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- IMAGINE archive: collected off of Imagine@email.sp.paramax.com
-
- ARCHIVE XXXIX
- Jun. 10 '93 - Jun. 18 '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: IDE drive for DPS PAR (was Re: IDE vs. SCSI)
- Date: Thu, 10 Jun 93 17:35:40 EDT
- 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: grass
- Date: Thu, 10 Jun 93 18:22:45 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- 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
- -----------------------------------
- If you are a good (or at least mediocre) C programmer and have a
- copy of POV or Rayshade, you can probably do the impossible using
- another rendering program. Rayshade lets you make instances of
- objects so you could possibly create many objects... Another thing,
- rayshade can do bump and tranparent mapping (not the greatest in the world)
- but you probabnly could kludge it some way so you could have
- rayshade INCLUDE a different image map each time a frame is rendered.
- Using just the "system()" command and the FILE handling commands
- you could write these steps (could be flowcharted):
-
- 1. Load in a animation frame from a 20 frame grass animation,
- 2. Create a Grey scale and Color RLE image from the frame,
- 3. Write the necessary "texture" call into a file that will be included
- in the original scene file (just after the object[s] to be bumped
- and made transparent around the edges of the grass)..
- 4. Tell rayshade to render the scene.
- 5. Cjpeg the image and store it away in a directory or archive it away.
- 6. Delete the original image created by rayshade.
- 7. Go to next frame in grass animation until there is no more frames
- in the grass animation.
- 8. Else restart grass animation frame number count until the number of
- repeats is done.
-
- As I might have said, this is pretty darn easy to code and beats
- playing around with programs like Imagine... it is more screwy,
- but hey what good is a computer science degree if you can't use it??
-
- Good news.. we are going to get a SGI server (150 Mips) and 4 SGI
- Indigos, late next week, or so. I will need to figure out a way
- to have all five systems working on one animation... Maybe I can
- now do 4000 frame animations at 640x480 ;-), probably not.
- The server will have 2 processors... this should make for some
- good tests... It is feasible to write code for Rayshade that
- conforms all objects in a universe to any mappable function...
- It is easy, but screwy also, just make copies of every
- object then remap all the points so that they align with a
- function for both the x and y axis then just shoot the function
- (if periodic) out of phase for each frame about a 10th of
- a radian or something like that... anyone know how to make wavy gravy
- (not the 60-70's hippy clown)... like the floppy sombrerro.
-
-
- ##
-
- Subject: Buggy Imagine Pc Buggy
- Date: Thu, 10 Jun 93 23:32:44 CEST
- From: Santi Lo Monaco <MC2695@mclink.it>
-
- Well last Dave's message made me think maybe I can try again to post to
- this list without being Kicked-off bouncing in the cyber-space.
- BAD NEWS FOR IMAGINE-PC USERS!!!!!!!!
- When my copy arrived, I couldn't wait to get down with the thing and get
- some real GREAT stuff done......NO WAY.
- I mean, have read ALL the "manual" (that is always been the best reason to
- avoid pirated stuff), and while diligently following suggested examples I
- would regularly find myself at the dos C:> with a weird message about XXXXX
- Bytes being still allocated, the only time i got to the point to Ray-Trace
- ONE (1) imagine that was mercylesly ""crappy" i suppose not a tremendous
- amount of thinking went in developing antialiasing algorithm, (TIP: you
- single IMPULSE programmer check this book: Photoralism and Raytracing in C,
- by Stephen Coy (VIVID author) S&M Books.
-
- The worst thing is that when I called Impulse they told me It was the
- first time somebody complained about bugs in the PC version (IT is not
- BUGS, IT IS UNUSABLE!!!!). But ho ho guys this is the Net they cannot hold
- the truth, I have personally checked with 3 other users (whose addres i got
- from the list) the have got the same problems I have and fell "mixed
- feelings about Imagine PC and Impulse"
-
- This is for their records: IT IS NOT BAD HARDWARE IN 1 (single ) PC . IT
- IS
- REAL WORK-STOPPING BUGS IN THE SOFTWARE PERIOD.
- so long and thanks for the hospitality.
- Santi Lo Monaco
- mc2695@mclink.it
-
-
- ##
-
- Subject: IDE vs. SCSI
- Date: 11 Jun 93 03:24:01 EDT
- From: Jonathan Hirschman <70274.2526@CompuServe.COM>
-
- I belive that IDE stands for Intelligent Drive Electronics.
-
-
- //Jonathan,
- \\//via AutoPilot
-
-
- ##
-
- Subject: Re: Buggy Imagine Pc Buggy
- Date: Fri, 11 Jun 93 08:14:22 -0400
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- I too have that annoying bug where for no reason what so ever
- it just quits and say XXXX bytes still allocated. I just kept saving
- my work, reloading and starting over. I don't think I'll use the PC
- version that much though. I haven't called impulse yet about it as
- I've been too busy. Oh well.
-
-
-
- --
- +======================================================================+
- | Michael B. Comet - Software Engineer / Graphics Artist - CWRU |
- | mbc@po.CWRU.Edu - "Silence those who oppose the freedom of speech" |
- +======================================================================+
-
-
- ##
-
- Subject: Grass replies
- Date: Fri, 11 Jun 93 10:31:20 EDT
- From: swhitenn@reach.com (Shayne White -- BA/ITAS - Boston )
-
- I'd like to thank everyone for their replies concerning
- the pasture that I am trying to create. So far I have used
- the Essence bump texture and a roughness setting of about 130 to
- achieve the effect. I think it looks pretty good, but I will
- continue to play around, possibly placing clumps of weeds, and
- other things (cow patties perhaps :) around the field.
- The pasture is a grazing pasture, so the grass must be
- short. The project is something I'm doing for my parents, who
- own a dairy farm. I want to have a cow or two grazing in a field
- with the farm's logo. When I get it done I'll post my results
- and any techniques that I used or was informed of by others. I
- couldn't believe the number of replies I got from my first
- question. Thanks again for the help!
-
- Shayne
-
-
- ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- + SHAYNE WHITE - STANDARD DISCLAIMER .... +
- + AMIGA 2000, RCS FUSION FORTY, 7 MEGS RAM, 213MB MAXTOR +
- + SWHITENN@REACH.COM +
- ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
-
- ##
-
- Subject: Grass replies and COWS-Objects
- Date: Fri, 11 Jun 93 19:44:32 +0100
- From: heberle@s0.trier.fh-rpl.de (Heberle H.)
-
- Hello Shayne,
- I have a cow for you. It's from Viewpoints free distributable objects.
- Are you interested, aren't you?
- Greetings to all of you in the USA. I will be back in september. The
- next time to discover your country.
- You should visit Germany. It' an interesting area.
- Horst Heberle
- heberle@pcserver.trier.fh-rpl.de
-
-
- ##
-
- Subject: brushes
- Date: Fri, 11 Jun 1993 15:18:44 -0400 (EDT)
- From: ZACHWS@ids.net
-
- Hello fellow Imagineers,
- I ran into an interesting problem last night involving brushmaps.
- I was rendering an example pic to show the difference between altitude maps
- and color maps. I had four spheres, one with no map, one with color, one with
- altitude, and one that used both.
-
- All spheres used the same iff file for the brush. Now for some reason when I
- went to render, I would get an error message saying "Can't access brush.."
- with my brush path. I fiddled around with different combinations of the
- spheres and what seems to be happening is Imagine chokes if there are more
- than 4 references to the same brushmap. I copied the brush to a second name
- and referenced it twice and the first twice, and it rendered perfectly.
-
- Now is this just a glitch in my setup, or is there some imagine limitation I
- don't know about?
-
- Also, on the "What does IDE mean?" thread, it's Integrated Drive Electronics,
- at least according to the newest InfoWorld...
-
- Zach Williams (zachws@ids.net)
- Precision Imagery
-
-
- ##
-
- Subject: Re: Buggy Imagine Pc Buggy
- Date: Fri, 11 Jun 93 13:31:44 CDT
- From: kurt@art.niu.edu (Kurt Schultz)
-
- Wait a minute. I've had/used Imagine PC for about a month. No problems at all.
- Anti-aliasing is adjustable from the preferences screen, try changing it.
- While you can certainly complain about Imagine's design, I have found that
- the port to the PC to be rather good in regards to the platform migration.
- I've had no memory errors at all, everything works OK so far. Of course it
- helps if you already use/know Imagine on the Amiga. There certainly could
- be some improvements nad some bugs squashed, but it runs, its usable, and
- it makes images and animations. I know because I've made'em.
-
- kurt
-
-
- ##
-
- Subject: Fred Fish Disks
- Date: Fri, 11 Jun 1993 15:10:23 -0500 (CDT)
- From: carroll%milliways@jesnic.jsc.nasa.gov (Carroll Moore)
-
- I'm sorry for using this list for an answer to this question,
- but can someone give me the address of a good ftp site for
- current as well as older fred fish PD disks? I started using
- oes.orst.edu but there fred fish disks are incomplete (the
- contents file does not match the archives available in the
- directory). Any help would be appreciated!
-
- Carroll
-
-
- ##
-
- Subject: Re: Buggy Imagine Pc Buggy
- Date: Fri, 11 Jun 93 17:35:06 -0400
- From: etb@cs.pitt.edu (Elmer Beachley)
-
- Santi:
-
- I too purchased PC Imagine and it does not work on my system, even with
- all drivers (except mouse) and memory managers disabled.
-
- It does work on a friends PC, but I've tried everything the tech support
- guy (a very nice fellow btw) and it still doesn't work on MY system.
- I've set it aside for the moment. Maybe they'll fix it but I got the
- impression they don't have a way to test on a wide range of hardware.
- Sigh,
-
- Elmer Beachley etb@cs.pitt.edu
-
-
- ##
-
- Subject: Re: brushes
- Date: Fri, 11 Jun 93 22:41 GMT0BST-1
- From: Jacek Artymiak <jartymiak@cix.compulink.co.uk>
-
- In-Reply-To: <930611151844.5c0@ids.net>
-
- >All spheres used the same iff file for the brush. Now for some reason when I
- >went to render, I would get an error message saying "Can't access brush.."
- >...
- >Now is this just a glitch in my setup, or is there some imagine limitation I
- >don't know about?
-
- I don't think its Imagine at all. Rather DOS getting confused when it receives
- requests for access the file while previous request has not yet been cleaned up
- after.
-
- You can't blame Imagine for everything ;-)
-
- .------------------------------------------------------.
- | Jacek Artymiak, email: jartymiak@cix.compulink.co.uk |
- ------------------------------------------------------
-
- Jacek
-
-
- ##
-
- Subject: Re: IDE vs. SCSI
- Date: Fri, 11 Jun 93 17:52:35 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- I belive that IDE stands for Intelligent Drive Electronics.
-
-
- //Jonathan,
- \\//via AutoPilot
- -------------------
- Intelligent Drive Electronics <= 200 Meg hard drives
- Incredibly Dumb Electronics > 200 Meg hard drives
-
-
- ##
-
- Subject: Re: Fred Fish Disks
- Date: Fri, 11 Jun 93 18:15:01 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- I'm sorry for using this list for an answer to this question,
- but can someone give me the address of a good ftp site for
- current as well as older fred fish PD disks? I started using
- oes.orst.edu but there fred fish disks are incomplete (the
- contents file does not match the archives available in the
- directory). Any help would be appreciated!
- -------------
- Have you tried doing a string search on "Archie" for fred fish disks.
- The place I frequent for fred fish disks has a "ux1" in the
- first part of the address... Anyways... some people get mad at
- me if I tell them how to use Archie... if you are one who
- who hates extra info, just ignore the rest.
-
- Archie is a Anonymous FTP Site Database (or Archive).
- By telneting to a Archie server you can do name searches
- on most all the FTP sites known to man. Since there is
- help provided internally to every Archie site and the FTP-List (common
- list) tells you how to get on to Archie, I will only give
- an example of how you would go about finding all the fred fish
- disks in the FTP world..
- type the following in this order (don't try to figure out what you
- are doing... follow this exactly):
-
- telnet archie.unl.edu
- archie
- set search exact
- set sortby time
- prog fish
- mail "your Email address here"
- bye
-
- where "your Email address here" is your email address, the only
- thing that is not typed exactly...
- What this will do is search for every file/directory on every FTP site
- in the database that has the name "fish", then it mails the list
- back to "your Email address" and ends the session with "bye" ("quit"
- might work, if bye doesn't).
-
- Later
-
-
- ##
-
- Subject: Re: Buggy Imagine Pc Buggy
- Date: Fri, 11 Jun 93 17:49:45 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- I mean, have read ALL the "manual" (that is always been the best reason to
- avoid pirated stuff), and while diligently following suggested examples I
- would regularly find myself at the dos C:> with a weird message about XXXXX
- Bytes being still allocated, the only time i got to the point to Ray-Trace
- ------------------------
- Well at least the Imagine manual is not as bad as the wordperfect manuals.
- Impulse has never been good on manuals... They really really and trully need
- a staff of technical writers. It really seems like Impulse is a
- small company because the quality of software and documentation you
- get from them looks like a one-man operation. You can find better
- stuff coming out of shareware. I really think Impulse could do a lot
- better, they just need to organize themselves better. They need
- better programmers, that is for sure... Any Bachelor Degree level
- graphics programmer could create better rendering algorithms
- and any applications programmer could create an easier to use
- interface, but I don't know why Impulse hasn't hired any
- of these programmers...
- -----------------------
- ONE (1) imagine that was mercylesly ""crappy" i suppose not a tremendous
- amount of thinking went in developing antialiasing algorithm, (TIP: you
- single IMPULSE programmer check this book: Photoralism and Raytracing in C,
- by Stephen Coy (VIVID author) S&M Books.
- -----------------------
- Yes, I have the programs that come withthe book... It is pretty interesting.
- I don't even use Imagine's rendering module because you can find "better"
- rendering software in shareware and public domain. My advice to Impulse
- is "make an export/rendering option to use external rendering modules
- like Renderman, Rayshade, POV and Radiance. Adding an Arexx interface
- would be even cooler... " I bet, if they add just a minimal amount of
- support for external rendering software and Arexx, anyone would be able
- to write software to render animations on a multi-workstation network
- using multiple copies of a public domain rendering program.
- I think it is a little screqy that they haven't.. Even the MAc program
- VISION 3D supports Radiance, Renderman and Rayshade formats and
- its in public domain. The only thing that is keeping Vision 3D from
- being commercial quality software is a better interface and animation
- support... I recommend it to anyone, but it is a several times slower
- than Imagine ona the same processor. I am writing programs to work
- around what I cannot port to an external rendering program.
- -------------------------
- The worst thing is that when I called Impulse they told me It was the
- first time somebody complained about bugs in the PC version (IT is not
- BUGS, IT IS UNUSABLE!!!!). But ho ho guys this is the Net they cannot hold
- the truth, I have personally checked with 3 other users (whose addres i got
- from the list) the have got the same problems I have and fell "mixed
- feelings about Imagine PC and Impulse"
- -------------------------
- True, it hasn't been a success... I think that companies that develop
- for the Amiga need to stop depending on the "comfee chair" that
- Amiga users give them when they make mistakes, because it causes
- developers to (at least the more dishonest and crooked ones)
- ignore potential errors. I really believe that about 50% of the Amiga software
- that exists, is overpriced for the ammount of obvious effort that
- is put into it. I'm constantly seeing them... For instance,
- the "Sign Language" teaching program that just recently came out...
- All it teaches is 26 letters represented in sign language.. Stupid...
- You can learn that without the program... they should have an entire
- dictionary of sign language complete with animations on a CD-ROM
- or 20 disks... All the cost, zero effort.. How about Directory OPUS...
- Everyone likes this one, but what is keeping anyone from creating something
- just like it?? (I never have used it, but all it looks like to me is a
- fancy alternative to symbolic shell, which are in public domain).
- -------------------------
- This is for their records: IT IS NOT BAD HARDWARE IN 1 (single ) PC . IT
- IS
- REAL WORK-STOPPING BUGS IN THE SOFTWARE PERIOD.
- so long and thanks for the hospitality.
- Santi Lo Monaco
- mc2695@mclink.it
- -------------------------
- WHat BIOS does you and your friends use??? I wrote a assembly
- program for a professor last semester in 8086 assembly... The
- program worked on all the PC's in our computer lab but
- crashed on his machine. I believe his machine has some finer
- details in the operating system that caused it to crash.
- There are 256 interrupts in a PC, each interrupt has any number
- of (or 0) subroutines... If one should change, that could
- screw up some programs that use that subroutine. The handling
- on interrupts and the location of the routines in memory
- varies from PC to PC. I would suggest trying it on many different
- machine of different BIOS, operating system revisions
- and possibly system hardware. If it still fails... Then I
- would contact Impulse.
-
- If they think you are wrong, give them the proof...
- They will not get off their butts unless you force them to...
-
-
- ##
-
- Subject: Re: Buggy Imagine Pc Buggy
- Date: Fri, 11 Jun 93 18:17:27 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- I too purchased PC Imagine and it does not work on my system, even with
- all drivers (except mouse) and memory managers disabled.
-
- It does work on a friends PC, but I've tried everything the tech support
- guy (a very nice fellow btw) and it still doesn't work on MY system.
- I've set it aside for the moment. Maybe they'll fix it but I got the
- impression they don't have a way to test on a wide range of hardware.
- Sigh,
-
- Elmer Beachley etb@cs.pitt.edu
- -----------------------------
- What is the difference between you and your friends PC??
- BIOS?
- MSDOS?
- IBMDOS?
- What revision?
- CPU?
- Memory?
- Any TSR's running?
- Using doskey?
-
-
- ##
-
- Subject: Re: Fred Fish
- Date: 11 Jun 93 21:44:00 EST
- From: "Andrew Church" <95ACHURCH@vax.mbhs.edu>
-
- Here are two FTP places I've found with Fred Fish libraries:
-
- ux3.cso.uiuc.edu (128.174.5.61) -- Fred Fish, AmiNet, other
- nic.funet.fi (128.214.6.100) -- Fred Fish, LOTS of music, other
-
- Hope this helps.
-
- --Andy Church
-
-
- ##
-
- Subject: Re: Buggy Imagine Pc Buggy
- Date: Fri, 11 Jun 93 23:39:21 -0400
- From: etb@cs.pitt.edu (Elmer Beachley)
-
- almost everything is different unfortunately.
-
- works my system
- ---------------- -----------------
- 20mhz 386 40mhz 386
- ??? bios ami bios
- dos 4.? dos 5.0
- 4meg memory 16meg memory
- several tsrs only the mouse driver
- no doskey no doskey
-
- i might add that i've had no problems with software compatibilty before
- this with my system. it has ide, stealth vga, wd8003 network, adaptec 1522
- scsi, old targa-16 and soundblaster-16.
-
- the only peripherals imagine mentioned as having problems were the
- bernoulli disks.
-
- elmer beachley
-
-
- ##
-
- Subject: Re: Buggy Imagine Pc Buggy
- Date: Sat, 12 Jun 93 10:18:10 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- works my system
- ---------------- -----------------
- 20mhz 386 40mhz 386
- ??? bios ami bios
- dos 4.? dos 5.0
- 4meg memory 16meg memory
- several tsrs only the mouse driver
- no doskey no doskey
-
- i might add that i've had no problems with software compatibilty before
- this with my system. it has ide, stealth vga, wd8003 network, adaptec 1522
- scsi, old targa-16 and soundblaster-16.
-
- the only peripherals imagine mentioned as having problems were the
- bernoulli disks.
-
- elmer beachley
- -------------
- That is a tough one.. I would have to have a copy of it myself to
- diagnose it... You could probably DEBUG the binaries and do a trace to
- see where it goes or probably find out where the message is being called
- and find the subroutine... Chances are the code was compiled
- entirely in C and tracing would be near impossible... But it is worth a
- try..
-
- It might have problems with the networking software if it is
- NFS. We have NFS and there is some stuff that just does not like
- NFS for some reason... I'm not too knowledgeable about networks...
- Besides you shouldn't have to diagnose these problems.. Impulse needs
- to work them out...
-
- Well see you later
-
- Good Luck,
-
- Kiernan Holland
- kholland@chicoma.lanl.gov
-
-
- ##
-
- Subject: Moon IFFs
- Date: Sun, 13 Jun 93 00:29:52 PST
- From: Tony Jones <nova@ibmpcug.co.uk>
-
- Does anyone have or know of any colour/altitude brushes that will render as
- a reasonably realistic moon?
-
- --
-
- _/_/_/ _/_/_/ email: nova@ibmpcug.co.uk | "Every day for us something
- _/ _/ FidoNet: 2:253/404.35 | new, open mind for a different
- _/ ___/ AmigaNet: 39:138/1.35 | view" - Metallica
-
-
- ##
-
- Subject: Re: Buggy Imagine Pc Buggy
- Date: Sat, 12 Jun 93 20:12:39 -0400
- From: etb@speedy.cs.pitt.edu (Elmer Beachley)
-
- Kiernan:
-
- I've tried booting without any drivers except the mouse, so while I do
- use FTP and NFS normally, there is no software active when I try imagine.
-
- After I start imagine it reads the disk but I never get the startup picture
- on the VGA. I think I tried changing the name of the startup picture
- to see if I got an error message, and as I remember, I did not.
-
- So I'm pretty much stumped. I don't have the time right now for low level
- debugging. Thanks for your ideas.
-
- Elmer
-
-
- ##
-
- Subject: Phong shading and stuff
- Date: Fri, 11 Jun 93 08:49 PDT
- From: Byrt Martinez <byrtman@waffle.sns.com>
-
- Systems'n'Software, Fremont, CA 94539-6669
- Comments: Validated 11-11-92
- Message-ID: <ycLZ5B1w165w@waffle.sns.com>
- Date: Fri, 11 Jun 93 08:39:45 PDT
- Organization: Systems'n'Software, Fremont, CA 94539-6669
-
- Howdy fellow Imagineers!
