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IMAGINE archive: collected off of Imagine@email.sp.paramax.com ARCHIVE XLI Jun. 24 '93 - Jun. 30 '93 If you have questions or problems with this file, email Marvin Landis at marvinl@amber.rc.arizona.edu note: each message seperated by a '##' &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& Subject: Re: Imagine3.0, Essence, and copyrights Date: Thu, 24 Jun 93 10:44:39 -0400 From: Mark Marino <omar@osf.org> Hey all, I have a couple of Imagine-related questions, hopefully someone out there holds the answers: 1) VistaPro: I've read that VistaPro can output objects that are Turbo Silver compatible. (As a recent newcomer to Imagine PC, I understand that Turbo Silver was the precursor to Imagine). I whipped out an ancient version of VistaPro 1.0 and it doesn't appear to work with Imagine PC 2.0. What's the deal? I'd love to be able to import a landscape and I've had very little luck trying to create realistic landscapes by hand in Imagine. 2) Brush Maps: Are there any good sources for brushmaps available, either public domain or commercial? I could really use some tiled brushmaps to work with. If there were some available on the net, that would really make my day, otherwise a CD-ROM collection would be great. 3) Color Guide: Is there a list somewhere of common colors and there RGB values? This would be handy so that if I wanted to use a "Burnt Sienna" or "Sunflower Yellow" color, I could just look it up in a chart instead of tweaking RGB values by hand. Of course, once I had a close approximation of the desired color, then I could go back and tweak by hand to get the exact color. thanks in advance for any assistance in these questions Mark P.S. What??? No flames??? ----------------------------------------------------------------------------- | | | Mark Marino | omar@osf.org | uunet!osf!omar | | Open Software Foundation | 11 Cambridge Center | Cambridge, MA 02142 | |_____________________________________________________________________________| ## Subject: Re: Are there any AREXX compata Date: Thu, 24 Jun 93 15:30:31 GMT From: glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~) >>>>> On Thu, 24 Jun 1993 10:15:05 -0400 (EDT), Udo K Schuermann <walrus@wam.umd.edu> said: Udo> You should definitely look at Glenn Lewis' TT3DLIB software, which Udo> is a textual 3D format that can be converted to/from Imagine. With Udo> that you are not limited to what an object editor can do, so you Udo> can fully indulge yourself by algorithmically describing objects. Udo> I just looked around on wuarchive, but couldn't find it. If Udo> someone knows where EXACTLY it can be found (Glenn?) please let us Udo> know. Udo> ._. Udo Schuermann Udo> ( ) walrus@wam.umd.edu Thanks for the nice description, Udo! I appreciate it. Just FYI, I tried to make the name easier, so I call it T3DLIB (used to be TTDDDLIB...very difficult to say over the phone :-) . T3DLIB stands for Textual 3D LIBrary. (The original term "TDDD" by Impulse stands for Three Dimension Data Description, which I shortened to "3D"... kinda makes sense, doesn't it!?!? :-) With the rash of Amiga ftp sites closing, I don't know *where* it is! It used to have its home on hubcap, and then on amiga.physik..., but now I dunno. Maybe ftp.luth.se? Haven't checked myself. Does anyone want to suggest a site, if it can't be found? Direct E-mail replies are fine...the list probably doesn't care to discuss this. Thanks. -- Glenn ## Subject: Cd - Rom/Essance and Subscribe/unsubscribe Date: Thu, 24 Jun 1993 11:19:46 -0500 (EST) From: DMCCALL@uoft02.utoledo.edu Heya all, thanks for the CD rom info.. But about essance.... Is there a way to get a sample texture or two? Or even some nice renderings I could FTP? I am considering purchasing the product, but would like to see what I am buying first. ;) As to the subscribe/unsubscribe thread. Simple, if people dont use the correct address dont unsubscribe them! either they use the right one or they get a full mail box every day! ;) After a while I am sure they would get the idea. (And we would hear their complaints) But it would make an example that would (hopefully) make an impression on the rest of the IML for when they decide to unsubscribe! Just a thought. -Don DMCCALL@uoft02.utoledo.edu ## Subject: Re: Are there any AREXX compata Date: Fri, 25 Jun 1993 02:07:09 +1000 (EST) From: Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU> On 23 Jun 1993, Charles Hymes wrote: > REGARDING Are there any AREXX compatable object editors out > there? > Greetings all, this is my first week with imagine, and my first post to this > list. > I want to create precedureally created objects. I plan to create everything > from fractal snowflakes to 4th dimentionally "roatated" faces. > To do his simply, I would like an object editor that can accept commands from > AREXX. Does such a beast exist? I think Vertex may be able to. It is/was shareware. BTW, I think Glenn Lewis' TDDD programs may be of help in creating these objects. Nik. ## Subject: Imagine3.0, Essence, and copyrights Date: Thu, 24 Jun 1993 11:54:40 -0500 From: bill@winter.softint.com (William E. Costello) > 3) Color Guide: Is there a list somewhere of common colors and there > RGB values? This would be handy so that if I wanted to use a "Burnt > Sienna" or "Sunflower Yellow" color, I could just look it up in a > chart instead of tweaking RGB values by hand. Of course, once I had > a close approximation of the desired color, then I could go back and > tweak by hand to get the exact color. I don't know if there is any "guide" to colors, but I found a good place to find alot of color values is by looking at the rgb.txt file in my systems /usr/lib/X11 directory. This file comes with any X11 distribution, but any version less than r4 has a much smaller list of colors. bill. ps, I believe that file is freely distributable (it comes from mit) so if you can't find it, I could send you a copy. The one I have has 738 lines (colors) and is about 16k. ## Subject: Re: Grass Date: Thu, 24 Jun 93 12:52:24 EDT From: Mark Thompson <mark@westford.ccur.com> > unless you can prove that it was better. Kiernan, I don't have to prove anything to you. Suffice it to say... its technical, you wouldn't understand. Besides, the details of my design history are hardly appropriate for this forum, but you wouldn't understand that either. Braindead is the term that leaps to mind :-) [ a billion lines of pointless rambling and quoting deleted ] > Please define data amplification.. Obviously you didn't bother to look at the reference I cited. It is precisely what it implies, complex model detail is "grown" from simple data structures. A patch of grass could be represented by a single vector or a bush by a small collection of vectors. The code itself generates the complexity from a minimal specification. >> If Kiernan thinks he can accomplish this with polygonally modeled grass > I'll try it... Go ahead, but I wont't hold my breath. Better yet, do everyone a favor and unsubscribe from this list. You have absolutely nothing pertinent or useful to say and you repeatedly show complete disregard for posting guidlines. %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~% % ` ' 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: PersonalSFC Date: Thu, 24 Jun 93 10:47:21 MDT From: dingebre@thunder.sim.es.com (David Ingebretsen) From: gregb@nick.csh.rit.edu (Greg Burger) Date: Thu, 24 Jun 1993 10:29:30 -0700 X-Mailer: Mail User's Shell (7.2.5 10/14/92) Hello Has anyone here had experience putting there Imagine animations to tape using the PersonalSFC? I was thinking of getting one to use with a Panasonic S-VHS VTR (can't remember the model, but it is frame accurate and has time code.) I'm also going to need a 24-bit display device to single frame them out in 24bit color right? What boards can any of you recomend that are under $1000? Does the PersonalSFC have to specifically support the board? I've never use single frame controllers before, so any help will be GREATLY appreciated!! I have done so using a Panasonic AG-7750 VTR, the Personal SFC and my Toaster. I found that the Imagine IFF-24 format to be incompatible with the Toaster and I had to load and resave all the files (I used Imagemaster). The personal SFC also supports many other display devices including the Firecracker. I found the SFC to be a very nice application that works well with the 7750. My 7750 on the other hand has had some problems, mainly in its TBC. I won't bore you here with my tale but I have mixed feelings about the Panasonic decks. Right now, I'm using an early version of the SFC software. I've just today sent my money to upgrade to version 2.51. Nucleus said that early versions have some trouble with Toaster 2.0. I've not had much trouble though. Here is a list of supported display devices as of the version I have. I'm sure this list is larger now. Toaster Firecracker Harlequin Color-Burst HAM-E DCTV AmigaGS Amiga IFF David David M. Ingebretsen Evans & Sutherland Computer Corp. dingebre@thunder.sim.es.com Disclaimer: The content of this message in no way reflects the opinions of my employer, nor are my actions encouraged, supported, or acknowledged by my employer. ## Subject: RGB color values Date: Thu, 24 Jun 93 11:22:49 PDT From: albert@key.amdahl.com (Albert Koval ) Mark Marino <omar@osf.org> writes: > 3) Color Guide: Is there a list somewhere of common colors and there > RGB values? This would be handy so that if I wanted to use a "Burnt > Sienna" or "Sunflower Yellow" color, I could just look it up in a > chart instead of tweaking RGB values by hand If you look in /usr/lib/X11/rbg.txt in the standard X11R4 distribution, you'll find 738 RGB color values that you're looking for. I can send them to you or post them to the list if you don't have access to them. A few sample lines are included below: 255 222 173 navajo white 255 250 205 LemonChiffon 230 230 250 lavender 160 82 45 sienna Hope this helps. Albert Koval | Amdahl Corp. albert@key.amdahl.com | Advanced Systems (510) 623-2359 | Fremont, CA ## Subject: ARexx object creation Date: 24 Jun 93 14:20:50 EDT From: John Foust / Syndesis Corporation <76004.1763@CompuServe.COM> To: imagine@email.sp.paramax.com > Are there any AREXX compatable object editors out there? I've been tinkering with an ARexx modeling Converter for InterChange Plus v3.0, the next release. I'd made prototypes of this several times before and never released them, but with the addition of ARexx interfaces to all of InterChange Plus, I've pulled it from the archives for a fresh look. Before I taint you with *my* idea of a useful command set for an ARexx-driven object creation system, why not give me your ideas and we'll talk about them? (If anyone thinks this isn't Imagine-related, please send private e-mail. :-) In other words, show me how you'd like to program a script-driven object editor. What commands do you want? > 3) Color Guide: Is there a list somewhere of common colors and there We have something called "Surface files" in InterChange Plus. These are a text description of surfaces. ICP uses them for easy text editing of attributes, re-mapping of surface info from low-color-res formats like Sculpt and VideoScape, etc. You can also convert a Surface file to an object. This results in a grid of squares, one for each color. ICP ships with our adaptations of the X Window color sets as well as a set of 64 popular crayon color names. Excerpts: # InterChange Plus Surfaces 1.0 Srf "AntiqueWhite" diffuse 255 color 250 235 215 Srf "PapayaWhip" diffuse 255 color 255 239 213 Srf "BlanchedAlmond" diffuse 255 color 255 235 205 # InterChange Plus Surfaces 1.0 Srf "SeaGreen" diffuse 255 color 0.137255 0.556863 0.419608 Srf "Sienna" diffuse 255 color 0.556863 0.419608 0.137255 Srf "SkyBlue" diffuse 255 color 0.196078 0.6 0.8 These examples just set color and diffuse, but everything else (specular, filter, reflect, etc.) are settable, too. You're free to use floats 0.0 .. 1.0, ints 0..255, or hex (0x34) for numbers. (To find the X color sets on a zillion sites, 'archie -s thomas'.) For other color names, such as our automatic generation of color names from RGB values, we use something called the Color Naming System. (It's described in an IEEE paper somewhere.) This is a reversible (!) transformation between English descriptions of colors and RGB values. It's actually accurate to about 18 bits. (I've always wanted to turn it into a color requester, too : click buttons for "blue", then "light" then "ish" then "green" to get "light bluish-green".) Imagine objects can set surface values for each face, and surfaces aren't really named. When reading Imagine objects, we create a list of distinct surfaces and name them with the CNS system, resulting in surface names like "blue-green" and "purplish red" when converted to LightWave, which does have named surfaces. Even if you don't need to convert to LightWave, you can use ICP's Imagine Converter to enhance your objects. Convert from Imagine right back to Imagine, and we create Imagine "sub-groups" (selection sets of faces) for each distinct surface within each sub-object, which makes it a *lot* easier to select similarly colored faces so you can re-color them, for example. We expanded the "Surface file" and CNS systems into a generalized "guess a surface" subroutine that's used in our Wavefront Converter. Given a surface name like "tan", "lt_blk", "asphalt" or "shny_red" it makes an intelligent guess at a proper set of surface attributes. (Wavefront objects only name surfaces by reference within the .obj file, they store the actual definitions in a material library that's not often around when you want it.) > 1) VistaPro: I've read that VistaPro can output objects that are Turbo Maybe Vista Pro saves Turbo Silver 2.0 format. In that case, you can convert them to Imagine format with InterChange Plus, which handles Turbo Silver 2.0, 3.0 and Imagine format objects. (Sorry, we haven't ported to the PC yet.) Ah, I love the smell of plugs in the morning! :-) ## Subject: Re: Imagine3.0, Essence, and copyrights Date: Thu, 24 Jun 93 13:34:13 MDT From: ridout@plk.af.mil (Brian Ridout) 1) VistaPro: I've read that VistaPro can output objects that are Turbo Silver compatible. (As a recent newcomer to Imagine PC, I understand that Turbo Silver was the precursor to Imagine). I whipped out an ancient version of VistaPro 1.0 and it doesn't appear to work with Imagine PC 2.0. What's the deal? I'd love to be able to import a landscape and I've had very little luck trying to create realistic landscapes by hand in Imagine. I just made a mountain and foothills using taraform (terrain builder?) whatever it's called, and VistaPro 3.0 (bugfixed version). It worked fine. I don't remember how VistaPro 1.0 worked. I seem to remember having to load it into Turbo silver first then saving and loading it into Imagine. All Amiga version of course :-). Brian Ridout ridout@plk.af.mil ## Subject: Re: Imagine3.0, Essence, and copyrights Date: Thu, 24 Jun 93 14:16:43 CDT From: setzer@comm.mot.com (Thomas Setzer) > > > 3) Color Guide: Is there a list somewhere of common colors and there > > RGB values? > > > I don't know if there is any "guide" to colors, but I found a good > place to find alot of color values is by looking at the rgb.txt file > in my systems /usr/lib/X11 directory. This file comes with any X11 > distribution, but any version less than r4 has a much smaller list > of colors. > > bill. > > ps, I believe that file is freely distributable (it comes from mit) > so if you can't find it, I could send you a copy. The one I have > has 738 lines (colors) and is about 16k. > if enough people request it, you could uuencode it and put it on the list. I am sure quite a few people would be interested(I already have it). Another good source for stuff like this is Understanding Imagine 2.0 by Steve Worley. It has attributes for quite a few surfaces, ie wood, aluminum, chrome, etc. I don't recall seeing a color chart though. Although this was written by an Amiga user, it would be very handy for Imagine users on any platform. I got my copy from Safe Harbor at 1800 544 6599 (USA). (No affiliation, just a happy customer). Its a book, BTW. Tom Setzer setzer@ssd.comm.mot.com ## Subject: executable size? Date: Thu, 24 Jun 93 16:11:42 EDT From: srp@gcx1.ssd.csd.harris.com (Stephen Pietrowicz) What's the size of the latest ImagineFP executable? I ran into a problem that I'd like to document and report to Impulse, but first I want to be sure I have the latest version. Steve ## Subject: Apex Newsletter Hits The Street Date: Thu, 24 Jun 93 16:13:33 CDT From: dave@flip.sp.paramax.com (Dave Wickard) Yodel-eh-ee-hooo Imagineers :-) I thought I would drop you a line and let you know that yesterday's mail brought the arrival of the second APEX newsletter in all it's glory. Articles include a Question And Answer section, a "Looping Fractal Noise Animations" article, a section in which the APEX line of products are described, and a two page area covering the goodies in Essence Vol. II. What's new? 1. Most of the textures now include a bump mapping ability. 