spot on the sand-plane. Just try to
- avoid making the illusion to obvious... The alternative (making
- sand objects) is nearly impossible to implement and unecessary.
-
- Having a few grains of the sand catch on the letters would be harder
- to implement because Imagine sees all objects as intersectable...
- at least I have never seen anything in Imagine that checks for
- collisions between objects. I wouldn't know... But I imagine it would
- be hard to simulate...
-
-
- ##
-
- Subject: Imagine questions :
- Date: Thu, 3 Jun 93 09:47:04 +0100
- From: (Vincent FARGET) <Vincent.Farget@neurosens.univ-lyon1.fr>
-
- Hi everybody,
-
-
- 1.) How do I do to make a nice gold texture ???
- (Color=?, Shininess=?, Roughness=?, ECT...)
-
- 2.) I am making a restaurant's menu. What are the different way to
- make it open and close (Animation) ???
-
- Thanks.
-
- FARGET Vincent.
-
-
- ##
-
- Subject: Re: T3D For Pc
- Date: Thu, 3 Jun 93 02:09:03 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- BTW since imagine came to PcWORLD, will the T3D library follow the
- same path, i.e. does it exists a Intel compiled version of it
- thanks
- Santi Lo MoNaco
- mc2695@mclink.it
-
- ------------------------
- Do you mean Glenn Lewis's TDDD2xxx commands??? The source code is on some
- places... I think you can compile it on your machine if you have a
- C ompiler.
-
- Use ARCHIE (telnet archie.unl.edu, login:archie) to find
- places that contain the code.
-
-
- ##
-
- Subject: Spline-based modelling
- Date: 3 Jun 1993 12:54:04 U
- From: "Oxley David" <oxleyd@gled.logica.co.uk>
-
- Here's a technique I use to model smoothly curved shapes, such as the vertical
- cross section of a wine bottle, which I can then sweep (or spin, I can never
- remember which :). It's debatable as to whether you should use the forms
- editor, or this method: choose whichever suits your need. If someone has
- already published this technique, please forgive me re-inventing the wheel.
-
- What you do is add a 2 point line in the side view of the detail editor (add an
- axis first ;), create the path of your choice in the front view, extrude the
- line along it and delete half the extrusion from the side view.
-
- What you are left with is a curve which follows the spline (path), and whose
- smoothness is dictated by the number of sections you specify in the Extrude
- requester. You can then sweep this curve to form your curvaceous object :)
- Notice that if you're not satisfied with the result, you can undo the extrude
- and then edit the spline's shape before re-extruding.
-
- Hope this comes in useful for someone.
-
- Regards,
- David Oxley
-
-
- ##
-
- Subject: MORE re: SAND-EFFECT
- Date: Thu, 03 Jun 93 13:21:29 +0200
- From: "( Carsten Berggreen-Denmark )" <r20@aarhues.dk>
-
- "kholland@chicoma.lanl.gov" wrote:
-
- > Simulating sand in a ray-tracing is like extracting MIDI sequences
- > from digitized sound, it is very near to impossible if you expect
- > perfection. I would suggest something like taking a video
- > animation dump from real sand blowing away then take the animation
- > into a paint program, edit it so only the sand appears. Put one
- > plane in your animation with a animation of the sand blowing away
- > superimposed on the plane, then use a mask to all that is not sand
- > in the animation transparent, then place the plane about 1 or 2 units
- > (real close) from the ground (or text) then make an animation of
- > an animation in this way... It might fool the people if you don't
- > make the illusion too obvious by placing the sand-plane close enough to
- > the ground to make it hard to determine if it is real 3D objects
- > or a @D object... You don't want any specular light otherwise
- > there will be a specular spot on the sand-plane. Just try to
- > avoid making the illusion to obvious... The alternative (making
- > sand objects) is nearly impossible to implement and unecessary.
-
- (I agree &:-) )
-
-
- > Having a few grains of the sand catch on the letters would be harder
- > to implement because Imagine sees all objects as intersectable...
- > at least I have never seen anything in Imagine that checks for
- > collisions between objects. I wouldn't know... But I imagine it would
- > be hard to simulate...
-
- Well as he metioned above, the idea of using an animated sequence of brushes
- is a pretty useable solution to this problem too.
-
- My idea (which I think might work) is to wrap another brush around the object
- you want to make the sand appear onto.
-
- Ex.
-
- First frame the brush should be clean. (If you want to make a logo disapear)
- and the last frame should be a brush of 'sand'.
- Then the actual sequence should morph from blank to filled( or partly filled..)
- and with the idea from 'kholland's letter combined with this might be the
- solution... (note: I haven't tried this, but let me know if it works, okay? )
-
- -------------------------------------------------------------------------------
- Another similar effect I've thought of long time ago, was to let a logo
- disapear under water, by move the logo through a ground of water
- (or you could raise the 'water' plane/ground).
- Perhaps this idea could be used with a plane of sand to cover the logo?
-
- Hope this might be of any help...
-
- and as I wrote above, I ALWAYS like to hear from people who have made a nice
- 'new' effect by using the old ideas... so here is my address:
-
- Signed
- ---------------------------------------------------------------------
- - Address: Carsten Berggreen E-mail: r20@dec5102.aarhues.dk -
- - Hirsevaenget 16A -
- - 8464 Galten "It isn't the equipment alone, it -
- - Denmark is also what YOU can do with it!" -
- ---------------------------------------------------------------------
- - A true fan of Amiga, Coca-Cola, Imagine and good looking females! -
- ---------------------------------------------------------------------
-
-
- ##
-
- Subject: Re: T3D For Pc
- Date: Thu, 3 Jun 93 16:39:21 GMT
- From: glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~)
-
- >>>>> On Thu, 3 Jun 93 2:38:08 CEST, Santi Lo Monaco <MC2695@mclink.it> said:
-
- Santi> BTW since imagine came to PcWORLD, will the T3D library follow
- Santi> the same path, i.e. does it exists a Intel compiled version of it
-
- >>>>> On Wed, 2 Jun 93 16:32:43 PDT, Patrick Chu 3605 <chu@ws067.torreypinesca.NCR.COM> said:
-
- Patrick> Is T3DLIB compiled to run on PCs? If so, I'd be interested in
- Patrick> knowing how to get a copy.
-
-
- Looks like there is some interest in this. Two people in the
- previous 4 years had asked for a PC version, and I told them where to
- find the source, but never found out if they ported it successfully.
-
- Now that there is Imagine PC, it sounds like T3DLIB might be
- handy to have on PCs. Therefore, if anyone has already compiled it for
- PCs, please let me know. Otherwise, I'll look into compiling it for
- PCs after Essence II, Essence Pro, Essence PC, Essence II PC, and
- Essence Pro PC have all been released.
-
- -- Glenn
-
-
- ##
-
- Subject: Imagine Objects
- Date: Thu, 03 Jun 93 16:17:15 +0200
- From: "( Carsten Berggreen-Denmark )" <r20@aarhues.dk>
-
- Hi there,
-
- I haven't access to FTP... But a friend of mine has, and he has downloaded
- a lot of the imagine objects for me...
-
- I must say, that some of the objects(I think) are of great quality...
-
- But I've noticed that some objects can't be loaded since they aren't Imagine
- objects.
- Could we please make some sort of order like some nice/cool guys already has.
- ex.
- Imagine objects =.iob or .img
- Turbo silver =.silver or ?
- Real 3D =.R3D ?
-
- It is pretty anoying to receive 4 disks with objects and then find out that
- you can only use two of the disks (spread over 4 disks) &:-(
-
- Secondly:
- is there anyway that I can receive the objects by sending a requierment
- to a Email-base(like some sort of command language(or what ever?))
-
- Third:
- Is UUDECODE and UUENCODE a know program to you guys(/girls?)?
-
- reason: well, I thought it would be smart if I had the option to E-mail my
- contribution to the objects, if possible and the way my friend sends me the
- objects (over E-mail) is by UUENCODEing them.
-
- I know you probarbly would say it's a stupid way to do it, but DO I CARE?
- Nope, coz it f**king works! (Sorry!)
- And it's obviously the only way for me to do it! Or is it, please tell me...
-
- Okay, that's it
-
- Signed
-
- ---------------------------------------------------------------------
- - Address: Carsten Berggreen E-mail: r20@dec5102.aarhues.dk -
- - Hirsevaenget 16A -
- - 8464 Galten "It isn't the equipment alone, it -
- - Denmark is also what YOU can do with it!" -
- ---------------------------------------------------------------------
- - A true fan of Amiga, Coca-Cola, Imagine and good looking females! -
- ---------------------------------------------------------------------
-
-
- ##
-
- Subject: Re: Imagine 486 <-> Imagine Amiga comparison
- Date: Sat, 29 May 93 09:08:21 MET
- From: amipb@amipb.gna.org (Philippe Berard)
-
- Well, thanks to AIDE, Devon and David for their comments, but it was
- something I was aware of :-) (the double-clocked cpu)
-
- Now, I still need an answer from an Imagine PC & Amiga user, to know
- which difference in speed there is between the 2 (and with which cpu/
- clock/memory configuration).
-
- Hello watters (watters). On May 27, you have written :
-
- > > Briefly, I would like to know how well does the PC version of Imagine
- > > compare to the Amiga version ? I've heard that Imagine PC is 3 times
- > > faster on a 486 DX 66Mhz than on a 28Mhz 68040, is this true ?
- >
- > I would seriously doubt if this is true.
-
- Yes, I also doubt, that's why I need a real answer.
-
- Regards,
- -- Philippe
-
- .----------------------------------------------------------------------------.
- | Philippe Berard (French Amiga User) | UseNet : amipb@amipb.gna.org |
- | "They hold a cup of wisdom, | -> Please don't send mails |
- | But there is nothing within" (Kate Bush). | >50 Ko ! |
- `----------------------------------------------------------------------------'
-
-
- ##
-
- Subject: Animating a snake
- Date: 3 Jun 1993 14:01:23 U
- From: "Shalini Govil" <shalini_govil@maca.sarnoff.com>
-
- Hi ..
- I was trying o animate a snake, what would be the best way to make the
- object move in a snake like fashion?
- Also is there any where I can get a snake skin type texture map?
- Thanks in advance
- Shalini
-
-
- ##
-
- Subject: Stars
- Date: Thu, 3 Jun 93 13:23:33 PDT
- From: jwalkup@sfsuvax1.sfsu.edu (Jeffrey Walkup)
-
- Know of a good way to make a starfield in Imagine?
-
- I don't want to use the builtin stars exclusively - for several
- reasons - although I might use them in small amounts, makes kind
- of a nice parallax effect.
-
- I'm thinking about some sort of random cube-thrower - hopefully
- one that will give me a spherical map of stars, with varying
- sizes and colors (within a certain range so as not to make them
- too big/small or be too off-white).
-
- Either cubes or perfect-spheres, whichever uses less memory and
- renders faster. The shape doesn't matter very much because they
- are going to be "bright".
-
- My first attempt was to Explode (f/x) a sphere and Snapshot it.