-
- I'm hoping someone has a "fix" or method for achieving what I want.
- I'm trying to build an object and it is comprised of several grouped
- objects. In one area I would like to blend two objects together, as if
- one was "pulled" from the other. The two objects are intersecting and
- separate. When I simply put them together there is a definite sharp
- boundary where they intersect. I would like them to be phong shaded
- together. Make soft has no effect, probably because they are separate
- objects. Anybody have any ideas?
-
- Also, I 've built a cylindrical type of form object which phong shades
- very nicely. But when I use a slice on part of it, the area where I
- sliced does not keep the phong shading, at least not consistently. It
- is especially noticable when viewed from an acute angle. The faceting
- from the polygons becomes very pronounced. Again, Make soft has no
- effect. Any clues on why this is happening?
-
- Byrt Martinez
-
- ----
- byrtman@waffle.sns.com (Byrt Martinez)
- Systems'n'Software Free Public Access BBS --- (510)623-8652
-
-
- ##
-
- Subject: Re: Progressive Peripherals #
- Date: Sun, 13 Jun 1993 03:10:17 +1000 (EST)
- From: Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU>
-
- On Thu, 10 Jun 1993, Dale R Rogers wrote:
-
- >
- >
- > Does anyone out there have a phone number for Progressive
- > Peripherals that will give me a live human being? I recently
- > purchased Baud Banditt and the disk I received was bad. I sent it
- > back to them a couple of weeks ago and don't know the status. I
- > have left about 4 messages in a 2 week period, and they haven't
- > returned my call.
- >
- >
- >
- > Thanks in advanced,
- >
- > Dale
- >
- >
- >
- >
- >
- Tell me about it! It is a lot worse when calling from Australia.
- Apparentely their Tech support used to be good....
-
- BTW, does anyoone know if they're shipping those Zeus boards at any higher
- than the snail's pace?
-
- Nik.
-
- nvukovlj@ucc.su.OZ.AU
-
-
- ##
-
- Subject: Re: Moon IFFs
- Date: Sun, 13 Jun 1993 22:54:58 +1000 (EST)
- From: Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU>
-
- On Sun, 13 Jun 1993, Tony Jones wrote:
-
- > Does anyone have or know of any colour/altitude brushes that will render as
- > a reasonably realistic moon?
- >
- > --
- >
- You may want to try getting onto pubinfo.jpl.nasa.gov - they have some
- nice GIF's available for FTP
-
- Nik.
-
- nvukovlj@ucc.su.OZ.AU
-
-
- ##
-
- Subject: Re: Phong shading and stuff
- Date: 13 Jun 1993 16:44:15 GMT
- From: RenderStud! <mbc@po.cwru.edu>
-
- >
- > objects. In one area I would like to blend two objects together, as if
- > one was "pulled" from the other. The two objects are intersecting and
- > separate.
- >
- Okay....the only way Imagine lets you phong shade is by having each
- part be the same object! I would reccomend saving the objects seperately
- for safety. Then make 2 objects 1 when they're together and 1 when
- they're apart by positioning them and then JOIN'ing them. Save these
- 2 new objects, and morph them. That should do it.
-
- >
- > It is especially noticable when viewed from an acute angle. The faceting
- > from the polygons becomes very pronounced. Again, Make soft has no
- > effect. Any clues on why this is happening?
- >
- I am not sure if this is due to your slice, but Phong shading has
- kind of a limitiation. If you have 2 (or more) polygons and view them
- from an angle, you'll get nice smooth shading. But if you view them
- front on, you'll get a Sillouhette view which shows the polygons along with
- the shading. Basically, phong shading will interpolate the color and
- make smooth shades along the surface of the polygons, but will not do
- anything for the edges. If you want smoother edges, you MUST use more
- polygons. The closer you get to your object, or the larger it becomes
- means you typically need more polygons.
-
- Mike C.
-
-
-
- --
- +======================================================================+
- | Michael B. Comet - Software Engineer / Graphics Artist - CWRU |
- | mbc@po.CWRU.Edu - "Silence those who oppose the freedom of speech" |
- +======================================================================+
-
-
- ##
-
- Subject: Re: Buggy Imagine Pc Buggy
- Date: Mon, 14 Jun 93 00:49:53 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- Kiernan:
-
- So I'm pretty much stumped. I don't have the time right now for low level
- debugging. Thanks for your ideas.
-
- Elmer
- -------------------------
- Sure.. No problem... I am just a computer aide and sometimes when
- someone has a problem, I always think there must be some way to fix it, so
- my AIDEing kicks in .....
-
- Its like the joke... "What is a Computer Aide??"
- "An Unemployed Computer Professional"
-
-
- ##
-
- Subject: Re: Phong shading and stuff
- Date: Mon, 14 Jun 93 01:05:42 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- >
- > It is especially noticable when viewed from an acute angle. The faceting
- > from the polygons becomes very pronounced. Again, Make soft has no
- > effect. Any clues on why this is happening?
- >
- I am not sure if this is due to your slice, but Phong shading has
- kind of a limitiation. If you have 2 (or more) polygons and view them
- from an angle, you'll get nice smooth shading. But if you view them
- front on, you'll get a Sillouhette view which shows the polygons along with
- the shading. Basically, phong shading will interpolate the color and
- make smooth shades along the surface of the polygons, but will not do
- anything for the edges. If you want smoother edges, you MUST use more
- polygons. The closer you get to your object, or the larger it becomes
- means you typically need more polygons.
-
- -------
- Sometimes I wish Imagine had some way of using Splines to create
- objects... I mean, make the objects smooth in the first place
- then let you create approximations accoding to how much memory you
- have left... That way, the program could have the capability to create
- more polygons within the area that is visible to the observer and
- all other parts that are invisible or reflected off the objects
- could be given a minimum number of polgons per patch...
- I wonder if anyone has ever thought about that...
-
- Kiernan
-
-
- ##
-
- Subject: Re: Buggy Imagine Pc Buggy
- Date: Mon, 14 Jun 93 11:28:31 -0400
- From: Mark Marino <omar@osf.org>
-
- I cast my vote with Santi. Imagine PC has been very buggy for me.
-
- Depending on your particular use of memory managers and device drivers,
- Imagine can be extremely prone to drop you to DOS (or worse yet, hang
- your machine) at seemingly random intervals (I've had it happen when
- ALL I was doing was moving the mouse!!!). Forget trying to use third
- party memory managers such as QEMM. My experience is that this will
- cause endless headaches. Also forget trying to use a combination of
- expanded and extended memory. Imagine will barf every time. To be
- fair, the Imagine PC release notes mention these problems, but they don't
- really give you an adequate solution. My solution has been to use a
- pretty vanilla DOS configuration (only use HIMEM, don't use EMM386).
- This prevents me from loading SMARTDRV, but I can live with that.
-
- It would be nice if Impulse fixed these problems so I could run Imagine with
- QEMM. Maybe Imagine PC 3.0...
-
- Besides the hanging problem, I have one other major complaint about
- Imagine PC 2.0. Most of the keyboard shortcuts just don't work. This
- is a real pain in the butt and slows down productivity. The main
- keyboard shortcuts for transformations and screen re-center work fine,
- but if you want to do anything else (attributes, redraw, etc.) you have
- to use the pull down menus. Why this is so, I have no idea. I get the
- feeling that the development team at Impulse (from what I've heard,
- it's a team of one) has released a beta-quality product for the PC. Thier
- adamant stance that the PC product is bug-free makes it all the more annoying.
-
- Just my opinion,
- Mark
-
- P.S. I didn't mention the features that just plain don't work in Imagine
- PC, such as font imports, etc. (I don't want to appear overly
- critical). Imagine is a powerful program with tons of potential and a
- great price. I just hope Impulse addresses some of these issues and
- stops treating all the PC complaints as if they were isolated problems.
-
- -----------------------------------------------------------------------------
- | |
- | Mark Marino | omar@osf.org | uunet!osf!omar |
- | Open Software Foundation | 11 Cambridge Center | Cambridge, MA 02142 |
- |_____________________________________________________________________________|
-
-
- ##
-
- Subject: Re: Phong shading and stuff
- Date: Mon, 14 Jun 93 8:40:22 PDT
- From: Byrt Martinez <martinez@nwcserv1.cup.hp.com>
-
- >
- >
- > >
- > > objects. In one area I would like to blend two objects together, as if
- > > one was "pulled" from the other. The two objects are intersecting and
- > > separate.
- > >
- > Okay....the only way Imagine lets you phong shade is by having each
- > part be the same object! I would reccomend saving the objects seperately
- > for safety. Then make 2 objects 1 when they're together and 1 when
- > they're apart by positioning them and then JOIN'ing them. Save these
- > 2 new objects, and morph them. That should do it.
- >
-
- Okay, I've already tried JOINing the objects together and no go. The lighting
- on the objects is way off, or at least the way the light is being reflected off
- of the objects. The smaller object closest to the camera reflects light
- differently than the larger object that it's supposed to be a part of. On the
- smaller object, it is dark at the far end even though the larger object is
- still well lit. It's really ugly! I've also tried turning off phong shading and
- the smaller object looks like it is now part of the larger object. Unfortunately,
- I lose the smoothness that I need! A royal Catch-22!
-
- About the morphing part you mentioned... isn't that only for animations? Right
- now I'm only in the process of creating the object, not an animation. If I can
- use morphing, please explain in a little more detail how it could be done.
-
- > > It is especially noticable when viewed from an acute angle. The faceting
- > > from the polygons becomes very pronounced. Again, Make soft has no
- > > effect. Any clues on why this is happening?
- > >
- > I am not sure if this is due to your slice, but Phong shading has
- > kind of a limitiation. If you have 2 (or more) polygons and view them
- > from an angle, you'll get nice smooth shading. But if you view them
- > front on, you'll get a Sillouhette view which shows the polygons along with
- > the shading. Basically, phong shading will interpolate the color and
- > make smooth shades along the surface of the polygons, but will not do
- > anything for the edges. If you want smoother edges, you MUST use more
- > polygons. The closer you get to your object, or the larger it becomes
- > means you typically need more polygons.
-
- I think I wasn't too clear as to what Iwas trying to explain. I'm aware of the
- edge-on faceting of an object and don't have a problem with it. The problem
- comes when an otherwise acceptably shaded object loses its smoothness in the
- area where the slice occurred. Maybe if I uuencoded a picture of what I'm
- talking about, it would be clearer.
-
-
- Thanks for the help!
-
- Byrt Martinez
-
-
- ##
-
- Subject: Re: Buggy Imagine Pc Buggy
- Date: Mon, 14 Jun 93 10:34:24 CDT
- From: setzer@comm.mot.com (Thomas Setzer)
-
- >
- > almost everything is different unfortunately.
- >
- > works my system
- > ---------------- -----------------
- > 20mhz 386 40mhz 386
- > ??? bios ami bios
- > dos 4.? dos 5.0
- > 4meg memory 16meg memory
- > several tsrs only the mouse driver
- > no doskey no doskey
- >
- > i might add that i've had no problems with software compatibilty before
- > this with my system. it has ide, stealth vga, wd8003 network, adaptec 1522
- > scsi, old targa-16 and soundblaster-16.
-
- There, much better. If you have problems it always helps to give as much info
- as possible. If I recall, there were some problems with the latest version of
- Dos(well, not with Dos, but with Imagine working under that version). I saw
- something about it on this list.
-
- Do any PC Imagineers remember this? Get it fixed? I think it was an early
- release of Imagine PC. I thought I read that someone had gotten it fixed(via
- a secret Impulse upgrade).
-
- Good luck,
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- ##
-
- Subject: Re: Buggy Imagine Pc Buggy
- Date: Mon, 14 Jun 93 10:54:22 CDT
- From: setzer@comm.mot.com (Thomas Setzer)
-
- > From: kholland@chicoma.lanl.gov (AIDE Kiernan)
- > better programmers, that is for sure... Any Bachelor Degree level
- > graphics programmer could create better rendering algorithms
- > and any applications programmer could create an easier to use
- > interface, but I don't know why Impulse hasn't hired any
- > of these programmers...
- > -----------------------
- Well, get busy... We will anxiously await your improvements ;)
- > -------------------------
- > The worst thing is that when I called Impulse they told me It was the
- > first time somebody complained about bugs in the PC version (IT is not
- > BUGS, IT IS UNUSABLE!!!!).
- GRRRRR....Welcome to the wonderful world of Impulse tech support
-
- > True, it hasn't been a success... I think that companies that develop
- > for the Amiga need to stop depending on the "comfee chair" that
- > Amiga users give them when they make mistakes, because it causes
- > developers to (at least the more dishonest and crooked ones)
- > ignore potential errors. I really believe that about 50% of the Amiga software
- > that exists, is overpriced for the ammount of obvious effort that
- > is put into it.
- GRRR...Bite my tongue, suppress flames....and pray those guys in their "comfee
- chair" don't leave the Amiga behind....
-
- > -------------------------
- > WHat BIOS does you and your friends use??? I wrote a assembly
- > program for a professor last semester in 8086 assembly... The
- > program worked on all the PC's in our computer lab but
- > crashed on his machine. I believe his machine has some finer
- > details in the operating system that caused it to crash.
- > There are 256 interrupts in a PC, each interrupt has any number
- > of (or 0) subroutines... If one should change, that could
- > screw up some programs that use that subroutine. The handling
- > on interrupts and the location of the routines in memory
- > varies from PC to PC. I would suggest trying it on many different
- > machine of different BIOS, operating system revisions
- > and possibly system hardware. If it still fails... Then I
- > would contact Impulse.
-
- Tee hee, tee hee....
-
- >That is a tough one.. I would have to have a copy of it myself to
- >diagnose it... You could probably DEBUG the binaries and do a trace to
- >see where it goes or probably find out where the message is being called
- >and find the subroutine... Chances are the code was compiled
- >entirely in C and tracing would be near impossible... But it is worth a
- >try..
-
- <Insert favorite outburst of laughter here>
- Oh, stop, my sides are killing me.
-
- Sorry, had a rough morning...;) I'm better now.
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- ##
-
- Subject: Re: Fred Fish
- Date: Mon, 14 Jun 93 15:35:57 -0400
- From: Mark Marino <omar@osf.org>
-
- > Here are two FTP places I've found with Fred Fish libraries:
- >
- > ux3.cso.uiuc.edu (128.174.5.61) -- Fred Fish, AmiNet, other
- > nic.funet.fi (128.214.6.100) -- Fred Fish, LOTS of music, other
- >
-
- Excuse my (and I assume others) ignorance, but what exactly are the
- Fred Fish libraries? For any interested parties, they can be found on
- ux3.cso.uiuc.edu in directory /amiga/fish. Now if I only knew what
- they were...
-
-
- Mark
-
-
- ##
-
- Subject: Re: Phong shading and stuff
- Date: Mon, 14 Jun 93 12:03:46 CDT
- From: Wayne Haufler <haufler@pat.mdc.com>
-
- >> > objects. In one area I would like to blend two objects together, as if
- >> > one was "pulled" from the other. The two objects are intersecting and
- >> > separate.
- >> >
- >> Okay....the only way Imagine lets you phong shade is by having each
- >> part be the same object! I would reccomend saving the objects seperately
- >> for safety. Then make 2 objects 1 when they're together and 1 when
- >> they're apart by positioning them and then JOIN'ing them. Save these
- >> 2 new objects, and morph them. That should do it.
- >>
- >
- > Okay, I've already tried JOINing the objects together and no go.
-
- It seems to me that phong shading would only work to smooth edges
- of adjoining faces; that is, every "real" edge line should be smoothed,
- but any "artificial" edge lines formed by intersecting objects
- would not be smoothed, even if the intersection was between
- two parts of the same object, or two JOINed objects. It probably
- is not enough that they (faces) be part of the same object.
-
- For smoothing of "artificial" edge lines to work, some collision or
- intersection detection algorithm would have to be used, first,
- for the renderer to know about the intersection line, before it can be
- smoothed. Does anybody know of a (affordable) renderer that will do this?
-
- Of course, this is only my understanding and reasoning of your problem.
-
- One suggestion might be to do the smoothing of your intersection lines
- with a paint program, or an image processing program that can process
- a defined region rather than the whole image. This might could be
- setup to semi-automatically process a whole animation, if the intersection
- line doesn't move too much.
-
- This would be a nice affect for pulling something out of a liquid,
- since liquids generally adhere some to surfaces (except mercury, perhaps),
- and thus look a little blended with the object.
-
- __
- \\ /\\ /\\ //_ 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: Re: Buggy Imagine Pc Buggy
- Date: Mon, 14 Jun 93 12:25:00 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- Dos(well, not with Dos, but with Imagine working under that version). I saw
- something about it on this list.
-
- Do any PC Imagineers remember this? Get it fixed? I think it was an early
- release of Imagine PC. I thought I read that someone had gotten it fixed(via
- a secret Impulse upgrade).
-
- Good luck,
- ----------------------
- The only problem that I know about Dos 6.0 is that MS decided to
- bundle stacker into the software as part of the system... there has been
- a lot of problems resulting from use of the stacker option..
- Otherwise, I don't know..
-
-
- ##
-
- Subject: Re: Phong shading and stuff
- Date: Mon, 14 Jun 93 12:22:06 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- comes when an otherwise acceptably shaded object loses its smoothness in the
- area where the slice occurred. Maybe if I uuencoded a picture of what I'm
- talking about, it would be clearer.
- ---------------------------
- Does it look like portions are darker than they should be??? Any wierd
- shading??? This could be the problem that my brother disgnosed in
- Imagine about 1.5 years ago when I first showed it to him.. Imagine 1.1
- has a problem with its phong shading. I think it might have passed
- on to later versions as well..
-
- Can you FTP??
-
-
- ##
-
- Subject: Fred Fish
- Date: Mon, 14 Jun 1993 15:54:32 -0500
- From: bill@winter.softint.com (William E. Costello)
-
- Excuse my (and I assume others) ignorance, but what exactly are the
- Fred Fish libraries? For any interested parties, they can be found on
-
-
- Lots and lots of interesting pd/shareware software.
-
- William Costello
- bill@softint.com
-
-
- ##
-
- Subject: Buggy Imagine Pc Buggy
- Date: Mon, 14 Jun 1993 15:52:19 -0500
- From: bill@winter.softint.com (William E. Costello)
-
- The only problem that I know about Dos 6.0 is that MS decided to
- bundle stacker into the software as part of the system... there has been
- a lot of problems resulting from use of the stacker option..
- Otherwise, I don't know..
-
-
- ---------------------------
-
- I think the problem with this is that it is not stacker, but
- a stacker look-a-like.
-
- William Costello
- bill@softint.com
-
-
- ##
-
- Subject: stuff
- Date: Mon, 14 Jun 1993 10:57:06 -0400
- From: "Mr. Scott Krehbiel" <scott@umbc.edu>
-
- I've been using Wavefront recently, and there are features there that
- I absolutely LOVE!! I wonder how difficult it would be to implement
- these features in a product like imagine (dream on..)
-
- Anyway, one thing that Wavefront has that I wish Imagine had is
- the texture vertex. Each polygon has a normal at each vertex,
- showing which way the polygon faces (simple enough) but you
- can smooth an object, making the normals approach each other
- from connected polygons. In effect, this bends your polygons
- so that they connect smoothly (at least as far as the shader is
- concerned - it doesn't affect your geometry) I'm probably getting
- the Wave technology all screwed up, but you get the picture...
- nice feature.
-
-
- About the grass field, it seems that a program like Renderman would
- be able to tackle this quite easily. In Renderman, you can import
- a model and write a C script telling Renderman how to deform,
- texture, replicate, shade, etc. etc. you object.
- You could load in a blade of grass, and have Renderman deform it along
- the x axis over a set period, then replicate it, then stretch it
- vertically, then place it. If you tell it to do this repeatedly,
- you should be able to create a whole field of tall, short, fat, and
- thin grass that all blows in the wind together. I believe that
- Renderman can do these types of things without using up all kinds of
- memory on models - instead, you write the object replication into
- the shading algorythm somehow. If you're interested in doing
- organic things like trees and fields, you might want to give
- Renderman a try.
-
- BTW: I've been told that Renderman was used (perhaps with some imported
- models) for the Listerine comercial with the bottle swinging
- through the forest (to the tune of Jungle Boy by Baltimora)
-
- Just hoping to stir a few minds about the wide variety of approaches
- out there. Imagine is way cool, but there are other methods of
- rendering that you might want to check out.
-
- Scott
-
-
- ##
-
- Subject: Re: Phong shading and stuff
- Date: Mon, 14 Jun 93 08:04:44 -0400
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- >
- >Sometimes I wish Imagine had some way of using Splines to create
- >objects... I mean, make the objects smooth in the first place
- >then let you create approximations accoding to how much memory you
- >have left... That way, the program could have the capability to create
- >more polygons within the area that is visible to the observer and
- >all other parts that are invisible or reflected off the objects
- >could be given a minimum number of polgons per patch...
- >I wonder if anyone has ever thought about that...
- >
- >Kiernan
- >
- >
- >
-
- Yes. This is actually typical of modelers that are first
- polygonal based, and then they add splines. It's easier to let the
- user model with spline patches, but to then break them down in to
- polygons for rendering in the polygon renderer than to make a spline
- renderer. Ususally the user has control over how much detail different
- parts have, so curved parts can be smoother. I have never heard of
- a renderer that changes the amount based on the camera/object angle/pos
- though it's an interesting idea.
-
- I believe Toaster 3.0 now supports this as I stated above.
- Perhaps Imagine will too...?
