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IMAGINE archive: collected off of imagine@ATHENA.MIT.EDU ARCHIVE VIII Jul. 14 '91 - Jul. 25 '91 If you have questions or problems with this file, email Marvin Landis at marvinl@amber.rc.arizona.edu note: each message seperated by a '##' &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& Subject: Tuts Date: Sun, 14 Jul 91 15:26:51 EDT From: spworley@ATHENA.MIT.EDU I either lost my Imagine manuals, or left them in Massachusetts. Bummer. I've been busy at work, and only just got my 3000 up and running. From all of your input, I've decided on the following Tutorial plan. 1) Detail Part II (Advanced fun features) 2) Stage Part I (Intro) 3) Stage Part II (Advanced) 4) The Art of Object Creation 5) Stage III (Planning and executing a non-lame animation) 6) Sneaky tricks (Tribute to Glenn Lewis) And more later, like Cycle, auxilliary programs and hardware, like The Art Department and DCTV, hi-end options like single frame recording, Attributes, Imagine 2.0 features and mini-tutorial explanations (no, I don't know what they are, but eventually... ), and whatever else I think of. Since I just got my computer up, expect the nect Detail Tutorial in about 2 weeks. -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- ## Subject: more trace problems? Date: Mon, 15 Jul 91 14:35:44 PDT From: tucker@cs.unr.edu (Aaron Tucker) Hello all. Well, does 1.1 automatically scale the objects and world size up to max (~32k I believe)? I added a size bar to the global and changed the world size to 32000 on X Y and Z. When I scanline, there is no problem. But when I go into trace mode...I only get a small window in the middle of the screen. The image is not compressed, it is a window to my scene. Thoughts? Fixes? Shrugs? Has this been hashed before? Juan tucker@mammoth.cs.unr.edu ## Subject: World sizes Date: Mon, 15 Jul 91 20:04:03 EDT From: spworley@ATHENA.MIT.EDU Juan asks about world sizes. Here's my thoughts on them. World size is an awfully confusing option in Imagine, which I think shouldn't even exist. Basically, what happens is that when in TRACE mode, there is an algorithm that sorts objects (and parts of objects) in a rough depth order so that figuring out what obscures what is a bit faster. The world size tells Imagine how big of a volume to expect objects in (what volume to sort). Unfortunately, if you have objects outside this volume, they won't be sorted and probably won't even be rendered. Thus, keeping your objects INSIDE the world is important. However, if you keep your objects contained within your world by making EVERYTHING really tiny, your objects will take up only a small volume of the world. When Imagine starts "sorting the world" it has to wade through a lot of empty space to "get to" your objects. Unfortunately, all of the extra empty volume takes time to sort though, so the rendering slows down. Sometimes this slowdown is DRAMATIC, like 10 times slower in trace. [Forgive the handwaving explanations of an octree. I know you're groaning, Mark.] Thus, there is a certain scale you want to make all of your objects. You do NOT want to make your objects larger than the world, or they won't render. You also do NOT want to make your objects too small, or you'll wait forever to render. The way you can manually change world size is by adding a size bar to the GLOBALS actor in the Action Editor. Unfortunately, a lot of people use this to get around the sizing problem. Unfortunately, because a lot of people don't know exactly what it does and MISusing global world size is a very frustrating experience. You're welcome to play with this "solution", but I'll give my FOOLPROOF method of sizing. Steve's Foolproof World Size: The DEFAULT world size is a cube that is 2048 units wide, high, and deep, centered around 0 0 0. [X, Y, and Z coordinates range from -1024 to +1024] As long as all of your objects are within this range, they will render, and you do NOT have to add a size bar to the Global actor. This is the big trick- use the default! If you start mucking with size bars, you're gonna confuse yourself. I do. "But what if an object accidentally goes outside the volume? Don't I have to increase the world size then?" Well, no. You can always move and rescale your scene to fit inside the world volume. Remember you might also have a scene that is too SMALL so it takes forever to render, and this situation is almost at bad as having cut-off objects. What you do (and what _I_ always do) is design my scene at about the right scale (ie, my scene's objects stay within a volume about 2048 units on a side.) I do NOT worry about going outside the volume or trying to keep things big. I make sure that I don't do something boneheaded like make cars 1 unit wide or 10000 units wide. The best way to do this is to set a grid size of about 50. If I zoom in too much, the grid dissapears, reminding me I might have the scale too small. If I zoom way out, the grid blurs into a near-solid patters, remining me I'm on a too-large scale. Remember, I'm not really paying attention to the real size, I'm just making sure that I'm somewhere within an order of magnitude of it. Finally, when my scene is done, I use a trick to make everything fit into the world nice and neatly. First, I set the grid size to 1023. This makes the world size easy to see, its the volume between the first grid lines. I select an object near the center of my scene, then I multi-pick ALL of the objects (by holding down the shift key and clicking on the objects one at a time.) This INCLUDES the camera and the lights. Nothing should be left out: no objects drawn in white should be on the scene. Then (I) hit "m" for move. ALL of the objects are moved at the same time, and their relative positions are not changed. Move the objects so that they are centered about the 0 0 0 world origin. "Centered" means the the far leftmost object is as far away from the origin as the rightmost object, the frontmost is as far in front of the origin as the backmost object is in back of the origin, etc. Now, hit "s" to scale the objects. ALL of the objects will shrink or expand around one point (the object you selected first). You want to size the objects so that they JUST fit into the world volume that you've defined by the grid lines. Usually just one dimension is the limiting factor; size the objects to that the largest dimension fits. (DON'T individually size the X,Y,Z dimensions!) You might want to use "m" again if the shrinking/expanding scene moves off of center. Your final configuration should have all of the objects centered inside the world with the objects taking up most of the volume of the world (in at least one direction). The beauty of this method is twofold: first, you don't have to muck with world size, but everything will render at optimum speed. Second, you don't have to pay attention to world size while you create your scene. The resizing will NOT, repeat will NOT, change your camera views! The camera is resized with your objects, so everything stays in proper perspective (literally). (The technical explanation is that cameras measure angles, not distances.) Thats it. I don't worrry about world sizes or slow renders now. Frankly, I never understood how to tweek world size for perfect renders, so this method saved me a lot of grief. Hope this helps you Imagineers. -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- PS sorry about the change of the active person from being "I" to "you". I'm too lazy to fix it. ## Subject: Changing world sizes, what is the problem? Date: Tue, 16 Jul 91 10:56:00 +0200 From: her@compel.dk (Helge Egelund Rasmussen) Steve Worley <spworley@athena.mit.edu> write: > The way you can manually change world size is by adding a size bar to > the GLOBALS actor in the Action Editor. Unfortunately, a lot of people > use this to get around the sizing problem. Unfortunately, because a > lot of people don't know exactly what it does and MISusing global > world size is a very frustrating experience. You're welcome to play > with this "solution", but I'll give my FOOLPROOF method of sizing. I've been (mis- :-) using the globals actor size without any problems until now. I thought that this size defined the volume which was subdivided by the octree algorithm. The problem with small objects would then be that the algorithm only subdivided a given number of times, so that small objects would fit entirely into a single 'octree box'. Because of this the octree algorithm wouldn't give any performance enhancement for small objects. On the other hand all objects must be in some 'octree box' to be rendered,so an object bigger than the world size wouldn't render. My guess then, is that the world size is used to optimize the 'compute ray hit' algorithm, but doesn't affect the final picture (except for clipping). Because of this I normally just create a scene (ignoring absolute sizes), and then set the world size so that all that should be visible will be inside the 'world'. This make it easier to add a new object without having to scale it etc. afterwards. What are the problems with this method?? Helge --- Helge E. Rasmussen . PHONE + 45 36 72 33 00 . E-mail: her@compel.dk Compel A/S . FAX + 45 36 72 43 00 . Copenhagen, Denmark ## Subject: Re: World sizes Date: Tue, 16 Jul 91 09:22:11 EDT From: Mark Thompson <mark@westford.ccur.com> Steve Worley writes: > However, if you keep your objects contained within your world by > making EVERYTHING really tiny, your objects will take up only a small > volume of the world. When Imagine starts "sorting the world" it has to > wade through a lot of empty space to "get to" your objects. > Unfortunately, all of the extra empty volume takes time to sort > though, so the rendering slows down. Sometimes this slowdown is > DRAMATIC, like 10 times slower in trace. > [Forgive the handwaving explanations of an octree. I know you're > groaning, Mark.] Hahaha, I like the hand waving Steve. The thing is, I have a tough time believing that the problem is algorithm related rather than programmer implementation related. The intent of adaptive spatial subdivision (for which octrees are a data structure for) is to break the world up into volumes of interest that vary in size and density depending on the objects in the environment. In other words, confine calculations only to the areas of interest. The fact that making stuff too small massively increases trace time runs counter to the adaptive spatial subdivision philosophy. There is no reason that finding and sorting through empty volume should cause a 10x slowdown considering that the subdivision is a very small calculation compared to the actual tracing. I cannot claim to be a ray-tracing expert, but it does not jive with me. |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ` ' Mark Thompson CONCURRENT COMPUTER | | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics | | ' Image ` ...!uunet!masscomp!mark Hardware Architect | | Productions (508)392-2480 (603)424-1829 & General Nuisance | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ## Subject: Re: World sizes Date: Tue, 16 Jul 91 10:46:24 -0400 From: Udo K Schuermann <walrus@wam.umd.edu> Steve Worley writes: > The resizing will NOT, repeat will NOT, change your camera views! But it will NOT change scale-related values in textures either. THAT is a problem! Try scaling an object with a nice wood-texture: The rings will become disproportional to the object :-( For this reason I tend to do what Helge Rasmussen does: scale the world to fit my objects/scene instead the other way around. A good solution would be to make size values relative to the object they're applied to, rather than absolute (i.e. a percentage value). That, of course, would have to come from Impulse. ._. Udo Schuermann "Did you ever wonder why we had to run for shelter ( ) walrus@wam.umd.edu with the promise of the brave new world unfurled Seeking virtual memory beneath the clear blue sky?" -- Pink Floyd ## Subject: Ship.lzh Date: Tue, 16 Jul 91 11:53:23 EDT From: jake@melmac.umd.edu (Rob Borsari) I finally got my ftp straight and ship.lzh is posted to hubcap. There is a readme with it. If anyone has any objects that would go well with mine ( boats aircraft missles helicopters) and is interested in a project let me know. I built it and now I want to do somthing with it. I am also interested in converting it to lightwave. The object file is aprox. 400k. Has anyone had louck with converting large objects? Comments and Questions welcome. -R- jake@melmac.umd.edu Rob Borsari "You built it, You find somthing to do with it" ## Subject: Re: World size Date: Tue, 16 Jul 91 18:33:43 +0200 From: her@compel.dk (Helge Egelund Rasmussen) Mark Thompson <mark@westford.ccur.com> writes: > The fact that making stuff too small massively increases trace > time runs counter to the adaptive spatial subdivision philosophy. There is > no reason that finding and sorting through empty volume should cause a 10x > slowdown considering that the subdivision is a very small calculation > compared to the actual tracing. I agree. Normally you would just continue subdividing until the 'boxes' in the areas occupying objects are small enough. Impulse might however have a limit on the max number of subdivisions. In this case there would be a limit on the size of the smallest box. The reason for this might be that they don't do adaptive subdivison, but -------- only subdivison (ie. subdivide everything, not only space occupied by objects). Helge --- Helge E. Rasmussen . PHONE + 45 36 72 33 00 . E-mail: her@compel.dk Compel A/S . FAX + 45 36 72 43 00 . Copenhagen, Denmark ## Subject: World Sizes Date: Tue, 16 Jul 91 12:57:46 EDT From: spworley@ATHENA.MIT.EDU Helge Rasmussen writes "I've been (mis- :-) using the globals actor size without any problems until now." He uses the world size bar without any problems, so why use my wacky method? First there isn't anything WRONG with adding a world size bar. The problem is that what it does and how to use it is very confusing, especially to the casual or new user. If you can use the world size bar and know what you are doing, great! Note that you still should CENTER your scene, though you don't need to scale it. My method is slightly easier because you don't have to deal with the world size at all. One disadvantage, as Helge points out, is that newly added objects might have to be rescaled to fit in the scene. As I said, I still don't understand world sizes. Sometimes when you set the XYZ values to DIFFERENT numbers (like 1024, 512, and 34653) the objects are still clipped, even though the volume defined by the rectangular solid (not a cube anymore!) contains your objects. Also, I'm unclear wether a size of 1024 means a span of -512 to 512 or a span of -1024 to 1024. Like I said, I just ignore the problem, and it goes away. :-) -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- ## Subject: World sizes again Date: Tue, 16 Jul 91 13:20:01 EDT From: spworley@ATHENA.MIT.EDU Mark Thompson writes: Hahaha, I like the hand waving Steve. The thing is, I have a tough time believing that the problem is algorithm related rather than programmer implementation related. The intent of adaptive spatial subdivision (for which octrees are a data structure for) is to break the world up into volumes of interest that vary in size and density depending on the objects in the environment. In other words, confine calculations only to the areas of interest. The fact that making stuff too small massively increases trace time runs counter to the adaptive spatial subdivision philosophy. There is no reason that finding and sorting through empty volume should cause a 10x slowdown considering that the subdivision is a very small calculation compared to the actual tracing. I cannot claim to be a ray-tracing expert, but it does not jive with me. I respond: I agree completely. The first step of the programmer should be to "normalize" the octree space by first figuring out the gross scale of the scene (the span of the world in each dimension) and then scaling and shifting the base octree to match this volume. Instead, Imagine seems to use a fixed octree that has an initial volume that is hardcoded (by default, and overridden by the animator). If the inital octree volume were self-selecting, the renders would always be optimum and nothing would ever get clipped. Definately a poor implementation. Looks like Zack was cutting corners. :-) -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- ## Subject: Morphing Date: Tue, 16 Jul 91 18:22:22 EDT From: spworley@ATHENA.MIT.EDU I was thinking about morphing in Imagine. Everybody is talking about Terminator II morphing, and (Udo S., I think ??) was playing around with it. First, Imagine supports morphing. Very nicely, I might add. The big problem is it cannot morph between objects with different numbers of points. Even if the # of points is the same, if the topology isn't similar, the morph is going to turn into a big mess with the objects turning inside out and scrambling themselves in an effort to match the shape of the other object. The reason that Imagine has the same # of point criteria is that making a general purpose morph algorithm is VERY VERY VERY VERY difficult, if not impossible. What Imagine does is take and make a new object by moving each point an interpolated amount between its position in object #1 and #2. Thus, the object slowly changes its shape from one to the other. The crossfades of brushmaps and the interpolation of texture and attribute parameters add some powerful bells and whistles. There can be problems: what if the beginning and ending objects don't correspond well? They might have the same # of points, but each point corresponds with an essentially random point on the other object. In this case, you get a muddled, confused morph. I remember someone months ago talking about morphing a torus to a sphere, and it turned out awfully. The best places to use morph are where you morph an object into another version of itself. You could take a Coke can object, then modify it with Magnetism to have a big dent in the side. A morph from one version to the other would be very smooth: the dent would grow cleanly, since the correspondence is nearly perfect. You could morph a bird's wing to a curved version so that the wings will bend as they flap as opposed to move like they were on a flat hinge. The big question is WHY can't Imagine just morph from one object to another? We're not asking for Terminator II effects, but something a bit more powerful than what we have now. The answer is that is is EXTREMELY hard to perform these sort of morphs. The problem is that it is difficult to tell the computer WHAT goes WHERE. If you were morphing a 3D object of my hand, into, say, a sword, how would Imagine know where to move the surface? With linear point interpolation, it just uses the start and end position of each point. With completely seperate objects, it has NO idea what to correlate with what. We might think, "Hmm, the top of the middle finger should become the tip of the sword, the thumb should merge with the palm as it flattens out into a blade..." and so on. BUT IMAGINE DOESN'T KNOW WHAT A MIDDLE FINGER IS! The way the hi-enders do it is smooth, but takes a lot of work. They take the two models, and MANUALLY move, say, the middle finger tip to the blade tip. Then move the thumb to the center of the blade. For many, many, points, they manually correspond them with the final morph positions. When