2. Clarified terminology 3. Includes over 100 "attribute files" (just add water - ie ready to use) 4. An on-disk library of how many of these look. 5. Many "organic random tiled surfaces" which APEX touts as being "literally state-of-the-art in 1993 with Apex being the FIRST company to use this new type of texture basis. NOBODY using an SGI or a PC or a Mac HAS THESE!" Run down of some of the new Textures: Space ----- Gasplanet, Planetring, Cyclone, Spaceship Hull Organic ------- Includes altitude maps for things like snakeskin, "parched, leather-like hides...sort of like crusty alien snot (but worse)" Bumpy Things ------------ Stucco and Pitted. "erode a landscape in an instant". Crumpled. For crumpled paper, cauliflower, etc etc etc Burnish. Terminator II logo simulation. "Outstanding metallic surface." Scratches. Water Effects ------------- Waterdrop, Raindrops, Seawaves, Caustics. Misc. Textures ---------------- LatLonLines. - Globelike. Radarscope- Animated sweeping trace. Fiber- Fiberglass/twine mesh. Faceted- relative to Crumpled Bumparray, Crust, Clusterbump, Flagstones, Fleck, Julia, Plasma, PolkaBump, Scales, Shingles, Vein, Woodgrain. Then, the newsletter looks at UPCOMING APEX products like Essence Professional, Essence PC, "Understanding Imagine 3.0" etc etc etc. Backpage has the APEX contact info: (415) 322-7532 (10-6 Mon-Fri PST) or FAX (415) 322-2059 email- spworley@netcom.com or the APEX vendor area on Portal "Go APEX" or mail Apex Software 405 El Camino Real Suite 121 Menlo Park CA 94025 ship (US/Can) (overseas) Understanding Imagine 2.0 $28 4 9 Essence I $48 3 6 Essence II $74 3 6 Anyway, now I have given you a rough overview of what the newsletter contained. Glenn or Steve will be able to answer any specifics you might have. You foreign readers won't have to wait to at least see what the deal is. Dave Wickard (612) 456-2783 "I'm *NOT* picking my nose. dave@flip.sp.paramax.com I'm just itching the inside of Sam_Malone@cup.portal.com my nostril." -Steve Mund ## Subject: Brushmaps Date: Thu, 24 Jun 93 15:04:45 PDT From: kevink@ced.berkeley.edu (Kevin Kodama) hi mark, re: your question about brushmaps- for repeating,tilable maps, I have enjoyed using the PRo-Textures packages from Amazing Computers. Leo Martin has done some nice stuff to make the textures seamlessly repeat, although some discretion is advisable in repeating *too* much, as patterns can be seen. For non 24 bit textures, Profills are very small, very nice little 16 color maps of stucco, tile, cyclone fence, etc. Most of these work better as bump maps or diffusion maps(Lightwave). The best thing about Profills is the price, very cheap. For non repeating maps, I hear Texture City has the best, although since they are non repeating I have not bought them. John Fousts upcoming 3D CD-rom will have tons of seamless maps on it, in addition to millions :-) of star trek models to fly around with :_) hope this helps, kevin kevink@ced.berkeley.edu p.s. there is also a commercial BBS that specializes in beautiful JPEG and GIF textures, they advertised in the premiere issue of Desktop Video World, i could post their number if you are interested, I called them to browse around, very beautiful stuff, but not cheap... ## Subject: Re: PersonalSFC Date: Thu, 24 Jun 1993 18:16:42 -0300 From: LEYEN%VORTEX.UFRGS.BR@UICVM.UIC.EDU PersonalSFC supports DCTV and HAM-E (as well as Toaster etc...) both costs under $1000 Christian Leyen (leyen@vortex.ufrgs.br) ## Subject: Apex Newsletter Date: Thu, 24 Jun 93 17:54:51 -0700 From: spworley@netcom.com (Steve Worley) Indeed, Dave spilled the beans. :-) The second Apex newsletter has been sent out to all the users we know of and a few more. (Yes, including overseas.) It announces Essence volume II and gives a full lowdown on it. We purposely did not post anything here on the list yet, since the newsletter answers most questions people will have. An official "announcement" post will be made here this weekend, with JPEGs uploaded to an FTP site and Portal as well. :-) So hold off on your questions and be patient for a couple of days. It will be worth the wait: we promise. :-) -Steve, Glenn, and Charles The Apex Brothers ## Subject: RE:APex Newsletter Date: Fri, 25 Jun 93 03:47:23 BST From: ssujstra@reading.ac.uk Hmmm would it be possible to put a transcript of what is in the news letter up on the list or even mail it to me if it is too big.. just so that I can see what I am missing by not having essence? Jason ## Subject: Re: Cd - Rom/Essance and Subscribe/unsubscribe Date: Fri, 25 Jun 1993 13:20:49 +1000 (EST) From: Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU> > But about essance.... > Is there a way to get a sample texture or two? > Or even some nice renderings I could FTP? > I am considering purchasing the product, but would like to see > what I am buying first. ;) > If you want to see some nice pics done with Imagine and using Essence as well check out Andrew Denton's pics on any of the Aminet sites. They are in gfx/pics/guard I think (anyway definitely in the guard/ directory. BTW, get Essence it is definitely worth the money! Nik. nvukovlj@ucc.su.OZ.AU ## Subject: Re: Imagine3.0, Essence, and copyrights Date: Fri, 25 Jun 1993 13:06:12 +1000 (EST) From: Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU> > 1) VistaPro: I've read that VistaPro can output objects that are Turbo > Silver compatible. (As a recent newcomer to Imagine PC, I > understand that Turbo Silver was the precursor to Imagine). I > whipped out an ancient version of VistaPro 1.0 and it doesn't appear > to work with Imagine PC 2.0. What's the deal? I'd love to be able > to import a landscape and I've had very little luck trying to create > realistic landscapes by hand in Imagine. Is this VistaPro for PC or Amiga? Imagine should be able to import these objects anyway but just in case maybe try a landscape saved out of VistaPro 2.0 if you can. > 2) Brush Maps: Are there any good sources for brushmaps available, > either public domain or commercial? I could really use some tiled > brushmaps to work with. If there were some available on the net, > that would really make my day, otherwise a CD-ROM collection would be > great. You could look around a few FTP sites. Also, if you're willing to send for some to Australia the Sig that I'm a co-ordinator of here in Sydney has a collection of Tiles Brushmaps (IFF or JPEG) for sale. The collection has some 70 or so tiles in it. Most of them are already set up to repeat and/or mirror. If you're interested contact me via E-Mail. Yoy may also want to get Texture City CD ROM. It is commercial but has around 100 Hi-Res images in IFF,TIFF,PICT format. Contact them on: (310) 836-9224. > 3) Color Guide: Is there a list somewhere of common colors and there > RGB values? This would be handy so that if I wanted to use a "Burnt I think someone may have released a whole bunch of attributes with these different names but can't remember if I have them anywhere. Can anyone else help? > > thanks in advance for any assistance in these questions > Hope this helps. Nik. nvukovlj@ucc.su.OZ.AU ## Subject: Re: Are there any AREXX compatable object editors out there? Date: Fri, 25 Jun 93 08:35:09 BST From: etlinbe@deep-thought.ericsson.se (Ian Bale) Hi All, >I would like an object editor that can accept commands from AREXX. Does such a beast exist? > >Charlweed Hymerfan It sure does :-) I got the lastest release of Vertex through the post yesterday. This, from what I've seen so far ( A whole days playing ! ) has a very good ARexx interface. I comes with a quite a few example scripts, and good documentation. You can get a demo from : ftp.uni-kl.de usr/ftp/pub/amiga/hubcap/imagine/TTDDDLIB/contrib/Vertex.lzh Also have a look at Icoons: ftp.luth.se pub/amiga/gfx/3d/ICoons1.0.lzh ICoons_Nofp.lzh I'm not sure if the demo version of Vertex has ARexx support, but you will get a good idea of what it is capable of. The registration fee is $40. There are not going to be any further updates to the PD version of Vertex, howver, a Commercial version is due fro release soon. All registered users of the PD version will get a 'substantial discount' if they wish to upgrade to the commercial version. Have a close look at the 'quick rendering' it is VERY quick; also take a look at the multipy command......very powerful. ICoons is a spline based modeler. I've not had chance to play with it yet, but I suspect it is going to be useful. Hope one of these is going to be suitable for you. -Elfrick. P.S. On a similar vein, can anyone recommend a good book / PD tutorials for learing ARexx. ( Price / ISBN etc would be useful ). I can get hold of a Rexx book; will this be suitable, or are there sufficient differences between Rexx and ARexx to warrant purchasing an ARexx book? ========================================================== Sent by Elfrick: etlinbe@deep-thought.ericsson.se ========================================================== Note: Despite my e-mail address, I live/work in the UK, and have no connection with Sweden, other than working for a Swedish company. Please send replies in English, not Swedish. Thanks. ## Subject: Imagine to Rayshade Date: Fri, 25 Jun 93 09:55:36 BST From: "Git wants an 040 for his amiga." <u9126937@athmail1.causeway.qub.ac.uk> Ok this is my first post to the list so here goes ----> At my uni I use a dec 3100 workstation and have been playing about with rayshade for a while now and want to be able to deign objects in a cad like enviroment either on the dec or on my amiga using either Imagine or Real 3d ....... Is there any way to convert imagine objects to rayshade scripts ? Or better still Real 3d objects ? (I LOVE CSG *8)_ ) Hope someone can help.............. Graeme Wilson On the net as ---oooOOO Git OOOooo--- ## Subject: Cd - Rom/Essance and Subscribe/unsubscribe Date: Fri, 25 Jun 93 08:13:22 EST From: Adam Benjamin <A.Benjamin@mi04p.zds.com> In a previous life Don (DMCCALL@uoft02.utoledo.edu) wrote: >Heya all, thanks for the CD rom info.. But about essance.... Is >there a way to get a sample texture or two? Or even some nice >renderings I could FTP? I'm sure there are some renderings out there that used it. I uploaded Choice.jpg to (I think?) Wuarchive and I am about to upload a huge anim that uses a few textures here and there. I will upload some stills from it too. Probably Monday and Probably to WUarchive or ftp.harding.edu I will repost when I get them up. >As to the subscribe/unsubscribe thread. >Simple, if people dont use the correct address dont unsubscribe them! My thoughts EXACTLY! > -Don >DMCCALL@uoft02.utoledo.edu Adam Benjamin A.benjamin@mi04.zds.com or af987@yfn.ysu.edu ## Subject: color guide Date: Fri, 25 Jun 1993 10:28:37 -0400 (EDT) From: "Mr. Scott Krehbiel" <scott@umbc.edu> > > > > 3) Color Guide: Is there a list somewhere of common colors and there > > RGB values? This would be handy so that if I wanted to use a "Burnt > > Sienna" or "Sunflower Yellow" color, I could just look it up in a > > chart instead of tweaking RGB values by hand. Of course, once I had > > a close approximation of the desired color, then I could go back and > > tweak by hand to get the exact color. > > > I don't know if there is any "guide" to colors, but I found a good > place to find alot of color values is by looking at the rgb.txt file > in my systems /usr/lib/X11 directory. This file comes with any X11 > distribution, but any version less than r4 has a much smaller list > of colors. > > bill. stuff deleted I have a cool list of colors that have things like "eggshell white" "solf white" "warm white" etc etc etc for a whole bunch of cool colors. It may in fact be the X file, but anyway.. it gives names of colors and RGB values. If someone can tell me a working place to post it, I'll try to get it out there. (working place meaning a still-active ftp site) Or, send me personal mail, anyone who wants the list, and I'll mail it to you (it's pretty long) Scott ## Subject: Essence Texture Date: Fri, 25 Jun 93 09:42:09 -0500 From: caryw@shell.com This is elementary but it might save someone time in creating a nice marble texture using Essence's Veinedmarble algorithm. I use the veinedmarble texture twice, once for large, widely spaced veins. The second use is for finer, closely spaced veins. For veined green marble set the object color to 40R 80G 40B. The texture veins are a gray-green color. Text#1 Text#2 Parameter Text#1 Text#2 Parameter 800.0 300.0 Initial Scale 4.0 5.0 Turbidity 7.0 7.0 # of Scales 0.9 0.98 Color Level 0.4 0.4 Scale Ratio 120.0 120.0 Color Red 0.6 0.6 Amp Ratio 150.0 150.0 Color Green 0.4 0.4 Time Ratio 120.0 120.0 Color Blue 0.0 0.0 Time 0.0 0.0 Fade 0..1 1.0 1.0 Sharpness 0.0 0.0 20.0 10.0 Vein Spacing 0.0 0.0 I rotated the second texture 45 degrees around the x and y axes with respect to the first texture. Since I'm applying two textures it slows down the rendering. ------------------------------------------------------------------------ CL Wright caryw@shell.com Pecten International Company (a wholly owned subsidiary of Shell Oil Co) ## Subject: Re: trace.last (octree?) Date: Fri, 25 Jun 1993 11:47:49 -0400 (EDT) From: "Mr. Scott Krehbiel" <scott@umbc.edu> > > What's an octree? I've seen the entry in the Preferences editor for > "Max # of Octrees" or whatever it is, but I don't really understand it. > > Can I speed up rendering by reducing the number of octree's? Will all > my objects render properly if I do? > ----------------- > I think it has something to do with object intersection tests... > I remember something about a method where a cube of space is > split up into a tree structure that is traversed recursively, somehow, > and used to determine where one object ends and another begins... > It has been two years since I had it described to me, but > it is a coded implmentation that seems to be pretty common... > Imagine and Turbo silver both use it.. I heard that if you increase > the size of your objects it speeds up rendering... I don't know > why, but it does seem to work... > > The way it was described on the list (perhaps by Mark Thompson??) is that an octree is the way a 3D program subdivides space. (I hope I'm getting this right... this is all from memory) In actions where a ray is shot in some direction (ie: the camera is looking this way - does it see any object there?) the program will first check to see what octrees the ray would pass through. It can then forget about the objects that fall in other octrees, thus saving time. When it enters an occupied octree, it then does all the checking of object positioning, etc. I guess I should just try and see if scaling up the object so it hits more octree areas would speed up rendering. Seems to me that if each octree box had less info in it, the program could take better advantage of the tree structure, and would benefit immensely. I'll let you know sometime. Scott ## Subject: Color Guide Date: Fri, 25 Jun 93 12:54:53 -0400 From: Mark Marino <omar@osf.org> > | > There was a large list in the Archives. I can't recall the name. > You will probably get a response from someone who knows. I haven't > been working a lot with Imagine lately so my memory fails me. The > answer is yes the info exists. If I run accross it, I'll let you > know. > > Dale Does anyone know where this list is that Dale mentions? If so, lemme know, please. Also, I have grabbed the /usr/lib/X11/rbg.txt file and edited out the chaff to get it down to 132 colors (from over 700). If anyone is interested in this, lemme know, I'll e-mail it to ya. ----------------------------------------------------------------------------- | | | Mark Marino | omar@osf.org | uunet!osf!omar | | Open Software Foundation | 11 Cambridge Center | Cambridge, MA 02142 | |_____________________________________________________________________________| ## Subject: VistaPro and Imagine Date: Fri, 25 Jun 93 13:43:39 -0400 From: Mark Marino <omar@osf.org> > I just made a mountain and foothills using taraform (terrain builder?) whatever > it's called, and VistaPro 3.0 (bugfixed version). It worked fine. I don't > remember how VistaPro 1.0 worked. I seem to remember having to load it into > Turbo silver first then saving and loading it into Imagine. All Amiga version > of course :-). Thanks for this info, Brian. It sounds like VistaPro 3.0 is capable of creating Imagine objects. It seems that I'm screwed with my VistaPro 1.0 for PC then, because there's no PC version of Turbo Silver. O.K. So my big question is... Is VistaPro 3.0 available for the PC yet, and if so, can it be used to create Imagine PC 2.0 objects? ----------------------------------------------------------------------------- | | | Mark Marino | omar@osf.org | uunet!osf!omar | | Open Software Foundation | 11 Cambridge Center | Cambridge, MA 02142 | |_____________________________________________________________________________| ## Subject: Re: Imagine3.0, Essence, and copyrights Date: Fri, 25 Jun 93 14:24:53 -0400 From: Mark Marino <omar@osf.org> > Is this VistaPro