-
-
-
- --
- +======================================================================+
- | Michael B. Comet - Software Engineer / Graphics Artist - CWRU |
- | mbc@po.CWRU.Edu - "Silence those who oppose the freedom of speech" |
- +======================================================================+
-
-
- ##
-
- Subject: Re: Phong shading and stuff
- Date: Mon, 14 Jun 93 11:54:32 -0400
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- >
- >Okay, I've already tried JOINing the objects together and no go. The lighting
- >on the objects is way off, or at least the way the light is being reflected off
- >of the objects. The smaller object closest to the camera reflects light
- >differently than the larger object that it's supposed to be a part of. On the
- >smaller object, it is dark at the far end even though the larger object is
- >still well lit. It's really ugly! I've also tried turning off phong shading and
- >the smaller object looks like it is now part of the larger object. Unfortunately,
- >I lose the smoothness that I need! A royal Catch-22!
- >
- >About the morphing part you mentioned... isn't that only for animations? Right
- >now I'm only in the process of creating the object, not an animation. If I can
- >use morphing, please explain in a little more detail how it could be done.
- >
-
- Oh... I thought you were trying to do an anim of them pulling
- apart. If not, JOIN them and then try MERGE i think to remove redundant
- points. Other than that, you may have to adjust your lighting.
- You may have to go through point by point to get the objects to trully
- attatch and phong shade properly.
-
- >
- >I think I wasn't too clear as to what Iwas trying to explain. I'm aware of the
- >edge-on faceting of an object and don't have a problem with it. The problem
- >comes when an otherwise acceptably shaded object loses its smoothness in the
- >area where the slice occurred. Maybe if I uuencoded a picture of what I'm
- >talking about, it would be clearer.
- >
- >
-
- Hmm.. you could ftp it wuarchive. Maybe you need to do that
- MERGE on it. I think whenever you do slices and joins you need to
- remerge the points to make the phong shading comes back since sometimes
- you will get duplicate points from the operation...
-
-
-
- --
- +======================================================================+
- | Michael B. Comet - Software Engineer / Graphics Artist - CWRU |
- | mbc@po.CWRU.Edu - "Silence those who oppose the freedom of speech" |
- +======================================================================+
-
-
- ##
-
- Subject: Re: Phong shading and stuff
- Date: Mon, 14 Jun 93 15:07:34 CDT
- From: Wayne Haufler <haufler@pat.mdc.com>
-
- >> > objects. In one area I would like to blend two objects together, as if
- >> > one was "pulled" from the other. The two objects are intersecting and
- >> > separate.
- >> >
- ...
- I just wrote:
- > This would be a nice effect for pulling something out of a liquid,
- > since liquids generally adhere some to surfaces (except mercury, perhaps),
- > and thus look a little blended with the object.
-
- Come to think of it, this effect or feature could solve a whole class of
- problems, namely modeling segmented objects, like the snake mentioned before,
- and jointed objects, like the Cycleman or Humanoid object that is
- available commercially. If the line where two joints or segments intersect
- could be smoothed, it would look much more naturally like "skin".
- Of course, some user control over the extent of smoothing would be nice.
-
- Perhaps this is partly what is meant by the "bones" feature of Imagine 3.0.
- Any guesses or speculations? Any renderers out there with this
- feature? Real 3D? Lightwave? Aladdin?
-
- Of course, spline-based modeling might be another approach to getting
- this effect.
-
- __
- \\ /\\ /\\ //_ 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: Re: Phong shading and stuff
- Date: Tue, 15 Jun 93 08:57:12 EDT
- From: David Watters@cranel.com, GraphX head <watters@cranel.com>
-
- > From imagine-relay@email.sp.paramax.com Tue Jun 15 01:53:19 1993
- > Date: Mon, 14 Jun 93 15:07:34 CDT
- > From: Wayne Haufler <haufler@pat.mdc.com>
-
- > >> > objects. In one area I would like to blend two objects together, as if
- > >> > one was "pulled" from the other. The two objects are intersecting and
- > >> > separate.
- > >> >
- > ...
- > I just wrote:
- > > This would be a nice effect for pulling something out of a liquid,
- > > since liquids generally adhere some to surfaces (except mercury, perhaps),
- > > and thus look a little blended with the object.
- >
- > Come to think of it, this effect or feature could solve a whole class of
- > problems, namely modeling segmented objects, like the snake mentioned before,
- > and jointed objects, like the Cycleman or Humanoid object that is
- > available commercially. If the line where two joints or segments intersect
- > could be smoothed, it would look much more naturally like "skin".
-
- There is a lot of work being done with implicit surfaces, a.k.a. metaballs.
- Metaballs can be thought of as CSG spheres, or maybe balls of gas, which have
- a density that increases as you get closer to the center. The renderer has
- a specified density and as soon as you go above it, i.e. close enough to the
- center, the pixel gets colored the color of the object.
- >From this you can see that two metaballs which are close to each other can
- jointly affect the density between them, usually in an additive way. This
- will make two metaballs blend into each other similar to water or mercury,
- with out the surface tension bringing them together of course.
-
- Keep a watchfull eye on this stuff as it is showing a lot of promise, esp. the
- super metaballs which are setup in a hierarchy that specifies which metaballs
- can affect each other.
-
- > Of course, some user control over the extent of smoothing would be nice.
-
- Modeling with metaballs is the tough part right now. One could make an
- impact be designing and writing a metaball modeler that was easy to use.
-
- > Perhaps this is partly what is meant by the "bones" feature of Imagine 3.0.
- > Any guesses or speculations? Any renderers out there with this
- > feature? Real 3D? Lightwave? Aladdin?
-
- I wish.
-
- _ ___
- David ~ |_|,--' |@,__
- Watters ~ ( )-_______-()`-
-
- --
- David R. Watters (watters@cranel.com) Cranel Inc. Development & Engineering
- "Porsche. The very name is, to many, the last word in sports cars. Any car
- blessed with these magic seven letters is sure to be the very best. Period!"
- - Car and Driver, January 1993
-
-
- ##
-
- Subject: Re: stuff
- Date: Tue, 15 Jun 93 08:58:05 EDT
- From: David Watters@cranel.com, GraphX head <watters@cranel.com>
-
- > From imagine-relay@email.sp.paramax.com Mon Jun 14 19:17:28 1993
- > Date: Mon, 14 Jun 1993 10:57:06 -0400
- > From: "Mr. Scott Krehbiel" <scott@umbc.edu>
-
- > I've been using Wavefront recently, and there are features there that
- > I absolutely LOVE!! I wonder how difficult it would be to implement
- > these features in a product like imagine (dream on..)
-
- I wouldn't want it's price.
-
- > Anyway, one thing that Wavefront has that I wish Imagine had is
- > the texture vertex. Each polygon has a normal at each vertex,
-
- just like every 3D package.
-
- > showing which way the polygon faces (simple enough) but you
- > can smooth an object, making the normals approach each other
- > from connected polygons. In effect, this bends your polygons
- > so that they connect smoothly (at least as far as the shader is
- > concerned - it doesn't affect your geometry)
-
- Unless I am missing something you were just wow'ed by phong shading which
- most software has, including imagine.
- It is easy to calculate the exact illumination at the vertices because you
- know what the normal vector is at that point and how it relates to any and
- all light sources. The problem is the area within the boundries of the
- polygons. One form of smooth shading, Gaurand (pronounced Gaarow), calculates
- the illumination at the vertices and then linearly interpolates these
- illumination values across the polygon. It is fast, which is why you are
- seeing it used it more and more video games (mostly flight simulators), but
- it is prone to some shading errors.
- Phong shading is more accurate, but a lot slower, and it consists of
- interpolating the normal vectors and not the illumination values. This sounds
- like what you were looking at, interpolating the normal vectors of the vertices
- across the polygon and between connected polygons.
-
- > Just hoping to stir a few minds about the wide variety of approaches
- > out there. Imagine is way cool, but there are other methods of
- > rendering that you might want to check out.
-
- If you are doing production work, you are crazy if you don't keep up on
- developements in software on all platforms. CG is not a religion, so don't
- loose focus of the goal which is to produce the highest quality work possible
- with the least amount of cost burden to yourself. So explore everything you
- can get your hands on.
-
- _ ___
- David ~ |_|,--' |@,__
- Watters ~ ( )-_______-()`-
-
- --
- David R. Watters (watters@cranel.com) Cranel Inc. Development & Engineering
- "Porsche. The very name is, to many, the last word in sports cars. Any car
- blessed with these magic seven letters is sure to be the very best. Period!"
- - Car and Driver, January 1993
-
-
- ##
-
- Date: Mon, 14 Jun 93 23:46:31 -0700
- From: mvilaubi@sfsuvax1.sfsu.edu (Marcelino Vilaubi)
-
- > Hmm.. you could ftp it wuarchive. Maybe you need to do that
- >MERGE on it. I think whenever you do slices and joins you need to
- >remerge the points to make the phong shading comes back since sometimes
- >you will get duplicate points from the operation...
-
- Yes, first put the objects into the proper orientation, slice
- them and delete the excess objects that are created. You can then join
- the objects together and perform a merge to get rid of excess points.
- Turn on phong shading and the seam where your objects meet will be smooth.
- If there are any problems with shading you may try editing the attributes
- and rendering again. If the two objects had different attributes they
- will now be the same. Also, I have tried performing multiple merges
- in a row on the same object with the point count dropping sometimes.
- This doesn't always work, but sometimes it will cure phong problems.
-
- I have used the slice and merge method and it works like a charm for me.
-
- Good luck.
-
- Mars
-
- ---
- mvilaubi@sfsuvax1.sfsu.edu Mars@cup.portal.com
-
-
- ##
-
- Subject: Re: Phong shading and stuff
- Date: Tue, 15 Jun 93 09:48:24 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > >> > In one area I would like to blend two objects together, as if
- > >> > one was "pulled" from the other. The two objects are intersecting and
- > >> > separate.
- > It seems to me that phong shading would only work to smooth edges
- > of adjoining faces
-
- Correct. Phong shading is simply surface normal averaging and interpolation.
- If the two surfaces are not connected, the normals cannot be averaged and
- interpolated. What you need to do is modify your surface geometry and joining
- or merging will not do that. Instead, you must use booleans to add the
- surfaces together and then possibly subdivide the resulting polygons in the
- area of intersection. This should allow phong interpolation to be done. You
- may further wish to use something like the magnet tool to manually smooth the
- geometry at the intersection, especially if any polygon angles get too acute,
- ie. less than 90 degrees.
-
- What works VERY nicely for this kind of stuff is metaballs. They are also known
- as blobby objects or iso-surfaces. Metaballs are like blobs of goo that when
- in contact with other metaballs, automatically form a smooth junction. They
- are invaluable for modeling organic objects. A human form can be built with
- a few dozen metaballs with extreme ease.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' 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: Phong shading and stuff
- Date: Tue, 15 Jun 93 10:07:59 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > It's easier to let the user model with spline patches, but to then break
- > them down in to polygons for rendering in the polygon renderer than to
- > make a spline renderer.
- > I believe Toaster 3.0 now supports this
-
- Yes, it does. However, LightWave never sees the spline patches. All polygon
- tessellation is done in Modeler with a user definable polygon density. I
- prefer patch subdivision to occur adaptively at render time, but the current
- LW approach is probably faster (not to mention easier to add to the existing
- software).
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' 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: stuff
- Date: Tue, 15 Jun 93 09:59:14 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > Anyway, one thing that Wavefront has that I wish Imagine had is
- > the texture vertex. Each polygon has a normal at each vertex,
- > showing which way the polygon faces (simple enough) but you
- > can smooth an object, making the normals approach each other
- > from connected polygons.
-
- This is precisely what phong shading does. It sounds to me that Wavefront
- is merely giving you a little more control over how the abutting normals are
- averaged together.
-
- > About the grass field,
-
- Creating or replicating any sort of geometry for grass would be crazy, it
- requires FAR too many primitives. Instead, some sort of procedural rendering
- technique using fractals, particle systems, etc. is much better suited to
- the task without waisting billions of polygons. There are several Siggraph
- papers that illustrate and describe these methods.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' 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: Phong shading and stuff
- Date: Tue, 15 Jun 93 10:15:52 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > >> > objects. In one area I would like to blend two objects together, as if
- > >> > one was "pulled" from the other.
- > Perhaps this is partly what is meant by the "bones" feature of Imagine 3.0.
- > Any renderers out there with this feature?
-
- As mentioned in my previous post, metaballs are what you want to achieve what
- you are talking about. TDI recently added metaball modeling and rendering to
- their software and if I remember, Prisms has it as well. I forget if Softimage
- does. But no, no PC based software has this capability. Bones in Imagine
- are likely a copy of what they are in LW, a means to put a skeletal structure
- inside an object and deform the object based on the movements of the skeleton.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' 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: Phong shading and stuff
- Date: Tue, 15 Jun 93 8:41:28 PDT
- From: Byrt Martinez <martinez@nwcserv1.cup.hp.com>
-
- > Keep a watchfull eye on this stuff as it is showing a lot of promise, esp. the
- > super metaballs which are setup in a hierarchy that specifies which metaballs
- > can affect each other.
-
- > Modeling with metaballs is the tough part right now. One could make an
- > impact be designing and writing a metaball modeler that was easy to use.
-
- Actually, there's an article in the current Computer Graphics World (?) about
- metaballs and super metaballs. Looks interesting, though didn't get a chance
- to read it.
-
- Byrt Martinez
-
-
- ##
-
- Subject: Re: Phong shading and stuff
- Date: Tue, 15 Jun 93 9:44:37 PDT
- From: jwalkup@sfsuvax1.sfsu.edu (Jeffrey Walkup)
-
-
- > Perhaps this is partly what is meant by the "bones" feature of Imagine 3.0.
- > Any guesses or speculations? Any renderers out there with this
- > feature? Real 3D? Lightwave? Aladdin?
-
- Don't know much about the 'bones' in Imagine 3.0, but in LW 3.0, the
- bones are applied to a single object. As far as I've seen (very
- little), you can't deform groups of separate objects with a single bone.
- You can, of course, model an object in several pieces, but they need to
- be joined together to be used as a 'boned' object.
-
- --
- Jeff Walkup, Digital Animator / Videographer | Energy = Matter = Spacetime
- jwalkup@sfsuvax1.sfsu.edu - San Francisco | ERLEICHDA!
-
-
- ##
-
- Subject: Re: Phong shading and stuff
- Date: Tue, 15 Jun 93 9:40:30 PDT
- From: jwalkup@sfsuvax1.sfsu.edu (Jeffrey Walkup)
-
- > Yes. This is actually typical of modelers that are first
- > polygonal based, and then they add splines. It's easier to let the
- > user model with spline patches, but to then break them down in to
- > polygons for rendering in the polygon renderer than to make a spline
- > renderer. Ususally the user has control over how much detail different
- > parts have, so curved parts can be smoother.
-
- > I believe Toaster 3.0 now supports this as I stated above.
- > Perhaps Imagine will too...?
-
- There is a shareware 3D modeller called "Icoons" that does exactly this.
- It lets you model with splines, and then breaks the curves down into
- polygons for rendering. The modelling works a lot like
- Journeyman/Playmation, (in fact, it reads JMan objects), it will output
- to T3D for conversion to Imagine. The detail level is adjustable (the
- number of points/polys on each curve), but of course it is not adaptive
- - once you save the object, it's written in stone. Of course, you could
- save several versions of the object with varying levels of detail, and
- use the more detailed versions when the camera is closer, etc etc... to
- sort of do the adaptive method manually.
-
- Icoons isn't a bad little program, and I think with a little work it
- could be very usable.
-
- --
- Jeff Walkup, Digital Animator / Videographer | Energy = Matter = Spacetime
- jwalkup@sfsuvax1.sfsu.edu - San Francisco | ERLEICHDA!
-
-
- ##
-
- Subject: MPEG converter
- Date: Tue, 15 Jun 93 13:37:21 EST
- From: Adam Benjamin <A.Benjamin@mi04p.zds.com>
-
- Hi all,
-
- I am working on a rather large 256 color anim5 anim and I would like
- to also create an Mpeg animation so I can upload it.
-
- Is there a PD/shareware MPEG creation program for the PC or the Amiga?
-
- Any leads would be appreciated,
-
- Adam B.
-
-
- ##
-
- Subject: Re: Buggy Imagine Pc Buggy
- Date: Tue, 15 Jun 93 12:27:41 CDT
- From: dave@flip.sp.paramax.com (Dave Wickard)
-
- >From grieggs@devvax.Jpl.Nasa.Gov Sun Jun 13 16:05:38 1993
- From: grieggs@devvax.Jpl.Nasa.Gov (John T. Grieggs)
- Subject: Re: Buggy Imagine Pc Buggy
- To: imagine-relay@email.sp.paramax.com (Elmer Beachley)
- Date: Sun, 13 Jun 93 14:22:49 PDT
- In-Reply-To: <9306130012.AA16597@speedy.cs.pitt.edu>; from "Elmer Beachley" at Jun 12, 93 8:12 pm
- X-Mailer: ELM [version 2.2 PL14]
-
- >
- > Kiernan:
- >
- > I've tried booting without any drivers except the mouse, so while I do
- > use FTP and NFS normally, there is no software active when I try imagine.
- >
- > After I start imagine it reads the disk but I never get the startup picture
- > on the VGA. I think I tried changing the name of the startup picture
- > to see if I got an error message, and as I remember, I did not.
- >
- > So I'm pretty much stumped. I don't have the time right now for low level
- > debugging. Thanks for your ideas.
- >
- Make sure you're using the latest version of the mouse driver! A friend of
- mine tried out the package, and couldn't get it to work until he upgraded
- to version 8.something of the Microsoft driver.
-
- Use VESA drivers. My VESA Local Bus card has them built in, but I bet yours
- does not. UNIVESA, available on an FTP site near you, adds VESA capability
- to almost any SVGA card.
-
- You do have a FP system, right? You need at least a 386 system with Floating
- Point support.
-
- Wouldn't it be nice if Impulse were on the net passing this info around? I
- suggest that the keeper of the FAQ start a section on "I got Impulse PC and
- it don't work, what do I do?". :-)
-
- > Elmer
- >
- _john
-
-
- ##
-
- Subject: Re: Phong shading and stuff
- Date: Tue, 15 Jun 93 13:11:42 CDT
- From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
-
- |
- |There is a shareware 3D modeller called "Icoons" that does exactly this.
- |It lets you model with splines, and then breaks the curves down into
- |polygons for rendering. The modelling works a lot like
- |Journeyman/Playmation, (in fact, it reads JMan objects), it will output
- |to T3D for conversion to Imagine. The detail level is adjustable (the
- |number of points/polys on each curve), but of course it is not adaptive
- |- once you save the object, it's written in stone. Of course, you could
- |save several versions of the object with varying levels of detail, and
- |use the more detailed versions when the camera is closer, etc etc... to
- |sort of do the adaptive method manually.
- |
- |Icoons isn't a bad little program, and I think with a little work it
- |could be very usable.
- |
-
- Speaking of which. Where can I get Icoons (please include the
- TCP/IP address)?
-
- Dale
-
-
-
-
- _____________________________^_____________________________
- __ __
- ____ ____
- _____________________________ _____________________________
- dale r. rogers
- afme support
- MailStop: LR24A4
- Tel: (205) 730-8294
- drrogers@b24a.b24a.ingr.com
-
-
- ##
-
- Subject: Re: Phong shading and stuff
- Date: Tue, 15 Jun 93 15:46:55 -0400
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- >
- >As mentioned in my previous post, metaballs are what you want to achieve what
- >you are talking about. TDI recently added metaball modeling and rendering to
- >their software and if I remember, Prisms has it as well. I forget if Softimage
- >does. But no, no PC based software has this capability. Bones in Imagine
- >are likely a copy of what they are in LW, a means to put a skeletal structure
- >inside an object and deform the object based on the movements of the skeleton.
- >
-
- Actually the copy of PoV-Ray I grabbed a couple of weeks ago for
- my 486 has metaballs implemented as far as i can tell. It may not be
- that fancy, but they're there!
-
-
-
- --
- +======================================================================+
- | Michael B. Comet - Software Engineer / Graphics Artist - CWRU |
- | mbc@po.CWRU.Edu - "Silence those who oppose the freedom of speech" |
- +======================================================================+
-
-
- ##
-
- Subject: Seagate 3600A for DPS PAR, mailing list deal.
- Date: Tue, 15 Jun 93 15:39:58 EDT
- From: David Watters@cranel.com, GraphX head <watters@cranel.com>
-
- > 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...
-
-
- Welp, I asked for it I guess.
-
- I have been flooded with requests for pricing information on this drive, so
- I will post a general reply and not a direct one to each individual.
-
-
- The Situation:
-
- Cranel Inc., is a distributor of mass storage and imaging products. Cranel
- sells almost exclusively to VARs (Value Added Resellers) and VADs (Value
- Added Dealers) in the Unix storage and DOS/Windows - OS/2 imagine markets.
-
- Cranel, as a distributor, does not sell into any Amiga markets directly, and
- there are currently no Cranel VAD/VAR customers servicing Amiga customers.
-
- As a unique situation, and as a personal project, I am providing a quote on
- a storage product to my fellow Amiga users and graphics artist.
-
- I am recieving _no_ commission or compensation for this, which is why I don't
- have a problem with this article. It is merely a gesture of friendship to
- those of you I talk to through Email, mailing lists, newgroups, or in person.
- It is also my little bit to help service a platform that gets nothing but
- disrespect from the markets Cranel services everyday.
-
- If I can just get someone like HP to notice that a few of their drives are
- being sold to Amiga owners I will have accomplished something.