they have many points defined like this, they ask the computer to interpolate the rest; often they have to correlate extra points because interpolation doesn't hack it in a certain region. NOW the computer knows how move one model to form the other. It can then "tween" the starting and ending positions to make a smooth morph. Of course, sometimes there is in-between stages that are also defined, since a linear morph often won't cut it. (ie the modeller might design a stage that is half hand, half sword, and do two morphs sequentially, using the half-way point like a keyframe). This kinda stuff is VERY high end, but you can see its effectiveness in Terminator II. I just wanted to talk about this a little bit, because some people were wondering if Imagine's morph could do something similar. -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- ## Subject: Attribute assignment idea Date: Tue, 16 Jul 91 19:03:21 EDT From: spworley@ATHENA.MIT.EDU I just thought of a truly terrific idea for Imagine 2.0, which would make a VERY powerful tool and be easy to program. Here's the problem: a) You want to have an object like a dented Coke can. Fine, you build your can, add a dent, wrap an IFF of the Coke logo on it, and render. What happens? You get a dented Coke can, but THE LOGO IS ALL SCREWED UP by the dent! This is because the object is no longer a nice cylinder; its a complex shape that is wrapped differently. b) you want to animate a piece of paper folding itself into a paper airplane. Cool, huh? Well, what if you want to add notebook paper lines that fold as well? oog, kinda tough. c) You make an anim of an exploding wooden ball. Unfortunatly, as the little confetti pieces expand, the wood texture on each piece changes as the pieces fly through the object's texture space. The need for even better control of textures and brushmaps, especially for strangely shaped or morphing objects, is obvious. I would love to be able to have a "newspaper" object with an IFF brush map of a real newspaper, but have it folded and wrinked, with dog-eared corners, just like a real paper. Unfortunately, brush mapping doesn't follow the surface this way. Here's my idea: You are given the option to designate SURROGATE objects to define the attributes, textures, and brushmaps. These surrogate objects must have the same number of points and the same topology as the "real" object. Most likely the surrogate would be the virgin copy of your object before you dent, wrinkle, fold, and explode it. What happens is that when your dented object is rendered, the attributes defined by the surrogate object are used, NOT the attributes of the dented version. A ray striking a certain face on the dented can would get its attributes from the corresponding face on the REFERENCE object. The exact position on the struck face can be interpolated on the reference object (simple 3 point linear interpolation) and the color, reflectivity, and transparency can be determined. This, if a ray strikes the center of a dent, Imagine looks at the same face on the undented reference object. The brush map(s) and texture(s) that color the point on the REFERENCE object are applied to the real object. Voila! The dented area is now properly colored. The great part is that this can be done with very little work for Imagine; the overhead is the addition of a 3 point interpolation per ray that strikes the object. In comparison to the computations that compute texture color and brushmap location, this extra time is VERY small. The code required to implement this lookup is also pretty straightforward; I could see a snag if you wanted to include altitude mapping, though. (In render quality, not ability to implement). Do people see how useful this could be? You could animate a ball shattering, and the coloring from the checker texture you used on the ball would be intact. A morphing object would make the a brushmap logo convolute with the shifting surface, as opposed to stay "floating" on top. If Impulse wanted, you might even have the option of using a reference object then add EXTRA textures or brushmaps the AREN'T referenced, so you could add effects that aren't twisted to follow the "real" objects contours. This is an idea that suddenly sprang to me. It's completely original, and I'm kinda proud of it. Anyone have any improvements/suggestions to it? I want Impulse to use it, and I already have ideas about some neat effects that I could do. The reference object idea could also be used in Lightwave or 3D Pro, too; its not tied to Imagine specifically at all. Anyone have any other neat effects that you could do if you had this ability? Denting, folding, exploding, and other physical morphs are the obvious situations where it might come in handy. -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- ## Subject: Re: World sizes Date: Tue, 16 Jul 91 19:44:37 EDT From: bobl@graphics.rent.com (Bob Lindabury - SysAdm) Udo K Schuermann <rutgers!wam.umd.edu!walrus> writes: > Steve Worley writes: > > The resizing will NOT, repeat will NOT, change your camera views! > > But it will NOT change scale-related values in textures either. THAT > is a problem! Try scaling an object with a nice wood-texture: The > rings will become disproportional to the object :-( This is a very good point. I recently (well, not that recently) posted a starburst object to this list along with an explaination on how to use it. This "tutorial" suggested that you rotate the starburst object as you sized it up and down in the scene. Well, shame on me! I tried just that *after* I posted the object and tutorial and I found that the radial filter texture I had applied to the disk portion of the object did NOT size proportionally with the disk! ARGH! This shouldn't happen should it? Is this a problem with Imagine or am I being a putz expecting the texture to proportionally size with an object? Is there another way to achieve the desired effect? -- Bob The Graphics BBS 908/469-0049 "It's better than a sharp stick in the eye!" ============================================================================ InterNet: bobl@graphics.rent.com | Raven Enterprises UUCP: ...rutgers!bobsbox!graphics!bobl | 25 Raven Avenue BitNet: bobl%graphics.rent.com@pucc | Piscataway, NJ 08854 Home #: 908/560-7353 | 908/271-8878 ## Subject: Textures/FX Date: Tue, 16 Jul 91 21:04 MST From: "Vax Headroom (Dave E Martin)" <DAVE@NET23.MIT.EDU> Since textures and effects are loadable, what are the chances of impulse releasing the format so people could make their own? Are they loadable code routines or formulas or what? I would like a texture similar to the one used in DKBTrace to get clouds. I've tried camoflauge, but it doesn't quite give the same effect. ## Subject: Morphing and the like Date: Tue, 16 Jul 91 23:42:25 PDT From: Daryl T. Bartley <dmon@ecst.csuchico.edu> Okay, a quick question on the hand-morphing-into-a-sword thing...would it be possible (or practical) to make more than one intermediate object? Say the final 'sword' (or whatever) has half as mnay points as the hand (I know, it wouldn't, but just for sake of argument)...you make an intermediat object, same# of points as the hand, and like 'line up' some of the points so it is a flat surface...then, make a second object just like that, but delete the excess points that are lined up, hopefully ending up with the same face-point count as the final sword (Okay, so the sword might have to be a little overcomplicated), then replace the 2nd object (hand-sword) with the 3rd...if done right, the switch won't show up, and it can morph on into the sword. Now, if anyone can figure out what the heck I just said (including ME!), then would it work? P.S. Oh, and is there any chance when the 'sneak peek' pics of the DCTV-T2 animare let out, that there might be some lowly HAM versions? (i.e. that I can see?) A t D h V a A n N k C s E, Daryl Bartley dmon@cscihp.ecst.csuchico.edu ## Subject: "projection maps," are they possible? Date: Wed, 17 Jul 91 00:16:08 CDT From: mit-eddie!harvard!scubed!pro-party.cts.com!seanc (Sean Cunningham) Someone on Studio Amiga (817-467-3658) was having trouble getting a disco ball to produce the little light reflections on the walls in the room he designed. Because Imagine doesn't do backward-beam raytracing, this kind of effect is impossible w/o doing some kind of mapping. Someone else posted that the effect could be simulated by mapping an IFF of some spots onto a light. How is this done??? I would have asked the person who suggested this myself, but due to a rather _LARGE_ phonebill I won't be calling there for quite a while :) HELP! Sean /\ RealWorld: Sean Cunningham / \ "Doing our business is what INET: seanc@pro-party.cts.com VISION Amigas are for." Voice: (512) 992-2810 \ / // \/ "Hasta lavista, baby." KEEP THE COMPETITION UNDER \X/ GRAPHICS the Terminator, CSM101 ## Subject: Re: Attribute assignment idea Date: Wed, 17 Jul 91 10:01:09 EDT From: Mark Thompson <mark@westford.ccur.com> Sean Schur writes: > Sorry Steve, this idea is not "completely original". This is a feature > that is commonly implemented in high-end rendering programs. Yes, wrapped textures as apposed to projected textures have been around for some time. They aren't to common on lower end rendering programs because of the complexity of actually using them as well as the additional difficulty of implementing them well. Last years Siggraph had a paper "Performance-Driven Facial Animation" in which an image of a face was assiged control points and "wrapped" onto a model of a head. The control points could then be animated to give the face various expressions. The technique was used in the film "The Audition" shown at the Film and Video show in which a bulldog's facial image was wrapped onto a character's head and animated. I might add that although LightWave currently only uses projected textures, objects that are scaled in Layout (the animation module) automatically scale the texure. |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ` ' Mark Thompson CONCURRENT COMPUTER | | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics | | ' Image ` ...!uunet!masscomp!mark Hardware Architect | | Productions (508)392-2480 (603)424-1829 & General Nuisance | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ## Subject: Re: Attribute assignment idea Date: Wed, 17 Jul 91 05:56:15 PDT From: schur@ISI.EDU > > I just thought of a truly terrific idea for Imagine 2.0, which would > make a VERY powerful tool and be easy to program. <stuff deleted> > Here's my idea: You are given the option to designate SURROGATE > objects to define the attributes, textures, and brushmaps. These > surrogate objects must have the same number of points and the same > topology as the "real" object. Most likely the surrogate would be the > virgin copy of your object before you dent, wrinkle, fold, and explode > it. <stuff deleted> > What happens is that when your dented object is rendered, the > attributes defined by the surrogate object are used, NOT the > attributes of the dented version. A ray striking a certain face on the > This is an idea that suddenly sprang to me. It's completely original, > and I'm kinda proud of it. Anyone have any improvements/suggestions to > it? I want Impulse to use it, and I already have ideas about some > neat effects that I could do. > --------------------------------------------------------------------------- > Steve Worley spworley@athena.mit.edu > --------------------------------------------------------------------------- Sorry Steve, this idea is not "completely original". This is a feature that is commonly implemented in high-end rendering programs. As a matter of fact, for those of us using high-end and middle-end (or whatever you want to call Imagine, I wouldn't say low-end) programs, this question is inevitably one of the first to pop up. Does it do projection mapping or true image mapping? Because this is exactly what Imagine or Lightwave or whatever other Amiga renderer you use does (except Journeyman). It does not actually "wrap" an image onto an object, it "projects" it into the general area of the object. For a specific example of what I am talking about (I'm sure many of you have tried this already) wrap some brush onto an object, say a sphere, in Imagine. Then render a simple animation having the sphere explode and watch carefully as the pieces move outward. You can literally see the pieces move through the image. The image stays put within the parameters of the brush axis you defined. You can even see when the fragments leave the area that the brush is projected into because they revert to their defined base color. It is a wonderful idea, and especially would be wonderful if Imagine would implement it. That would make Imagine unique in it's class. But unfortunately it is not original. I am almost certain that Journeyman works properly in this way. You build your object then stamp a brush where you want it to go on a quick-rendered version of the object. That brush wraps onto the object at that point and sticks. I can't say absolutely that they have true brush wrapping, I haven't played enough with distorting objects yet to tell. Maybe I'll play with it any let you know if anyone is interested. ======================================================================= 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: "projection maps," are they possible? Date: Wed, 17 Jul 91 11:35:21 EDT From: spworley@ATHENA.MIT.EDU -------- mit-eddie!harvard!scubed!pro-party.cts.com!seanc (Sean Cunningham) asks how to make a disco ball. You're right, Imagine does NOT do backwards ray tracing other than shadow casting. (You cannot shine a light on a reflective surface and have it illuminate something with the reflected light). Backwards raytracing is VERY expensive (computationally) to do, and just isn't feasable even with a 100MHz 68040. However, you could get a disco ball effect in less direct ways... One way to do this would be to make an object that was a sphere with one or more brush maps on it. You build a brushmap that is mostly pure black with small rectangular white holes on it. You could scatter them randomly or make a nice grid. Wrap the brushmap as a TRANSPARENCY map on the sphere. Now, in the Stage editor, put a light inside the sphere. Voila! you have little beams of light coming out of the sphere. You can slowly animate the spophere rotating to make the spots move around. This is only an APPROXIMATION to a disco ball, though, because all of the light is radial to the ball. With a real ball, the light from (say) a spotlight isn't reflected radially at all. Also, the reflected light should really be coming from only one side (with only one spotlight) whereas this cheesy model is uniform. But at least it's something that would work to a good approximation. -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- ## Subject: Re: attribute assignment idea Date: Wed, 17 Jul 91 12:06:05 EDT From: spworley@ATHENA.MIT.EDU Sean Shur writes "Sorry, Steve, but your idea isn't completely original." ----- It is for me! :-) Yes, it's obvious that hi-end systems must use a method of defining complex texture/image spaces that follow the object's complex shape or motion. Mark Thompson says that one method uses control points to define the placement. Actually, my idea uses the same method, except EVERY point is a control point. It's obvious that the idea of making an alternative texture/image space for complex attribute assignment HAS been done before. What IS original is the method I'm suggesting to define it. It has limitations, but is particularly easy to use (for the animator) and simple for the programmer to implement. (Then again, I'm not doing the coding!) Talking about hi-end features, the author of 3D Pro is bragging that 3D Pro 2.0 will have radiosity. Yow! Radiosity is a very complex method of lighting scenes that is particularly realistic; areas like room corners and alcoves are more dimly lit than the middle of the room. It is a VERY subtle feature that makes startlingly lifelike renderings. The trick is that it is so expensive (hard to code well, and a LOT of extra compuation in the render) that an Amiga (or Apple or NeXT or IBM) implementation that would actually be useful seems nearly impossible. Of course, what do I know? One other feature of radiosity is that if you have a scene with the radiosity lighting computed, you can render different views without re-computing radisity. This makes room fly-throughs very popular.. -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- ## Subject: Imagine to Lightwave Date: Wed, 17 Jul 91 11:17:24 CDT From: rcarris@shumun.weeg.uiowa.edu (Randy Carris) I'm looking for a way to cpnvert Imagine objects to Lightwave objects. I know that with Interchange you can convert Turbo to Sculpt and load them that way, but do you loose anything. I obviously don't want the shape distorted etc. Can you keep the attributes or do they get lost or screwed up? Is there any dirrect way to do these conversions? I like the object creation abilities I get in Imagine (when I ever get better control over them), but I con output to tape a lot easier with our Toaster. Thanks, Randy Carris rcarris@shumun.weeg.uiowa.edu P.S. , I got my plane tickets to Las Vegas for July 28-Aug. 2 I'm a student volunteer at SIGGRAPH this year, who all is going to be there. Anyone else on here going as a volunteer? ## Subject: Imagine's capabilities (was Re: "projection maps," are they possible?) Date: Wed, 17 Jul 91 13:09:50 EDT From: reynolds@fsg.com (Brian Reynolds) I'm a little confused about Imagine's capabilities. I don't currently own an Amiga or Imagine. I have used several PD raytracers (currently I use rayshade 4.0 beta), and I have read about half of Andrew Glassner's "An Introduction to Ray Tracing." I don't understand the statement that Imagine does not do backwards raytracing. Glassner's book defines all practical ray tracers as backwards ray tracers. A ray is traced backwards from the eye point, through the image plane, and into the scene, where it may hit an object, and be reflected towards another object, empty space, or a light source. The color of a pixel is determined by combining the color of any objects hit by the ray and the color of light hitting the objects, adjusting for distance and the number of bounces. It seems to me that any ray tracer using this approach should get illumination from reflected light for free since an object that receives light from a relection off a mirror type object would be almost (assuming imperfect mirrors) as bright as an object that is directly illuminated (at the same ray path distance), and brighter than an object that receives light after a reflection off a non-mirror object. (Of course now I'll have to test rayshade and see if it works.) A forward ray tracer is defined as one that traces a ray from the light sources outward, possibly hitting an object, reflecting around, and eventually reaching the eye point. Because the vast majority of rays leaving a light source will never do anything interesting, forward ray tracers aren't considered practical. Can someone clear up exactly what Imagine does when it traces a scene? Brian Reynolds "... a drone from sector 7G." Fusion Systems Group reynolds@fsg.com -or- ...!uupsi!fsg!reynolds ## Subject: Altitude Maps Date: Wed, 17 Jul 1991 00:28 CDT From: "Ryan Brooks, 040 Wanna-be" <2575BROOKSR@vmsf.csd.mu.edu> Is there anyway to do real altitude mapping with imagine? I'd like to take a gray scale