for PC or Amiga? Imagine should be able to import these > objects anyway but just in case maybe try a landscape saved out of > VistaPro 2.0 if you can. I only have VistaPro 1.0 for PC and Imagine PC 2.0, if the current version of VistaPro for PC's supports Imagine PC 2.0 object creation, I'd buy it. Can anyone confirm or deny this? [Sorry for all the posts today, folks.] > > 2) Brush Maps: Are there any good sources for brushmaps available, > > You could look around a few FTP sites. Any suggestions? It's a great big world out there. > Also, if you're willing to send for some to Australia the Sig that I'm > a co-ordinator of here in Sydney has a > collection of Tiles Brushmaps I'd be interested in this info, as I'm sure others on the list would be. Please send it to my email address or the list. ----------------------------------------------------------------------------- | | | Mark Marino | omar@osf.org | uunet!osf!omar | | Open Software Foundation | 11 Cambridge Center | Cambridge, MA 02142 | |_____________________________________________________________________________| ## Subject: Re: Brushmaps Date: Fri, 25 Jun 93 14:32:02 -0400 From: Mark Marino <omar@osf.org> Does anyone have a phone number for the stuff that Kevin mentioned, mainly the Pro-Textures packages from Amazing Computers and whoever puts out the Profills textures. I'm anxiously awaiting John Fousts CD-ROM, what's the expected release date, John? Kevin said: > p.s. there is also a commercial BBS that specializes in beautiful JPEG and GIF > textures, they advertised in the premiere issue of Desktop Video World, Please post this phone number, I'd like to do a little surfing on this BBS. ciao for now, Mark ----------------------------------------------------------------------------- | | | Mark Marino | omar@osf.org | uunet!osf!omar | | Open Software Foundation | 11 Cambridge Center | Cambridge, MA 02142 | |_____________________________________________________________________________| ## Subject: Animations Date: Tue Jun 22 06:48:59 1993 From: Tamra@debug.cuc.ab.ca I too render everthing I do in 24 bit frames (768x482). I use a PD program called Rend 24 to convert the frames for Anim-5 animation; and recently using MakeAnim7 (included with VT) to convert to Anim-7. I understand that Anim-7 is the fastest playback format available, but you give up size to Anim 5. Rend 24 will wait for Imagine to render each frame, if you so choose, and build the anim (deleting or saving the original frame) as Imagine works. It will output HAM or DCTV format and will scale (half-size) your frames (so your stills are still hi-res but your anim is lo-res as desired). ## Subject: MPEG ??? what resolution is correct? Date: Fri, 25 Jun 93 16:22:01 EST From: Adam Benjamin <A.Benjamin@mi04p.zds.com> Hi all, I'm getting ready to convert the OMNISCIENT anim (A large animation I am working on) to MPEG format. I was reading the docs with the encoder I found and it says for xing (the mpeg sub-standard for windows) the resolution is only something like 220x170??? Gee wiz, that is pretty small. Is there a set limit to the resolution for you MAC mpeg viewers? Maybe I will take a look at it at that size, but I would like it to be legible! Any input apprecieted, Adam B. ## Date: Fri, 25 Jun 93 19:26:47 MST From: imagine-relay@email.sp.paramax.com >There is a stagefile re/compiler around but what about some neat >programms for it. > >Stretch a animation to n files >including an object sequence into a scene. >How about advanced animation technques (gravity and so on) > >Lets talk about ISL as it is VERY imagine related :-) > >HANNES Hannes: ISL is indeed a very cool utility for Imagine. Thank John Grieggs for writing ( I hope I remembered his name right) I have written ARexx scripts that manipulate ISL staging files in the following ways: 1) Stretch or compress an existing staging file to n frames including all framecounts found within the various 'timelines'. 2) A program that takes a series of objects as arguments and then creates a staging file that repeatedly morphs one actor line between the multiple objects over and over and over.... 3) A program that reads the keyframe position and rotation data from a designated object, then clones the object to another actor line with a random generator that offsets the new object from the original. This is done any number of times to create such things as schools of swimming fish and flock of birds. Using the previous script, they wiggle or fly respectively as well as having fields of tall waving grass. 4) A program the reads the ISL staging file and extracts the object names and other pertinent data for purposes of archival. I list helps me keep track of what object files I have to restore to play around with old projects. The first and last scripts were inluded with early releases of ISL. However, John removed them from the distribution because they did not support ISL syntax in it's entirety. These programs work well for me and are fun to play with ( I am not an accomplished programmer, which is proof anyone can work with Arexx :) Anyway, Hannes, I am surprised more people have not responded to your invitation to discuss ISL. Between it and T3D, Imagine has a pretty good substitute for an Arexx port. ## Subject: Re: Buggy Imagine Pc Buggy Date: Wed, 23 Jun 93 16:51:32 -0600 From: kholland@chicoma.lanl.gov (AIDE Kiernan) |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. -------------- Is it a magic number or is it a set of flags. To me, a magic number is a number that has no easy to describe idea behind it, is purely kludged or made up as a quick fix, that seems to work, and isn't given any name. I mean, if you are using CGA mode on a PC, there is a set of flags and values used for each character and each pixel... Is the magic number an address of a memory location which contains an address of the first pixel in memory, or something like that? If you know what it means, then it isn't a magic number... I have written programs in AmigaE that call screens and windows, but I didn't know what half the numbers used to open a window and a screen meant.. Is this CBM's way of keeping control information secret? --------------- That's what you're seeing being mimiced in the PC. I'm sure they used good --------------- On the PC's you do something about as wierd... I remember reading about how to open screens on a 8541 based graphics card.. It is like you poke values in the graphics card using the OUT and IN operations to determin the mode used, and you just hope that the card does what you want it to. I tried it once, but the system went on the fritz and I just decided to stick with the 10H graphics interrupt service calls even though they don't support anything beyond 320x200 in 256 colors (they do, but anything above AL=13H on a Int 10H with AH=00H is nonstandard... but interesting). ---------------- (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. ---------------- Why? The PC's don't even support standard UNIX-style filenames, or even the directory structure... Did you know that MSDOS is limited to 100 files per directory on floppy disks?? This means it will not let you save files in a directory unless you create a sub-directory. I would, if i was porting programs between systems, rather port between Linux and UNIX, not MSDOS and UNIX, than Amiga and UNIX. Couldn't you just create classes in C++ to mimic all the functions (I don't know how to do this exactly, but I know it can be done) needed on a general level... When you port between the machines you would only need to re-implement the functions that are hidden within the scope of each class, this way you wouldn't have to rewrite all the extra code needed to perform the non-specific functions like opening screens, checking screen dimensions, setting screen dimensions, defining errors, handling screens and windows, handling I/O, etc. Once you have written your program on this level, then you write the code to do the low-level work and the interfacing between the general software and the operating system used.. If you don't break the rules and try poking values directly into the hardware with assembly from the general part of the program, the code should port very easily. You could use C, but C++ makes it easier since you are not always having to look up functions in libraries, and you don't have to worry about which data is supposed to be passed to a function, that is all handled by C++... I mean, you may have a function that needs a address value for the screen and some special sauce passed to a function "winadr *OpenWindow(screentype,specialtype) ", instead in C++ you could overload the "=" operator to handle screens and windows on the Amiga and Unix and use "new window ; window = currentscreen".. I have a friend who says his brother is working on an operating system that will be entirely written in C++ and he will need only about 8000 lines of machine code to interface the operating system to any machine.. Making it very very portable. ----------- 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 ----------- Whether they built it for a video game machine or a business machine, it doesn't matter.. PC's are no mirracle... What do you call modeling a operating system after CPM?? a Business operating system... No a silly piece of archaic sh*t. MSDOS thinks it only has 2^20 address lines and it was designed entirely around memory mapping and interrupt service calls and 64K data,code,stack and extra segments.. At least the AMiga is dynamic in its placement of resources and allocation of memory, the way it should be. ------------ 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 ------------- ya.. Just talk to Microsoft, they are having to work at a snails pace and carefully to maintain its userbase without aggrevating the developers.. I think Amigados is designed much better,and was because it was developed 3 years after MSDOS, the programmers of Amigados and the CBM engineers came from all walks of life as far as operating systems went... Why do you think Amigados has dynamically linkable libraries, dynamic allocation of memory, multi-tasking and 25 character filenames?? Jay Miner's original plans were to create a video game system, which was going to have a somewhat different design than the Amiga 1000, but in the last few years between paying Atari back for the loan they gave him when he started out and making a deal with CBM to make the machine, he decided to aim the Amiga at the personal computing market. The original idea was to make it a video game machine but that wasn't the idea when it was released... ------------- (extra stuff deleted) ------------- 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 -------------- No you don't... You can write software for any machine if you design it in a way that it can... It is not impossible, it may be hard, but it is not impossible. All you need to do is know what to expect, a disk drive, hard drive possibly, graphics output, I/O interface, joystick controller, sound system, etc. In short, you write a interface between the part that will run the program and the operating system. Any graphics screens, calls, such will be handed to the interface between the program and the operating system. The program can be designed on a higher level without sacrificing speed using C++. Then when you need to port the game all you need to do is rewrite the interface between the game and the operating system. I guess this is what they call a virtual system, I don't know, but I would think that it is more dynamic than something that is directly written on the operating system for the operating system. -------------- program designed for either environment. ## Subject: Phong problems Date: Fri, 25 Jun 1993 16:53:38 -0300 From: LEYEN%VORTEX.UFRGS.BR@UICVM.UIC.EDU Hello, I have a problem when converting objects to TDDD (Imagine) using Pixel 3D: I can't make an object to have smooth surfaces. I tried "PHONG" in the attributes panel and even "MAKE SOFT". Nothing works! HELP! Christian Leyen (leyen@vortex.ufrgs.br) ## Subject: Re: MPEG ??? what resolution is correct? Date: Fri, 25 Jun 93 14:59:50 PDT From: bdonison@cln.etc.bc.ca (Brad Donison) At 4:22 PM 25/6/93 -0500, Adam Benjamin wrote: >Hi all, I'm getting ready to convert the OMNISCIENT anim (A large >animation I am working on) to MPEG format. > >I was reading the docs with the encoder I found and it says for xing >(the mpeg sub-standard for windows) the resolution is only something >like 220x170??? Gee wiz, that is pretty small. >Is there a set limit to the resolution for you MAC mpeg viewers? > >Maybe I will take a look at it at that size, but I would like it to be >legible! > >Any input apprecieted, > >Adam B. The "standard" size of MPEG video is 352 x 240, but XING has video modes for 320 x 240 and 160 x 120 only. These are viewing modes, not internal modes. I assume that XING just does some conversion to the perferred viewing size, I don't know the actual resolution that it accepts, but I haven't had any problems with 320 x 240 video clips. It may be that the limitations are imposed by pvrgmpeg and not by the XING decoder??? I suggest that you try to convert to the largest MPEG resolution possible with the encoding software, upload it and myself and others can try it out. If we can't view it then we can let you know and you could try using a smaller resolution. 1) 352 x 240 2) 320 x 240 3) 160 x 120 Then after this first run we should know what resolution we can use. The PVRGMPEG doc file states: >The XING player files must be 160*120 and this is not give a very clear picture >for objetcs/people that are in the distance of the shot. As I said before, I don't know where this figure comes from as I can view 320 x 240 MPEG video clips without problems on XING's latest MPEG viewer mfw? Brad... (*------------------------------------------------------------------------*) * Brad Donison Network Administrator for the Education Technology Centre * * bdonison@cln.etc.bc.ca OR bdonison@ra.uvic.ca * * donison@sfu.ca ORE au399@Cleveland.FreeNet.edu * (* (this space for rent, no reasonable offer refused => ) *) ## Subject: Re: Imagine3.0, Essence, and copyrights Date: Fri, 25 Jun 93 18:14:15 PDT From: jwalkup@sfsuvax1.sfsu.edu (Jeff Walkup) > I think someone may have released a whole bunch of attributes with these > different names but can't remember if I have them anywhere. Can anyone > else help? I grabbed the rgb.txt file from the VAX here - looks very interesting. Also, Louis Markoya (sp?) put out two commercial packages, "Map Master" and "Surface Master" which both have a lot of Imagine Attribute files, ready for loading into Detail ed. and applying to your objects. Both also have lots of example IFF's that show what certain combinations of Filter/Reflect etc... look like. Very handy. -- Jeff Walkup - jwalkup@sfsuvax1.sfsu.edu - Digital Animator / Videographer ## Subject: Re: trace.last (octree?) Date: Fri, 25 Jun 93 18:39:51 -0600 From: kholland@chicoma.lanl.gov (AIDE Kiernan) I guess I should just try and see if scaling up the object so it hits more octree areas would speed up rendering. Seems to me that if each octree box had less info in it, the program could take better advantage of the tree structure, and would benefit immensely. I'll let you know sometime. Scott ------------------------------------------ Hmmm... Looks like a I need a class in computer graphics... Unforntunately, the nearest I can come is a 400 level course where you program ray-tracing programs.. I have already talked with my advisor and he said that I don't need the course and if I took it it would register as an elective... Ughh... Well maybe, 3 years from now I will still be interested in it enough to take the course. I understand the part about subdividing space and such, but I don't understand, on a programming/mathimatical level why it is much better to increase the size of the objects so that less of an object ends up in each octree. Is there one octree?? Or is thier 8, or is there one that is recursively constructed, like a fractal, to infinity.. I don't know, in my mind, how to construct the universe according to octrees.. ## Subject: Re: MPEG ??? what resolution is correct? Date: Fri, 25 Jun 93 20:02:42 -0600 From: kholland@chicoma.lanl.gov (AIDE Kiernan) I was reading the docs with the encoder I found and it says for xing (the mpeg sub-standard for windows) the resolution is only something like 220x170??? Gee wiz, that is pretty small. Is there a set limit to the resolution for you MAC mpeg viewers? ------------------------ Really, it isn't that bad... I make animations at 320x200 on my Amiga that take up a quite a lot of space (3 megs) but I can't get as many frames in as I have seen with Xingpeg. I have seen 820 frame animations with Xingpeg that last for 15 seconds and are pretty colorful, not to mention fast... ## Subject: Gras again Date: Sat, 26 Jun 93 00:38:28 -0600 From: kholland@chicoma.lanl.gov (AIDE Kiernan) Well here are the stats of my render: Total rays: 64320 Intersecting rays: 38323 (59.582%) Supersampled pixels: 1038 B.V. intersection tests: 347436 Plane intersection tests: 64320 (38323 hit, 59.581779%) Triangle intersection tests: 167345 (49464 hit, 29.558099%) Total prim. intersection tests: 231665 (87787 hit, 37.893942%) Total CPU time (sec): 871.74 (871.17u + 0.57s) Seconds / ray: 0.0136 Seconds / intersecting ray: 0.0227 Total memory allocated: 1966650 bytes ----- Yes, it took 15 minutes to render 1.5 million primitives at 320x200, with a brush map, 1 light, and an infinite ground. I'll JPEG the picture and download it... and see how it came out. ## Subject: oh wa tay goo siam Date: Sat, 26 Jun 93 00:34:40 -0600 From: kholland@chicoma.lanl.gov (AIDE Kiernan) Well, I just tried the test to see if grass could be made with polygon shapes... I haven't seen the output yet, but I made a 3190 primitive clump of grass and instantiated it 500 times within 30000 units. It took me awhile to make the C program to randomnly place the clumps (on a 2400 baud line this takes longer than it would if I would have been there). Anyways, to show what kind of power this decstation has, it is now rendering 1.5 million primitives and it is taking just as long to do a straight render as it takes to do a ray-tracing... ;-) Seems like all that talk about intersections and calculations was right... well last I looked it was 300 seconds into the render and and finished line 30 of a 320x200 render. There is one additive, I put a grass brush map on the objects so that may have jacked the rendering time up a magnitude. I can't wait to see how much memory the rendering took. Kiernan PS- just for the heck of it, if the program doesn't crash our system, I will put the picture on wuarchive for everyone to get alook at. ## Subject: Grass again part 2, the wrath of Kiernan Date: Sat, 26 Jun 93 00:47:05 -0600 From: kholland@chicoma.lanl.gov (AIDE Kiernan) Ok... it looked like grass to me... The only problem is I saturated the ground with it and it looked like a lawnmower man's nightmare.... (pun intended)... I will try to do another test but with a less dense field.... Something like 120 thousand units instead of 30. And I will stop mailing you guys until I have a perfect field of grass... Later.. Kiernan ## Subject: Re: Fred Fish Date: 25 Jun 1993 13:36:00 -0400 From: Jean@ringo.cam.org (Jean Pepin) kholland@chicoma.lanl.gov (AIDE Kiernan) writes: >--------- >Well then, FISH is obviously superior... >--------- Yes Fish collection is most commercial, but in contain way CAM is far superior. Chineese proverb: Big announce, little store.:) >--------- >Big whoopee... I can afford zilch... I would rather download 20 >fish disks from my local Internet access through a anonymous >ftp site For how much time? Fred is most tired then me to work for nothing$. >than buy some stupid silly frech magazine which is >probably written in french, which I don't speak or read... Your attitude about french culture is a bit lack of spirit aperture, if all other culture think like that, the lowest Americanism culture was not the most spreaded. In other word, i agree with you. :)). This stupid magazine, write about 3 PD collections incuding Fish, i think is it most a sign of knowledge. >Get it into your head... we Internet users who have access to FTP >and Telnet do not pay for disk magazines. Some do, but they >probably don't have the time to mine the Amiga disk collections. >I do, and I am not going to bite the hand of the Internet that feeds >me. If you can't afford a CDROM or a Internet link, you might >as well get the disk magazines but to tell you the truth I haven't >bought a disk magazine since 3 years ago, and I don't intend to, >even if the taste is of superb quality. If you are not interested to CAM, why you asked me for information? Amiga News is not a disk magazine. This is the only publication talk about CAM, i'm sorry but you ask me for more information. If you understand more the New York language. "What do you want?". :) >Have you ever heard of the CD-ROM disk magazine for the PC's >called Nautilus?? Each magazine comes with 20 megs of sampled >sound, some even have videos and you can get a years subscription >for 120 dollars.. This is the kind of stuff people are looking >for, not individual floppy disks full of maybe 4 or 5 programs >that cost you 12 dollars to purchase and probably are not >as useful as they claim to be... I could be wrong, but >I know what can be done and should be done if you want CAM >to become as big as the Fred Fish disk collection... No, i'm only related to Amiga, i follow 1 rabbit at a time. I don't want noting more for CAM, CAM is already better than Fish in term of contain, Business is not my Goal. -- \*** 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: Color list (about 600 lines) Date: Sat, 26 Jun 93 08:21:01 EDT From: bandy@aplcomm.jhuapl.edu (Mike Bandy) Everybody is asking about the color list but given the latest talk about long postings is afraid to post it. Bullshit - here's Steve Worley's list from a while back. His header remains (give credit where credit is due.) -- Mike Bandy bandy@aplcomm.jhuapl.edu Johns Hopkins University / Applied Physics Laboratory ----------------------------------------------------------------------------- >From worley@updike.sri.com Thu Nov 14 17:25:01 1991 Received: by aplcen.apl.jhu.edu (5.57/Ultrix2.4-XDccg) id AA15931; Thu, 14 Nov 91 17:25:01 -0500 Received: from updike.sri.com by Athena.MIT.EDU with SMTP id AA13376; Thu, 14 Nov 91 16:50:19 EST Received: by updike.sri.com (4.1/5.15) id AA25097; Thu, 14 Nov 91 13:50:16 PST Date: Thu, 14 Nov 91 13:50:16 PST From: worley@updike.sri.com (Steve Worley) Message-Id: <9111142150.AA25097@updike.sri.com> To: imagine@Athena.MIT.EDU Subject: Color question Status: R Mike Izario wrote to me asking for a list of color values to use, especially when you are entering textures and don't have sliders to manipulate. Here is the list I use: it's based on a standard color list used in X windows. I thought everyone might want to have a copy... Enjoy! -Steve -------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu -------------------------------------------------------------------------- R G B name ----------- ----------- 255 250 250 snow 248 248 255 ghost white 245 245 245 white smoke 220 220 220 gainsboro 255 250 240 floral white 253 245 230 old lace 250 240 230 linen 250 235 215 antique white 255 239 213 papaya whip 255 235 205 blanched almond 255 228 196 bisque 255 218 185 peach puff 255 222 173 navajo white 255 228 181 moccasin 255 248 220 cornsilk 255 255 240 ivory 255 250 205 lemon chiffon 255 245 238 seashell 240 255 240 honeydew 245 255 250 mint cream 240 255 255 azure 240 248 255 alice blue 230 230 250 lavender 255 240 245 lavender blush 255 228 225 misty rose 255 255 255 white 0 0 0 black 47 79 79 dark slate gray 105 105 105 dim gray 112 128 144 slate gray 119 136 153 light slate grey 192 192 192 grey 211 211 211 light grey 25 25 112 midnight blue 0 0 128 navy 0 0 128 navy blue 100 149 237 cornflower blue 72 61 139 dark slate blue 106 90 205 slate blue 123 104 238 medium slate blue 132 112 255 light slate blue 0 0 205 medium blue 65 105 225 royal blue 0 0 255 blue 30 144 255 dodger blue 0 191 255 deep sky blue 135 206 235 sky blue 135 206 250 light sky blue 70 130 180 steel blue 176 196 222 light steel blue 173 216 230 light blue 176 224 230 powder blue 175 238 238 pale turquoise 0 206 209 dark turquoise 72 209 204 medium turquoise 64 224 208 turquoise 0 255 255 cyan 224 255 255 light cyan 95 158 160 cadet blue 102 205 170 medium aquamarine 127 255 212 aquamarine 0 100 0 dark green 85 107 47 dark olive green 143 188 143 dark sea green 46 139 87 sea green 60 179 113 medium sea green 32 178 170 light sea green 152 251 152 pale green 0 255 127 spring green 124 252 0 lawn green 0 255 0 green 127 255 0 chartreuse 0 250 154 medium spring green 173 255 47 green yellow 50 205 50 lime green 154 205 50 yellow green 34 139 34 forest green 107 142 35 olive drab 189 183 107 dark khaki 240 230 140 khaki 238 232 170 pale goldenrod 250 250 210 light goldenrod yellow 255 255 224 light yellow 255 255 0 yellow 255 215 0 gold 238 221 130 light goldenrod 218 165 32 goldenrod 114 83 250 cool worley 184 134 11 dark goldenrod 188 143 143 rosy brown 205 92 92 indian red 139 69 19 saddle brown 160 82 45 sienna 205 133 63 peru 222 184 135 burlywood 245 245 220 beige 245 222 179 wheat 244 164 96 sandy brown 210 180 140 tan 210 105 30 chocolate 178 34 34 firebrick 165 42 42 brown 233 150 122 dark salmon 250 128 114 salmon 255 160 122 light salmon 255 165 0 orange 255 140 0 dark orange 255 127 80 coral 240 128 128 light coral 255 99 71 tomato 255 69 0 orange red 255 0 0 red 255 105 180 hot pink 255 20 147 deep pink 255 192 203 pink 255 182 193 light pink 219 112 147 pale violet red 176 48 96 maroon 199 21 133 medium violet red 208 32 144 violet red 255 0 255 magenta 238 130 238 violet 221 160 221 plum 218 112 214 orchid 186 85 211 medium orchid 153 50 204 dark orchid 148 0 211 dark violet 138 43 226 blue violet 160 32 240 purple 147 112 219 medium purple 216 191 216 thistle Variants: R G B Name ----------- ----- 255 250 250 snow1 238 233 233 snow2 205 201 201 snow3 139 137 137 snow4 255 245 238 seashell1 238 229 222 seashell2 205 197 191 seashell3 139 134 130 seashell4 255 239 219 AntiqueWhite1 238 223 204 AntiqueWhite2 205 192 176 AntiqueWhite3 139 131 120 AntiqueWhite4 255 228 196 bisque1 238 213 183 bisque2 205 183 158 bisque3 139 125 107 bisque4 255 218 185 PeachPuff1 238 203 173 PeachPuff2 205 175 149 PeachPuff3 139 119 101 PeachPuff4 255 222 173 NavajoWhite1 238 207 161 NavajoWhite2 205 179 139 NavajoWhite3 139 121 94 NavajoWhite4 255 250 205 LemonChiffon1 238 233 191 LemonChiffon2 205 201 165 LemonChiffon3 139 137 112 LemonChiffon4 255 248 220 cornsilk1 238 232 205 cornsilk2 205 200 177 cornsilk3 139 136 120 cornsilk4 255 255 240 ivory1 238 238 224 ivory2 205 205 193 ivory3 139 139 131 ivory4 240 255 240 honeydew1 224 238 224 honeydew2 193 205 193 honeydew3 131 139 131 honeydew4 255 240 245 LavenderBlush1 238 224 229 LavenderBlush2 205 193 197 LavenderBlush3 139 131 134 LavenderBlush4 255 228 225 MistyRose1 238 213 210 MistyRose2 205 183 181 MistyRose3 139 125 123 MistyRose4 240 255 255 azure1 224 238 238 azure2 193 205 205 azure3 131 139 139 azure4 131 111 255 SlateBlue1 122 103 238 SlateBlue2 105 89 205 SlateBlue3 71 60 139 SlateBlue4 72 118 255 RoyalBlue1 67 110 238 RoyalBlue2 58 95 205 RoyalBlue3 39 64 139 RoyalBlue4 0 0 255 blue1 0 0 238 blue2 0 0 205 blue3 0 0 139 blue4 30 144 255 DodgerBlue1 28 134 238 DodgerBlue2 24 116 205 DodgerBlue3 16 78 139 DodgerBlue4 99 184 255 SteelBlue1 92 172 238 SteelBlue2 79 148 205 SteelBlue3 54 100 139 SteelBlue4 0 191 255 DeepSkyBlue1 0 178 238 DeepSkyBlue2 0 154 205 DeepSkyBlue3 0 104 139 DeepSkyBlue4 135 206 255 SkyBlue1 126 192 238 SkyBlue2 108 166 205 SkyBlue3 74 112 139 SkyBlue4 176 226 255 LightSkyBlue1 164 211 238 LightSkyBlue2 141 182 205 LightSkyBlue3 96 123 139 LightSkyBlue4 198 226 255 SlateGray1 185 211 238 SlateGray2 159 182 205 SlateGray3 108 123 139 SlateGray4 202 225 255 LightSteelBlue1 188 210 238 LightSteelBlue2 162 181 205 LightSteelBlue3 110 123 139 LightSteelBlue4 191 239 255 LightBlue1 178 223 238 LightBlue2 154 192 205 LightBlue3 104 131 139 LightBlue4 224 255 255 LightCyan1 209 238 238 LightCyan2 180 205 205 LightCyan3 122 139 139 LightCyan4 187 255 255 PaleTurquoise1 174 238 238 PaleTurquoise2 150 205 205 PaleTurquoise3 102 139 139 PaleTurquoise4 152 245 255 CadetBlue1 142 229 238 CadetBlue2 122 197 205 CadetBlue3 83 134 139 CadetBlue4 0 245 255 turquoise1 0 229 238 turquoise2 0 197 205 turquoise3 0 134 139 turquoise4 0 255 255 cyan1 0 238 238 cyan2 0 205 205 cyan3 0 139 139 cyan4 151 255 255 DarkSlateGray1 141 238 238 DarkSlateGray2 121 205 205 DarkSlateGray3 82 139 139 DarkSlateGray4 127 255 212 aquamarine1 118 238 198 aquamarine2 102 205 170 aquamarine3 69 139 116 aquamarine4 193 255 193 DarkSeaGreen1 180 238 180 DarkSeaGreen2 155 205 155 DarkSeaGreen3 105 139 105 DarkSeaGreen4 84 255 159 SeaGreen1 78 238 148 SeaGreen2 67 205 128 SeaGreen3 46 139 87 SeaGreen4 154 255 154 PaleGreen1 144 238 144 PaleGreen2 124 205 124 PaleGreen3 84 139 84 PaleGreen4 0 255 127 SpringGreen1 0 238 118 SpringGreen2 0 205 102 SpringGreen3 0 139 69 SpringGreen4 0 255 0 green1 0 238 0 green2 0 205 0 green3 0 139 0 green4 127 255 0 chartreuse1 118 238 0 chartreuse2 102 205 0 chartreuse3 69 139 0 chartreuse4 192 255 62 OliveDrab1 179 238 58 OliveDrab2 154 205 50 OliveDrab3 105 139 34 OliveDrab4 202 255 112 DarkOliveGreen1 188 238 104 DarkOliveGreen2 162 205 90 DarkOliveGreen3 110 139 61 DarkOliveGreen4 255 246 143 khaki1 238 230 133 khaki2 205 198 115 khaki3 139 134 78 khaki4 255 236 139 LightGoldenrod1 238 220 130 LightGoldenrod2 205 190 112 LightGoldenrod3 139 129 76 LightGoldenrod4 255 255 224 LightYellow1 238 238 209 LightYellow2 205 205 180 LightYellow3 139 139 122 LightYellow4 255 255 0 yellow1 238 238 0 yellow2 205 205 0 yellow3 139 139 0 yellow4 255 215 0 gold1 238 201 0 gold2 205 173 0 gold3 139 117 0 gold4 255 193 37 goldenrod1 238 180 34 goldenrod2 205 155 29 goldenrod3 139 105 20 goldenrod4 255 185 15 DarkGoldenrod1 238 173 14 DarkGoldenrod2 205 149 12 DarkGoldenrod3 139 101 8 DarkGoldenrod4 255 193 193 RosyBrown1 238 180 180 RosyBrown2 205 155 155 RosyBrown3 139 105 105 RosyBrown4 255 106 106 IndianRed1 238 99 99 IndianRed2 205 85 85 IndianRed3 139 58 58 IndianRed4 255 130 71 sienna1 238 121 66 sienna2 205 104 57 sienna3 139 71 38 sienna4 255 211 155 burlywood1 238 197 145 burlywood2 205 170 125 burlywood3 139 115 85 burlywood4 255 231 186 wheat1 238 216 174 wheat2 205 186 150 wheat3 139 126 102 wheat4 255 165 79 tan1 238 154 73 tan2 205 133 63 tan3 139 90 43 tan4 255 127 36 chocolate1 238 118 33 chocolate2 205 102 29 chocolate3 139 69 19 chocolate4 255 48 48 firebrick1 238 44 44 firebrick2 205 38 38 firebrick3 139 26 26 firebrick4 255 64 64 brown1 238 59 59 brown2 205 51 51 brown3 139 35 35 brown4 255 140 105 salmon1 238 130 98 salmon2 205 112 84 salmon3 139 76 57 salmon4 255 160 122 LightSalmon1 238 149 114 LightSalmon2 205 129 98 LightSalmon3 139 87 66 LightSalmon4 255 165 0 orange1 238 154 0 orange2 205 133 0 orange3 139 90 0 orange4 255 127 0 DarkOrange1 238 118 0 DarkOrange2 205 102 0 DarkOrange3 139 69 0 DarkOrange4 255 114 86 coral1 238 106 80 coral2 205 91 69 coral3 139 62 47 coral4 255 99 71 tomato1 238 92 66 tomato2 205 79 57 tomato3 139 54 38 tomato4 255 69 0 OrangeRed1 238 64 0 OrangeRed2 205 55 0 OrangeRed3 139 37 0 OrangeRed4 255 0 0 red1 238 0 0 red2 205 0 0 red3 139 0 0 red4 255 20 147 DeepPink1 238 18 137 DeepPink2 205 16 118 DeepPink3 139 10 80 DeepPink4 255 110 180 HotPink1 238 106 167 HotPink2 205 96 144 HotPink3 139 58 98 HotPink4 255 181 197 pink1 238 169 184 pink2 205 145 158 pink3 139 99 108 pink4 255 174 185 LightPink1 238 162 173 LightPink2 205 140 149 LightPink3 139 95 101 LightPink4 255 130 171 PaleVioletRed1 238 121 159 PaleVioletRed2 205 104 137 PaleVioletRed3 139 71 93 PaleVioletRed4 255 52 179 maroon1 238 48 167 maroon2 205 41 144 maroon3 139 28 98 maroon4 255 62 150 VioletRed1 238 58 140 VioletRed2 205 50 120 VioletRed3 139 34 82 VioletRed4 255 0 255 magenta1 238 0 238 magenta2 205 0 205 magenta3 139 0 139 magenta4 255 131 250 orchid1 238 122 233 orchid2 205 105 201 orchid3 139 71 137 orchid4 255 187 255 plum1 238 174 238 plum2 205 150 205 plum3 139 102 139 plum4 224 102 255 MediumOrchid1 209 95 238 MediumOrchid2 180 82 205 MediumOrchid3 122 55 139 MediumOrchid4 191 62 255 DarkOrchid1 178 58 238 DarkOrchid2 154 50 205 DarkOrchid3 104 34 139 DarkOrchid4 155 48 255 purple1 145 44 238 purple2 125 38 205 purple3 85 26 139 purple4 171 130 255 MediumPurple1 159 121 238 MediumPurple2 137 104 205 MediumPurple3 93 71 139 MediumPurple4 255 225 255 thistle1 238 210 238 thistle2 205 181 205 thistle3 139 123 139 thistle4 0 0 0 grey0 3 3 3 grey1 5 5 5 grey2 10 10 10 gray4 13 13 13 gray5 15 15 15 gray6 18 18 18 gray7 20 20 20 gray8 23 23 23 gray9 26 26 26 gray10 28 28 28 gray11 31 31 31 gray12 33 33 33 gray13 36 36 36 gray14 38 38 38 gray15 41 41 41 gray16 43 43 43 gray17 46 46 46 gray18 48 48 48 gray19 51 51 51 gray20 54 54 54 gray21 56 56 56 gray22 59 59 59 gray23 61 61 61 gray24 64 64 64 gray25 66 66 66 gray26 69 69 69 gray27 71 71 71 gray28 74 74 74 gray29 77 77 77 gray30 79 79 79 gray31 82 82 82 gray32 84 84 84 gray33 87 87 87 gray34 89 89 89 gray35 92 92 92 gray36 94 94 94 gray37 97 97 97 gray38 99 99 99 gray39 102 102 102 gray40 105 105 105 gray41 107 107 107 gray42 110 110 110 gray43 112 112 112 gray44 115 115 115 gray45 117 117 117 gray46 120 120 120 gray47 122 122 122 gray48 125 125 125 gray49 127 127 127 gray50 130 130 130 gray51 133 133 133 gray52 135 135 135 gray53 138 138 138 gray54 140 140 140 gray55 143 143 143 gray56 145 145 145 gray57 148 148 148 gray58 150 150 150 gray59 153 153 153 gray60 156 156 156 gray61 158 158 158 gray62 161 161 161 gray63 163 163 163 gray64 166 166 166 gray65 168 168 168 gray66 171 171 171 gray67 173 173 173 gray68 176 176 176 gray69 179 179 179 gray70 181 181 181 gray71 184 184 184 gray72 186 186 186 gray73 