- That didn't look good because 1) the dispersal and size of the
- polys were too non-random, and 2) the polys were too .... flat
- - they flickered badly when the camera was moved, and 3) they
- were all the same color... "randomize colors" is TOO random.
-
- Dragging objects out into space by hand is WAY too tedious...
- even God wouldn't want to create a universe that way.
-
- I'd prefer if all the stars were seperate objects [see 'color'
- above].
-
- There must be something that could generate some usable random data
- that could be imported (via T3D most likely).
-
- --
- Jeff Walkup, Digital Animator / Videographer | Energy = Matter = Spacetime
- jwalkup@sfsuvax1.sfsu.edu - San Francisco | ERLEICHDA!
-
-
- ##
-
- Date: Thu, 3 Jun 93 18:13:47 MST
- From: imagine-relay@email.sp.paramax.com
-
- >
- > Know of a good way to make a starfield in Imagine?
- >
- > I don't want to use the builtin stars exclusively - for several
- > reasons - although I might use them in small amounts, makes kind
- > of a nice parallax effect.
- >
- > I'm thinking about some sort of random cube-thrower - hopefully
- > one that will give me a spherical map of stars, with varying
- > sizes and colors (within a certain range so as not to make them
- > too big/small or be too off-white).
- >
- > Either cubes or perfect-spheres, whichever uses less memory and
- > renders faster. The shape doesn't matter very much because they
- > are going to be "bright".
- >
- I've done some experimentation with this - if you need large numbers of
- small objects, perfect spheres are a big winner if you raytrace. They
- render quickly and use little memory.
-
- > My first attempt was to Explode (f/x) a sphere and Snapshot it.
- > That didn't look good because 1) the dispersal and size of the
- > polys were too non-random, and 2) the polys were too .... flat
- > - they flickered badly when the camera was moved, and 3) they
- > were all the same color... "randomize colors" is TOO random.
- >
- > Dragging objects out into space by hand is WAY too tedious...
- > even God wouldn't want to create a universe that way.
- >
- Actually, this is a great use for ISL. Just write a algorithm which
- generates the coordinates, randomized to taste, and generate the
- OBJECT entries for each. Piece of cake. :-)
-
- > I'd prefer if all the stars were seperate objects [see 'color'
- > above].
- >
- Create one star of each color/size, select them randomly or perhaps
- according to a weighted algorithm in your ISL generator.
-
- > There must be something that could generate some usable random data
- > that could be imported (via T3D most likely).
- >
- I'd just use a restricted random function in a loop - something like this:
-
- X = random() % starfield_width;
- Y = random() % starfield_height;
- Z = random() % starfield_depth;
- generate_isl_entry_for_a_star();
-
- > --
- > Jeff Walkup, Digital Animator / Videographer | Energy = Matter = Spacetime
- > jwalkup@sfsuvax1.sfsu.edu - San Francisco | ERLEICHDA!
- >
- _john
-
-
- ##
-
- Subject: Re: Stars
- Date: Thu, 3 Jun 93 22:00:52 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- Makea Arexx program that utilitizes the built-in Randomize function...
- Then have the Arexx program make the data required for TDDD and
- convert it to an imagine object... Imagine may have an Arexx
- port, if so, you can probably have it draw polygons
- automatically from a Arexx program. I know some editors do have
- Arexx interfaces with this capability, maybe there is some that support
- Imagine object format. I think your last guess would be the best
- way... I am doing animations with Rayshade 4.0 and Imagine using
- programs like TDDD2RAY and TDDD2OFF to transfer objects and
- paths.
-
-
- ##
-
- Subject: Re: Stars
- Date: Thu, 3 Jun 93 23:06:08 PDT
- From: grieggs@devvax.Jpl.Nasa.Gov (John T. Grieggs)
-
- >
- > Makea Arexx program that utilitizes the built-in Randomize function...
- > Then have the Arexx program make the data required for TDDD and
- > convert it to an imagine object... Imagine may have an Arexx
- > port, if so, you can probably have it draw polygons
- > automatically from a Arexx program. I know some editors do have
- > Arexx interfaces with this capability, maybe there is some that support
- > Imagine object format. I think your last guess would be the best
- > way... I am doing animations with Rayshade 4.0 and Imagine using
- > programs like TDDD2RAY and TDDD2OFF to transfer objects and
- > paths.
- >
- Imagine has no ARexx capability. ARexx is a decent way to generate ISL
- stages, however. See my other response to this for a skeleton on how
- to do this...
-
- _john
-
-
- ##
-
- Subject: RE: Animating snakes
- Date: 4 Jun 1993 08:36:24 U
- From: "Oxley David" <oxleyd@gled.logica.co.uk>
-
- In message <199306031939.AA20379@phoenix.princeton.edu>, Shivani Govil wrote:
-
- >I was trying to animte a snake in motion,
-
- In the last Imagine Newsletter, they describe how to animate a swimming fish
- using the Conform to Path function morphed over a number of frames. I think
- this is probably what you need. If you can't find the article or didn't
- receive the newsletter, I'll try to dig out the details for you.
-
- As I recall, what you do is to add a path that describes the curve of the
- snake's body in one position, move the axes for the snake and the path to the
- tip of the snake, and conform the snake to the path. Save this and repeat with
- the path in a different layout and then morph between the shapes in the Action
- editor. I think you have to rotate the path axis through 90 degrees or the
- conformance doesn't work, but that might just have been me not using the proper
- view in the first place :) I'm sure there's some subtelty I've completely
- overlooked, so I should probably find that newsletter :)
-
- >Alos, is there any place I can get the testure of a snake skin from?
-
- Sorry, I don't know where you could look. In a video by Apple's Technology
- Group some years ago, one of the pieces 'Her Majesty's Secret Serpent' had a
- behaviourally-animated snake called Frank. Only thing is that Apple probably
- designed the snake-skin themselves rather than map it from a picture.
-
- One thing that worries me though, is that I'm not sure whether Imagine's
- flat/wrap mapping (which I presume you'll be using to wrap the snake) will
- follow the contours of your snake as it slithers along. I don't think Imagine
- is capable of deforming the map so that it follows the object when the object
- is not a cylinder.
-
- Hopefully, I'm wrong :> Good luck!
-
- Regards,
- David Oxley,
- Logica UK Ltd.
-
-
- ##
-
- Date: Fri, 04 Jun 93 08:25:38 +0200
- From: "( Carsten Berggreen-Denmark )" <r20@aarhues.dk>
-
- "kholland@chicoma.lanl.gov" wrote:
-
- > Simulating sand in a ray-tracing is like extracting MIDI sequences
- > from digitized sound, it is very near to impossible if you expect
- > perfection. I would suggest something like taking a video
- > animation dump from real sand blowing away then take the animation
- > into a paint program, edit it so only the sand appears. Put one
- > plane in your animation with a animation of the sand blowing away
- > superimposed on the plane, then use a mask to all that is not sand
- > in the animation transparent, then place the plane about 1 or 2 units
- > (real close) from the ground (or text) then make an animation of
- > an animation in this way... It might fool the people if you don't
- > make the illusion too obvious by placing the sand-plane close enough to
- > the ground to make it hard to determine if it is real 3D objects
- > or a @D object... You don't want any specular light otherwise
- > there will be a specular spot on the sand-plane. Just try to
- > avoid making the illusion to obvious... The alternative (making
- > sand objects) is nearly impossible to implement and unecessary.
-
- (I agree &:-) )
-
-
- > Having a few grains of the sand catch on the letters would be harder
- > to implement because Imagine sees all objects as intersectable...
- > at least I have never seen anything in Imagine that checks for
- > collisions between objects. I wouldn't know... But I imagine it would
- > be hard to simulate...
-
- Well as he metioned above, the idea of using an animated sequence of brushes
- is a pretty useable solution to this problem too.
-
- My idea (which I think might work) is to wrap another brush around the object
- you want to make the sand appear onto.
-
- Ex.
-
- First frame the brush should be clean. (If you want to make a logo disapear)
- and the last frame should be a brush of 'sand'.
- Then the actual sequence should morph from blank to filled( or partly filled..)
- and with the idea from 'kholland's letter combined with this might be the
- solution... (note: I haven't tried this, but let me know if it works, okay? )
-
- -------------------------------------------------------------------------------
- Another similar effect I've thought of long time ago, was to let a logo
- disapear under water, by move the logo through a ground of water
- (or you could raise the 'water' plane/ground).
- Perhaps this idea could be used with a plane of sand to cover the logo?
-
- Hope this might be of any help...
-
- and as I wrote above, I ALWAYS like to hear from people who have made a nice
- 'new' effect by using the old ideas... so here is my address:
-
- Signed
- ---------------------------------------------------------------------
- - Address: Carsten Berggreen E-mail: r20@dec5102.aarhues.dk -
- - Hirsevaenget 16A -
- - 8464 Galten "It isn't the equipment alone, it -
- - Denmark is also what YOU can do with it!" -
- ---------------------------------------------------------------------
- - A true fan of Amiga, Coca-Cola, Imagine and good looking females! -
- ---------------------------------------------------------------------
-
-
- ##
-
- Subject: Realtime animation playback
- Date: Fri, 4 Jun 93 08:50:16 -0400
- From: amgreene@Athena.MIT.EDU
-
- >Date: Mon, 10 May 93 09:04:21 EDT
- >From: David Watters <watters@cranel.com>
- >
- >They are not cutting the consumers cost because 99% of Amiga owners do not have
- >an IDE drive that is big enough and fast enough so they are going to need to
- >purchase one... myself included.
- >However, how many of us have SCSI drives that fit the bill? I know I have
- >access to HP's 233MB, 422MB, and 1GB SCSI-II FAST drives. So now I have to
- >buy an IDE drive that will be stuck as a DPS drive only? That SUCKS!
- >
- >In addition...with every machine comming after the 4000T having a SCSI-II FAST
- >controller built in...THERE WOULD BE NO COST DIFFERENCE! Allowing people like
- >myself to use drives they already have, or use a drive for more than one
- >purpose.
-
- David:
-
- The problem with what you suggest is that they need a dedicated drive
- (and probably controller) anyway in order to assure 30fps playback.
- Since, as you point out, the price difference is small (and slightly
- favors the IDE solution), it's really irrelevant what kind of separate
- disk and controller they make you buy. You wouldn't be able to use
- your existing stuff anyway.
-
- - Andrew
-
-
- ##
-
- Subject: Re: Animating snakes
- Date: Fri, 04 Jun 93 09:22:12 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > In message <199306031939.AA20379@phoenix.princeton.edu>, Shivani Govil wrote:
- > >I was trying to animte a snake in motion,
-
- David Oxley replied:
- > In the last Imagine Newsletter, they describe how to animate a swimming fish
- > using the Conform to Path function morphed over a number of frames.
-
- For those interested in how this could be accomplished in LightWave.....