image, map it onto a plane, and have the plane actually change shape, not just appear to have depth, as Imagine appears to do. Any help would be greatly appreciated. Ryan Brooks 2575BrooksR@vms.csd.mu.edu ## Subject: Re: attribute assignment idea Date: Wed, 17 Jul 91 12:46:50 EDT From: Mark Thompson <mark@westford.ccur.com> Steve Worley writes: > 3D Pro 2.0 will have radiosity. I hope its a two pass algorithm to handle the specular component :-) > it is so expensive (hard to code well, and a LOT of extra compuation in > the render) that an Amiga (or Apple or NeXT or IBM) implementation that > would actually be useful seems nearly impossible. Yeah, I don't think we will be seeing too many radiosity animations of any length. > One other feature of radiosity is that if you have a scene with > the radiosity lighting computed, you can render different views without > re-computing radisity. This makes room fly-throughs very popular.. Unfortunately, nothing in the room can move except the camera. But for architectual/interior design applications, this limitation doesn't usually matter. |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ` ' Mark Thompson CONCURRENT COMPUTER | | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics | | ' Image ` ...!uunet!masscomp!mark Hardware Architect | | Productions (508)392-2480 (603)424-1829 & General Nuisance | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ## Subject: Re: World sizes Date: Wed, 17 Jul 91 12:09:29 -0400 From: Udo K Schuermann <walrus@wam.umd.edu> >> Steve Worley wrote: >>> The resizing will NOT, repeat will NOT, change your camera views! > I wrote: >> But it will NOT change scale-related values in textures either. THAT >> is a problem! Try scaling an object with a nice wood-texture: The >> rings will become disproportional to the object :-( Bob writes: > [Description of scaling the StarBurst object removed] > This shouldn't happen should it? Is this a problem with Imagine or > am I being a putz expecting the texture to proportionally size with > an object? Not your fault, Bob. Impulse didn't think things through quite as much as they should have with respect that that. Ideally, sizing an object should affect textures equally. The problem lies in the fact that Imagine cannot know which of the texture parameters are size-related and which aren't. When the object is scaled, the parameters are unaffected. If Impulse redefines size-related parameters to where they represent parent-object relative size, the problem would go away and, in my view, would require very little code to implement. Ex: set the size of the rings in a wood-texture to 0.05, meaning 5% of the object's axis size (perhaps avg of xyz?). If the object is scaled up, the texture will be scaled by default. > Is there another way to achieve the desired effect? Other than manually altering all the involved texture parameters, no. ._. Udo Schuermann "Did you ever wonder why we had to run for shelter ( ) walrus@wam.umd.edu with the promise of the brave new world unfurled Seeking virtual memory beneath the clear blue sky?" -- Pink Floyd ## Subject: gnicartyaR sdrawkcaB Date: Wed, 17 Jul 91 12:42:30 PDT From: Daryl T. Bartley <dmon@ecst.csuchico.edu> You mean, it can't reflect light off of one object onto another? I could have sworn I saw some 're-cast' light in one trace I did (And yes, to prove how much of a nutter I am, it took 26 hours on my stock 2000), from some glass in front of a mirror...could this just have been the light going through the glass and hitting the floor, or was it coming off of the mirror and back through the glass? Darn, if it can't reflect light, that shoots down another 1000 project ideas. ::-) Daryl Bartley dmon@cscihp.ecst.csuchico.edu ## Subject: Re: Imagine to Lightwave Date: Wed, 17 Jul 91 15:58:10 EDT From: Mark Thompson <mark@westford.ccur.com> Randy Carris writes: > I'm looking for a way to convert Imagine objects to Lightwave objects. I > know that with Interchange you can convert Turbo to Sculpt and load them > that way, but do you loose anything. I obviously don't want the shape > distorted etc. Can you keep the attributes or do they get lost or > screwed up? Is there any dirrect way to do these conversions? Well Syndesis is currently beta-testing conversion modules for both LightWave and Imagine. I am testing the LightWave module. Unfortunately, InterChange currently converts all objects from any format into its own internal simplified format. While this does not alter the shape of the object, it seriously limits the variety of surface attributes that may be passed. Syndesis has proposed expanding their surface attributes support and you can bet your butt that I was screaming all for it. As it stands now, it is limited to a color definition, smooth/flat, shiny, and dull. I don't even think it handles transparency. Also of note, the upcoming LightWave 2.0 release will include a complete object import/export facility done by John Foust of Syndesis. > P.S. , > I got my plane tickets to Las Vegas for July 28-Aug 2. I'm a student > volunteer at SIGGRAPH this year, who all is going to be there. I'll be there. Currently I am attempting to quickly organize a small gathering of Amiga graphics enthusiasts at the show. |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ` ' Mark Thompson CONCURRENT COMPUTER | | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics | | ' Image ` ...!uunet!masscomp!mark Hardware Architect | | Productions (508)392-2480 (603)424-1829 & General Nuisance | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ## Subject: Bug in 1.1 Date: Wed, 17 Jul 91 23:14:30 EET DST From: Juha Kallioinen <s37804r@puukko.hut.fi> I think I'v discovered a bug under Imagine 1.1 When you're in the Forms editor and by accident or intentionally make the object look like a line in the TOP-view the result is a guru. Seems like the forms editor cannot handle zero-width; that's acceptable but it should pop up a requester, not a guru. The system I'm running is A500 w 3 megs, 1.3 kick, 68010 (sigh) So, there it is. -- o-----------------------o----o--Q: How many IBM cpu's does it take to do---o | s37804r@puukko.hut.fi/ __ | a logical right shift? | | Juha Kallioinen /_ /// | A: 33. 1 to hold the bits and 32 to push | o--------------------o \XX/ o-----the register.---------------------------o ## Subject: Help! I'm morphing! Date: Wed, 17 Jul 91 16:23:50 EDT From: alan@picasso.umbc.edu (Alan Price) Hey, here's something which has probably been covered, but I missed it if it has. In all the time I've been using Imagine, I finally got around to seriously experimenting with morphing attributes and textures. I set up a series of spheres and morphed through four different attribute/texture settings over a length of 60 frames. The results varied: Going from one wood texture to another worked very nice, both the attributes (color and specularity) AND the woodgrain texture transformed smoothly. Going from wood texture to angular did not work. The attributes morphed, but the new colors of the angular texture seetings did not appear until the transformation was entirely complete. (The wood grain did slowly disappear, however.) Going from angular to disturbed did not work too well either. The colors in the angular texture slowly gave way to the color of the disturbed sphere, but the disturbed texture did not appear until the end of the morph. All of a sudden POP! it's disturbed. From this short test I am assuming that Imagine morphs object attributes (color, specularity, hardness, rough, shiny, reflect) smoothly and effectively. But does not do well morphing TO a certain texture. (Actually since wood was successful, it seems appropriate that bricks, and grids may work well, too. But does dots? or others?) Disturbed, and angular did not morph. Or am I doing something wrong? Another question: I clicked on the []Genlock sky option in the globals attributes and nothing changed. I wanted the gradient fill that I assigned in the Horizon and +&- Zenith settings to appear in my reflective objects, but to have a black sky. The sky rendered with the gradient fill instead. What am I doing wrong? An observation: There has been interesting mail about both morphing and re-sizing objects, etc. On the subject of re-sizing the texture settings along with the scaling of an object, there seems to be mostly negative opinions about it. Well here's one advantage: I have a plane with a brick texture applied to it. It's called 'brick wall', of course. I load it in the stage editor repeatedly, creating many walls for an alley-like background for an animation I'm working on. I can easliy resize this plane to build 'buildings' and the bricks always stay the same size. It would be a pain to have to make all thes different wall objects in this particular case. I'm sure there are other situations where you use the same object multiple times, rescale it, but want to keep the same texture size. A wood-pile, trees, or chips hewn from the same marble, are some. I'm sure there are more instances where it would be better to have the texture resize along with the object, but if this change were made in 2.0, perhaps there would be some way of making it an option rather than a fixed way of scaling. AP. ## Subject: Help! I'm morphing! Date: 17 Jul 91 16:14 -0500 From: "Jeff A. Bell" <uubell@ccu.umanitoba.ca> > Another question: > > I clicked on the []Genlock sky option in the globals attributes and nothing > changed. I wanted the gradient fill that I assigned in the Horizon and +&- > Zenith settings to appear in my reflective objects, but to have a black sky. > The sky rendered with the gradient fill instead. What am I doing wrong? Probably nothing. I had exactly the same question a while back. As it turns out, the 'Genlock sky' option will not work if you're rendering in 24bit (which was my 'problem'). Like you, I wanted the horizon gradient to show up in objects that I was rendering, but I didn't want the sky to show up.. My solution was to give up on ray-tracing (takes too long to ray-trace an animation on a stock 68000 machine. Ugh), and go to scanline, using many brush maps and a reflection map to make up for the lack of true reflection. (After having seen your 'SpiralStairs' pic, I'm sure you realize all this. Sorry for babbling. Nice job on that pic, BTW. I liked the way the light and reflections played of the hardwood floor. The stairs looked AWFUL tedious to model). Later Alan, Jeff -- uubell@ccu.umanitoba.ca ## Subject: Displacement mapping Date: Wed, 17 Jul 91 17:23:02 EDT From: spworley@ATHENA.MIT.EDU Ryan Brooks asks: Is there anyway to do real altitude mapping with imagine? I'd like to take a gray scale image, map it onto a plane, and have the plane actually change shape, not just appear to have depth, as Imagine appears to do. Any help would be greatly appreciated. Ryan Brooks --- Imagine does not support displacement maps (where the surface is actually changed). However, if you just want to map altitudes onto a plane, there is a very practical alternative: TTDDD by Glenn Lewis will allow you to define objects by scripts or programs. A plane is particularly easy to set up as an object, though you'll have to figure out how to read an IFF file and output the intensity as a string of numbers. The steps I would take would be to write a quick C program that takes a filename and an x and y dimension as input. It reads the filename in as an array of bytes representing intensity. It outputs a TTDDD file containg an XY mesh with the individual Z components given by the input file. With this root program completed, I would make a AREXX script to call The Art Department Professional, load your IFF, convert it to gray scale, and output in raw format (Sculpt). Then the AREXX script would call my program, which outputs a TTDDD file, then the script would run WriteTDD. Boom, a displacement map like you asked for. The AREXX script would be about 8 lines long, the C code maybe 20. If you really want such a program, I could write one for you pretty quickly. The final answer is "No, Imagine can't use displacement maps. But WE can!" -Steve Geez, a lot of good posts the past few days. We're up to about 980... I think my "next week" prediction was pessimistic. Oh, the prize for the 1000th post is a good idea. The 1000th LEGIT post (by my standards) will be a set of floppies containing a bunch of useful Imagine files, such as objects, brushmaps, tutorials, etc. Most of this will be from the hubcap FTP site, but some of it is stuff I haven't gotten around to posting yet. Why this prize? I'm copying a set of disks like this for Impulse and Rick Rodriguez and an extra copy is easy to make. It will be worth a few bucks to see how you guys try to come up with legit ideas to talk about. Note that the posts have to be legit: a few lines saying "Yes, I agree with you completely, Fred!" is an obvious filler. :-) Also, note that 1000 is defined by the order in which I get them, and some people might have a different order because of mail delays. --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- ## Subject: Re: Morphing Date: Wed, 17 Jul 91 14:32:11 CDT From: mit-eddie!harvard!scubed!pro-party.cts.com!seanc (Sean Cunningham) I'm doing some extensive experimentation right now trying to get a similar effect as seen in T2. So far, I've been doing puddles that grow, stretch, and "crawl" using digitized reflection maps. I've just about determined that I'll have to continue work in another package to progress much further. It's not that any other package does better morphing (they all do point morphing), it's that the smoothing sometimes turns off on faces around the "lip" of my puddle, giving a faceted look. Also, I need to be able to bend points, where the DETAIL editor will only let me drag points. An interim solution may be to do all of my distortion modelling in Modeler3D and then import the object into Imagine via Interchange. Sean /\ RealWorld: Sean Cunningham / \ "Doing our business is what INET: seanc@pro-party.cts.com VISION Amigas are for." Voice: (512) 992-2810 \ / // \/ "Hasta lavista, baby." KEEP THE COMPETITION UNDER \X/ GRAPHICS the Terminator, CSM101 ## Subject: Colorburst Date: Wed, 17 Jul 1991 22:04:04 -0500 From: Donald Richard Tillery Jr <drtiller@uokmax.MIT.EDU> ATTENTION 24 BIT ENTHUSIASTS!!!!!!!!!!!!!!!! Finally, after much ado, I have in my posession a _COLORBURST_!! It is a developer model, so it is officially only FCC Class A approved, but I haven't noticed any interference with my TV, so I assume it will pass Class B whenever the FCC gets on the ball. Right now I'm using VI on top of a 24 bit image as a backdrop (the first time I've ever been pleased with VI :-), and it looks GREAT! (Some of the letters are a bit hard to read here and there :-) I'll post a full review (I don't usually hold any punches, so you can be sure of a hard nosed review) in a few days (probably early next week) to comp.sys.amiga.reviews, and messages telling everyone to read it to comp.sys.amiga.graphics, and probably alt.binaries.pictures.d or any other groups I can find with the words "graphics" or "pictures." (ANY SUGGESTIONS?) Anyway, this is at least ONE MAST product that IS NOT vaporware! Rick Tillery (drtiller@uokmax.ecn.uoknor.edu) ## Subject: SIGGRAPH '91 (was Re: Imagine to Lightwave ) Date: Wed, 17 Jul 91 20:44:40 EDT From: reynolds@fsg.com (Brian Reynolds) I'm going to be at SIGGRAPH '91 also. A couple of months ago a get together of imagine mail list members was suggested. Anyone want to organize it? (I'll do it if there's enough interest in a meeting, but no interest in organizing it. :) I'll be arriving Saturday and plan on being at registration as early as possible Sunday. If anyone's interested I can try and figure out how to arrange a BOF (birds of a feather) meeting after I'm done at registration. I don't know what kind of facilities SIGGRAPH is offering for BOFs this year (it varies from year to year). See you there. Brian Reynolds "... a drone from sector 7G." Fusion Systems Group reynolds@fsg.com -or- ...!uupsi!fsg!reynolds Steve does this count towards the 1000th message? :) ## Subject: Re: "projection maps," are they possible? Date: Wed, 17 Jul 91 23:04:22 CDT From: mit-eddie!harvard!scubed!pro-party.cts.com!seanc (Sean Cunningham) (Steve Worley explains how to do the disco ball effect...) I kinda thought that might be a way to do it, but my attempts at filter mapping have all been duds. My only question is: will a SPHERICAL light set at 255 all be bright enough to cause visible spots on the surfaces in a scene? To be honest, I'm not really interested in doing a disco ball. That was someone else. What I want to do is get the effect of light reflected off the surface of water. Like when you're under water in a pool and see all the little criss-crossings on the bottom. Anyone out there have a subscription to MILIMETER magazine??? That picture of the Sea Cow created with METABOLS for that HDTV special was hot wasn't it?! He was using a projection map to do the reflections on the Sea Cow's back. It looked increadible. Sean /\ RealWorld: Sean Cunningham / \ "Doing our business is what INET: seanc@pro-party.cts.com VISION Amigas are for." Voice: (512) 992-2810 \ / // \/ "Hasta lavista, baby." KEEP THE COMPETITION UNDER \X/ GRAPHICS the Terminator, CSM101 ## Subject: Radiosity Date: Wed, 17 Jul 91 23:14:37 CDT From: mit-eddie!harvard!scubed!pro-party.cts.com!seanc (Sean Cunningham) I've seen some fairly realistic renderings created with radiosity (like the factory scene in one of HP's workstation brochures). But from what I've been reading lately, it's not really the solution for realistic renderings...at least not by itself. Radiosity isn't supposed to be able to do shiny or reflective surfaces, it's more tuned to matte finishes. But I've seen some _very_ impressive renderings that used a combination of radiosity and raytracing. Beautiful shadows and shading with raytracing's true reflections. Did Bill Coldwell give any approx. times for computing the lighting model to use for a scene (heh, listen to me...sounds like I really know what I'm talking about, eh :) That first part of the render process where it figures out the way the objects are lit, and how their surface gives off light is supposed to take quite a long time...but further images of the same scene are supposed to be fairly quick, hence your "walkthrough" reference. It'd be neat wouldn't it. Sit there and wait for the lighting to be set up for as long as you'd normally wait for a whole animation to be traced...but then be able to change views and only have to wait for the screen to update (probubly not _this_ fast...but I can dream, right?) Sean /\ RealWorld: Sean Cunningham / \ "Doing our business is what INET: seanc@pro-party.cts.com VISION Amigas are for." Voice: (512) 992-2810 \ / // \/ "Hasta lavista, baby." KEEP THE COMPETITION UNDER \X/ GRAPHICS the Terminator, CSM101 ## Subject: How to precisely add objects (and all that)? Date: Thu, 18 Jul 91 15:46:05 EET DST From: Juha Kallioinen <s37804r@puukko.hut.fi> I'm making a house which has many rooms and thus many walls, what is the best way of adding walls to the house so that they leave no cracks to the corners ? Now I always have to zoom as much I can to move a new wall precisely to a corner. But it is pretty tedious to zoom around many many times and then back again. Stupid question probably, I'm sure there's a simple solution to this, but I can't figure it out, so heeelp. (I'm thinkin of making a