189 189 189 gray74 191 191 191 gray75 194 194 194 gray76 196 196 196 gray77 199 199 199 gray78 201 201 201 gray79 204 204 204 gray80 207 207 207 gray81 209 209 209 gray82 212 212 212 gray83 214 214 214 gray84 217 217 217 gray85 219 219 219 gray86 222 222 222 gray87 224 224 224 gray88 227 227 227 gray89 229 229 229 gray90 232 232 232 gray91 235 235 235 gray92 237 237 237 gray93 240 240 240 gray94 242 242 242 gray95 245 245 245 gray96 247 247 247 gray97 250 250 250 gray98 252 252 252 gray99 255 255 255 gray100 ## Subject: RE: Phong Problems Date: Sat, 26 Jun 93 10:29:59 PDT From: mvilaubi@sfsuvax1.sfsu.edu (Marcelino Vilaubi) >I have a problem when converting objects to TDDD (Imagine) using >Pixel 3D: I can't make an object to have smooth surfaces. I tried >"PHONG" in the attributes panel and even "MAKE SOFT". Nothing >works! > >HELP! >Christian Leyen (leyen@vortex.ufrgs.br) Try performing a "merge" on the object after you get it into Imagine. Pixel 3D created 3 points for every triangle, thus no phong. This must be done when going to other formats. I believe it was fixed in Pixel Professional. Good luck, Mars -- Marcelino Vilaubi mvilaubi@sfsuvax1.sfsu.edu Mars@cup.portal.com ## Subject: Re: Color list (about 600 lines) Date: Sat, 26 Jun 93 16:24:37 -0600 From: kholland@chicoma.lanl.gov (AIDE Kiernan) Thanks for the color list... That will be a big help in my animations... I am now doing an animation that is about 530 frames long (I suspect since I don't have any definite way of telling, the way I wrote my code). It will probably take an entire week to render the animation... At about 20 minutes per frame. It contains more than 12,000 primitives, glass and some checkerboard patterns to give a feeling of movement... It will be a cyclic animation at 384x240 in 24 bit color... JPEG'd with a quality of 80. By the way, the grass ray-tracing is taking up 54% of the CPU time on our VAX and 14% of the memory... I guess that proves it, that doing grass with polgons is impossible to simulate... But it ain't bad for doing 1.5 million polygons which is what my scene came out to be... Actually 1590001 polgons exactly.. Next up... Morphing in Rayshade.. I don't know if I can do it, with rayshade at least since it croaks on some objects, but I'm confident that it will all work out the way I expect... Later... Thanks to Bandy for the color list... Kiernan ## Subject: Good Wood Date: Sun, 27 Jun 1993 03:11:59 -0300 From: LEYEN%VORTEX.UFRGS.BR@UICVM.UIC.EDU Hello, one of these days, when trying to find a way to make the WOOD texture in Imagine looks a little more realistic I fond this formula: object RGB: 83 14 19 wood texture RGB: 102 33 27 ring spacing: depend on the object's size pastella texture RGB1: 130 54 54 RGB2: 160 72 54 RGB3: 143 73 38 RGB4: 128 62 38 detail size: depends on the object's size it looks VERY realistic when rendered using DCTV.(I didn't try in HAM) Try and send more suggestions. Christian Leyen (leyen@inf.ufrgs.br) ## Subject: long posts Date: Sat, 26 Jun 93 23:56:12 PDT From: kevink@ced.berkeley.edu (Kevin Kodama) can people immediately tell from looking at an amiga rendering which package it was created on ? in the "old" days, it was easy, Sculpt and Turbo Silver had very unique rendering styles...now ? the reason i ask- i have been using Lightwave a lot more than Imagine lately, and have gotten used to it's "look". I recently saw some Imagine images (Amigaworld) and was struck at how "different" they looked.. besides the obvious "raytrace-scanline" thing, does any one want to venture a guess why ? the one control LW has which i miss in Imagine is the Diffusion setting, where Imagine only controls specularity..it gives LW objects a flatter, less "rendered" look IMHO. kevin kevink@ced.berkeley.edu ## Subject: How's the Retina work with Imagine? Date: Sun, 27 Jun 93 02:32:27 PDT From: dedwards@unssun.scs.unr.edu (Daniel T. Edwards) I have heard much talk over this new graphics board. If any of you use it with Imagine, I'm curious. What is the maximum resolution that you have used when running the modeler? (detail, forms etc.) Have you tried to output 24-bit to a VTR (single framing)? What is the largest resolution you can view (on a good monitior) a Imagine rendering? And the most important question... Now that you have one, do you want your money back? I am seriously considering this board and the GVP EGS 110/24 (soon to be released). Thanks ____________________________________________________________ / \ | Amiga 2000 James R. Walker | | 2MB Chip dedwards@unssun.scs.unr.edu | | 18MB Fast ______________________________________________| | 130 MB Hard / | | 68040 33Mhz |read this R.M. of WB> This Imagineer for rent!| \____________________________________________________________/ ## Subject: 3dfonts Date: Sun, 27 Jun 1993 10:00:13 -0500 (EST) From: DMCCALL@uoft02.utoledo.edu Hmm... wierd. My last post hansnt made it to the list yet. Oh, well. Last night I was working with a 3d font I downloaded a long time ago from aminet. Strange thing was that in the stage editor I would load the object. Scale it. Move it. It looked fine. Silly me, I expected it to REMAIN a 3dfont after I saved the stage, moved to action editor. Did >NOTHING< and moved back. Well no. Somebody decided to make it a 2dfont while I was gone? Whats up with this? I tried it several times and it keeps lossing its 3d'ness. (Is that a word?) Also, to repeat my self. (Since I have got no confermation or denial) Can I PLEASE get a sample or something of an essance thing? Kinda like a demo? Or at the least, ftp a essanced render to aminet for me? So I can see what I would be buying! ;) (Gee, right about now my other post is prolly makeing it to the list. And I will have repeated myself!) Thanks all. -Don ## Subject: Re: your mail Date: Sun, 27 Jun 93 13:58:23 PDT From: jwalkup@sfsuvax1.sfsu.edu (Jeff Walkup) > ISL is indeed a very cool utility for Imagine. Thank John Grieggs for writing > ( I hope I remembered his name right) > > I have written ARexx scripts that manipulate ISL staging files in the > following ways: Would the person who wrote this (I can't find your name/address anywhere in your mail) please send me the Arexx scripts you were talking about? My address is at the bottom. Thanks! -- Jeff Walkup - jwalkup@sfsuvax1.sfsu.edu - Digital Animator / Videographer ## Subject: Is there an AGA-supporting version of Imagine? Date: Sun, 27 Jun 93 16:54:55 CST From: wall@cs.uregina.ca I am a fairly long-term user of Imagine (bought 1.0 when it first came out, and upgraded to 2.0 as soon as it was available). I thought I heard on the net sometime ago that there was a 2.01 floating around that supported AGA input and output (HAM8 files, etc, and ability to use different screenmodes like Super72 or whatever). However, I phoned Impulse and got an extremely rude gentleman on the other end (no surprise there) who in short, told me I had been misinformed, and that the fact that I had never received the last two Impulse newsletters wasn't their fault. Any ideas, people? Not getting the last two newsletters has left me a bit in the dark. Any info appreciated on whether AGA support exists, and if not, when it will arrive. I had thought 3.0 was supposed to be out by now. * Chuck Cazabon, wall@cs.uregina.ca * Amiga 4000 -- Warning: Due to the graphic nature of this computer, software discretion is advised. ## Subject: AT3D-Demo Date: Mon, 28 Jun 93 0:03:22 CST From: Jeff Niebergall <jnieber@unibase.Unibase.SK.CA> I just uploaded to wuarchive (128.252.135.4) in pub/amiga/incoming a demo version of a new 3-D object conversion utility. It FULLY supports DXF<>Imagine<>Lightwave and other fromats. The programmer, Wayne Hogue is a member of our local Amiga club but does not have internet access so he asked me to upload it. The file is AT3D.lha and it containes some sample DXF objects to try with it as well. The demo version is limited to objects with less than 99 points and does not save preferences. It does however come with Commodore Installer and has AmigaGuide online help included. I will also shortly be uploading some JPG images that were rendered in Imagine and modeled in AutoCad that were done by one of the beta testers. If anyone has any questions I would be happy to try and answer them or pass them on to Wayne. Jeff, jnieber@unibase.unibase.sk.ca -- ## Subject: Re: long posts Date: Mon, 28 Jun 93 10:04:23 EDT From: watters <watters@cranel.com> > can people immediately tell from looking at an amiga rendering which > package it was created on ? in the "old" days, it was easy, Sculpt and > Turbo Silver had very unique rendering styles...now ? It is often easy for the trained eye to recognize images created with almost any software someone has experience with. For example Alias' software has a very distinctive look to it. That is one of the beauties of CG programming, two people can implement the same basic algorithm and yet the images produced will have their own look and style to them. It is becoming harder than the days of Sculpt's "the world is a shiny plastic hell," VideoScapes "drab surfaces are in," and TurboSilver's "Gosh I really like to dither" images. _ ___ 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: DPS board and post content (was Re: June CAM disks listing (long)) Date: Mon, 28 Jun 93 09:48:32 EDT From: watters <watters@cranel.com> > Attention, Warning & Achtung. > The following contain a very long listing for CAM disk released in early > june. This is not related to this group but i receive some mail from this > group for the CAMs contain sample. The file is an uuencoded of > DP_Desc_June.RUN a self-dearchive LHA. And finally is a little bit commercial > flavor posting. After the last few Kholland posts and this thread about PD disks collection I am now on John Foust's side, though I will use a less sharp tounge then he is known for... Can we at least keep the discussion on graphics. I used the DPS Personal Animation Recorder this weekend. The software/hardware seemed very polished and you can tell that their focus on frame accurate animation is the main reason. The output was great, and without the aid of any scopes it looked very high quality. A must for anyone doing production animation, even if you already have a frame accurate deck, as it's functionality makes it worth having, not to mention the wear and tear it will save you and your VTR. _ ___ 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: AGA Imagine Date: 27 Jun 93 22:38:00 +2000 From: USR9110A@cbos.uc.edu If I remember correctly Impulse promised an AGA upgrade but then reneged saying version 3.0 would address this problem. Version 3 was supposed to be out now according to an ancient newletter I had recieved. I have Aladdin 2.1 and it has AGA file format availibility-for anims as well as brushmaps. The software ha s gone thru 3 upgrades since I bought it 4 months ago and version 3 is said to b be ready to ship by midwinter. I too have been usuing Imagine since 1.0 and really can't understand Impulse's lack of support. Where's the 25th Annivesary Star Trek object disk promised? What happened to their deal with Viewpoint for pro objects? Why are Steve Worley & Glenn Lewis doing more for Imagine users than the company that owns the software? I really don't want to use Imagine just for modelling but if things don't change fairly soon I think alot of people will do just that and rely on Interchange/PixelPro to move objects to a better rendering program. ## Subject: Brushmap collections Date: Mon, 28 Jun 93 10:33:22 -0400 From: Mark Marino <omar@osf.org> > > > > 2) Brush Maps: Are there any good sources for brushmaps available, > > > > > > You could look around a few FTP sites. > > > > Any suggestions? It's a great big world out there. > > > > > Also, if you're willing to send for some to Australia the Sig that I'm > > > a co-ordinator of here in Sydney has a > collection of Tiles Brushmaps > > > > I'd be interested in this info, as I'm sure others on the list would be. > > Ok, there are two texture sets, 4 disks each. The vast majority of the > images (tiles and patterns) have been set up for for the lack of a better > word, - Tiling :-) (i.e.repeat Brushmap). The patterns were scanned in > using an Epson Flatbed scanner (GT6000) at 24 bit and then prepared for > tiling in Opal Paint. > The files are all 24 Bit (IFF but for PC users we can convert to another > format - probably JPEG would be easiest as TIFF blows out in size - or we > can .lha the TIFF's). > The images are of very good quality IMHO. > The price - US$ 25 for one set or US$ 40 for both this including Airmail > postage. > If you remind me of it, I'll put up an example piccy using these after the > 5th of July (remind me after the 5th as we have the World Of Commodore here in > Sydney and it is going to be hectic) - I'll put it up on wuarchive. > > Nik. > > P.S. I haven't announced this directly on the list as this is > a semi-commercial post and I didn't know how these are treated on the IML. > If you think this would be OK to post on the list, maybe you can just > include the above part on the list. Nik, Thanks for the info. I'm sure it would be o.k. to post this info to the list (especially in light of all the other chaff being posted) so I've taken the liberty to CC this to the list. I'd love to see some of the texture sample pictures uploaded to wuarchive. As for IFF vs TIFF vs JPEG for brushmaps, I'd prefer TIFF even if they are bigger, at least they're not lossy. What would be really cool would be if you could make up some contact sheets with a little swatch from each of the textures and upload that. If that's not possible, how about an list of all the brushmaps in the sets? thanks, and see ya, Mark ----------------------------------------------------------------------------- | | | Mark Marino | omar@osf.org | uunet!osf!omar | | Open Software Foundation | 11 Cambridge Center | Cambridge, MA 02142 | |_____________________________________________________________________________| ## Subject: Re: AT3D-Demo Date: 28 Jun 93 13:34:00 EDT From: John Foust / Syndesis Corporation <76004.1763@CompuServe.COM> To: >internet: imagine@email.sp.paramax.com jneiber@unibase.unibase.sk.ca writes: > If anyone has any questions I would be happy to try and > answer them or pass them on to Wayne. Aside from what they say about imitation and flattery, at least tell Wayne to give credit to Syndesis Corporation for portions of his manual... I can't be certain which version of the manual he used, but compare the following passages from each. In other words, he may have quoted more perfectly from an earlier version of the manual, but I might not have kept a copy of that earlier version, so here's what I was able to piece together by comparing against the last two revisions of our manual: AT3D Manual: Syndesis DXF Converter manual: Transferring DXF Files Sharing Files DXF files produced on other makes of computer can be transferred to the Amiga using MS-DOS formatted floppy disks, by 'null modem' cable or by modem. ... On the IBM computer just copy the DXF file to a MS-DOS formatted floppy disk. On the Macintosh use the Apple File Exchange utility (included with the system Consultron sells CrossDOS, an software) to copy the DXF file to alternative file system that lets You will have to use floppy disks you transparently access MS-DOS formatted for 720k bytes for the disks as if they were ordinary transfer unless your Amiga has Amiga disks, for reading, writing high density floppy drives and formatting. It also works installed. With high density with both 3 1/2 and 5 1/4 inch floppies the disks can be drives. formatted for 1.44 megabytes. To read the DXF files from the MS-DOS For example, instead of selecting disks on the Amiga use the drive DF0: in the InterChange CrossDOS utility which is supplied Available Files box, you'd select with Workbench 2.1 and higher. If DI0: and see the MS-DOS files on you do not have CrossDOS it can be the disk in drive DF0:. This purchased from its developer, makes the translation process as Consultron. simple as it can be. Consultron Consultron 8959 Ridge Rd. 11280 Parkview Plymouth, MI 48170-3213 Plymouth, MI 48170 If the Amiga and the other If nothing else, if the machines computer are close to one another, are near each other, you can use a they can be connected with a 'null "null modem" adapter with a serial modem' cable, which is just a cable and a telecommunication serial cable. Then with a programs to send the file from the telecommunication program running Amiga to the other computer. Be on both computers the DXF file can sure to use a protocol such as be transferred between the Xmodem or Zmodem to insure that no computers. A communication errors are introduced in the file. protocol such as Xmodem or Zmodem should be used to ensure that no errors are created in the file during the transfer. If there is a large distance If the two computers are more between the Amiga and the other distant, you can connect them computer, they can be connected by using modems over the telephone using