home *** CD-ROM | disk | FTP | other *** search
Text File | 1993-03-12 | 162.0 KB | 3,821 lines |
- IMAGINE archive: collected off of imagine@ATHENA.MIT.EDU
-
- ARCHIVE II
- Feb 27 '91 - Mar 10 '91
-
- If you have questions or problems with this file, email Marvin Landis
- at marvinl@amber.rc.arizona.edu
-
- Many thanks to Doug Dyer (ddyer@hubcap.clemson.edu) for the previous
- versions of this archive
-
- note: each message seperated by a '##'
-
- &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
-
- Subject: Coordinates?
- Date: Wed, 27 Feb 91 12:41 EST
- From: "Doug Bischoff" <DEB110@PSUVM.PSU.EDU>
-
- Okay, now I've got this nifty wireframe of the USS Enterprise NCC-1701A.
- Man, this'll work great in the game I'm designing! Except that storing all
- the views will take a lot of disk space. I've got it! I'll just store the
- coordinates and do transformations and hidden line removal to get ANY angle
- I want! Great, now all I need are the coordinates....
-
- First and foremost.... how can one get the coordinates out of Imagine
- for the points without going to each one and writing down the coordinates?
-
- Second, does anybody know how to do coordinate transformations and hidden
- line removal? :-)
-
- /---------------------------------------------------------------------\
- | -Doug Bischoff- | *** *** ====--\ | "I'm not God... |
- | -DEB110 @ PSUVM- | * *** * ==|<>\___ | I was just |
- | -The Black Ring- | *** *** |______\ | misquoted!"|
- | --- "Wheels" --- | *** O O | -Dave Lister |
- | Corwyn Blakwolfe | T.R.I. ------------- | RED DWARF |
- \---- DEB110@PSUVM.PSU.EDU D.BISCHOFF on GEnie THIRDMAN on PAN -----/
-
- ##
-
- Subject: Re: Coordinates?
- Date: Wed, 27 Feb 91 13:16:42 EST
- From: "Scott Sutherland" <sutherla@qtp.ufl.edu>
-
- Doug Bischoff writes...
-
- >First and foremost.... how can one get the coordinates out of Imagine
- >for the points without going to each one and writing down the coordinates?
-
-
- I do NOT know if this will work, but it may be worth a shot. Maybe I can try
- this myself and let you know. I just got the TS 3.0 Interchange module
- last week (I had 2.0 but needed 3.0 to get them into Imagine). There is
- an additional module called the Statistics Converter. According to the manual,
- it
-
- Makes a text file of all the details of a 3D object, including:
- Precise point locations
- Edges
- Face point locations
- Object sizes
- Object names
- Textures
- Hierarchy details
-
- You can examine face colors in raw RGB values, English color names, and
- VideoScape 2.0 color numbers.
-
- Well, the main problem is that it is for TS objects. You can load TS 3.0
- objects into Imagine, BUT I do not think that you can load Imagine objects
- into TS (DON'T quote me on this. Anyone know differently???). If you
- can do the latter, then this tool would do what you want and more.
-
- Hope this helps.
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: Re: Coordinates?
- Date: Wed, 27 Feb 91 10:51:48 -0800
- From: echadez@carl.org (Ed Chadez)
-
- On Feb 27, 1:16pm, "Scott Sutherland" wrote:
- } Subject: Re: Coordinates?
- [stuff deleted from message]
- }
- } Well, the main problem is that it is for TS objects. You can load TS 3.0
- } objects into Imagine, BUT I do not think that you can load Imagine objects
- } into TS (DON'T quote me on this. Anyone know differently???). If you
- } can do the latter, then this tool would do what you want and more.
-
- In answer to the question, can you load Imagine objects into TS...yes. I
- created a 30 frame anim and used the f/x "explode" on an object. Then I
- went back and did a snapshot of the object for each frame (note: snapshot
- saves the object as it appears in a particular frame). I then loaded this
- object into TS.
-
- Now I didn't have to do all that to prove that I could load Imagine objects
- into TS, but it proved that you could use Imagine's neat-o effects to
- create objects for both Imagine and TS.
-
- Yes, Scott, you can load Imagine objects into TS.
-
- }
- }
- } Scott Sutherland
- } sutherla@qtp.ufl.edu
- }
- }-- End of excerpt from "Scott Sutherland"
-
- --ed chadez
-
- --
- ------------------------------ CARL Systems, Inc. ----------------------------
- //echadez@carl.org * Edward Chadez/System Support Specialist * (303)861-5319
- \X/ information databases (via telnet): pac.carl.org inquiries: help@carl.org
- -------------------------- >> Systems That Inform << -----------------------
-
- ##
-
- Subject: Coordinates
- Date: Wed, 27 Feb 91 12:23:57 PST
- From: "Mark W. Davis 206.865.8749" <davis@soomee.zso.dec.com>
-
- The commercial package mentioned is InterChange by Syndesis. It
- has a TS module that will Point Reduce, Scale, get information(what
- you want), etc...
-
- TTDDD sounds interesting Glenn, I will have to give it a look-see.
-
-
- mark
-
- ##
-
- Subject: Coordinates?
- Date: Wed, 27 Feb 91 11:18:33 PST
- From: glewis@fws204.intel.com (Glenn M. Lewis ~)
-
- >>>>> On Wed, 27 Feb 91 12:41 EST, "Doug Bischoff" <DEB110@PSUVM.PSU.EDU> said:
-
- Doug> First and foremost.... how can one get the coordinates out of
- Doug> Imagine for the points without going to each one and writing down
- Doug> the coordinates?
-
- Piece of cake. Get TTDDD.zoo from ab20.larc.nasa.gov (I think
- it is in the incoming/amiga directory).
-
- Type: "ReadTDDD Enterprise.object > Enterprise.ttddd"
-
- Now take a look at "Enterprise.ttddd", and it's got all the
- information you need, I believe. Scott mentions some commercial package
- that does the same thing. TTDDD, like Scott's, works on Turbo Silver
- objects, but it can read Imagine objects, and will simply skip the IFF
- "chunks" that it doesn't understand (and will tell you what ones they
- are). Whenever I get the Imagine IFF format specification, I plan on
- upgrading the TTDDD package.
-
- Disclaimer: TTDDD is ShareWare, written by myself.
-
- -- Glenn Lewis
-
- Doug> /---------------------------------------------------------------------\
- Doug> | -Doug Bischoff- | *** *** ====--\ | "I'm not God... |
- Doug> | -DEB110 @ PSUVM- | * *** * ==|<>\___ | I was just |
- Doug> | -The Black Ring- | *** *** |______\ | misquoted!"|
- Doug> | --- "Wheels" --- | *** O O | -Dave Lister |
- Doug> | Corwyn Blakwolfe | T.R.I. ------------- | RED DWARF |
- Doug> \---- DEB110@PSUVM.PSU.EDU D.BISCHOFF on GEnie THIRDMAN on PAN -----/
-
-
- glewis%pcocd2.intel.com@Relay.CS.Net | These are my own opinions... not Intel's
-
- ##
-
- Subject: Rolling objects, animated brush maps
- Date: Wed, 27 Feb 91 19:33:26 EST
- From: spworley@ATHENA.MIT.EDU
-
- I've been working on an animation that seems to be coming out
- very nicely- there's a couple of techniques dealing with brushes
- that people might find very useful.
-
- I created a still first. It started as a "mirrored balls on a checkerboard"
- setup, with the centerpiece being a big, black, glossy sphere with
- a picture of me "trapped" inside the sphere. Later I turned it into
- an animation with the camera moving about so that you could see the
- different sides. It looked cool- the real goal was to see how well
- a "traditional" mirror & glass sphere populated plain would look.
-
- It turned out so well that I changed the animation to a still camera
- and having the ball roll around the scene, in front of mirror-balls
- and in back of glass balls to see the neat effects. [Remember the
- long transparency essay I wrote? I was tweaking the crystal spheres
- for this anim.] Making the ball roll was a trick. How do you get
- something to roll (at the right speed!) while following a path? Getting
- it to spin (like a plane doing a barrel roll) is easy- you align to
- path, then set Y rotation to be from 0 to 360 and it will do a complete
- spin. This is not in the right direction for a rolling ball, though.
- [Annoying feature- you can't say from 0 to 720 for two spins,
- or 0 to 3600 for ten.] To get it to roll I created a second path, which
- was basically a larger copy of the first, so the first path was
- just inside of the second path. I had an axis (a track) follow this
- new, outside path, then used "align to object" to make the sphere point
- to the axis. Thus, as the ball moved along its path, one end (the positive
- Y axis direction) was always pointed at right angles to the direction
- of motion. Is this clear? Now using the "initial Y angle" and "final Y
- angle" I set them to 0 and 360 and it rotated as it rolled. As a special
- effect, I raised the "track path" a little in the Z direction so the
- sphere looks a little bit like a top rolling around, since the spin
- axis was not horizontal anymore.
-
- An alternative would be to make a cycle object, rolling around the X axis.
- This is equally valid, but I did it this way first.
-
- The picture of me on the sphere was pretty easy. I used Digi-View
- to take a picture of me with a scared/concerned expression and
- my hands palm forward outstretched a little. I stood in front of a
- clean, white background. I saved the pic as an IFF24 picture from Digi-
- View, and used The Art Department to balance it. Digi-view's balancing
- controls are fine- TAD has a couple of nice features, though, like
- scaling and especially gamma correction, which increases contrast by
- expanding color scales. (I'll explain if someone wants me to.) I saved
- the pic as a 900x600 16 color IFF, then loaded it into Deluxe Paint III.
-
- Deluxe Paint is a wonderful program, and has no objection to loading large
- IFFs. I touched up a couple scanning artifacts with the smooth and blend
- tools, then removed the background. To do this, I first used the filled
- rectangle tool to fill in the big, easy to clear spots of background
- (a wall in my case). I then used the stencil (frisket to you Disney
- folks) to let only the brightest few whites be changable. A pass or two with
- a big brush along the edge of my body, and woosh- the background was gone.
- I then added a new background ( a grid of white lines) by picking my body
- up as a brush and stamping it on a grid I made on the spare page. I saved
- the picture, and I was done!
-
- Imagine does not care what size the picture it maps is- they all get normalized
- to the brush-axis dimension. Thus, my LARGE picture was of significantly
- better quality than just a screenful. Optimally, if I had a 24 bit paint
- program, like the Firecracker paint program, Colorburst's paint program,
- or Toasterpaint, this would have given the highest quality output. Anyone
- want to give me a Colorburst?
-
- Wrapping is an art, and everyone should read Mike Halvorson's brush-wrapping
- posted about 2 weeks ago. Its pretty good, though he mis-describes Y axis
- functionality in wrap-wraps, but not in flat-flats (though maybe I'm wrong).
- Luckily, wrapping spheres is a snap- you can't screw up as long as your brush's
- Y axis is smaller than the radius, and the axis is centered. Complex shapes are
- much more difficult, and best described in another post sometime. [Like after
- I can do them consistantly!]
-
- Anyway, the result mapped onto the sphere looks real cool. The grid wraps around
- the sphere like longitude/latitude lines, and I was smart and made my grid
- match up from one side to the other. This made the join on the back of the
- sphere look UTTERLY undetectable, so it isn't obvious this is a flat object
- wrapped onto a curve.
-
- I rendered this 80 frame anim over about 6 days, (hires raytrace) and
- it was beautiful! The glass in particular looked sleek. I then wanted to
- spiff it up even more, so I added a glass arch (half a stretched torus) for
- the prison-sphere to roll though, and I animated myself on the sphere.
-
- How did I animate myself on the sphere?? This is a VERY useful trick, and
- I learned it long before I had Imagine, when I was into DPaint anims. What I
- did was I took a camera and VIDEOTAPED myself kinda waving my hands around
- like a mime (the invisible wall in front of me, palms outward)
- with the concerned/scared look on my face. After a few takes, I thought I had
- the right feel, so I booted my 3000 [well, sat down in front of it- its
- always on!] and started Digiview.
-
- Time out: IMPORTANT! Digiview DOES work on a 3000- you must use 'CPU
- nocache noburst' before you start Digiview, or it will die! I almost sold
- my DV until I said "hmm. I'll try one more time. What if I .." and it worked.
-
- Anyway, I played the tape and freeze-framed on the start of the part I liked.
- YOU CAN'T USE A CHEESY 2-HEAD VCR! You need good stills. I digitized a frame,
- then spent a good 10 minutes perfecting the balances. [I didn't use TAD because
- it would have been a pain saving all the frames (1/2 meg each!) and loading/
- balancing/saving them again. ADPro has an AREXX interface, and so does
- Digi-view. This would have been an IDEAL application of AREXX!] Once I had
- the balance perfected, I re-digitized, balanced, and saved the picture as
- 'steve001'. The 001 is important- if you save it as 'steve1' it will be
- a bit harder to load into DPAINT. [You'll see!] I then forwarded 3 frames,
- and digitized, and saved as 'steve002'. I did this for 40 frames. Yes, its
- mind-numbing, but really only takes half an hour, and you can be listening
- to tunes or talking on the phone or whatever.
-
- Finally, I started DPaint, and blessed my extra RAM. I went into 'load picture',
- selected file 'steve001' and at the bottom of the name requester, entered
- '40 frames'. Dpaint then loaded the next 40 frames (alphabetically) as an anim.
- See why we have steve001? It loads steve001 to steve0040 correctly. If I used
- 'steve1' the order would be steve1,steve10, steve11, ... steve19, steve2,
- steve20 and so on.
-
- OK, I have an anim. I play it, and voila! There I am, looking like a person
- acting like he's trapped in a sphere! :-) The quality of this method is
- SURPRISINGLY good. Try it- even if you don't use Imagine. It's lots of fun!
- 320 by 400 animates faster if you're not doing it for Imagine, but just
- want to muck around. [well worth it!] Here's an idea- tape yourself throwing
- and catching a volleyball, then digitize your best friend. Remove his or her
- head as a brush, then paste a copy of the head on top of the ball in every
- frame of your anim. Voila! Macabre juggling! Works really well if they're
- smiling.
-
- Back to the Imagine anim. I digitized in hi-res for quality- it doesn't
- animate as well in DPaint (more bandwith -> slower anims) but for our
- purposes this makes no difference at all. I cleaned out the background
- for all the frames by using "anim-painting"- holding down the left-amiga
- as you paint. [3000 owners, you might have to change the WB prefs- this
- is the default way to drag screens] By using big brushes for the easy stuff, then
- stencils, a smaller brush, and a much slower pace for the edges near my body,
- I removed the background from all the frames.
-
- I picked up my body as an animbrush, then anim-painted onto a 40 frame anim
- of a stationary grid. I then used "save picture" [NOT anim!] and saved 40
- frames as stevebg.. DPaint is smart, and makes stevebg001, stevebg002,... and
- so on.
-
- Now what? To Imagine! I call up my project, which currently has a static
- brush on the sphere. If I were starting from scratch, I would render the anim in
- HAM scanline to insure the pacement of the brush and feel of the anim. Once you
- animate the brush, it is not a trivial matter to change its position on the
- object you're wrapping.
-
- However, I have already done a static test. I know that my brush is in a good
- position- I'm upright and centered just as I pass the camera- a good shot. I
- then went into the detail editor and loaded sphere.iob [my _I_magine _OB_ject]
- and entered the attributes selector, and select the brush map already there. I
- changed the picture filename in the gadget to say 'stevebg.001' and exited and
- saved the object as sphere001.iob. I then went back to the brush name, changed it
- to 'stevebg002' and saved the sphere as sphere002.iob. Note there is no need
- to RELOAD the sphere- I just save it. This goes by VERY fast once you get
- started, and I had 40 objects in 5 minutes. Also, every sphere has the same
- attributes and same brush position, etc. The only thing to change (the only
- thing TO change) is the name of the brushmap.
-
- To the stage editor! I already had my rolling sphere set up- remember, I
- did a static version before that looked good. I deleted the "actor" that was
- my sphere, keeping the position and alignment that were already there.
- I then added a new actor from frame 1 to frame 1 called sphere001.iob.
- I then added a new actor from frame 2 to frame 2 called sphere002.iob.
- I then added a new actor from frame 3 to frame 3 called sphere003.iob.
- I then added a new actor from frame 4 to frame 4 called sphere004.iob.
- .....
- I then added a new actor from frame 40 to frame 40 called sphere040.iob.
- I then added a new actor from frame 41 to frame 41 called sphere041.iob.
- ....
- and so on. My anim was such that my repetive motion made a pretty clean
- transition from beginning to end [in DPaint] so repeating it looked all
- right. If not, ping-ponging would have worked [instead of 1 2 3 4 1 2 3 4 1 ...
- it goes 1 2 3 4 4 3 2 1 1 2 ...] Also, I made sure the best views (by the
- camera) didn't have a transition, anyway. Entering the 80 objects again is
- boring, but the file requestor is fast enough (and has last file defaults!)
- so it only took 10 minutes. Alternatively, it might have been neat to see
- what morphs would do- this would fade out one frame while bringing in
- the next (I think) and might be worth trying sometime. This would be done by
- changing the object every other frame (or even less often) and setting the
- # of transition frames to 1 or more.
-
- Well, thats it! The ray-traced anim is rendering now- the scanline version
- showed me waving around just fine, and it really looked smooth! I thought
- that people might like to try this technique- its roundabout, but the
- results are worth it!
-
- A note- Animation Journeyman (another renderer) supports animbrushes... must
- be nice, though I haven't seen it.
-
- If anyone wants me to clarify anything I'll be happy to. This little
- essay has grown a bit in length... :-) I won't be able to post the final
- anim, its HUGE!, as is the project itself (40 pictures, > 40 objects..)
- though I might put a still or two on ab20 if people want me to.
-
-
- Keep on rendering!
-
- -Steve
-
- ----------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ----------------------------------------------------------------------------
-
-
- ##
-
- Subject: archive
- Date: Wed, 27 Feb 91 21:03:03 EDT
- From: ddyer@hubcap.clemson.edu (Doug Dyer)
-
- I have a large collection of most of the threads from the start of the
- group (and a little off of the net from before) and I'll stick it in
- hubcap.clemson.edu under pub/amiga/incoming/3D/IMAGINE/TEXT
- "imagine.archive.1" or something like that.
-
- And anyone can just stick a text in there that would help out.
-
- Goodbye,
- Doug
- ddyer@hubcap.clemson.edu
-
- ##
-
- Subject: Re: Rolling objects, animated brush maps
- Date: Wed, 27 Feb 91 21:07:02 EDT
- From: ddyer@hubcap.clemson.edu (Doug Dyer)
-
- Oops, a slip up, ignore that return..
-
- I ment to send THIS:
-
- I stuck a large archive at hubcap.clemson.edu in
- pub/amiga/incoming/3D/IMAGINE/TEXT
-
- Perhaps for a really neat archive, the group could "call for effects",
- "call for how to something" and have seperate files from all the submissions
- (like effects.1, texturemapping.1, etc)
-
-
- Well, doesn't matter. Anyway, as is there is just this huge file :)
-
- bye,
- Doug
- ddyer@hubcap.clemson.edu
-
- ##
-
- Subject: New to the list!