- The new displacement mapping handles this task quite easily. In fact, in
- the new release, there is a demo scene of mine in which I have a school of
- sharks swimming by the camera using the same sort of motion. It is simply
- accomplised by using a black-white-black gradient image map for the displacement
- map. This image is moved across the shark or snake and the pixel values in
- the image tell how much to displace the object at any given point. The
- difference between shark and snake motion is two parameters: texture size
- and displacement amplitude. And texture maps have always followed object
- deformations in LightWave.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson CONCURRENT COMPUTER %
- % --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
- % ' Image ` ...!uunet!masscomp!mark Hardware Architect %
- % Productions (508)392-2480 (603)424-1829 & General Nuisance %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- ##
-
- Subject: DPS and other stuff...
- Date: Fri, 4 Jun 93 21:59 GMT0BST-1
- From: Jacek Artymiak <jartymiak@cix.compulink.co.uk>
-
- Hi everybody,
-
- I just did some research on DPS. According to DPS Inc.
- its shipping now. The bad news for PAL users is that
- its NTSC only ("... give us a call in a month, we may
- be able to tell you more...").
-
- DMI Editmaster is going to ship middle of July according to
- people there and it comes in both NTSC and PAL. Nice one.
-
- While we are at it, there is a technique called "field rendering"
- if my memory serves me well. My question is if I could take
- advantage of it using DSP or DMI Editmaster. I would think that
- JPEG would destroy the effect but what about DSP format?
-
- TIA,
-
- Jacek
-
-
- ##
-
- Subject: Pictures Uploaded!!! (Imagine/Essence/Imagine PC)
- Date: 5 Jun 1993 00:37:33 GMT
- From: RenderStud! <mbc@po.cwru.edu>
-
- Hey! You....stop rendering and read this now!
-
- Okay...now that I have your attention:
-
- I have just uploaded 3 pictures to wuarchive.wustl.edu into the
- /pub/amiga/incoming/imagine/art directory.
-
- They are all 1024x768 24 bit JPEG images.
- They are:
-
- 1. TEMPLE1.JPG / TEMPLE1.DOC
- 2. TEMPLE2.JPG / TEMPLE2.DOC
- 3. TRUCK1.JPG / TRUCK1.DOC
-
- Temple1/2 were originally going to be called dungeon1/2 but the
- first file got aborted....so there is a small dungeon1.jpg. Please
- Igonore this. I have tried to delete it... :(
-
- Anyway, Temple1/Temple2 Jpeg's are nice renderings of a pic you
- might like if you are into Dungeons and Dragons or fantasy. It shows
- alot of Essence. Practically every objects has a texture.
-
- Truck1.jpg is a picture of a yellow truck taken after one in the
- back of this months Video Toaster Magazine. It was modeled entirely
- on Imagine PC.
-
- I suggest you get the respective .DOC files, as they explain more
- how the pictures were made etc....
-
- Enjoy and let me know what you think!
-
- Thanks!
-
- Mike C.
-
-
- --
- +======================================================================+
- | Michael B. Comet - Software Engineer / Graphics Artist - CWRU |
- | mbc@po.CWRU.Edu - "Silence those who oppose the freedom of speech" |
- +======================================================================+
-
-
- ##
-
- Subject: Hey! Even more pics uploaded
- Date: Fri, 4 Jun 93 22:47:20 -0400
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- I have just re-ftp'd some old pics that were on hubcap before.
- 1 ended up getting cut short...so it's corrupt. Anyhow:
-
- ChimeClk.JPG
- Computer.jpg <---this one got cut short...don't get it.
- cwru.jpg
- metablob.jpg
- nightair.jpg
- shrine.jpg
- vase.jpg.
-
- Thats it. Get the .doc files if you want to know what they are
- first.
-
- Enjoy.
-
-
-
- --
- +======================================================================+
- | Michael B. Comet - Software Engineer / Graphics Artist - CWRU |
- | mbc@po.CWRU.Edu - "Silence those who oppose the freedom of speech" |
- +======================================================================+
-
-
- ##
-
- Subject: Re: Imagine PC Questions
- Date: Thu, 3 Jun 93 10:33:31 EST
- From: imagine@bknight.jpr.com (Yury German)
-
- Hi Mark (Mark Marino), in <930602105653.13710@machbock.osf.org> on Jun 2 you wrote:
-
- : Q> From what I've read in the manual (man, I hope this gets a major re-write
- : for 3.0) you can import Brush maps in ilbm/iff format, the only program I
- : have to convert from the more PC-friendly formats (GIF, PCX, BMP) to LBM
- : is CSHOW for Windows. Are there any other programs to do this conversion
- : (hopefully Non-Windows DOS programs)?
-
- I think it uses other formats as well. My suggestion is to try and
- give every one you have to see if it loads and then find out exactly which
- one it does.
-
- : Q) I'm curious as to how one might transfer finished animations to a single
- : frame vcr or laserdisc recorder from the PC (sorry, no Amiga here) ?
-
- What you would need is one of the NTSC Cards or an encoder. There
- are plenty available. Just make sure that the cards go up to a resolution
- of 768 x 482 which is roughly NTSC standard with overscan.
-
-
- ##
-
- Subject: Superman never made any money
- Date: Sat, 5 Jun 93 2:46:25 PDT
- From: jwalkup@sfsuvax1.sfsu.edu (Jeffrey Walkup)
-
- There are major problems with the IML right now everyone -- ERLEICHDA
- (lighten up!). I've mailed Dave at both his addresses - gotten no reply
- (Ok, so it's only been 8 hours....)
-
- But anyways - here's a real Imagine ML post - my apoligies if you've seen it twice, but I have no control over that... [DAVE!! HELLO??]
-
- Know of a good way to make a starfield in Imagine?
-
- I don't want to use the builtin stars exclusively - for several
- reasons - although I might use them in small amounts, makes kind
- of a nice parallax effect.
-
- I'm thinking about some sort of random cube-thrower - hopefully
- one that will give me a spherical map of stars, with varying
- sizes and colors (within a certain range so as not to make them
- too big/small or be too off-white).
-
- Either cubes or perfect-spheres, whichever uses less memory and
- renders faster. The shape doesn't matter very much because they
- are going to be "bright".
-
- My first attempt was to Explode (f/x) a sphere and Snapshot it.
- That didn't look good because 1) the dispersal and size of the
- polys were too non-random, and 2) the polys were too .... flat
- - they flickered badly when the camera was moved, and 3) they
- were all the same color... "randomize colors" is TOO random.
-
- Dragging objects out into space by hand is WAY too tedious...
- even God wouldn't want to create a universe that way.
-
- I'd prefer if all the stars were seperate objects [see 'color'
- above].
-
- There must be something that could generate some usable random data
- that could be imported (via T3D most likely).
- ------------------
-
- So yeah - this is driving me nuts - holding up my current project - HELP!
- So imagine@shell.portal.com seems to be working - reply-to set there -
- GOOD LUCK ALL INTREPID IML POSTERS!
-
- --
- Jeff Walkup, Digital Animator / Videographer | Energy = Matter = Spacetime
- jwalkup@sfsuvax1.sfsu.edu - San Francisco | ERLEICHDA!
-
-
- ##
-
- Subject: Some of my brushes will not appear in imagine.
- Date: 05 Jun 1993 12:21:19 -0400 (EDT)
- From: VISHART@ubvms.cc.buffalo.edu
-
- I have been trying to set up a scene in a cubical room.
- The scene requires that a different brush be applied to each
- wall as well as the floor and ceiling. Each wall is a seperate
- object, as is the ceiling and floor. The room was made by
- adding a plane primitive and extruding it. The resulting
- cube was then repeatedly broken up using the split facility to
- get the seperate wall, floor, and ceiling objects. None of
- the resulting object axes have been moved from the original
- positions. Several of the brushes appear properly, and the others
- do not appear at all. A brush was added to each seperate
- object (panel) of the cube, then repositioned using the edit
- brush axis facility. Each brush was oriented so that it should
- have been visible to a camera inside the cube. Care was taken
- that the proper quadrant of the brush axis was over its
- corresponding wall panel, and that the brush was on the proper
- side (inside) of the panel. I have seven megs of ram available,
- so that does not appear to be a problem. Each brush is a
- 85 x 121 ham image. Even when a single such brush is placed alone
- on the floor, and all the other brushes are dropped, nothing will
- appear.
-
- Does anyone have any suggestions as to what I may be overlooking ?
- If someone could make me up a real quick cube like this with
- brushes inside it, I could compare it with what I have to see
- where I may be slipping up......
-
- Thanks.......|-)
- ___________________________________________________________________
- | Internet: VISHART@ubvms.cc.buffalo.edu
- Joe Hart | /// Plink: OSS542
- Niagara Falls, NY | \\\/// Ham call: WA2SND
- | \XX/ AMIGA - Computers for REAL MEN
- ===================================================================
-
-
- ##
-
- Subject: Re: Some of my brushes will not appear in imagine.
- Date: Sat, 5 Jun 93 13:18:52 -0400
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- [previous post deleted]
-
- My suggestions would be to :
-
- a) Make the walls out of simple planes. That way you KNOW the
- brushmaps will be set properly since 2.0 automagically
- places them for you. Then just rotate the planes.
- b) also do a quick render of each one to make sure you've got it
- right.
- c) Are you ray Tracing? It could be your world size is set to
- small. This is in the FAQ by the way.
-
-
-
- --
- +======================================================================+
- | Michael B. Comet - Software Engineer / Graphics Artist - CWRU |
- | mbc@po.CWRU.Edu - "Silence those who oppose the freedom of speech" |
- +======================================================================+
-
-
- ##
-
- Subject: Understanding Imagine 2.0 question
- Date: Sat, 5 Jun 93 18:58:49 -0400
- From: Mark Marino <omar@osf.org>
-
- Hi all,
-
- I just got Steve Worly's Understanding Imagine 2.0 book and it looks
- great. I'd highly recommend it to anyone who's tried to drag their way
- through the Imagine manual. Great work, Steve!
-
- Anyway, I'm wondering about the disk that comes with the book. I'm
- using the PC version of Imagine, and don't have access to an Amiga, so
- I was hoping someone could tell me what goodies are on the disk. I was
- also hoping that anything that isn't Amiga specific could be put on an
- ftp site (I could allow someone to ftp to me). All this, is of course,
- if Steve has released this stuff into the public domain.
-
- Finally, can someone let me know if there is an archive site containing
- Imagine objects, textures, etc. I'd also like to make a request that
- these objects be converted to a format readable on an IBM PC (is there
- a utility to extract lha files on a PC???) for those of us unfortunate
- enough to not have an Amiga.
-
- tanks,
- mark
-
-
-
- -----------------------------------------------------------------------------
- | |
- | Mark Marino | omar@osf.org | uunet!osf!omar |
- | Open Software Foundation | 11 Cambridge Center | Cambridge, MA 02142 |
- |_____________________________________________________________________________|
-
-
- ##
-
- Subject: Re: Understanding Imagine 2.0 question
- Date: 5 Jun 1993 23:30:59 GMT
- From: RenderStud! <mbc@po.cwru.edu>
-
- > Finally, can someone let me know if there is an archive site containing
- > Imagine objects, textures, etc. I'd also like to make a request that
- > these objects be converted to a format readable on an IBM PC (is there
- > a utility to extract lha files on a PC???) for those of us unfortunate
- > enough to not have an Amiga.