-
-
- The Quote:
-
- The only drive to have been qualified on the DPS Personal Animation Recorder
- so far has been the Seagate 3600A.
-
- The 3600A is a 540MB formatted IDE drive
- It has a 10.5ms average seek for reads and a 12ms average seek for writes.
- It is rated at 200k power hours between failure and draws 5.5watts idle.
- The drive runs at 5,411RPM for a average lantency of 5.54ms.
- It is a low-profile drive with dimmensions of; 1" high, 4" wide, 5.75" deep,
- and it is 1.65lbs.
- It has a 256KB multisegmented cache and a 2 year warrenty.
- (This is all from the spec sheet)
-
- The price is $750 plus shipping and must be done COD, Visa, or Mastercard.
- No terms.
-
- You must be a current member of one of the Amiga related mailing lists
- at this time to be able to get it at this price. This is merely to limit
- the scope of who is involved.
-
- I would like to publicly ask the administrators of these list if they could
- send me a current subscription list to help keep things fair.
-
- If you are interested you should get in touch with me through Email at:
- watters@cranel.com
-
-
- This unique situation does not apply to any current or future Cranel
- customers that are already being represented by a Cranel salesperson.
-
- _ ___
- David ~ |_|,--' |@,__
- Watters ~ ( )-_______-()`-
-
- --
- David R. Watters (watters@cranel.com) Cranel Inc. Development & Engineering
- "Porsche. The very name is, to many, the last word in sports cars. Any car
- blessed with these magic seven letters is sure to be the very best. Period!"
- - Car and Driver, January 1993
-
-
- ##
-
- Subject: An Imagine question (I use Microstation at work)
- Date: Tue, 15 Jun 93 13:13:57 PDT
- From: kontos@clipper.clipper.ingr.com (Thorne Kontos)
-
- Greetings,
- Can someone point me towards an Imagine FAQ? I was wondering
- about its capabilities, in particular its ability to do work with
- splines. I have Microstation and ModelView on my system at work
- and occasionally get a chance to play around with it.
- I have done a complete chess set and board and can put up an
- RGB/TIFF/GIF file on wuarchive.wustl.edu if anyone is interested.
- I am not quite happy with the knights I have done, but they work
- with the rest of the pieces I designed. I have also done some geometric
- figures (early attempts at 3D modeling). I can convert the design file
- (Intergraph's proprietary format (.dgn) to the format used by AutoCad
- and someone can take it from there if they want to fool around with the
- models.
- My only complaint with ModelView is it lacks multiple light
- sources and some of the subprograms (Escher in particular) tend to be
- somewhat buggy at times. This program can animate but as I have seen
- animations on my Amiga, I can honestly say the Amiga sometimes puts
- the workstation generated animations to shame.
- I want to try to do a reasonable comparison between Imagine and
- Intergraph's programs so I can decide which to buy (I get a hefty
- employee discount and may get Microstation as it does a large number
- of functions. I post a list of Microstation/ModelView's capabilities
- if anyone is interested...
-
- Thanks,
- Thorne K. Kontos
- Intergraph A.P.D.
-
-
- ##
-
- Subject: Icoons
- Date: Tue, 15 Jun 93 13:33:33 PDT
- From: jwalkup@sfsuvax1.sfsu.edu (Jeffrey Walkup)
-
-
- > Icoons isn't a bad little program, and I think with a little work it
- > could be very usable.
-
- I guess I should mention that Icoons can be found on Aminet in the
-
- gfx/3d
-
- directory. Under the name:
-
- ICoons1.0.lzh
-
- or
-
- ICoons_Nofp.lzh for those without an FPU.
-
- --
- Jeff Walkup, Digital Animator / Videographer | Energy = Matter = Spacetime
- jwalkup@sfsuvax1.sfsu.edu - San Francisco | ERLEICHDA!
-
-
- ##
-
- Subject: Re: Phong shading and stuff
- Date: 16 Jun 1993 08:22:13 -0400
- From: menzies@CAM.ORG (Stephen Menzies)
-
- Mark Thompson <mark@westford.ccur.com> writes:
-
- >What works VERY nicely for this kind of stuff is metaballs. They are also known
- >as blobby objects or iso-surfaces. Metaballs are like blobs of goo that when
- >in contact with other metaballs, automatically form a smooth junction. They
- >are invaluable for modeling organic objects. A human form can be built with
- >a few dozen metaballs with extreme ease.
-
- One may remember a publicity image published in CGW slightly over a year
- ago of a female torso done with metaballs. I believe this is the torso
- referred to in the recent CGW article on Metaball technology that required
- only 43 metaballs.
- --
- ------------------------------------------------------------------------
- \\\Stephen Menzies, TFX Animation Inc., TAARNA Systems, Montreal, Qc.///
- [[]] menzies@cam.org [[]] stephen@taarna.UUCP [[]] stephen@taarna.qc.ca
-
-
- ##
-
- Subject: Re: Phong shading and stuff
- Date: 16 Jun 1993 08:15:19 -0400
- From: menzies@CAM.ORG (Stephen Menzies)
-
- Mark Thompson <mark@westford.ccur.com> writes:
-
- >As mentioned in my previous post, metaballs are what you want to achieve what
- >you are talking about. TDI recently added metaball modeling and rendering to
- >their software and if I remember, Prisms has it as well. I forget if Softimage
- >does. But no, no PC based software has this capability. Bones in Imagine
- >are likely a copy of what they are in LW, a means to put a skeletal structure
- >inside an object and deform the object based on the movements of the skeleton.
-
- The recent Computer Graphics World article on Metaball technology states
- that SoftImage Image has incorporated V-Clay of Magic-Box,CA, into ver2.6
- as "Meta-Clay". Apparently the advantage of V-Clay is that it can render
- with scanline algorithms and from what I understand, can be hardware
- shaded in real-time during the modelling process.
- No mention though of whether they have a solution to incapability of
- of metaball technology to accept texture-coordinates (pretty big problem),
- though I would expect that a metaball object could be converted to a
- mesh.
-
- --
- ------------------------------------------------------------------------
- \\\Stephen Menzies, TFX Animation Inc., TAARNA Systems, Montreal, Qc.///
- [[]] menzies@cam.org [[]] stephen@taarna.UUCP [[]] stephen@taarna.qc.ca
-
-
- ##
-
- Subject: renderman... pd??
- Date: Wed, 16 Jun 1993 10:10:14 -0400
- From: "Mr. Scott Krehbiel" <scott@umbc.edu>
-
- I was asked if Renderman is pd, and no, I'm afraid it's quite
- hefty in price. The Unix version costs a couple thousand, from
- what I've heard, which is nothing compared to what.. $50,000
- for Wavefront, but too expensive for the curious hobbyist.
-
- Renderman also has a version for the Mac, and it uses the same
- command language, so you can kinda preview stuff on the Mac, then
- do your real work on a workstation. I have no idea how much the
- Mac version costs.
-
- That is a good point that was brought up, though... there's so much
- cool PD stuff that you can script for... eh heck! Get Rayshade
- and see what you can do with that! Then, if you like scripting,
- spring for Renderman (and a Unix box to run it on)
-
- Scott
-
-
- ##
-
- Subject: Re: Fred Fish
- Date: Wed, 16 Jun 93 09:51:38 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- > Here are two FTP places I've found with Fred Fish libraries:
- >
- > ux3.cso.uiuc.edu (128.174.5.61) -- Fred Fish, AmiNet, other
- > nic.funet.fi (128.214.6.100) -- Fred Fish, LOTS of music, other
- >
-
- Excuse my (and I assume others) ignorance, but what exactly are the
- Fred Fish libraries? For any interested parties, they can be found on
- ux3.cso.uiuc.edu in directory /amiga/fish. Now if I only knew what
- they were...
- ----------
- Are you a PC user?? Is so, forget it you don't apply...
-
- If not, read on...
-
- Fred Fish is a dude that back in 1986 (when Amiga software was
- nearly non-existent) came to a user group meeting and showed off
- the programs that he made so far.. At the time, hardly anyone
- had written software for the Amiga outside of CBM. What happened
- was that Fred got elected to head thier public domain archives...
- To make a long story short, Fred is now the organizer of a 850+
- public domain / shareware disk distribution called the Fred
- Fish Disk Library.. Amazing Computing maintains a list of all the
- programs in his collection in the back of thier magazines and
- there are programs like "Aquarium" that do complete database
- searches, like "Archie" on the internet does FTP sites...
-
- I'm pretty sure that there isn't a PD library in the whole
- world that is as well organized as Fred Fish's. Each disk
- comes with documentation on how to get Fred Fish disks,
- a "Contents" document that gives a description of each program on
- the disk, a "C" directory that contains commands that are used
- to read documents, view animations, play music, view pictures and
- decompress files, relating to the context of the disk.
- Each Fred Fish disk can carry 880K of programs so 850x880 Kilobytes
- is how much storage you need to carry 850 disks of the distribution.
- It used to be that you would have to pay 7 bucks to get a copy
- of one Fred Fish disk, which is still true if you can't afford the
- alternatives... Since the software is Freely Distributable,
- there are archives all around the Internet with Fred Fish disks,
- there is also two (?) CDROM disks that contain the entire Fred Fish
- distribution but the price is unbelievably low... I think you get a
- copy with the 50 dollar SCSI interface CDROM drive support package
- that Xetec is selling.
-
- The disks contain GNU distributions, TeX editors, Postscript interpreters,
- compilers, games, pictures, animations, music modules (few though),
- terminal emulators, paint programs, archiving programs, disk utilities..
- You name it, it probably has it. However, there is still a handful of programs
- (quite a big handful) that Fred Fish doesn't have in his collection.
- For that we have archives of sites like Aminet and AB20 that contain
- many sparsely-documented (as far as Fred Fish disks go) programs like Rend24
- and ProTracker. The Aminet and AB20 archives are available in CDROM
- form (ofcourse) from Walnut Creek for about 25 bucks apiece (I'm not
- sure if they are still selling AB20's archive). If you need thier
- phone number, I can probably get you it... However, they should be
- pretty easy to find since the places they archive the most exist
- on the Internet (via FTP anonymous)... The archives done by Walnut Creek
- are so well known that they tend to be the primary part of most users'
- CDROM libraries now.
-
-
- ##
-
- Subject: Re: stuff
- Date: Wed, 16 Jun 1993 11:01:00 -0400
- From: "Mr. Scott Krehbiel" <scott@umbc.edu>
-
- I realize in re-reading my earlier post that I wasn't at all clear
- in what I was saying. I hate it when I do that!
-
- What I was wowed by was the amount of control that Wavefront gives
- you over rendering. I'm still learning this stuff, so pardon me
- if I get my facts mixed up, but anyway... in Wave, each vertex
- has its own normal, not just each polygon. That means that you
- could take one corner of a square, and rotate its normal, making that
- corner face a different direction, not the whole square. In this
- way, adjacent faces are as good as joined when you make their
- vertex normals face the same way, 'cause at the edge where they
- join, they are both considered to be facing the same direction.
- It's like you can bend a polygon. The results far exceed anything
- I've seen from other shaders.
-
-
- The neat thing is that you have total control over what's happening
- in the shader. You don't just turn smoothing off and on, you can
- set which way each normal points (at least that is what I'm told -
- I haven't learned how to do that yet). Trust me - Imagine can't
- touch this! Wavefront makes Imagine's renderer look like a bunch
- of canned effects.
-
- Scott
-
-
- ##
-
- Subject: icoons
- Date: Wed, 16 Jun 1993 11:32:13 -0400
- From: "Mr. Scott Krehbiel" <scott@umbc.edu>
-
- What method of spline tesselation does icoons use? Can you specify
- the method? There are different methods producing very different
- results, some more expensive than others in terms of the number
- of polygons created.
-
- Scott
-
-
- ##
-
- Subject: renderman grass
- Date: Wed, 16 Jun 1993 11:26:19 -0400
- From: "Mr. Scott Krehbiel" <scott@umbc.edu>
-
- I haven't used renderman, so this is all speculation on what I've
- heard, but when I took an "intro to renderman" class, I was told
- that you can write your own instructions for how an object gets
- rendered. The type of stuff that I'm told you can do with this
- is to create a patch of grass, then write a shader that says
- whenever you reach x number of units over, look back to this point
- to get your color of this other point over here, basically meaning
- that you could tile one patch of grass across an entire field, with
- hardly any polygons. If you got good at it, you could use perhaps
- only a couple blades of grass, and create some randomness in your
- tiling. I think it would be possible to also write in perspective
- in your shader, so that the grass is tiled in three dimensions, and
- recedes properly.
- Matter of fact, you might be able to have the shader figure out
- what your camera angle is toward one side of a hill, then render
- the patch of grass at that angle and place it there, then move on
- to the next part of the hill, etc. The neat thing is that this
- would use a minimum of polygons.
-
- Man! this is sounding like fun, the more I think about it! I'm
- gonna have to start playing with this program.
-
- Lets see... learn C (no problem)
- Buy Renderman (no problem)
- Buy a Mac (BIG problem)
- nah... I'll just use the schools computers
-
- Scott
-
-
- ##
-
- Subject: Re: Icoons
- Date: Wed, 16 Jun 93 10:50:29 CDT
- From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
-
- |I guess I should mention that Icoons can be found on Aminet in the
-
- What is Aminet? Is it a node out there in netland? Is it a BBS?
- I want ICoons but I don't want to subscribe to a BBS just to get
- it. Do you know of a node on the Internet where I can find a
- copy?
-
- |
- | gfx/3d
- |
- |directory. Under the name:
- |
- | ICoons1.0.lzh
- |
- |or
- |
- | ICoons_Nofp.lzh for those without an FPU.
- |
-
-
- _____________________________^_____________________________
- __ __
- ____ ____
- _____________________________ _____________________________
- dale r. rogers
- afme support
- MailStop: LR24A4
- Tel: (205) 730-8294
- drrogers@b24a.b24a.ingr.com
-
-
- ##
-
- Subject: Re: Buggy Imagine Pc Buggy
- Date: Wed, 16 Jun 93 09:18:43 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- > for the Amiga need to stop depending on the "comfee chair" that
- > Amiga users give them when they make mistakes, because it causes
- > developers to (at least the more dishonest and crooked ones)
- > ignore potential errors. I really believe that about 50% of the Amiga software
- > that exists, is overpriced for the ammount of obvious effort that
- > is put into it.
- GRRR...Bite my tongue, suppress flames....and pray those guys in their "comfee
- chair" don't leave the Amiga behind....
- -------------
- Get the press and pillows... Ya I got the "comfee chair" bit from monty python..
- Some (if not most) Amiga users complain... I mean, some think it is a
- blessing if they even get to edit 3D objects. If something is wrong, they
- don't complain... some will even advertise the software even if it
- has 20 problems with it... Take for instance DMCS... I was lucky to learn the
- program but in the initial stages the DMCS users should have torn down
- Electronic Arts door. If Impulse is bad enough that they don't answer
- their phone and they only have a programming team of one, I would
- send complaint letters and contact the better business bureau.
- -------------
- > varies from PC to PC. I would suggest trying it on many different
- > machine of different BIOS, operating system revisions
- > and possibly system hardware. If it still fails... Then I
- > would contact Impulse.
-
- Tee hee, tee hee....
- -------------
- Boy you sound like a sorry customer...
- -------------
- >That is a tough one.. I would have to have a copy of it myself to
- >diagnose it... You could probably DEBUG the binaries and do a trace to
- >see where it goes or probably find out where the message is being called
- >and find the subroutine... Chances are the code was compiled
- >entirely in C and tracing would be near impossible... But it is worth a
- >try..
-
- <Insert favorite outburst of laughter here>
- Oh, stop, my sides are killing me.
-
- -------------
- Hey, I have traced the bootstrap of MSDOS with complete understanding...
- I know tracing Imagine is near impossible but I was thinking that the problem
- may be something that happens at first, so it may be in at the first 500
- instructions... Then again, the code is not linear and it would be like
- finding a needle in a field of haystacks. It was just a thought.
- What you could probably do is find some way to get the instruction
- in a physical address that was last executed and from that you might be
- able to have a debugging program trace all the way to that point then
- list which were the last instructions to be executed... If the last
- instruction is the target of a jump, there will be no chance in finding the
- bug (probably) but if not then the error may happen withinh the last 30
- or 300 or 3000 instructions. If the code is C and compiled (most likely)
- there is no hope in the world that you would find the error unless you
- had the original C source code. I think it sucks that Impulse doesn't
- beta test (an obvious conclusion) thier software before releasing it.
- It is almost as if they hate to find errors.
- -------------
- Sorry, had a rough morning...;) I'm better now.
-
-
- ##
-
- Subject: Re: stuff
- Date: Wed, 16 Jun 93 10:23:54 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- About the grass field, it seems that a program like Renderman would
- be able to tackle this quite easily. In Renderman, you can import
- a model and write a C script telling Renderman how to deform,
- texture, replicate, shade, etc. etc. you object.
- You could load in a blade of grass, and have Renderman deform it along
- the x axis over a set period, then replicate it, then stretch it
- vertically, then place it. If you tell it to do this repeatedly,
- --------
- Rayshade will do this... Do you remember the photographs that
- were shown in a recent (probably 2 years ago) edition of National
- Geographic, where pictures ofrenderings of Mars were made??
- That was all done with Rayshade.. I have written a program that
- will even let you fly through a world may with rayshade using
- paths created on Imagine (not Imagine Paths but contiguous
- paths made up of connected vertices).
-
- Rayshade also handles Motion Blur, over 8 kinds of textures,
- CSG, ray-tracing/rendering, several primitives including Phong-Shaded
- triangles and Altitude maps. It is in Public Domain and can be compiled
- on most any UNIX machine. POV is pretty cool too. Renderman
- is better for most things, but for what it is not, Rayshade is!!
- --------
- you should be able to create a whole field of tall, short, fat, and
- thin grass that all blows in the wind together. I believe that
- --------
- as easy as:
-
- name grass
- list
- #include "grass.ray"
- end
-
- name line_of_grass
- list
- object green grass translate 0 0 0
- object green grass translate -10 0 0
- object green grass translate -20 0 0
- object green grass translate -30 0 0
- object green grass translate -60 0 0
- end
-
- name field_of_grass
- list
- object green line_of_grass translate 0 0 0
- object green line_of_grass translate 0 -10 0
- object green line_of_grass translate 0 -50 0
- object green line_of_grass translate 0 -90 0
- object green line_of_grass translate 0 -100 0
- /* ... */
- end
-
- object green field_of_grass translate 0 0 0
- object green field_of_grass translate 0 -110 0
- object green field_of_grass translate -70 -110 0
- object green field_of_grass translate -70 0 0
-
- eyep 500 500 100
- lookp 0 0 0
- eyesep .15 /* for 3D renderings */
-
- /* etc. */
- --------------------
- Renderman can do these types of things without using up all kinds of
- memory on models - instead, you write the object replication into
- --------------------
- Same with Rayshade.
- --------------------
- the shading algorythm somehow. If you're interested in doing
- organic things like trees and fields, you might want to give
- Renderman a try.
- --------------------
- My friend Pat McCormick wrote code (not to mention got a parallel
- version of Rayshade going) to do forest simulations and
- one an award at the nearby Los Alamos National Laboratories.
- He has written code to do Smoke/Cloud simulations too.
- As soon as we get the Indigos he plans to start back up... If he
- does, and when he does, I will see about making an animation
- and I will post it to wuarchive...
- --------------------
- BTW: I've been told that Renderman was used (perhaps with some imported
- models) for the Listerine comercial with the bottle swinging
- through the forest (to the tune of Jungle Boy by Baltimora)
- --------------------
- Yes, and lightsavers, the listerine commercials for fighting tooth
- decay, the new minty listerine (like George of the Jungle... ;-) ),
- and the Boxing match, Planters Peanuts (for which Livesavers is
- a sub), and I believe the DOW "scrubbing bubbles" commercials too.
-
- The only problem with Renderman is it is slower than hardening
- lava... But at least it is as spectacular as lava.
- -------------------
- Just hoping to stir a few minds about the wide variety of approaches
- out there. Imagine is way cool, but there are other methods of
- rendering that you might want to check out.
-
- Scott
- -------------------
- Agreed!!! POV is pretty cool and looks like a Renderman Jr. to me.
- Rayshade supports some features that POV may not, that
- are particular attractive (like motion blur, bump mapping,
- 32-bit image map support, animations, C preprocessor and program
- structure embeded in design). Radiance is another one, but it is
- harder to learn...
-
- Kiernan
- -------------------
-
-
- ##
-
- Subject: Re: Buggy Imagine Pc Buggy
- Date: Wed, 16 Jun 93 11:12:42 CDT
- From: setzer@comm.mot.com (Thomas Setzer)
-
- > From kholland@chicoma.lanl.gov Wed Jun 16 10:21:00 1993
- > > for the Amiga need to stop depending on the "comfee chair" that
- > > Amiga users give them when they make mistakes, because it causes
- > > developers to (at least the more dishonest and crooked ones)
- > > ignore potential errors. I really believe that about 50% of the Amiga software
- > > that exists, is overpriced for the ammount of obvious effort that
- > > is put into it.
- > GRRR...Bite my tongue, suppress flames....and pray those guys in their "comfee
- > chair" don't leave the Amiga behind....
- > -------------
- > Some (if not most) Amiga users complain... I mean, some think it is a
- > blessing if they even get to edit 3D objects. If something is wrong, they
- > don't complain... some will even advertise the software even if it
- > has 20 problems with it... Take for instance DMCS... I was lucky to learn the
- > -------------
- Let me clairify my GRRRR. It wasn't the complaining that I was complaining
- about. It was your comment on overpriced software. Have you taken a look
- a the price of MAC software and to a lesser extent, PCsw? Sure there are really
- nice packages out there, high end stuff, that you pay for and is probably worth
- it. But they got crap that you pay for too. Here on the Amiga we have programs
- like Vista and Scenery Animator for under $100!!! To me, that is amazing!!!