- Date: Wed, 27 Feb 91 23:17:06 EST
- From: bobl@bobsbox.rent.com (Bob Lindabury - SysAdmin)
-
- Hi there all! I just joined this list and I'm real excited about getting
- some great tips and info from here...as well as imparting some of my
- knowledge. <grin>
-
- Been working for the past few weeks on a 3D logo treatment for IEEE that
- just got done about 1 week ago. Whew! 3D globe object with continents
- objects. Globe object was a tad over 800K...what a bear. I started with
- a GIF image (640x400) of the continents and converted it to IFF. I then
- broke it into 2 parts, the USSR half and the USA half. I then had to place
- a grid on each of the images in Dpaint so that I could "bend" them in the
- soon to happen conform exercise.
-
- I saved them as brushes in Dpaint and then loaded them into Imagine as a
- conversion to ILBM. Well, that didn't work because I couldn't get the
- auto-facing (boolean operation) to work...seems it ALWAYS had an edge or
- face too close. After all, this is a complex object.
-
- So, I resorted to Pixel 3d..that did the job..
-
- Once I got the object saved out in Silver format, I had to then load it
- into TS 3.0 so that it would save the correct chunks or something because
- it wouldn't just load into Imagine. After runing through TS and saving out
- it loaded right into Imagine..strange.
-
- At any rate, I then experimented with a plane and the conform command to
- figure out the best way to make these flat ilbms (well, extruded) into
- a shere shape. After a bit of tinkering I got it to work...works like a
- charm but I still had to have a bunch of grids to make up smaller polygons
- on the surfaces of my continents so that they would "bend" into the sphere
- shape. I've rendered it but Imagine doesn't seem to want to smooth out
- these "chunks". Which mode is the smooting mode, phong x'ed or not x'ed?
-
- At any rate, the world spins..continents floating outside of a shiny blue
- sphere. Rotates 10 degrees a frame totalling 36 frames for a single spin.
-
- Looks quite nice..now if I can just get rid of those darn checks..
-
- Also, rendered it in 24-bit and converted it to the Ham-E I have here.
- This makes a TON of difference. Nice item to have if you are on a tight
- budget and want to have better than Ham images or animations. You MUST
- have a 030 or Single frame the animations if you want full speed and smooth
- action however.
-
- Looking for some setting for gold if anyone would like to help me out.
-
- BTW, I am a freelance video cameraman that is into graphics for video.
-
- I have done several 2d and only 2 3d animations for such clients as IEEE,
- GPU Nuclear, Johnson & Johnson, AT&T and several smaller businesses.
-
- Just turned 34 last week and I'm married with a 3 year old daughter.
-
- Hope to hear from the rest of you guys/gals out there. Any news on a newer
- version of Imagine?? <grin>
-
-
- -- Bob
-
- InterNet: bobl@bobsbox.rent.com | Raven Enterprises
- UUCP: ...rutgers!bobsbox!bobl | 25 Raven Avenue
- BitNet: bobl%bobsbox.rent.com@pucc | Piscataway, NJ 08854
- Home #: 908/560-7353 | 908/271-8878
-
-
- ##
-
- Subjects: Bugs and Comments
- Date: Thu, 28 Feb 91 24:19:31 mst
- From: steven lee webb <webbs@handel.cs.colostate.edu>
-
- Hello there, everyone in CAD/animation/Ray-tracing land!
-
- I've found a couple bugs with Imagine, and was wondering if anyone knows
- any ways around them.
-
- 1.) Over a series of frames, when rotating the camera along it's y-axis,
- I seem to loose my picture, both in the editor mode, and in trace-mode.
- It doesn't seem to be a problem with the objects, but I DO seem to get
- a symptom. I get a single dot in the center of the picture in editor-
- mode. Very frusterating (sp?) if you start to render many frames, and
- look to check the first frame, (it's allright), but EVERY OTHER frame
- is completely blank! AAAARRRRGGGHHHH!!!!
-
- 2.) When rendering a LONG trace, it's impossible to stop the trace, and
- continue later. With Silver, I could continue the trace where I left
- off, using the "Set Zone" command (haven't used THAT one in a while!)
- and combine the two halfs using a ham paint program, but not anymore. 8(
- A VERY big problem when running @ 8MHz like me. <pout>
-
- 3.) If you're tracking an object with the camera in the scene editor, and
- move the object OR the camera, you have to go to the action editor to
- see the re-alignment of the camera with the object.
-
- 4.) There is NO "FILL" MODE FOR THE IFF to ILBM CONVERTER!
- When you're changing a bit-map of fonts (this is what I use this for)
- and use the "Convert IFF/ILBM," it returns to you an out-line version of
- what you wanted, instead of a filled version. I think that they
- promised this in the newsletters, but I moved since then, and can't find
- any evidence of this.
- One solve that I HAVE figured for this one is the following:
- Make a plane, and extrude the info that you converted from IFF -> ILBM
- conversion. Now, cut the extruded object with the plane. This SHOULD
- give you the desired results for your original project, but it always
- freezes on me if I do more than one letter.
- So, in the end it's kinda a toss-up between putting in all of the
- faces by myself, or "slicing" one letter at a time, and hoping that it
- doesn't freeze.
-
- 5.) When making paths for the objects to follow, use rotate, after altering
- the first, or last points. this will allow you to get REAL b-spline
- paths, instead of just the s-curves. (Just a little note, the docs are
- a bit shy on this part.)
-
- 6.) Shouldn't there be a "magnetism" mode in the FORMS editor?
-
- 7.) In the action editor, it IS possible to delete the globals. When you
- have LOTS of objects, and a VERY complicated scene going, the only
- way to get your globals back is to make a new scene and start and from
- scratch. (Boo, Impulse!!!) ANYONE KNOW A WAY AROUND THIS?
-
- 8.) While running another program in the background at the same time as
- Imagine, when you switch between editors and imagine does a screen-
- refresh, the Guru is just around the corner. I have lost many hours
- of work on BOTH applications during cases like this. Imagine doesn't
- like to share CHIP memory, even with LOTS of it left!
-
- 9.) While I'm on a roll here, has anyone done this?
- You lay out your scene just beautiful!
- You set up your machine to render (hoping that you don't have any other
- immediate work for your amiga for the next few days) 8)
- The machine chunks away for days and nights on end, and you dream about
- what a colossal image has been created with your meager two hands.
- You come back to your terminal a few days later, and you find out that
- while in the scene editor, you were looking at the editor-view in the
- upper-right hand window, and the actual camera's view is a close-up
- of a face in some insignifigant thing, or way off into the distance, and
- you're beautiful scene is nothing but a small speck on a field of
- checker-board floor (YUK). Perhaps in the NEXT version of Imagine (You
- guys reading this, impulse?) you could do a wire-frame, or something
- like Optiks does. Very handy for times like this.
-
- 10.) Do we really need the opening screen?
-
- ----------------------------
-
- P.S. I have made a "aesthetically-pleasing" icon for imagine. If anyone
- wants a copy of it, I'll put it on an ftp site, k?
-
- ----------------------------
-
- If the people from impulse get ahold of this mail, please do NOT take offense
- to this information. Imagine is probably the BEST piece of photo-realistic,
- and animation software out for ANY personal computer today, however, (you
- KNEW there would be a "however, huh?) the release of software with bugs is a
- no-no. (No dis-respect intended.)
-
- ----------------------------
-
- If you have any replys to this post, either post it here, or leave me mail
- directly at: webbs@handel.cs.colostate.edu
- I think that posting directly to the mailing list is better for replys to
- the questions above, however send flames and stuff directly to me, this way
- we're not messing with other's time sorting though garbage in their mail.
- _________
- / ______/\
- / /\_____\/ -------------------------------------------------------
- /_____ /\ The world is really an 8000 mile spherical pile of dirt
- _\____/ / / -------------------------------------------------------
- /________/ /
- \________\/teven Webb Reply to: webbs@handel.cs.colostate.edu
- A Computer Science Major @ Colorado State University
- I have an amiga 500 with 5MEGS RAM, and a 50MEG HD.
- [why are you looking at me so funny?]
- (Yes, I HAVE voided my warranty!)
-
- ##
-
- Subject: Steven Webb's comments
- Date: Thu, 28 Feb 91 05:10:58 EST
- From: spworley@ATHENA.MIT.EDU
-
- Some responses to Steven Webb's paraphrased comments.
-
- > I've found a couple bugs with Imagine ...
-
- :-) Haven't we all?
-
- > 3) when tracking an object and you update the position or orientation of
- the camera or object, the "track to object" doesn't update unless you go
- to the action editor.
-
- My guess is this is actually supposed to be a feature, so you can move the
- camera, adjust some objects, futz around, and THEN see your results. If it
- updated after every tiny change, you'd have to wait for a lot of redraws
- you don't care about.
-
- The solution is easier than going into the action editor. Just select from
- the animation menu "goto frame" or "first" and it will update. The keyboard
- command is Right-Amiga-c, then hit return. A little more elegant than the
- action editor.
-
- >4) You can't auto-fill IFFs!!
-
- Yup. The docs say there's an option. There isn't. The method you outline is
- the way to go- the tutorial manual explains it.
-
- Steve's best Imagine Trick- its time to dust this off- its important if you
- haven't seen one of my posts. To auto-face, you have to extrude an outline
- and cut it with a plane. This cut is 1) slow, and 2) often gives you the
- angina-producing message "Edge to close to another, stupid" message. To
- fix both of these problems, do this. When you make your cutting plane (by
- adding one as a primative) DO NOT USE A 10 X 10 plane. Use a 1 X 1 ! Then,
- scale that thing WAY up, so that your extruded "cookie cutter" fits completely
- within one of the plane's two triangles. Then, cut out the CENTER of the
- triangle with the cutter. The cut goes much faster (1/200 of the number of
- triangles to intersect) and never ever gives you the "too close" error.
- Thats it! Pixel 3D, a commercial IFF auto-facer, does this too, but once
- you know the trick its easier to do it in Imagine.
-
- > 5) When making paths, use rotate to make them B-splines instead of
- > s-curves.
-
- I don't understand what you mean. There are two types of paths- the cheesy
- linked line segments (which are used for "Extrude along path" and the effect
- "grow", and the spline paths used for objects to follow. Which are you talking
- about, and what do you mean? I'm lost.
-
- > 6) shouldn't there be magnetism in FORMS?
-
- Couldn't agree more.
-
- > 7) you can delete globals! you have to start over!
-
- Yes, you can delete globals. What if you wanted to remove a set that
- you didn't need anymore? This is reasonable, and you SHOULD be able to
- delete them. However, there's NO PROBLEM putting them back. You can either
- "undo", or more commonly, you just "Add" a new one. I just tried it to
- make sure- its easy. You add it wih a click on start and stop frame,
- just like actors. Have you tried this? I agree it would suck rocks if
- you couldn't.
-
- > 8) Muti-tasking gurus when Imagine refreshes.
-
- I have NEVER had Imagine Guru. I've found lots of bugs, but no fatal
- ones like the one you describe. It is running in the background now
- (rendering! I'm ALWAYS rendering!) along with this comm program, Amiga-
- Vision, and a solitare game. I don't doubt that your machine has gurued-
- its probably one of 3 things:
-
- 1) The other task. PD software is especially likely to not
- multitask well. Especially if its a game.
-
- 2) Imagine version. You're using 1.0 or 1.0A, I hope?
-
- 3) (my guess) You suspected Imagine's CHIP memory abuse. I
- have a 2M CHIP, 4M FAST A3000- you have .5M CHIP, 4.5M FAST.
- This indeed could be a problem, especially if you're using an
- interlaced screen on either task or on the WB.
-
- By the way, Ed Chadez- you have an A500 compatriot!
-
- > 9) I render a scene over four months and I find the camera was mispointed
- > or something, and it's wasted!
-
- This really isn't Imagine's fault- you should ALWAYS do a small scanline
- version before you do a big trace- I've blown big renderings like this too,
- so don't feel alone. Also, if people are doing big anims, don't rely on a few
- test frames to make sure everything is OK. Make a small version (like 200x100)
- just to get the feel of the flow- it renders fast, and you can find flaws
- easier than you think. Only when you're satisfied do the real render.
-
- You should never be surprised at your result, only delighted.
-
-
- > Maybe Imagine should have a wireframe for testing...
-
- Ok. Poof. Imagine has wireframe. Use the one in the stage editor to check
- out your anim. OR, in the project editor, use your choice of BW or color
- wireframe to test. You can even do a flat-shaded version, which is
- surprisingly good and really goes fast. Make sure you change your
- imagine.config to turn off the lines in flatshade mode. It looks 10 times
- better that way.
-
- >10) Do we really need the opening screen?
-
- I agree, its a little annoying. [especially for those with slow HDs!].
- Rick Tillery posted a way to change/remove it, though I forget how.
- By the way, anyone know why that pic is used? It certainly wasn't made
- by Imagine- my guess it was camera digitized.
-
- > I made a neat icon.
-
- Great! In WB2.0's default colors, the standard icon looks like some worms on
- a pile of seaweed (totally unreadable). The place to put it is
- incoming/amiga/3d/Imagine on ab20.larc.nasa.gov, and maybe on
- hubcap.clemson.edu (I think thats right).
-
- > If people from Impuse get this mail, don't take offense.
-
- Impulse DOES get a copy- I forward it to them regularly. Don't pull any
- punches, though- if there's a problem, they should know about it. Complaints
- and descriptions of problems are the best way to get things fixed- they
- need to know about it. I think they realize there's a lot of support for
- Imagine, and a lot of interest. The existance of this list is one proof.
-
- I would not use the term "photo-realistic".. Imagine has far too few surface/
- texture controls, does not have Cook-Torrance illumination for metals,
- and most importantly does not have radiosity calculations (ambient light
- shadowing). Renderman is photo-realistic, Imagine is a ray-tracer,
- Lightwave 3D is a polygon shader, a flight simulator is a polygon
- clipper. Imagine is getting there, though, especially with things like
- the altitude mapping.
-
- Welcome to the list, Steven! (and others!)
-
- Keep on rendering, guys.
-
- -Steve
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
-
- ##
-
- Subject: Imagine bugs, and anim brushes (Journeyman)
- Date: Thu, 28 Feb 91 10:02:25 +0100
- From: her@compel.dk (Helge Egelund Rasmussen)
-
- steven lee webb <dkuug!handel.cs.colostate.edu!webbs> wrote:
-
- > 3.) If you're tracking an object with the camera in the scene editor, and
- > move the object OR the camera, you have to go to the action editor to
- > see the re-alignment of the camera with the object.
-
- You could also type <Amiga+C> <Return>, this will refresh the scene.
-
- >8.) While running another program in the background at the same time as
- > Imagine, when you switch between editors and imagine does a screen-
- > refresh, the Guru is just around the corner. I have lost many hours
- > of work on BOTH applications during cases like this. Imagine doesn't
- > like to share CHIP memory, even with LOTS of it left!
-
- I've noticed this too. Especially the scan line mode is dangerous.
-
-
- > checker-board floor (YUK). Perhaps in the NEXT version of Imagine (You
- > guys reading this, impulse?) you could do a wire-frame, or something
- > like Optiks does. Very handy for times like this.
-
- I always render in color shade mode (??) before doing the final trace. This mode
- is very quick, and is very good for previews.
-
-
- Another idea for a (minor) enhancement:
- It should be possible to modify the camera track object (an axis), I very often
- start a project with for instance 30 frames, and then find that I need more
- frames. It is very easy to modify all objects so that they 'live' for the new
- bigger framecount, but you CAN'T modify the track object.
- The only way to change it (that I know of) is by deleting it, and adding it
- again.
-
-
- Steve Worley <spworley@athena.mit.edu> Wrote:
- > A note- Animation Journeyman (another renderer) supports animbrushes... must
- > be nice, though I haven't seen it.
-
- I've had Journeyman for a week now, and haven't found this feature anywhere.
- Where have you heard about this???
-
- Helge
- ---
- Helge E. Rasmussen . PHONE + 45 31 37 11 00 . E-mail: her@compel.dk
- Compel A/S . FAX + 45 31 37 06 44 .
- Copenhagen, Denmark
-
- ##
-
- Subject: Re: Steven Webb's comments
- Date: Thu, 28 Feb 91 07:35:44 -0800
- From: echadez@carl.org (Ed Chadez)
-
- On Feb 28, 5:10am, spworley@ATHENA.MIT.EDU wrote:
- } Subject: Steven Webb's comments
- }
- } 2) Imagine version. You're using 1.0 or 1.0A, I hope?
-
- Whoa! Is version 1.0A shipping already??
-
- }
- } 3) (my guess) You suspected Imagine's CHIP memory abuse. I
- } have a 2M CHIP, 4M FAST A3000- you have .5M CHIP, 4.5M FAST.
- } This indeed could be a problem, especially if you're using an
- } interlaced screen on either task or on the WB.
-
- Ahhhhh.... Now we're getting somewhere. Can you eleborate more on
- Imagine's CHIP memory abuse?? You probably know that I have only 512K CHIP
- right now.
-
- }
- } By the way, Ed Chadez- you have an A500 compatriot!
-
- ONLY ONE??? C'mon Steve, is there really ONLY TWO OF US? (Just kidding,
- of course.)
-
- Hopefully this will change in the next few months. If Commodore doesn't
- change their educational pricing (like it's been forecasted on
- comp.sys.amiga.misc), I should be pickinig up a new system. Of course,
- gotta talk the wife into getting a load or somethin'. I can't stand
- running @ 8Mhz!!
-
- }
- } > I made a neat icon.
- }
- } Great! In WB2.0's default colors, the standard icon looks like some worms on
- } a pile of seaweed (totally unreadable). The place to put it is
- } incoming/amiga/3d/Imagine on ab20.larc.nasa.gov, and maybe on
- } hubcap.clemson.edu (I think thats right).
-
- Yea. Especially us puny amiga500 users who don't run workbench in
- interlace because we (sniff) don't have the memory.... (I can't take it
- anymore!! I gotta get a bigger system. Talk about computer
- claustrophobia!)
-
- }
- } -Steve
- }
- } ------------------------------------------------------------------------------
- } Steve Worley spworley@athena.mit.edu
- } ------------------------------------------------------------------------------
- }
- }-- End of excerpt from spworley@ATHENA.MIT.EDU
-
- Thanks (again) for the list, Steve. I've saved most the the correspondance
- for future reference, and have contributed a few things (mostly gripes, but
- you all obviously know why...)
-
- Render on.
- --ed chadez
-
-
- --
- ------------------------------ CARL Systems, Inc. ----------------------------
- //echadez@carl.org * Edward Chadez/System Support Specialist * (303)861-5319
- \X/ information databases (via telnet): pac.carl.org inquiries: help@carl.org
- -------------------------- >> Systems That Inform << -----------------------
-
- ##
-
- Subject: Imagine Bug
- Date: Thu, 28 Feb 91 08:43:02 PST
- From: amigan@cup.portal.com
-
- Has anyone else noticed this bug? I took an object, a human skull,
- and wrapped a brush around it..marble..anyhow I took this object
- into the stage editor and resized the object to make it smaller than
- it was when I originally was defining it in the detail editor..when I
- went to render the scene..there appeared to be a number of *spikes*
- protruding from the skull..actually looked kinda cool..but not what
- I had in mind..anyhow I feel the problem is that when you resize an
- object in the stage editor that the points and faces are contracted..
- but the axis and any brush or attributes are *not* likewise contracted..