modems over the telephone line. You could call each other line and a telecommunications directly, or the DXF file could be program running on both computers. uploaded through an intermediate The computers can be connected by BBS or national network. calling each other directly. Another option is to upload the DXF file to a local BBS or to a national computer network. At a later time the DXF file can be downloaded to the Amiga. Since DXF files are in ASCII Because DXF files are ASCII, format they can be quite large. human-readable files, they tend to DXF files for buildings can range take up a lot of disk space. If from 500k to at least 2 megabytes you share files via the serial in size. Reducing the size of the port, you can save time by file will decrease the time reducing the size of the DXF file required to transfer the file by by using any of the popular public either 'null modem' cable or domain file compression utilities modem. Public domain and such as PKZip, Arc, LHarc, etc., shareware file compression that are available for both the PC utilities such as Arc, LHarc, etc. and the Amiga. are available for the Amiga, IBM and Macintosh computers. The same compression algorithm is not used by all the utilities. Make sure that the program used for decompression is compatible with the program used for compressing the file. The DXF files are With PKAZip, DXF human-readable files so a files are typically compressed to compression utility can usually 20 percent of their original size. decrease the file size by 20%. ## Subject: Re: Is there an AGA-supporting version of Imagine? Date: Mon, 28 Jun 93 11:02:04 PDT From: grieggs@devvax.Jpl.Nasa.Gov (John T. Grieggs) > > I am a fairly long-term user of Imagine (bought 1.0 when it first came out, and > upgraded to 2.0 as soon as it was available). I thought I heard on the net > sometime ago that there was a 2.01 floating around that supported AGA input > and output (HAM8 files, etc, and ability to use different screenmodes like > Super72 or whatever). > I've been a registered user since 0.9B. > However, I phoned Impulse and got an extremely rude gentleman on the other > end (no surprise there) who in short, told me I had been misinformed, > and that the fact that I had never received the last two Impulse newsletters > wasn't their fault. > I've never recieved a newsletter. Among other things, I called them a bunch of times, and asked about it, and sent a registered letter requesting one. No go. They do believe I am real, as they have upgraded me repeatedly... > Any ideas, people? Not getting the last two newsletters has left me > a bit in the dark. Any info appreciated on whether AGA support exists, > and if not, when it will arrive. I had thought 3.0 was supposed to be out > by now. > Get used to it. When not drowning in fluff as has been the case recently, this list is a much better source of Imagine info than Impulse. > * Chuck Cazabon, wall@cs.uregina.ca > * Amiga 4000 -- Warning: Due to the graphic nature of this computer, > software discretion is advised. _john ## Subject: Re: AT3D-Demo Date: Mon, 28 Jun 93 19:59:31 GMT From: glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~) >>>>> On 28 Jun 93 13:34:00 EDT, John Foust / Syndesis Corporation <76004.1763@CompuServe.COM> said: > jneiber@unibase.unibase.sk.ca writes: > If anyone has any questions I would be happy to try and > answer them or pass them on to Wayne. John> Aside from what they say about imitation and flattery, at least John> tell Wayne to give credit to Syndesis Corporation for portions of John> his manual... John> I can't be certain which version of the manual he used, but John> compare the following passages from each... ...and *possibly* credit T3DLIB for portions of his source code. I refuse to directly accuse anyone of copying, as that would be libel if I could not prove it (and can not), but I know for a fact that if it happened in this instance, that this would be the *third* time that T3DLIB was used without permission (and therefore illegally) in the creation of a commercial (or for-profit) product. With all due respect, and without malice or ill will toward anyone, Glenn Lewis ## Subject: Omni ham-6 anim and pics uploaded to ftp.wustl.edu Date: Mon, 28 Jun 93 16:25:26 EST From: Adam Benjamin <A.Benjamin@mi04p.zds.com> Ok, by the time you read this (I hope) the Omni animation will be uploaded to Wuarchive. I also uploaded 2 jpeg still images for you less ambitious types (it's only 5 meg for part1 and 10 meg for part2 come on! 8-) The animation is low-res ham-6 so just about any amiga and any player can view it. More questions? read the uploaded OMNIinfo.txt file or drop me some email. Part1 was done with Imagine 2.0 and part2 with Scenery animator 4.0 (Imagemaster was used for the starfield and to build the anim.) MPEG version soon to follow. Enjoy! ************************************************************* * Adam Benjamin A.Benjamin@mi04.zds.com * * Christian Animator AF987@yfn.ysu.edu * * Spokesmen for Club Paradise Not a spokesman for * * Members ONLY (John 3:3) Zenith Data Systems * ## Subject: 3d Skull needed. Date: Tue, 29 Jun 1993 00:03:36 -0500 (CDT) From: Cliff Lee <cel@tenet.edu> Hey Imagineers, Anyone have a PD model of a skull I can use in Imagine? Needed for a dungeon scene under construction. I am using the PC version. Cliff Lee cel@tenet.edu ## Subject: Re: Grass Date: Tue, 29 Jun 93 00:33:48 -0600 From: kholland@chicoma.lanl.gov (AIDE Kiernan) >Better yet, do everyone a favor and >unsubscribe from this list. You have absolutely nothing pertinent or useful >to say and you repeatedly show complete disregard for posting guidlines. Here here!!!!! What he said! Sorry for quoting what was blatantly obvious the first time around, but I just had to say I fully and completely agree with the above! And I mean it. ---------------------- No... I'm sticking to this... It is kinda funny... This is all about Imagine, and like I am not puting a 510 frame animation together right now with the help of Rend24 and like I don't have a 530 frame 358x240 24-bit animation on the way (which I calculate will take 20 days just because of the complexity of the objects). I am not a real Imagineer, but I do use the program to make my objects and flight paths... I'm less a hands-on animator and more a programmer.. I guess I really don't belong here, but then again this is where some of the others who are doing the type of stuff I am doing frequently visit... Of course they don't say much, but just the same they exist.. I gues you could say I am "Pro-Imagine-Object Editing" but "Anti-Imagine object rendering"... I really believe that I could leave the computing up to a few machines which are almost doing nothing 24 hours a day but maintaining the system. So, I'm here for those who would like to get some REAL computing power into their animations... My oftware isn't complex or imposible, it is actually pretty simple.. Just learning to automate my workspace and having fun at the same time. Can't wait, can't wait, can't wait... Can't wait to get those 4 Indigos and that SGI Challenge ( a 64 grand server that goes 150 MIPS). The SU's (two of them) haven't had any luck hooking the machines up, but I have found how much fun you can have with two networked Indigo's... Anyone ever play the DOGFIGHT??? That is a heck uva lot of fun... Let me see.. 30+30+30+30+150 = 270 Mips??? not bad considering our total attendance in the CS dept. here is like 100... small school... I'm probably going to be the only AIDE using the SGI's... As soon as we get it hooked up, I will take orders here on things people would like to see 270 Mips of power render... There isn't any limit really... all 4 Indigos each have 16megs of memory and the Challenge has a 1.2 gig hard drive.. PS- Has anyone been able to view pictures in the 1152x812 (resolution?) res 24-bit mode on the Retina... I heard it had that mode... Just what I was looking for.. Will probably buy it (probably, my foot... heck a NeXT user could only wish he had that resolution... ;-) ). Kiernan ## Subject: Re: AT3D-Demo Date: Tue, 29 Jun 93 01:31:07 EST From: ad99s461@sycom.mi.org (Alex Deburie) On Mon 28-Jun-1993 11:24pm, glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~) said: > ...and *possibly* credit T3DLIB for portions of his source code. > I refuse to directly accuse anyone of copying, as that would be libel if > I could not prove it (and can not), but I know for a fact that if it > happened in this instance, that this would be the *third* time that > T3DLIB was used without permission (and therefore illegally) in the > creation of a commercial (or for-profit) product. > > With all due respect, > and without malice or > ill will toward anyone, > Glenn Lewis Glenn, After reading this and doing some counting (on my fingers) of the current shareware/commercial object converters, I felt it necessary to speak up. I sincerely hope you do not think that Vertex, my shareware / commercial object editor & converter has any basis on your code from T3DLIB. Actually, I wasn't even aware your code existed in the public domain until well after I had written the initial routines. I worked long and hard on the Imagine/Turbo Silver file format. Making judiscious use of a compare program, and a hex dump program, I can assure you the Imagine/TurboSilver routines in Vertex are entirlely written by me, with no help from anyone. With equal respect and without malice or ill will, -- Alex Deburie ad99s461@sycom.mi.org The Art Machine ## Subject: Apex Date: Tue, 29 Jun 1993 03:19:53 -0500 From: Daniel Jr Murrell <djm2@Ra.MsState.Edu> Well, I got the new Apex newsletter today. Amazing new textures! Thanks Steve, Glenn, and the gang. But since I've pretty much converted to Real 3D now, I can't wait to see what you do with it. How would you do it? Would you write your own RPL handlers? (RPL is the built-in programming language of Real 3D) Danimal djm2@ra.msstate.edu ## Subject: Re: AGA Imagine Date: Tue, 29 Jun 93 02:17:17 -0600 From: kholland@chicoma.lanl.gov (AIDE Kiernan) now according to an ancient newletter I had recieved. I have Aladdin 2.1 and it has AGA file format availibility-for anims as well as brushmaps. The software ha ---------------- Do you like it??? I was considering getting it... I'm very frugal and I always say "I'm thinking about getting XXX", it is just that there is some many neat toys out there, I think I will get one of each.... ;-) ---------------- really can't understand Impulse's lack of support. Where's the 25th Annivesary Star Trek object disk promised? What happened to their deal with Viewpoint for pro objects? Why are Steve Worley & Glenn Lewis doing more for Imagine users than the company that owns the software? I really don't want to use Imagine ---------------- Good guys and bad guys... It is not wierd that someone external would master the art of using and supporting Imagine like Glenn and Steve, what is amazing is is that we get to talk to them... Impulse doesn't want to talk to anybody... ---------------- just for modelling but if things don't change fairly soon I think alot of people will do just that and rely on Interchange/PixelPro to move objects to a better rendering program. ---------------- I doubt it... I'm starting to agree with the Imagine users that Imagine is lower priced and well featured for what it does.. I don't use its animation capabilities because my computer is just a wimpy 16MHz 68030 with 68881... I don't want to waste money on a 35MHz 68040, so I just choose to do my animations using a external machine.. ## Subject: Re: Omni ham-6 anim and pics uploaded to ftp.wustl.edu Date: Tue, 29 Jun 93 02:43:57 -0600 From: kholland@chicoma.lanl.gov (AIDE Kiernan) I also uploaded 2 jpeg still images for you less ambitious types (it's only 5 meg for part1 and 10 meg for part2 come on! 8-) -------------- Sounds like something I am doing... Is there a trend here... ;-) I have a 530 frame animation which I estimate will be 18 megs when completed, but that is compressed under JPEG... decompressed I expect it will be 20-40 megs... yuck... The first fifty frames took up two disks... Yikes... ## Subject: Re: Imagine to Rayshade Date: Tue, 29 Jun 93 01:56:32 -0600 From: kholland@chicoma.lanl.gov (AIDE Kiernan) Ok this is my first post to the list so here goes ----> At my uni I use a dec 3100 workstation and have been playing about with rayshade for a while now and want to be able to deign objects in a cad like enviroment either on the dec or on my amiga using either Imagine or Real 3d ....... Is there any way to convert imagine objects to rayshade scripts ? Or better still Real 3d objects ? (I LOVE CSG *8)_ ) Hope someone can help.............. Graeme Wilson On the net as ---oooOOO Git OOOooo--- -------------------------------- This is exactly... I mean exactly what I have been doing... I have a Decstation 5000 with Rayshade and am using Imagine 1.1 to make objects and fly-throughs for rayshade... I wrote some C code to do the job for me.. Can you write/read C source?? If so, readon you might find this stuff interesting.. I made some specially written source to do animations in rayshade... This is how I do my things (some think I am crazy but I am glad to see someone else who wants to do the same things I am doing...): 1. I make my objects in imagine... 2. I convert the objects to rayshade using Glenn Lewis' T3DLIB programs: tddd2ray and tddd2off. A. I use tddd2ray to convert inidvidual imagine objects to a rayshade LISTed object. (list ... stuff ... end). The result is then filtered through my rayshadeconverter which strips the ambient/translate lines that (Glenn listen here) screw up Rayshade 4.0... So removing these lines correct this problem. B. Tddd2off is used on my path objects (which are just a bunch of dots that run in the order in which i placed them in Imagine.) Tddd2off will maintain this order and will output a ".geom" file which contains the points in the paths I made in Imagine. (Note: I have no idea what the first line (in the .geom file) meant so I skip it in my RAYFLY program...) 3. The objects and paths (.ray and .geom files) are copied to a MSDOS floppy disk using CrossDos. Then the objects are unloaded onto my account on the UNIX machine through a MSDOS machine with NFS on it. 4. I make the scene file so that it #includes the cammera, target positions, objects and lights that I will use. #includes make it incredibly easy to perform complex effects that would be impossible to implement on Imagine (like conforming an object to a 4D function) without some serious help from one of the local wizards... 5. Taking a last look at my setup, making sure everything is in place... checking screen resolution, flight paths, etc.. I prepare to execute my special rayshade animation program with individual target and cammera path support. 