house-walk-through) -- o-----------------------o----o---------------------------------------------o | s37804r@puukko.hut.fi/ __ | Diplomacy is the art of saying "nice doggy" | | Juha Kallioinen /_ /// | until you can find a rock. | o--------------------o \XX/ o---------------------------------------------o ## Subject: Re: Radiosity Date: Thu, 18 Jul 91 10:08:15 EDT From: Mark Thompson <mark@westford.ccur.com> > Radiosity isn't supposed to be able to do shiny or reflective surfaces, > it's more tuned to matte finishes. But I've seen some _very_ impressive > renderings that used a combination of radiosity and raytracing. Beautiful > shadows and shading with raytracing's true reflections. Yes, this is the two-pass radiosity algorithms I have refered to in a couple of recent posts. Some of the images I have seen using the two pass method are just ridiculously real looking. Wow. |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ` ' Mark Thompson CONCURRENT COMPUTER | | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics | | ' Image ` ...!uunet!masscomp!mark Hardware Architect | | Productions (508)392-2480 (603)424-1829 & General Nuisance | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ## Subject: Disco ball light strength Date: Thu, 18 Jul 91 11:49:46 EDT From: spworley@ATHENA.MIT.EDU Sean Cunningham asks: My only question is: will a SPHERICAL light set at 255 all be bright enough to cause visible spots on the surfaces in a scene? ----- No, I bet that a light of 255 won't work too well. So crank it up to 2000! For a long time I thought lights were limited to 255: I was wrong. (Its logical that lights can be as bright as they want). Values above 500 or so are pretty severe: they cast strong shadows, like a very sunny day. Above 3000 or so and it looks like your world is lit by nuclear weapons. -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- ## Subject: No-seam house walls Date: Thu, 18 Jul 91 12:05:37 EDT From: spworley@ATHENA.MIT.EDU Two methods. First, you can design your walls to be nice dimensions like 100 or 1024 instead of 383.38. Place your axis at the corner of each wall. Then, to get seamless joins, use "snap to grid" in the project editor which will instantly adjust your walls to a perfect fit. [As long os your wall lengths are muliples of the grid line spacing.] The other cheesy option is to make your walls too big. Then INTERSECT them. You get a mess BEHIND the wall, but if you don't look there, you'll never see it. wall 1 | ------------------+-- | | wall 2 | | | camera X -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- ## Subject: Re: How to precisely add objects (and all that)? Date: Thu, 18 Jul 91 11:45:40 CDT From: Wayne Haufler 283-4160 <haufler@sweetpea.MIT.EDU> Hello fellow imagineers, Juha Kallioinen writes: > (I'm thinkin of making a house-walk-through) That reminds me: Whatever happened to The Rooms Project? Is all involved busily but quietly working on their pieces? Or has it gone by the wayside? I wonder if I get ALL the messages. Perhaps someone (Jake?) could fill in the newcomers. At least it sounds like Juha is new and would like in on it, if it is not too late. :) Unfortunately, MY Amiga 2000 has been out of commission for two months now! :( That's EIGHT WEEKS (mostly weekends) of unfulfilled dreams, including the work on the Rooms Project. I am itching to get back into it. Sorry guys, I had to gripe to somebody. > I'm making a house which has many rooms and thus many walls, what is the > best way of adding walls to the house so that they leave no cracks to the > corners ? This problem might be solved with an improvement I would like to see for Imagine (2.0?). This would involve a way in the Stage Editor and/or Detail Editor for specifying an object to move, a direction to move, (or move it interactively with the mouse), and one or more objects to avoid. The object could then be moved until it collides with one of the 'to avoid' objects. Or Imagine could automatically move the object in the specified x, y, or z direction until it collides. Of course, the legal directions would probably have to be limited to along one of the three global axis. This would require a collision detection algorithm, but it shouldn't be too difficult to implement, since it is only active on demand, and only for a specified set of objects. Am I right? :/ This would allow one, say, to accurately and easily place a vase on a table, or butt two walls together without cracks (though exact corners may be difficult), or assemble an object precisely from existing pieces. An alternative approach that may be easier to implement and more general, would be to allow the user to specify one point on the 'to move' object and another point on a reference object, and then Imagine could move the object such that the two points coincide. This may not be suitable for many situations, like butting two walls together in a 'T' where there are no points on the reference object to coincide with. I hope these descriptions are understandable. I don't claim to be familiar with collision detection algorithms, so I may be all wet. :^) Does anybody have any comments, embellishments, or improvements to these ideas? Ah! Maybe a more immediate solution might involve TTDDD (?). But I think TTDDD only works with one object at a time and not positions of objects within a scene, but I really don't know for sure. Wayne =============================================================================== ____ Wayne A. Haufler (haufler@sweetpea.jsc.nasa.gov) \\ /\\ /\\ // McDonnell Douglas Space Systems Company - Houston Div. \\ /--\\ // \\ //--[Christian/Lutheran/SW Engineer/Amigan/Tenor/Violist/Single] \// \// \//___ "Exploring the Use of Computer Graphics and Animations" // "To Serve and Support Christian Endeavors" // Standard Disclaimers Apply. =============================================================================== ## Subject: Re: How to precisely add objects (and all that)? Date: Thu, 18 Jul 91 10:38:33 PDT From: glewis@spare1.intel.com (Glenn M. Lewis ~) >>>>> On Thu, 18 Jul 91 11:45:40 CDT, Wayne Haufler 283-4160 <haufler@sweetpea.MIT.EDU> said: Wayne> Ah! Maybe a more immediate solution might involve TTDDD (?). Wayne> But I think TTDDD only works with one object at a time and not Wayne> positions of objects within a scene, but I really don't know for Wayne> sure. Wayne> Wayne I just thought I would clear up a little bit of confusion here. I wrote TTDDD (Textual Three Dimension Data Description... I thought up the first `T', Impulse thought up the "TDDD"), and it includes two utilities. One translates TDDD into TTDDD files (ReadTDDD) and the other goes the other direction (WriteTDDD). The description contains all information about all the objects in the file, including grouping information. Position, points, edges, faces, colors, etc. are all in there. Steve Worley and I have been brainstorming about morphing and dynamic constraint programs that we could create with TTDDD as a basis, but you can also simply load the results of ReadTDDD into a text editor, change any information you desire (like position or individual points, etc.) and then pump that back through WriteTDDD to get your modified object. If you haven't taken a look at the TTDDD package, you can grab it off of ab20.larc.nasa.gov [128.155.23.64]. Take a look at FILES.Z for its exact location. It is shareware. Registration is $10, and entitles you to the source code to ReadTDDD and WriteTDDD, and two utilities, SQuad (super quadric object generator) and TSTeX (TeX font conversion into 3-D objects). -- Glenn ## Subject: Attributes Date: Thu, 18 Jul 1991 12:11 MDT From: SL3B4@cc.usu.edu Greetings fellow Imagineers. (Isn't that term taken by Disney or something?) When you save your attributes it only saves the color etc. but it doesn't save the set up texture or brush maps along with the set up. My question is, how can I get it to do this? I would like to have some standard attributes set up complete with textures/brushmaps that I use frequently that I can just load. I would rather not have to type in all my values for my textures each and every time I use it for objects that are textures the same. I also have a question about the Firecracker 24 from Impulse. What kind of monitor does it require? Does it have to be able to sync down to 15mhz? I have a 3000 and a seiko CM1440 (nice picture by the way) but it doesn't sync down to 15. Also, I would assume that in using the FC 24 you have to bypass the "flicker fixer" in the 3000, if not, how does it work? Also, (just one more question I promise) Can you display 24 bit anims on the FC or do you have to save it somehow to tape one frame at a time and then view it? Does anyone have a FC and can tell me basically what the setup is. I have read a number of reviews on how great it is, but nothing on the system requirements. Thanks alot. John Zollinger SL3B4@cc.usu.edu "IBM? Is that Amiga compatible?" ## Subject: How to precisely add objects Date: Thu, 18 Jul 91 13:32:53 -0400 From: Udo K Schuermann <walrus@wam.umd.edu> Juha Kallioinen writes: > I'm making a house which has many rooms and thus many walls, what is the > best way of adding walls to the house so that they leave no cracks to the > corners ? Just overlap the walls enough to make sure there are no cracks: | | -----------+-. | | | | -----------+-' | | | No need to line the edges up precisely, unless you need to follow exact measurements. > (I'm thinkin of making a house-walk-through) If you're interested in joining such a project, Alan Price (with a little help from me) is soon going to revive the 'House Project.' New and revised. True fun for The Creative Mind. Give it a few days or so ... ._. Udo Schuermann "Did you ever wonder why we had to run for shelter ( ) walrus@wam.umd.edu with the promise of the brave new world unfurled Seeking virtual memory beneath the clear blue sky?" -- Pink Floyd ## Subject: Re: No-seam house walls Date: Thu, 18 Jul 91 15:40:46 EDT From: Mark Thompson <mark@westford.ccur.com> I am surprised no one has mentioned the method I would have used. Create a 2D outline of the floorplan and extrude it up. Then simply pop a ceiling and floor on it. The floorplan could be created either in Imagine or even a paint program and then auto-traced. This means you will have to bust up a few polygons to add the windows and doors but that is a minor task if you have a complex floorplan. I'm not sure how difficult it would be to add the windows/doors in Imagine's modeler, but it would be a breeze in LightWave. Hope this helps. |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ` ' Mark Thompson CONCURRENT COMPUTER | | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics | | ' Image ` ...!uunet!masscomp!mark Hardware Architect | | Productions (508)392-2480 (603)424-1829 & General Nuisance | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ## Subject: Re: How to precisely add objects (and all that)? Date: Thu, 18 Jul 91 12:48:03 PDT From: rayz@altair.csustan.edu (R. L. Zarling) >I'm making a house which has many rooms and thus many walls, what is the >best way of adding walls to the house so that they leave no cracks to the >corners ? I have also struggled with this problem. For me, it was even worse because I kept changing the size of rooms which meant that all the adjoining rooms needed to be adjusted again. I finally decided that the best solution was to use a script-based drawing model. You enter coordinates as numbers, and thus get perfectly accurate positioning. The script files can be modified using an editor, which makes the job of doing changes a lot easier. TTDDD would be one approach that would allow you to do this. Personally, I used PageRender 3D, which has a real good scripting language. The resulting objects can be converted to Imagine format using interchange. As a final alternative, you can of course enter coordinates directly in imagine in the transform requester. Only problem with this is that you'd have to do it over again manually if you made changes. --Ray rayz@csustan.EDU ## Subject: Re: How to precisely add objects (and all that)? Date: Thu, 18 Jul 91 14:15:23 PDT From: rayz@altair.csustan.edu (R. L. Zarling) >> TTDDD would be one approach that would allow you to do this. Personally, >> I used PageRender 3D, which has a real good scripting language. The resulting >> objects can be converted to Imagine format using interchange. >> > >What is interchange, is it PD, and if it is, where can one get it ? Interchange is a commercial program by Syndesis (I think). It transforms 3d objects in one format (like Sculpt, or Turbo, or PageRender) to another. As new formats become available, they make new modules available to handle them. They also have modules to do some useful transformations like snap to grid or remove duplicate points, and to simply report statistics on how many points, polgons, etc. an object has. I have found it very useful in a number of ways. I have heard rumors that a module is in the works for Lightwave, and an updated one for Imagine. --Ray rayz@csustan.EDU ## Subject: FC24 Paint Date: Thu, 18 Jul 91 20:20:47 EDT From: johnh@jhunix.hcf.jhu.edu (John J Humpal) A friend of mine just bought a Firecracker and he loves it. He'd like to work with the beta version of the 24-bit paint program, but without any docs, he's more or less lost. Does anybody have any hints or tips I could pass along on using this paint program? Or would you recommend that he purchase some other paint program? Thanks in advance. John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer ## Subject: Revised Rooms Project Date: Thu, 18 Jul 91 23:28:52 -0400 From: Udo K Schuermann <walrus@wam.umd.edu> [Posted (with permission) for Alan Price] Alan Price's Improved Updated Revised ROOMS PROJECT proposal ------------------------------------------------------------ About two months ago, the idea for a communal project was proposed. This is an open invitation to everyone on this list, as well as others who may not be, to participate in that project. This idea started when I posted an image on Hubcap.clemson.edu. The image was a trace of a living room. By coincidence, another image had just been posted by Udo Schuermann, called 'CastleRoom'. This prompted the idea that everyone could make a room and post it and then we could announce a sort of 'open house Imagine tour'! Of course, even just a slideshow of everyone's rooms rendered as still pics would be a pretty nice showcase for Imagine. But how about the idea of everyone contributing their object files for their room to be connected together with all the other rooms to create a kind of 'gallery' of rooms! Then an animation could be rendered where the camera flies through all of the rooms. This could be output to video tape and distributed to all kinds of people and places as a showcase for both Imagine and the creativity and ingenuity of its users! "So," you ask, "Why hasn't anything happened if it first came up two months ago?" Well, a lot did happen. There seemed to be a lot of excitement about the idea. One person even said that this was the first time that they had ever heard of such a thing happening on the networks. Being new to this, that surprised me, but if we can pull it off, and it hasn't been done before, then we'll be making history as well! "Then why did it die off?" Well, that's more difficult to answer, but I can say that I'm going to try awful hard to get it going again. The suggestions for how we go about the process quickly turned to the idea of creating a fully completed house into which we would place everyone's contributions. This would first begin with the drafting of a floorplan, then people would claim rooms. Then the subject turned to: "Who's going to make the floorplan?" Well, I guess I don't have to tell you that floorplan was never made. I thought about tackling the task, and I already had a list of rooms that some people wanted to make to get me started. But I just couldn't do it. How can you when you can't even begin to imagine what wild things people may come up with to enter in the project? So here's my new, improved, updated, revised ROOMS PROJECT proposal (IMHO): I would like to reverse the process in that first everyone interested enough to make a room (or rooms!) should go ahead and make them. Then after all the rooms are contributed, a floorplan will be designed to best accommodate all the entries. Walls may be altered slightly for the best fit and to maintain the sense of the rooms as being part of a larger structure (i.e., house, mansion, etc.) Every effort will be made to maintain the integrity of the original rooms design. Okay, so now to try to cover all the bases on how to go about this. Many standards on scale and file management are going to have to be laid out. Those standards follow in this order: 1) Starting up again 2) Rendering process (read 'Plea') 3) Object ownership (a formality) 4) Scale 5) Ceilings & Walls 6) Doors and Windows 7) File paths 8) Submitting the objects 9) Submitting the Staging file 10) Submitting ILBM files for brush wraps 11) Deadlines Save this to a file for future reference. 1) STARTING UP AGAIN If you plan to make a room (or rooms) for this project. Please send e-mail to the following address with 'ROOMS' as the subject. alan@picasso.umbc.edu OR walrus@wam.umd.edu You can write a brief description of the room(s) you plan to make or you can save it for a surprise,if you wish. In any case, this is for taking an initial head-count of people interested in the collaboration. If you have already sent such a note, PLEASE do so again. Tell other friends who aren't on the list about the project. If they are interested in participating, include a note about that, too. A good estimate for the cost of producing the tape would be to sell the tape at about $10.00 each VHS tape. Please mention whether you plan to purchase the tape at this price. DON'T FORGET to post your ideas, suggestions, etc., about the group project to the Imagine Mailing list. 2) RENDERING PROCESS (read 'PLEA') As I said the first time, "Everyone could post their room objects and then whoever has the guts could download them all and render a fly-through animation." Well, I've got some guts, but not enough that it wouldn't help if others could throw in some of theirs. I've got an A3000 and access to an A2500 with a Toaster and a BCD5000 frame controller and a BVU-950 SP 3/4" VTR. (Oh yeah, and an A500 w/1 meg. Carefull! Don't stir up that dust! Hey anyone wanna a good deal on a...:) Sounds good, I know, but if we wind up getting even just ten rooms... well, let's do some modest calculatin': IF we fly the camera through each room and want the 'trip' through each room to last about, say, 7 seconds, and we wanted to go for 30 f.p.s., that would be 210 frames per room and now let's just come up with an average trace time of about 40 minutes per frame, (Oh yeah? What's yours? :) that's 8400 minutes, or 140 hours, or 5.833 days. So mutiply that by 10 rooms. SO you can certainly understand that if I get no offers of assistance in rendering you can expect a posting at some point announcing that the animation will be rendered in SCANLINE mode. (Other options will be considered before having to resort to scanline, such as 15 f.p.s., resolve depth, flying a little faster, etc.) So if you have storage space and/or a fast machine and tend to go to sleep at night, please consider joining in on this courageous venture! If you are willing, send me a note saying so and we'll work out the details. Oh yeah, 24bit is the plan. 3) OBJECT OWNERSHIP This is just a simple statement concerning the room that you submit: Any object, ILBM, or related files submitted for this project will remain soley the property of the person submitting the files. These files will not be redistributed in any way except in the form of the rendered animation on video media. The only exception may be in the case of transferring required files to a party participating in the rendering of the animation. This second party will adhere to the same ownership policy stated above. After rendering is complete, all copies of files will be deleted. You will, ofcourse, receive full credit for your room in the animation. We'll scroll credits at the end of the animation. You can also have a contact address included if you wish. (Actually, listing the location that each participant is from would be really cool for elaborating on the fact that this is a collaboration over the net!) 4) SCALE This is the part that is initially most important. In order for everyone's rooms to match up. The scale sizes must be the same. Ofcourse, we can re-size rooms to fit, but that would be a pain and you already know the potential problems with procedural textures, etc. So it would be best to start out with the following rules: 40 UNITS = 1 FOOT If your'e thinking, "Your'e going to expand larger than Imagine's default world size pretty darn quick when you put all these rooms together." Your'e right - partially. But if you consider that it would be pretty crazy (or at least EXTREMELY memory intensive) to try to load all the rooms, objects, and ILBM wrap files at once, you can see where it would be smart to only load two or three rooms at a time. Since there are walls, you could never tell they were missing. As the camera makes its way from one room to the next, the last one is dumped and the next one coming up is loaded, depending on how far you can see through the present doorways. (This is where closed doors that swing open will come in very handy.) CONSIDER the average size of a room to be 16 FEET SQUARE. THIS IS BY NO MEANS A REQUIRED DIMENSION, JUST A STARTING POINT. 