- and some light bounces off attribute/brush information even tho
- there are not points or polygons to run into..I brought the object back
- into the detail editor after rendering to make sure the object hadn't somehow
- gotten mucked up in transit..and sure enough..no spikes coming out of
- it..just a nice skull..so the problem does appear to be with the
- stage editor..I also ran into this same problem with another object
- which I'd created in the forms editor and likewise resized in the
- stage editor..the solution (temporary) was to bring all the objects
- I was going to use in the stage editor into the detail editor and
- line them up there for proper proportioning..when I *then* saved these
- objects in the detail editor sized as I wanted them..the scenes
- *did* render correctly.
-
- -Mike
-
- ##
-
- Subject: Re: Rolling objects, animated brush maps
- Date: Thu, 28 Feb 91 12:47:33 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- > A note- Animation Journeyman (another renderer) supports animbrushes... must
- > be nice, though I haven't seen it.
-
- The latest release (1.0) of Lightwave does this also. It works well but
- there is a bug: if you delete your image sequence from memory, you can
- no longer load additional images.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson %
- % --==* RADIANT *==-- mark@westford.ccur.com %
- % ' Image ` ...!{decvax,uunet}!masscomp!mark %
- % Productions (508)392-2480 (603)424-1829 %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Re: Imagine Bug
- Date: Thu, 28 Feb 91 15:17:05 EST
- From: "Scott Sutherland" <sutherla@qtp.ufl.edu>
-
- Mike (last name? from The Portal System) writes:
-
- >Has anyone else noticed this bug? I took an object, a human skull,
- >and wrapped a brush around it..marble..anyhow I took this object
- >into the stage editor and resized the object to make it smaller than
- >it was when I originally was defining it in the detail editor..when I
- >went to render the scene..there appeared to be a number of *spikes*
- >protruding from the skull..actually looked kinda cool..but not what
- >I had in mind..anyhow I feel the problem is that when you resize an
- >object in the stage editor that the points and faces are contracted..
- >but the axis and any brush or attributes are *not* likewise contracted..
-
-
- I encountered something similar (no "spikes" in mine though) on my
- mannequin project. You MUST be careful when you resize objects in the
- STAGE editor. I found that I needed to be in the GLOBAL (not LOCAL) mode
- to get things to work out right. And Mike is correct with respect to the
- TEXTURE attributes. I had the WOOD texture and grain nicely chosen for my
- original object. When I shrunk it by a factor of 100 and rendered it, the
- texture lines were gone. It turns out that all the info that is in the
- EDIT TEXTURE window is unaffected by all of this shrinking or expanding.
- You must change these in the DETAIL Editor. Also, if you are MORPHING one
- object into another, these Details are not affected. What do I mean? I
- morphed a wood object into a black GLOSSY object. As I carefully watched the
- object morph animation, I saw that the BASE color of my tan wood slowly
- changed into black over the 25 frames of my animation. However, the wood
- GRAIN color remained constant. Then the GRAIN just 'popped' out (disappeared
- from one frame to another) from frame 24 to 25. This does make some interesting
- effects, but it was NOT what I wanted.
-
- I did find a work-around for this (don't we seem to spend a lot of time finding
- out how to use UNDOCUMENTED features to work around things the the DOCUMENTED
- features cannot handle ;^))?? ). In the STAGE editor, I moved to FRAME 24 and
- SAVED this object as OBJ.FR24 (or something like this). I loaded it into
- the DETAIL editor and changed the grain color to something more reasonable
- (it went from Dark Brown to black, so I just lowered the intensities on all
- guns to almost black). I then went back to the STAGE editor and did the
- following. I deleted my original morphing object. Then I loaded the starting
- wood object into frame 1. I then loaded my OBM.FR24 into frames 2-24 with a
- transition of 23 (or is it 22? I forget.). Then I loaded my FINAL black
- object into frame 25. Thus, Imagine thinks it is morphing from one wood
- texture to another for 24 frames and then to a solid (non-textured) surface
- in frame 25. From frames 1-24, both the base color AND the grain color
- morph. I suppose that I could have simply KEPT the wood texture on and
- morphed from my original wood texture in frame 1 to a BLACK base color and
- BLACK grain colored wood in frame 25. This would have saved me from using
- 3 different objects for this, but I wanted to remove the wood completely.
-
-
- Later,
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: Steve Worley's comments
- Date: Thu, 28 Feb 91 18:53:31 mst
- From: steven lee webb <webbs@handel.cs.colostate.edu>
-
- Hello, me again!
-
- To expand on Steve Worley's comments:
-
- >> 5) When making paths, use rotate to make them B-splines instead of
- >> s-curves.
- > what do you mean? I'm lost.
-
- I was refering to the spline paths that are created in the stage editor that
- are used for objects to follow.
-
- If you start manipulating the points (or knots) on both ends of the spline,
- you get sort of an "S"-looking path. I tried for ever to get some kind of a
- different path shape. (perhaps a fish-hook, or a tear-drop.) I accidentially
- stumbled upon the rotate command (at the bottom of the screen) while I had
- the path activated. I started rotating it, and got some GOOD B-splines!
- It was NOW possible to do the tear-drop and others!
- [The rotate command and the paths are in no way related to one another in the
- manual]
-
- > 2) Imagine version. You're using 1.0 or 1.0A, I hope?
-
- Uh,... I'm running version 1.0, the version that is selling commercially
- as far as I know, the only one. Is there going to be a free up-date for
- V. 1.0a? or do we get to pay more? If you HAVE version 1.0a, I'd bet that'd
- be the reason for the many discrepancies between Imagine experiences. Still
- didn't implement the fill in the IFF --> ILBM conversion in V1.0a?
-
- ----------------------------
-
- Since the post about a Version 1.0a of Imagine, I'll withold the rest of my
- replys to Steve Worley's post, in hopes to get an update to version 1.0a
- soon. (free?) MY BUG REPORTS WERE CONCERNING VERSION 1.0, SORRY.
-
- ----------------------------
-
- Another thing... Has anyone gotten the disk of FX? They are supposed to
- include an effect that controls acceleration and changing of velocities like
- in DPaintIII. This is another thing that they advertised in their
- newsletters, and didn't include with imagine. It WILL be on a seperate disk
- (not free) that will have a bunch of Special effects on it (or so they have
- said on the telephone). If anyone has received this extra disk? If so, is it
- worth the extra bucks?
-
- P.S. Got a stumper for ya!
-
- OK, you have all seen "The Last Starfighter", no?
-
- Try and make some "Thrust" 8) What I mean is the engine exaust that is
- half see-through, and half not. I figured it out, but it looks cheezy.
- My solution was to make a half-transparent object in the shape of the
- thrust, and make about 20 copies of it, each one a bit smaller than the last.
- stick them all inside each other, and you have an object that looks like it
- is denser in the middle than the edges, but not quite what I had expected.
- Perhaps it could be possible to make an attribute of "Fog" or something.
- I know that the applications are kinda' limited to making thrust, or a neon
- glow, or something, but WHAT'S A SPACESHIP WITHOUT THRUST?!?!?
-
- P.P.S. I put my icon @ ab20. It's @ incoming/amiga/3d/imagine, k?
- It's says "version 1.0", not "version 1.0a", sorry folks.
- _________
- / ______/\
- / /\_____\/ ------------------------------------------------
- /_____ /\ A seminar on time travel will be held a week ago
- _\____/ / / ------------------------------------------------
- /________/ /
- \________\/teven Webb Reply to: webbs@handel.cs.colostate.edu
- A Computer Science Major @ Colorado State University
- "Spelling" is NOT a prerequsite for a degree in Computer Science!
- I have an amiga 500 with 5MEGS RAM, and a 50MEG HD.
- [why are you looking at me so funny?]
- (Yes, I HAVE voided my warranty!)
-
-
- ##
-
- Subject: Unstable backgrounds in Imagine
- Date: Thu, 28 Feb 91 21:01:12 -0800
- From: davids@ucscf.UCSC.EDU (Dave Schreiber)
-
- In the course of rendering several different animations using Imagine, I've
- noticed that backgrounds have a tendancy to "flicker." This isn't
- interlacing flicker, but a lack of stability of the background: parts
- of the animation that aren't supposed to change nevertheless have a large
- number of individual pixels that vary in color, by a small amount, from
- frame to frame. For instance, when using a checkered background, some
- grey pixels (the results of dithering between black and white checks)
- will sometimes change from a dark grey to a lighter grey, then back
- again. Has anyone else noticed anything like this, and can anyone give
- any recommendations on how to stop it? I'm rendering 320x200 12-bit
- images, which are converted to HAM and made into a animation. I've noticed
- the same problem with 320x400. The only thing I can think of is that the
- palette is not being "locked" (the same thing happened under Silver when
- I would export a number of HAM images without locking the palette).
-
- My hardware configuration, BTW, is a 3000/25 with 4Mbfast/2Mb chip. Any
- help would be greatly appreciated. Thanks.
-
- Dave Schreiber davids@slugmail.ucsc.edu
- or (but not both) davids@ucscf.ucsc.edu
- "It was fun learning about logic, but I don't see where or when I will ever
- use it again."
-
-
-
- ##
-
- Subject: Imagine on an A500
- Date: Thu, 28 Feb 91 22:19:31 mst
- From: steven lee webb <webbs@handel.cs.colostate.edu>
-
- Ed:
-
- As one of the ONLY A500 owners that are BOLD enough to try escapades such as
- animation and ray-tracing on their machine, I bid you a hearty Handshake from
- the land of add-ons!
-
- I'm running with .5MEGS CHIP RAM, and 4.5 MEGS FAST RAM. My next purchase for
- my frankenstein of Amigas will be probably a DCTV and a 14MHz accelerator.
-
- By the way, just for the sake of repetition...
-
- _____________________________________________________________________
- / \
- \ Sick of your OLD imagine icon? /
- / Yes? Just pay a quick visit to ab20 \
- \ at 128.155.23.64, and ftp yourself /
- / to a beautiful, embossed icon that \
- \ will make it a pleasure to open /
- / your "Animation" drawer again! \
- \_____________________________________________________________________/
-
- "Keep your Mouse balls clean!"
-
- -- Steve.
-
-
- ##
-
- Subject: Problem with Renderer?
- Date: Thu, 28 Feb 91 14:41:55 PST
- From: "Mark W. Davis 206.865.8749" <davis@soomee.zso.dec.com>
-
- Hello All,
-
- I seem to have run into a bug in the renderer of Imagine; I recall
- someone else mentioning this problem but cannot remember where. Anyway,
- I have an indoor scene with a marble floor(mid - high reflectivity)
- and an extruded tile reflecting pool with the grid texture applied to it.
- The rear wall, from the camera view, is perforated with patterns; through
- it one can look upon an outdoor scene. The problem is that when rendering,
- in scanline or trace, the rear wall color is applied to the front half of
- the reflecting pool(foreground object)which has totally different attributes.
- The degree of pool discoloration seems to be related to the value of
- the floor's reflectivity. If I lower the floor's reflectivity the
- discoloration lessens somewhat. The discoloration also appears to be related
- to the size of the rear wall; if I raise the wall so that it is not touching
- the floor or decrease its size, both unacceptable, the problem lessens but
- does not completely go away. I know that I can touch it up in a paint
- program, but what a pain!. Anyone encounter/find a work-around to this?
-
- mark
-
- p.s. This frame's X and Y dimensions are 2456x2232. When I first
- rendered the scene the area behind my rear wall was black(didn't render).
- I changed the SIZE in the GLOBALS requestor to 2500,2500,2500 and it
- rendered fine except for the above. i.e. I changed the world's size
-
-
- ##
-
- Subject: Some questions...
- Date: Fri, 1 Mar 91 11:26:18 EST
- From: Richard Nollman <rnollman@maxzilla.encore.com>
-
- Fellow Imagine users:
-
- As a novice 3D software package user (Imagine is my very first), I
- have finally gotten to the point where I can pose some questions.
- Some of you might remember my post just before Steve Worley started
- the mailing list. I was the one who could not even make it past the
- first tutorial in the manual and was desperately seeking some help. I
- was just about ready to give up and go back to using Deluxpaint (which
- at the time I thought was the best piece of software and documentation
- I had ever used). I remember several people who replied with
- suggestions and offers to help. Most everyone said, the learning
- curve is tough ("a learning wall" -- Steve Worley) but stick with it,
- it is worth it. Well, things have changed, and I am hooked in a big
- way. Imagine, in spite of the very weak documentation, is an awesome
- product. I am only on the fringes right now, still learning the
- basics, but I am hooked. What was before a mind-boggling array of
- parameters and attributes, now seem very sensible (and even
- user-friendly). The documentation needs a complete overhaul however.
- Examples in the reference manual would be a major step forward.
- Anyway, thanks to everyone who helped me get to this point (special
- thanks to Steve Worley who organized the mailing list and has given me
- large amounts of time to get me over the learning wall).
-
- That said, the questions.
-
- Question 1: I have successfully created paths in the Stage Editor
- (very simple and intuitive), but am having difficulty in creating
- paths in the Detail Editor to extrude an object along a path. I
- created an object starting with an axis and adding some points and
- connected them with lines. I wanted to extrude the object on a
- semi-circular path. I followed the instructions in the manual that
- described how to make a path (add multiple axes, align the y axes in
- the direction I wanted the path to go, sort the axes, and select MAKE
- PATH). All seemed to be working well. A curved line with one axis
- where there had been many now existed on my screen. I saved the new
- object. I then selected the object that I wanted to extrude on the
- path and selected EXTRUDE from the menu. I selected ALONG PATH and
- entered the name of the path in the PATH box and pressed <RETURN>. I
- selected OK and received the message: Path not found (or something
- like that). I checked the objects available in the FIND BY REQUESTER
- box and found that my object was names AXIS.1 instead of the name that
- I had given it. AXIS.1 was indeed the path, so I tried to EXTRUDE using
- the same steps as described above using AXIS.1 instead of the actual
- name of the path. I received the message: illegal parameters (or
- something like that). What am I doing wrong? I tried to use a path I
- had created in the Stage Editor that I had used to create an
- animation. That did not work either. Another related question: can I
- use paths created in the Stage editor as extrude paths or do they have
- to be created in the Detail Editor?
-
- Question 2: I am finding that there is a huge difference in trace
- rendering times for scenes I am creating. One still image had a robot
- vehicle, between two relective balls and a black glossy chesspiece
- (rendering time: 5 hours). Another scene with a mirror wall and
- floor, a wall with brick texture, and a colored ball took 15 minutes
- (I had expected that one would take a long time.) Currently I am
- doing my first animation (30 frames with black glossy chesspiece,
- mirrored ball, red ball, low reflective blue and black checkerboard
- floor). I have one elliptical defined on the checkerboard with the
- camera aligned to 3 objects (at different points in the animation)
- moving on the path. Each frame has many changes (the camera moves in
- on each of the three objects -- one frame has the mirrored ball
- practically filling the screen). The render time has been about 24
- hours so far. I expect it to go about 2 hours more.
-
- What situations, parameters, attribute values, etc. require the most
- trace rendering time? Why is there such a difference? Does the size of the
- objects, the % of the Imagine universe that objects occupy (scale, I
- guess) make a big difference? I just want to get a sense of the
- tradeoffs. Does brush mapping increase the rendering time
- dramatically? (I have not done brush mapping -- it's next on the
- list).
-
- Question 3 (last one for now): I noticed the dreaded jaggies on the mirrored
- ball that fills the screen mentioned above. Is there anything I can do to
- avoid them? I had thought that closeups on spheres (even in ham resolution)
- made it easier for the software to compensate for jaggies (more pixels in
- the curve). Will 24-bit rgb color (Colorburst) seriously reduce the jaggies
- even in HAM resolution (320x400)?
-
- Thanks.
-
- Rich Nollman
-
-
- ##
-
- Subject: Re: Some questions...
- Date: Fri, 01 Mar 91 12:18:07 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- Rich,
-
- > Question 3 (last one for now): I noticed the dreaded jaggies on the mirrored
- > ball that fills the screen mentioned above. Is there anything I can do to
- > avoid them? I had thought that closeups on spheres (even in ham resolution)
- > made it easier for the software to compensate for jaggies (more pixels in
- > the curve). Will 24-bit rgb color (Colorburst) seriously reduce the jaggies
- > even in HAM resolution (320x400)?
-
- There are two ways to remove the jaggies: higher resolution or good
- antialiasing with zillions of colors. For a sphere that fills the whole
- screen, HAM should provide reasonable results provided the image has been
- antialiased. Where HAM will really begin to faulter is smaller objects
- in an image with many colors. 24bit color will not remove the jaggies,
- it will merely allow antialiasing to do its job better. So 320 x 400 can
- have less noticeable jaggies than in HAM, but with a Colorburst board
- why limit yourself to only 320 x 400 if jaggies are a concern. It will
- not save you rendering time because the time spent antialiasing will be
- nearly equivalent to rendering at the higher resolution.
-
- Hope this helps.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson %
- % --==* RADIANT *==-- mark@westford.ccur.com %
- % ' Image ` ...!{decvax,uunet}!masscomp!mark %
- % Productions (508)392-2480 (603)424-1829 %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Re: Unstable backgrounds in Imagine
- Date: Fri, 1 Mar 91 12:34:38 EST
- From: bobl@bobsbox.rent.com (Bob Lindabury - SysAdmin)
-
- :In the course of rendering several different animations using Imagine, I've
- :noticed that backgrounds have a tendancy to "flicker." This isn't
- :interlacing flicker, but a lack of stability of the background: parts
- :of the animation that aren't supposed to change nevertheless have a large
- :number of individual pixels that vary in color, by a small amount, from
- :frame to frame. For instance, when using a checkered background, some
- :grey pixels (the results of dithering between black and white checks)
- :will sometimes change from a dark grey to a lighter grey, then back
- :again. Has anyone else noticed anything like this, and can anyone give
-
- Sorry, but I haven't had that happen to me..but then again, I've been
- rendering on black or genlocked backgrounds..you know..logo stuff.
-
- :any recommendations on how to stop it? I'm rendering 320x200 12-bit
- :images, which are converted to HAM and made into a animation. I've noticed
- :the same problem with 320x400. The only thing I can think of is that the
- :palette is not being "locked" (the same thing happened under Silver when
- :I would export a number of HAM images without locking the palette).
-
- Am I missing something here or what? It seems to me that if you want a
- final HAM mode animation that you would just pick 12-bit ILBM files in
- your render requestor. For that matter, if you wanted a HAM animation as
- the final product, wouldn't you also just pick ANIM format in the same
- requestor? After all, Imagine renders typical Ham ILBM images and
- animations directly.
-
- Anymore, I don't even render in 12-bit. I render all my stuff in 24-bit
- IFF format and then use converters if I want to make the images/anim
- another format. If you render to 24bit IFF, you can basically go any
- way you want with converters such as The Art Dept. Pro or whatever.
-
- We've currently been rendering 24-bit IFF's and then converting them to
- HAM-E images/anims. This is a low-cost way to improve your output. But
- then again, all my stuff goes to video tape. In fact, when I design any
- animation, it is designed with online editing in mind.
-
- That means that if I wanted an object to spin around it's Z axis and then
- move somewhere, I would make 2 animations. One would be say 30 frames for
- a single rotation of the object. The second one would be the rest of the
- objects movement. In this way, I can loop the spining part on video tape
- as much as I want and then match-frame edit the rest of the movement onto
- the end of the spin.
-
- :My hardware configuration, BTW, is a 3000/25 with 4Mbfast/2Mb chip. Any
- :help would be greatly appreciated. Thanks.
-
- Sorry I couldn't be of help.
-
- Another question I have and I'm sure has been said before. Why in the
- world are the Impulse axis all wrong. I mean..traditionally X is
- horizontal, Y is vertical, and Z is depth. Seems we have Y and Z backwards
- no?