- >
- > tanks,
- > mark
- >
-
- Yes, I have LHA for dos. Works great on lzh and lha files from the
- amiga and back and forth. Maybe I'll put it on wuarchive....
-
-
-
- --
- +======================================================================+
- | Michael B. Comet - Software Engineer / Graphics Artist - CWRU |
- | mbc@po.CWRU.Edu - "Silence those who oppose the freedom of speech" |
- +======================================================================+
-
-
- ##
-
- Subject: Re: Some of my brushes will not appear in imagine.
- Date: Sun, 6 Jun 1993 08:34:39 -0700 (PDT)
- From: First Consulting Group <dakelly@class.org>
-
- Have you checked your brushes' Y-axis placement? If you think of the
- brush as a thumbtack, with the Y-axis as the spike, the brush has to be
- 'tacked' into the face of the object where you want it to appear, but NOT
- pushed flush with or through the surface. If your Y-axis is pointing the
- wrong way, or the origin of the axes is not above the surface by at least some
- small fraction of a unit, the brush won't appear. I've had this problem
- with lots of walls, doing stone dungeon & castle walls, octagonal rooms, etc.
-
- ------------------------------------------------------------------------------
- Doug Kelly Information Specialist First Consulting Group
- dakelly@class.org (310)595-5291x125 P.O.Box 5161, Los Alamitos,CA 90721-5161
-
- "The difference between genius and stupidity: genius has its limits."
- ------------------------------------------------------------------------------
-
-
- ##
-
- Subject: Re: Understanding Imagine 2.0 question
- Date: Sun, 6 Jun 93 13:26:42 -0400
- From: Mark Marino <omar@osf.org>
-
- >
- > Yes, I have LHA for dos. Works great on lzh and lha files from the
- > amiga and back and forth. Maybe I'll put it on wuarchive....
- >
- >
-
- I was poking around wuarchive.wustl.edu and found what I was looking
- for. For the benefit of other PC-only people out there here's the
- info.
-
- There is an LHA/LZH extractor for the PC on wuarchive in directory
- /mirrors/msdos/archivers (or close to that). The utility is called
- "lha213.exe".
-
- Works great for me!
-
-
- -----------------------------------------------------------------------------
- | |
- | Mark Marino | omar@osf.org | uunet!osf!omar |
- | Open Software Foundation | 11 Cambridge Center | Cambridge, MA 02142 |
- |_____________________________________________________________________________|
-
-
- ##
-
- Subject: Questions on PC Imagine
- Date: Mon, 7 Jun 1993 12:06:51 +0200
- From: Hannes Heckner <hecknerh@informatik.tu-muenchen.de>
-
- Hi folks,
-
- PC Imagine claims to offer all the functionality that Imagine on the
- Amiga offers. But there seems to be no implementation of Add Font
- Object in the Detail Editor.
-
- Then I want to know which picture formats Imagine can use as
- Brushmaps, Backdrops and Global Brushmaps.
-
- And last but not least. Are there any people who have experience
- in converting complete projects from the amiga to the pc.
-
- There are several obstacles.
-
- First: projects:test.imp/objects -> projects\test.imp\objects
-
- then there are no logical drives on the pc.
-
- Then Imagine PC seems NOT to accept ILBM-24. This seems stuipd to me
- as Imagine PC can PRODUCE ILBM-24
-
- Thanks for your help
-
- Hannes
-
- PS: Anyone who has a porting tool from Amiga to Imagine PC please
- email me
-
-
- ##
-
- Subject: Re: Questions on PC Imagine
- Date: Mon, 7 Jun 1993 05:36:23 -0400 (EDT)
- From: Edward d Nobles <ednobles@sacam.oren.ortn.edu>
-
- On Mon, 7 Jun 1993, Hannes Heckner wrote:
-
- > Hi folks,
- >
- > Then I want to know which picture formats Imagine can use as
- > Brushmaps, Backdrops and Global Brushmaps.
- >
- > Thanks for your help
- >
- > Hannes
-
- Hello Hannes:
-
- I called Impulse two Saturdays ago to ask the same question. The fellow
- told me that I could use a TGA or an uncompressed TIFF for a brushmap. I
- had experimented with Deluxe Paint Enhanced (PC version) and found that I
- could use a LBM from there as long as it had been saved in the "Old"
- format and as long as I didn't mind that all red values would be lost.
-
- He recommended that I get a paint program that saves in uncompressed TIFF
- format or that I get Hijacker or some other conversion utility that will
- convert to TIFF or TGA. I am still looking for one I can afford.
-
- Regards,
-
- Jim Nobles
-
-
- ##
-
- Subject: Re: Superman never made any money
- Date: Mon, 7 Jun 1993 16:04:09 +0200
- From: Hannes Heckner <hecknerh@informatik.tu-muenchen.de>
-
- >
- > There are major problems with the IML right now everyone -- ERLEICHDA
- > (lighten up!). I've mailed Dave at both his addresses - gotten no reply
- > (Ok, so it's only been 8 hours....)
- >
- > But anyways - here's a real Imagine ML post - my apoligies if you've seen it twice, but I have no control over that... [DAVE!! HELLO??]
- >
- > Know of a good way to make a starfield in Imagine?
- >
- > I don't want to use the builtin stars exclusively - for several
- > reasons - although I might use them in small amounts, makes kind
- > of a nice parallax effect.
- >
- > I'm thinking about some sort of random cube-thrower - hopefully
- > one that will give me a spherical map of stars, with varying
- > sizes and colors (within a certain range so as not to make them
- > too big/small or be too off-white).
- >
- > Either cubes or perfect-spheres, whichever uses less memory and
- > renders faster. The shape doesn't matter very much because they
- > are going to be "bright".
- >
- > My first attempt was to Explode (f/x) a sphere and Snapshot it.
- > That didn't look good because 1) the dispersal and size of the
- > polys were too non-random, and 2) the polys were too .... flat
- > - they flickered badly when the camera was moved, and 3) they
- > were all the same color... "randomize colors" is TOO random.
- >
- > Dragging objects out into space by hand is WAY too tedious...
- > even God wouldn't want to create a universe that way.
- >
- > I'd prefer if all the stars were seperate objects [see 'color'
- > above].
- >
- > There must be something that could generate some usable random data
- > that could be imported (via T3D most likely).
- > ------------------
- >
- > So yeah - this is driving me nuts - holding up my current project - HELP!
- > So imagine@shell.portal.com seems to be working - reply-to set there -
- > GOOD LUCK ALL INTREPID IML POSTERS!
- >
- > --
- > Jeff Walkup, Digital Animator / Videographer | Energy = Matter = Spacetime
- > jwalkup@sfsuvax1.sfsu.edu - San Francisco | ERLEICHDA!
- >
- There might be a method which will suite your requirements.
-
- First create a normal sphere (F5). Then add a axis. Then make path
- on the axis. Then Join Axis with sphere. Then add a simple star
- object (try cone with few points). Then Replicate this star object
- along the path zou created. And la viola one space layer. To get
- a deep space effect you can combine several star layers with different
- sized sphere-paths. Also try tubes instead of spheres.
-
- If you have any success in using this method please email me
-
- Thanks
- Hannes
-
-
- ##
-
- Subject: Prism
- Date: Mon, 7 Jun 1993 16:02:38 +0200
- From: gowdy@glphv8.cern.ch (Stephen J.Gowdy)
-
- Hi,
- I've been trying with little success to render a prism with a cylindrical
- light source entering one face. I've read Steven Worleys book and it suggests
- that light sources aren't affected by transparent objects. Can anyone confirm
- this? I was trying to see if it would refract light as diffenent wavelengths of
- just as one beam.
-
- regards,
-
- Stephen.
-
-
- ##
-
- Subject: Re: Questions on PC Imagine
- Date: Mon, 7 Jun 93 10:15:55 EDT
- From: watters <watters@cranel.com>
-
- > PC Imagine claims to offer all the functionality that Imagine on the
- > Amiga offers. But there seems to be no implementation of Add Font
- > Object in the Detail Editor.
-
- I think this is an issue of how a pc works with bitmap fonts.
- Is there various system fonts or optional bitmap fonts under DOS? I only
- know of the text mode fonts, and there is no way for imagine to load those
- except rendering them to a screen and then clipping them out.
-
- > And last but not least. Are there any people who have experience
- > in converting complete projects from the amiga to the pc.
- >
- > There are several obstacles.
- >
- > First: projects:test.imp/objects -> projects\test.imp\objects
- >
- > then there are no logical drives on the pc.
-
- On the Amiga side you could set up an assign that points to projects: or if
- projects is a assign to a directory on a device (as it should be) then I
- would assing C: to the device the projects directory resides on and do all
- your amiga work using the path C:projects/
- As for the slash, you could edit that (I can't remember if imagine's project
- files are ascii - as they should be) or there are some DOS shells that support
- the / instead of \ if I am not mistaken.
-
- > Then Imagine PC seems NOT to accept ILBM-24. This seems stuipd to me
- > as Imagine PC can PRODUCE ILBM-24
-
- Not as stupid as using a DOS box for graphics work.
- (Sorry! Sorry, I couldn't help myself)
-
- .__ __
- David ~ \_--' |@,__
- Watters ~ ( )-______-()`-
-
- --
- David R. Watters (watters@cranel.com) Cranel Inc. Development & Engineering
-
- Congradulations Emerson Fittipaldi, Chevrolet, and Penske!!!
- -=+ 1993 Indianapolis 500 Winners +=-
-
-
- ##
-
- Subject: Re: Questions on PC Imagine
- Date: Mon, 7 Jun 1993 08:04:58 -0700 (PDT)
- From: First Consulting Group <dakelly@class.org>
-
- On Mon, 7 Jun 1993, Hannes Heckner wrote:
-
- > Hi folks,
- >
- > PC Imagine claims to offer all the functionality that Imagine on the
- > Amiga offers. But there seems to be no implementation of Add Font
- > Object in the Detail Editor.
- >
- > Then I want to know which picture formats Imagine can use as
- > Brushmaps, Backdrops and Global Brushmaps.
-
- As far as I've been able to figure out, the only way to get font objects
- from the PC side into Imagine is to type the text you want into a paint
- program that will output in TIFF format, then convert that TIFF file using
- Imagine PC. PCs just don't handle fonts the way Amigas do.
-
- I still haven't had any luck using TGA format, but TIFF 5.0 has been
- working fine.
-
- > And last but not least. Are there any people who have experience
- > in converting complete projects from the amiga to the pc.
- >
- > There are several obstacles.
- >
- > First: projects:test.imp/objects -> projects\test.imp\objects
- >
- > then there are no logical drives on the pc.
- >
-
- There are a number of problems: logical drives, directory structures,
- naming conventions, the Attributes RGB misloading, to name a few. If you
- REALLY HAVE TO use every function on both platforms for the same project
- (why? I play with objects on both, but serious rendering is only done on
- the faster machine...), you might try the messy but functional approach of
- putting EVERYTHING in the root directory:objects, staging, stills, anims,
- textures, brushes... That way you don't have to convert the paths from PC
- to Amiga syntax. I don't advise it unless you like spending a lot of time
- tracking down and cleaning up after each project; I recommend leaving full
- project work on one platform, and only doing bits and pieces on the other
- platform. It's just too much of a headache to convert everything at once.