- And they send free(thats right, I said FREE(as well they should)) upgrades when
- they make mistakes. I've seen 3D packages on the MAC(can't recall which one)
- with half the features that cost twice as much as Imagine(keeping with the topic
- of the list). So, don't get me wrong...ya gotta complain if it don't work. But
- ya gotta love it if it do.
-
- > > varies from PC to PC. I would suggest trying it on many different
- > > machine of different BIOS, operating system revisions
- > > and possibly system hardware. If it still fails... Then I
- > > would contact Impulse.
- >
- > Tee hee, tee hee....
- > -------------
- > Boy you sound like a sorry customer...
- > -------------
-
- Sorry that they don't provide better support! ;)
-
- > >That is a tough one.. I would have to have a copy of it myself to
- > >diagnose it... You could probably DEBUG the binaries and do a trace to
- > >see where it goes or probably find out where the message is being called
- > >and find the subroutine... Chances are the code was compiled
- > >entirely in C and tracing would be near impossible... But it is worth a
- > >try..
- >
- > <Insert favorite outburst of laughter here>
- > Oh, stop, my sides are killing me.
- >
- > -------------
- > Hey, I have traced the bootstrap of MSDOS with complete understanding...
- > I know tracing Imagine is near impossible but I was thinking that the problem
- > may be something that happens at first, so it may be in at the first 500
- > instructions... Then again, the code is not linear and it would be like
- > finding a needle in a field of haystacks. It was just a thought.
- > What you could probably do is find some way to get the instruction
- > in a physical address that was last executed and from that you might be
- > able to have a debugging program trace all the way to that point then
- > list which were the last instructions to be executed... If the last
-
- And say you find that MOVE that is writing to NULL or some other illegal address
- ...??? I mean sure, finding it isn't so bad, maybe...but...now what? Call
- Impulse, and tell them their MOVE is writing to a bad addr? I'd say your best
- bet, as someone pointed out earlier(maybe it was you) is to figure out what
- differences there are between the non-working setup and the working setup.
- I know some people have gotten it working without having to trace through on the
- assembler level.
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- ##
-
- Subject: T3DDD and Icoons question...
- Date: Wed, 16 Jun 93 13:12:46 -0400
- From: Mark Marino <omar@osf.org>
-
- Are either of these available for the PC platform, or do either come
- with source code to compile on the PC platform?
-
- Thanks,
- Mark
-
-
- ##
-
- Subject: Re: Phong shading and stuff
- Date: Wed, 16 Jun 93 11:23:31 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- As mentioned in my previous post, metaballs are what you want to achieve what
- you are talking about. TDI recently added metaball modeling and rendering to
- their software and if I remember, Prisms has it as well. I forget if Softimage
- ----------
- Like most everything else.. so does Rayshade!!! It has metaballs..
- But I don't know about complex object spliting/merging..
- /***********************************************************************
- ** Kiernan Holland, kholland@chicoma.lanl.gov, kholland@hydra.unm.edu **
- ** (University Of New Mexico - Los Alamos Branch Computer AIDE) **
- ** "If it doesn't work, turn it off/on or ask me to watch." **
- ***********************************************************************/
-
-
- ##
-
- Subject: Re: icoons
- Date: Wed, 16 Jun 93 12:23:36 CDT
- From: dave@flip.sp.paramax.com (Dave Wickard)
-
- >From grieggs@devvax.Jpl.Nasa.Gov Wed Jun 16 11:54:51 1993
- From: grieggs@devvax.Jpl.Nasa.Gov (John T. Grieggs)
- Subject: Re: icoons
- To: imagine-relay@email.sp.paramax.com (Mr. Scott Krehbiel)
- Date: Wed, 16 Jun 93 10:12:37 PDT
- In-Reply-To: <199306161532.AA05492@umbc4.umbc.edu>; from "Mr. Scott Krehbiel" at Jun 16, 93 11:32 am
- X-Mailer: ELM [version 2.2 PL14]
-
- >
- >
- > What method of spline tesselation does icoons use? Can you specify
- > the method? There are different methods producing very different
- > results, some more expensive than others in terms of the number
- > of polygons created.
- >
- Icoons is PD, with source. I bet you could get it and see! :-)
-
- > Scott
- >
- _john
-
-
- ##
-
- Subject: Re: stuff
- Date: Wed, 16 Jun 93 11:19:28 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- > About the grass field,
-
- Creating or replicating any sort of geometry for grass would be crazy, it
- requires FAR too many primitives. Instead, some sort of procedural rendering
- technique using fractals, particle systems, etc. is much better suited to
- the task without waisting billions of polygons. There are several Siggraph
- papers that illustrate and describe these methods.
- -----------
- Ya, and I suppose you can write us the code to do it??
- I serriously doubt it... If so, it would take you several weeks..
- It is much easier to replicate objects.. Besides, you really aren't
- using up memory like you would if you were actually copying objects...
- You load only the primitives of one object, then the ray-tracer
- (I suppose) treats duplicates as one in the same, just instantiated and
- morphed elsewhere.. There was a animation I saw where some instantiated
- several manequins on unicycles to infinity... Don't tell me it
- is crazy...
-
- I have made an army of 80 soldiers each with 10,000 polygons using
- rayshade and a typical render at 1280x1024 would take about two or
- three hours.. Each soldier was the same. What would be hard is
- to simulate grass with polgons... It is simpler to use fractals and
- particle systems, it wouldn't require more memory than just
- the algorithms to describe the objects, but using polygons is
- not as bad as making multiple copies like in Imagine, because
- it has no way of instantiating objects, which really SUCKS!!...
-
- (How do you like my new .sig??)
- /***********************************************************************
- ** Kiernan Holland, kholland@chicoma.lanl.gov, kholland@hydra.unm.edu **
- ** (University Of New Mexico - Los Alamos Branch Computer AIDE) **
- ** "If it doesn't work, turn it off/on or ask me to watch." **
- ***********************************************************************/
-
-
- ##
-
- Subject: Re: Phong shading and stuff
- Date: Wed, 16 Jun 93 11:57:40 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- One may remember a publicity image published in CGW slightly over a year
- ago of a female torso done with metaballs. I believe this is the torso
- referred to in the recent CGW article on Metaball technology that required
- only 43 metaballs.
- ----------
- Yes, I was thinking about that when they said Metaballs..
- All metaballs are is particles with specific mass and gravitational force
- that cause globule objects to be formed by attracting material
- of other metaball particles.. Rayshade has support for it...
- Rayshade also has support for intersecting, union and differences
- of two objects (true boolean objects).
- I guess metaballs are a rendering program's idea of jaggy free
- elements.
- ----------
- \\\Stephen Menzies, TFX Animation Inc., TAARNA Systems, Montreal, Qc.///
- [[]] menzies@cam.org [[]] stephen@taarna.UUCP [[]] stephen@taarna.qc.ca
- ----------
- Hey, I didn't know you were still around here... Have you made any
- more pictures? Loved that Flower you did in Amiga World. Would be nice
- to see how you did that, I mean like a tutorial... Will you be
- doing any of that stuff in the future?
- /***********************************************************************
- ** Kiernan Holland, kholland@chicoma.lanl.gov, kholland@hydra.unm.edu **
- ** (University Of New Mexico - Los Alamos Branch Computer AIDE) **
- ** "If it doesn't work, turn it off/on or ask me to watch." **
- ***********************************************************************/
-
-
- ##
-
- Subject: Re: Phong shading and stuff
- Date: Wed, 16 Jun 93 11:28:47 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- > I believe Toaster 3.0 now supports this as I stated above.
- > Perhaps Imagine will too...?
-
- There is a shareware 3D modeller called "Icoons" that does exactly this.
- It lets you model with splines, and then breaks the curves down into
- polygons for rendering. The modelling works a lot like
- ------------
- And it is incredibly impossible to learn how to use.. I gave up on it.
- ------------
- Journeyman/Playmation, (in fact, it reads JMan objects), it will output
- to T3D for conversion to Imagine. The detail level is adjustable (the
- number of points/polys on each curve), but of course it is not adaptive
- - once you save the object, it's written in stone. Of course, you could
- save several versions of the object with varying levels of detail, and
- use the more detailed versions when the camera is closer, etc etc... to
- sort of do the adaptive method manually.
-
- Icoons isn't a bad little program, and I think with a little work it
- could be very usable.
- ------------
- Yes, make that much more work... The Amiga version is near impossible..
- /***********************************************************************
- ** Kiernan Holland, kholland@chicoma.lanl.gov, kholland@hydra.unm.edu **
- ** (University Of New Mexico - Los Alamos Branch Computer AIDE) **
- ** "If it doesn't work, turn it off/on or ask me to watch." **
- ***********************************************************************/
-
-
- ##
-
- Subject: Re: MPEG converter
- Date: Wed, 16 Jun 93 11:49:38 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- I am working on a rather large 256 color anim5 anim and I would like
- to also create an Mpeg animation so I can upload it.
-
- Is there a PD/shareware MPEG creation program for the PC or the Amiga?
- -------------
- You don't want to do that with 256 colors even... Besides MPEG
- is almost the same as JPEGing frames and packing (not quite, MPEG
- also does some form of delta compression)... That is what I do, I JPEG my
- animations before hand then I pack them... On some programs you can't do
- this, but if you can write an Arexx program to do so, it would
- be better than puting it first into ANIM5 format. There might be some
- way to split a ANIM5 animation into individually JPEG'd frames using
- Rend24. I am using REND24 to put Anim5 Animations together from
- hundreds of JPEG'd frames. It takes a while to put an animation
- together, but it is worth it. For instance, last night I rendered
- (finally) my roller coaster animation (390 frames) as a ANIM5
- animation using Rend24, and it took about 4 hours to make the animation.
- Completed it was about 3.5 megs... In jpeg form it was about 2 megs.
- But the color resolution was full 24-bit color on the JPEG's frames
- (well 24-bit is not realistic, more like what your eye can ultimately
- perceive). The animation I made from the JPEG'd frames was HAM and
- 320x200.. You could just as easily made a HAM8 animation out of it
- just by selecting the HAM8 format from Rend24... Remember Rend24
- is in Shareware, so you should be able to find it.
-
- Thanks all for helping me find that REND24, it has worked wonders
- for me..
-
- - Kiernan
- /***********************************************************************
- ** Kiernan Holland, kholland@chicoma.lanl.gov, kholland@hydra.unm.edu **
- ** (University Of New Mexico - Los Alamos Branch Computer AIDE) **
- ** "If it doesn't work, turn it off/on or ask me to watch." **
- ***********************************************************************/
-
-
- ##
-
- Subject: Grass
- Date: Wed, 16 Jun 1993 15:05 EDT
- From: SPICE@DRYCAS.CLUB.CC.CMU.EDU
-
- The script based Amiga rendering program Raydance can create a field of
- grass using a "cloning" technique. If you can get ahold of a copy of
- the old Avid magazine, Vol 3 , Issue 5, it has a picture on the cover
- of a patch of grass created with RayDance. Note that I have not owner
- (owner-->owned) or used RayDance, I'm just repeating the info given in
- the "About the Cover" box.
-
- Scott Corley
-
-
- spice@drycas.club.cc.cmu.edu
-
-
- ##
-
- Subject: Re: MPEG converter
- Date: Wed, 16 Jun 93 15:23:07 EST
- From: Adam Benjamin <A.Benjamin@mi04p.zds.com>
-
- I am working on a rather large 256 color anim5 anim and I would like
- to also create an Mpeg animation so I can upload it.
-
- Is there a PD/shareware MPEG creation program for the PC or the Amiga?
- -------------
- >You don't want to do that with 256 colors even... Besides MPEG
- >is almost the same as JPEGing frames and packing (not quite, MPEG
- >also does some form of delta compression)...
-
- Opps, I should have been more clear. I am creating a 256 color
- anim5 anim for the Amiga people (well, now I am starting to think
- about just making a ham-6 anim5, but I digress) I also want to
- make an MPEG movie for the MAC and PC folks I will be sending this
- anim to. All my initial frames are IFF24, I'll use Imagemaster to
- convert them to 256color and it looks like I have a PD PC program that
- encodes 256color GIFS into MPEG movies. So I will use Imagemaster to
- write out the ANIM-5 along with 400 GIF images so I can load them
- into this PC MPEG encoder.... Should only take about a week 8^)
-
- I could convert the IFF24's to targa then into this MPEG encoder but
- that would mean moving some serious amounts of data between my 4000
- and the PC. Probably not worth the extra time it would take.
-
- Thanks,
-
- Adam B
-
-
- ##
-
- Subject: Re: icoons
- Date: Wed, 16 Jun 93 11:53:01 PDT
- From: jwalkup@sfsuvax1.sfsu.edu (Jeffrey Walkup)
-
-
- > What method of spline tesselation does icoons use? Can you specify
- > the method? There are different methods producing very different
- > results, some more expensive than others in terms of the number
- > of polygons created.
-
-
- >From the Icoons docs:
-
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-
- ICoons is based on a special type of curves called "Kochanek-Bartels
- splines", these splines has the following properties:
-
- They pass through their control points (called knots),
-
- It is possible to control the local behaviour of the spline at each
- knot, by varying three parameters called TENSION, BIAS and
- CONTINUITY.
-
- It is possible to model nearly any curve by placing knots and modifying
- these three parameters at each knot.
-
- [...]
-
- The surfaces created by ICoons, are so called bicubically blended Coons
- surfaces, such a surface is fully defined by its (up to) 4 boundary
- curves. The points on the surface is found simply by interpolation
- between these boundary curves.
-
- The surface is defined fully by the boundary curves, this mean that
- there's no control points inside the surface. (The more popular
- Bezier surfaces has internal control points. It can be very
- difficult for the user to visualize where these controlpoints are).
-
- The surface interpolates (ie. passes through) the boundary curves
- and the control points.
-
- Together these two 'features' makes it semi-easy for the user to
- visualize the surface by looking on the boundary curves.
-
- In ICoons, a surface is made up of patches: Each patch (which is a Coons
- surface) is defined by the 2, 3 or 4 connected spline segments that
- surround it. These segments must not all be from the same spline.
-
- If there's more than 4 segments, then the area defined by the segments
- don't define a patch, even if the segments comes from different patches.
-
- [...]
-
- Generate - TTDDD format (Shortcut: LAMiga-S)
- -----------------------------------------------------------------------
- Generate a file containing a TTDDD description of the current object.
- Each patch will be cut up in a N * N of triangles where N is the "Patch
- resolution" parameter from the configuration window.
-
- A little N creates small and fast objects, while a big N creates objects
- which follow the corresponding splines much nicer.
-
- [etc...]
-
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-
- Hope that answers your question!
-
- Not a bad little program - though it could use an "UNDO" function.
-
- There are NTSC and PAL versions in the archive.
-
- The author says he probably won't have time to work on it further,
- though the SOURCE CODE is included.
-
- --
- Jeff Walkup, Digital Animator / Videographer | Energy = Matter = Spacetime
- jwalkup@sfsuvax1.sfsu.edu - San Francisco | ERLEICHDA!
-
-
- ##
-
- Subject: RE: MPEG converter
- Date: Wed, 16 Jun 93 22:27:21 BST
- From: ssujstra@reading.ac.uk
-
- > You don't want to do that with 256 colors even... Besides MPEG
- > is almost the same as JPEGing frames and packing (not quite, MPEG
- > also does some form of delta compression)...
-
- Actually I beleive that the main difference between the two is that the
- compression method used by MPEG is not symetrical. ie it takes more to compress
- than to decompress. Faster Playback ?
-
-
- > That is what I do, I JPEG my
- > animations before hand then I pack them... On some programs you can't do
- > this, but if you can write an Arexx program to do so, it would
- > be better than puting it first into ANIM5 format. There might be some
- > way to split a ANIM5 animation into individually JPEG'd frames using
- > Rend24. I am using REND24 to put Anim5 Animations together from
- > hundreds of JPEG'd frames.
-
- So are you saying that you render a load of pictures convert them to JPEG
- Then put them into an ANIM5 file ? If so can a normal ANIM5 player play
- the JPEGed anim back, and what sort of frame rate do you get ?
-
-
- > .. rest deleted
-
-
- Is this a frequently used method?
- Has anyone got any examples?
-
-
- Jason
-
-
- +---------------------------- - - - -
- | Signature Under Construction ...
- |
-
- |
-
- |
-
-
- ##
-
- Subject: Re: Grass
- Date: Wed, 16 Jun 93 15:13:12 PDT
- From: "Charles Congdon, DEC Products Division, (415) 506-6341" <CCONGDON@us.oracle.com>
-
- >> About the grass field,
- >
- > Creating or replicating any sort of geometry for grass would be crazy, it
- > requires FAR too many primitives. Instead, some sort of procedural rendering
- > technique using fractals, particle systems, etc. is much better suited to
- > the task without waisting billions of polygons. There are several Siggraph
- > papers that illustrate and describe these methods.
- > -----------
- > Ya, and I suppose you can write us the code to do it??
- > I serriously doubt it... If so, it would take you several weeks..
- > It is much easier to replicate objects.. Besides, you really aren't
- > using up memory like you would if you were actually copying objects...
- > You load only the primitives of one object, then the ray-tracer
- > (I suppose) treats duplicates as one in the same, just instantiated and
- > morphed elsewhere.. There was a animation I saw where some instantiated
- > several manequins on unicycles to infinity... Don't tell me it
- > is crazy...
-
- Let's be clear here. For each replicated object you need to store at
- least postion/scale/and orientation triplets. Extras could include also
- storing a world-space bounding volume and any surface attributes that change
- from copy to copy. When the renderer figures out that it needs to do a
- rigorous intersection test with a replicated object, it will make
- the appropriate coordinate transforms to object space and use the results for
- the scanline or ray interestion test. Only one copy of the actual points is
- needed.
-
- In the case of a manequins, this will save lots of RAM since the
- information for each replicated object will use *much* less space than complete
- object descriptions. But in the case of grass, where the blade can be made up
- of as little as 3 points, the savings will be less spectacular (the actual
- magnitude depends on the implementation of the object description data
- structures). You *still* have to store *something* about each individual
- blade. Use thousands of blades, and even replication can eat up a fair amount
- of RAM. (if anything, it lets you do a heck of a lot more with your scene
- before you run out of RAM).
-
- Still, RAM isn't the only issue here. You still have to render those
- thousands of grass blades. They'll be pretty close together, so the renderer
- will end up spending a fair amount of time doing intersection or Z-buffer
- testing, and sorting. Have fun if it does antialiasing.
-
- As was mentioned, fractals and particle systems will also to the job
- for grass. Fractals typically require a fair amount of RAM and CPU, and
- particle systems require memory to track each particle (the amount depends on
- the complexity of your particle simulation). The results, however, can be
- *very* satisfying.
-
- In short, there's no free lunch. Any method of rendering complex
- natural objects will require a fair amount of RAM, processing time, or both.
- The result you get pretty much depends on your deadlines and how much
- memory you have available. And the tools you have available, both in your head
- and on your hard disk...
-
- Cheers,
- Charles
-
-
- ##
-
- Subject: New subscriber w/ questions
- Date: Wed, 16 Jun 1993 17:37:33 -0500 (CDT)
- From: Peter Garza <pmgarza@ccwf.cc.utexas.edu>
-
- Greetings all! I just subscribed to the IML and had a
- couple of questions. I am making an anim of 2 dancing
- robots and set up their cycles in the Cycle editor. I
- changed the position, slightly, in one of the keyframes and
- went to the Stage to see what the change had done. When I
- went back to the Cycle and tried to reload the cycle,
- Imagine said "Not a (proper) animated object file" and
- couldn't load it. It still turns up in the Stage and
- Detail editors fine. This happened one other seemingly
- random time. Any help on how to get it back, or do I have
- to remake the cycle with snapshots (urg).
- My second question is haw can I get Imagine to make
- an anim that can be loaded into DPaint 4. If I make a
- project in ANIM format and load the anim into DPaint, the
- frames degrade in successive frames until the anim looks
- like colored TV static. In a similar vein, if I play an
- anim using AmigaVision, it plays fine until the last few or
- the very last frame. The frames then turn into static-like
- pictures.
-
- Thanks for any help,
- Peter Garza (pmgarza@ccwf.cc.utexas.edu)
-
-
- ##
-
- Subject: Retina and Imagine problem
- Date: Wed, 16 Jun 93 16:12:02 -0700
- From: Mark Davis <davis@zso.dec.com>
-
- I am running Imagine on a 1024x768 screen. I am experiencing crashes
- while in the Stage editor whenever I try to zoom in closely in one of the
- tri-views. Before the machine crashes I noticed that the screen wasn't
- being refreshed properly (dragging an object left pixel trails of the
- object). Have any of you Retina/Imagine users experienced this?
-
- mark
-
-
- ##
-
- Subject: Pov Where To Find
- Date: Thu, 17 Jun 93 2:00:53 CEST
- From: Santi Lo Monaco <MC2695@mclink.it>
-
- Finding PoV should not be that hard:
- try ftp.informatik.uni-oldenburg.de
- under /pub/dkbtrace/POV-Ray1.0/
- there you will find PoV executables,
- under /pub/dkbtrace/utils/
- lots of utilities and another great Raytracer -VIVID-
- under /pub/dkbtrace/incoming/
- lots of new utilities and scenes and another tracer: PolyRay
-
- there is a list for PoV users too:
- subscribe dkb-l yourname
- this should be in the body of your mail, list address is:
- listserv@trearn.bitnet
- it is not really busy lately but we are all waiting for PoV version2 which
- should be out soon (would like to know when though!)