-
- I can live with it but everything else I've ever seen conforms to the
- more typical scenario I stated in the previous paragraph.
-
- -- Bob
-
- InterNet: bobl@bobsbox.rent.com | Raven Enterprises
- UUCP: ...rutgers!bobsbox!bobl | 25 Raven Avenue
- BitNet: bobl%bobsbox.rent.com@pucc | Piscataway, NJ 08854
- Home #: 908/560-7353 | 908/271-8878
-
-
- ##
-
- Subject: Confused learner
- Date: Fri, 1 Mar 91 16:05 CST
- From: n350bq@tamuts.tamu.edu (Duane Fields)
-
- I am new to Imagine and have some really BASIC questions, so bear with me.
- According to the "manual" to add points I must go to one view, enter add
- points mode, then go to the other view and place it. What does this mean.
- I can only figure out how to plot points in the 2 dimensions defined by
- the current view, with the 3rd dimension as 0.00. Any ideas?
-
- Duane
-
- ##
-
- Subject: snapshot
- Date: Sat, 02 Mar 91 01:13:27 PST
- From: "Mark W. Davis 206.865.8749" <davis@soomee.zso.dec.com>
-
- Hello all,
-
- Snapshot has NEVER worked for me. I cannot snapshot frames nor
- objects. What are your specific steps when you use the snapshot
- function? Whenever I choose the snapshot function nothing happens,
- no requestor; it is as if I didn't select the menu item.
-
- mark
-
- ps. my hardware config is an A2000 w/9meg(4-32bit/4-16bit), GVP
- A3001(28Mhz cpu/33Mhz FPU), GVP w/Conner 200meg drive.
-
- ##
-
- Subject: Re: snapshot
- Date: Sat, 2 Mar 91 09:20:00 -0800
- From: echadez@carl.org (Ed Chadez)
-
- On Mar 2, 1:13am, "Mark W. Davis 206.865.8749" wrote:
- } Subject: snapshot
- }
- } Hello all,
- }
- } Snapshot has NEVER worked for me. I cannot snapshot frames nor
- } objects. What are your specific steps when you use the snapshot
- } function? Whenever I choose the snapshot function nothing happens,
- } no requestor; it is as if I didn't select the menu item.
-
- In the stage editor:
-
- First I select an object I want saved. Second I select snapshot from the
- menus. Third, I enter a unique filename for the object.
-
- NOTE: As far as I can tell, the only advantage to snapshot is to save an
- object while it is morphing or while an effect is working on it (ie, it is
- exploding). The saved "snapshotted" object is compatible with the detail
- editor, so you can load it in and modify it, or load the exploded object
- into another piece of work.
-
- Also note that some users had to select snapshot several times for it to
- work at all. I have not had this problem.
-
- }
- } mark
- }
- } ps. my hardware config is an A2000 w/9meg(4-32bit/4-16bit), GVP
- } A3001(28Mhz cpu/33Mhz FPU), GVP w/Conner 200meg drive.
-
- My configuration, as most of you already know, is an Amiga500 with 512K
- Chip ram and 1.5Megs of Fast ram, all 16-Bit, and a MC68000 (8Mhz). The
- 32Meg hard drive has been sold.
-
- }
- }-- End of excerpt from "Mark W. Davis 206.865.8749"
-
-
- --
- ------------------------------ CARL Systems, Inc. ----------------------------
- //echadez@carl.org * Edward Chadez/System Support Specialist * (303)861-5319
- \X/ information databases (via telnet): pac.carl.org inquiries: help@carl.org
- -------------------------- >> Systems That Inform << -----------------------
-
- ##
-
- Subject: Re: Problem with Renderer?
- Date: Sat, 2 Mar 91 14:31 EST
- From: "Doug Bischoff" <DEB110@PSUVM.PSU.EDU>
-
- So THAT's how you change the world size! The size requester in the Global
- s section!!!!! Is this true? I'm gonna play with it, but has anytbody else
- found this?
-
- /---------------------------------------------------------------------\
- | -Doug Bischoff- | *** *** ====--\ | "I'm not God... |
- | -DEB110 @ PSUVM- | * *** * ==|<>\___ | I was just |
- | -The Black Ring- | *** *** |______\ | misquoted!"|
- | --- "Wheels" --- | *** O O | -Dave Lister |
- | Corwyn Blakwolfe | T.R.I. ------------- | RED DWARF |
- \---- DEB110@PSUVM.PSU.EDU D.BISCHOFF on GEnie THIRDMAN on PAN -----/
-
- ##
-
- Subject: Re: Unstable backgrounds in Imagine
- Date: Sat, 2 Mar 91 15:01:42 mst
- From: steven lee webb <webbs@handel.cs.colostate.edu>
-
-
- Hey! davids@slugmail.ecsc.edu
-
- This is a public reply to your post at imagine@ATHENA.MIT.EDU
-
- I have also experienced those WEIRD, changing dots in my animations.
- Kinda a drag, huh?
-
- I don't know how to fix them, except for rendering everything "non-dithered"
-
- I know that it doesn't look the same, but this way, all of your surfaces
- stay the same color throughout your entire animation.
-
- Also, did you know that rendering in dithered mode (since it causes those
- stray color-changing pixels causes BIGGER & SLOWER frames?
-
- If you stay in non-dithered mode, granted, you'll get the "feather" effect,
- but You'll get FASTER ANIMATIONS! (This is GOOD if you're running @ 8MHz)
-
- Well, time to do some REAL work... 8(
-
- By the way (general public) anyone interested in an imagine object of the
- tron tank? If I get any answers, I'll put it on ab20.
- _________
- / ______/\
- / /\_____\/ ------------------------------------------------
- /_____ /\ A seminar on time travel will be held a week ago
- _\____/ / / ------------------------------------------------
- /________/ /
- \________\/teven Webb Reply to: webbs@handel.cs.colostate.edu
- A Computer Science Major @ Colorado State University
- "Spelling" is NOT a prerequsite for a degree in Computer Science!
- I have an amiga 500 with 5MEGS RAM, and a 50MEG HD.
- [why are you looking at me so funny?]
- (Yes, I HAVE voided my warranty!)
-
- ##
-
- Subject: Re: snapshot
- Date: Sat, 02 Mar 91 18:16:49 PST
- From: "Mark W. Davis 206.865.8749" <davis@soomee.zso.dec.com>
-
- Ed,
-
- Sometimes in the Stage editor I resize and move objects. I wanted
- to use snapshot to save the edited object. I will try selecting
- snapshot several times and report what I find.
-
- re: world size - it works for me ;^)
-
- mark
-
- ##
-
- Subject: TRON tank
- Date: Sat, 2 Mar 91 19:23:20 mst
- From: steven lee webb <webbs@handel.cs.colostate.edu>
-
- Hey all you people out there tracing rays of light...
-
- (Isn't that kinda hard to do?)
-
- I have posted my TRON TANK at ab20 in the directory:
- incoming/amiga/3d/Imagine
-
- The shape has a bit too many points in it, if anyone wants to clean it up,
- you're welcome to it, and PLEASE re-post it! I'd love a simpler version!
-
- -- Steve.
-
-
- ##
-
- Subject: Re: Some questions...
- Date: Sun, 3 Mar 1991 02:42:47 GMT
- From: S.Menzies@CAM.ORG (Stephen Menzies)
-
- Richard Nollman <rnollman@maxzilla.encore.com> writes:
-
-
- >Fellow Imagine users:
-
- >As a novice 3D software package user (Imagine is my very first), I
-
- >That said, the questions.
-
- >Question 1: I have successfully created paths in the Stage Editor
- >(very simple and intuitive), but am having difficulty in creating
- >paths in the Detail Editor to extrude an object along a path. I
- >created an object starting with an axis and adding some points and
- >connected them with lines. I wanted to extrude the object on a
- >semi-circular path. I followed the instructions in the manual that
- >described how to make a path (add multiple axes, align the y axes in
- >the direction I wanted the path to go, sort the axes, and select MAKE
- >PATH). All seemed to be working well. A curved line with one axis
- >where there had been many now existed on my screen. I saved the new
- >object. I then selected the object that I wanted to extrude on the
- >path and selected EXTRUDE from the menu. I selected ALONG PATH and
- >entered the name of the path in the PATH box and pressed <RETURN>. I
- >selected OK and received the message: Path not found (or something
- >like that). I checked the objects available in the FIND BY REQUESTER
- >box and found that my object was names AXIS.1 instead of the name that
- >I had given it. AXIS.1 was indeed the path, so I tried to EXTRUDE using
- >the same steps as described above using AXIS.1 instead of the actual
- >name of the path. I received the message: illegal parameters (or
- >something like that). What am I doing wrong? I tried to use a path I
- >had created in the Stage Editor that I had used to create an
- >animation. That did not work either. Another related question: can I
- >use paths created in the Stage editor as extrude paths or do they have
- >to be created in the Detail Editor?
-
- No you can't use the stage editors paths for extrusion. As for your
- problems with extrusions, just make sure that the object to be extruded
- and the extrusion path have distinct names (and don't forget to hit
- RETURN whenever you fill in a requester (the charcters will capitalize
- when you do that)
-
- >Question 2: I am finding that there is a huge difference in trace
- >rendering times for scenes I am creating. One still image had a robot
- >vehicle, between two relective balls and a black glossy chesspiece
- >(rendering time: 5 hours). Another scene with a mirror wall and
- >floor, a wall with brick texture, and a colored ball took 15 minutes
- >(I had expected that one would take a long time.) Currently I am
- >doing my first animation (30 frames with black glossy chesspiece,
- >mirrored ball, red ball, low reflective blue and black checkerboard
- >floor). I have one elliptical defined on the checkerboard with the
- >camera aligned to 3 objects (at different points in the animation)
- >moving on the path. Each frame has many changes (the camera moves in
- >on each of the three objects -- one frame has the mirrored ball
- >practically filling the screen). The render time has been about 24
- >hours so far. I expect it to go about 2 hours more.
-
- >What situations, parameters, attribute values, etc. require the most
- >trace rendering time? Why is there such a difference? Does the size of the
- >objects, the % of the Imagine universe that objects occupy (scale, I
- >guess) make a big difference? I just want to get a sense of the
- >tradeoffs. Does brush mapping increase the rendering time
- >dramatically? (I have not done brush mapping -- it's next on the
- >list).
- The list is long: reflections and refractions increase rendering time
- significantly, anti-aliasing (0 longest)-btw this you must edit in
- the .config file and resolve depth (also in .config file), number
- of polygons, camera position (obliqueness), size of brush maps and
- even the numerical entries of solid textures, resolution, display
- and render modes etc etc. The big ones are refraction, edge level(anti
- aliasing , reflection (along with "depth") and #of polygons. Pretty
- well in that order too. Remember that a higher refraction index is
- longer rendering time also.
- And yes the scale of the object means a LOT. Imagine uses something called
- *Octree* to calculate the scene. I no nothing about it other than the
- larger the scale of the object, the faster it will render.The difference
- can go from *hours* to minutes.So scale your scene big. Select everything
- in the scene (including camera and lights) and scale it interactively.
- Don't worry, this won't disturb your camera view or anything like that.
-
- >Question 3 (last one for now): I noticed the dreaded jaggies on the mirrored
- >ball that fills the screen mentioned above. Is there anything I can do to
- >avoid them? I had thought that closeups on spheres (even in ham resolution)
- >made it easier for the software to compensate for jaggies (more pixels in
- >the curve). Will 24-bit rgb color (Colorburst) seriously reduce the jaggies
- >even in HAM resolution (320x400)?
-
- The .config file for anti-aliasing defaults to 30. This is ok, but not
- great. The best is 0 and final rendering should always be 0. So you must
- edit this file everyso often (before opening Im) or build a front end
- on the work bench (requires programming knowlege, though). Btw , the
- anti-aliasing is EDLE in .config file.
- >Thanks.
-
- >Rich Nollman
-
- Hope it helps -stephen
- --
- Stephen Menzies
- Email: S.Menzies@CAM.ORG
-
- ##
-
- Subject: Re: snapshot
- Date: Sun, 3 Mar 1991 02:14:44 GMT
- From: S.Menzies@CAM.ORG (Stephen Menzies)
-
- "Mark W. Davis 206.865.8749" <davis@soomee.zso.dec.com> writes:
-
- >Hello all,
- >
- >Snapshot has NEVER worked for me. I cannot snapshot frames nor
- >objects. What are your specific steps when you use the snapshot
- >function? Whenever I choose the snapshot function nothing happens,
- >no requestor; it is as if I didn't select the menu item.
-
- >mark
-
- >ps. my hardware config is an A2000 w/9meg(4-32bit/4-16bit), GVP
- >A3001(28Mhz cpu/33Mhz FPU), GVP w/Conner 200meg drive.
-
- My configuration is similar to yours, though I don't think that has
- anything to do with it. I have the same problem with snapshot that
- you do though.(Btw Impulse is aware of probelms folks are having with
- it). First, you ca't snapshot a frame, only a *selected object*.
- Second, select your object and go to snapshot in the menu. If it doesn't
- present you with a file requester to save the object, keep going to
- (even if you go ten times). It should work eventually. In the beginning
- it used to take 5 or 6 times for me, now it comes up on the first try.
- (it was just a little rusty:-)). Hope you get it going 'cause the snapshot
- feature can can really help you do neat things.
-
- cya -stephen
- --
- Stephen Menzies
- Email: S.Menzies@CAM.ORG
-
- ##
-
- Subject: Imagine Rendering Problems
- Date: Sun, 03 Mar 91 11:09:10 PST
- From: schur@ISI.EDU
-
- I am having problems with Imagine that appear, to me, to be rendering
- bugs. The problem I am speaking of manifests itself as white areas
- rendering on objects or entire objects rendering as white that have
- colored attributes. Mostly the problems seem to appear to be with
- flat surfaces.
-
- One example is if I build a cube from scratch. It has two faces per
- side and is about 200x200. I colored this cube purple (or any other
- color) and didn't give it any other attributes (save for dithering
- being at 255). When this cube is rendered with a white light and no
- other objects in the scene, in scanline or full trace mode the cube
- ends up completely white, no shading whatsoever. I don't know the
- exact distance the light is from the object, but it is pretty far
- away, basically right next to the camera. However, if I render this
- object in color shaded mode, it does come out purple (the proper
- color).
-
- A different, and even more puzzling manifestation is a rectangular
- object. This object was built starting with a primitive plane, then
- extruded by about 10 deep. The object is standing up with it's short
- side vertical, long side horizontal. When this object is rendered,
- it shows up mostly as the correct color, but there are small patches
- of white on the corners. When I speak of these patches of white,
- they are not highlights. The edges are completely straight and there
- is no shading whatsoever. Again, with this object there are no
- attributes turned on but color and dithering.
-
- The third manifestation is equally bizzare. This is again a flat
- rectangular object. Started with a primitive plane and extruded
- slightly thicker that the one previously mentioned. I should mention
- here that the objects I am working with have been built by my
- students. I am trying to find out for them why these problems are
- occuring. So I do not know the exact steps each of these objects
- were created in, as is the case with the one I am describing now.
- The first one I spoke of I created myself. The second one, I
- didn't create, but was able to make a similar object myself that
- rendered with the same problems. This third object, I haven't
- tried to create on my own now, but what I can tell of the object.
- It seems to be the same as object #2 above, only larger. However,
- the rendering problems are different. This really strange. As I
- stated it is flat and rectangular (meant to be a table top).
- This object is supposedly colored, however, when rendered, the
- edges are white and a border around the perimeter on top is
- white. The center of the top, inside the perimeter is BLACK.
- See Below:
-
-
- Viewed from above
-
- ______________________________________________________________
- | |
- | WHITE |
- | ----------------------------------------------------- |
- | | | |
- | | | |
- | | | |
- | | BLACK | |
- | | | |
- | | | |
- | | | |
- | | | |
- | ----------------------------------------------------- |
- | |
- | |
- |_____________________________________________________________|
-
-
- There were never any separate faces selected to have different
- attributes. As a matter of fact, for each of the objects mentioned,
- I have gone back into the detail editor and manually selected all
- faces and saved it back out to be sure that they were all the same.
-
- The strangest thing is that it seems to be obviously not rendering
- specific faces. Phong shading is on for all of this. But there is
- no shading in these white areas and the edges of the areas are
- deliberate straight lines.
-
- Well, that's basically it. I have also seen various white patches
- like these on much more complicated scenes. Mostly showing up as,
- what looked like single faces, or small groups of faces rendering
- white.
-
- By the way, we are rendering on Amiga 3000/25Mhz machines with
- between 6-10MB of memory, under Workbench 2.0, using the FP
- version of Imagine 1.0. These have been tried on several different
- machines under 2.0 and 1.3 with the same results in all cases.
-
- I expect that others have run into the same problems. Have there
- been any solutions? I haven't tried running the non-FP version,
- but I hope that isn't the problem. If it is a problem with the
- renderer, has Impulse released a fix yet?
-
- Any responses or help would be greatly appreciated.
-
- =======================================================================
- Sean Schur USENET: schur@isi.edu
- Assistant Director Amiga/Media Lab Compuserve: 70731,1102
- Character Animation Department Plink: OSS259
- California Institute of the Arts
- =======================================================================
-
-
- ##
-
- Subject: rendering problems
- Date: Sun, 03 Mar 91 15:31:43 EST
- From: spworley@ATHENA.MIT.EDU
-
- A long time ago, I had a strange rendering of a flat plane- it was all white,
- despite attributes that said it was red. It was made of 4 triangles. (no
- more detail was needed)
-
- Turning phong off made it go away. It WAS a bug, but I got around it.
-
- -Steve
-
-
- PS: Anyone know how to E-Mail Mike Halvorson himself? Rick R., this is
- especially directed to you. I don't have P/Link access.
-
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
- ##
-
- Subject: Re: snapshot
- Date: Sun, 03 Mar 91 13:09:15 PST
- From: "Mark W. Davis 206.865.8749" <davis@soomee.zso.dec.com>
-
- I tried selecting the object and selecting Snapshot 10-20
- times with the same results, nothing. arghhhhh. This
- is really strange. I am going to see if it works without
- the accelerator. Also, in Silver when I wanted to change
- the attributes for multiple objects I just multi-selected
- the objects that I wanted to change and the requestor popped
- up for each object after the previous one was modified. Have
- you gotten this to work in Imagine? I just get the requestor
- for the first object I selected then nothing.
-
- Thanks for the idea of multi-selecting objects in the Stage
- editor and resizing. I've been doing it the long(hard)
- way.
-
- Another thing that I have found is that after creating a
- scene in the Stage editor, then deciding that I want an
- animation and adjusting the highest frame count, my
- scene gets mangled in the first frame. I only tried
- this once, but after adjusting the "main" highest frame
- count gadget in the Action editor I proceded to adjust
- the highest frame count in all the actors, sizes, etc...
- tedious job. When I finished I went to the last frame
- and all was fine but when I went to the first frame all
- my objects were distorted(squashed, out-sized, and just
- munged up)as if the action editor decided to morph
- everything from size 0 in frame one to the objects
- original sizes in the highest frame. I assumed that
- I must have messed up, so I started over with the same
- results. Also I couldn't adjust the highest frame #
- of the "track axis". Any suggestions?