6. Last, I execute rayfly (rayshade flythrough) and put it in the background. While I am gone, the system will keep my process in the background forever, at least until lightning strikes, the power company shuts off the power, etc.. It will run until all the frames are made... after each frame is made rayfly compresses each frame using JPEG 3.0 and deletes the original RLE frame in the process. Since Getx11 support a movie mode I have a program called "Display" that decompresses each frame and concatenates all the frames together into one file and tells GetX11 to view the joined RLE file in Movie mode... I have written pratically everything to automate the entire process: Pack - does what any hard disk backup program does but is written to use existing Unix commands to perform the complex tasks... ConvertRay - strips the ambient/diffuse/translate lines from files converted using tddd2ray. MakeLight - converts spheres in rayshade format into lights with a specific radius (equal to or a percentage of the spheres radius). MakeEntry - takes a set of rayshade text files and automatically generates the #includes for the raayshade scene file to include each object and it names the object... Convert2Rend24 - renames my special file naming format to something rend24 will accept. Display - explained above... DisplayRend24 - I'm lazy... if I convert to rend24 naming format, I just use this instead of "display". Random - randomnly places objects on the X and Y axis. Used to do my grass test.. I have a directory full of automating commands that make the process more easy... Part of the reason why I created them was in anticipation that someone here would like to use them or get some ideas how to do animations using a PD rendering program. Coming soon... Rayfly with an added morphing feature (however it will only be limited to one object at a time.. It will simply interpolate points of two versions of the same object and store the in-between object in a file which will be used in the animation over a period of frames. I plan to make it possible to synchronize the morphing points with the cammera and target positions.. I don't know why I am talking about a "Coming soon", I haven't even started writing the code, but I know it will have to work... It will not work if you try to morph a object that is 180 degrees different from the start to the end.... Its okay if you want to make something look like it is turning inside out... ;-).. Kiernan Have you played around with the image mapping and fractal brownian motion texturing?? What is a lot of fun is to set the stereo view offset then render stereo pairs, get some Xspecs and view... Actually I don't have Xspecs, I do it the cheap way, I put two GetX11 windows close together and I view both frames parallel with the paths of my eyes (like a viewmaster toy). As soon as someone tells me how to do blurring in Rayshade, I will implement that too... ## Subject: When we can expect Imagine 3.0 Date: Tue, 29 Jun 93 10:26:45 BST From: ecl6gum@sun.leeds.ac.uk Hi, Does anyone know of a release date (if there is one) for Imagine v3.0? Having just bought an Amiga, I've been trying to get hold of a copy of Imagine v2.0 here in the UK. All the mail order and local Amiga stores don't have any copies in stock, and say that they'll have to order a copy specially from the states. One said that the release of Imagine v3.0 was "imminent"! I'm not to keen on buying Real 3D, but equally don't want to wait for months forImagine v3.0 to appear. Thanks, Gurm ------------------------------------------------------------------------------- Gurm Bacchus, University Computing Service, University of Leeds, UK. -------------------------------------------------------------------------------- ## Subject: When we can expect Imagine 3.0 Date: Tue, 29 Jun 93 08:02:25 EST From: Adam Benjamin <A.Benjamin@mi04p.zds.com> In a previous post someone, somewhere wrote: >Hi, Hello >Does anyone know of a release date (if there is one) for Imagine >v3.0? Yea, spring of 93 last I heard... >...One said that the release of Imagine v3.0 was "imminent"! Heh heh haa haha haaa ha HAA!!!! Now there's a nice way to start my day. Thanks for the joke. Adam B (another imagine owner who wishes he could afford a T4000) ## Subject: Essence Examples Date: Tue, 29 Jun 93 05:42:41 PDT From: dedwards@unssun.scs.unr.edu (Daniel T. Edwards) I have uploaded two jpeg pics to wuarchive.wustl.edu that have some examples of Essence textures in them. Not the textures themselves (of course), but images I made with them. in systems/amiga/video/imagine/art is MirrorBall.jpeg. I imitated a pic I saw in AW magazine. The floor is simply a Essence texture. In systems/amiga/incoming/imagine is StillSpace.jpeg. I used Essence on the sun and the wings and fuselage of the spaceship. BTW, I called Apex the other day and ordered (advance) Essence II. Would you believe Steve answered the phone himself! Where else can you call a company and talk to the Head Honcho? Anyway, Steve was a real easy guy to talk to and I have every confidence that I will thoroughly enjoy/abuse all the new textures ASAP. ...I am not affiliated with Apex... ____________________________________________________________ / \ | Amiga 2000 James R. Walker | | 2MB Chip dedwards@unssun.scs.unr.edu | | 18MB Fast ______________________________________________| | 130 MB Hard / | | 68040 33Mhz |read this R.M. of WB> This Imagineer for rent!| \____________________________________________________________/ ## Subject: Re: AT3D-Demo Date: Tue, 29 Jun 93 08:47:44 EDT From: watters <watters@cranel.com> > Aside from what they say about imitation and flattery, at least tell > Wayne to give credit to Syndesis Corporation for portions of his > manual... He seems to have done a nice job in making the explanations better... you guys should hire him. :) Besides... What does this have to do with using Imagine. I guess I missed that part. :) _ ___ 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: My first <serious> modeling attempt Date: Tue, 29 Jun 93 8:21:09 PDT From: kontos@clipper.clipper.ingr.com (Thorne Kontos) I finally finished modeling a chess set and uploaded it to wuarchive.wustl.edu in the systems/amiga/incoming/imagine directory. I uploaded a gif file for space conservation. Check it out and let me know what you think. Thanks, Thorne K. Kontos ## Subject: Re: AT3D-Demo Date: Tue, 29 Jun 93 15:31:49 GMT From: glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~) >>>>> On Tue, 29 Jun 93 01:31:07 EST, ad99s461@sycom.mi.org (Alex Deburie) said: Alex> Glenn, Alex> I sincerely hope you do not think that Vertex, my shareware / Alex> commercial object editor & converter has any basis on your code Alex> from T3DLIB. Actually, I wasn't even aware your code existed in Alex> the public domain until well after I had written the initial Alex> routines. No, no, not at all, Alex. I never had any suspicions about Vertex at all. A very fine product indeed, that you should be proud of! In fact, while I am here on the list again, I would like to make a public apology to everyone for giving into the temptation to post that message. There is no excuse, but I was having a very bad day, and let it out on the IML. I'm very, very, sorry. I will try to hold my tongue (uh, er, fingers) next time and double check my blood pressure before posting. In a much happier mood, -- Glenn ## Subject: More Color Definitions Available by Request Date: Tue, 29 Jun 93 15:18:07 -0400 From: Mark Marino <omar@osf.org> Alright, I hacked up an awk script to convert the colors.inc file included with the POVRay raytracing package into RGB values appropriate for Imagine. This has some interesting colors not included in the X11 rgb.txt file. So once again, I'm making this available by request. I'll upload it to wuarchive in a few days, if thats o.k. with everyone. In the interim, send me an request and I'll bang off a copy to ya. Happy rendering, Mark ----------------------------------------------------------------------------- | | | Mark Marino | omar@osf.org | uunet!osf!omar | | Open Software Foundation | 11 Cambridge Center | Cambridge, MA 02142 | |_____________________________________________________________________________| ## Subject: Essence II Date: Tue, 29 Jun 93 12:50:42 -0700 From: spworley@netcom.com (Steve Worley) I promised the lowdown on Essence II, and here it is! All Essence I owners have been sent out newsletters which contain essentially the same facts as this post. The big difference is that with Internet users, I can upload JPEG examples and not have to show printed black and white halftones. :-) Several of these JPEGS will be uploaded later today to Portal and FTP site(s), and I'll post their locations when they are in place. If you have any questions about Essence II, EMAIL *ME*, not the list. I'll repost a summary of any recurring questions. This will help cut down on stray (and repetitive) posts to the IML. My email address is "spworley@netcom.com". You can also call Apex at 415-322-7532. ---- Since Essence I came out in August 1992, we've been working on the sequel. We've learned a lot since the original Essence has shipped, and it shows in our new textures. To put it bluntly, the new set rocks and rolls! We're AWFULLY proud of these new surfaces. If you liked the first set of textures, this sequel will absolutely knock you out. They're THAT good! So the basics. Most of you already know what Essence is: it's a library of more algorithmic textures for Imagine. Many (most, probably!) of the users on the IML probably have and use it. Essence II is a second set of completely new textures (It's NOT a revision of the first set). Many features in Essence Volume II are similar to Essence I. The textures work with Imagine 0.9 through 2.0, have built-in capabilities like the fade control, the -1 color disabling feature, and built in error messages. The style of these textures is somewhat different than the original Essence. Based on feedback from the original Essence we've tailored many textures to satisfy the demands that many people had. First, most of the textures now include a bump mapping ability. Why map just a plain flat image if you can add bumps and pits and ridges at the same time? This made the textures harder to program, but the surfaces have become so realistic the effort was worth it. Eighty percent of the textures have some sort of altitude effect built into them, as opposed to Essence I in which only about one sixth of the textures bump-map. A second change was to decrease the use of obscure parameters like "Amplitude ratio." This helps you use common sense to determine what different parameters do. The manual contains complete descriptions of each control, and we've expanded all of the descriptions to be more complete and lucid. The most major addition should well appreciated. Included with Essence Volume II are well over 150 attribute files which can immediately be applied to your objects. These are examples of how to use the textures; sample settings and combinations that show the range of surfaces that almost all the textures can produce. You can use these files as a library of new surfaces to add to your object, but more importantly the variety of these examples will give you a better idea of what each texture is capable of. There's also a library of on-disk pictures of many of these so you won't have to render them to get an idea of what they look like. This should reduce the amount of experimentation needed to find the type of surface you're looking for. The textures themselves are a completely different set from the original volume. These new textures tend to be much more detailed and less "boring" than the Essence I textures, allowing you to use them directly without having to use many layers of textures to build a complex surface. While many of the Essence I textures were based on "fractal noise", Essence II has many textures with a different type of appearance, best described as an organic, randomly tiled surface. This type of texturing is, literally, state of the art in 1993, with Essence II being the FIRST company to use this new type of texture basis. NOBODY using an SGI or a PC or a Mac has these! If this sounds like we're gloating, well, it's because we are. In a year you'll be seeing textures with this style being used by others, but right now Apex has the monopoly over these unique surfaces. You can have great fun challenging your rendering buddies to reproduce these new effects; they won't be able to! Somewhat like Essence I, Essence II has a variety of textures, with a couple of themes and many that are just unique. A partial list of some of the textures follows. Space Textures Gasplanet: This texture makes the turbulent, banded surface of gas planets such as Jupiter, Saturn, and Uranus. We even include objects of these three planets with the correct settings to reproduce the appearance of the real planets. Planetring: Absolutely gorgeous planet ring systems, like Saturn's. You can make a "natural" appearance with subtle shades of colors, or go for the JPL "photo-enhanced" high contrast electric color scheme. You can make everything from thin solitary rings to a complex Saturn-style ring system with thousands of ringlets. Cyclone: A hurricane spiral, ready to paste onto a planet. It makes a great Red Spot for Jupiter, or you can use it on a map of Earth and threaten any city you like with instant destruction. Spaceship hull: You asked for it, you got it! Irregularly tiled plates, with varying colors and brightnesses. Another texture ("Machinery") makes the conduit-and-boxy-structure type of surface that you see on the Death Star. With altitude mapping of course! Organic Textures These cannot be easily described. A set of "organic" surfaces with altitude mapping which will let you make everything from snake skin to parched, leather-like hides. Many of them are disgusting, sort of like crusty alien snot (but worse). And these textures are designed to layer with each other, producing even more repulsive combinations. One texture in particular makes lumpy-looking fungus patches which, as one beta tester noted, should not be shown to the squeamish. Bumpy Things If you use Bump from Essence I, throw it away. A new set of altitude textures gives you the ability to transform a flat plane into a variety of uneven surfaces. Stucco and Pitted are much more powerful variants of Bump that allow you to make surfaces with pits and raised surfaces, or stucco-like layers. You can erode a landscape in an instant. Crumpled: Perhaps the coolest texture of all. Its abilities are amazing, despite the plain name. It makes crumpled paper, cauliflower, even a surface that looks like just like a pile of berries. Burnish: Just like the Terminator II logo. Makes outstanding metallic surfaces, as well as scratches on almost any surface. You flying logo artists will love this puppy! Water Effects Waterdrop: the surface ripples that radiating out from a disturbance in the water, like a impact of a drop of water. Waterdropref: like Waterdrop, but this version will also compute REFLECTIONS of the ripples from the sides of a basin or tub. Very realistic! Raindrops: Waterdrops falling at random, with definable density and strength. Very cool and completely automatic! Seawaves: an ocean surface, with physically correct, animated, windblown waves. Miscellaneous textures LatLonLines: makes a gridwork on a sphere, just like the lines on a globe. Radarscope: A circular disk, with an animated, sweeping trace. You can use a brushmap or texture to make "blips" which brighten and fade as the trace passes over them. Fiber: sort of a mishmash of intertwined threads, like a ball of twine or a fiberglass patch. Faceted: A relative of Crumpled which makes gemstones and photorealistic ice shards. A list of just some of the other textures: Bumparray Clusterbump Crust Flagstones Fleck Julia Plasma Polkabump Scales Shingles Vein Woodgrain And thrown in for fun, here's some more statistical comparisons between Essence I and II: 34 Essence II textures apply bump mapping. (80%) 8 Essence I textures apply bump mapping. (12%) There are 26 "base" textures in Essence I with 40 variants. (39%/61%) There are 30 "base" textures in Essence II with 13 variants. (70%/30%) If code size is a measure of texture complexity, the average texture executable size in Volume I was 12K. The average texture executable size in Volume II is 26K. ------------ Essence II has a list price of $140.00. There is a discount price for IML readers (and current Essence owners) of $74.00 US. Please call Apex at 415-322-7532 if you have any further questions or wish to order. -Steve spworley@netcom.com ## Subject: Taking over the list Date: Tue, 29 Jun 93 15:03:42 MDT From: dingebre@thunder.sim.es.com (David Ingebretsen) In response to Marvin Landis' last posting, I've offered to take over the archive. Unless Marvin has already made arrangements with someone else, starting July 1, 1993 I will save, archive, and upload each months mailings to wuarchive.wustl.edu. I will not delete any submitted message unless there is a huge outcry from the majority of subscribers. My mail has been very stable lately and I don't think I've missed any traffic. Name/address: David M. Ingebretsen Evans & Sutherland Computer Corp. 600 Komas Drive Salt Lake City, UT 84108 EMAIL: dingebre@thunder.sim.es.com ## Subject: Re: No one wants the archivist job? Date: Tue, 29 Jun 1993 15:24:26 -0700 (MST) From: marvinl@amber.rc.arizona.edu (Marvin Landis) It's me again. I just wanted to report that David Ingebretsen has volunteered to take over as archivist for the mailing list. David said he would hate to see the archive go away (and so would I), so I want to thank David for his willingness to take on the job. David's posts to the list are always well thought out and informative, I have complete confidence that he will keep the archives rolling along. All together now, THANKS David!!!!! Several people have written me asking if I will be leaving the list once I give up the archivists job. No, I'll still be lurking around. In fact, because of our hot weather around here (115 degrees last Sat.) I am no longer able to continue my woodworking hobby in my garage, so I decided it was time to sit down and do some kind of project using Imagine and my Amiga again. So, to make sure I would commit some time to Imagine, I called Steve Worley and ordered Essence and Essence II. With a couple new toys like that, I probably won't have any trouble having some fun on my Amiga again. I have a couple of new ideas for some animations, and I'm sure Steve's textures will give me a few more ideas. So at least during these hot summer nights, I'll be spending my time in an air conditioned house, working with Imagine. Maybe this means I will be able to contribute to the Imagine discussion more often, rather than just being a predominately silent archivist. Marvin Landis marvinl@amber.rc.arizona.edu ## Subject: Essence II JPEGS Date: Tue, 29 Jun 93 19:23:29 -0700 From: spworley@netcom.com (Steve Worley) I've uploaded four JPEGS to the Aminet ftp sites, in the /new directory. Two are simple collages of forty of the textures (EssII-1.JPEG and EssII-2.JPEG). One is an example of the nine Organic textures, used in various combinations