-
-
- BYE to all fellow imagineers hoping one day i can imagine too
- (BTW i guess we the beta-testers of Imagine Pc will be upgraded free to
- the new version ?!?!)
-
- One question: Somebody mentions "Metaballs", are they related somehow to
- those
- "Blobs" cited in some RT literature?
-
-
- ##
-
- Subject: Wavefront v. Imagine
- Date: Wed, 16 Jun 1993 21:37:04 -0400
- From: John J Humpal <johnh@jhunix.hcf.jhu.edu>
-
- Mr. Scott Krehbiel writes:
- >
- > Trust me - Imagine can't
- > touch this! Wavefront makes Imagine's renderer look like a bunch
- > of canned effects.
-
- Well, jeez, what do you expect?! Imagine costs $200, and
- what does Wavefront cost? $8000? $10000? Wavefront makes
- all the consumer grade renderers look weak, I'm sure.
- --
- -John
-
- John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
-
- ##
-
- Subject: Re: Fred Fish
- Date: 16 Jun 1993 22:11:07 -0400
- From: Jean@ringo.cam.org (Jean Pepin)
-
- > I'm pretty sure that there isn't a PD library in the whole world that is as
- > well organized as Fred Fish's. Each disk comes with documentation on how to
- > get Fred Fish disks, a "Contents" document that gives a description of each
- > program on the disk, a "C" directory that contains commands that are used to
- > read documents, view animations, play music, view pictures and decompress
- > files, relating to the context of the disk. Each Fred Fish disk can carry
- > 880K of programs so 850x880 Kilobytes is how much storage you need to carry
- > 850 disks of the distribution.
-
- Sorry but CAM disk are well organized, each number are theme classifed, a
- number can contain up to 5 disk full of compressed data, the collection
- reach 775 number, far more than 1000 disk, contain some theme like, DTP
- fonts, Objects 3d, Pictures, music modules, Vector clip art, Animations, who
- are praticly inexistant in Fish, also all data are tested and judged for
- quality. Fish disk is the well know PD collection, not the only one.
-
- Attention: this is just information, not a revision or publicity, i'm the
- CAM maker. :)
- --
- \*** CCC AAA M M CLUB AMIGA MONTREAL ------- Internet -------
- *** C A A MM MM 3501 Cote Ste-Catherine #212 | jean@ringo.CAM.ORG |
- ***** C AAA M M M Montreal, Quebec H3T 1Z8 ------------------------
- *** CCC A A M M (514) 738-5173 Jean Pepin -- PRESIDENT
- ---------------------------Le bon sens c'est CAM-------------------------->
-
-
- ##
-
- Subject: Re: renderman... pd??
- Date: Wed, 16 Jun 93 22:50:46 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- I was asked if Renderman is pd, and no, I'm afraid it's quite
- hefty in price. The Unix version costs a couple thousand, from
- what I've heard, which is nothing compared to what.. $50,000
- for Wavefront, but too expensive for the curious hobbyist.
- -------------
- Best thing to do is find a university that has a copy on thier machines
- and get a CS degree then take a Computer Graphics course...
- That is the only way anyone here ever gets to use Renderman. I have
- read a friends Renderman Guide and it looks pretty cool.. But there
- is a program out (distributed with a book) called BOB that looks just
- as good as Renderman.. I would just bypass Renderman because the alternatives
- in public domain are cheaper and can sometimes produce better results.
-
- The big strength that all ray tracing programs lack that renderman
- has is that you can write your own SHADERS... Renderman doesn't
- raytrace pictures, it renders them... I never really got it down how the
- shaders work but there is shaders for windows, spotlights, spherical lights,
- ambient light, etc. And each produces a light effect that mimics real
- light... It is like a algorithms that paint in 3D with a specific style..
-
- I heard Wavefront stuff is pretty cool, but you need to be rolling in
- dough before you can begin to use it.. Lets jut not talk about those
- high-end graphics systems... They tend to be not as well supported
- because the user base is sooo small... That is te problem with specialized
- high-end junk, whether it be a Rolls Royce or a SGI Worktstaion or a
- Fairlight synthesizer, the user base tends to be less than something you
- can afford...
-
- However, we can talk about Rayshade (my favorite), POV or Radiance
- since they are all free and do about the same thing ;-)
- -------------
-
- Renderman also has a version for the Mac, and it uses the same
- command language, so you can kinda preview stuff on the Mac, then
- do your real work on a workstation. I have no idea how much the
- Mac version costs.
- --------------
- There is a package for the Mac called Swivelman which is Renderman
- and Swivel in one package... Last I looked it was 500 bucks..
- The only problem is the MAC's are slower than Amiga's and therefore
- would not be much use... I'm being sarcastic towards Pixar.
- --------------
-
- That is a good point that was brought up, though... there's so much
- cool PD stuff that you can script for... eh heck! Get Rayshade
- and see what you can do with that! Then, if you like scripting,
- spring for Renderman (and a Unix box to run it on)
- --------------
- How much does it cost??? We are getting those SGI's and one of the
- main ideas is to get programmers into making software using the graphics
- libraries. Does anyone know where the docs for POV and the source
- code is located?? I want to get it compiled on our system so I can
- use it to do my rendering... Rayshade is alright but it doesn't support
- image maps the way I would like it to...
- --------------
- Scott
-
-
-
- ##
-
- Subject: Re: stuff
- Date: Wed, 16 Jun 93 23:07:07 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- The neat thing is that you have total control over what's happening
- in the shader. You don't just turn smoothing off and on, you can
- set which way each normal points (at least that is what I'm told -
- I haven't learned how to do that yet). Trust me - Imagine can't
- touch this! Wavefront makes Imagine's renderer look like a bunch
- of canned effects.
-
- Scott
- ------------------
- Imagine is only a Polygon based rendering program... You should compare
- it to Real 3D and Caligari..
-
- Have you seen Rayshade??? It supports 3 kinds of Triangles:
- The typical triangle with three points.. Phong-shaded triangles
- with vertices and vertex normals, and Phong-shaded triangles with
- with vertices, vertex normals and UV texturing specification..
-
- Rayshade 4.0 has these kinds of primitives plus
- Blob (metaballs), box, sphere, torus, polygons, heightfield,
- plane (ground...), cylinder, cone and disc. The latest version has
- support for spline based triangles (I think). I have the manual
- here and it spans about 52 pages and supports lots of goodies..
- I also have the manual for Vision-3D but with my tddd2ray converter,
- using Vision-3D is almost pointless.. It would be great, if I owned a
- mac... But now that I know how to make the transition, I hardly ever
- use VIsion 3D (except to make nice boxy shapes and laser printouts..
- It is not much use beyond that.
-
- Thanks, Glenn Lewis...
-
- /***********************************************************************
- ** Kiernan Holland, kholland@chicoma.lanl.gov, kholland@hydra.unm.edu **
- ** (University Of New Mexico - Los Alamos Branch Computer AIDE) **
- ** "If it doesn't work, turn it off/on or ask me to watch." **
- ***********************************************************************/
-
-
- ##
-
- Subject: Re: Fred Fish
- Date: Wed, 16 Jun 93 23:23:17 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- > read documents, view animations, play music, view pictures and decompress
- > files, relating to the context of the disk. Each Fred Fish disk can carry
- > 880K of programs so 850x880 Kilobytes is how much storage you need to carry
- > 850 disks of the distribution.
-
- Sorry but CAM disk are well organized, each number are theme classifed, a
- number can contain up to 5 disk full of compressed data, the collection
- reach 775 number, far more than 1000 disk, contain some theme like, DTP
- fonts, Objects 3d, Pictures, music modules, Vector clip art, Animations, who
- are praticly inexistant in Fish, also all data are tested and judged for
- quality. Fish disk is the well know PD collection, not the only one.
-
- Attention: this is just information, not a revision or publicity, i'm the
- CAM maker. :)
- --
- \*** CCC AAA M M CLUB AMIGA MONTREAL ------- Internet -------
- *** C A A MM MM 3501 Cote Ste-Catherine #212 | jean@ringo.CAM.ORG |
- ***** C AAA M M M Montreal, Quebec H3T 1Z8 ------------------------
- *** CCC A A M M (514) 738-5173 Jean Pepin -- PRESIDENT
- ---------------------------Le bon sens c'est CAM-------------------------->
- -------------------------------
- Soo what... can I get it on the Internet??? Well it might as well be
- nonexistent... Can I get it on CDROM??? I can gte Fred Fish disks
- on CDROM.. You see, that is why Fred Fish is so popular...
- I could probably start my own public domain collection... I do have over 600
- floppy disks... A big burden to me that is why I am getting a CDROM drive.
-
- I would be interested to see what you have but there is no way I would
- pay for it... Unless it all came on a CDROM..
- The Aminet archive has about 80-100 megs of modules at least... It now
- comes on CDROM. AB20 had a lot of stuff.. It is on CDROM. If you wish
- to make yours on a CDROM, contact Walnut Creek, I'm sure they would
- be interested. Personally I have never heard of CAM.. heck I live more than
- 1000 miles away, how could I...
-
- /***********************************************************************
- ** Kiernan Holland, kholland@chicoma.lanl.gov, kholland@hydra.unm.edu **
- ** (University Of New Mexico - Los Alamos Branch Computer AIDE) **
- ** "If it doesn't work, turn it off/on or ask me to watch." **
- ***********************************************************************/
-
-
- ##
-
- Subject: Re: Grass
- Date: Wed, 16 Jun 93 23:30:20 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- The script based Amiga rendering program Raydance can create a field of
- grass using a "cloning" technique. If you can get ahold of a copy of
- the old Avid magazine, Vol 3 , Issue 5, it has a picture on the cover
- of a patch of grass created with RayDance. Note that I have not owner
- (owner-->owned) or used RayDance, I'm just repeating the info given in
- the "About the Cover" box.
- ----------------
- Raydance is the only program I know that is text-based and costs
- money. Well Renderman is, but you can get a interface to minimize
- the interaction with the black box part. Raydance does have some
- pretty neat capabilities but I'm wondering if Raydance == Radiance...
- It could be that Raydance is just a modified version of Radiance...
- The reason why I would believe this is that Radiance (as I hear)
- supports fractal trees and many things that raydance does...
-
- Raydance is small... I have used it before (demo version),
- it is a pity you can't compile it on a faster workstation...
- That is one of the advantages of any public domain ray-tracing program,
- you can compile it anywhere...
-
- /***********************************************************************
- ** Kiernan Holland, kholland@chicoma.lanl.gov, kholland@hydra.unm.edu **
- ** (University Of New Mexico - Los Alamos Branch Computer AIDE) **
- ** "If it doesn't work, turn it off/on or ask me to watch." **
- ***********************************************************************/
-
-
- ##
-
- Subject: Re: MPEG converter
- Date: Wed, 16 Jun 93 23:44:05 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- convert them to 256color and it looks like I have a PD PC program that
- encodes 256color GIFS into MPEG movies. So I will use Imagemaster to
- -------------
- where did you get it??? I want a copy ;-)
- I know of an encoder for Xwindows and UNIX, but it is a piece of kaka...
- -------------
- write out the ANIM-5 along with 400 GIF images so I can load them
- into this PC MPEG encoder.... Should only take about a week 8^)
- -------------
- No problem... We have PC's laying all around the school... All I have to do is
- tie one up and put an "Out of Order" sign on the front...
- -------------
- I could convert the IFF24's to targa then into this MPEG encoder but
- -------------
- It would probably be better to JPEG them then convert them to targa
- from JPEG or something like that... I know how to do both GIF and TARGA
- from JPEG (JPEG V3.0 will do it...)...
-
- Is the C source code included with the program.. if so, I would
- get it ported to UNIX.
- -------------
- that would mean moving some serious amounts of data between my 4000
- and the PC. Probably not worth the extra time it would take.
- -------------
- Here is what you do... You make an Arexx script to convert a list of
- IFF24 images to JPEG with a wuality of 80... With 320x200 images you
- should get about 12K per frame.. Take the entire animation
- stuff it into 4 disks (that is how much it took to stuff my Roller
- Coaster animation.. Then take it to the PC, use JPEG 3.0 to convert
- all the images to targa or gif format... then render the animation
- on the PC...
-
- Arexx scripts are about as easy (but much more limited in
- complexity than C) to make as C programs but you might have to kludge
- them... I kludged a Arexx program to convert my special JPEG
- format files to something REND24 will accept.
-
-
- ##
-
- Subject: RE: MPEG converter
- Date: Thu, 17 Jun 93 00:29:44 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- > hundreds of JPEG'd frames.
-
- So are you saying that you render a load of pictures convert them to JPEG
- Then put them into an ANIM5 file ? If so can a normal ANIM5 player play
- the JPEGed anim back, and what sort of frame rate do you get ?
- ------------------
- No... I use Rend24 to convert the JPEG'd frames to ANIM5... I use
- Rayshade 4.0 to render these ultra large RLE (32-bit graphics format)
- images, and convert the images each to JPEG format, then I stuff the
- frames on several disks, take it home, pull out Rend24 and have it
- convert the JPEG'd frames to HAM format and splice the frames
- together to make a ANim5 format animation. Actually I have
- C programs to do most of the work for me.. I haveone program
- called Rayfly that takes two files with a cammera and target path
- and provide it with a file containing the environment and all the
- objects in that environment... What Rayfly does is it reads both of the path
- files to determine the cammera positions and such in the 3D universe
- and rayfly writes these coordinates in a form that rayshade can take them,
- then I #include the cammera positionsinto the file that I will
- render... Then I JPEG the frames when they are finished and delete the
- original frames.. This is all automated in a rayfly using just a combination
- of file handling and system() calls.
-
- Here is my program:
-
- #define DEBUG 0
- #define AnimationName argv[1]
- #define CammeraPathName argv[2]
- #define LookPathName argv[3]
- #define FrameBase argv[4]
- #define FrameIncrement argv[5]
- #define Tween 10.0
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
-
- /*
- ** This program makes animations using Rayshade on a standard
- ** Unix system equiped with MIPS C.
- */
-
- main(int argc, char *argv[]) /* Get arguements from command line */
- {
- /*
- ** Frame number and Count <== 0
- */
- int frame = 0, count = 0;
- int increment = 0;
- float camaxis1[3], camaxis2[3];
- float lokaxis1[3], lokaxis2[3];
- float Cincment[3], Lincment[3], tweens;
- FILE *cfptr, *lfptr, *wfptr;
- char tempstring[256];
-
- if (argc < 6)
- {
- printf("The syntax is \"%s <animation.ray> %s %s",argv[0],
- "<cammera_path.geo> <lookpoint_path.geo> \n",
- "<framebase> <increment> \"\n ");
- }
- else
- {
- increment = atoi(FrameIncrement);
-
- /* can we read the Cammera and LookPoint files??? */
- if ((cfptr = fopen (CammeraPathName,"r")) == NULL)
- printf("%s could not be opened. \n",CammeraPathName);
- else
- if ((lfptr = fopen (LookPathName,"r")) == NULL)
- {
- fclose(cfptr);
- printf("%s could not be opened. \n",LookPathName);
- }
- else
- {
-
- /*
- ** Take off header of the cammera read-in file
- */
- fscanf(cfptr, "%f%f%f", &camaxis1[0],&camaxis1[1],&camaxis1[2]);
- /*
- ** Get the real Cammera Start and End coordiantes
- */
- fscanf(cfptr, "%f%f%f", &camaxis1[0],&camaxis1[1],&camaxis1[2]);
- fscanf(cfptr, "%f%f%f", &camaxis2[0],&camaxis2[1],&camaxis2[2]);
-
- /*
- ** Take off header of the lookpoint (target) read-in file
- */
- fscanf(lfptr, "%f%f%f", &lokaxis1[0],&lokaxis1[1],&lokaxis1[2]);
- /*
- ** Get the real Lookpoint Start and End coordiantes
- */
- fscanf(lfptr, "%f%f%f", &lokaxis1[0],&lokaxis1[1],&lokaxis1[2]);
- fscanf(lfptr, "%f%f%f", &lokaxis2[0],&lokaxis2[1],&lokaxis2[2]);
-
- while (!feof(cfptr) && !feof(lfptr))
- {
- Cincment[0] = (float) ((camaxis2[0] - camaxis1[0])/Tween);
- Cincment[1] = (float) ((camaxis2[1] - camaxis1[1])/Tween);
- Cincment[2] = (float) ((camaxis2[2] - camaxis1[2])/Tween);
- Lincment[0] = (float) ((lokaxis2[0] - lokaxis1[0])/Tween);
- Lincment[1] = (float) ((lokaxis2[1] - lokaxis1[1])/Tween);
- Lincment[2] = (float) ((lokaxis2[2] - lokaxis1[2])/Tween);
-
- for (tweens = 1 ; tweens <= Tween ; tweens++)
- {
- if ((wfptr = fopen ("cammera.ray","w")) == NULL)
- printf("File could not be created \n");
- else
- {
- if (DEBUG)
- {
- if ((camaxis1[0] == lokaxis1[0]) &&
- (camaxis1[1] == lokaxis1[1]))
- {
- printf ("eyep %f %f %f \n",
- camaxis1[0],camaxis1[1],camaxis1[2]);
- printf ( "lookp %f %f %f \n",
- lokaxis1[0]+.02,lokaxis1[1],lokaxis1[2]);
- }
- else
- {
- printf ("eyep %f %f %f \n",
- camaxis1[0],camaxis1[1],camaxis1[2]);
- printf ( "lookp %f %f %f \n",
- lokaxis1[0],lokaxis1[1],lokaxis1[2]);
- }
-
- }
- if ((camaxis1[0] == lokaxis1[0]) &&
- (camaxis1[1] == lokaxis1[1]))
- {
- fprintf (wfptr, "eyep %f %f %f \n",
- camaxis1[0],camaxis1[1],camaxis1[2]);
- fprintf (wfptr, "lookp %f %f %f \n",
- lokaxis1[0]+.02,lokaxis1[1],lokaxis1[2]);
- fclose (wfptr);
- }
- else
- {
- fprintf (wfptr, "eyep %f %f %f \n",
- camaxis1[0],camaxis1[1],camaxis1[2]);
- fprintf (wfptr, "lookp %f %f %f \n",
- lokaxis1[0],lokaxis1[1],lokaxis1[2]);
- fclose (wfptr);
- }
-
- count++;
- if ((count % increment)==0)
- {
- frame++;
-
- if (DEBUG)
- {
- printf("rayshade -V stuff.results -p %s > %s%d.rle \n",
- AnimationName,FrameBase,frame);
- printf("cjpeg -Q80 %s%d.rle > %s%d.jpg ; rm %s%d.rle \n",
- FrameBase,frame,FrameBase,frame,FrameBase,frame);
- }
- else
- {
-
- /* THIS IS WHERE MY PROGRAM TELLS RAYSHADE TO RENDER A FRAME
- ** AND JPEG IT.
- */
- sprintf(tempstring,
- "rayshade -V stuff.results -p %s > %s%d.rle",
- AnimationName,FrameBase,frame);
- system(tempstring);
-
- sprintf(tempstring,
- "cjpeg -Q80 %s%d.rle > %s%d.jpg ; rm %s%d.rle",
- FrameBase,frame,FrameBase,frame,FrameBase,frame);
- system(tempstring);
- }
-
- } /* Rayshade */
- } /* Wfptr */
-
- camaxis1[0] += Cincment[0];
- camaxis1[1] += Cincment[1];
- camaxis1[2] += Cincment[2];
- lokaxis1[0] += Lincment[0];
- lokaxis1[1] += Lincment[1];
- lokaxis1[2] += Lincment[2];
- } /* FOR LOOP */
-
- camaxis1[0] = camaxis2[0];
- camaxis1[1] = camaxis2[1];
- camaxis1[2] = camaxis2[2];
- lokaxis1[0] = lokaxis2[0];
- lokaxis1[1] = lokaxis2[1];
- lokaxis1[2] = lokaxis2[2];
-
- fscanf(cfptr, "%f%f%f",
- &camaxis2[0],&camaxis2[1],&camaxis2[2]);
- fscanf(lfptr, "%f%f%f",
- &lokaxis2[0],&lokaxis2[1],&lokaxis2[2]);
- } /* While More To read Loop */
- fclose(cfptr);
- fclose(lfptr);
- } /* If can open Cammera and Look files */
- } /* Correct number of arguements IF scope */
- } /* End of Program */
-
- -----------------
- I also have a program that converts output that this program
- creates (as JPEG files) and will try to make tar files containing
- approximately as much data to stuff a disk of a specific
- number of kilobytes... I really kludged that one too..
-
- It took the system 3 days to ray-trace my roller coaster, but
- it came out to be 390 frames... Not one instruction cycle was
- wasted on my Amiga rendering my animations... I use a combination
- of the AMiga, C code, a VAX 5000, JPEG, system() calls, rayshade
- and rend24... It seems to be a bit much for rendering animations..
- I agree, but there are some things you can do with a public domain
- renderer that are near impossible to do in Imagine... One thing
- is remap points according to equations created in C, and complex
- animation movements... For instance, I could create a C program that
- would simulate gravity and would let you perform complex situations
- where the feild of view and the density of fog, etc., changes
- with the animation.. Imagine is limited, if you are a programmer..
- If you are a artist you could probably care less, but those who
- can program can figure out ways to do things that would otherwise be
- impossible with a limited modeling/rendering program.
-
- I think you get the idea...
- -----------------
- Is this a frequently used method?
- Has anyone got any examples?
- ------------------
- I will upload a copy of my rollercoaster niamtion to Wuarchive as soon as
- it comes back on-line... I will also try to find other places that
- will accept my uploads. Anyone have any suggestions???