-
- mark
-
- ##
-
- Subject: Re: Imagine Rendering Problems
- Date: Sun, 03 Mar 91 13:23:06 PST
- From: "Mark W. Davis 206.865.8749" <davis@soomee.zso.dec.com>
-
- I've encountered similar problems when rendering various
- objects, most being extruded. I found that changing the size
- and location of the axis got around this. I make sure that
- the ends of the axes extend beyond the bounds of the object
- before I enter the attributes requestor. So far, it appears to
- work. You might want to try this. I've imported objects from
- Turbo Silver, most usually have a tiny axis, and have NOT encounterd
- this problem. It appears only with Imagine created objects.
-
- mark
-
- ##
-
- Subject: Re: snapshot
- Date: Sun, 3 Mar 91 18:46:13 EST
- From: bobl@bobsbox.rent.com (Bob Lindabury - SysAdmin)
-
- ORIGINALLY From rutgers!soomee.zso.dec.com!davis Sun, 3 Mar 91 18:13:59 EST
- :
- :I tried selecting the object and selecting Snapshot 10-20
- :times with the same results, nothing. arghhhhh. This
- :is really strange. I am going to see if it works without
- :the accelerator. Also, in Silver when I wanted to change
- :the attributes for multiple objects I just multi-selected
- :the objects that I wanted to change and the requestor popped
- :up for each object after the previous one was modified. Have
- :you gotten this to work in Imagine? I just get the requestor
- :for the first object I selected then nothing.
-
- Strange, snapshot seems to work for me everytime. I'm running on a stock
- Amiga 2000HD with 5 megs of RAM under WB 2.02. Also, the attributes
- adjustment seems to work just fine. I just multi-select all the objects
- I want to change the attributes to (with the Shift key) and then hit F7.
- Each attributes requestor pops up in turn until all the objects have been
- adjusted.
-
- :Thanks for the idea of multi-selecting objects in the Stage
- :editor and resizing. I've been doing it the long(hard)
- :way.
-
- You mean selecting each object and then resizing them one at at time??
-
- :Another thing that I have found is that after creating a
- :scene in the Stage editor, then deciding that I want an
- :animation and adjusting the highest frame count, my
- :scene gets mangled in the first frame. I only tried
- :this once, but after adjusting the "main" highest frame
- :count gadget in the Action editor I proceded to adjust
- :the highest frame count in all the actors, sizes, etc...
- :tedious job. When I finished I went to the last frame
- :and all was fine but when I went to the first frame all
- :my objects were distorted(squashed, out-sized, and just
- :munged up)as if the action editor decided to morph
- :everything from size 0 in frame one to the objects
- :original sizes in the highest frame. I assumed that
- :I must have messed up, so I started over with the same
- :results. Also I couldn't adjust the highest frame #
- :of the "track axis". Any suggestions?
-
- Well, it seems to me that this will happen if you don't split your channel
- from the first frame (where you want stuff to be exactly) to the second
- frame. I usually setup my scenes so that I have the first frame all set as
- it should be and then I do my transformation from frames 2-whatever. In
- this way, the first frame is ALWAYS where it's suppose to be no matter what
- changes I make in the remaining animation. If you look at your channel it
- should have a break between frames 1 and 2 and then be continuous (if
- that's the way your animation works out) from 2 on.
-
- I want to point out that this is the way I "found" it to work. I don't
- know if this is the preferred method. It seems to work for me.
-
- Also, did you guys know about spinning objects 360 or more degree's in the
- stage/action editors? You MUST break the spins up into a few parts to get
- it to go all the way around. It's very strange if you ask me. It seems
- to me that a "good" user interface would just allow you to specify a TOTAL
- amount of degrees in either a positive or negative rotation to determine
- which way it was going. For example: I would expect to enter in 720 for
- and object to rotate 2 times in a positive direction and -720 for the
- opposite direction. Why can't someone design this into the software?? The
- way we have to break up the channel and enter in parts of the spin is both
- time consuming and a pain in the butt. Ah well.
- :
- :mark
- :
-
-
- -- Bob
-
- InterNet: bobl@bobsbox.rent.com | Raven Enterprises
- UUCP: ...rutgers!bobsbox!bobl | 25 Raven Avenue
- BitNet: bobl%bobsbox.rent.com@pucc | Piscataway, NJ 08854
- Home #: 908/560-7353 | 908/271-8878
-
-
- ##
-
- Subject: Re: snapshot
- Date: Sun, 3 Mar 91 19:54:52 EST
- From: "Scott Sutherland" <sutherla@qtp.ufl.edu>
-
- Mark W. Davis writes:
-
- >Another thing that I have found is that after creating a
- >scene in the Stage editor, then deciding that I want an
- >animation and adjusting the highest frame count, my
- >scene gets mangled in the first frame. I only tried
- >this once, but after adjusting the "main" highest frame
- >count gadget in the Action editor I proceded to adjust
- >the highest frame count in all the actors, sizes, etc...
- >tedious job. When I finished I went to the last frame
- >and all was fine but when I went to the first frame all
- >my objects were distorted(squashed, out-sized, and just
- >munged up)as if the action editor decided to morph
- >everything from size 0 in frame one to the objects
- >original sizes in the highest frame. I assumed that
- >I must have messed up, so I started over with the same
- >results. Also I couldn't adjust the highest frame #
- >of the "track axis". Any suggestions?
-
-
-
- I do not know about your exact situation with the STAGE editor, but let me
- tell you my encounter with something similar that may help you out. I was
- attempting to MORPH two objects together. I had created one of them using
- the DETAIL editor, saved it, and then used the various tools in the DETAIL
- editor to alter it to its final 'morphed' form. I then went to the STAGE
- editor and loaded object one for one frame. Then I loaded object 2 for
- frames 2-25. I looked at the FIRST and LAST frames and all looked well.
- Then I chose ANIMATE to do a wire-frame preview. What I saw was that, while
- my object morphed, it stretched along the X axis by ~30%. Well, I checked to
- see if the final object was larger than the initial one (loaded them on top of
- one another in the DETAIL editor). They were the SAME 'apparent' size.
- I put apparent in quotes because this WAS my problem. I looked at frame
- 1 of the animation, selected the object, and checked its size. I then
- looked at the final object in frame 25 and checked its size. THEY were the
- SAME. However, when I looked at them in the DETAIL editor, their Y sizes
- were NOT the same. I guess that the size is taken from the axes or something.
-
- Armed with this knowledge, I went back to the STAGE editor and into the
- ACTION editor. I noticed that my SIZE line for the morphed object was only
- defined for FRAME 1. I selected INFO and the clicked on the object size.
- I altered the FINAL frame number to 25 and tried again. I got the SAME
- result as before (morphing and stretching). Finally, I went to FRAME 25 of
- the morphed object's SIZE line and changed the size to the numbers given to
- me in the DETAIL editor for the final object. THIS SOLVED THE PROBLEM!!!
-
- Thus, check all initial and final sizes and play around with the object's
- SIZE timeline.
-
- As for the TRACK axis, I had similar problems. I just deleted my TRACK object
- and reloaded it clicking once on the first frame of the animation and once
- on the last frame to give it a timeline over the entire animation.
-
-
- I hope this helps (you and anyone else having problems).
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: Re: Imagine Rendering Problems
- Date: Sun, 3 Mar 91 19:29:59 -0800
- From: davids@ucscf.UCSC.EDU (Dave Schreiber)
-
- I've noticed areas of discoloration on objects of mine as well. I've found
- that going into the attributes editor and reseting all the unused attributes
- to zero solved my problem (for example, as part of a recent still-life,
- I made a flat box with a wooden texture. The only attributes I set were
- color, dithering, and Texture 1. When I rendered the image, one face of
- the box was purple. I went back and set set the other attributes to zero
- explicity; the box then rendered perfectly). It appears that there is
- a bug in Imagine's `defaults' handling that causes weird things to
- happen if attributes aren't explicity set.
-
- Dave Schreiber davids@slugmail.ucsc.edu
- or (but not both) davids@ucscf.ucsc.edu
- "It was fun learning about logic, but I don't see where or when I will ever
- use it again."
-
-
- ##
-
- Subject: Crashes
- Date: Sun, 3 Mar 91 19:28:32 -0800
- From: tucker@cs.unr.edu (Aaron Tucker)
-
- After consulting several friends about IMAGINE crashing, I came to the
- astonishing revelation that none of my friends with IMAGINE that had
- FPUs were having these horrible lockup problems.
-
- The problem I experience is simple. At random times, the mouse pointer
- freezes along with everything else when I press a key or a mouse button.
-
- Anybody using the FPU version having these problems? I don't think it has
- to do with chip ram, because I have the same problem whether I am on my
- 512k-chip 2MB-fast 8MHz A500, or on a friends 1MB-chip 6MB-fast 8MHz A2000.
-
- Steve mentioned that IMPULSE reads these letters. How about some response.
- I don't know if they have access to the INTERNET, but I wouldn't mind
- corresponding by phone or by mail.
-
- Mention has also been made about IMAGINE v1.0A. I have v1.0. What is the
- upgrade policy? Is there a charge? Can I call a BBS and download the new
- version? Do I have to send them my original? Any info would be nice. Well,
- I might as well call IMPULSE on that matter. But I thought I'd ask since
- I am writing now.
-
- A friend of mine mentioned that there is an FTP site where I can get a ton
- of DEC objects that are convertable with a program he gave me. Does
- anybody know about this site? If you could provide this address along
- with a path to the objects, I would be eternally gratefull.
-
- Thank you.
-
- Juan Trevino
-
-
- ##
-
- Subject: Pics
- Date: Sun, 3 Feb 91 22:35 CST
- From: n350bq@tamuts.tamu.edu (Duane Fields)
-
- Hey, for us beginners, why don't you guys post some pics and possibly
- project that you have done with Imagine to nasa?
-
- Duane
-
- ##
-
- Subject: Crash culprit.
- Date: Mon, 4 Mar 91 01:46:44 -0800
- From: tucker@cs.unr.edu (Aaron Tucker)
-
- Thanks for the suggestions about a generic system. Already tried it. I've even
- even gone so far as to boot up with a floppy, then IMAGINE. Same problem.
- As for the objects at DECWRL, if they've been converted and sent to
- ab20.larc.nasa.gov, then I've already got them. Thanks for the information
- though. Does anybody know the specific differences between v1.0 and 1.0A?
-
-
- Juan Trevino
- tucker@tahoe.unr.edu
-
- "There are those that make things happen...
- there are those that watch things happen...
- and there are those that wonder what happened."
-
-
- ##
-
- Subject: Imagine SW Update Avail. Was RE: Imagine Rendering Problems
- Date: Mon, 04 Mar 91 09:34:50 PST
- From: schur@ISI.EDU
-
- I sent a rather lengthy posting yesterday about rendering problems I was
- having in Imagine, with white areas showing up, etc. Well, I guess you
- can ignore it. I called Impulse this morning and they told me that there
- was a bug in the software that they were well aware of. They said that
- they sent out a newsletter last Friday that informed customers of the
- problem and that we could send in to get the update of the software at
- no cost. He wouldn't tell me the specifics over the phone about how to
- get the update. He said I had to wait until I got the newsletter and
- follow the instructions.
-
- Thanks to those who responded to my posting already.
-
- =======================================================================
- Sean Schur USENET: schur@isi.edu
- Assistant Director Amiga/Media Lab Compuserve: 70731,1102
- Character Animation Department Plink: OSS259
- California Institute of the Arts
- =======================================================================
-
- ##
-
- Subject: Re: Imagine SW Update Avail. Was RE: Imagine Rendering Problems
- Date: Mon, 4 Mar 91 10:20:39 -0800
- From: echadez@carl.org (Ed Chadez)
-
- On Mar 4, 9:34am, schur@ISI.EDU wrote:
- } Subject: Imagine SW Update Avail. Was RE: Imagine Rendering Problems
- }
- } I called Impulse this morning and they told me that there
- } was a bug in the software that they were well aware of. They said that
- } they sent out a newsletter last Friday that informed customers of the
- } problem and that we could send in to get the update of the software at
- } no cost.
-
- Has anyone received the most recent newsletter from Impulse??
-
- }
- }-- End of excerpt from schur@ISI.EDU
-
- --ed chadez
-
-
- --
- ------------------------------ CARL Systems, Inc. ----------------------------
- //echadez@carl.org * Edward Chadez/System Support Specialist * (303)861-5319
- \X/ information databases (via telnet): pac.carl.org inquiries: help@carl.org
- -------------------------- >> Systems That Inform << -----------------------
-
- ##
-
- Date: Mon, 4 Mar 91 13:46:18 -0600
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- From sutherla@qtp.ufl.edu Mon Mar 4 12:54:07 1991
-
- ##
-
- Subject: HAM-E, DCTV, ColorBurst comparison.
- Date: Mon, 4 Mar 91 13:51:27 EST
- From: "Scott Sutherland" <sutherla@qtp.ufl.edu>
-
- >group, I am posting this comparison of the three units as seen in
- >AC's TECH For the Commodore AMIGA (Volume 1, Number 1, Page 31).
- >Note: this is an add FROM BlackBelt systems, so they probably picked those
- >items which make their product look the best in the comparison. I take NO
- >repsonsibility for the accuracy of this information. If you know that any
- >of this info is incorrect, please post it AND call BlackBelt systems [(800)
-
- Obviously this IS a HAM-E ad and it is sorely biased. I take no responsibility
- to update BlackBelt, but I will inform those in this group of the errors or
- discrepancies.
-
-
-
- >FEATURE |HAME |DCTV |CBurst
- >-----------------------------------------------------------------
- > | | |
- >Sharp RGB output standard | X | | X
- >Standard IFF viewer compatible | X | X |
- >Overlays Amiga screens | X | X | X
-
- What does this mean? This cannot mean "genlock"-like overlays since
- even standard Amiga display modes cannot do this and therefore neither
- HAM-E or DCTV can do so. Drag screens are covered below and thus the above
- and below categories are WRONG! See added categories below.
-
- >Underlays Amiga screens | X | |
- >Drags over/under Amiga screens | X | |
- >Blit-compatilbe (brushes, BOBS) | X | |
-
- This too is wrong, since DCTV uses identical screens to HAM-E, it too has
- this capability. It is a bit more limited in some ways because each line must
- have the "magic-cookie"-like code, but it is entirely possible to use these.
- ColorBurst has its own ONBOARD blitter, and copper-like chips and can do its
- own blitting in it's own memory. Again, this category is misleading.
-
- >Free paint and rendering software | X | X | X
- >Fully ARexx compatible | X | |
- >Free software upgrades forever | X | |
-
- Forever is an aweful long time. The software for DCTV outshines ANY other
- paint software on the Amiga (yes even DPaint). BlackBelt gives access to
- their code so maybe someone will be able to develop such good SW for it. I
- can only hope the ColorBurst software is as good (dream on :-).
-
- >Composite compatible/upgradable | X | X | X
- >SVHS compatible/upgradable | X | | X
- >PAL machine compatible | X | | X
- >Paint loads GIF pixel-for-pixel | X | |
- >Works w/all std. Amiga monitors | X | | X
-
- Depends on what we call "standard." All the 1080/1084 monitors WILL use
- DCTV's composite output. The new 1950 will not because it is a multi-sync
- monitor. The only multi-sync I know of that will accept composite input is
- the Mitsubishi Diamondscan.
-
- >Supports "Color Cycling", "Glow" | X | |
-
- ColorBurst supports what they call 24 bit color cycling. I don't know what
- "Glow" is but it would be safe for me to assume that CB will do this as well.
-
- >Uses only your RGB port | X | |
-
- MAST tells me ColorBurst only uses only the RGB port like HAM-E.
-
- >Brush ANIM compatible | X | |
-
- See BOB and blitter comments above, this is wrong as well.
-
- >Single Frame ANIM compatible | X | X | X
- >Genlock capability standard | X | | X
- >Built-in composite digitizer | | X |
- >Image as backdrop playfield | | | X
- >Unlimited real time updates | X | X |
-
- The ColorBurst paint program does real-time updates to the 24 bit board.
-
- >RGB, HSV, HSL, CMY palettes | X | |
-
- Any "palette" can be simulated in ColorBurst's 24 bit output. A palette
- is definitively a subset of a larger set. The 24 bit color is that superset.
-
- >Uses DigiView 4.0 directly | X | |
-
- DCTV doesn't need an outside digitizer, it's internal one puts DigiView
- to shame.
- I don't know about DigiView specifically, but MAST informs me that the
- ColorBurst software will operate directly with some un-named digitizers.
-
- >Full overscan output | X | X | X
- >Hires (768) 24-bitr RGB upgradable | X | |
-
- DCTV and ColorBurst come STANDARD with 768x480 (equivalent in apparent
- resolution on DCTV) image size. No upgrad is neccessary.
-
- >Public-access support BBS | X | | X
- >Works w/AmigaVision, CanDo... | X | X |
- >Double-shielded cables | X | |
- >Free UPS ground Shipping | X | |
- >UL listed power supply (Safe!) | X | | X
- >Toll-free telephone sales line | X | |
- >Paint, render 'C' source code free | X | |
- >FCC Class B approved (RF-quiet!) | X | |
-
- ColorBurst has just been approved by the FCC. I do not know what class
- it is.
-
- >Already available | X | |
-
- As mentioned, DCTV is available now.
- ColorBurst will be available by the end of March.
-
- >True 24-bit output (3 8-bit DACs) | X | | X
- >Up to 512, 24-bit color registers | X | |
-
- No registers needed in DCTV or ColorBurst.
-
- >Lowest retail price - ($299.95) | X | |
- $299 $495 $499
-
-
- >Hope this helps.
-
- Me too.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
- ##
-
- Subject: Extrude to path problems
- Date: Mon, 4 Mar 91 16:42:56 EST
- From: Richard Nollman <rnollman@maxzilla.encore.com>
-
- >Question 1: I have successfully created paths in the Stage Editor
- >(very simple and intuitive), but am having difficulty in creating
- >paths in the Detail Editor to extrude an object along a path. I
- >created an object starting with an axis and adding some points and
- >connected them with lines. I wanted to extrude the object on a
- >semi-circular path. I followed the instructions in the manual that
- >described how to make a path (add multiple axes, align the y axes in
- >the direction I wanted the path to go, sort the axes, and select MAKE
- >PATH). All seemed to be working well. A curved line with one axis
- >where there had been many now existed on my screen. I saved the new
- >object. I then selected the object that I wanted to extrude on the
- >path and selected EXTRUDE from the menu. I selected ALONG PATH and
- >entered the name of the path in the PATH box and pressed <RETURN>. I
- >selected OK and received the message: Path not found (or something
- >like that). I checked the objects available in the FIND BY REQUESTER
- >box and found that my object was names AXIS.1 instead of the name that
- >I had given it. AXIS.1 was indeed the path, so I tried to EXTRUDE using
- >the same steps as described above using AXIS.1 instead of the actual
- >name of the path. I received the message: illegal parameters (or
- >something like that). What am I doing wrong? I tried to use a path I
- >had created in the Stage Editor that I had used to create an
- >animation. That did not work either. Another related question: can I
- >use paths created in the Stage editor as extrude paths or do they have
- >to be created in the Detail Editor?
-
- >>No you can't use the stage editors paths for extrusion. As for your
- >>problems with extrusions, just make sure that the object to be extruded
- >>and the extrusion path have distinct names (and don't forget to hit
- >>RETURN whenever you fill in a requester (the charcters will capitalize
- >>when you do that)
-
- Steve, I make sure to press <RETURN> for everything even if I am
- pretty sure I do not have to. The object and path are two distinct
- names. It might be helpful if you described how you do an extrude to
- path. It is possible the manual has left out some important step or
- is misleading? Does my desciption fit your method of extruding to
- path? I must be doing some little thing wrong.