5) CEILINGS & WALLS The average ceiling is 8 feet high. Base your designs on this. If you want to design a vaulted ceiling or some such variation, go right ahead, we'll find a way to work it in. Just keep the eight feet in mind, even if your ceiling rises above that height in middle areas, try to make it meet the walls at the eight foot mark. This is unless, ofcourse, you are making an atrium or something that requires TWO floors of height. A real room that has a ceiling two stories high is more than 16 feet high depending upon the structure of the floor in neighboring rooms. This does not matter in Imagine however, because the floors will not collapse if you put too much furniture in the room. :) So lets have a very modest floor thickness of 20 units (6"). FLOOR THICKNESS = 20 UNITS (6") You don't have to worry about this as far as your actual room object is concerned. Your floor and ceiling can be only one plane (0 thickness) when submitted. When the rooms are all put together, one's that are on top of another will just be raised 20 units more. WALL THICKNESS = 20 UNITS (6") Yup, the same goes for the walls. Pretty uniform, huh? Again, the inside walls of your room need only be one plane thick, they'll just have 20 units of space put between them and the neighboring rooms. BUT here's the trick: The DOORWAYS show the thickness of the walls. SO you have to make a 'lip' around your doorway. Decipher this illustration (View is from above): inside room doorway __________ ___________ | | } 20 units outside room This is easily done by selecting the four points that make up your doorway, isolating them as an object and extruding them 20 units, then joining and merging the object back to your rooms walls. Viola! When the doorways of two rooms are butted together, the points of one or the others 'lip' will deleted. 6) DOORS & WINDOWS DOORWAYS ARE 26O UNITS HIGH (6'6") DOORWAYS ARE 110 UNITS WIDE (33") Sure, lots of doors are different heights and most exterior doors are 36" wide while most interior doors are 32", but I went with 33" so that the UNITS measurement would be a round number. However, it is very important that you adhere to this dimenson. This more than any other. Door objects should have their axis placed along the 'hinged' edge of the door. This way it can be easily pivoted open by using 'Align'. If you like, at your request, I will gladly send you a blank door that you could embellish with doorknob, moulding, etc., and could even use to slice the doorway into the wall. NOTE - if your are a detail perfectionist and realize that there is a gap all around the door between it and the doorframe, shrink the door slightly rather than enlarge the doorframe. Your room should have two doorways. (It would be preferable that the camera did not have to back out of your room :) Doors are not necessary. If you do make doors consider the doors as seen from the INSIDE of the room. I may wind up "splicing" the inside of your door to the inside door of someone else's room - thus a door becoming a true collaboration! IF you want more than two doors, OK, but only two will be used to pass through (Closets or whatever.) Since no restrictions have been made on the actual size of rooms, it's a difficult matter to specify where along the wall you should put the doors. Start by placing the door somewhere along the wall using 1/4 as a rule. That is, either place the door smack in the middle of the wall or 1/4 of the length from the left or right side. Sure this is very unlikely to match up with many other rooms right away, but I may wind up having to drag doorways around a bit. If this becomes a problem with the way you have the contents of the room or things on the wall, I'll get in touch with you. WINDOWS - Stained glass, skylights, portals, ANYTHING GOES! The only thing that won't work is windows on all four walls. Actually even two walls are a problem unless your room happens to be a corner of the building. Again, let your creativity flow, and if we run into a problem later, we'll work it out together. (Windows will not be blocked up thoughtlessly.) If you want something else to appear outside the window besides a gradient blue sky and green ground (the global setting to be applied) such as an ILBM, wrap it to a plane placed just outside the window. If you want a beam of sunlight casting shadows through your window(s) you can specify placement and the lights attributes in a staging file. (See 'Submitting the Staging file' section 9) 7) FILE PATHS IMPORTANT to save later frustration: A universal system of file management has to set up for this to work smoothly. Since I am suggesting that you submit a staging file along with your objects and ILBMs, this sections consists of two file path specifications: OBJECT FILES - a) Any object which references an Imagine texture (i.e., wood, grid, etc.) MUST reference that texture in a directory called 'Im_Textures'. Example: Im_Textures/Checks b) Any object which references a ILBM brush wrap ('brush') MUST reference that ILBM in a directory called 'WRAPS'. Example: WRAPS/MyPicture.ilbm STAGING FILE - a) Any object loaded into the staging file (as seen in the action editor) MUST use a directory called 'OBJECTS' as its path. Example: OBJECTS/Chair.obj As I receive submissions, all objects can be copied to a general directory called OBJECTS, and all ILBMS to WRAPS. Make sure that you save at these directory levels only and that nothing preceeds them (i.e.- DH0:Imagine/WRAPS/) I am NOT going to deal with reassigning paths or using c:assign all the time. If your files start asking for unknown devices and directories you'll hear from me. It's a pain, I know, I did it to someone else once. :( 8) SUBMITTING THE OBJECTS Shouldn't be any problems here. Be sure to follow the brush wrap path noted above. Try to save your objects with unique names that won't wind up accidentally overwriting another, or someone else's overwriting yours. SO instead of 'Chair.obj', try naming it with your initials in it or something ('APchair') It would be best if you save your objects at the coordinates that they are supposed to be located in the room you have made. An easy way of doing this is by using "Snapshot" in the Stage editor. Then when I load your objects, they will be all placed in relation to one another, and I can just select them all at once and move them to their new 'home'. 'Snapshot' should also be used if you had to resize an object in the stage editor after loading it. 'Snapshot' will save it at the new size. Delete the object from the stage editor and reload the newly 'snapshotted' object in order to get rid of the old sizing info in the action editor. Having the object the correct size rather than resizing info in the staging file will greatly reduce potential problems. Cycle objects are accepted. It would be real neat to have things bouncing around or whatever when passing through the room. It would help clue me in that you have a cycle object if you name it with an extension of '.cyc' NOTE - All submissions should be your own original work. Objects obtained from PD libraries or commercial sources will not be accepted. 9)SUBMITTING THE STAGING FILE The reason I am suggesting that you submit a staging file is NOT to show the placement of objects, they should already be saved in their appropriate positions relative to one another as stated above. The reason instead is to show what your desired light placement and light attributes are. Since this is one of the most important elements in achieving an effective scene, I shall leave this creative aspect up to you and will only copy your settings to the new staging file that includes the other rooms. NOTE - As there is the possibility that the animation may wind up being rendered in 24bit SCANLINE mode, think about using the conical and cylindrical lamp types when wanting to achieve 'lampshade' shadows and the like. (Hopefully this will not be the case.) Another purpose for the staging file is for you to use it for a test rendering of your own, that way when you submit it you should be confident everything will go smoothly. When I first receive the files I will conduct the same test rendering with the staging file in order to discover any problems before icorporating the files into the finished staging. Yet another purpose is an option that you may choose whether or not to take advantage of- Create a motion path spline and save it to the OBJECTS directory with a unique name (certainly not 'path' or 'campath', but maybe 'APcam.path') This would not neccesarily be the exact path that will be used in the finished staging file, but it can be used as a guideline to show the path you would like the camera to follow as it traverses your room. Other paths could be used if something ( a toy, for example) were to move across the floor as the camera passes through. If a cycle object is employed in the room, be sure and note how many cycles it should repeat over the length of time it takes to pass through the room. (In the Actor requestor in the Action editor, ofcourse.) If you need a number, base it on the 7 second example in section 2 above. The cycle number will be altered with the appropriate ratio if the length of the fly-through changes. (Simple example- if you want your cycle object to perform 4 cycles in the 7 second scene and the scene length is changed to 6 seconds then the cycles will be changed to 3.43) Cycle objects and motion paths would be much more preferable to key-framing any moving objects - It will be much easier when copying your stuff over into the final staging. Don't expect me to copy over 'Position' and 'Align' bars that change every 5 frames over a span of 100 frames! I will be employing key-framing for the swinging open of doors. You don't need to mess with that. Concerning the 'Highest Frame #' setting - Don't worry about it since the animation is not being rendered directly from this staging file. In most cases you can leave it '1', unless an object morphs or something and you want to represent that in the action editor screen. If something seems like a special case situation, include a text file with your submission that further explains what you have in mind. 10) SUBMITTING THE ILBM FILES All ILBM files will be copied into a directory called 'WRAPS', so make sure that's the path that your objects want to see when loading. This type of file is the biggest memory hog of them all, both in disk storage and when loading in for rendering. If you insist on submitting HiRes 24-bit ILBMs for brush wraps, then maybe you ought to be one of the people helping to render all this because you obviously have the hardware and/or memory for it. Otherwise try to keep the ILBMs as economical as possible. If it's just the pattern on a vase in the far corner of the room, you might get away with a 8 color lores ILBM. A limit on the number of ILBMs for each room should be set, too. Let's make it four for now and you can argue later. Try making use of the fact that the same ILBM can be used for more than one object and only has to be loaded into memory once. Try to make more use of the procedural textures, as they require much less memory and don't need to be uuencoded and sent over e-mail. NOTE - all ILBM files should be your own original work. ILBMs obtained from PD libraries or commercial sources will not be accepted. 11) DEADLINES A good idea, no? A tentative deadline for the submission of the rooms would be the end of September. The deadline will be modified according to the amount of activity related to the project. SEND SPECIFIC QUESTIONS TO: alan@picasso.umbc.edu OR: walrus@wam.umd.edu SEND GENERAL QUESTIONS, OBSERVATIONS, IDEAS, SUGGESTIONS, ETC., TO: imagine@athena.mit.edu HOPE TO SEE YOUR ROOM SOON! AP. --------------------------------------------------------------------------- Endnote from Udo Schuermann (walrus@wam.umd.edu): Alan and I have discussed some of the issues that went into this revised proposal. The vast majority of the work, however, is his and his alone. Due to his absence for the next few weeks I am posting this for him and will offer myself and my mailbox for questions. ._. Udo Schuermann "Did you ever wonder why we had to run for shelter ( ) walrus@wam.umd.edu with the promise of the brave new world unfurled Seeking virtual memory beneath the clear blue sky?" -- Pink Floyd ## Subject: Using Anim5 - help Date: Fri, 19 Jul 91 09:24:10 JST From: manjit@nanko.digital.co.jp (Manjit Bedi) Hello all, excuse me if this has beeen asked before. I have been off of the list for a few months. Over the last few days, I had been fiddling with a fairly simple animation. I first rendered the animation using the Imagine format which seemed to work fine. Then I rendered it using Anim5. The animation is in HAM lor-res interlace. When I play the animation back in Amigavision it seems ok at first but then as one the moving objects is flying around it leaves some white crap behind and parts of the screen start to flash. Is this what people refer to as HAM fringing? Is there a cure? Manjit Bedi ( manjit@digital.co.jp) Recommended listening : Electronic 'Electronic'; Morrissey 'Kill Uncle'. ## Subject: New Rooms project... Date: Fri, 19 Jul 91 1:49:35 PDT From: Daryl T. Bartley <dmon@ecst.csuchico.edu> Okay, silly question, but is there any _minimum_ for rooms? Also, would it be okay to upload a room without testing it? I might be able to get it to a friend's system to test it out, but I can probably put a room together I can't render at all. Also, if there are any brushmaps, a test render for me is right out. I was just wondering, as I would _like_ to participate, but I don't know if a room of the content that I could handle on my weenie system would be worth it to include. Oh, and assuming that I CAN get into the project, how do you take the device specs off the objects? Just go in 'by hand' and change the paths in the requesters? Daryl Bartley dmon@cscihp.ecst.csuchico.edu ## Subject: help me.. help me.. I be hypnotized! Date: 19 Jul 91 09:11:00 EST From: "SYSTEM MANAGER" <manes@vger.nsu.edu> Greetings folks! Thanks to Steve's wonderful idea and Imagine's trace mode I was able to creat the basic floor plan of my house using Deluxe Paint III and Imagine. It worked wonderfully! Here is the question though. After I extruded the floorplan, and saved it I went into the stage editor. I loaded the object, set my perspective window to be the camera view and then created a new AXIS to aim my camera at. I then placed the camera inside the building and moved my AXIS in there as well. I looked at the perspective window and discovered that my camera magnification must be too high, and so not knowing how to reduce the magnification, I scaled the building up. It helped, but did not fix it to my satisfaction. So how do I change the focal length of my camera? Am I using the correct term? -mark= --------------------------------------------------------------------------- Mark D. Manes // CIS : 74030,744 System Manager/Programmer // Email: manes@vger.nsu.edu Norfolk State University \\\// Amiga Phone: (804) 683-2532 --------------------------------------------------------------------------- "AmigaDOS 2.0 is the future of the Amiga -- be a part of it!" ## Subject: RE: Help me.. Help me.. I am hypnotized.. Date: 19 Jul 91 10:23:00 EST From: "SYSTEM MANAGER" <manes@vger.nsu.edu> >To change the focal-length, try the size gadget in the action requester. >(for the camera that is.) 8) I tried that. I guess I really don't understand the size gadget. Can you explain it a bit better ? >-- Steven Webb -mark= --------------------------------------------------------------------------- Mark D. Manes // CIS : 74030,744 System Manager/Programmer // Email: manes@vger.nsu.edu Norfolk State University \\\// Amiga Phone: (804) 683-2532 --------------------------------------------------------------------------- "AmigaDOS 2.0 is the future of the Amiga -- be a part of it!" ## Subject: Rooms Project: Clarification Date: Fri, 19 Jul 91 11:04:56 -0400 From: Udo K Schuermann <walrus@wam.umd.edu> I send this to the list just in case that there exists a more widespread misunderstanding due to some lack of clarity in the proposal. There are a few things to which you _must_ adhere, otherwise you will create us much grief! Daryl T. Bartley <dmon@ecst.csuchico.edu> asks: > would it be okay to upload a room without testing it? Negative. No. What you submit to Alan (or me) should have been tested, i.e. rendered to your satisfaction. We will assemble what you send us, and perhaps make minor adjustments (only if we absolutely have to). Please don't assume that we will do your work. We have enough to do assembling the stage and rendering the animation! I suggest you use Scanline Rendering both to prevent surprises if the final project isn't raytraced, and to speed things up on your end. > I might be able to get it to a friend's system to test it out, but I > can probably put a room together I can't render at all. Also, if there > are any brushmaps, a test render for me is right out. A few quick tips for saving memory: 1. Do NOT use the [MakeAnim] button to create the rendering, as this will open (by default) 3 screens. Total waste of RAM if all you want is a still picture to test your room. Use [Generate] instead. 