-
-
- ##
-
- Subject: Re: Wavefront v. Imagine
- Date: Thu, 17 Jun 93 00:51:23 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- > Trust me - Imagine can't
- > touch this! Wavefront makes Imagine's renderer look like a bunch
- > of canned effects.
-
- Well, jeez, what do you expect?! Imagine costs $200, and
- what does Wavefront cost? $8000? $10000? Wavefront makes
- all the consumer grade renderers look weak, I'm sure.
- --------
- Imagine can't touch some PD rendering programs... True,
- comparing Wavefront and Imagine is like comparing Amiga to a Cray...
- It is senseless...
-
-
- ##
-
- Subject: Re: Retina and Imagine problem
- Date: Thu, 17 Jun 93 00:48:54 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- tri-views. Before the machine crashes I noticed that the screen wasn't
- being refreshed properly (dragging an object left pixel trails of the
- object). Have any of you Retina/Imagine users experienced this?
-
- mark
- ----------------
- I have experienced this without a Retina on my Amiga 3000.. I don't know
- what causes it...
-
-
- ##
-
- Subject: Re: Grass
- Date: Thu, 17 Jun 93 00:45:56 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- > You load only the primitives of one object, then the ray-tracer
- > (I suppose) treats duplicates as one in the same, just instantiated and
- > morphed elsewhere.. There was a animation I saw where some instantiated
- > several manequins on unicycles to infinity... Don't tell me it
- > is crazy...
-
- Let's be clear here. For each replicated object you need to store at
- least postion/scale/and orientation triplets. Extras could include also
- storing a world-space bounding volume and any surface attributes that change
- from copy to copy. When the renderer figures out that it needs to do a
- rigorous intersection test with a replicated object, it will make
- the appropriate coordinate transforms to object space and use the results for
- the scanline or ray interestion test. Only one copy of the actual points is
- needed.
- -------------
- Ya... That's how it is done... Our system hardley ever uses up any ram...
- The great thing about Unix is it has Virtual Memory support...
- However, the 1280x1024 image of an 80 soldier army that I made
- took up (I think) only 5 megs of memory, MAX, to render under rayshade..
- -------------
- In the case of a manequins, this will save lots of RAM since the
- information for each replicated object will use *much* less space than complete
- object descriptions. But in the case of grass, where the blade can be made up
- of as little as 3 points, the savings will be less spectacular (the actual
- magnitude depends on the implementation of the object description data
- structures). You *still* have to store *something* about each individual
- blade. Use thousands of blades, and even replication can eat up a fair amount
- of RAM. (if anything, it lets you do a heck of a lot more with your scene
- before you run out of RAM).
- ------------
- In UNIX you don't.. especially on a 300 meg hard drive with only 80 megs
- left... If you want proof, I will make you a picture with several thousand
- or ten thousand blades of grass... each with 100 polygons... I will try it
- at least... and I will make a program to randomly place the blades of
- grass.. Then I will probably do a fly-through of the scenery... How
- about that??? All those who would like to see me do that, say
- yay!
- -----------
- Still, RAM isn't the only issue here. You still have to render those
- thousands of grass blades. They'll be pretty close together, so the renderer
- will end up spending a fair amount of time doing intersection or Z-buffer
- testing, and sorting. Have fun if it does antialiasing.
- -----------
- It does... as I said, I did a picture containing 80 soldiers which
- each took about 10,000 polygons, and I instantiated them in several places..
- My rendering is on wuarchive under "army.jpg" I believe...
- -----------
- As was mentioned, fractals and particle systems will also to the job
- for grass. Fractals typically require a fair amount of RAM and CPU, and
- particle systems require memory to track each particle (the amount depends on
- the complexity of your particle simulation). The results, however, can be
- *very* satisfying.
- ------------
- Oh, I know.. but it is hardly possible for me to use particle systems
- since none of the public domain programs support them.. It is a moot
- dicussion...
- ------------
- In short, there's no free lunch. Any method of rendering complex
- natural objects will require a fair amount of RAM, processing time, or both.
- The result you get pretty much depends on your deadlines and how much
- memory you have available. And the tools you have available, both in your head
- and on your hard disk...
- ----------
- I have them.... The SGI's we are getting will come with 2
- 1.2 gig hard drives, and you can bet that at 10:00 PM at night I will have
- exclusive access to all four of the indigos and the main SGI workstation..
- Talk about heaven!!!! The SU has been kidding me that they will put a
- quarter mechanism on it... I said "just as long as I can play
- with the flight simulator on the 150 Mips server... ;-)
- -----------
- Cheers,
- Charles
- -----------
- Later
- /***********************************************************************
- ** Kiernan Holland, kholland@chicoma.lanl.gov, kholland@hydra.unm.edu **
- ** (University Of New Mexico - Los Alamos Branch Computer AIDE) **
- ** "If it doesn't work, turn it off/on or ask me to watch." **
- ***********************************************************************/
-
-
- ##
-
- Subject: Re: T3DDD and Icoons question...
- Date: Thu, 17 Jun 93 01:36:01 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- Are either of these available for the PC platform, or do either come
- with source code to compile on the PC platform?
-
- Thanks,
- Mark
- ---------------------
- Ask Glenn Lewis, he made T3D library that contains programs
- like TDDD2RAY and TDDD2PS (yes Postscript... and it works!!!).
- I think at one time he had it in full source code distribution form.
-
- Well, Glenn How About it??!!!
-
- Icoons is a GNU project, I think, the source code is available,
- I'm sure...
-
-
- ##
-
- Subject: Re: MPEG converter
- Date: Thu, 17 Jun 93 09:07:44 EST
- From: Adam Benjamin <A.Benjamin@mi04p.zds.com>
-
- Regarding the MPEG encoder Kholland wrote:
-
- >where did you get it??? I want a copy ;-) I know of an encoder for
- >Xwindows and UNIX, but it is a piece of kaka...
-
- This may be a port of that same program, I haven't tried it yet. The
- program I am refering to is PVRGMPG.zip . It just came across
- comp.graphics.animation and alt.binaries.multimedia The complete
- source code is at havefun.stanford.edu (so I have read)
- I will repeat for anyone who may have just tuned in, this is a PC
- program, not an Amiga program.
-
- The person who did the conversion is
- MITGML@cluster.cc.dundee-tech.ac.uk (whew glad my address isn't that
- long!) He was attempting to get the program up on SIMTEL also.
-
- I would love to see this program ported to the amiga. Go for it KH!
-
-
- ##
-
- Subject: Swivel
- Date: Thu, 17 Jun 93 09:31:13 CDT
- From: dave@flip.sp.paramax.com (Dave Wickard)
-
- >From tes@gothamcity.jsc.nasa.gov Thu Jun 17 07:17:00 1993
- Date: Thu, 17 Jun 93 07:20:38 CDT
- From: tes@gothamcity.jsc.nasa.gov (Thomas E. Smith)
- To: imagine-relay@email.sp.paramax.com
- Subject: Swivel
-
-
- Scott was saying something about Swivel on the Mac. I was going to try and write
- an object converter between Imagine and Swivel. Does anyone know the Swivel
- object format?
-
- Tom
-
-
- ##
-
- Subject: looking for docs on file structure of cycle animations and ANID chunk
- Date: Thu, 17 Jun 1993 10:04:36 -0500
- From: Jonathan Sivier <jsivier@ux1.cso.uiuc.edu>
-
- I think my subject line covers it. I'm working with some imagine files
- and am wordering if anyone can point me to documentation of the file structure
- of the cycle object animation and the ANID chunk of the file.
-
- Thanks for your assistance.
-
- Jonathan Sivier
- jsivier@ux1.cso.uiuc.edu
-
-
- ##
-
- Subject: Re: renderman... pd??
- Date: Thu, 17 Jun 1993 11:52:53 -0500 (CDT)
- From: Cliff Lee <cel@tenet.edu>
-
- > But there
- > is a program out (distributed with a book) called BOB that looks just
- > as good as Renderman..
-
- FYI,
- The book is by Stephen Coy who is the author of VIVID. BOB is a version
- of VIVID. Both shareware raytracers, and worth looking at.
-
- Cliff
-
-
- ##
-
- Subject: Imagine, Amiga ragging
- Date: Thu, 17 Jun 93 08:08:05 PDT
- From: leimberger@marbls.enet.dec.com
-
- I don't know, and much less care who this is from, and the message seems
- to have been convoluted but here goes.
- >From a recent thread:
-
- >>Now where the f*ck did I say that AMiga software was sh*t...
- >>I said AMiga users don't complain enough to push the programmers and
- >>companies.. Like, CBM just expects thier users to kiss thier beautiful
- >>butts everytime they release a model, just like mac users do with Apple.
- >>If the users compalin about the computers, CBM would work harder to
- >>impress the users.. They don't have a chance in the world to enter the PC
- >>market successfully, they now know that the Amiga is where it is at...
- >>They are not going to abandon the Amiga platform... I think that
- >>is what most Amiga users are afraid of, therefore they kiss *ss...
-
- + Well I've had my Amiga since the 1000 days, moved to the 2000, now have
- + a 4000. I don't feel I've been kissing anything, but am really happy CBM
- +has maintained an upward path, and with the AGA chipset a grand one at that.
- +All with a minimum of software incompatability. As far as CBM and Mac
- +releasing new models, most CBM has kept the product line as lean as possible
- +and still managed to offer a product that is widespread amoung users. Most
- +hings that run on the 1200(exclude games) will run on the 4000. You don't see
- +this on the other platforms. CBM deserves credit for a job well done on the
- +4000, and AmigaDos.I am pleased with the software I have on the Amiga, and
- +though I do see room for improvement I realize a small compaanies have limited
- +resources as opposed to the very large firms supporting other platforms.
-
- >I don't... I like what I see and I will talk about it, but I don't feel
- >inclined to admire CBM or Impulse, or anybody... If it is a good
- >product, it is a good product... They could sell Imagine for
- >20 bucks and it wouldn't matter... disks are easier to mass produce
- >than any material good in the entire world and yet it costs an
- >arm and a leg for programs that come on them...
-
- +I have seen some really admirable stuff done with Imagine, and for it's
- +price I can't complain. I get many hours of enjoyment out of Imagine
- +and long ago passed the point of not getting my monies worth. To relate
- +the value, or cost of a program to the medium it comes on is not the
- +sign of a clever person at best.
-
- As programs get better, the old revisions lower in price much faster
- than hardware... Probably because some users like myself have
- figured it out that programs are overpriced... Less work, more
- money... that's the idea... sell it for what the people will bare...
-
- + It seems that you need a course in business 101 at least. As a
- +program matures and you recoup your investment you find yourself
- +able to contain cost so to speak much easier. This is also aided by
- +the revenue generated by upgrade fees. Some programs that were grossly
- +overpriced, as you indicated in the following paragraph had to reduce
- +to be competive with the other offerings.
-
- Amiga users can't afford costly programs, that is why Caligari costs
- 200 bucks, Imagine costs 200 bucks and Dpaint costs less than 100
- dollars.. On the Mac's there are more companies that got more dough,
- and they can afford to pay high prices.... Look on any low-end
- platform and you will see that this is true...
-
- +Speak for yourself ! I'm a adult that has the ability to manage to
- +budget for my software. I see the prices rising as the quality, and power
- +of software improves. However I have the advantage of owning most of the
- +better stuff since it's early days and upgrade as often as I can. With
- +AGA I'll have to space the upgrades out but will eventually get them all.
- +I realize the need to support the Amiga Platform and am +willing to sacrifice
- +a little to do so, others seem only interested in a free ride. I buy from my
- +local dealer whenever reasonable to support him. $10.00 more or less is a small
- +price to pay to help him survive. I am not stupid. I know I can save money
- +buying elsewhere, but The Amiga is in an awkward posistion. Because the user
- +base is amaller it makes the support extended by this user base much more
- +important.
- ---------
- And they send free(thats right, I said FREE(as well they should))
- upgrades when they make mistakes. I've seen 3D packages on the MAC(can't
- recall which one)
- ----------
- +Virtual Realities, and ASDG both offer excellent support of their programs
- +as an example.
- ------
- There are 50 million PC users and 10 million Mac users... the Companies
- can get away with it there.. Now when teh Amiga user base expands
- to 10 million, expect to find companies charging for upgrades...
- ----------
- +Disagree here. Bug fixes no, actual product enhancements I see the Amiga
- +developers having the right and ability to charge for upgrades. It allows
- +them to generate development funds, and the user to enjoy the fruits of
- +these development efforts at an incremental cost. The need for upgrade
- +charges is even more critical in the Amiga Market.
-
-
- with half the features that cost twice as much as Imagine(keeping with the topic
- of the list). So, don't get me wrong...ya gotta complain if it don't work. But
- ----------
- MS makes most of thier money off upgrades...
-
- It is all a matter of user base and ethics... It is one reason
- I don't own a PC... Then again I would rather have an Amiga developer
- tha makes an effort to make bug-free, defect free, understandable software
- (like most MAC software) rather than just make revisions when the users
- complain... That is about how it goes on the Amiga...
- Either they look for errors deliberately, or they wait for the errors
- to come knocking at their door... Impulse should clear up thier
- errors before they upgrade thier software... It will make it easier
- on both them and the users, however they seem to be doing it the
- more screwy disorganized way... Hunt and hack...
-
- +Well I do wish it could be this way also, but in reality bugs are always
- + a possability. There are so many varables in a software program, and
- +especially in a program like Imagine that it would be near impossible
- *to eliminate them all and still ship in a reasonable amount of time. I
- +have recieved free disks from Impulse(YES IMPULSE) in the past to fix
- +critical problems. Regard most Mac software, Yes it seems to have inherent
- + better stability, that is unless you count the problems with stuff and
- +system 7. This stability is also easier to obtain when you don't concern
- +yourself with backward compatability.
-
- I believe in smart coding styles like programs that are flexible,
- modular, top-down design bottom-up implemented, and can "sense"
- the environment before they continue execution... Imagine doesn't
- seem to do this... Otherwise it would be capable of running
- on a PC or whatever,
-
- + Well I think this is a little out of line. Developing for the PC
- +with it's many inherent problems has nothing to do with the above.
- +Regardless of how you develop your code, if your new to the PC
- +(piece C***) enviornment your going to have problems. It's not
- +easy going from a OS like Amigados, and a AUTOCONFIG(tm) system
- +like the Amiga to the hodgepodge world of messy dos. This is an
- +even harder task if your trying to get the same functions you have
- +on the Amiga.
-
- and you would not need to replace register values in
- the program's binaries to make it support resolutions like 1280x1024...
- The programmer could have at least had Imagine determine how much memory
- is available for graphics, what chipset is being used, what the current
- screen resolution is, how many colors are possible, etc. and change the
- global variables to reflect the environment... But no... The programmer
- has to hard-code the magic numbers in that choose only one of two resolutions
- (hires and hires-lace).. It is what we call "Poor Software Design".
- I bet the programmer(s??) of Imagine doesn't even have a Masters,
- Probably not even a bachelors... It is so obvious..
-
- +Opps Again. I admit that support for the different resolutions would be nice.
- +I also realize that these 1280x1024 requirements wern't even a dream until
- +a short time ago. Imagine Supports all the standard(and DCTV) formats that
- +were available during it's design cycle. I have a 4000 but still only a 1084s
- +for a monitor. The large majority of Imagine users will not have a problem
- +with this restriction for quite a while.(I don't consider us netters the
- +average user) In time as things settle down and support for 3.0 grows these
- +problems should go away.(At least I think so). To throw darts at this time
- +seems a little rash, to slam the programmers especially in regards to education
- +is outright rude(please forward me a beta copy of your 3D modeler). I'd much
- +rather Impulse spend time on the features list than waste it on screen
- +resolutions at this time.
-
- This thread has become disjointed so I simply makked my thoughts with
- a "+" to seperate them. We should also remember that Impulse have offerd
- Imagine PC to us for $100.00 . At that price I can put in on my desk at work
- and then I can see if it runs or not:-)
- bill
- /------------------------------------------------------------------------------
- Bill leimberger. NASHUA N.H.
- I am Not an Amiga dealer, or developer. I am simply An
- Amiga user that appreciats The Amiga and the things it allows me to do.
- These ramblings are my own and do not reflect on my employer, or anyone
- else for that matter*/
-
-
- ##
-
- Subject: Re: Buggy Imagine Pc Buggy
- Date: Thu, 17 Jun 93 11:20:12 CDT
- From: setzer@comm.mot.com (Thomas Setzer)
-
- > From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- > Let me clairify my GRRRR. It wasn't the complaining that I was complaining
- > about. It was your comment on overpriced software. Have you taken a look
- > a the price of MAC software and to a lesser extent, PCsw? Sure there are really
- > nice packages out there, high end stuff, that you pay for and is probably worth
- > it. But they got crap that you pay for too. Here on the Amiga we have programs
- > like Vista and Scenery Animator for under $100!!! To me, that is amazing!!!
- > ---------
-
- > Now where the f*ck did I say that AMiga software was sh*t...
-
- I didn't say you said that. Look again, take the time to read it this
- time through. You said, and I quote:
- "I really believe that about 50% of the Amiga software that exists, is
- overpriced for the ammount of obvious effort that is put into it. "
- ^^^^^^^^^^
- Thats a cut and paste boys and girls.
-
- > If the users compalin about the computers, CBM would work harder to
- > impress the users..
-
- Hasn't worked yet. If you look on the net, all users do is piss and moan.
- Sure Impulse as a company sucks, their customer relations blow, their release
- dates are off target and probably too early by the amount of bugs PC users
- have seen. But for $200+ it is still a great deal. Crappy manual, bugs and
- all. (Did you catch that, I was complaining and praising all at once.
- Pretty cool, huh?)
-
-
- > market successfully, they now know that the Amiga is where it is at...
- > They are not going to abandon the Amiga platform... I think that
- > is what most Amiga users are afraid of, therefore they kiss *ss...
-
- Are you making this crap up as you go along? What *I* worry about is
- C= going down the tubes. If the big C determines that it *needs* to abandon
- the Amiga, it will. Take a look at the stock. ~3. That ain't good.
-
-
- >They could sell Imagine for 20 bucks and it wouldn't matter...
-
- What the hell does that mean?
-
-
- >disks are easier to mass produce than any material good in the entire
- > world
-
- Even those cute little Troll dolls?
-
- > and yet it costs an arm and a leg for programs that come on them...
- >
- No sh*t, we keypunches gotta make a living somehow.
-
- > As programs get better, the old revisions lower in price much faster
- > than hardware... Probably because some users like myself have
- > figured it out that programs are overpriced... Less work, more
- > money... that's the idea... sell it for what the people will bare...
-
- Thats from Econ 101 you took last semester I assume?
-
- > Amiga users can't afford costly programs, that is why Caligari costs
- > 200 bucks,
-
- And why Caligari Broadcast cost out the butt.
-
- > It is all a matter of user base and ethics... It is one reason
- > I don't own a PC...
-
- Huh? What ethics? Whats the reason? I don't get it.
-
-
-
- > I believe in smart coding styles like programs that are flexible,
- > modular, top-down design bottom-up implemented, and can "sense"
- > the environment before they continue execution...
-
- Very good, CS201 right?
-
- > Imagine doesn't
- > seem to do this...
-
- Sense the environment..yeah, probably not from the bugs we've been hearing
- about. But those smart coding styles...that would be tough to say, with out
- looking at their code.
-
- > the program's binaries to make it support resolutions like 1280x1024...
- > The programmer could have at least had Imagine determine how much memory
- > is available for graphics, what chipset is being used, what the current
- > screen resolution is, how many colors are possible, etc. and change the
- > global variables to reflect the environment... But no... The programmer
- > has to hard-code the magic numbers in that choose only one of two resolutions
- > (hires and hires-lace).. It is what we call "Poor Software Design".
-
- I agree with most of that last paragraph(imagine that), until the last point.
- That is not what I call poor design. Just choice. Bad design is like you said
- above, not modular, not top down, lots of gotos. Its low on my wish list
- anyway.
-
- > I bet the programmer(s??) of Imagine doesn't even have a Masters,
- > Probably not even a bachelors... It is so obvious..
-
- Poor guy, can't even defend himself...Hell if he doens't have a bachelors,
- then all the more credit to him/her. BTW, why is it obvious? I must have
- missed something.
-
- >
- > /***********************************************************************
- > ** Kiernan Holland, kholland@chicoma.lanl.gov, kholland@hydra.unm.edu **
- > ** (University Of New Mexico - Los Alamos Branch Computer AIDE) **
- > ** "If it doesn't work, turn it off/on or ask me to watch." **
- > ***********************************************************************/
- >
- What exactly does a Computer AIDE do anyway? Other than post to the net all
- day?
-
- BTW, how did you come to know so much? Do you have a BS? MS? PHD? How
- old are you? Just curious. I have a BS in CS working on my MS in CE. Work
- for Motorola as Software Engineer where we do "good" Software design(top down
- and all that other fun stuff). What is chicoma.lanl.gov? Is that a part of
- the University?
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- ##
-
- Subject: Re: Buggy Imagine Pc Buggy
- Date: Thu, 17 Jun 93 12:14:04 EDT
- From: devon@IBX.COM (Devon Miller)
-
- Date: Thu, 17 Jun 93 01:32:47 -0600
- From: kholland@chicoma.lanl.gov (AIDE Kiernan)
-
- |Now where the f*ck did I say that AMiga software was sh*t...
- |I said AMiga users don't complain enough to push the programmers and
- |companies.. Like, CBM just expects thier users to kiss thier beautiful
- |butts everytime they release a model, just like mac users do with Apple.
- |If the users compalin about the computers, CBM would work harder to
- |impress the users.. They don't have a chance in the world to enter the PC
- |market successfully, they now know that the Amiga is where it is at...