-
- ##
-
- Subject: RE:HAM-E, DCTV, ColorBurst comparison.
- Date: Mon, 04 Mar 91 17:05:12 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- > >Full overscan output | X | X | X
- > >Hires (768) 24-bitr RGB upgradable | X | |
-
- > DCTV and ColorBurst come STANDARD with 768x480 (equivalent in apparent
- > resolution on DCTV) image size. No upgrad is neccessary.
-
- It is also important to note that both DCTV and ColorBurst are truly 768 pixels
- wide whereas the optional resolution expander for HAM-E merely fakes it.
- It does this by looking at two adjoining pixels and creating an interpolated
- one inbetween them. Although this looks nicer than 368 wide resolution,
- claiming 768 wide resolution is a lie.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson %
- % --==* RADIANT *==-- mark@westford.ccur.com %
- % ' Image ` ...!{decvax,uunet}!masscomp!mark %
- % Productions (508)392-2480 (603)424-1829 %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Impulse Newsletters?
- Date: Mon, 4 Mar 91 19:24 EST
- From: "Doug Bischoff" <DEB110@PSUVM.PSU.EDU>
-
- I have yet to get ANY newsletters from Impulse. I sent in my registration
- card long ago.... when should I have gotten one?
- Also, anybody knowing about how to get 1.0A that would post such knowledge
- would be most kind.
- Lastly, I have yet to get brush wrapping to work on anything other than a
- completely flat plane (and that not reliably, either!). If some kind soul has
- time to either send me some objects correctly mapped or to take a look at the
- stuff I've got, I'd appreciate it! I'm getting quite fed up.
-
- /---------------------------------------------------------------------\
- | -Doug Bischoff- | *** *** ====--\ | "I'm not God... |
- | -DEB110 @ PSUVM- | * *** * ==|<>\___ | I was just |
- | -The Black Ring- | *** *** |______\ | misquoted!"|
- | --- "Wheels" --- | *** O O | -Dave Lister |
- | Corwyn Blakwolfe | T.R.I. ------------- | RED DWARF |
- \---- DEB110@PSUVM.PSU.EDU D.BISCHOFF on GEnie THIRDMAN on PAN -----/
-
- P.S. Just got another 4 Megs... up to 2 and 8 now... maybe now I can translate
- the Enterprise deck plans into Imagine! Wish me luck...
-
- ##
-
- Subject: HAM-E, DCTV, ColorBurst comparison.
- Date: Mon, 4 Mar 91 13:51:27 EST
- From: "Scott Sutherland" <sutherla@qtp.ufl.edu>
-
- Since there has been a lot of interest in the various "24-bit"
- hardware attachments for the Amiga (HAM-E, DCTV, and ColorBurst) in this
- group, I am posting this comparison of the three units as seen in
- AC's TECH For the Commodore AMIGA (Volume 1, Number 1, Page 31).
- Note: this is an add FROM BlackBelt systems, so they probably picked those
- items which make their product look the best in the comparison. I take NO
- repsonsibility for the accuracy of this information. If you know that any
- of this info is incorrect, please post it AND call BlackBelt systems [(800)
- TK-AMIGA] and tell them. Here is the add:
-
- HAM-E
-
- The HAM-E offers every Amiga User two new graphics modes. It's the most
- compatible, least expensive, highest performance way to get high quality,
- 24-bit graphics images on the computer and monitor system you already own.
- Compare these features before you buy a graphics expander:
-
-
- FEATURE |HAME |DCTV |CBurst
- -----------------------------------------------------------------
- | | |
- Sharp RGB output standard | X | | X
- Standard IFF viewer compatible | X | X |
- Overlays Amiga screens | X | X | X
- Underlays Amiga screens | X | |
- Drags over/under Amiga screens | X | |
- Blit-compatilbe (brushes, BOBS) | X | |
- Free paint and rendering software | X | X | X
- Fully ARexx compatible | X | |
- Free software upgrades forever | X | |
- Composite compatible/upgradable | X | X | X
- SVHS compatible/upgradable | X | | X
- PAL machine compatible | X | | X
- Paint loads GIF pixel-for-pixel | X | |
- Works w/all std. Amiga monitors | X | | X
- Supports "Color Cycling", "Glow" | X | |
- Uses only your RGB port | X | |
- Brush ANIM compatible | X | |
- Single Frame ANIM compatible | X | X | X
- Genlock capability standard | X | | X
- Built-in composite digitizer | | X |
- Image as backdrop playfield | | | X
- Unlimited real time updates | X | X |
- RGB, HSV, HSL, CMY palettes | X | |
- Uses DigiView 4.0 directly | X | |
- Full overscan output | X | X | X
- Hires (768) 24-bitr RGB upgradable | X | |
- Public-access support BBS | X | | X
- Works w/AmigaVision, CanDo... | X | X |
- Double-shielded cables | X | |
- Free UPS ground Shipping | X | |
- UL listed power supply (Safe!) | X | | X
- Toll-free telephone sales line | X | |
- Paint, render 'C' source code free | X | |
- FCC Class B approved (RF-quiet!) | X | |
- Already available | X | |
- True 24-bit output (3 8-bit DACs) | X | | X
- Up to 512, 24-bit color registers | X | |
- Lowest retail price - ($299.95) | X | |
-
-
- As you can see, some of this is out of date already (some of you HAVE
- DCTV's, so it is out now.
-
- Hope this helps.
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- BTW, I have my HAM-E on order (used, actually).
-
- ##
-
- Subject: Re: LightWave --> Imagine
- Date: Mon, 4 Mar 91 19:03:42 -0600
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- I put the GIFs of AdInfinitum and PencilCity in ab20. Were there any other
- pics you wanted (sorry, I have been swamped lately with school and lost your
- last letter).
-
- BTW, when can I get the other 24 bit files? (ColorBurst maybe by April 1)
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
-
- ##
-
- Subject: Re: rendering problems
- Date: 04 Mar 91 20:53:42 EST
- From: Rick Rodriguez <76004.1767@CompuServe.COM>
-
- Sorry, Steve. Mike doesn't check onto Compuserve. The best I can do
- is relay messages. FYI, rendering problems WERE bugs and have been
- SQUASHED in 1.0A.
- --Rick
-
-
- ##
-
-
- Subject: RE:HAM-E, DCTV, ColorBurst comparison.
- Date: Mon, 4 Mar 91 17:53:17 -0600
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- In a message From: Mark Thompson <mark@westford.ccur.com>
-
-
- >> >Full overscan output | X | X | X
- >> >Hires (768) 24-bitr RGB upgradable | X | |
- >
- >> DCTV and ColorBurst come STANDARD with 768x480 (equivalent in apparent
- >> resolution on DCTV) image size. No upgrad is neccessary.
- >
- >It is also important to note that both DCTV and ColorBurst are truly 768 pixels
- >wide whereas the optional resolution expander for HAM-E merely fakes it.
- >It does this by looking at two adjoining pixels and creating an interpolated
- >one inbetween them. Although this looks nicer than 368 wide resolution,
- >claiming 768 wide resolution is a lie.
-
- Well, that's true for ColorBurst, but the technique used in DCTV is very
- similar to HAM-E's technique for the 768 pixel wide display. DCTV has what
- can be termed an "apparent" horizontal resolution of 768 pixels, but it is
- in actuality an "NTSC data stream" (in the words of Digital Creations) and
- not actual pixels. Actually this represents a bit of an advantage on high
- resolution screen which would show the individual pixels and detract from
- the image. I personally don't thing the NTSC limitation imposed on DCTV is
- the best point to do this "smearing" (my word no one elses) but it looks
- very good nevertheless. It appears that a similar technique is being employed
- in some new VGA cards for MS-sloth machines that takes pixel values and
- smooths the image between them as it is sent to the monitor to increase the
- apparent resolution. This might be added to the 24 bit boards, but might
- not be necessary, especially if you aren't sending it to a high resolution
- monitor (a 1084 vice a 1950).
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
-
- ##
-
- Subject: newsletter & brush mapping
- Date: Tue, 5 Mar 91 08:38:54 EST
- From: John J. Rosner <rosner@europa.asd.contel.com>
-
- "Doug Bischoff" <DEB110@psuvm.psu.edu> writes:
-
- > I have yet to get ANY newsletters from Impulse. I sent in my registration
- >card long ago.... when should I have gotten one?
-
- I believe I received one a long time ago, and I think that had something to do
- with a product anouncement.
-
- > Lastly, I have yet to get brush wrapping to work on anything other than a
- >completely flat plane (and that not reliably, either!).
-
- Brush mapping on something like a sphere is straightforward if you leave the
- axis in the center of the sphere and don't resize the axis.
-
- Good Luck,
-
- John Rosner
-
-
- ##
-
- Subject: rendering rocket "thrust"
- Date: Tue, 05 Mar 91 13:53:58 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- Steve Webb writes:
- > Try and make some "Thrust" 8) What I mean is the engine exaust that is
- > half see-through, and half not. I figured it out, but it looks cheezy.
- > My solution was to make a half-transparent object in the shape of the
- > thrust, and make about 20 copies of it, each one a bit smaller than the last.
- > stick them all inside each other, and you have an object that looks like it
- > is denser in the middle than the edges, but not quite what I had expected.
- > Perhaps it could be possible to make an attribute of "Fog" or something.
- > I know that the applications are kinda' limited to making thrust, or a neon
- > glow, or something, but WHAT'S A SPACESHIP WITHOUT THRUST?!?!?
-
- In Lightwave, you can specify three different levels of edge opacity
- (clear, normal, and opaque). By creating a semi transparent object with
- clear edges, you can create glows for all sorts of things like laser
- beams, rocket exhaust, planetary atmosphere, neon, etc. On the flip side,
- a reasonable approximation of glass can be made using opaque edges
- with an almost totally transparent surface. I would reccommend writing
- Impluse and requesting this kind of edge control in their next release.
- Actually, the applications for this are nearly endless.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson %
- % --==* RADIANT *==-- mark@westford.ccur.com %
- % ' Image ` ...!{decvax,uunet}!masscomp!mark %
- % Productions (508)392-2480 (603)424-1829 %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: RE:HAM-E, DCTV, ColorBurst comparison.
- Date: Tue, 5 Mar 91 15:26:16 -0500
- From: david r watters <watters@cis.ohio-state.edu>
-
- Claming that Ham-E is 768 wide is such crap. It is a low-res (~380) pic that
- has been scaled by 2 and then anti-aliased. Now granted it does this in
- real-time thanks to the costly little math chip (I don't know if it is extra
- but I assume it is), it still isn't the same as a true 768 screen. This
- isn't certainly an improvement of the lowres stuff but it will suffer from
- the side effects of antialiasing, mainly a softening of the image.
-
- The Ham-E seems like a nice inexpensive solution (kludge), however their
- marketing (lying) really annoys me and I will be taking a long look at the
- ColorBurst board which sounds assome!
-
- David
- watters@cis.ohio-state.edu
-
- ps. make that .. "This _is_ certainly an improvement of...."
-
- ##
-
- Subject: DCTV technique for color
- Date: Tue, 5 Mar 91 15:34:27 -0500
- From: david r watters <watters@cis.ohio-state.edu>
-
- One thing I noticed about DCTV is that unlike Ham-E that combines the
- pixel information from two pixels into one, DCTV seems to work in a manner
- that mimics how NTSC deals with color. It appears that the information for
- a pixel in DCTV is a shift in color compared to the last color. IF this is
- how it works, you WILL experience problems between severe color shifts, such
- as red to blue.
-
- However, the work I have done and displayed on DCTV has looked stunning!
- (animated)
-
- Dave
- watters@cis.ohio-state.edu
-
-
- ##
-
- Subject: Re: DCTV technique for color
- Date: Wed, 6 Mar 91 00:37:08 -0600
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- Actually the changes from "pixel" to "pixel" in DCTV are in a different way
- altogether than RGB, but I agree that in practice some extreme color changes
- suck (black to white is an extreme but good example). I don't quite understand
- the actual parameters they vary (I think Y-C or VIR or some such letter deal),
- but the results are impressive. I kind of wish C= would include the DCTV
- hardware in the Amiga itself to shut up anyone who thinks the Amiga video
- is outdated. The memory it uses wouldn't put any more stress on the system
- and the picture would be mouth-watering for an out-of-the-box video display.
-
- In any case, I hope to have ColorBurst by the first of April.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
-
- ##
-
- Subject: Fun mapping trick!
- Date: Wed, 06 Mar 91 06:43:36 EST
- From: spworley@ATHENA.MIT.EDU
-
- This was way-cool! Try it.
-
- Get an object. A sphere will do, but whatever you want.
-
- FLAT map a brush onto it. Make sure the brush Y axis is bigger than the
- object, make sure the object just fits in the positive x positive z quadrant.
-
- Go to "transform axis" in the brush requestor, select "size", then write down
- the x & z scalings.
-
- Make a plane. Map the same brush on it. Use transform to get the same size.
- make sure the plane's size is at least as large as the brush.
-
- Go to the stage editor.
-
- Put the object DIRECTLY behind the plane. Orientation and position are
- critical- you want the brush maps to line up. [They're the same size.].
- Put the camera on a 45 degree view so you don't have a dead on shot.
-
- Make a path that moves the object straight THROUGH the plane, for about 20
- frames.
-
- Animate it!
-
- Here's what you'll see. You'll see a flat picture slowly take on a three-d
- form, "extruding" exself into a third dimension. The join between plane
- and object is indetectable because the brush maps are identical.
-
- This effect is REALLY cool, though you have to be careful to line everything
- up right. Use "transform" to set position and orientation of the
- objects and their maps exactly if you're having trouble.
-
- You can render this in scanline- it doesn't need trace.
-
-
- You could make a room with a framed picture (I have a REALLY nice picture
- frame) with a picture of something on it. Camera moves to an oblique view,
- zooms in a little, picture starts "extruding." Maybe out a little, then back,
- then out then back, then finally, the object finally makes it all the way
- out (and the picture behind has a new brush map without the object!). Then
- the released thing (whatever!) could explore the "Real World". An idea. Run
- with it if you like, post how it goes.
-
- Have fun!
-
- -Steve
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
- ##
-
- Subject: Surface Master review
- Date: Wed, 6 Mar 91 09:47:27 EST
- From: Richard Nollman <rnollman@encore.com>
-
- Surface Master for IMAGINE by Louis Markoya
-
- I received my copy of Surface Master on Monday and within minutes it paid for
- itself in time saved and frustration avoided. Unless you are a master Turbo
- and/or Imagine user, this program will save you hours (days, months, years?)
- of experimentation.
-
- For those of you who might not have read the initial advertisement
- posted last week, Surface Master is described as "a comprehensive
- collection of Attribute and Texture settings which allows you to
- master your renderings and achieve professional results." The
- software makes good on the promise.
-
- I am a novice 3D modeling, Imagine, and Amiga user (bought my 3000 at
- the end of October). Within ten minutes I created an animation with a
- gorgeous wood grain chesspiece and four reflective spheres with
- varying reflection values on a blue highly reflective plane. I have
- been concentrating my time on just learning how to set the basic
- attributes (to do things like glass, chrome, etc). I thought that
- things like texture mapping would have to wait. Well, I loaded up
- Surface Master, wrote down the values for the wood texture of a
- Surface Master object (textures, unlike attributes, cannot be loaded
- directly because they are not saved in the same way) and applied these
- values to my chesspiece. I was astounded at the quality of the
- rendered image.
-
- The first thing that struck me was the prompt arrival of the software.
- I sent in a money order last week and received my copy on Monday.
-
- The software has a simple program that consists of two levels of
- menus. The first contains a matrix of windows with attributes and
- textures that correspond to the ones found in the Imagine Attribute
- requestor. Click on an attribute or texture and next level menu
- appears with 4 sets of 4 objects (spheres or cubes) rendered with
- various settings for that attribute or texture. Sometimes a window
- will have several attributes described. Each object has a value
- assigned to it (R,G,and B values or a single value) that
- you can write down on paper. In most cases you do not have to; the
- objects that appear in the Surface Master menus come in Surface Master
- directories. When you are working in Imagine, simply load in the
- object or the attribute from the Surface Master directory. Markoya
- used them to create the Menu screens. To get the texture values, load
- in the objects with the texture values you want, invoke the Attribute
- requestor for the object, choose texture, and write down the values.
-
- Just one texture, wood, is worth the price of the package. Surface
- Master includes 16 different samples of wood grain combined with
- linear, random and radiance(?). In addition, there are 16 samples of
- different types of wood (mahogony, ash, pine, oak, zebrawood, etc.).
- In a few minutes, without having to puzzle over Imagine
- documentation (which usually ends up providing little or no help), I
- understood how to use the linear texture to create my wooden chesspiece.
-
- For the color attribute, Surface Master includes a color wheel of
- spheres. Load these spheres individually as objects to your
- rendering project or the attributes associated with them. Very
- helpful in getting just the right color for an object without having
- to diddle around (or at least get a close approximation).
-
- Color and wood are only a few examples.
-
- Finally, the documentation. The manual is very small, but clearly and
- thoroughly presented. Each attribute and texture is described in
- detail. Impulse could learn alot about documentation from this
- manual. It packed so much information in such a small space that I
- need to go back and read it several times to really get the meat of it
- (mostly I was just eager to try out the software). From many it will
- probably become a standard text on Imagine attributes and textures.
-
- And all for just $30. Amazing...
-
- My hats off to Louis Markoya. I hope that he is going to continue to enhance
- Surface Master. I would love to see a disk of objects and other attributes.
- Maybe an entire disk concentrating on reflection or chrome. If he has more
- Imagine-related software coming out, put me on the top of the list.
-
- I do have one complaint. It comes with what appears to be a projector program.
- But it is not documented and I cannot figure out how it works. If anyone
- knows how to contact Louis, please pass this on.
-
- Rich Nollman
-
- ##
-
- Subject: Re: Surface Master review
- Date: Wed, 6 Mar 91 08:15:58 MST
- From: marvinl@amber.rc.arizona.edu (Marvin Landis)
-
- > Glowing review of Surface Master omitted <
-
- > I do have one complaint. It comes with what appears to be a projector program
- > But it is not documented and I cannot figure out how it works. If anyone
- > knows how to contact Louis, please pass this on.
- >
- > Rich Nollman
-
- Just a quick comment. Projector is the freely distributable player program
- for the product "The Director". Louis wrote the Surface Master program with
- "The Director" and so to run the program you need the Projector program. You
- really can't do anything with it unless you have other compiled Director
- programs. So there is really no need for documentation, it is just a player
- program.
-
- Marvin
-
- PS. Thanks for the review. I have known Louis through PeopleLink (and met
- him at AmiExpo a couple years ago), and have always admired his work.
- My order for Surface Master is in the mail.
-
- ##
-
- Subject: Camera Focal Length
- Date: Wed, 6 Mar 91 10:36:57 EST
- From: Richard Nollman <rnollman@encore.com>
-
- I discovered (it was in the documentation clearly presented)
- that I could change the focal length of the camera by changing the size
- attribute in the Action Script for the camera. The X/Y ratio controls the
- focal length of the camera. A larger X value creates a wide-angle effect while
- a larger Y value creates a telephoto effect. I was impressed.