-
- ------------------------------------------------------------------------------
- Doug Kelly Information Specialist First Consulting Group
- dakelly@class.org (310)595-5291x125 P.O.Box 5161, Los Alamitos,CA 90721-5161
-
- "The difference between genius and stupidity: genius has its limits."
- ------------------------------------------------------------------------------
-
-
- ##
-
- Subject: Re: Stars
- Date: Mon, 7 Jun 93 09:32:54 MDT
- From: ridout@plk.af.mil (Brian Ridout)
-
-
- Know of a good way to make a starfield in Imagine?
-
- I'm thinking about some sort of random cube-thrower - hopefully
- one that will give me a spherical map of stars, with varying
- sizes and colors (within a certain range so as not to make them
- too big/small or be too off-white).
-
- I tried to do this once and was never satisfied. Way too slow and you
- need so many objects.
-
- I had better luck with the dots texture on a large sphere. This looked
- good and the colors were good. However; It would not pan. The stars
- would blink on and off but not like a twinkle. Looked pretty bad.
- Still images looked great.
-
- I'd prefer if all the stars were seperate objects [see 'color'
- above].
-
- --
- Jeff Walkup, Digital Animator / Videographer | Energy = Matter = Spacetime
- jwalkup@sfsuvax1.sfsu.edu - San Francisco | ERLEICHDA!
-
- If any one has a better idea I would love to here it.
-
- Brian Ridout
- ridout@plk.af.mil
-
-
- ##
-
- Subject: Re: Prism
- Date: Mon, 7 Jun 93 13:10:05 EDT
- From: watters <watters@cranel.com>
-
- > Hi,
- > I've been trying with little success to render a prism with a cylindrical
- > light source entering one face. I've read Steven Worleys book and it suggests
- > that light sources aren't affected by transparent objects. Can anyone confirm
- > this? I was trying to see if it would refract light as diffenent wavelengths
- > of just as one beam.
-
- Steves book is correct, imagine does not take into effect the different wave-
- lengths of light. Putting 2 seconds of thought into it, I would trace three
- rays per pixel, R, G, & B and have the index of refraction represent green and
- then have the red and blue be offset from that based on their relative
- difference in wavelength.
- There is probably an easier way to do this. One that probably works even. :)
-
- .__ __
- David ~ \_--' |@,__
- Watters ~ ( )-______-()`-
-
- --
- David R. Watters (watters@cranel.com) Cranel Inc. Development & Engineering
-
- Congradulations Emerson Fittipaldi, Chevrolet, and Penske!!!
- -=+ 1993 Indianapolis 500 Winners +=-
-
-
- ##
-
- Subject: Re: Questions on PC Imagine
- Date: Mon, 7 Jun 93 13:09:18 -0400
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- Well as for fonts, as someone pointed out, there is now DOS
- equivalent. Therefore, the function isn't implemented.
-
- >>
- >> then there are no logical drives on the pc.
- >
-
- Actually here is a nice dos trick assuming you have 5.0 or up.
-
- ASSIGN: assigns a logical name or driver letter to a real drive
- or directoryt.
-
-
- Thus, assign f: c:\public
- would make it so if you hit F:, you are really at c:\public.
-
- maybe this would help.
-
-
- This is useful for install things over floppies since you can
- assign over real drivesm you could even assign a, as b, and b: as a:.
- Thus, you could copy all your floppies to a hard drive, and then install
- from that much quicker.
-
- However, i think the assign statment tends to slow things down
- ab bit sometimes.
-
-
-
- --
- +======================================================================+
- | Michael B. Comet - Software Engineer / Graphics Artist - CWRU |
- | mbc@po.CWRU.Edu - "Silence those who oppose the freedom of speech" |
- +======================================================================+
-
-
- ##
-
- Subject: Re: DPS and other stuff...
- Date: Mon, 07 Jun 93 13:17:57 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > The bad news for PAL users is that its NTSC only
-
- They are already working on PAL. It will follow the NTSC release very shortly.
-
- > DMI Editmaster is going to ship middle of July according to
- > people there and it comes in both NTSC and PAL.
-
- They said 2 months last september and every other time they have been asked
- for a release date. An actual release date doesn't seem to mean much to DMI.
-
- > While we are at it, there is a technique called "field rendering"
- > if my memory serves me well. My question is if I could take
- > advantage of it using DSP or DMI Editmaster.
-
- The DPS board most certainly takes advantage of field rendering. It can both
- input and output either seperate fields or interlaced frames. In the case of
- LightWave, it outputs a single interlaced IFF24 frame composed of two fields
- seperated by 1/60th second. This file is directly written to the board which
- is converted internally to its own format for storage on the dedicated IDE
- drive. Most likely, the fields are internally seperated before compression,
- which by the way is not JPEG (but somewhat similar to JPEG).
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson CONCURRENT COMPUTER %
- % --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
- % ' Image ` ...!uunet!masscomp!mark Hardware Architect %
- % Productions (508)392-2480 (603)424-1829 & General Nuisance %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- ##
-
- Subject: Re: Prism
- Date: Mon, 07 Jun 93 14:44:30 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- Stephen J.Gowdy writes:
- > I've been trying with little success to render a prism with a cylindrical
- >light source entering one face. I've read Steven Worleys book and it suggests
- >that light sources aren't affected by transparent objects. Can anyone confirm
- >this?I was trying to see if it would refract light as diffenent wavelengths of
- >just as one beam.
-
- Contrary to what many people believe, ray-tracers are a far cry from modeling
- real world light interaction/properties and no commercial tracer I am
- aware of deals with light as a continuous or multi-wavelength phenomina.
- So no, you can't model prismatic diffraction with Imagine.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson CONCURRENT COMPUTER %
- % --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
- % ' Image ` ...!uunet!masscomp!mark Hardware Architect %
- % Productions (508)392-2480 (603)424-1829 & General Nuisance %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- ##
-
- Subject: Bill Clinton's Email Path
- Date: Mon, 7 Jun 93 14:00:39 CDT
- From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
-
- This was sent to me so I thought I'd pass it on.
-
-
-
- | June 7, 1993
- |
- | Nukers:
- |
- | On CNN this weekend they broadcast the email paths of both the
- | President and Vice-President. The mail will be screened just like
- | paper mail. Here they are:
- |
- | president@white-house.gov
- |
- | vice-president@white-house.gov
- |
- | Happy email-ing!
-
-
- I hope they've got a big disk drive.
-
-
- ##
-
- Subject: Re: Bill Clinton's Email Path (fwd)
- Date: Mon, 7 Jun 93 14:15:10 CDT
- From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
-
- > June 7, 1993
- >
- > On CNN this weekend they broadcast the email paths of both the
- > President and Vice-President. The mail will be screened just like
- > paper mail. Here they are:
- >
- > president@white-house.gov
- >
- > vice-president@white-house.gov
-
-
-
- I think you'll get better response if you use
-
- president@whitehouse.gov
- &&/|| vice-president@whitehouse.gov
-
-
-
-
- > Happy email-ing!
-
-
- ##
-
- Subject: Re: Prism
- Date: Mon, 07 Jun 93 15:11:32 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- David Watters writes:
- >Putting 2 seconds of thought into it, I would trace three
- >rays per pixel, R, G, & B and have the index of refraction represent green and
- >then have the red and blue be offset from that based on their relative
- >difference in wavelength.
-
- However, this will merely yield 3 discreet points rather than the continuous
- spectrum that would result in real life. For a more visually accurate
- representation using a dicreet wavelength model (ie. digital), one would have
- to trace possibly hundreds of wavelengths to emulate light's continuous nature.
- This hardly seems practical so I imagine some sort of analog model is probably
- preferable. I think you needed an extra 2 seconds of thought there Dave :-)
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson CONCURRENT COMPUTER %
- % --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
- % ' Image ` ...!uunet!masscomp!mark Hardware Architect %
- % Productions (508)392-2480 (603)424-1829 & General Nuisance %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- ##
-
- Subject: Re: DPS and other stuff...
- Date: Mon, 7 Jun 93 16:41:29 EDT
- From: watters <watters@cranel.com>
-
- > From: Mark Thompson <mark@westford.ccur.com>
-
- > > DMI Editmaster is going to ship middle of July according to
- > > people there and it comes in both NTSC and PAL.
- >
- > They said 2 months last september and every other time they have been asked
- > for a release date. An actual release date doesn't seem to mean much to DMI.
-
- I was in contact with DMI about using their board as a digital recording
- solution in a product we were working on. In March they told me we would
- be able to get one no later than the first of April.
-
- It is my understanding that DMI's problems are related to C-A, Inc.'s problem
- with getting the A4091/A4000T SCSI-II FAST controller out. C-A, Inc.'s
- problem has to do with a bug found in the Buster chip.
-
- I don't see DMI's board being an option until C-A, Inc. irons out their
- SCSI-II situation if the information I recieved is correct.
-
- .__ __
- David ~ \_--' |@,__
- Watters ~ ( )-______-()`-
-
- --
- David R. Watters (watters@cranel.com) Cranel Inc. Development & Engineering
-
- Congradulations Emerson Fittipaldi, Chevrolet, and Penske!!!
- -=+ 1993 Indianapolis 500 Winners +=-
-
-
- ##
-
- Subject: Re(2): DPS and other stuff...
- Date: Mon, 7 Jun 93 22:09 GMT0BST-1
- From: Jacek Artymiak <jartymiak@cix.compulink.co.uk>
-
- In-Reply-To: <9306071317.aa12168@hubbub.westford.ccur.com>
- >> The bad news for PAL users is that its NTSC only
- >They are already working on PAL. It will follow the NTSC release very shortly.
-
- The people at DPS told me to call them in a month of so... That ain't shortly
- to me.. On the other hand it may be considering the time we had to wait for
- any info about OpalVision modules.
-
- >They said 2 months last september and every other time they have been asked
- >for a release date. An actual release date doesn't seem to mean much to DMI.
-
- Thats a pity. I'd like to know more about their products.
-
- >The DPS board most certainly takes advantage of field rendering. It can both
-
- Thanks! I've heard its possible to simulate field rendering by interlacing two
- images. Is that so? I use Imagine and have no hopes of using LightWave.
-
- I expect to have a look at the IVS MovieMaker setup soon. I know its not the
- broadcast quality but it looks like a dream for pre-production, editing jobs.
-
- ___________________________________________________
- | |
- | Jacek Artymiak: |
- | e-mail to: jartymiak@cix.compulink.co.uk |
- | |
- | Sender: Space Station ME - 93001 |
- `---------------------------------------------------'
-
- Jacek
-
-
- ##
-
- Subject: Re: Prism
- Date: Mon, 7 Jun 93 21:08:44 CDT
- From: tes@gothamcity.jsc.nasa.gov (Thomas E. Smith)
-
- I have an idea that I think will work. Though it laborious to do (sigh):
-
- Do 7 renders of the same scene with the light source being the 7 colors
- of the rainbow in each of the renders. Then for the blue end of the spectrum
- give the transparent objects a slightly lower index of refraction, and the
- reddish colors will get a higher index of refraction.