- |They are not going to abandon the Amiga platform... I think that
- |is what most Amiga users are afraid of, therefore they kiss *ss...
-
- | Then again I would rather have an Amiga developer
- |tha makes an effort to make bug-free, defect free, understandable software
- |(like most MAC software) rather than just make revisions when the users
- |complain... That is about how it goes on the Amiga...
- |Either they look for errors deliberately, or they wait for the errors
- |to come knocking at their door... Impulse should clear up thier
- |errors before they upgrade thier software... It will make it easier
- |on both them and the users, however they seem to be doing it the
- |more screwy disorganized way... Hunt and hack...
-
- |I believe in smart coding styles like programs that are flexible,
- |modular, top-down design bottom-up implemented, and can "sense"
- |the environment before they continue execution... Imagine doesn't
- |seem to do this... Otherwise it would be capable of running
- |on a PC or whatever, and you would not need to replace register values in
- |the program's binaries to make it support resolutions like 1280x1024...
- |The programmer could have at least had Imagine determine how much memory
- |is available for graphics, what chipset is being used, what the current
- |screen resolution is, how many colors are possible, etc. and change the
- |global variables to reflect the environment... But no... The programmer
- |has to hard-code the magic numbers in that choose only one of two resolutions
- |(hires and hires-lace).. It is what we call "Poor Software Design".
- |I bet the programmer(s??) of Imagine doesn't even have a Masters,
- |Probably not even a bachelors... It is so obvious..
-
- I promised myself I would stay out of this, but I'd like to try and head
- off an Amiga v. PC bashfest like comp.graphics has been seeing...
-
- First off, regarding CBM trying harder...
-
- Kiernan said, "If the users compalin about the computers, CBM would work
- harder to impress the users."
-
- CBM is a rather unusual company. The CEO & president, Mehdi Ali, calls all
- of the shots. All of them. His decisions reflect where he thinks he can
- make money next *quarter*. Not next year. Not the next 5 years. The next
- 3 months. What the engineers design and what the company releases often have
- little in common. The first spec. for the AA machine (1200 & 4000) called for
- up to 8M of graphics memory and an on-board DSP with CODECs for audio and
- telephone. Look at what actually shipped. The first design for what became
- the 4000 called for a machine with an '030, SCSI and DSP on board, and in a
- package that would retail for $995. Instead out came the 4000 at ~$2800.
-
- How do I know this? I used to work there. I was layed off in this year's
- second downsizing in April. As for CBM abandoning the Amiga, they may not
- need to.) They may abandon the business world first. (For those that haven't
- heard, CBM posted a first quarter loss of ~$177 million. This prompted the 3rd
- round of layoffs last Friday. Companywide it amounted to ~65% staff reduction.)
-
- As for buggy Amiga programs...
-
- Have you written much SW for the Amiga? How about the PC? I've written for
- both. SW can be very portable between the two *IF* you plan to support that
- from the outset. SW that's written expressly for the PC is painful to port to
- the Amiga, and vice versa. On the Amiga, you query the display database for
- the type of screen you want (resolution, number of colors, PAL/NTSC, etc) and
- you are given a "magic number" that you pass to the OS's display routines.
- That's what you're seeing being mimiced in the PC. I'm sure they used good
- (or at least reasonable) development practices, but those were focused on the
- Amiga environment. Given the choice, I'd much rather port between the PC and
- UNIX (either direction) than port between either of those and the Amiga.
-
- Remember, the original Amiga team was building a game machine, not a micro-
- computer. They apparently saw nothing to be gained by modeling their OS
- interface after anyone else. The engineers at CBM have tried to improve
- things, but that is difficult without throwing a lot of stuff out and starting
- over. The changes they have made have been for the better, but SW written
- for one version of the interface will either not run or not run correctly on
- a different version. Also, compatability testing requires that you keep
- some machines running with older (probably buggier) OS versions. Which
- translates to machines you can't use for development, only test.
-
- I'm trying not to defend or accuse anyone here, I'm just trying to present
- the facts of the situation. Anything that was written expressly for one
- environment is going to take time to get working correctly in another. If
- you want to be able to run on both Amiga & PC you need to design that in
- early on. The game "Lemmings 2" is one example that comes to mind of a
- program designed for either environment.
-
- Devon
- --
- Devon Miller ______ "If a person offend you, and you are in doubt as to
- \ / whether it was intentional or not, do not resort to
- \ / extreme measures; simply watch your chance and hit
- devon@ibx.com \/ him with a brick." -- Twain
-
-
-
- ##
-
- Subject: Re: New subscriber w/ questions
- Date: Thu, 17 Jun 93 11:19:01 PDT
- From: jwalkup@sfsuvax1.sfsu.edu (Jeffrey Walkup)
-
-
- > My second question is haw can I get Imagine to make
- > an anim that can be loaded into DPaint 4. If I make a
- > project in ANIM format and load the anim into DPaint, the
- > frames degrade in successive frames until the anim looks
- > like colored TV static.
-
- You need to lock the palette to that of the first frame; DPaint
- doesn't handle ANIMs with separate palettes for each frame, as
- Imagine will generate by default. When you start rendering the
- ANIM, Imagine *should* ask you "Lock the palette?". Say 'yes'.
- (Reason I say *should* is that, I swear, sometimes it doesn't ask.
- Try messing with the Viewmode properties.)
-
-
- > In a similar vein, if I play an
- > anim using AmigaVision, it plays fine until the last few or
- > the very last frame. The frames then turn into static-like
- > pictures.
-
- Now this sounds like a loop-frames problem. You probably either:
- 1) Don't have loop-frames, and AV is expecting them. Or:
- 2) You do have loop-frames, but AV is NOT expecting them.
- Either way, you'll get garbage when the animation reaches the end and
- loops back to the beginning.
- If there is an option in AV to deal with loop-frames, turn it on or off,
- see what happens. If there isn't such an option in AV, it is probably
- expecting loop-frames on all animations, so you'll have to add them.
-
- --
- Jeff Walkup, Digital Animator / Videographer | Energy = Matter = Spacetime
- jwalkup@sfsuvax1.sfsu.edu - San Francisco | ERLEICHDA!
-
-
- ##
-
- Subject: Re: Fred Fish
- Date: 17 Jun 1993 15:33:30 -0400
- From: Jean@ringo.cam.org (Jean Pepin)
-
- kholland@chicoma.lanl.gov (AIDE Kiernan) writes:
-
- >-------------------------------
- >Soo what... can I get it on the Internet??? Well it might as well be
- >nonexistent... Can I get it on CDROM??? I can gte Fred Fish disks
- >on CDROM.. You see, that is why Fred Fish is so popular...
- >I could probably start my own public domain collection... I do have over 600
- >floppy disks... A big burden to me that is why I am getting a CDROM drive.
-
- No internet nor CDROM.
-
- >I would be interested to see what you have but there is no way I would
- >pay for it... Unless it all came on a CDROM..
- >The Aminet archive has about 80-100 megs of modules at least... It now
- >comes on CDROM. AB20 had a lot of stuff.. It is on CDROM. If you wish
- >to make yours on a CDROM, contact Walnut Creek, I'm sure they would
- >be interested. Personally I have never heard of CAM.. heck I live more than
- >1000 miles away, how could I...
-
- You can see CAM contain in French MAG "Amiga News / Amiga DP".
-
- >/***********************************************************************
- >** Kiernan Holland, kholland@chicoma.lanl.gov, kholland@hydra.unm.edu **
- >** (University Of New Mexico - Los Alamos Branch Computer AIDE) **
- >** "If it doesn't work, turn it off/on or ask me to watch." **
- >***********************************************************************/
- --
- \*** CCC AAA M M CLUB AMIGA MONTREAL ------- Internet -------
- *** C A A MM MM 3501 Cote Ste-Catherine #212 | jean@ringo.CAM.ORG |
- ***** C AAA M M M Montreal, Quebec H3T 1Z8 ------------------------
- *** CCC A A M M (514) 738-5173 Jean Pepin -- PRESIDENT
- ---------------------------Le bon sens c'est CAM-------------------------->
-
-
- ##
-
- Subject: Wow! I'm a star
- Date: Thu, 17 Jun 93 16:21:14 EST
- From: Adam Benjamin <A.Benjamin@mi04p.zds.com>
-
- Ok, this is totally un-related, but how often does one make it to
- national TV?
- CNBC is showing some footage they shot here at ZDS on Sunday (June 20)
- at 7:00am (EDT) on a show called American Spotlight.
- They shot some footage of me running our SMT circuit board assembler
- and if it doesn't get cut, you just might get a glimse of the back of
- my head! (I'm the sandy brown haired guy)
-
- We now return you to your regularly scheduled program 8-)
-
- Adam B.
-
-
- ##
-
- Subject: Re: Grass
- Date: Thu, 17 Jun 93 17:01:49 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- kholland@chicoma.lanl.gov (AIDE Kiernan) writes:
- > > Ya, and I suppose you can write us the code to do it??
- > > I serriously doubt it.
-
- Just because such things are FAR beyond your minimal comprehension or
- capabilities doesn't mean that is true of everyone. I designed my first
- computer vision system (HW & SW) when you were only halfway through grade
- school.
-
- > > you really aren't using up memory like you would if you were actually
- > > copying objects.
-
- Memory usage is only part of the problem. Rendering is a BIG issue. Particle
- systems can accomplish these tasks many times faster and can easily take
- advantage of "data amplification" techniques which minimizes the modeling
- required by the animator.
-
- > > There was a animation I saw where some instantiated
- > > several manequins on unicycles to infinity.
-
- Yes, it was done on an 800 MFLOP AT&T Pixel Machine. And as Charles Congdon
- pointed out, this is a bit different from the case of grass.
-
- Charles Congdon writes:
- > particle systems require memory to track each particle (the amount depends on
- > the complexity of your particle simulation). The results, however, can be
- > *very* satisfying.
-
- An excellent example of this technique can be found in the '85 Siggraph
- proceedings (pg. 313) where Bill Reeves details work done at Lucasfilm
- to model trees, grass, and fire. The accompanying pics are quite nice
- and one is a still from an animation of a tall grass field in which the
- wind blows the blades about. Render time was on the order of a couple hours
- using a VAX 11/750, a truly slow machine by todays standards.
-
- If Kiernan thinks he can accomplish this with polygonally modeled grass
- blades, I challenge him to do it. The image in Avid done with Raydance
- (no relation to Radiance) had only a couple square feet of grass which
- cost over a million polygons and 25 hours of rendering. LightWave comes
- closer to a viable solution because it supports 2D particles or lines.
- I ran a test last night which filled about a 100 square meters with tall
- grass (textured lines) and it took under 10 minutes. It was still a far
- cry from a field.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' 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: C code in postings
- Date: Thu, 17 Jun 93 14:25:30 PDT
- From: kevink@ced.berkeley.edu (Kevin Kodama)
-
- hi,
- can people either*not* post lengthy C code stuff here, or at least warn
- us in the headings that you are doing so, so we can avoid having to read
- them ?
-
- thanks,
- kevin
- btw(since this is the IMAGINE list :-))
- is the PC version of Imagine currently the same as the amiga 2.0 release,
- or does it contain some goodies we can look forward to in 3.0 ? Some PC guys
- I know are interested in using Imagine instead of 3d Studio, and need advice...
-
-
- ##
-
- Subject: Re: Re: Buggy Pc Imagine
- Date: Fri, 18 Jun 93 0:55:19 CEST
- From: Santi Lo Monaco <MC2695@mclink.it>
-
- (I do not use a mail-reader, so will not quote anybody)
-
- Regarding what Mark asked about Impulse actually telling me something
- about free upgrade to Imagine ver.3, naaahhh not really, they never even
- admitted it did not work, somebody on the phone looked like offended when i
- said:
- (quote myself) "thought you had produced a serious port".
- I was stating that they HAVE to upgrade for free the user of the current
- PC
- version, because it simply does not work, simple and easy fact!
- When i started this thread, was a bit scared i was the only person in the
- whole cyber-world who could not get imagine to work on the pc, then i
- realized, assuming yhe list as a universe, actually ONE single person
- (1-one-) has posted a message affirming he is happyly working with imagine.
- I mean, if i buy a thing for xxx unit of money, it is reasonable i expect
- to
- obtain xxx unit of utility, (intro to economics), well i was not
- complaining
- about some non measurable aspects of the software in question, iwas saying
- the thing is somehow broken, it ddoe not give me any utility because i
- cannot
- trust working for two hours on something that is going to dissappear
- at the touch of the mouse or at the click of a control box or wathewer
- action it goes out to lunch!
- Come on be fair, it would simply be fair business practice giva us a
- working version, wheter it'll be called 2, 2.1, 2.3,....3.87 i do not care.
-
-
- About the marketing branch stemmed out the same thread, my point is:
- I would love to have at my desk a Mac, a Next, an Amiga, (why not) one big
- Silicon Graphics etc etc, bad luck i started computing as a business
- student and
- my teacher requested all papers in WS4 format...so life goes, since then i
- stuck to IBM world, and i don't know a thing how Impulse prices their
- product but
- i believe everything is worth precisely the amount of money somebody is
- willing to shell out, this is another fact, so never mind the usual hype
- around softwareand "supporting" somebody , that's plain bull. Never
- intended to enjoy computing as a charity medium.
- BTW the last simple fact: PoV is a great product, is in the pubblic domain
- (ie
- it is not shareware), Vivid is even better for Image quality and scripting
- language maybe loses some point in range, Rayshade is precisely gorgeus and
- there are some rel good modelers around to avoid the pain of scripting: for
- PoV check
- Moray (written by a german guy) which has got almost everything other
- modelers
- even commercial one do not. In Moray you will find:
- 4 ports views with camera following your work (not strolling around the
- universelookind for girlfriend cameras)
- Bezier Patches with as many control points as you want
- Visual Texture editing
- CSG, sweeps and a lot of features that make it great.
- Download: mray.zip
- from: ftp.informatik.uni-oldenburg.de
- dir: pub/dkbtrace/incoming/
-
-
- Ciao
- Santi Lo Monaco (mc2695@mclink.it)
-
- P.S.
- I would gladly accept some job in our field of interest (graphics related
- companies, video production and or marketing) but do not rush, my mailbox
- will keep up
- with just 300 messages each session.
-
-
- ##
-
- Subject: Re: Grass / Siggraph
- Date: Fri, 18 Jun 93 09:04 GMT0BST-1
- From: Jacek Artymiak <jartymiak@cix.compulink.co.uk>
-
- In-Reply-To: <9306171701.aa00111@hubbub.westford.ccur.com>
-
- >An excellent example of this technique can be found in the '85 Siggraph
- >proceedings (pg. 313) where Bill Reeves details work done at Lucasfilm
- >to model trees, grass, and fire. The accompanying pics are quite nice
- >and one is a still from an animation of a tall grass field in which the
- >wind blows the blades about. Render time was on the order of a couple hours
- >using a VAX 11/750, a truly slow machine by todays standards.
-
- Is there any way of getting hold of the Siggraph papers? I live in the UK and
- can't attend the conference.
-
- TIA,
-
-
- Jacek
-
-
- ##
-
- Subject: Any experience with DPS PAR ?
- Date: Fri, 18 Jun 1993 15:13:48 +0200
- From: Hannes Heckner <hecknerh@informatik.tu-muenchen.de>
-
- Now that some time is gone by and DPS is availible I want to ask
- you people out there if there are any experiences with this board.
-
- Any comments appreciated
- Thanks a lot
- Hannes
-
-
- ##
-
- Subject: Getting to business
- Date: Fri, 18 Jun 1993 15:25:19 +0200
- From: Hannes Heckner <hecknerh@informatik.tu-muenchen.de>
-
- Hi folks,
-
- now I am using Imagine for about 2 years now. I invested some money
- in my computer graphic equipment and now I want some money to
- come back to me :-) This means I want to make some money with the
- spots I produce.
-
- Now I want to know from you who are already producing spots for money
-
- to which kind of persons/companies do you sell your spots
-
- how much do you take (average)
-
- how long do you work on one spot
-
- has anyone produced cinema spots ?
-
- how much equipment do you use (computers / software)
-
- are you working in a group or alone
-
- do you use selfmade soundtracks
-
- Now I know that these questions are very private !!!!!!
- I understand completely that you can - if only - answer them more
- general but it would be very important to me as I have some problems
- in defining the right group of companies to which I can sell spots.
- So I don't need names or exact numbers, I need general info about
- how to get in touch with the right people.
-
- So any info will be a great help to me
-
- Hannes
-
-
- ##
-
- Subject: Two Requests...
- Date: Fri, 18 Jun 93 10:38:53 -0400
- From: Mark Marino <omar@osf.org>
-
- Hey Guys,
-
- I have two requests to make:
-
- 1) Can any of you guys with Icoons please let the rest of us know
- where to find it on the Internet (if it exists on the net)? I did an
- archie search but it turned up nothing.
-
- -and-
-
- 2) Can we hold back from erupting into any major flame wars? I see
- trouble brewing here since the last few days and I'm hoping we can
- curtail it before we get into some major bandwidth squandering. If you
- feel you must let loose some stinging comments about somebody's post,
- send it to the sender, not the list.
-
- <off my soapbox>
- Mark
-
- -----------------------------------------------------------------------------
- | |
- | Mark Marino | omar@osf.org | uunet!osf!omar |
- | Open Software Foundation | 11 Cambridge Center | Cambridge, MA 02142 |
- |_____________________________________________________________________________|
-
-
- ##
-
- Subject: Floating Point Gurus
- Date: Fri, 18 Jun 1993 14:12:19 +0000
- From: "Rob (R.D.) Hounsell" <hounsell@bnr.ca>
-
- Dudes && || Dudettes,
-
- I often experience a problem on my Amiga sometimes while rendering under
- Imagine 2.0 that I figure is due to my home-made accellerator but will ask
- anyway:
-
- Has anyone been experiencing guru mediations that indicate either a memory
- error or co-processor illegal instruction? This happens often enough that I
- cannot set up a sequence of frames to render before I go to bed and have any
- confidence at all that it will be finished the next morning (i.e. it will have
- crashed after several frames). It seems to happen by far most often when
- running rendering in Imagine, although that could just be because it works the
- system the hardest.
-
- As I said, I expect that there is a timing problem within my A1000 - LUCAS
- accellerator - FRANCES memory expansion setup (PD Hardware), but you never
- know. I've taken a logic analyzer as far as it will go; I've arranged access to
- a 68020 in-circuit emulator, but due to wedding plans have been too busy to try
- it.
-
- Thx
- Rob
- --
- +-----------------------------------------------------------------------------+
- | Rob Hounsell INTERNET: HOUNSELL@BNR.CA |
- +-----------------------------------------------------------------------------+
-
-
- ##
-
- Subject: Re: Any experience with DPS PAR ?
- Date: Fri, 18 Jun 93 10:06:46 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > Now that some time is gone by and DPS is availible I want to ask
- > you people out there if there are any experiences with this board.
-
- Mine hasn't arrived yet, but I did go check one out at a local dealer.
- First off, I liked the interface; clean, professional, and pretty intuitive.
- The output imagery was good and writing/compressing images to the device
- was transparent and fast (a few seconds per frame). You wrote to it like
- it was any drive in the system. As for compression, apparently it can be
- controlled both during recording and playback. To control compression ratios,
- it allows a quality factor from 0-23. Apparently when you are rendering,
- you set it to 23 and it will choose the best value it can on playback to
- maintain 30fps. You would only set it lower than 23 when doing real time video
- capture with the TBC4. For playback, Q16 had very noticeable artifacts around
- areas of high detail. Q23 looked very clean (not flawless) and Q18-Q20 looked
- pretty good. I would say that it doesn't seem that this device could match
- a BetaSP tape deck, but it does look pretty darn good. Further tests with a
- high quality deck and realtime output are necessary to fully evaluate it.
- Note that even though DPS states that the algorithm they are using is not
- JPEG, it is enough like JPEG to exhibit similar style artifacts, ie. little
- fuzzy squares around contrasty details.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' 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: stuff
- Date: Sat, 19 Jun 1993 01:55:05 +1000 (EST)
- From: Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU>
-
- On Wed, 16 Jun 1993, Mr. Scott Krehbiel wrote:
-
- > I realize in re-reading my earlier post that I wasn't at all clear
- > in what I was saying. I hate it when I do that!
- >
- > What I was wowed by was the amount of control that Wavefront gives
- > you over rendering. I'm still learning this stuff, so pardon me
- > if I get my facts mixed up, but anyway... in Wave, each vertex
-
- <stuff deleted>
- >
- > The neat thing is that you have total control over what's happening
- > in the shader. You don't just turn smoothing off and on, you can
- > set which way each normal points (at least that is what I'm told -
- > I haven't learned how to do that yet). Trust me - Imagine can't
- > touch this! Wavefront makes Imagine's renderer look like a bunch
- > of canned effects.
- >
- > Scott
-
- So what is your point here?
- Unfortunately us mere mortals don't have the money to get Wavefront. In
- fact if I had the money I'd rather get Alias and/or TDI.
-
- Nik.
-
- nvukovlj@ucc.su.OZ.AU
-
-
- ##
-
- Subject: Oh, where have all the pictures gone???
- Date: Fri, 18 Jun 93 10:25:34 MDT
- From: ridout@plk.af.mil (Brian Ridout)
-
- Hi all,
-
- I would like to know where the new ftp site is for uploading
- and down loading imagine pictures. I know hubcap is gone now and
- that someone has picked up the slack. I thought it was wuarchive.
- However, I looked in systems/amiga/incoming/gfx and imagine, they
- are empty.
-
- Thanks for any help. I would like to see the newest stuff coming
- from this list. As well as uploading some of my own.
-
- Brian Ridout
- ridout@plk.af.mil
-