-
- I was wondering if the Z value has any effect on the camera lens. I tried
- several different settings with no discernable change. Any comments?
-
- I tried to change the focal length for a specific range of frames
- within an animation, but every time I set new values for X and Y, the
- values changed for all the frames. I tried breaking the ranges up by
- breaking up the time line into sets of frames (1-10; 11-20; 21-30).
- No dice. Has anyone been successful in using different focal lengths
- in the same script?
-
- Finally, I discovered something that surprised me. I had been under
- the impression that if the camera is outside the world (beyond 8000 on
- any axis) that the scene would not render correctly. I had some
- instances in my first renderings of the screen being black (dark
- gray). An experienced Imagine user told me that my problem was that
- my camera was outside the world and when it sent a ray out, it looked
- for the end of the world. Since it was already outside the world to
- begin with, all rays were recorded as blank (null). I scaled down my
- scene and located my camera inside the world and the scene rendered
- fine (my first successful rendering). A few days ago I discovered
- that placing my camera and lights outside the world rendered fine. Has anyone
- had experience with the camera placed outside the 8000x8000x8000 limit of
- the world?
-
- ##
-
- Subject: Re: Surface Master review
- Date: Thu, 7 Mar 91 08:22:46 -0800
- From: echadez@carl.org (Ed Chadez)
-
- I may appear to be really out of it, but could someone kindly post the
- address to purchase Surface Master ("please??") ?
-
- It looks like something I could REALLY use.
-
- Thank you very much.
- --ed
-
- amiga500 user, soon to be an amiga 2500/3000 (when the dough comes in)
-
- --
- ------------------------------ CARL Systems, Inc. ----------------------------
- //echadez@carl.org * Edward Chadez/System Support Specialist * (303)861-5319
- \X/ information databases (via telnet): pac.carl.org inquiries: help@carl.org
- -------------------------- >> Systems That Inform << -----------------------
-
- ##
-
- Subject: Image Flicker Problem
- Date: Wed, 6 Mar 91 10:58:23 EST
- From: Richard Nollman <rnollman@encore.com>
-
- Some time ago, several people mentioned that their animations
- flickered back and forth. They mentioned that it was a problem in
- Turbo that seems not to have been fixed in Imagine. I had not gotten
- to the point where I had any animations successfully rendered to be
- concerned. Now I am. I did not notice it on my last project (maybe
- because I was so happy with the results).
-
- In my latest 30-frame animation, I had four spheres and a chesspiece
- on a plane in space. The camera moves in an open path around over the
- chesspiece and down along the front of the four spheres. The
- animation moves back and forth as if it were exposed by a real camera
- being hand held by an unsteady hand. I have no idea what is going on,
- but it ruins the affect of the animation. I wonder if the fact that
- the camera is moving on a path causes it to shudder (as if Imagine was
- simulating the real shudder of a hand-held moving camera). But I
- aligned the camera to the chesspiece (frames 1 -15) and the spheres
- (16-30) so the camera should rotate as it goes by. Could that be the
- problem. I am not sure if the same thing happens in scanline. I will
- try two things: first a scanline rendering and then moving the objects
- instead of the camera to see if the flicker is still there.
-
- Is this flicker a chronic Turbo/Imagine problem? If so, has it been
- addressed by Impulse?
-
- ##
-
- Subject: Surface Master add
- Date: Wed, 6 Mar 91 11:27:05 EST
- From: Richard Nollman <rnollman@encore.com>
-
- I am reposting this for anyone who might not have seen the add or misplaced
- it.
-
- ------
- quote
-
-
- Introducing "Surface Master" for IMAGINE by Louis Markoya: a
- comprehensive collection of Attribute and Texture settings which
- allows you to master your renderings and achieve professional results.
-
- The Surface Master package comes with a detailed manual explaining all
- Attribute and Texture parameters, effects and how to animate
- those effects plus hints and tips on special applications. A disk
- containing IFF pictures illustrates each Attribute and Texture
- setting. All objects and many attribute files are included.
-
- Attributes for many surface qualities like Chrome, Glass, Gold,
- Brass, Diamond, Emerald, etc., are included and explained. Proper
- Indexes of Refraction and custom settings are used for the best
- results in different Global situations. In addition to these, many
- other preset examples explore the realm of possibilities within
- IMAGINE.
-
- Texture variables will be explained as well, with a wide array of each
- Texture's possibilities presented. For Example, Wood, has a matrix of
- settings to explore all of its parameters, and separate settings for
- Pine, Oak, Zebrawood etc.. Pictures illustrate the wide array of all
- effects possible. The actual objects rendered are included. Settings
- and the discussion of their variation are covered in the manual.
- Textures can be animated and hints for the best settings are offered.
- The effects of moving the axis and the interaction of object size to
- Texture settings are explained.
-
- Surface Master is of great value to both the novice and pro,
- eliminating the struggle to achieve those special results. Those
- knowledgeable of his work are fully aware of his abilities, especially
- in Turbo Silver and IMAGINE. Now he shares many of his "secrets". The
- Surface Master package is available for $30.00 only through direct
- mail from Louis.
-
- Send Bank Check or Money Order to;*
-
- Surface Master
- Computer Imagery
- 49 Walnut Ave.
- Shelton, CT 06484
-
- Make checks payable to Louis Markoya
-
- * Personal checks accepted, but shipment will be delayed for check
- clearance.
-
- Surface Master for IMAGINE will ship approximately FEB. 28, 1991
- ----
-
- end of quote.
-
- To explain this a little further, Surface Master is made up of a full
- disk of some different parts:
- -There's a Projector (tm Right Answers Grouop) sequence of screen shots
- showing all the various attributes and textures available on the disk,
- such as a screen full of wood spheres of different kinds of woods. I don't
- remember offhand how many screen shots but at least a dozen.
- -There's a directory full of objects from which all those screen shots
- were made. Say you wanted to use Zebra wood on one of your objects in a
- rendering. You'd load the zebra wood object (which you could see in the
- slide show) into Imagne, select it and then select the attributes
- requester, jot down the wood settings, then select your own object and
- punch in those same settings to get that same wood.
- -There's a directory full of attribute settings for which you do not need
- to load in Louis' objects nor copy down any settings. These attributes
- can be loaded directly into the attribute requester and applied directly
- to your own object - without interfacing at all with the "textures" that
- come with Imagine. Stainless Steel, Chrome, Emerald, Diamond, etc. would
- be examples of attributes which can be loaded in right from disk without
- textures, whereas Woods, Dots, Grids, Checks and other texture effects
- require the extra step of loading in Louis' object and copying down and
- then re-entering the textures for your own objects.
-
- The beauty of this disk is that Louis has done all the hard work. You
- don't have to sit there trying to figure out how to make something look
- like chrome or like ivory. All the settings are on the disk in one of
- the two forms described above along with pictures of them all.
-
- So it's a lot more than just a disk full of pretty pictures or numbers
- painted on the screen.
-
- disclaimer: Louis Markoya is a friend of mine and he's marketing this
- product on his own and I just want people to know that it exists. I
- get no "cut" from the money he makes from it.
-
-
-
- Harv Laser {anywhere}!crash!hrlaser
- "Park and lock it. Not responsible." People/Link: CBM*HARV
-
-
-
- ##
-
- Subject: Re: Image Flicker Problem
- Date: Wed, 6 Mar 91 13:39:22 EST
- From: "Scott Sutherland" <sutherla@qtp.ufl.edu>
-
- ** Description of flicker problem omitted **
-
- What you describe is something that I noticed on one of my animations which
- had a moving camera. In that animation I had a camera follow a circular
- path over 90 degrees (staying in one plane) from the side of a building to
- its front while keeping the camera tracked on the building. What I saw in
- solid model and/or trace (also in wire frame BUT I did not see it there as
- is was less obvious on my objects than on the ground) was that the HORIZON,
- as defined by the ground, seemed to 'bob' up and down a few pixels, as though
- my camera was following a sinusoidal wave. I was not able to fix that
- problem (I tried for a while and then moved on to other things), but I have
- some suggestions as to its origin and solution in Imagine.
-
- My first guess is that your path does not have enough points and that the
- wobbling your camera is experiencing is from a poor interpolation by imagine
- of the 'tween points. I do NOT think that this is the "flicker" problem
- mentioned earlier (it is defintely NOT the one I described a while back for
- rough objects in TS and Imagine). Possible solutions include using more
- points to make a 'smoother' path, checking the Z values of all your path
- points to see that they are the same, and using HINGE instead of a curved
- path. Give the camera a linear path but HINGE it to an axis within the group
- of objects. This last suggestion gives you less freedom over camera movement,
- so it is probably a last alternative.
-
- Hope this helps. If I misinterpreted your problem let me know.
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: Problem with ALTITUDE MAPPING.
- Date: Wed, 6 Mar 91 13:52:19 EST
- From: "Scott Sutherland" <sutherla@qtp.ufl.edu>
-
- I decided to play around with ALTITUDE mapping last night. I had this
- grand idea of making a REALISTIC orange peel. I went into DPaint III and
- created a 11-pixel diameter point made up of concentric grey shaded solid
- disks with black in the center and light grey on the outside (thus a 'blending'
- of shades from black to white) ALL on a white background. I saved this as
- a brush and then made and ordered array of these dots all over a 704x480 image.
- I then went to IMAGINE and the DETAIL editor and added a primative plane of
- 1000x1000 (100x100 sections) to give the plane enough points to deform.
- I made it orange and chose BRUSH 1, loaded the brush, and chose altitude map.
- I SIZED the Y axis of the BRUSH box to be relatively small (so the dimples
- would not be too deep) and saved it. I went to the STAGE editor and added
- this object and a light source. I positioned the camera to see the entire
- object. In the PROJECT editor I chose SCANLINE and rendered.
-
- UNFORTUNATELY, even with 5.5 Megs of RAM, I got the message "Not enough RAM
- to load BRUSH ...". Well, I decided then to start SIMPLE. I went back to
- DPaint III and made a 320x200 image which consisted of a white plane with a
- series of concentric grey disks (dark in the middle again) which was about
- 1/3 the diameter of the screen (the largest one). I thought I'd create a
- "BLACK HOLE" effect (YES, I know I can do this with MAGNETISM, but I eventually
- want an orange peel, so I decided to try this anyway). I then added a
- 100x100 (10x10 slices) plane in the detail editor and chose BRUSH 1, added
- my brush, moved the BRUSH axis so that the upper right quadrant covered the
- object, sized it appropriately, chose ALTITUDE MAP, and saved it.
- I loaded this into the STAGE editor, positioned the camera obliquely to the
- plane (I had sized the Y-depth of the BRUSH axis to be ~1/2 the width of the
- plane, so the PIT should be pretty deep. I hoped that the oblique angle would
- allow me to see the ident from both 'sides'). When I rendered it, ALL I got
- was a plane with a colored DISK in it. I DID check to see if I had chosen
- ALTITUDE (I DID).
-
- Anyone have success with ALTITUDE mapping?? Please give me the GORY details
- as to how you did it, okay?
-
-
- Thanks,
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: Re: Problem with ALTITUDE MAPPING.
- Date: Wed, 06 Mar 91 14:53:20 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- > I decided to play around with ALTITUDE mapping last night. I had this
- > grand idea of making a REALISTIC orange peel.
-
- I know this isn't an answer to your question but unless you plan on getting
- really close to that orange with the camera, I highly reccommend using
- bump mapping rather than altitude. The additional polygon detail required
- by altitude mapping is totally unnecessary when bump mapping will give the
- same visual result (minus the pits in the silohette which aren't noticeable
- anyway).
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson %
- % --==* RADIANT *==-- mark@westford.ccur.com %
- % ' Image ` ...!{decvax,uunet}!masscomp!mark %
- % Productions (508)392-2480 (603)424-1829 %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Surface Master, Questions On it
- Date: Wed, 6 Mar 91 16:10:24 EST
- From: Sandy Antunes <antunes@astro.psu.edu>
-
- Hi folks!
- Well, given the rave review for Surface Master, I had a request.
- Could someone who has bought it post a list of all the textures
- it offers? I'm trying to decide on if I will use it enough,
- since it sounds so well designed, so at this point it is a
- question of which textures it has. There has been mention of
- Crystal, Emerald, Stainless Steel, Chrome, a few more, plus
- "many others"... a full list would clinch the decision for me
- (since $30 is a lot of money to me for, say, 5 textures I'd
- use, but a great deal for 20 textures I like...)
- thanks! sandy
- ------------
- Sandy Antunes "the Waupelani Kid" 'cause that's where I live...
- antunes@astrod.astro.psu.edu Penn State Astronomy Dept
- NOTE-this is a new address as of 3/91! Please adjust accordingly
- ------------ this is my new .sig... dull, isn't it! ------------
-
- ##
-
- Subject: Help with mirrored surfaces
- Date: Thu, 7 Mar 91 09:41:59 PST
- From: serene!cbmami.uucp!jason@UCSD.EDU (Jason Goldberg)
-
- I am pretty new to Imagine, and I am trying to render a mirrored
- sphere. The attributes I have played with for the mirror are Color Black
- with a high reflectivness, and a low filter. I have succeeded in getting
- good reflections, and I know that if my reflect value is too high that I
- won't be able to see it. What I can't seem to do is create that silvery
- mirror reflection, I guess I am looking for a little more chrome in my
- mirror (an example of setting for Chrome would be nice too...). Does
- anyone have some numbers that they could through my way?
- I just sent for Image Master, yesterday and I suspect that it will
- solve most of my troubles when I recieve it.
-
- Thanks,
-
- -Jason-
-
- ---------------------------------------------------------------------------
- Jason Goldberg UUCP: ucsd!serene!cbmami!jason
- Del Mar, CA
-
- ##
-
- Subject: A question or two
- Date: Wed, 6 Mar 1991 09:58:42 -0500
- From: cbmtor!caleb@uunet.UU.NET (Caleb J. Howard (Product Support))
-
- Hello there, virtual people
- Salutations, greetings, et cetera.
- I have a 2500 with a 2630 accellerator modified by having a 50MHz 882
- stuck on it. My problem has become less tolerable since I started working
- with more complex scenes. Specifically, I cannot render in any mode other
- than full trace. Even considering the performance improvment due to the
- faster co-processor, this results in LONG waits just to get an idea of how
- close I am to my desired results. A scanline preview would make my life
- so much speedier. Does the head impulse honcho really read this? can he
- offer any suggestions why my system should hang in any mode other than
- full trace mode? Any assistance would be gratefully acknowledged.
- On to my second query...
- I don't have ftp access, but am very interested in trading objects with all
- you talented people. I have a Klein Bottle that is reasonably effective.
- What I really want is the NCC-1701-A object and any other SF related stuff.
- Can I arrange to get objects mailed to me? Is anyone interested in the Klein
- jar? I'm also working on a number of operational optical devices (a telescope
- for example). Any interest there?
- Eagerly anticipating capitulatory responces.
- -caleb
-
-
- ##
-
- Subject: Sharing data
- Date: Thu, 7 Mar 91 22:53 CST
- From: n350bq@tamuts.tamu.edu (Duane Fields)
-
- Could we possibly designate some place that we could all upload/dload
- objects, textures, brushes for wrapping, attributes, etc??
-
- Duane
- Duane
-
- ##
-
- Subject: Upload/Download objects
- Date: Thu, 7 Mar 91 22:10:55 mst
- From: steven lee webb <webbs@handel.cs.colostate.edu>
-
- Duane Fields writes:
-
- >Could we possibly designate some place that we could all upload/dload
- >objets, textures. brushes for wrapping, attributes, etc??
-
- The BIG place (as far as I know is ab20 at 128.155.23.64)
- The directory is: /incoming/amiga/3d/Imagine
- Perhaps you can get some brushes to wrap from some of the picture dirs there.
-
- Anyone know where I can get a digitized pic of marble?
-
- I've been trying to fond some, but they are all comercial...
-
- I was thinking of getting DCTV soon, and if I do, I'll try and make some
- with their paint prog... (HAVE YOU SEEN IT, IT LOOKS GREAT!! - KINDA A
- TAKE-OFF OF A QUANTEL PAINT-BOX)
-
- Trace on, dudes!
-
- _________
- / ______/\
- / /\_____\/ ------------------------------------------------
- /_____ /\ A seminar on time travel will be held a week ago
- _\____/ / / ------------------------------------------------
- /________/ /
- \________\/teven Webb Reply to: webbs@handel.cs.colostate.edu
- A Computer Science Major @ Colorado State University
- "Spelling" is NOT a prerequsite for a degree in Computer Science!
- I have an amiga 500 with 5MEGS RAM, and a 50MEG HD.
- [why are you looking at me so funny?]
- (Yes, I HAVE voided my warranty!)
-
-
- ##
-
- Subject: Rich Nollman's extrude question
- Date: Fri, 08 Mar 91 13:23:21 EST
- From: spworley@ATHENA.MIT.EDU
-
- From S. Menzies, relayed through me-
-
- ------------------------------
- Richard, you're using the wrong path. For extrusions you must use
- an "add lines" path and not the spline path. Same goes for using
- the F/X "grow. Sorry, I must have missread you inital post. If you
- have further problems, just ask (but I think your proceedure is OK).
- cya -stephen
-
- ------------------------------
-
- -Steve
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
- ##
-
- Subject: Surface Master Attributes and Textures
- Date: Fri, 8 Mar 91 12:43:44 EST
- From: Richard Nollman <rnollman@encore.com>
-
- In response to a request to post the attributes and textures covered in the
- Surface Master software, I post the following:
-
- Spheres and cubes are rendered in color on menu screens (very nice)
- with libraries of objects, attributes and textures included in the
- package. Each of the following categories displayed on a submenu screen:
-
- Reflect/Filter 4 x 4 matrix of spheres with RGB and intensity values
- Dithering/Roughness 2 x 4 matrix of spheres with intensity values (50-225)
- Specular/Hardness 2 x 4 matrix of spheres with intensity values (50-225)
- Color 49 colored spheres in a color wheel;9 spheres in grayscale
- Shininess 3 x 4 matrix of spheres with shininess, filter, and index of
- refraction values
- Index of Refraction 3 x 3 matrix of spheres with intensity values (1-3.4)
- Linear/Radial (textures) 4 x 3 matrix of spheres with transition width
- and reflect/filter RGB values
- Checks/Angular (textures) 4 x 3 matrix of spheres with angular, checksize,
- and reflect/filter RGB values
- Grid/Dots (textures) 4 x 4 matrix of cubes with gridsize, reflect/filter RGB,
- and dot spacing values
- Bricks (texture) 4 x 4 matrix of cubes with XYZ shift, Y shift with Z value,
- Z shift with Y value, and reflect/filter RGB values.
- Disturbed (texture) 4 x 4 matrix of spheres with amount, wavelength, X
- separation, and small values
- Wood (texture) 4 x 4 matrix of spheres with ring spacing, exponent, variation
- and random seed values
- Preset Materials 4 jewels (diamond, ruby, saphire, and emerald) and 12
- spheres (glass, crystal, water, quartz, steel, pewter,
- plastic, ivory, chrome, gold, brass, and copper)
- Woods 12 spheres with the following types of wood: birch, mahogany, cherry
- oak, pine, red cedar, zebra wood, red mahogany, black walnut, ash
- walnut and tulip (? - can't read my own writing)
- Combos 16 cube assortment demonstrating mixed textures including:
- wood/grid, grid/wood, linear/disturb, bricks/linear, bricks/wood,
- and bricks/linear
-
- That's the list. Have fun with it (I sure am). Just want to mention that I
- do not even know Louis Markoya so I am just posting this as a satisfied
- customer.