2. Use the algorithmic textures instead of brushmaps. We ask that you limit yourself to 4 brushmaps for now. We don't really care how many textures you use, as these are far less costly. 3. If you're absolutely desperate for RAM, there are programs out there which reduce your workbench screen from 2 bitplanes to 1 bitplane. Looks ugly, but it just might help make the difference. > how do you take the device specs off the objects? Just go in 'by hand' > and change the paths in the requesters? NO! We will not alter the paths which your objects specify. The proposal detailed this in section 7. Please read it again! Synopsis: Specify relative paths (not absolute ones), meaning that all your object filenames look like: OBJECTS/WALRUSmyTub.iob OBJECTS/WALRUSmyPlug.iob OBJECTS/WALRUSmyWater.iob OBJECTS/WALRUSmyDrain.iob all your ILBM brushmaps look like: WRAPS/WALRUSmyStainedGlass.transparency WRAPS/WALRUSmyBathroomJoke.color etc. Do *NOT* specify them like Imagine:OBJECTS/WALRUSmyTub.iob or DH0:Imagine/WRAPS/StainedGlass.transparency Ok? All you need to do is a) go to the directory from where you load Imagine. b) makedir OBJECTS makedir WRAPS c) store and retrieve all your objects from there without specifying anything more of the path than absolutely necessary. Upper/lower case doesn't matter, of course. Btw: in my examples above, I named all brushes and objects such that they were preceeded by a (hopefully) unique ID (walrus). Do something similar. Perhaps use your initials. Whatever. The proposal as posted to the list yesterday is authoritative. I hope this clears up any sort of misunderstandings. ._. Udo Schuermann "Did you ever wonder why we had to run for shelter ( ) walrus@wam.umd.edu with the promise of the brave new world unfurled Seeking virtual memory beneath the clear blue sky?" -- Pink Floyd ## Subject: The 1000th post Date: Fri, 19 Jul 91 18:16:24 EDT From: spworley@ATHENA.MIT.EDU The 1000th post was by Udo K Schuermann (walrus@wam.umd.edu). True, he was talking about Alan Price's project, but it was his post. Congratulations, Udo! The prize is a set of floppies containing lots of fun Imagine files, mostly copies of the files on hubcap, but with a bunch of new toys that I haven't uploaded yet. These are copies of disks I'm sending to our friend Rick Rodriguez. As a bonus, unannounced prize, copies of these disks also go to Sean Cunningham (seanc@pro-party.cts.com) and Rick Tillery (drtiller@something) just because a few of their posts were especially well thought out and added a lot to the discussions on the list. A very honorable mention goes to Mark Thompson, who also regularly contributes a great deal to this discussion. No prize, though, because he doesn't own Imagine! :-) [Sorry, Mark!] I thought it would be interesting to see the major contributors by volume. In the past 150 posts (the number I keep in my personal on-line archive) the most prolific posters were: Steve Worley 26 Mark Thompson 22 Sean Cunningham 10 Rick Tillery 8 Udo Schuermann 5 Juan Trevino 5 Steven Lee Webb 5 The rest of the posters has less than 5 posts. The top 7 posters combined made up about half of the total posts. Udo, Sean, and Rick, send me your US Mail addresses. I promise to send your disks within 5 weeks. :-) -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- ## Subject: New object stagnation Date: Fri, 19 Jul 91 18:28:22 EDT From: spworley@ATHENA.MIT.EDU I've noticed that nobody likes putting anything on hubcap, especially objects and projects. I'd really like to encourage people to upload their work: it gives the rest of us new toys to play with or scenes to inspire new ideas. I'd especially like to get a HUGE object library. There are about 100 objects on hubcap right now, but I'd like everyone to upload their best couple of objects just for something new to play with. Please? To egg people on, I have uploaded a 115K imagine object of a hypersonic space transport. It has a great, rounded, slick feel, unlike the X29 which is incredibly overused. :-) I am working on a couple very complex models: one is a space station, and one is a jet engine. [Imagine putting this on the back of the wimpy VW bug model!] -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- ## Subject: Camera Focal Length Date: Fri, 19 Jul 91 14:55:17 -0400 From: Udo K Schuermann <walrus@wam.umd.edu> The ration of the camera's X/Y size determines the focal length. I don't know which ratio widens the angle, off the top of my head, so play with it. I don't think the Z size does anything. ._. Udo Schuermann "Did you ever wonder why we had to run for shelter ( ) walrus@wam.umd.edu with the promise of the brave new world unfurled Seeking virtual memory beneath the clear blue sky?" -- Pink Floyd ## Subject: FAQ Date: Fri, 19 Jul 91 18:33:44 EDT From: spworley@ATHENA.MIT.EDU I forgot to say that hubcap is an anonymous FTP site. Its IP number is 130.127.8.1, for those without a host name database. The Imagine goodies live in /pub/amiga/incoming/IMAGINE/*. If you don't know what FTP is or how to use it, ask one of your local computer experts: they should be able to help you get access to the GIGS of free software and information out in netland. ------- We should make a FAQ list to post monthly with the intro to the list message. Any suggestions on questions to include? 1) What is FTP, where is hubcap? 2) Why can't I make transparent glass? 3) My object renders fine in scanline, it gets chopped off in trace! 4) When is 2.0 coming out? :-) We can hash out questions and the "best" answer on the list. Thats what its here for! -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- ## Subject: Re: attribute assignment idea Date: Sat, 20 Jul 91 12:34:34 PDT From: schur@ISI.EDU Steve Worley writes: > Talking about hi-end features, the author of 3D Pro is bragging that > 3D Pro 2.0 will have radiosity. Yow! Radiosity is a very complex method > of lighting scenes that is particularly realistic; areas like room corners > and alcoves are more dimly lit than the middle o> f the room. It is a VERY > subtle feature that makes startlingly lifelike renderings. The trick is > that it is so expensive (hard to code well, and a LOT of extra compuation in > the render) that an Amiga (or Apple or NeXT or IBM) implementation that > would actually be useful seems nearly impossible. Of course, what do I > know? One other feature of radiosity is that if you have a scene with > the radiosity lighting computed, you can render different views without > re-computing radisity. This makes room fly-throughs very popular.. That's not all radiosity is good for. It is now widely being used in Virtual Reality worlds for interiors. This way they save quite a bit of the real time rendering expense. The rooms are rendered once with radiosity and are then available for real time use anytime in the future. I spent quite a bit of time playing in VPL's worlds (I have had some private demos) and their three newest worlds were all done with radiosity. One was a floor of an office building, one use a subway station the other was a surreal room with a giant teapot you could fly into with lots of strange image maps (yes, besides radiosity they can now use worlds with image maps in real time also). This is quite an improvement. It is quite a leap in the reality factor to be able to have worlds with shadows and images to play in. It should be noted here that radiosity is not all THAT wonderful. It certainly does not even come close in reality factor/accuracy to full raytracing and even scanline tracing with a good renderer. There are unrealistic factors, shadows are not always there or correct and as you move around things look incredibly static. However for flythroughs, as Steve mentions above and VR radiosity can be quite nice. ======================================================================= 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 to Lightwave Date: Sat, 20 Jul 91 12:33:22 PDT From: schur@ISI.EDU Randy Carris writes > I'm looking for a way to cpnvert Imagine objects to Lightwave objects. I > know that with Interchange you can convert Turbo to Sculpt and load them that > way, but do you loose anything. I obviously don't want the shape distorted > etc. Can you keep the attributes or do they get lost or screwed up? Is > there any dirrect way to do these conversions? I like the object creation > abilities I get in Imagine (when I ever get better control over them), but > I con output to tape a lot easier with our Toaster. Two things to mention here: 1) I spoke with Alan Hastings (the author of Lightwave) and his intent for version 2.0 of the Toaster software (which is very close now) will almost certainly be able to DIRECTLY import Imagine/Turbo created objects. He is well aware the the modeler for the Toaster is ... well ... er... lacking. He isn't responsible for writing that program and has not been able to convince the programmer to revamp the program. 2) I have been able to successfully render animations in Imagine (the last one was about 30 seconds) and use the Toaster to single frame them to videotape. I even did one where I sequentially grabbed (24 bit) frames from video using the Toaster (programmed it myself) and then used the images as an animated brushmap in Imagine. If people are interested in the procedure, and the ups and downs/pros and cons I ran into let me know and I will post it. > P.S. , > I got my plane tickets to Las Vegas for July 28-Aug. 2 I'm a student > volunteer at SIGGRAPH this year, who all is going to be there. Anyone else > on here going as a volunteer? I'm not going as a volunteer, but I will be there from Sunday through Saturday. Maybe some of us should get together. By the way, Newtek is throwing an AWESOME party. They have a sincere desire to blow Wavefront, Iris and others out of the water. And they would like anyone who has done any Toaster animation work to bring a tape. See you at Siggraph. ======================================================================= 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: Rooms Project: Clarification Date: Sat, 20 Jul 91 13:54:21 PDT From: Daryl T. Bartley <dmon@ecst.csuchico.edu> Okay, then I guess I can't participate at all. Any 'room' I could put together and actually RENDER would be so barren as to look like a mistake. Oh well. Maybe if there is ever a 'Rooms II' in the far distant future, I might be able to join in. I might still want a copy of the tape though. Daryl Bartley dmon@cscihp.ecst.csuchico.edu ## Subject: Re: How to precisely add objects (and all that)? Date: Sat, 20 Jul 91 14:00:15 PDT From: schur@ISI.EDU Juha Kallioinen <s37804r@puukko.hut.fi> writes: > I'm making a house which has many rooms and thus many walls, what is the > best way of adding walls to the house so that they leave no cracks to the > corners ? > Now I always have to zoom as much I can to move a new wall precisely to a > corner. But it is pretty tedious to zoom around many many times and then > back again. > Stupid question probably, I'm sure there's a simple solution to this, but > I can't figure it out, so heeelp. Two fairly simple solutions. 1) Use "Snap to Grid" or "Lock" setting up your grid appropriately for the size of your walls. 2) For pure accuracy, don't use "move", "scale" or "rotate", I almost never do now. Add a wall, use the Transformation requestor to place your walls exactly where you want to. ======================================================================= 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: FAQ Date: Sun, 21 Jul 1991 05:59:03 GMT From: menzies@cam.org (Stephen Menzies) Donald Richard Tillery Jr <drtiller@uokmax.MIT.EDU> writes: >How about "Why do I have to re-boot after showing a picture?" >My U.S. mailing address is 314 E. Boyd #7 Norman, OK 73069 until August 15 >and after that I can be reached through 5000 Ryan Dr. OKC, OK 73135 (but I'll >really be in San Diego, but I don't have a place to live yet) >Thanks for the positive feedback on my posts. I didn't think they were all >THAT helpful, but it's good to be appreciated :-) >BTW, did my post on ColorBurst get out there? I haven't had any responses. Or >is everyone waiting for my review to appear? It got to me , and I look forward to your review. I did hear some negative things said about it's output quality and would appreciate any comments you have about that (among other things). Glad to hear you got it Rick, and I'll look into getting a pic or two to you as promised. Got some *really* clean and detailed Caligari Broadcast pics now, too. >Rick Tillery (drtiller@uokmax.ecn.uoknor.edu) --stephen -- Stephen Menzies Email: menzies@CAM.ORG ## Subject: wood grain on brush Date: Mon, 22 Jul 91 1:25:17 EET DST From: Juha Kallioinen <s37804r@puukko.hut.fi> I'm making a painting with a wooden frame to be hang on a wall. There popped up a problem with the brush and the wood texture. If I put the brush inside the frame like the awful picture down there shows, I get the wood grain rendered on the brush, and that is not what I meant. What should I do with my texture parameters ? Yes, I can remove the back of the frame, so that there would not be anything to draw the grains to, but can this be solved by altering the texture-stuff ? ---. | |<----- Frame | | | | | | |<+------ Brush | | | | | | ---' Did anyone get that :-? - Juha -- o-----------------------o----o---------------------------------------------o | s37804r@puukko.hut.fi/ __ | Old programmers never die. | | Juha Kallioinen /_ /// | They just branch to a new address. | o--------------------o \XX/ o---------------------------------------------o ## Subject: AmiExpo and Extruding Date: Sun, 21 Jul 91 18:53:20 -0400 From: je28@prism.gatech.edu (ESTES,JON-PAUL) This is my first post, so howdy. I have a couple of questions. The first has to do with a feature that, for some reason, I simply cannot get to work. I am trying to extrude an object along a path. Nothing I do seems to work. I am using a path created in the Detail Editor, both the path and the object are on the screen. No matter what I do, nothing works. Help! The second question has to do with AmiExpo in Orlando. Anyone going? Anything I should know about (seeing as how I have never been to an AmiExpo)? Well, for now that is it. Happy trails, pardnerDD ## Subject: An Idea? Date: Thu, 18 Jul 91 09:19:30 EDT From: bobl@graphics.rent.com (Bob Lindabury - SysAdm) Daryl T. Bartley <rutgers!ecst.csuchico.edu!dmon> writes: > I was just thinking of more stuff I could ray-trace (On a regular system, no > less!), and came up with an idea, sort of. There are lots of people on the li > I have been toying around with logo ideas (like a small object I could hide a > the bottom of my pics), and was just curious. That sounds like a good idea. Would be interesting to see what people come up with. Whatever happened to the house of rooms? Did that die out or is it all over already? > Also, have any of my postings to the list been getting through? I know the er Well, I guess they have been getting through as I received this one! <grin> > Hmm, this message prolly doesn't qualify towards #1000, does it? Sure, why wouldn't it? It has some useful information in it and isn't just fluff as far as I can tell. B^) > > Daryl Bartley > dmon@cscihp.ecst.csuchico.edu -- Bob The Graphics BBS 908/469-0049 "It's better than a sharp stick in the eye!" ============================================================================ InterNet: bobl@graphics.rent.com | Raven Enterprises UUCP: ...rutgers!bobsbox!graphics!bobl | 25 Raven Avenue BitNet: bobl%graphics.rent.com@pucc | Piscataway, NJ 08854 Home #: 908/560-7353 | 908/271-8878 ## Subject: Re: Morphing Date: Thu, 18 Jul 91 09:16:05 EDT From: bobl@graphics.rent.com (Bob Lindabury - SysAdm) rutgers!pro-party.cts.com!seanc (Sean Cunningham) writes: > I've just about determined that I'll have to continue work in another > package to progress much further. It's not that any other package does > better morphing (they all do point morphing), it's that the smoothing > sometimes turns off on faces around the "lip" of my puddle, giving a > faceted look. Also, I need to be able to bend points, where the DETAIL > editor will only let me drag points. How do you bend points? As far as I know you can only bend edges and not points. Wouldn't dragging points or using magnetizm do what you are looking for? > An interim solution may be to do all of my distortion modelling in > Modeler3D and then import the object into Imagine via Interchange. And Modeler3D will bend points? Strange. > Sean -- Bob The Graphics BBS 908/469-0049 "It's better than a sharp stick in the eye!" ============================================================================ InterNet: bobl@graphics.rent.com | Raven Enterprises UUCP: ...rutgers!bobsbox!graphics!bobl | 25 Raven Avenue BitNet: bobl%graphics.rent.com@pucc | Piscataway, NJ 08854 Home #: 908/560-7353 | 908/271-8878 ## Subject: Imagine to Lightwave Date: Thu, 18 Jul 91 01:10:49 EDT From: bobl@graphics.rent.com (Bob Lindabury - SysAdm) rutgers!shumun.weeg.uiowa.edu!rcarris (Randy Carris) writes: > I'm looking for a way to cpnvert Imagine objects to Lightwave objects. I kno > Interchange you can convert Turbo to Sculpt and load them that way, but do yo > anything. I obviously don't want the shape distorted etc. Can you keep the > do they get lost or screwed up? Is there any dirrect way to do these convers > the object creation abilities I get in Imagine (when I ever get better contro > I con output to tape a lot easier with our Toaster. Interchange will convert your Turbo Silver or Imagine objects over to Lightwave compatible objects (Videoscape) quite nicely. That's what I use and I've never had any problems with it. I wouldn't suggest going to the Sculpt format however. I haven't tried that format conversion for Lightwave but since Allan Hastings (the author of Lightwave) also wrote Videoscape 3D, I would imagine [sic] that the videoscape objects would be the most compatible. All my objects maintain thier color (more or less) and never get distorted. > Thanks, > Randy Carris > rcarris@shumun.weeg.uiowa.edu -- Bob The Graphics BBS 908/469-0049 "It's better than a sharp stick in the eye!" ============================================================================ InterNet: bobl@graphics.rent.com | Raven Enterprises UUCP: ...rutgers!bobsbox!graphics!bobl | 25 Raven Avenue BitNet: bobl%graphics.rent.com@pucc | Piscataway, NJ 08854 Home #: 908/560-7353 | 908/271-8878 ## Subject: Re: wood grain on brush Date: Mon, 22 Jul 91 00:44:28 -0400 From: Udo K Schuermann <walrus@wam.umd.edu> Juha Kallioinen <s37804r@puukko.hut.fi> writes: > I'm making a painting with a wooden frame to be hang on a wall. > There popped up a problem with the brush and the wood texture. > If I put the brush inside the frame like the awful picture down there > shows, I get the wood grain rendered on the brush, and that is not what > I meant. What should I do with my texture parameters ? The solution is to separate the frame and the backing upon which you map the brush (front view): _________ | _______ |<--frame (object 1) || |<---backpane (object 2) || || || || ||_______|| |_________| The Backpane gets the IFF brush mapped onto it; the frame gets the wood texture. Group the two objects together and save them as a group. Voila! ._. Udo Schuermann "Did you ever wonder why we had to run for shelter ( ) walrus@wam.umd.edu with the promise of the brave new world unfurled Seeking virtual memory beneath the clear blue sky?" -- Pink Floyd ## Subject: Colorburst and wood textures Date: Mon, 22 Jul 91 01:03:06 PDT From: tucker@cs.unr.edu (Aaron Tucker) Well, I am no longer affiliated with M.A.S.T., the makers of the Colorburst. I will, however, continue to address any questions concerning the video device as I probably know it as good as or better than anyone else in the US. The meaning of 48bits is misleading. 