-
- Then combine the pictures using DCTV or something. It should work. If you
- try it let me know how it goes.
-
- Tom Smith
-
-
- ##
-
- Subject: Prism
- Date: Mon, 7 Jun 1993 22:51:19 -0500
- From: bill@winter.softint.com (William E. Costello)
-
- Date: Mon, 7 Jun 93 21:08:44 CDT
- From: tes@gothamcity.jsc.nasa.gov (Thomas E. Smith)
-
-
- > I have an idea that I think will work. Though it laborious to do (sigh):
- >
- > Do 7 renders of the same scene with the light source being the 7 colors
- > of the rainbow in each of the renders. Then for the blue end of the spectrum
- > give the transparent objects a slightly lower index of refraction, and the
- > reddish colors will get a higher index of refraction.
- >
- > Then combine the pictures using DCTV or something. It should work. If you
- > try it let me know how it goes.
-
- Along the same lines, you could make use the stage editor to create all the frames.
- start with the angle of refraction low, and the color of the light blue in the
- first frame. Then set the angle of refraction high, and the color red in the last.
- The more frames in the middle the more smooth the color transition will be. Of course
- you will still have to use a paint program to combine all the frames into one picture.
- I think this will work, but he you never know until you try.
-
- Bill Costello
-
-
- ##
-
- Subject: Miscellaneous
- Date: Tue, 8 Jun 93 07:35:25 +0300
- From: hermelin@math.tau.ac.il
-
- 'ello
- -)
- o
-
- **quote**
- From: "( Carsten Berggreen-Denmark )" <r20@aarhues.dk>
- > Project-Forms-Detail-Cycle-Action-Stage-Action-Stage-Project-View Imagine.
- ^^^^^
- I saw you "complain" .... hmmm you'r over reacting in the line above...
- it's only:
- Project-Forms-Detail-Cycle-Action-Stage-Action-Project-View Imagine
- and that's nothing to complain about... &:-) &:-)
- **End of quote**
-
- I'm in no way complaining. I actually wanted to show the relative ease of
- working with Imagine. From what I figured out till now, Real 2.0 is MUCH
- more complicated.
-
- **quote**
- Still Real-3D sounds cool, but again, is it the same fun if EVERYBODY can make
- the same effects? I doubt it...
- **end of quote***
-
- to quote you once again,
- - 8464 Galten "It isn't the equipment alone, it -
- - Denmark is also what YOU can do with it!" -
-
- When you get a lot more options, you may create more and develop that wisdom
- of techniques.
-
- **quote**
- Subject sez it all, I'd like to volunteer my services to do an object
- for the restaurant project, can someone forward me the details?
- **end of quote**
-
- Yes! Yes! I read in the old compendium, (brought to me by Ronen Borshack -
- Thanks, Ronen) that you were discussing building a virtual 'community'.
- Everyone gives his room object, and you render it and put it in one
- animation. Did it make it to 'A CINEMA NEAR YOU' yet? tell me more about
- the restaurant project, I'd love to get involved!
-
- **off the topic**
- I'm in the closing stages of a SCALA presentation which involves two
- adjacent screens. It's for a gala evening, with competition and prizes. The
- two screens present ONE wide picture, the category, then the left one
- displays the same picture on the whole screen, and the right one the
- winners. Very exciting.
- Well, I like it, anyway.
-
- HermoNir, Nir Hermoni
-
- (give me some time, I'll get to a proper signature...)
-
-
- ##
-
- Subject: Re: Stars
- Date: Mon, 7 Jun 93 22:52:44 PDT
- From: jwalkup@sfsuvax1.sfsu.edu (Jeffrey Walkup)
-
- > First create a normal sphere (F5). Then add a axis. Then make path
- > on the axis. Then Join Axis with sphere. Then add a simple star
- > object (try cone with few points). Then Replicate this star object
- > along the path zou created. And la viola one space layer. To get
- > a deep space effect you can combine several star layers with different
- > sized sphere-paths. Also try tubes instead of spheres.
-
- Yes! This works like a charm! You don't even have to do the "make axis
- make path, join" step - you can just Replicate your object along *ANY*
- other object - simply type the name of the object into the "Path" box.
- I didn't know you could do this! It's quite interesting actually, if
- you've not tried it, you should. I think there are a lot of
- possibilities - sure makes some nice stars anyway!
-
- --
- Jeff Walkup, Digital Animator / Videographer | Energy = Matter = Spacetime
- jwalkup@sfsuvax1.sfsu.edu - San Francisco | ERLEICHDA!
-
-
- ##
-
- Subject: Re: Re(2): DPS and other stuff...
- Date: Tue, 08 Jun 93 13:38:49 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > I've heard its possible to simulate field rendering by interlacing two
- > images. Is that so?
-
- It is possible. If you render 60 frames per second of action, and then toss
- out the even numbered scan lines for the odd frames and the odd lines for
- the even frames, and finally interlace the odd and even pairs together, you
- will achieve the desired effect. There are perhaps a couple ways of doing
- this with the current crop of image processing packages. Ofcourse your
- render time will double due to the extra rendering of the eventually
- discarded scan lines. And no, you can't simply render at 752 x 240 for each
- field and then combine because the image will then jitter vertically.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson CONCURRENT COMPUTER %
- % --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
- % ' Image ` ...!uunet!masscomp!mark Hardware Architect %
- % Productions (508)392-2480 (603)424-1829 & General Nuisance %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- ##
-
- Subject: StarFields
- Date: Tue, 8 Jun 93 18:26:45 PDT
- From: RedIs@cup.portal.com
-
- In regards to the discussion on star-fields....
-
- Have you tried making a star-field animation in DPaint or whatever
- and then mapping it on a simple plane? Renders quickly, looks pretty
- good. I did a rotating planet in a star-field that way for an end title
- and it worked great.
-
- **********************************************************************
- *"I do not see any mention of God in your description of the workings*
- * of the Universe" (Napoleon) *
- *"Sire, I have no need of that hypothesis." (Laplace) *
- **********************************************************************
- redis@cup.portal.com
- (Bill Carey)
-
-
- ##
-
- Subject: Starfield
- Date: Wed, 9 Jun 93 10:45:51 +0300
- From: hermelin@math.tau.ac.il
-
- CCCCCCCCCCCCCCCCCCCCAAAAAAAA
-
- 'ello aLL
-
- Concerning stars - what I know is a Steve Worley's technique, from
- Understanding Imagine 2.0 or from the IML compendium. Here goes:
-
- Create a 4-sided pyramid. That's the simpllest object you can see from every
- direction. Modify it's attributes to whatever you like. Copy-paste the
- pyramid, place it near the first one, rotate the clone some x degrees on
- all axes to distort symetry. Join the objects.
- Copy the object, paste it, rotate it, join. Repeat that process until you
- have many pyramids, scattered randomly all over.
- Now you can add, for example, a random pattern of gray-white tones, by
- applying a brushmap to the object.
-
- I think this is the simplest way to go. Just make sure you don't get too
- close to the stars- clear an area in the middle of the starfield where the
- action should take place. Pyramid stars can be interesting, but not very
- realistic.
-
- Nir Hermoni, signing OF--
-
-
- ##
-
- Subject: grass
- Date: Wed, 9 Jun 93 13:47:36 EDT
- From: swhitenn@reach.com (Shayne White -- BA/ITAS - Boston )
-
- Hi,
- I'm starting a project that will require a pasture, as in
- a grassy field. Has anyone done this type of simulation in the
- past? Any info would be appreciated.
-
- SHayne
-
-
- ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- + SHAYNE WHITE - STANDARD DISCLAIMER .... +
- + AMIGA 2000, RCS FUSION FORTY, 7 MEGS RAM, 213MB MAXTOR +
- + SWHITENN@REACH.COM +
- ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
-
- ##
-
- Subject: grass
- Date: Wed, 09 Jun 93 16:08:23 EST
- From: Adam Benjamin <A.Benjamin@mi04p.zds.com>
-
- In a previous post switenn@reach.com wrote:
-
- >I'm starting a project that will require a pasture, as in a grassy
- >field. Has anyone done this type of simulation in the past? Any
- >info would be appreciated.
-
- Well, depending on what you are doing, a simple green plane with a
- roughness value in the attributes can work for simple grass. In fact
- I made a short animation of a truck wizzing down the road and I didn't
- even have to move the ground thanks to the "feature" built into the
- roughness attribute.
- The "feature" I'm refering to is that roughness doesn't remain the
- same between frames, I.E. you can't use it on non moving anims.
-
- Of course I'm posting this from work, so I could be all wet. But
- that's the way I remember it.
-
- *************************************************************
- * Adam Benjamin A.Benjamin@mi04.zds.com *
- * Christian Animator AF987@yfn.ysu.edu *
- * Spokesmen for Club Paradise Not a spokesman for *
- * Members ONLY (John 3:3) Zenith Data Systems *
- *************************************************************
-
-
- ##
-
- Subject: Re: grass
- Date: Wed, 9 Jun 93 15:03:46 PDT
- From: jwalkup@sfsuvax1.sfsu.edu (Jeffrey Walkup)
-
- > I'm starting a project that will require a pasture, as in
- > a grassy field. Has anyone done this type of simulation in the
- > past? Any info would be appreciated.
-
- The way I did this was to draw a grass texture, using green as the
- 'grass' and red/brown for the 'dirt'. Then I extracted the brown parts
- (with a stencil), converted them to grays, and used that as an altitude
- map, complementing the grass color map. This gave me raised grass with
- brown dirt below. Looks fine if you don't get *too* close.
-
- --
- Jeff Walkup, Digital Animator / Videographer | Energy = Matter = Spacetime
- jwalkup@sfsuvax1.sfsu.edu - San Francisco | ERLEICHDA!
-
-
- ##
-
- Subject: DPS-AR questions, anyone got the answers?
- Date: 9 Jun 1993 23:43:35 GMT
- From: RenderStud! <mbc@po.cwru.edu>
-
- Hi all in renderland!
-
- I have beem trying to contact DPS with some questions about their
- Personal Animation Recorder. However, as they are in the same time
- zone, and I am working over the summer almost all day, it is a bit
- hard to get in touch.
-
- Anyhow, I have a couple of questions , and since they haven't
- replied to my FAX yet, I figured I'd ask the list here in case someone
- else knows.
-
- Well here they are, I'll break them in to 2 groups, hardware and
- software. There's a couple in each.
-
- HARDWARE:
-
- 1. Is it shipping yet, or what is it's planned release date?
- 2. What other IDE (smaller) would be reccommend or is ANY IDE drive
- really ok?
- 3. For the above drive in 2, about how much info would it hold?
- 4. Does the system have a BlackBurst/Sync INPUT? to all allow it to be
- synced to other devices.
- 5. Does it have a sync output with RGB?
- 6. Is there any type of Demo tape available esp. on SVHS?