on an extruded font object (Organic.JPEG) and the last is some of the Space textures, again on an extruded font (Space.JPEG). The images have also been uploaded to Portal. Aminet is a series of ftp sites that mirror each other. The main site is ftp.luth.se. I'll probably upload some more examples in the next week or so. CG&S ## Subject: Re: Apex Date: Tue, 29 Jun 93 23:36:29 -0600 From: kholland@chicoma.lanl.gov (AIDE Kiernan) your own RPL handlers? (RPL is the built-in programming language of Real 3D) -------- Is this anything like writing renderman shaders... It sounds interesting.. ## Subject: Re: Is there an AGA-supporting version of Imagine? Date: Wed, 30 Jun 1993 16:43:54 +1000 (EST) From: Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU> On Sun, 27 Jun 1993 wall@cs.uregina.ca wrote: > and output (HAM8 files, etc, and ability to use different screenmodes like > Super72 or whatever). > > However, I phoned Impulse and got an extremely rude gentleman on the other > end (no surprise there) who in short, told me I had been misinformed, > and that the fact that I had never received the last two Impulse newsletters > wasn't their fault. Not surprising. Although they weren't exactly rude to me they answered all my questions with one word answers (Yes, soon etc.) > > Any ideas, people? Not getting the last two newsletters has left me > a bit in the dark. Any info appreciated on whether AGA support exists, > and if not, when it will arrive. I had thought 3.0 was supposed to be out > by now. > It was reported in AW that a version of Imagine 2 would come out supporting AGA, but Impulse have decided to hold off until V3.0. Now I wish they'd hurry up with Imagine 3.0. Nik. nvukovlj@ucc.su.OZ.AU ## Subject: Re: 3dfonts Date: Wed, 30 Jun 1993 16:40:07 +1000 (EST) From: Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU> > Also, to repeat my self. (Since I have got no confermation or denial) > Can I PLEASE get a sample or something of an essance thing? > Kinda like a demo? > Or at the least, ftp a essanced render to aminet for me? So I can see what > I would be buying! ;) (Gee, right about now my other post is prolly makeing it > to the list. And I will have repeated myself!) > As I've also mentioned this before (BTW, E-mail to you bounced) check out the gfx/pics/guard directory on the Aminet sites - these contain pictures created by A. Denton, many of which use Essence and really show its power. I'm planning to do a piccy using Essence quite heavilly and will U/L it to wuarchive in a few days. Nik. nvukovlj@ucc.su.OZ.AU ## Subject: Re: How's the Retina work with Imagine? Date: Wed, 30 Jun 1993 16:23:24 +1000 (EST) From: Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU> > > I have heard much talk over this new graphics board. If any of you > use it with Imagine, I'm curious. What is the maximum resolution > that you have used when running the modeler? (detail, forms etc.) > Have you tried to output 24-bit to a VTR (single framing)? What is the > largest resolution you can view (on a good monitior) a Imagine rendering? > And the most important question... Now that you have one, do you want your > money back? > > I am seriously considering this board and the GVP EGS I don not own a Retina but I had a lend of it for 3 weeks for a review I was doing for a local Disk Magazine. The board works really well with Imagine and I used it at 800*600 and also at 1024*768 at a friends place. I only had an SVGA monitor so could only use it at 800*600. Once the Retina EMU software is setup properly for Imagine (i.e. enter the Res. from those available and turn off Defaults) Imagine will open on a new screen with no troubles. In fact even the Imagine.pic doesn't need changing. The display will update quicker (after the first time - CPU used for initial drawing of the image) on redraws and the extra detail offered is great!. What you also get is extra space for the buttons down the bottom and an added bonus - when in Pick points (or faces, or edges ) mode hitting Redraw redraws all the objects (quickly) rather than just the object being worked on. There are times when I would buy the Retina just for this feature! (much more often useful than not) There is one drawback - you cannot do preview anims in the Stage Editor, or rather, you can, but will not see them. This was a problem with the EGS board that I saw here at the WOC last year. The problem is really Imagine, as it uses direct calls to the Custom Chips and not the graphics.library. The Emulation software works with quite a few programs and can even handle some poorly written stuff but not a lot. 256 color WB is supported on AGA machines, but there is also a patch to run the 8 bit WB on non-AGA machines, but right now this is still quite slow although workable (kinda like non-expanded A1200). The rest of the software is not bad, namely XIPaint (VDPaint) although it isn't TVPaint or Opal Paint. Animation is still not supported by the software and manuals for the VDPaint are still in production... Still, as I concluded in my review, this board is perfect for people that need Hi-Res displays (e.g. DTP, 3D-artists). The EGS may be a quicker card (sure looked that way last year) Nik. nvukovlj@ucc.su.OZ.AU ## Subject: Re: AT3D-Demo Date: Wed, 30 Jun 1993 17:17:30 +1000 (EST) From: Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU> On Mon, 28 Jun 1993, Jeff Niebergall wrote: > I just uploaded to wuarchive (128.252.135.4) in > pub/amiga/incoming a demo version of a new > 3-D object conversion utility. It FULLY supports > DXF<>Imagine<>Lightwave and other fromats. The > programmer, Wayne Hogue is a member of our local > Amiga club but does not have internet access so > he asked me to upload it. The file is AT3D.lha and it > containes some sample DXF objects to try > with it as well. The demo version is limited > to objects with less than 99 points and does not save > preferences. It does however come with Commodore Installer > and has AmigaGuide online help included. > > I will also shortly be uploading some JPG images that were > rendered in Imagine and modeled in AutoCad that were done > by one of the beta testers. > Well, I have a question... Is the program available, and how much does it cost? Nik. nvukovlj@ucc.su.OZ.AU ## Subject: Re: Brushmap collections Date: Wed, 30 Jun 1993 17:22:18 +1000 (EST) From: Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU> > Nik, > > Thanks for the info. I'm sure it would be o.k. to post this info to > the list (especially in light of all the other chaff being posted) so I've > taken the liberty to CC this to the list. Ok, thank you. > > I'd love to see some of the texture sample pictures uploaded to wuarchive. > As for IFF vs TIFF vs JPEG for brushmaps, I'd prefer TIFF even if they are > bigger, at least they're not lossy. What would be really cool would be if you > could make up some contact sheets with a little swatch from each of > the textures and upload that. If that's not possible, how about an > list of all the brushmaps in the sets? Ok, we can make them TIFF on request, but they'll have to be archived (.lha OK?) in order to fit on the disks. I can't give you the names as we only have them named as TILE-xxx - Yeah, I know, very imaginative!. The disks however have screens included with them that give you the Picture previews of the tiles. I may put up a couple of these on the wuarchive. Just remind me in 5 days please! (WOC starting on the 2nd - it is HECTIC!) Nik. nvukovlj@ucc.su.OZ.AU ## Subject: Re: Essence II JPEGS Date: Thu, 1 Jul 1993 00:07:09 +1000 (EST) From: Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU> On Tue, 29 Jun 1993, Steve Worley wrote: > > I've uploaded four JPEGS to the Aminet ftp sites, in the /new > directory. Two are simple collages of forty of the textures > (EssII-1.JPEG and EssII-2.JPEG). One is an example of the nine Organic > textures, used in various combinations on an extruded font object > (Organic.JPEG) and the last is some of the Space textures, again on an > extruded font (Space.JPEG). The images have also been uploaded to > Portal. > > Aminet is a series of ftp sites that mirror each other. The main > site is ftp.luth.se. > Steve, the problem with the Aminet is that it may not be operating as well as it used to when amiga.physik.unizh.ch was online. Maybe you could upload the examples onto wuarchive ? Nik. nvukovlj@ucc.su.OZ.AU ## Subject: What's the word on GVP's EGS board? Date: Wed, 30 Jun 1993 03:46:52 -1000 From: "Jeff Wahaus, CAPS, ATL, 404-640-3529" <JEFF_W1@verifone.com> > Still, as I concluded in my review, this board is perfect for people that > need Hi-Res displays (e.g. DTP, 3D-artists). > > The EGS may be a quicker card (sure looked that way last year) > > Nik. > nvukovlj@ucc.su.OZ.AU Does anyone have information on GVP's upcomming EGS graphics board? This board has been in development for years now and I should think that it is done baking. I had allmost given up hope on this board but now I keep seeing people mentioning it. This REAL nice feature of this board is that it will give A2000 owners with a GVP accelerator board 32-bit access to it. That is unless they have significantly changed the specs in the years that it has been in development. Oh yea, it would make a real nice board for use with Imagine. ;-) -Jeff- ========================================================================= jeff_w1@verifone.com Software Artist Amiga 2000/030 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The best code optimizer is in your head. I always want more for less. ========================================================================= ## Subject: IMAGINE ARCHIVES Date: Wed, 30 Jun 93 09:54:02 MDT From: dingebre@thunder.sim.es.com (David Ingebretsen) As Marvin said, I will now start archiving the list. I will begin towmorrow and will upload the archive once per month at wuarchive. Thanks to all you who contribute to the list. Please, keep me busy :) David David M. Ingebretsen Evans & Sutherland Computer Corp. dingebre@thunder.sim.es.com Disclaimer: The content of this message in no way reflects the opinions of my employer, nor are my actions encouraged, supported, or acknowledged by my employer. ## Subject: help me make dry mud. Please! Date: Wed, 30 Jun 93 15:04:03 MDT From: ridout@plk.af.mil (Brian Ridout) Hi all, I give up! I need some help with making a dry lake bed. If my assumption is correct a lake bed is made of of cracks which are ruff polygons. Right?? I haven't been able to think of a way to make this. I have tried using Essence texture blobc. It looks ok but not exactly what I am after. I really don't want to resort to a hand drawn brush map. Any help would be appreciated. A second but related question. If I am finaly able to make this. Is there a way to make the ground in the distance not look speckled? Thanks a bunch Brian Ridout ridout@plk.af.mil ## Subject: Imagine PC Date: Wed, 30 Jun 93 16:01:43 -0700 From: colinayo@hurricane.seas.ucla.edu I have a couple of questions for Imagine PC owners. Where else can I find the PC version besides Impulse themselves and how much is the street price nowadays? If you have both PC and Amiga versions, how similar are the two? In other words, can staging files, objects, etc. be exchanged? My friend and I are seriously thinking of getting the PC version and using the PC as a second renderer. Thank you much. -Ramon ## Subject: Re: help me make dry mud. Please! Date: Wed, 30 Jun 93 16:00:54 PDT From: "Charles Congdon" <CCONGDON@us.oracle.com> Brian Ridout <ridout@plk.af.mil> writes: > I give up! I need some help with making a dry lake bed. > If my assumption is correct a lake bed is made of of cracks which > are ruff polygons. Right?? I haven't been able to think of a way > to make this. I have tried using Essence texture blobc. It looks > ok but not exactly what I am after. I really don't want to resort > to a hand drawn brush map. Any help would be appreciated. I'd suggest you look at the Organic (in particular Vein1) and Flagstone textures in Essence II. I'm pretty sure they can give you the "cracked" look you want with a little tweeking. In fact, I recall thinking this during one of my renderings. Alternately, try using an altitude bitmap on which you have painted the cracks. The difficulty with this is getting a pattern that doesn't obviously repeat when tiled. > A second but related question. If I am finaly able to make this. > Is there a way to make the ground in the distance not look speckled? How about a linear fade on the "cracked mud" texture/bitmap of your choice that fades it to a solid color in the distance. Then linear fade "in" a little blobc to give that distant ground a non-unform appearance, without it being applied to stuff close up. I hope this works. Good luck! Cheers, Charles - Standard disclaimer ## Subject: Re: long subjects,killfiles Date: Wed, 30 Jun 1993 21:02:49 -0400 From: John J Humpal <johnh@jhunix.hcf.jhu.edu> Kevin Kodama writes: > > or, at least tell me how to set up a killfile for a mailing list :-) Which mailer are you using? I think this can be done with elm. At least, I used to be able to do it with an ancient version. I just haven't had a reason to until recently. Harumph! -- -John John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer ## Subject: Re: help me make dry mud. Please! Date: Wed, 30 Jun 93 23:52:11 -0600 From: kholland@chicoma.lanl.gov (AIDE Kiernan) I give up! I need some help with making a dry lake bed. If my assumption is correct a lake bed is made of of cracks which are ruff polygons. Right?? I haven't been able to think of a way --------------- Ya, but they don't look triangular, actually the edges are more sharp and rounded than straight edged... --------------- to make this. I have tried using Essence texture blobc. It looks ok but not exactly what I am after. I really don't want to resort to a hand drawn brush map. Any help would be appreciated. --------------- There was a article a way back where Amazing computing (before the days of Imagine 1.1 and 2.0, more like back with Turbo Silver) gave some instruction on how to create a marble texture map. I followed the instructions which told me how to create what looked like stick-men contortionist on a cavewall, smoothed it out, and low and behold a marble texture... But It also worked great as a dessert-floor... (PS - this was the first amazing computing magazine that made me switch from AMiga World as my magazine of choice to Amazing Computing.. Amazing computing has been helpful ever since..) Maybe I can find that magazine but it has been about 2 years since I saw that magazine, who knows where it is now... It looked kinda what some artists depict a dinosaur's cracked egg to look like.. Paint it brown and use it as a dessert texture.. ;-) --------------- A second but related question. If I am finaly able to make this. Is there a way to make the ground in the distance not look speckled? ----------------- Lower the specular light diffusion factor... And don't make the stuff glossy. Lake beds often are dry and crusty (dried mud, looks like cardboard but can be sharp and bubbley looking). A light source that is either close to the ground our just above it should prevent the speckled look (if I understand what you mean by speckled..), Also some anti-aliasing might help smooth out the background and make the scene look more realitic. You might be able to make a brush map that has the texture of the mud but bump-maps and 2D texturing beyond the texture of the mud will not simulate a dry lake-bed (up close, that is...) You might try to make some objects that look like crusty mud, then somehow dissolve it into the background which is a texture map similar to the 3D objects... (I wrote this before I read the top... But it might spur some ideas..) How about hand-doing the brush maps for crusty mud, then convert the brushes objects and extrude/modify them so the edges are not totally straight, then take a magnet and push and pull the underlying surface to create the dry bubble-like ... well The best way to do it is to go out on a hot day and examine mud.. Living in Texas I saw my share of mud so this isn't all that hard for me to describe but out around arizona and california, there is a desert out there somewhere that just looks like cracked earth for miles. ## Subject: Re: help me make dry mud. Please! Date: Thu, 1 Jul 93 00:00:15 -0600 From: kholland@chicoma.lanl.gov (AIDE Kiernan) Alternately, try using an altitude bitmap on which you have painted the cracks. The difficulty with this is getting a pattern that doesn't obviously repeat when tiled. ---------------------- Ya... that is something I was almost about to say... A algorithimic texture that has some amount of randomness in its cracks would do a better job.. A brush map that is large enough... warping the land just a tad so that the cracks are hidden by cracks that are more in the foreground thus tricking the eye into thinking that ground is more complex than it really is... Puting some eroded drainage ditches in would also make the image more realistic.