48bits does not mean 2.8E14 colors. It is still 24bits. 48bits is similar to 32bits. 32bits is what the TARGA advertizes. All it is is 24bits with an 8bit alpha channel. The Colorburst is capable of 48bitplanes. That is 24bits with a 24bit alpha channel, so MAST says. IMHO, that is not true. The other 24bits is an overlay similar to an alpha channel, but it cannot be separated. You can, however, acheive a 28bitplane effect by seperating the Amiga graphics from the Colorburst graphics. You create a 4bitplane hires screen and use the info from the composite port (sorry A3000 owners). The 48bitplanes allows you to fade from one 24bit picture into another completely smooth, something most board are not capable of, including the ones due to be out soon. As for the post about bad image quality...whoever you heard that from either A) Needs glasses B) works or is influenced by the competition C) used a normal 1 to 5 bitplane IFF D) Didn't have thier monitor on E) Has no idea what they are talking about, or F) Any combo of the above. The picture quality is nothing short of spectacular. 24bit RGB is wonderful. I love my IMAGINE pictures...sorry, OUR IMAGINE pictures. The Colorburst is equal in picture quality with the Firecracker. Anyways, I will be uploading some 24bit brushes of wood textures in the somewhat near future. I downloaded some HAM framegrabs of some wood and will upload them when I get them converted. There are some really good ones. Lots of different kinds of wood. See ya guys later. Juan Trevino tucker@mammoth.cs.unr.edu ## Subject: Config editor Date: Mon, 22 Jul 91 01:24:53 PDT From: tucker@cs.unr.edu (Aaron Tucker) Is anyone experiencing problems running the Imagine Config File Editor from the Workbench? I can run it fine from the SHELL, but it gives me the ols guru when I 2xclick it from the WB. System: A500 (68000 phewy) 4.5MB RAM 290MB Hard from old Supra controller WB 1.3.2 with ARP installed BTW, running it from WB not only causes a GURU for me, it also devalidates my 180MB drive. It takes FOREVER!! to validate upon bootup. Any questions, comments, help, or celery? Juan Trevino tucker@mammoth.cs.unr.edu ## Subject: C Hackers Date: Mon, 22 Jul 91 16:32:54 EDT From: spworley@ATHENA.MIT.EDU Glenn Lewis and I have been working with a lot of ideas in writing C code to perform VERY complex object manipulation. Our plan is to write a library of object manipulation functions to read and write object descriptions (using TTDDD) and then perform manipulations of these objects in software. Already the read and write routines have been completed, and now we are working on manipulative ideas. One is a dynamic motion simulator: It allows points and edges to respond to gravity and each other, allowing you to collapse objects or melt them slowly, or make them jiggle like they are made of Jell-O. [An F-16 wiggling like this is lots of fun!] We also plan to make a routine to output Rayshade object files. [Rayshade is a PD renderer, mostly for UNIX boxes]. We also are designing algorithms to morph objects into one another. ANY objects. Smoothly. Even if they have different #s of points. Fun, eh? Other ideas involve an alternate input file format that is easier to use, building an ILBM outline tracer with autofacing, creating exploding objects that explode MUCH more realistically than the built-in triangle vomit effect, making objects collide and interfere with one another, and many other ideas we've thought of that just cannot be done without low level coding. We decided to post to the list in case there are any C hackers who want to contribute... we are just starting our library of functions, and other people's input (as well as coding!) would be really useful. This invite really doesn't apply to those who don't hack C code: this is a pretty low-level (though incredibly powerful!) approach to animation. If you are interested, E-mail me (spworley@athena.mit.edu) with a CC: to Glenn (glewis@pcocd2.intel.com). A special invite goes to Rick Tillery and Mark Thompson: I know both of you are code hackers. -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- ## Subject: Re: AmiExpo and Extruding Date: Mon, 22 Jul 91 17:16:24 EDT From: johnh@jhunix.hcf.jhu.edu (John J Humpal) > I am trying to extrude an object > along a path. Nothing I do seems to work. I am using a path > created in the Detail Editor, both the path and the object are on > the screen. No matter what I do, nothing works. Help! This may be a stupid question, but does your path have any points? It should have at least 2 points. Also, extrusions always take place in the extruded objects y-dimension. I'm not sure what could be causing your problem. Path extrusion has always worked for me. John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer ## Subject: Re: Radiosity Date: Mon, 22 Jul 91 19:29:53 CDT From: Wayne Haufler 283-4160 <haufler@sweetpea.MIT.EDU> Hello all, Since there has been some discussion on radiosity, lately, I thought I'd type and share with you the contents of a handout on radiosity that I received at the Feb. 20, '91 meeting of the Houston Area ACM/SIGGRAPH meeting. The presenter was S. Mike Goza of NASA at JSC, and his speech was titled "Radiosity Algorithms for Animation". He also showed some very impressive animations of a ray-traced robot servicing/repairing some electronics in a 'radiositied' space station interior. But since this is nearly 100 lines long, please E-Mail requests for this presentation. It is rather involved, and I do not pretend to really understand it all. I will try to get permission from him before distributing this. =============================================================================== ____ Wayne A. Haufler (haufler@sweetpea.jsc.nasa.gov) \\ /\\ /\\ // McDonnell Douglas Space Systems Company - Houston Div. \\ /--\\ // \\ //-- [Christian/SW Engineer/Amigan] \// \// \//___ "Exploring the Use of Computer Graphics and Animations" // "To Serve and Support Christian Endeavors" // Standard Disclaimers Apply. =============================================================================== ## Subject: Re: AmiExpo and Extruding Date: Mon, 22 Jul 91 22:12:53 PDT From: schur@ISI.EDU > This is my first post, so howdy. I have a couple of questions. > The first has to do with a feature that, for some reason, I > simply cannot get to work. I am trying to extrude an object > along a path. Nothing I do seems to work. I am using a path > created in the Detail Editor, both the path and the object are on > the screen. No matter what I do, nothing works. Help! Here's what you do: You do NOT use "create path". Create your object outline to be extruded. Add a new axis and make it correspond more or less with the axis of your object. "Add lines" to the new axis from the y axis in the shape of the path you want your object to extrude along. Name that new axis "path", then extrude your object along the path. Good Luck. ======================================================================= 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: Imagine Date: Mon, 22 Jul 91 23:09:31 CDT From: mit-eddie!harvard!scubed!pro-party.cts.com!cbownds (Clayton Bownds) Hello, I don't know if you are the correct person to ask, but I would like to be part of the Imagine mailing list and any information you could give me would be greatly appreciated. My partner (Sean Cunningham) and I have been working on some fairly complex animation and have run into some snags... So we have talked back and forth quite a bit about what things we would like improved, and came up with a crude list. I know we have not corresponded via E-mail or the net before, but Sean gave me your address and I wanted to see if you had any input on our list. ...so here goes... Motion Blur Depth of Field Particle Systems (with tradjectories and life cycles) Displacement Mapping Spline support as well as polygon True object morphing Transformation and Molding on the point level Soft Shadows Ability to manipulate scene in perspective Ability to run in a window (anticipating mega-hires displays that are coming real soon now) Radiosity Scene Gravity and Mass for objects Free form object paths .RIB support Light and Environmental effects (Fog, Fire, Smoke, Clouds, etc.) Free form deformation Built in support for outline and postscript fonts (for converting) Network Support (distributed processing) True "object" lighting (not just the axis) Rubberbands Granted some of these things are a few updates away, but seriously, what are a few things you would change or add to Imagine, and do you agree with some off our list (or disagree). And last but most certainly not the least... Have you heard *ANYTHING* about an upgrade from v1.1 to v1.x? I have noticed that Lightwave hasn't stopped improving since it's initial release, nor Animation:JOURNEYMAN, so what should make Imagine any different? I don't think it's very fair to the users for Impulse to stop busting their tail to improve their platform (in todays its a matter or staying competetive) Clayton Bownds Vision Graphics ---- ProLine: cbownds@pro-party Internet: cbownds@pro-party.cts.com UUCP: crash!pro-party!cbownds ARPA: crash!pro-party!cbownds@nosc.mil ## Subject: Bending points? Date: Tue, 23 Jul 91 12:49:17 EDT From: spworley@ATHENA.MIT.EDU Sean Cunningham complains that you cannot rotate or scale points. >When you select a group of points in the DETAIL editor, all you can do is >drag them...it doesn't let you ROTATE or SCALE that clump of selected >points. > >What I've run into is this: I stretch up the center of a puddle with the >magnetism feature and I can move that "lump" around, but that's it. I can >pull up other "lumps" but what good are they for except for a bit of added >detail to the surface...I've just got a bunch of straight up and down, or >slightly curvy lumps on a surface. > >With Modeler3D, I could take this surface, select the lump at about half >way and do a rotate: Wah-lah, instant bend. I can do this a couple more >times, varying the degree of rotation to get a completely new shape. > >This would be most tedious, if not impossible, to do in the Detail editor. >Add this with the touchiness of Imagine's PHONG shading (several times I've >had triangular facets show up on the edges of some of my objects) and >you've got some major headaches to deal with. > >This is something that needs to be addressed in a later release of Imagine. You'll be happy to know, Sean, that you are mistaken. Imagine will let you move selected points, as well as rotate ans scale them. The limitation is that you cannot do this interactively by using the mouse: the Tranform command does the manipulation. Quote from my Detail Tutorial: >Picked points can be manipulated with the Transform command. The >picked points can be translated, scaled, rotated, and positioned >INDEPENDENTLY of the rest of the object. Rotations and scalings all >use the object's axis as a reference point. Absolute positioning will >move the FIRST point you pick to the location you choose, and the >rest of the picked points will be translated an equal amount. Interactive >dragging is accomplished using the "drag points" mode. I've used this method to make paper airplanes out of flat planes. Lotsa fun! -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- PS- To inprove Imagine's Phong shading, make sure to MERGE your object to make sure that all of the parts of your object are joined. ## Subject: Re: Morphing Date: Tue, 23 Jul 91 17:14:15 EDT From: bobl@graphics.rent.com (Bob Lindabury - SysAdm) rutgers!pro-party.cts.com!seanc (Sean Cunningham) writes: > Well, maybe I should have worded "bending points" alittle differently. > > When you select a group of points in the DETAIL editor, all you can do is > drag them...it doesn't let you ROTATE or SCALE that clump of selected > points. > > What I've run into is this: I stretch up the center of a puddle with the > magnetism feature and I can move that "lump" around, but that's it. I can > pull up other "lumps" but what good are they for except for a bit of added > detail to the surface...I've just got a bunch of straight up and down, or > slightly curvy lumps on a surface. > > With Modeler3D, I could take this surface, select the lump at about half > way and do a rotate: Wah-lah, instant bend. I can do this a couple more > times, varying the degree of rotation to get a completely new shape. This is more like it. I fully understand what you are talking about. I would love to do the group movements (scale, rotate, move) on selected points. It would make modeling certain objects much easier. -- Bob The Graphics BBS 908/469-0049 "It's better than a sharp stick in the eye!" ============================================================================ InterNet: bobl@graphics.rent.com | Raven Enterprises UUCP: ...rutgers!bobsbox!graphics!bobl | 25 Raven Avenue BitNet: bobl%graphics.rent.com@pucc | Piscataway, NJ 08854 Home #: 908/560-7353 | 908/271-8878 ## Subject: Colorburst Date: Wed, 24 Jul 91 00:19:23 PDT From: tucker@cs.unr.edu (Aaron Tucker) No, you do not need a special monitor. Any monitor that plugs into the standard 23pin RGB connector will work with the Colorburst. The Colorburst works with any Amiga (Some old A1000s have problems). The PAL Colorburst supports PAL monitors. The NTSC Coloburst supports NTSC monitors. Actually, it doesn't matter. The monitor will sync to the signal. It does matter that you have the correct machine for the Colorburst you buy. The price varies from place to place. In the U.S., MAST retails it at $599. That was the price when I left. In other countries, the price is much higher. Juan Trevino tucker@mammoth.cs.unr.edu P.S. I am going to upload the wood maps to hubcap as HAM, not 24bit. Anybody who needs to convert themfor other purposes can do so. ## Subject: Re: Bending points? Date: Tue, 23 Jul 91 23:16:46 CDT From: mit-eddie!harvard!scubed!pro-party.cts.com!seanc (Sean Cunningham) Hey, thanks Steve...I'll try it out. This would help out greatly (and save me a few bucks :) Alas though, until your utilites are out the MERGE feature can't be implemented since I'm MORPHing between objects. Sean /\ RealWorld: Sean Cunningham / \ "Doing our business is what INET: seanc@pro-party.cts.com VISION Amigas are for." Voice: (512) 992-2810 \ / // \/ "Hasta la vista, baby." KEEP THE COMPETITION UNDER \X/ GRAPHICS the Terminator, CSM101 ## Subject: Re: FAQ Date: Mon, 22 Jul 91 15:28:11 EDT From: Mark Thompson <mark@westford.ccur.com> Stephen Menzies writes: > It got to me , and I look forward to your review. I did hear some > negative things said about it's output quality and would appreciate > any comments you have about that (among other things). Glad to hear > you got it Rick, and I'll look into getting a pic or two to you > as promised. Got some *really* clean and detailed Caligari Broadcast > pics now, too. Hi Stephen, A while back in one of your posts to me, you mentioned being rather enthralled with Caligari Broadcast. I was wondering what it is about this package that makes it really shine above the others. I have largely ignored it in the past because of its huge price tag and very poor modeler (at least it appeared poor back when the program was first released). I would be very interested in anything you have to say about it. Also, I read an article the other day in Computer Pictures in which Keith Nealy from the Nealy Group had stated that Caligari "may be the best renderer in the Amiga area". Care to comment on what makes it so special? |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ` ' Mark Thompson CONCURRENT COMPUTER | | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics | | ' Image ` ...!uunet!masscomp!mark Hardware Architect | | Productions (508)392-2480 (603)424-1829 & General Nuisance | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ## Subject: Re: Imagine to Lightwave Date: Tue, 23 Jul 91 10:33:42 EDT From: Mark Thompson <mark@westford.ccur.com> schur@ISI.EDU writes: > 2) I have been able to successfully render animations in Imagine (the last > one was about 30 seconds) and use the Toaster to single frame them > to videotape. I even did one where I sequentially grabbed (24 bit) > frames from video using the Toaster (programmed it myself) and then > used the images as an animated brushmap in Imagine. > If people are interested in the procedure, and the ups and downs/pros > and cons I ran into let me know and I will post it. I'd be interested to hear about your experiences with this including method and equipment used. > I'm not going as a volunteer, but I will be there from Sunday through > Saturday. Maybe some of us should get together. I have already organized a get together of Amiga graphics types at Siggraph. The time and place are not yet set, but I will leave a note on the message board under "A" adressed to Amiga Gathering or something like that. I intend on getting some video equiptment so definitely bring a tape of your work (I'm not sure but I assume VHS is all we will have to work with). > By the way, Newtek > is throwing an AWESOME party. They have a sincere desire to blow Wavefront, > Iris and others out of the water. And they would like anyone who has done > any Toaster animation work to bring a tape. Yes, I had planned on attending. I'll be bringing a tape for that party also but that one will be Umatic SP. I don't know if they will have a VHS machine there. Also, the LA Video Toaster Users Group is planning some sort of party. If you are interested, drop me a line. > See you at Siggraph. You bet. |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ` ' Mark Thompson CONCURRENT COMPUTER | | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics | | ' Image ` ...!uunet!masscomp!mark Hardware Architect | | Productions (508)392-2480 (603)424-1829 & General Nuisance | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ## Subject: Re: New object stagnation Date: Tue, 23 Jul 91 09:53:21 EDT From: Mark Thompson <mark@westford.ccur.com> > There are about 100 objects on hubcap right now, but I'd like > everyone to upload their best couple of objects just for something new > to play with. Well since I am testing this InterChange LightWave conversion module, I could convert a few of my LightWave objects over to TurboSilver format and upload them. Unfortunately, most of the surface attribute information will be lost with the current version of the converter. |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ` ' Mark Thompson CONCURRENT COMPUTER | | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics | | ' Image ` ...!uunet!masscomp!mark Hardware Architect | | Productions (508)392-2480 (603)424-1829 & General Nuisance | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ## Subject: Pic on hubcap Date: Wed, 24 Jul 91 09:41:04 PDT From: worley@updike.sri.com (Steve Worley) I've put a picture of a German WWI era triplane on hupcap. (FTP site hubcap.clemson.edu, 130.127.8.1). I will happily post my triplane object as soon as some other people upload some of THEIR objects. Childish? Yep. But I figure I've already uploaded about 100 objects already, and this way I can get other people to share their creations. I spent eight hours last night (7 pm to 3 