-
- SOFTWARE:
- 1. How does the software convert images? i.e.: If you drag/drop or
- save an IFF to the drive, will some type of program intercept it
- and convert it on the fly? Or is there some utility needed?
- 2. Is there a needed utility to re-read the data from the drive in IFF?
- 3. MOST IMPORTANT...for animation, can it
- a) pause on 1 frame for any length of time
- b) be told to play loops of frames
- c) better yet, have a script file or something similar to have
- a scene where a and b can be done over and over in any order
- etc...
- 4. Related to 3, how or can you even insert a frame? i.e.: are frames
- numbered? And if so does it have to be played in order? And if so
- is there a utility to re-number frames for insertions? How about
- deleting a segment?
-
- Of all of these questions, 3 and 4 are the most critical. I cannot
- see having this type of device without the ability to pick and choose
- what gets played and at what frame rate for different portions etc...
- Imagine making some anims, Playing them back later, and then realizing you
- need to lengthen the middle part, or need to insert something.
-
- I really hope this is available. I can't believe this info isn't on
- the literature i got. Oh well. If anyone has ANY answers to ANY of these
- questions, please please please please post here or send e-mail to me!
-
- Thanks alot!
-
- Mike C.
- aka RenderStud
- mbc@po.CWRU.Edu
-
-
- --
- +======================================================================+
- | Michael B. Comet - Software Engineer / Graphics Artist - CWRU |
- | mbc@po.CWRU.Edu - "Silence those who oppose the freedom of speech" |
- +======================================================================+
-
-
- ##
-
- Subject: grass
- Date: Wed, 09 Jun 93 15:56:23 -0500
- From: caryw@shell.com
-
- One of the Amiga magazines (Amazing Computing - I think) had a nice article
- about creating tall grass for Imagine rendering a few months ago. The
- author used altitude maps as I recall. Maybe someone out there (who
- actually has that issue - I just peeked at the article) could help you out!
- __
- / \ \ / | |
- | \ / o | --+--
- | _ \ / _ | _ |
- | / \ | _ | | \ /\ / | _ | / \ |/ \ |
- | ( ) |/ \ | | \ / \ / |/ \ | ( ) | | |
- \__/ \_/| | \__/| \/ \/ | | \_/| | | |
- -----------------------+----------------------------------+-----------
- | |
- CL Wright | |
- caryw@shell.com \_/ \_/
- Pecten International Company (a wholly owned subsidiary of Shell Oil Co)
-
-
- ##
-
- Subject: 3D-ROM, InterChange v3.0
- Date: 09 Jun 93 22:36:49 EDT
- From: John Foust / Syndesis Corporation <76004.1763@CompuServe.COM>
-
- To: >internet: imagine@email.sp.paramax.com
-
- We're in the midst of cleaning up the Syndesis mailing list in
- preparation for the newsletter that announces the release of the
- "Syndesis 3D-ROM", our CDROM collection of more than 500 freely
- distributable 3D models.
-
- The 3D-ROM is a demonstration of the translation abilities of
- InterChange Plus, our system for converting between 3D file formats.
- All objects are present as LightWave objects and scenes, Imagine
- PC/Amiga, 3D Studio .3DS, AutoCAD DXF (3DFACEs) and Wavefront .obj.
- It's also got more than 400 tileable, wrappable texture maps, plus
- the message archives of the Imagine and LightWave mailing lists.
-
- The next Syndesis newsletter will also announce InterChange Plus v3.0.
- We've added a full ARexx interface, added 49 more InterFonts, among
- other enhancements.
-
- If you'd like to find out about these products, we'd be glad to add
- you to our mailing list. Please send me your name, address and phone
- via private e-mail. (Remember, don't reply to the mailing list.)
-
-
- ##
-
- Subject: Re: grass
- Date: Wed, 9 Jun 93 20:46:47 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- Hi,
- I'm starting a project that will require a pasture, as in
- a grassy field. Has anyone done this type of simulation in the
- past? Any info would be appreciated.
-
- SHayne
- ------------------------
- There was an example in a early (say about a year or two ago)
- Amazing Computing magazine about doing grassy fields in Imagine, in fact.
- If you can't find this issue, I will try to track it down in my
- collection... It is the best magazine for the Amiga in existence
- and I suggest everyone get a 3 year subscription. Actually you get
- Amiga WHirled because of the advertisements and Amazing computing
- for the articles... Amiga Whirled probably doesn't have a clue
- why they still exist, I just said why.
-
- Anyways, I will look for the article... I'm not at home right now,
- but I loaned my monitor out to a friend who just got a Amiga 3000T
- from Creative Computing for 1200 bucks... Makes me sick,
- I have an Amiga 3000 16/50 that I bought for 2300 dollars about 1.5 years
- agoi on student discount, and my friend gets a 50 pound
- tower case complete with a speaker and SCSI
- terminator, 200 Meg Quantum, 5 megs of ram and a 25MHz 68030/68882 for
- 1200 bucks... Just makes me sick ( ;-) ).
-
- Kiernan
-
- (Now, I don't believe half the Amiga users when they say something
- like "CBM is not able to do that", that's pure BS... "CBM won't".
- They are business people. Took me 6 years to arrive at that conclusion.)
-
-
- ##
-
- Subject: RE: grass
- Date: 10 Jun 1993 14:14:13 U
- From: "Oxley David" <oxleyd@gled.logica.co.uk>
-
- In article <9306091747.AA27438@ad0.reach.com> Shayne White wrote:
- >
- > I'm starting a project that will require a pasture, as in
- >a grassy field. Has anyone done this type of simulation in the
- >past? Any info would be appreciated.
-
- I have a suggestion, which involves Essence and a digitised picture of a field
- of grass. Not that I've used it yet, but one of the Essence textures causes a
- mapping to ignore the alignment of the object it is mapped on to. So, if you
- could get an image of a field (or maybe a short sequence of images of grass
- swaying in a breeze, if the grass is long) and texture-map it onto a simple
- plane using the appropriate Essence texture (I can't remember its name), you
- might be able to convey the impression that your scene actually contains a
- field of grass!
-
- Just a thought :)
-
- Regards,
- David Oxley,
- Logica UK Ltd.
-
-
- ##
-
- Subject: Re: 3D-ROM, InterChange v3.0
- Date: Thu, 10 Jun 1993 08:03:18 -0700 (PDT)
- From: First Consulting Group <dakelly@class.org>
-
- The 3D-ROM sounds great. One suggestion/question: Is there a conversion
- program for the IBM PC to convert IFF files to TIFF, PCX, GIF, BMP or
- any other common bitmap format? If there is such a beast, I think
- including it on the 3D-ROM would be a good idea.
-
- ------------------------------------------------------------------------------
- Doug Kelly Information Specialist First Consulting Group
- dakelly@class.org (310)595-5291x125 P.O.Box 5161, Los Alamitos,CA 90721-5161
-
- "The difference between genius and stupidity: genius has its limits."
- ------------------------------------------------------------------------------
-
-
- ##
-
- Date: Thu, 10 Jun 93 11:52:26 MST
- From: imagine-relay@email.sp.paramax.com
-
- To: >internet: imagine@email.sp.paramax.com
-
- There seems to be some confusion: the "mailing list" in question is a
- snail mail, US Postal Service, on-paper newsletter. It is not an
- electronic mail mailing list. Send your mailing address to receive
- the next issue of the Syndesis newsletter.
-
- To answer the other most popular questions, yes, this disc can be
- used on any computer that reads ISO-9660 CDROMs: Mac, PC, Amiga,
- Atari, NeXT, SGI, etc. (You can use it with Imagine PC, barring
- whatever lurking bugs that Impulse still has when reading
- Amiga-format objects in Imagine PC.)
-
-
- ##
-
- Subject: Re: grass
- Date: Fri, 11 Jun 1993 03:22:17 +1000 (EST)
- From: Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU>
-
- On Wed, 9 Jun 1993, Shayne White -- BA/ITAS - Boston wrote:
-
- >
- >
- >
- > Hi,
- > I'm starting a project that will require a pasture, as in
- > a grassy field. Has anyone done this type of simulation in the
- > past? Any info would be appreciated.
- >
- > SHayne
- >
- >
- A friend of mine used Essence textures to get the look of grass. I think
- that he used the bump texture
-
- Nik.
-
- nvukovlj@ucc.su.OZ.AU
-
-
- ##
-
- Date: Thu, 10 Jun 93 13:08:30 MST
- From: imagine-relay@email.sp.paramax.com
-
- Okay,
- for some reason, I thought having ten letters in my mailbox about grass was
- hilarious, so I laughed, and now everyone in the lab is staring at me.
- Here's my contribution:
- if you want really really detailed grass, like every blade, here is an idea:
- create a flat outline of grass clumps (kind of like a stage flat) and scatter
- them around whatever kind of flat grass you want. See, you said 'pasture', not
- neatly mown southern California lawn. Pasture makes me think of cows and
- people chewing on weed tips and talking with a funny habit of extended
- syllables. Lots of spit, cowshit, and bugs the size of hamburgers. I would
- also suggest you give the 'flat element' to your grass some rises and dips,
- and you can use the altitude concept with the magnetism on a flat plane.
- To make it look better, raise LARGE areas to a certain height, then smooth
- the level transitions so that you don't have gourad cliffs (only, what are
- gourad cliffs?). See, pastures are at least 3-4 feet deep. if you sit down in
- them, you cannot be seen. It's like nature's shag carpet. If you want to
- really spiff up your panel thickets, try something like this:
-
- front view:
-
- /\ /| /\ |\ ||
- / V |/ \| \||
- | |
- | |
- |______________|
-
- side view:
-
- ||
- /||\
- | || |
- | || |
- |_||_|
-
- top view:
-
- |
- | | |
- ==============
- | | |
- |
-
- the use of flat side panels makes the object look thick from all sides.
- I omitted the planes on the top. I figured you wouldn't be flying a
- helicopter camera.
-
- If I am totally off-base with this, sorry. I thought you were doing something
- low to the ground, like a cow-interview or a documentary on burger bugs or
- something.
-
- If you are just doing something flat, yeah, use a texture. Make the
- texture with close shades of yellow, off-white, and blue green. I doubt you
- can find grass that is purely one color, and I really doubt you can find
- a pasture that is one color. If you want to go crazy, you could make some
- stalk weeds, out of a bent tube extrusion and something zig-zaggish at
- the base for a clump. When making the ground map, if you want it to seem
- alive and inviting and you are not imitating the topography of Sarasota, FL
- (max height in the county is 2 feet!!!!), build some raises and dips with
- irregular patterning, but with about the same height of raise or dip. ANy
- more than that will make the variety in scale suggest a larger scene or
- environment.
-
- -Joe Solinsky
- "What are you lauging at?"
- "People are mailing me about grass."
- "It could be worse-- it could be sod."
-
-
- ##
-
- Subject: IDE vs. SCSI
- Date: Thu, 10 Jun 93 13:04:49 CDT
- From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
-
- What does IDE stand for?
-
- I know SCSI is Small Computer Systems Interface and that is a
- standard peripheral configuration. I am assuming IDE is a similar
- concept. Can both exist on the same system? I ask because I
- already have a SCSI controller in my 2500/30. I am interested in
- the DPS harddrive animation system and realize it needs an IDE
- interface. I need to know what that entails so I can plan accordingly.