-
- Rich Nollman
-
- ##
-
- Subject: Impulse Newsletter?
- Date: Sat, 09 Mar 91 11:24:18 PST
- From: schur@ISI.EDU
-
- Has anyone received the mythical newsletter that is supposed to tell
- how to get the newest update of Imagine. When I called them they
- said they had sent it out over a week ago. Surely if this is the
- case SOMEONE would have received it by now.
-
- =======================================================================
- Sean Schur USENET: schur@isi.edu
- Assistant Director Amiga/Media Lab Compuserve: 70731,1102
- Character Animation Department Plink: OSS259
- California Institute of the Arts
- =======================================================================
-
- ##
-
- Subject: Problems with EXPLODE...
- Date: Sat, 9 Mar 91 14:53:45 EST
- From: "Scott Sutherland" <sutherla@qtp.ufl.edu>
-
- Gee, it seems lately that all I have is problems, doesn't it? I
- decided to 'play around with' the EXPLODE F/X last night. I have a grouped
- object consisting of 5 parts (head, neck, torso, waist, pelvis) which I
- wanted to explode over 25 frames. I added it to the stage editor with a
- light source, added a 25-frame F/X EXPLODE line and chose SPHERICAL (X axis).
- I previewed using ANIMATE and noticed that ONLY the HEAD exploded outward
- like I wanted. The points of the rest of the body just moved away slowly from
- the center of the object. Thus, it looked like the head exploded perfectly
- while the rest of the body drifted slowly away, spread out a little, and
- got compacted.
-
- I looked at the object in the DETAIL editor and noticed that the
- parent object was the Head and that the axis was in the center of the head.
- I thought... "Maybe EXPLODE will not work with the children objects in a
- group". I Ungrouped the objects, selected each object and JOIN/MERGED them
- into a single object. When I exploded this one, I got the SAME effect
- described above. I re-entered the DETAIL editor and moved the AXIS to the
- center of the object. This time the TORSO exploded the way I wanted but
- the waist, pelvis, neck, and head did NOT. I tried RADIAL explosion and
- Y axis (the axis down the length of my object is Y). NO change. I even
- made the AXIS size equal to the entire object and placed it at the bottom
- of it (just below the pelvis). In this case, the Pelvis exploded correctly
- but the rest of the body 'compacted' as above.
-
-
- Question: How do I get a comples object which is NOT spherically symmetric
- to explode 'uniformly' away from the central axis (say Y in this case)?
- I COULD load each object in separately, explode each from its own axis, and
- get a real mess, but I should NOT HAVE to do this, right?
-
- Finally, I chose the explode effect for FRAMES 1-25. When I LOOKED at the
- wire-frame representation of my originally 'smooth' object (most of the parts
- were made with SPIN/SWEEP), all the TRIANGLES were already starting to come
- off the object. It looked like a cat which just touched a light socket and
- all its hair is standing on end. Do I have to put the original object in
- Frame 1 and then EXPLODE it from 2-25 to get it to look right? Any help would
- be appreciated. I plan to play with it some more tonight.
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: Re: Problem with ALTITUDE MAPPING.
- Date: Sat, 9 Mar 91 14:37:31 EST
- From: "Scott Sutherland" <sutherla@qtp.ufl.edu>
-
- Mark Thompson writes...
-
- >I know this isn't an answer to your question but unless you plan on getting
- >really close to that orange with the camera, I highly reccommend using
- >bump mapping rather than altitude. The additional polygon detail required
- >by altitude mapping is totally unnecessary when bump mapping will give the
- >same visual result (minus the pits in the silohette which aren't noticeable
- >anyway).
-
-
- Okay, I've got a stupid question (it has been a long time since I played with
- these features). Isn't BUMP mapping accomplished by using the ROUGHNESS
- attribute? If so, this is one of those things in TS and Imagine that I
- avoid like the plague. As you may recall, I posted stuff about the problems
- with ANIMATING any object which is ROUGH. You get a different roughened surface
- for each frame, giving the illusion of thousands of tiny pepper-colored insects
- crawling over the surface. This not only increases the ANIM size but it is
- unpleasant to the eye and also shows up in any reflective surface which
- contains an image of the object. If BUMP mapping is NOT ROUGHNESS, please
- enlighten me.
-
- Scott
- sutherla@qtp.ufl.edu
-
-
- ##
-
- Subject: Bump Mapping
- Date: Sat, 9 Mar 91 22:48:30 -0500
- From: Udo K Schuermann <walrus@wam.umd.edu>
-
- > Mark Thompson writes...
- >>
- >>The additional polygon detail required
- >>by altitude mapping is totally unnecessary when bump mapping will give the
- >>same visual result (minus the pits in the silohette which aren't noticeable
- >>anyway).
-
- "Scott Sutherland" <sutherla@qtp.ufl.edu> writes:
- > Isn't BUMP mapping accomplished by using the ROUGHNESS attribute?
-
- It appears that there is some confusion about Bump mapping and Altitude
- mapping. Let's see if this clears it up:
- Imagine's "Altitude Map" *IS* bump mapping. It involves using
- an IFF picture to specify at which locations the surface normals are
- altered. This does not create an actual pitted surface, or actual 3D
- alterations, but it does create a good illusion of these. It works
- best on very small alterations, such as the pits in an orange peel.
- Don't expect good results with it, trying "stamp" your big initials
- into an object, and don't even try to grow "spikes" out of the object
- using this technique.
-
- As Altitude Maps (Bump Maps) use your own IFF creations, there is none
- of the uncontrolled randomness that you get with Roughness. They do
- not require any "additional polygon detail," either.
-
- ._. Udo Schuermann And now for something completely different:
- ( ) walrus@wam.umd.edu An Iraqi dictator without his underpants.
-
- ##
-
- Subject: Re: Problems with EXPLODE...
- Date: Sun, 10 Mar 91 07:41:25 EST
- From: bobl@bobsbox.rent.com (Bob Lindabury - SysAdmin)
-
- :Finally, I chose the explode effect for FRAMES 1-25. When I LOOKED at the
- :wire-frame representation of my originally 'smooth' object (most of the parts
- :were made with SPIN/SWEEP), all the TRIANGLES were already starting to come
- :off the object. It looked like a cat which just touched a light socket and
- :all its hair is standing on end. Do I have to put the original object in
- :Frame 1 and then EXPLODE it from 2-25 to get it to look right? Any help would
- :be appreciated. I plan to play with it some more tonight.
- :
- :Scott Sutherland
- :sutherla@qtp.ufl.edu
-
- I don't have any answers for you on the explode FX because I haven't played
- with it yet but in most cases, if you want frame 1 to be exactly as you
- position it originally and then you want to do an effect on the rest of the
- frames, then yes, you must setup the object in frame 1 and do the effect
- in frames 2- whatever.
-
- -- Bob
-
- InterNet: bobl@bobsbox.rent.com | Raven Enterprises
- UUCP: ...rutgers!bobsbox!bobl | 25 Raven Avenue
- BitNet: bobl%bobsbox.rent.com@pucc | Piscataway, NJ 08854
- Home #: 908/560-7353 | 908/271-8878
-
-
- ##
-
- Subject: Re: Problem with ALTITUDE MAPPING.
- Date: Sun, 10 Mar 91 07:37:30 EST
- From: bobl@bobsbox.rent.com (Bob Lindabury - SysAdmin)
-
- :Okay, I've got a stupid question (it has been a long time since I played with
- :these features). Isn't BUMP mapping accomplished by using the ROUGHNESS
- :attribute? If so, this is one of those things in TS and Imagine that I
- :avoid like the plague. As you may recall, I posted stuff about the problems
- :with ANIMATING any object which is ROUGH. You get a different roughened surface
- :for each frame, giving the illusion of thousands of tiny pepper-colored insects
- :crawling over the surface. This not only increases the ANIM size but it is
- :unpleasant to the eye and also shows up in any reflective surface which
- :contains an image of the object. If BUMP mapping is NOT ROUGHNESS, please
- :enlighten me.
- :
- :Scott
- :sutherla@qtp.ufl.edu
-
- I did an animation with roughness set and I didn't have a problem with any
- type of "crawling" of the roughness texture. I wonder what is causing your
- roughness problems. Also, bump mapping isn't roughness. I would liken
- roughness more to fractal noise than bump mapping. Imagine's bump mapping
- is called Disturb. (Why Impulse continues to make up thier own terms and
- rules for 3d is beyond me!)
-
- -- Bob
-
- InterNet: bobl@bobsbox.rent.com | Raven Enterprises
- UUCP: ...rutgers!bobsbox!bobl | 25 Raven Avenue
- BitNet: bobl%bobsbox.rent.com@pucc | Piscataway, NJ 08854
- Home #: 908/560-7353 | 908/271-8878
-
-
- ##
-
- Subject: Re: Bump Mapping
- Date: Sun, 10 Mar 91 06:33:46 PST
- From: schur@ISI.EDU
-
- > Mark Thompson writes...
- >>>
- >>>The additional polygon detail required
- >>>by altitude mapping is totally unnecessary when bump mapping will give the
- >>>same visual result (minus the pits in the silohette which aren't noticeable
- >>>anyway).
-
- "Scott Sutherland" <sutherla@qtp.ufl.edu> writes:
- >> Isn't BUMP mapping accomplished by using the ROUGHNESS attribute?
-
- Udo Schuermann writes:
- >It appears that there is some confusion about Bump mapping and Altitude
- >mapping. Let's see if this clears it up:
- > Imagine's "Altitude Map" *IS* bump mapping. It involves using
- >an IFF picture to specify at which locations the surface normals are
- >altered. This does not create an actual pitted surface, or actual 3D
- >alterations, but it does create a good illusion of these. It works
- >best on very small alterations, such as the pits in an orange peel.
- >Don't expect good results with it, trying "stamp" your big initials
- >into an object, and don't even try to grow "spikes" out of the object
- >using this technique.
- >
- >As Altitude Maps (Bump Maps) use your own IFF creations, there is none
- >of the uncontrolled randomness that you get with Roughness. They do
- >not require any "additional polygon detail," either.
- >
- > ._. Udo Schuermann And now for something completely different:
- > ( ) walrus@wam.umd.edu An Iraqi dictator without his underpants.
-
- He is exactly right. I would just like to add that what the original
- poster is describing is called "displacement mapping". All bump mapping,
- no matter what system you are on (Amiga or Silicon Graphics) is only
- the -appearance- of bumps on a surface. There is something new, that
- only the very high end systems have at this point, called "displacement
- mapping". This takes the same signals as bump mapping to do it's work.
- i.e. you are mapping an image onto a surface and it knows what is high
- or low by the luminance values of the image. The difference is that with
- displacement mapping the image you are mapping literally is pulled out and
- pushed into the surface of the object. If you are mapping a rose onto
- an object (this is one I have seen done), you can turn the object side-
- ways and see the various hills and valleys of the rose. With bump mapping,
- if you turn the object sideways you still see a smooth surface, even
- though from the front it "appears" to have depth.
-
- =======================================================================
- Sean Schur USENET: schur@isi.edu
- Assistant Director Amiga/Media Lab Compuserve: 70731,1102
- Character Animation Department Plink: OSS259
- California Institute of the Arts
- =======================================================================
-
- ##
-
- Subject: Brush Wrapping Unsatisfactory Results
- Date: Sun, 10 Mar 91 10:34:24 PST
- From: schur@ISI.EDU
-
- The students in my Imagine class wanted to see examples of each kind
- of brush wrapping (x flat-z flat, x wrap-z flat, etc). So, since
- there are 4 combinations, I made 4 spheres and wrapped a simple black
- and white grid pattern (which I made in DPaint) onto each sphere,
- choosing a different combination of x/z wrapping for each one.
- I put the 4 spheres in a single scene and rendered. Yuck.
-
- The results I got were unexpected and as far as I'm concerned incorrect.
- It is kind of hard to describe the results without being able to
- see what it did, but I'll try. Maybe I can upload images to a
- site so people can look at them. But it'll only take you 5 minutes
- to repeat the experiment yourself.
-
- For the scene I simply placed the 4 spheres with the camera and a light
- directly in front of them, so I could see all at once. The first render
- was really strange. The (flat x, flat z) sphere was the only one that
- came out as expected. The grid pattern was simply pasted on the front.
- The (flat x, wrap z) and (wrap x, flat z) spheres were completely
- white (I didn't give the spheres any other attributes except for the
- brush map), and the last (wrap x, wrap z) sphere was almost completely
- white except for a hint of a black line just peeking over the upper
- right edge of the sphere. I should say here that I oriented the
- brush axis for all the spheres as follows:
-
- | -
- FRONT VIEW |( ) Sphere
- | -
- axis +-----
-
- | -
- TOP VIEW |( ) Sphere
- | -
- axis +-----
-
- So the axis is in the lower left hand corner and extends the entire length
- of the sphere.
-
- I figured that the brush should be on all the spheres somewhere, even if
- they weren't visible from the front. So I made an anim with all the
- spheres spinning (on the Z axis) 360 degrees. Strange. They all had
- the brush, in weird positions.
-
- Again (flat x, flat z) was as expected, it was flatly pasted on the front
- and back, on the sides the grid came together to make rings, but covered
- the entire sphrere.
- The (flat x, wrap z) was pasted almost directly on the back of the sphere,
- in the center but only covered a small portion, kind of like a little skull
- cap, it did look like it was wrapped in the z (elongated), but why was it
- only on this small portion of the sphere?
- The (wrap x, flat z) looked similar to the previous one, however it was
- placed on the back, but halfway between the center and top (as if someone
- were wearing a beret and tipped it to the side of his head.
- The (wrap x, wrap z) was directly on top, again only covering a small
- portion (about 1/8 of the sphere surface) and elongated along both axises(?).
-
- Anyone have any ideas on this? I had only used flat x, flat z before, and it
- worked fine. But the others are really strange. I also took the same
- brush and tried the same experiment with flat planes. There were similar
- results from the front; flat x, flat z was fine; flat x, wrap z and
- wrap x, flat z were white; and on wrap x, wrap z the upper righthand
- corner was black. I didn't try spinning these yet.
-
- Any suggestions would be appreciated.
-
- =======================================================================
- Sean Schur USENET: schur@isi.edu
- Assistant Director Amiga/Media Lab Compuserve: 70731,1102
- Character Animation Department Plink: OSS259
- California Institute of the Arts
- =======================================================================
-
-
- ##
-
- Subject: Re: Brush Wrapping Unsatisfactory Results
- Date: Sun, 10 Mar 91 14:40:01 EST
- From: bobl@bobsbox.rent.com (Bob Lindabury - SysAdmin)
-
- :For the scene I simply placed the 4 spheres with the camera and a light
- :directly in front of them, so I could see all at once. The first render
- :was really strange. The (flat x, flat z) sphere was the only one that
- :came out as expected. The grid pattern was simply pasted on the front.
- :The (flat x, wrap z) and (wrap x, flat z) spheres were completely
- :white (I didn't give the spheres any other attributes except for the
- :brush map), and the last (wrap x, wrap z) sphere was almost completely
- :white except for a hint of a black line just peeking over the upper
- :right edge of the sphere. I should say here that I oriented the
- :brush axis for all the spheres as follows:
- :
- : | -
- : FRONT VIEW |( ) Sphere
- : | -
- : axis +-----
- :
- : | -
- : TOP VIEW |( ) Sphere
- : | -
- : axis +-----
- :
- :So the axis is in the lower left hand corner and extends the entire length
- :of the sphere.
-
- From what I was told by the guys at Impulse, you have to make the y axis
- (depth) only 1 or 2 so the brush is flat. They say that having the y axis
- too large is like trying to wrap a brick on a ball.
-
-
- FRONT VIEW | -
- |( ) Sphere
- | -
- axis +-----
-
- TOP VIEW -
- ( ) Sphere
- | -
- axis +-----
-
- I have yet to figure out brush wrapping and placement and I only wish that
- the Surface Master went into brush mapping as well as attributes and
- textures.
-
- :Any suggestions would be appreciated.
-
- Sorry, the only help I can offer is the above. Maybe someone has a text
- on brush mapping/wrapping they would like to post...
-
- -- Bob
-
- InterNet: bobl@bobsbox.rent.com | Raven Enterprises
- UUCP: ...rutgers!bobsbox!bobl | 25 Raven Avenue
- BitNet: bobl%bobsbox.rent.com@pucc | Piscataway, NJ 08854
- Home #: 908/560-7353 | 908/271-8878
-
-
- ##
-
- Subject: Re: Brush Wrapping Unsatisfactory Results
- Date: Sun, 10 Mar 91 18:20:43 EST
- From: "Scott Sutherland" <sutherla@qtp.ufl.edu>
-
- While I do NOT profess to be an expert on brush wrapping, let me
- tell you what I can from 1) experience and 2) and article by Leo Schwab
- in an old issue of .info (I'll look up the issue and page number if anyone
- wants, but I THINK that it is the first or second PURELY AMIGA issue).
-
- The axis placement for Flat X, Flat Z is CORRECT. However, the axis placement
- you used for the other three is what is causing the problem. Think of it
- like this. Imagine (no pun intended ;^) a soda can which is cylindrically
- symmetric about the Z axis (standing upright in the FRONT view of Imagine).
- You want to wrap a Label about it. To do this you want to take advantage of
- the cylindrical symmetry. Below I will also draw spheres for comparison with
- the original posted question.
-
- CAN: Flat X, Wrap Z
- Z
- --|--
- | | |
- | | | Front View
- | | |
- | | |
- | | |
- ---|---
- -----X
-
-
-
- Y
- |
- -
- ( |_)__X Top View
- -
-
- CAN: Wrap X, Flat Z (Note: not appropriate for putting a label on a can):
-
-
- Z
- | -----
- || |
- || | Front View
- |________X
- | |
- | |
- | |
- -------
-
-
-
-
- Y
- |
- | -
- |(---)-X Top View
- -
-
- For spheres it is basically the same:
-
- SPHERE: Flat X, Wrap Z:
-
-
- Z
- |
- -
- ( | )
- _
- +-----X
-
-
- Y
- |
- -
- ( |_)__X
- -
-
- I'll leave out Wrap Z, Flat X for spheres. PLEASE NOTE THE FOLLOWING. Some
- of the above diagrams are misleading because of limitations in ASCII graphics
- representations. One, the Bottom of the Z axis in the FRONT view of both
- examples of Flat X, Wrap Z should be JUST below the object's lower extent (Z).
- Secondly, the Top of the Z axis in these two views should be JUST above
- the top if the object's upper extent (Z). The X axis in these two examples
- should extend JUST beyond the outer X dimension of the object (although
- I've heard differing opinions on this point). FINALLY, as you may have seen
- here before, the Y-axis dimension (see TOP View) in Imagine HAS an effect
- on the wrapping process (apparently not true in Turbo Silver). Set the Y
- axis length to 1-2 units just to be safe.
-
- Definitely Check out Leo's article. It IS for Turbo Silver, but the images
- he shows are FANTASTIC as conceptual aids for understanding what these wrapping
- modes do. I reproduced all of the images in both TS and Imagine.
-
- As for Wrap X, Wrap Z, I do NOT know why this was included in the software,
- as I have found NO use for it. Leo was just as baffled. Any comments???
-
-
- Hope this helps. Let me know if you need the .INFO issue number.
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-