am) finishing my space station. It's cool! Anyone have a pic of the NASA logo and/or an American flag? -Steve -------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu -------------------------------------------------------------------------- ## Subject: black triangles Date: Wed, 24 Jul 91 22:44:02 EET DST From: Juha Kallioinen <s37804r@puukko.hut.fi> Some strange things have happened to some of my scanline and color shade renderings, that is , strange black triangles appearing in places where should not be anything like that at all. The latest, a black triangle on the ceiling of my scanline-overscan-lace-ham-room. What is causing these ? Sometimes in an animation the triangle appears in a frame, but not in the previous frame or the next one. I haven't been tracing too much, because of the time it takes, but in those I have experienced no problems. I could upload my latest triangle to hubcap.clemson.edu if someone is interested. -Juha -- s37804r@puukko.hut.fi Juha Kallioinen ## Subject: Re: New object stagnation Date: Wed, 24 Jul 91 15:07:00 EDT From: Mark Thompson <mark@westford.ccur.com> > Well since I am testing this InterChange LightWave conversion module, I could > convert a few of my LightWave objects over to TurboSilver format and upload > them. Unfortunately, most of the surface attribute information will be lost > with the current version of the converter. OK, they are now on hubcap and called markLWob.lzh. Here is the README file: The following objects were created by me using LightWave and converted using a beta-test version of the new LightWave converter module for InterChange. They have been converted to TS 3.0 format and should work with Imagine. Let me know how well they converted. One object, the reels for the audio tape deck, would not even convert. You are free to redistribute the objects if you include this file with them. audio.reel.to.reel 14858 fan 24444 fan.blades 5378 gun 21170 hubble.telescope 30374 magic.marker 16166 movie.light 23160 movie.light.stand 6672 rocket 30626 synth.kybd 62926 toy.plane 17914 toy.plane.prop 4934 toy.train.car 8990 toy.train.engine 16052 zenith.star.laser 53896 |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ` ' Mark Thompson CONCURRENT COMPUTER | | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics | | ' Image ` ...!uunet!masscomp!mark Hardware Architect | | Productions (508)392-2480 (603)424-1829 & General Nuisance | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ## Subject: Re: Imagine to Lightwave Date: Wed, 24 Jul 1991 16:40:23 -0500 From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu> Hey Mark, Rib NewTek about a standalone version of LightWave. I've about given up on them (this is the second time they've missed a marketing niche), but it might not hurt to mention it in person and see if you can get a more personal answer than "we are not planning to release a standalone version of LightWave" which tells me exaclty what I already know and not what their reasoning is. If they really do have a good reason in mind, I'd like to know for reference in my future marketing plans. They have more experience than I. Rick Tillery (drtiller@uokmax.ecn.uoknor.edu) ## Subject: Re: New object stagnation Date: Wed, 24 Jul 91 19:19:40 EDT From: Mark Thompson <mark@westford.ccur.com> > OK, they are now on hubcap and called markLWob.lzh. > audio.reel.to.reel fan > fan.blades gun > hubble.telescope magic.marker > movie.light movie.light.stand > rocket synth.kybd > toy.plane toy.plane.prop > toy.train.car toy.train.engine > zenith.star.laser For those who would like to see what these objects look like, I have uploaded a HAM pic containing all the above objects as they appear in LightWave. It is in /pub/amiga/incoming/IMAGINE/PICTURES/markLWpic.lzh on hubcap. |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ` ' Mark Thompson CONCURRENT COMPUTER | | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics | | ' Image ` ...!uunet!masscomp!mark Hardware Architect | | Productions (508)392-2480 (603)424-1829 & General Nuisance | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ## Subject: Re: black triangles Date: Wed, 24 Jul 91 20:06:23 EDT From: johnh@jhunix.hcf.jhu.edu (John J Humpal) I've never seen this missing or black triangle bug but I had heard about it. Impulse was supposed to have fixed the bug in Imagine 1.1. Is that the version you are using? I believe Impulse said the bug appeared only when you tried to render objects with large faces. John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer ## Subject: Colorburst and wood Date: Wed, 24 Jul 91 18:56:01 PDT From: tucker@cs.unr.edu (Aaron Tucker) Well, maybe I misworded something. The wood pics I have are in HAM. They are the ones I downloaded from a BBS here. I was going to convert them to 24bit, but figured that people who wanted to possibly use them for other purposes or view them without ADPro would probably want them in HAM. I also don't see if 24bit would really help since Imagine does that anyways. As for Colorburst: Yes, the Colorburst is capable of animation. BUT!, there is no animation software available for it yet. You would have to program it yourself or wait for animation software. The animation it is capable of depends on the number of bitplanes and the resolution. In NTSC, in 384 x 480, you are capable of 25 to 30 fps animations from AMIGA RAM. The Colorburst communicates with the Amiga at 5.5MB/sec. This is 24bit, BTW. In 8 bit mode, you can do quite a bit more obviously. The CB only has 1.5MB RAM. So, large (XxYxD) pictures will not fit. A 768x480x24 picture requires approx. 1MB RAM. That is only one frame. For the other ones, you would have to go from Amiga RAM to the CB RAM. Yes, you can have one monitor on the RGB port displaying a 24bit pic while you use your 31kHz port for whatever. You will see garbage (flashing white /grey screen on the 31kHz port when you are sending data to the CB. I am not sure if this can be avoided or not. I know that the routines that are doing that now are hardware brut force and just shovel the data through pretty fast. A program called BACKDROP24 is sent with the CB that allows you to mix CB and Amiga graphics, display one or the other only, or seperate them to the different channels. It is pretty powerful. Juan tucker@mammoth.cs.unr.edu ## Subject: The Imagine Companion Review Date: Wed, 24 Jul 91 20:04 PDT From: ivan i <ESRLPDI%MVS.OAC.UCLA.EDU@mitvma.mit.edu> okay, as promised, my review of The Imagine Companion. a quick summary of what follows: (this may well sound like an ad, but since i have found the book to be enormously helpful in my coming to understand/use Imagine more fully, it seems only reasonable) if you're a relative newcomer to Imagine, and feel that a lot of what can be done with the program is missing you, or that you're wallowing around in inadequate documentation, send your $29.95 (plus $2.17 sales tax if you're having it mailed within California) to: Motion Blur Publishing 915A Stambaugh Street Redwood City, CA 94063. additionally, i have found Dave Duberman, the author, to be extremely helpful. i had a problem getting the book delivered correctly, and he took the time & expense to phone me to set things aright, and sent the book out again. so you don't need to worry about being screwed. okay, as for this book: it's divvied up into a number of different parts, for different levels of expertise. he starts off with a NOTES section detailing hints and observations about the various Imagine Editors, which seem mostly geared to helping you make the most out each one after you understand the basic setup & operation. These consist of a number of undocumented features ranging from how to put a self running animation on a disk to faster zooming to tweening attributes to what happens in the cycle editor when you resize axes. i spent the least time on this section, but it has already given me quite a bit of useful information that i could eventually have found out, maybe, but have condensed and available to me here. some of it i knew, most of it i didn't. this leads into a section of TUTORIALS, some of which follow his Turbo Silver tutorials for AVID magazine of not too long ago pretty closely, but most of which are new at least to me. They run from the very simple - he starts of with lathing a cup - well, maybe i should list them all. 1. lathing a cup 2. painting & spinning the cup in an animation 3. extruding along a path - which has come up recently on this list; this is the object extrusion type of path, not a path for motion to follow which is covered in the Imagine manual 4. altitude brush mapping, which covers flat plane, cylindrical, and spherical brushmapping as well 5. a lighting tutorial, covering the variations of lightsource options and the effects to be gained by placement in a variety of situations 6. "fluted column" - which i have not done, but which is explained as using various detail editor functions, primarily extrusion, in intermediate object creation 7. cycle tutorial #1, which covers the way object sizes & shapes are dealt with when passed from the detail editor to the cycle editor 8. cycle tutorial #2, which details the creation of a walking figure less complicated than the walker in the manual, but which additionally covers how to get it to do its cycle in the stage editor when it "forgets" what it was told to do in the cycle editor 9. a ripple effects tutorial which i also did not try, but which is said to cover using the ripple effect on a flat plane, concentric rings, and multiple objects. 10. a clown's head tutorial, which really runs a gamut of techniques involving object creation, conforming to spheres, grouping, attributes, camera movement to achieve an effect, etc. what it does is detail the process of creating a clown's head, with separately moveable eyes, and panning the camera back and forth to make the illusion that the head is shaking while the eyes are moving independently. this one is pretty nice as far as i'm concerned, since i've mostly been using imagine to try out character animations. this is split in two parts, with part two giving approaches to head construction and a couple of extra explanations about why he did things the way that he did; the reasons were not at all obvious to me. 11. spotlight tutorial, in which is specified how to make a beam of light visible as though it were travelling through a field of smoke or fog. a nifty effect, i think 12. depth of field tutorial, which requires a 24 bit display device liek DCTV or colorburst or whatever. what it is is a method for getting the stills to look more "realistic" or photolike, in that you simulate the narrower depth of field that a camera would have as opposed to the superdeep focus of the computer. there is a picture of this effect on the companion disk in DCTV format, and it is an interesting if perhaps kind of limited use effect then there's a list of appendices, all of which should have appeared in the Imagine manuals themselves. appendix a details the updated features of Version 1.1, such as bug fixes, and explains a bit about Fracture, Split, and Taut, as well as a couple pros and cons of Cycle Setup & Cycle Shuffle. appendix b is an addendum to the Imagine reference manual, and gives a lot of information that should have been included in the refernce manual. ditto for appendix c, which covers additions to the tutorials manual (and also tells you how to get rid of the slow Imagine.pic screen) appendix d is the index to the reference manual which for damn sure should have been in the reference manual in the first place. according to the book, this is floating around in the public domain somewhere, so if you don't get the book, latch onto this if you can find it all of these sections come in a spiral bound book, much easier to lay open before your computer than the stapled binding of the Imagine manual lastly, there's a companion disk which has all the objects & such necessary to do the tutorials if you a) want to skip actually making the stuff & get to the meat of the matter, or b) want to check out how your objects look vs. the ones the author has made. it additionally contains an Imagine.Config file which assigns various features to keys, so that Pick is now F1, Attributes is now F7, etc. i know i could have done this myself, but it's a nice addition anyway. these keys are used throughout the tutorials, although the non-reconfigured way to do it is presented as well, so you get a decent amount of practice in using/memorizing them. so that's the facts. as for my opinion, i think i have made it pretty clear that i really like this book and think that it's been tremendously informative for me. Dave Duberman apparently got thrashed for his Turbo Silver manual pretty soundly, which surprises me because his AVID tutorials & the material in this book are not only thorough, but extremely well presented. when he runs you through what to do in his tutorials, he doesn't just list steps ("Now pick all; now select attributes; now set dithering to...) but goes through his reasoning, what he's trying to achieve with that particular manuever, and sometimes the larger thinking process behind it. i found that with the Imagine tutorials, i was handfed a bunch of steps which (75% of the time) left me with a cool picture but no real understanding of what it was i had done. the imagine companion, on the other hand, takes a nice teaching approach to the lessons in an attempt to get you thoroughly familiar with what is going on. and it sure beats all hell out of that "Imagine: A guided Tour" video. in addition, and you don't need to buy the book for this one, you can get a free sample copy of AVID, The Amiga-Video Journal by sending your name & address to Avid Publications / 415-112 Mary Ave. #207 / Sunnyvale, CA / 94086 its a pretty good magazine, certainly worth a stamp. ## Subject: Colorburst Date: Wed, 24 Jul 91 17:50:06 EDT From: bobl@graphics.rent.com (Bob Lindabury - SysAdm) rutgers!cs.unr.edu!tucker (Aaron Tucker) writes: > P.S. I am going to upload the wood maps to hubcap as HAM, not 24bit. Anybody > who needs to convert themfor other purposes can do so. Huh? Wouldn't 24bit wood maps be better? Wouldn't it be easier to reduce colors from the 24bit file than increase colors from HAM image? Seems to me that uploading 24bit images exclusivly is the way to go. -- Bob The Graphics BBS 908/469-0049 "It's better than a sharp stick in the eye!" ============================================================================ InterNet: bobl@graphics.rent.com | Raven Enterprises UUCP: ...rutgers!bobsbox!graphics!bobl | 25 Raven Avenue BitNet: bobl%graphics.rent.com@pucc | Piscataway, NJ 08854 Home #: 908/560-7353 | 908/271-8878 ## Subject: help with cycle editor Date: 24 Jul 91 (18:30) From: mit-eddie!uucp.cs.toronto.edu!lsuc!canrem!james.kewageshig HI Again, Was wondering if someone could explain how I could attach a rotor to the helicopter body with the CYCLE editor in such a way so that I just specify the number of rotations for the rotor and so that the body becomes the PARENT object. PLEASE E-Mail DIRECTLY!! THX, James +-------------------------------------------------------------+ | NETWERK | James UUCP: james.kewageshig@canrem.uucp | | V I I I | Kewageshig CRS: (416)798-7730 | | 1 9 9 1 | CLI: (416)588-7982 | +-------------------------------------------------------------+ --- ~ DeLuxe} 1.1 #8086 ~ *** UNDER CONSTRUCTION *** -- Canada Remote Systems. Toronto, Ontario NorthAmeriNet Host ## Subject: fog effect in imagine?? Date: 24 Jul 91 (18:29) From: mit-eddie!uucp.cs.toronto.edu!lsuc!canrem!james.kewageshig Hi All, Was wondering if anyone could explain to me how the 'FOG' effect works in Imagine v1.1. There's a brief mention of in in the readme.docs but no real examples. In case you don't know what effect I'm talking about, its in the readme.docs about the colour white completely dissipating in a scene. (thats about how descriptive they were in the docs ;) ) PLEASE E-MAIL me directly since I don't have real access to this group or newsletter. If this has been covered in a previous letter, please E-MAIL me the reponses. THX, James +-------------------------------------------------------------+ | NETWERK | James UUCP: james.kewageshig@canrem.uucp | | V I I I | Kewageshig CRS: (416)798-7730 | | 1 9 9 1 | CLI: (416)588-7982 | +-------------------------------------------------------------+ --- ~ DeLuxe} 1.1 #8086 ~ *** UNDER CONSTRUCTION *** -- Canada Remote Systems. Toronto, Ontario NorthAmeriNet Host ## Subject: wood Date: Thu, 25 Jul 91 00:36:34 PDT From: tucker@cs.unr.edu (Aaron Tucker) I DON'T HAVE 24BIT WOOD BRUSHMAPS! I DON'T HAVE 24BIT WOOD BRUSHMAPS! maybe that'll work. I HAVE HAM WOOD BRUSHMAPS! I HAVE HAM WOOD BRUSHMAPS! that should definately work. If you want 24bit wood brushmaps, you'll have to get them yourself. I don't have a digitizer nor do I have access to 24bit textures. Yes, 24bit would be much nicer, Bob. I agree with you 100%. Unfortunately, I don't have any. I was merely asking if it would be needed to convert them to 24bit before uploading. I decided that it wasn't necessary. Agree? Thanks. Juan Trevino tucker@mammoth.cs.unr.edu ## Subject: Why does SCANLINE take more RAM than TRACE? Date: Thu, 25 Jul 91 00:27:24 CDT From: mit-eddie!harvard!scubed!pro-party.cts.com!seanc (Sean Cunningham) I'm sure this has been asked before, so please bare with me :) An object I'm working on (human figure...sorta) is progressing nicely, but I've just run into a major problem. When I try to do a scanline rendering of the object, not all of the pieces render (I'm assuming that a low memory situation causes truncation of parts), BUT I can render the whole thing if I go to full trace. Why is this? Why would scanline take more memory to render than raytrace, when I'm dealing with the same object under the same staging file? Note: I'm running on a 4M A3000-25/50 (2M Chip, 2M Fast). Because it won't render at all if I run from WorkBench, I have a script in my S: called "IMSHELLSTART" that makes all the necessary assignments, runs CPU, and starts the program. Thanks! Sean /\ RealWorld: Sean Cunningham / \ "Doing our business is what INET: seanc@pro-party.cts.com VISION Amigas are for." Voice: (512) 992-2810 \ / // \/ "Hasta la vista, baby." KEEP THE COMPETITION UNDER \X/ GRAPHICS the Terminator, CSM101 ## Subject: Re: C Hackers Date: Thu, 25 Jul 91 00:18:19 CDT From: mit-eddie!harvard!scubed!pro-party.cts.com!seanc (Sean Cunningham) Mark, you mentioned modelling stuff like fire, clouds, etc. with Lightwave using particle systems. Do you know if Allen is planning on adding "lifecycles" to the particle systems generator? I seem to remember he had mentioned that he planned on adding trajectories to the particles (so that you could grow grass, etc.) in an E-Mail post a while back (is this in v2.0 of Lightwave???). This would be really cool, and only make me want it all the more. Not really for grass (which would be useful), but I keep thinking of the whiskers on the Chinese dragon kite from the "World of Discovery" opener...lotsa possibilities for all kinds of effects there (for anyone that hasn't seen this opening (I believe it'll be shown at SIGGRAPH), it is amazing. It uses _TONS_ of particle systems). Sean /\ RealWorld: Sean Cunningham / \ "Doing our business is what INET: seanc@pro-party.cts.com VISION Amigas are for." Voice: (512) 992-2810 \ / // \/ "Hasta la vista, baby." KEEP THE COMPETITION UNDER \X/ GRAPHICS the Terminator, CSM101