-
- Thanks,
-
- Dale
-
-
-
-
-
- _____________________________^_____________________________
- __ __
- ____ ____
- _____________________________ _____________________________
- dale r. rogers
- afme support
- MailStop: LR24A4
- Tel: (205) 730-8294
- drrogers@b24a.b24a.ingr.com
-
-
- ##
-
- Subject: Re: DPS-AR questions, anyone got the answers?
- Date: Thu, 10 Jun 93 15:54:56 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > 1. Is it shipping yet, or what is it's planned release date?
-
- It is shipping now since last week.
-
- > 2. What other IDE (smaller) would be reccommend or is ANY IDE drive
- > really ok?
-
- Only VERY fast IDE drives will work with it and the only one that has been
- qualified thus far is the Seagate 3600A 500MB at about $780 street price.
- I'm hoping that the Micropolis 2112A 1.2GB is approved since I would like
- greater animation capacity.
-
- > 3. For the above drive in 2, about how much info would it hold?
-
- 500MB hold 3-5 minutes.
-
- > 5. Does it have a sync output with RGB?
-
- There is no RGB output. Any video output must obviously provide a sync signal.
-
- > 6. Is there any type of Demo tape available esp. on SVHS?
-
- There is a demo tape that is being shipped with the product. In fact a couple
- of my test animations are on it (a scene cut from Fred Floaty and the Furnace
- animation test). You may be able to get DPS to ship you a copy.
-
- > SOFTWARE:
- > 1. How does the software convert images? i.e.: If you drag/drop or
- > save an IFF to the drive, will some type of program intercept it
- > and convert it on the fly? Or is there some utility needed?
-
- You write images to it as though it were a standard hard drive. It does the
- conversion for you on the fly (ie no additional utility is needed).
-
- > 2. Is there a needed utility to re-read the data from the drive in IFF?
-
- As above, you read from it like an HD device as well.
-
- > 3. MOST IMPORTANT...for animation, can it
- > a) pause on 1 frame for any length of time
-
- My understanding is that this is not a problem.
-
- > b) be told to play loops of frames
-
- Because animation frames must be located sequentially on the disk, loop
- operation (which is possible) can cause a glitch when jumping to a non-
- contiguous location. Apparently the software includes the ability to copy
- blocks of images to other locations to allow glitchless looping at the cost
- of drive space.
-
- > c) better yet, have a script file or something similar to have
- > a scene where a and b can be done over and over in any order etc...
-
- As mentioned above, frames must be sequential on the drive for glitch free
- operation. This is why DPS is not pursuing the non-linear editing market.
-
- > 4. Related to 3, how or can you even insert a frame?
-
- I'm not sure how that works yet.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson CONCURRENT COMPUTER %
- % --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
- % ' Image ` ...!uunet!masscomp!mark Hardware Architect %
- % Productions (508)392-2480 (603)424-1829 & General Nuisance %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- ##
-
- Subject: Re: grass
- Date: Thu, 10 Jun 93 14:58:11 CDT
- From: Wayne Haufler <haufler@pat.mdc.com>
-
- > On Wed, 9 Jun 1993, Shayne White -- BA/ITAS - Boston wrote:
- > >
- > > Hi,
- > > I'm starting a project that will require a pasture, as in
- > > a grassy field. Has anyone done this type of simulation in the
- > > past? Any info would be appreciated.
- > >
- > > SHayne
- > >
- > A friend of mine used Essence textures to get the look of grass. I think
- > that he used the bump texture
- >
- > Nik.
- >
- > nvukovlj@ucc.su.OZ.AU
- >
-
- I used a combination of Roughness and Essence Bump texture, but it
- was only for a rough still of a backyard scene.
-
- Your approach might depend on your camera's point of view of the ground.
- Will the camera be pretty much at eye level and fairly close to the ground?
- Or will it be mostly overhead? That is, sideview or top view? If the former,
- then the previously mentioned technique from the magazine (I'll try to dig
- up my copy) would work.
-
- I think the article's technique mapped onto the sides (and tops) of various
- 'chunks' of earth on top of a ground plane, each chunk at different distances
- from the camera. But it was a broken-up marshy scene, rather than a
- smooth prairie scene.
-
- Hope this helps some.
-
- __
- \\ /\\ /\\ //_ Wayne A. Haufler [Christian/SW Engineer/XWindows/Amigan]
- \/--\// \//__ haufler@pat.mdc.com McDonnell Douglas-Houston
- // Hobby: "Computer Animations For Christian Endeavors"
- GodlyGraphics mailing list: GG-request@acs.harding.edu
-
-
- ##
-
- Subject: IDE drive for DPS PAR (was Re: IDE vs. SCSI)
- Date: Fri, 11 Jun 1993 06:05:01 +0800
- From: watters <watters@cranel.com>
-
- > What does IDE stand for?
-
- I was told once that it stood for Integrated Digital Expansion, I
- was also told it was for Intelligent Disk (Drive) Expansion.
- We are a bit biased to SCSI around here so when I have asked in the past I
- always got I Don't care Either...IDE.
-
- >Can both exist on the same system?
-
- Yes.
-
- > I ask because I
- > already have a SCSI controller in my 2500/30. I am interested in
- > the DPS harddrive animation system and realize it needs an IDE
- > interface.
-
- It has it's own IDE interface onboard. The DPS PAR with work in a system
- that has a SCSI controller.
-
- I hate to make a plug, but if people are planning on getting a drive for
- the DPS Personal Animation Recorder... I strongly suggest you get in touch
- with the company I work for as we are a distributor for many high-end drive
- vendors including HP and the better Seagate stuff and I believe the
- Seagate 3600A is the only drive that has been qualified so far.
- I will own a DPS PAR myself so you will have some experienced technical
- support if you get the drive here.
-
- Believe me... I don't care if you get the drive here or not... the money
- doesn't go into my pocket... although I would enjoy getting to talk to a lot
- of Amiga people that need help instead of a day full of Unix dweebs. :)
-
- While we are at it... if you need any large hard disks, MagnetoOptical drives,
- or tape (4mm DDS/DAT, 8mm, etc.) give Cranel a call because you will get
- some decent pricing from a distributor and I will get to talk to a lot more
- of you! We also sell multi-Terabyte optical systems if you are rendering
- a lot! :)
-
- Cranel's number is (614) 431-8000 or (800) 288-3475
- You can find info and adds from Cranel in most Unix and Imaging Rags such
- as SunWorld and Imaging Magazine.
-
- Hope this wasn't too bad... I just hate that we don't sell to many Amiga
- users... some Universities here and there that we are already under contract
- with but that is it.
-
- _ __
- David ~ |_|_---' |@,__
- Watters ~ ( )-_______-()`-
-
- --
- David R. Watters (watters@cranel.com) Cranel Inc. Development & Engineering
-
- Congratulations Emerson Fittipaldi, Chevrolet, and Penske!!!
- -=+ 1993 Indianapolis 500 Winners +=-
-
-
- ##
-
- Subject: Re: IDE vs. SCSI
- Date: Thu, 10 Jun 93 16:56:28 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > I am interested in
- > the DPS harddrive animation system and realize it needs an IDE
- > interface.
-
- The IDE interface is built right into the DPS board and the drive is dedicated
- to it. No additional IDE controller is needed.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson CONCURRENT COMPUTER %
- % --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
- % ' Image ` ...!uunet!masscomp!mark Hardware Architect %
- % Productions (508)392-2480 (603)424-1829 & General Nuisance %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- ##
-
- Subject: Re: grass
- Date: Thu, 10 Jun 93 13:59:55 PDT
- From: "Charles Congdon" <CCONGDON@us.oracle.com>
-
- On Wed, 9 Jun 1993, Shayne White -- BA/ITAS - Boston wrote:
-
- >
- >
- >
- > Hi,
- > I'm starting a project that will require a pasture, as in
- > a grassy field. Has anyone done this type of simulation in the
- > past? Any info would be appreciated.
- >
- > SHayne
- >
- >
-
- The Amazing Computing article featuring the creation of grasslands was
- written by Marc Hoffman, and appears in the April 1993 issue. Marc uses a
- combination of color, filter, and altitude maps applied to a number of planes
- at different distances to simulate grass. While great for static scenes, this
- technique is not very well suited to animations with a great deal of camera
- motion (unless you are an amazing artist who can redraw the brushmaps from all
- viewpoints in the animation).
-
- For animations, Essence is a reasonable solution, so long as you don't
- get close enough to the grass to see it is simply bumps. It also depends
- on the sort of grass you want - Essence (or any form of alitude mapping that
- is not used in conjunction with filter and color maps) is great for lawns and
- golf courses, but not too good for waving fields of wheat.
-
- For "realistic" grass that has actual height and can be veiwed from all
- angles, you need actual grass objects. Unfortunately, you need between 1000
- and 5000 blades of grass (at 3-5+ points each) to get something that doesn't
- resemble a desert. This uses a *lot* of memory, and renders very inefficiently
- since the blades of grass are so much smaller than the Imagine world size. If
- you want your grass to blow in the wind, you need one object for every frame,
- which rapidly eats up disk space as well.
- If you try to implement this anyway, note that you can't do this via
- groups of Imagine objects (Imagine 2.0 locked up for me when I tried to group
- more than about 200 objects). Instead, you need to create a single object
- using something like Glenn Lewis' T3DLIB (it's shareware - please register)
- that represents a large number of grass blades. Be careful that you don't
- exceed Imagine's 65K point object limit, which is really easy to do when
- modelling "natural" objects.
- Alternately, you can create each blade in the stage editor using either
- T3DLIB or John Grieggs' ISL. While the stage editor is not bothered by huge
- number of objects, only add the grass to your scene after everything else has
- been laid out (the screen update time can be very long). Be warned that your
- staging file will easily be larger than a megabyte in size.
-
- Unfortunately, modelling natural objects at the level of detail you see
- looking out the window (OK, a very small portion of what you see out your
- window) is very difficult without playing all sorts of tricks that involve
- memory/speed tradeoffs. The level of detail in even a simple shrub or a 10cm
- sqaure of lawn is simply mind-boggling.
-
- Have fun with your project!
- Charles
-
- ------------------------------------------------------------------------------
- Charles Congdon Oracle Corporation
- Standard disclaimer...
- ------------------------------------------------------------------------------
-
-
- ##
-
- Subject: Re: 3D-ROM, InterChange v3.0
- Date: Thu, 10 Jun 93 15:34:29 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- The 3D-ROM sounds great. One suggestion/question: Is there a conversion
- program for the IBM PC to convert IFF files to TIFF, PCX, GIF, BMP or
- any other common bitmap format? If there is such a beast, I think
- including it on the 3D-ROM would be a good idea.
-
- ------------------
- Yes, it is called PBMplus... And it is very available... Yes, I am
- a little fresh, but it is better than being rotten. They should really
- put everything in either RLE, PPM or JPG format since those
- are supported by most machines UNIX, non-UNIX alike.
-